o-----------------------------------------------------------------------------o
|                           DRAKKHEN 2: DRAGON VIEW                           |
|                                Platform: SNES                               |
|                                                                             |
|                               FAQ/WALKTHROUGH                               |
|                        Version 1.3 (October 8, 2007)                        |
|                                                                             |
|                                By The Admiral                               |
|                         Email: [email protected]                        |
o-----------------------------------------------------------------------------o


INTRODUCTION
------------
Lost in the waning years of the SNES era was this stellar title, blending the
perfect mix of RPG and Action elements to create a truly unique experience.
Surprisingly, this game is the sequel to an earlier title called Drakkhen,
which debuted on the PC but also saw life on the SNES.  The term "surprisingly"
is used because this game doesn't go out of its way to advertise the Drakkhen
connection.  This might have been due to the underwhelming reception of its
predecessor, but Dragon View suffers from none of the same flaws.  The
graphics, battle system, gameplay, and translation are all new and masterfully
executed, very much unlike the original.

This game's obscurity also means that information is quite hard to come by, and
that's where this FAQ comes in handy.  Whether you're a novice just picking up
this game or a veteran who's looking to get every single item as soon as
possible, this guide should help you.  You will find detailed maps for every
overworld region and dungeon in the game, complete stats for all enemies, in-
depth boss strategies, recommended levels for progressing most easily, and a
full listing of every weapon, armor, item, and power-up available.  While you
may never find another living person who's played this game, that doesn't mean
you need to journey through it alone.


===============================================================================
D I S C L A I M E R                                                        DV0A
===============================================================================

This FAQ is meant for personal use only and cannot be reproduced or
redistributed for commercial usage under any circumstances.  No portions of
this guide may be reprinted, in part or in entirety, without the expressed,
written consent of the author.  If you would like to use any part of this guide
in your FAQ or on your website, I will probably give you permission if you ask,
but you must ask first (Email: [email protected]).  The Drakkhen 2: Dragon
View title and all contents within are copyright of Kemco, 1994.


===============================================================================
T A B L E   O F   C O N T E N T S                                          DV0B
===============================================================================

To jump to any section of this guide quickly, press Crtl+F to bring up the
search box, then type in the index number listed in the right column.  Sub-
indices are also give before each section of the walkthrough.


INTRODUCTION
DISCLAIMER.................................................................DV0A
TABLE OF CONTENTS..........................................................DV0B
USING THIS GUIDE...........................................................DV0C


THE BASICS
1. STORY...................................................................DV0D
2. CHARACTERS..............................................................DV0E
3. CONTROLS................................................................DV0F


GETTING STARTED
1. WEAPONS.................................................................DV0G
2. ITEMS...................................................................DV0H
3. COMBAT SYSTEM & BATTLE STRATEGIES.......................................DV0I
4. LEVELING-UP TIPS........................................................DV0J


WALKTHROUGH
PART I:    THE JOURNEY BEGINS..............................................DV01
PART II:   VOYAGE TO CASDRA................................................DV02
PART III:  THE FIRE CAVERN.................................................DV03
PART IV:   SNOWY MOUNTAINS.................................................DV04
PART V:    THE GREAT TEMPLE AT KEIRE.......................................DV05

PART VI:   SCOURING THE DESERT.............................................DV06
PART VII:  SWAMP CRAWLING..................................................DV07
PART VIII: THE OLD RUINS...................................................DV08
PART IX:   VOYAGE TO THE UNDERWORLD........................................DV09
PART X:    THE FINAL SHOWDOWN..............................................DV10


APPENDIX
1. WEAPONS & ARMOR UPGRADES................................................DV0K
2. RINGS...................................................................DV0L
3. ITEMS...................................................................DV0M
4. LIFE & MAGIC UPGRADES...................................................DV0N
5. EXPERIENCE CHART........................................................DV0P

6. SHOP LISTING............................................................DV0Q
7. BESTIARY................................................................DV0R
8. LEVEL-UP LOCATIONS......................................................DV0S
9. MONK'S MESSAGES.........................................................DV0T
10. UNSOLVED MYSTERIES.....................................................DV0U
11. PAR CODES..............................................................DV0V


CONTACT INFORMATION........................................................DV0W
REVISION HISTORY...........................................................DV0X
CREDITS....................................................................DV0Y



===============================================================================
U S I N G   T H I S   G U I D E                                            DV0C
===============================================================================

This FAQ is divided into 4 sections to help you most easily find the
information you're seeking.  This will hopefully save you time and help you
avoid reading any unnecessary spoilers.  The four sections are explained below:


1.) THE BASICS: This section lists the background information about the story
   and characters, as well as the basics of gameplay and controls.  It
   contains much of the same information as the manual does, and is reprinted
   here because most players don't have access to that book.  If you have
   played Dragon View before, you can skip this section entirely.

2.) GETTING STARTED: This is a more advanced section that discusses equipment
   strategies and battle tactics.  It should contain information useful to
   even veterans, and is recommended for anyone looking to understand the game
   better.  This section contains no plot spoilers.

3.) WALKTHROUGH: As its name implies, this is a detailed walkthrough of the
   game.  Any question you have about this game will likely be answered in
   this section.  It may be more detailed than some players would like, so the
   essential information for each section -- recommended level, useful items,
   enemy stats, and any relevant maps -- is listed at the front.  The
   walkthrough does contain some plot spoilers for situations as they occur,
   so please keep this in mind before reading.

4.) APPENDICES: This is a reference section that contains lists of weapons,
   armor, items, life, magic, and level upgrades, in addition to other helpful
   information.  It's a great way to find the location of something you may
   have missed along the way without skimming the entire walkthrough.  This
   section also contains a Bestiary, with stats and tips for all enemies and
   bosses, as well as PAR codes at the very end.


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                             T H E   B A S I C S
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The following section includes some of the basics of the game, which should be
read by anyone playing Dragon View for the first time.  The areas covered
include a rudimentary summary of the opening story, the characters, and a
complete controls listing.  If you have read through the manual carefully or
have played Dragon View before, you can skip this section.



===============================================================================
1.  S T O R Y                                                              DV0D
===============================================================================

Within the small warrior village of Rysis, a young couple sits and gazes at the
sunset together.  The man, Alex, is a courageous soldier in training.  He
relishes every minute of the time he spends with Katarina, his love.  On this
night, as the sky glows with pink and orange hues from the setting sun, Alex
gives to Kat a beautiful Pendant that had been passed down in his family for
generations.  Everything seems perfectly serene as the two enjoy the company of
one another.  Little do they know of the evil winds that are starting to
permeate the continent, or of the wicked schemes that will soon come to include
them.  And little do they know that this beautiful night is the last they will
share together before their lives -– and the fate of the world -– are
permanently changed.



===============================================================================
2.  C H A R A C T E R S                                                    DV0E
===============================================================================

This section includes a list of some of the characters you encounter at the
start of your journey.  There are no spoilers here, as everything mentioned can
be read in the manual or seen within the first 3 minutes of the game.  Some of
these characters change and develop as the story progresses, and new ones also
spring up during your travels.


ALEX
A descendant of the ancient heroes and the main protagonist in Dragon View.
Alex is a young man who has been training as a warrior all his life in the
small town of Rysis.  He is deeply in love with a girl named Katarina, and she
is the focal point of his existence.  Alex is also an extremely handsome and
charismatic individual, and nearly every female character in the game attempts
to interact with him on a subtly sexual level.  Alex is mainly unaware of this,
however, as his heart and his mind belong entirely to Kat.  The day of her
abduction is the darkest moment in his life, and he will stop at nothing to
save her.  While his quest eventually evolves into a "fate of the world"
scenario, his mind is still singly focused on rescuing his girl.


KATARINA
The beautiful and intelligent girlfriend of Alex.  While Katarina's past is
somewhat clouded, she comes to live in Rysis under the care of Master Qunos,
her foster grandfather.  Kat's spirit is intensely vivid, matched only by the
strength of her will.  Her life with Alex is almost like a fairy tale, until
the tragic day of her abduction.  At the time, it is a complete mystery as to
why anyone would capture this innocent girl.  Her disappearance becomes the
driving force in Alex's life, as well as the main impetus for him starting his
journey in Dragon View.


QUNOS
The elder of Rysis and wise master of warriors.  Qunos, though well past his
prime, was once a great battle hero.  The latter half of his life has been
spent training warriors at Rysis in the event that evil forces rise up and
threaten the world once again.  Qunos also adopted Katarina when she was
younger, and his guidance and tutelage have crafted her into a smart and
independent woman.  Though the time is waning on Qunos's life, he is still a
source of immense wisdom and conviction.


ARGOS
The powerful wizard who appears in Rysis one day and captures Katarina.  His
background is a mystery to everyone, but it is obvious that he is influenced by
the forces of evil.  Argos's powers are far mightier than any of the well-
trained warrior's who he swats away, and even Alex is no match for him.  The
reason he kidnaps Kat remains an enigma, but it is clear that he has some
ulterior motive (unlike many of the "damsel-in-distress-just-for-the-sake-of-
it" plots).


DAMME
The seasoned warrior and mentor to Alex.  Damme has been both a friend and
instructor to Alex for years, so he is able to relate first-hand to the tragic
feeling of loss on the day of Kat's disappearance.  Damme's role in the game is
quite limited, as he remains behind in Rysis to train future warriors as Alex
sets off on his quest.  Though he may offer a piece of advice or two along the
way, his thoughts and hopes are always with Alex and Kat.


CYATH
Cyath is a young apprentice of Damme who looks up to Alex.  While his role in
the game is even more limited than Damme's, Cyath remains an admiring friend
who hopes to become a brave hero like Alex some day.  He stays behind in Rysis
with Damme and Qunos to train while Alex sets out on his journey.



===============================================================================
3.  C O N T R O L S                                                        DV0F
===============================================================================

Dragon View was designed to make the controls as intuitive as possible, but
learning to master them is vital to your success in this game.  There are two
sets of controls used in Dragon View: one on side-view screens and one used on
the World Map.  The following section lists the controls for both of these
areas.


UP
- Moves vertically up along the screen.  Doing this changes your position
 relative to enemies, often putting you out of their attack range (side-view)
- Walks forward (world map)


DOWN
- Moves vertically down along the screen.  Similarly, moving down will often
 put you out of the enemies' targeting range, causing their projectile or
 charge attacks to miss (side-view)
- Backtracks, though you still face forward as you move (world-map)


LEFT/RIGHT
- Moves left or right along the screen (side-view)
- Rotates your position left or right from a stationary viewpoint.  Once you're
 facing the desired direction, walk forward by pressing the UP button (world
 map)


Y-BUTTON
- Attacks with your selected weapon, either sword or Hauza.  The chosen weapon
 will appear on the bottom of the screen (side-view)
- Not used (world map)


X-BUTTON
- Uses your special Sword or Hauza Technique, depending on which weapon is
 selected.  Note that you must first be taught this move, and that using it
 drains your life (side-view)
- Not used (world map)


B-BUTTON
- Used to jump.  You can move both vertically and horizontally while you jump
 by pressing the D-Pad.  This a good tactic against enemies early in the game
 and is necessary to cross pits near the end (side-view)
- Not used (world map)


A-BUTTON
- Uses your selected item.  The chosen item will appear on the bottom of the
 screen (side-view)
- In very few cases, this button will use the selected item.  Most of time,
 this button will do nothing (world map)


R-BUTTON
- Not used (side-view)
- Brings up the map view.  Pressing this button again will bring up the
 selected section map.  You can exit the map screen at any time by pressing
 the A- or X-BUTTONS (world map)


L-BUTTON
- Not used (side-view)
- Brings up the map view.  Pressing this button again will bring up the
 selected section map.  You can exit the map screen at any time by pressing
 the A- or X-BUTTONS.  The L-Button is identical in use to the R-Button (world
 map)


START
- Brings up the Menu Screen.  From here, you can select the weapons and items
 you'd like to use by highlighting them and pressing the B- or X-BUTTONS.
 Press Start again to return to the game (side-view and world map)


SELECT
- Displays the status bar at the bottom of the screen, which lists your
 character's name, level, experience, and base attack and defense stats
 (side-view and world map)



_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                        G E T T I N G   S T A R T E D
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The following section includes strategies for equipment usage and combat.  Even
if you've already played the game, you will likely find some of these tactics
to be helpful.  The specifics areas covered in this section include: weapons
advice, item descriptions, combat tactics, and leveling strategies.  There are
no plot spoilers in this section.


===============================================================================
1.  W E A P O N S                                                          DV0G
===============================================================================

Knowing both how and when to use your two main weapons is one of the most
important aspects of mastering this game.  This section discusses both, as well
as battle strategies using each.


SWORD
-----
The staple weapon of any hero, Alex's sword is his main damage dealer
throughout most of the game.  The sword sports a good range and fast recovery
time, making it ideal for taking down any foe in a hurry.  One of the most
interesting characteristics of the sword is that the attack you perform with it
varies depending on where the enemy is located and how you are moving.  Here
are some examples:

- Slash: Regular sword swing, performed when enemy is in front of Alex

- Diagonal Slash: Reserved for enemies flying above and in front of Alex

- Upward Thrust: When enemies are flying directly overhead, Alex will jab
    the sword upward

- Air Slash: While jumping, Alex slices at the enemy in front of him

- Downward Thrust: If Alex is in mid-air and an enemy is directly below, he
    will hold out his sword and attempt to pierce the enemy

The power (and corresponding color) of the sword can increase when you find
Sword Energy, which is always stored in chests.  This often gives you a much
needed power boost to help take down regional enemies much more easily.

The sword is especially effective against: quick moving enemies, flying
enemies, multiple enemies, and small/short enemies.

The sword is usually not the best choice against: enemies that fire
projectiles, enemies with very powerful attacks, and enemies that charge.



HAUZA
-----
The Hauza is a very unique piece of equipment.  It's best described as a cross
between an axe and a boomerang, and it brings the best of both worlds.  You can
use the Hauza to inflict damage from afar, thereby lessening the threat from
enemy attacks.  Also, at equals levels, the Hauza always has a higher attack
power than the sword.

This weapon is certainly not without its downsides, however.  The Hauza is much
less versatile in its attack range.  Whereas the sword covers a vertical area
from above Alex's head to below his feet, the Hauza can only inflict damage at
the same level as Alex's shoulders.  This means that smaller enemies -- like
Beetles and Scorpions -- cannot be hit.  The Hauza also suffers from a lengthy
recovery time, meaning you leave yourself open to attack for a brief period
after throwing it.  Again, the sword does not have this drawback.

The power (and corresponding color) of the Hauza can increase when you find
Hauza Energy, which is always stored in chests.  The first chest you find
containing this energy will give you the Hauza itself.

The Hauza is especially effective against: heavily armored enemies, enemies
that fire projectiles, enemies across gaps, slow moving enemies, enemies that
counter-attack.

The Hauza is usually not the best choice against: small/short enemies, quick
moving/agile enemies, multiple enemies


==================
SPECIAL TECHNIQUES
==================
Both the sword and Hauza can be used in special combat techniques (activated by
pressing the X-button).  These advanced maneuvers must be learned before you
can use them, and their locations are often secret.  Each maneuver has two
levels: the first when you acquire the move and a second when the move is
upgraded.  The upgrades are extremely well hidden, so you'll need to search
very carefully to locate them.  The two techniques are:


SWORD TECHNIQUE
---------------
When used, Alex will make a snake-like motion with his blade, then leap into
the air and slice through whatever is in front of him.  This move has excellent
range and is ideal for close combat or taking out whatever happens to be flying
in front.

The true power of the Sword Technique is that is adds 10 points of armor
piercing damage to each attack.  Armor piercing means that these 10 points are
inflicted regardless of the enemies' defense ratings, and this is in *addition*
to your normal damage.  While this may not sound that spectacular, especially
when you can already kill many enemies in a hit or two, it is enormous if you
face heavily armored opponents and bosses.  You will still inflict 10 points of
damage against enemies that you normally couldn't hurt with your attacks.  Keep
in mind that all regular enemies have 40 HP (and bosses have 184), so you can
see how this technique makes victory possible at any level.

The drawback to this move is that is drains 8 HP of you own life each time it's
used, and this total is non-trivial early in the game.  The upgraded version
cuts this penalty to 4 HP, allowing you to use the move a lot more frequently.
Even if you've already mastered the game without ever touching this move, you
will have an easier time if you learn to effectively incorporate it into your
attacks.



HAUZA TECHNIQUE
---------------
Once activated, the Hauza Technique causes Alex to spin around and then unleash
the Hauza as if throwing a discus.  The Hauza then leaves his hand very quickly
and can travel double the distance of the normal throw.  This allows you to hit
enemies that are well off the screen.  This is the ultimate long range attack,
and is great for getting the jump of a pack of enemies or a tough boss.

Like the Sword Technique, this move also adds 10 points of armor piercing
damage to the Hauza's base attack.  While it will always be stronger at equal
levels, this move lacks the versatility of the Sword Technique because of its
lengthy recovery period and inability to hit multiple targets on different
horizontal levels.  The best use is probably against bosses, who frequently
leave themselves open to long-range attacks.

Also like the Sword Technique, this move saps 8 HP each time it's used.  This
will pretty much shelf the maneuver for most of the game, at least until you
find the upgrade, which lowers the HP drain to 4.



===============================================================================
2.  I T E M S                                                              DV0H
===============================================================================

Dragon View contains several different types of items, all of which have their
own designation on the inventory screen.  Learning the best ways to acquire and
utilize them will go a long way in your journey.  Some types of items are
omitted here since they contain spoilers, but a full listing can be found in
the appendix.

-------------------------------------------------------------------------------

DROPPED ITEMS: These are dropped by enemies when defeated, either in random
encounters or in dungeons.  Every enemy has a fixed number of "Drops" when
killed, and it will always leave this amount or none at all.  Defeating enemies
with a high "Drops" values is a great way to stay healthy or earn money, and
the number of drops for each enemy can be found before the appropriate section
of the walkthrough or in the appendix.

Small Hearts:       Small hearts are your main way to recover life while in the
                   field.  Each one picked up restores 8 HP.

Small Stars:        Stars replenish expended magic power, and each one restores
                   1 MP.  Though these may not be very useful at first, they
                   will become extremely valuable later in the game.

Jade:               Jade is the primary form of currency in Dragon View, and
                   enemies often leave it when slain.  There are 3 different
                   colors of Jade, each with different monetary values:

                   - Blue Jade is worth 5
                   - Pink Jade is worth 10
                   - Gold Jade is worth 20

                   Enemies have a Jade "maximum" and will never drop Jade
                   worth more than this type.  The maxima are listed in the
                   appendix for each monster.  If you are trying to earn
                   money, you should concentrate on enemies who leave several
                   drops and the most valuable type of Jade.

Jade Bounty:        Very rarely, a defeated enemy will explode into many Jade
                   crystals.  When this happens, the enemy leaves 2 Gold, 2
                   Pink, and 5 Blue Jade (for a value of 85).  Only enemies
                   encountered randomly on the overworld can leave these
                   bounties, and the odds seem to be about 1/64.  If you are
                   lucky enough to get one or two of these early in the game,
                   it can help out immensely.

-------------------------------------------------------------------------------

STAPLE ITEMS: The 4 staple items are the most common type that you can stock,
and they are sold in every item shop in the game.  The prices in each location
may vary greatly and are listed in the appendix.  Note that several of these
staple items can also be found in chests throughout the game.  The maximum
quantity you can hold for each item is also given below.

Potion:             Potions restore your HP fully when used, and are best saved
                   for bosses or very desperate situations.  No matter where
                   you go, always be sure to have at least one potion on hand.
                   Maximum Quantity: 3

Crystal:            Magic Crystals restore your MP fully when used.  Unlike
                   Potions, these items are not as essential to your travels,
                   since magic power seldom makes the difference between life
                   and death.  Given the facts that MP usage is not
                   significant during much of the game and that you find
                   several of these crystals in chests, you should probably
                   hold off on buying them unless clearly needed.
                   Maximum Quantity: 3

Bomb:               Bombs are small explosives that can be used to destroy
                   boulders or blast holes in cracked floors and walls.  They
                   can also be wielded offensively to inflict decent damage
                   on enemies, especially early on.  Bombs tend to be rather
                   expensive, however, so you should probably refrain from
                   using them unless needed to clear a passage.  Once you have
                   the extra money, try to buy at least 10 of these.
                   Maximum Quantity: 20

Silver Arrow:       Silver arrows, as you might expect, require a Bow to use
                   (which must be found separately).  As an offensive weapon,
                   arrows fire the full length of any screen and hit for good
                   damage early on.  The main drawback, however, is that the
                   Hauza can do almost anything the arrows can, but for free.
                   You may still find uses for arrows against some bosses or
                   on large screens, but they are mainly useless from a combat
                   standpoint.
                   Maximum Quantity: 30

-------------------------------------------------------------------------------

UPGRADES: While leveling-up raises your attack and defense, the only way to
increase your life and magic is through finding upgrades.  These objects are
quite numerous and hidden at every type of place imaginable.

Heart Container:    Shaped like a large, glass heart, this upgrade will add 8
                   HP to your total.  There are 17 Heart Containers in the
                   game, and your life bar should be as long as the boss's
                   once you have them all (for a total of 184 HP).  A full
                   list can be found in the appendix.

MP Star:            These look like large, glass stars, and add 2 MP to your
                   maximum once found.  Unlike Heart Containers, MP Stars are
                   less numerous.  There are just 7 in the game, and they
                   will extend your MP up to 18 visible stars (two full rows).
                   Once again, if you miss any in your travels, a full list
                   can be found in the appendix.



===============================================================================
3.  C O M B A T   S Y S T E M   &   B A T T L E   S T R A T E G I E S      DVOI
===============================================================================

This section describes how the damage calculation works (very simple), as well
as gives some great strategies for defeating enemies with ease.  This is a must
read for players of all skill levels.


==================
DAMAGE CALCULATION
==================
The damage formula for Dragon View is very straight forward:


 Damage = Attacker's ATP – Target's DFP


Where ATP is attack power and DFP is defensive power.  Just subtract one value
from the other to get the damage endured.  Note that for damage values of 0 or
lower, 1 HP of damage will still be inflicted.

These stats are easy to find for Alex.  Simply go to the item screen, select
whichever weapon, armor, or item he is using, then hit the B-Button.  The
appropriate ATP or DFP value will be displayed.

Finding Alex's stats are no problem.  The ones for the enemies are a bit more
tricky.  Luckily, this guide does all the work for you and provides a complete
enemy stat list before each section of the walkthrough and in the appendix.
This lets you find exactly how much damage you can inflict upon the enemies and
how much they can inflict upon you.

Let's go through a practical example.  Say Alex is at level 21 and his weapons
and armor are all at level 3.  This should yield the following stats.


Base ATP:  80
Base DFP:  40
Sword ATP: 80 + 35 = 115
Hauza ATP: 80 + 40 = 120
Total DFP: 40 + 30 = 70


The base stats come from his level, and they are added to the values from his
equipment.  Now, you want to know if you'd survive in the swamp, specifically
against those Huge Bugs that appear there.  From the appendix, we see that
these large insects have the following stats:


Huge Bug (Green)
----------------
HP:      40
Attack:  90
Defense: 149


All basic enemies have 40 HP, and the Huge Bug is no exception.  By looking at
these stats, you can see the following.

- You will inflict 1 damage with the sword (115–149 = -34, which becomes 1)
- You will inflict 1 damage with the Hauza (120-149 = -29, which becomes 1)
- You will take 20 damage per hit from the Huge Bug (90 – 70 = 20)

As you can see, you are obviously not ready to fight this enemy using standard
weapons at such a low level.  You will be dead in short time if you are taking
20 HP of damage per hit.  Once your ATP rises above 149, you will start doing
noticeable damage and can face this foe on even grounds.

By using this damage calculation and the enemy stats listed in the appendix,
you can find the perfect mix of enemies to fight, as well as the best levels to
be at when you enter new areas (though the walkthrough saves you the time and
lists recommended levels).  Once your ATP is 40 or more higher than the
enemies' DFP, you will be able to defeat it in a single hit.  These are the
type of match-ups you likely want when training your character.


==========================
ADVANCED BATTLE STRATEGIES
==========================
There are 3 main tactics often overlooked by even veteran players, and, if used
properly, they allow you to defeat enemies even MUCH stronger than you are.


1. HORIZONTAL LEVEL: The single most important part of any offensive or
  defensive strategy is your horizontal positioning.  Often times, if you are
  above or below the enemy, their attacks cannot reach you.  This allows you
  to move about and get into position for a strike of your own.  In nearly all
  cases, it makes sense to stay on a different horizontal level for as long as
  you can, then move up or down just as you are about to attack.  This is
  effective both in regular fights and against bosses.  The sooner you begin
  shifting levels instead of going head-to-head at all times, the better off
  you'll be in all scenarios.


2. ELEMENTAL DAMAGE: Elemental damage is inflicted by the 3 elemental rings:
  Fire, Ice, and Lightning, which all become available about a quarter of the
  way into the game.  Many players beat this game without ever using the
  elemental rings, and this is a huge mistake.  Many enemies have elemental
  weaknesses that allow for quick kills by using these rings.  Not to mention,
  elemental damage ignores a target's defense (regardless of weakness), so
  even mighty demons can be slain in 3-4 hits.

  In regions where enemies have high defenses, it's often a better idea to use
  elemental attacks rather than physical ones.  The charged attacks (made
  possible by upgrading the rings), can even be used to clear out large groups
  of enemies in a hurry.  To know which attacks work best, you can either
  experiment or check the appendix, which lists elemental weaknesses for all
  enemies.  Once again, by incorporating these items into your arsenal, you
  can greatly extend your offensive capabilities at any level and in any
  fight.


3. USING THE TECHNIQUES: As overlooked as the elemental rings are the special
  sword and Hauza techniques (X-button attacks).  These are overlooked for a
  different reason, though.  First off, they can be somewhat hard to find,
  with the upgrades being the best kept secrets in the game.  Secondly,
  players often try them out and see a little more damage but an unpleasant HP
  drain.  This is usually the extent of use the moves get in most games.

  What these players aren't seeing, however, is that the techniques add 10
  points of damage that ignores defense to the base attack of the weapon.
  This is HUGE.  It means that even at level 1, a player can defeat any enemy
  in the game by using the technique 4 times.  If you want to give yourself a
  great advantage early on, fight difficult enemies and kill them using these
  techniques for massive EXP.  You can also get away with just the opposite:
  playing through the game at low levels and relying on these attacks for
  damage.

  Near the end of the game, when you have a huge HP bar and enemies all leave
  3 or so drops, the Sword Technique should probably replace your normal
  attack for fighting most enemies, especially the flying ones.  Similarly,
  the Hauza attack is great for taking out tough foes on large screens,
  including bosses.  Incorporating these maneuvers into your arsenal is one of
  the best edges you can give yourself in the game.



===============================================================================
4.  L E V E L I N G – U P   T I P S                                        DV0J
===============================================================================

Given the way the game's damage system works (described above), one or two
levels can be the difference between an easy battle or a five minute dogfight.
Leveling up is, by far, the best way to improve your fighting performance.
There is, however, a balance that should be reached.  For example, gaining 20
levels at the start of the game is both a colossal waste of time and rather
useless from a fighting standpoint.  Successful leveling involves not only
being at the right level to tackle enemies, but also reaching this level in an
efficient manner.  The tips below should help you do just that.


1.) LEVEL INDOORS: Let's start with the cons of indoor fighting.  For one,
   identical monsters all give less EXP than they do in random encounters on
   the overworld.  Secondly, there is no chance of finding a Jade Bounty (lots
   of Jade) from a slain enemy inside.  While those are both rather annoying
   aspects, the advantages of indoor fighting are:

   a.) Repeatability: This means finding spots where you can exit and reenter
                      a room, being able to fight the same enemies over and
                      over.  This is much faster than seeking out random
                      encounters.

   b.) Numbers:       It's not uncommon to find rooms with 4 enemies in them,
                      while this never happens outside.  Find a repeatable 4
                      enemy room and you have a great spot to train.

   In other words, you can very quickly plow through dozens of enemies inside,
   whereas waiting for outdoor encounters takes far longer.  There are some
   notable exceptions, however, and these mainly occur in areas where you can
   fight stronger enemies than you should be able to (see #3 below).


2.) PLAN AHEAD: Using the damage calculation above and the enemy stats in the
   appendix, you can calculate the perfect level at which to fight enemies.
   Ideally, you'd like to be able to kill a foe in 1-2 hits.  Look for enemies
   that leave the most EXP and fit this criteria.  It's also useful to find
   enemies that have the most 'Drops,' as this means you'll be getting a
   steady influx of life and magic to keep you refreshed.  If you're trying to
   earn money, look for enemies with a lot of Drops and a high Jade maximum.
   This type of specific targeting is far more efficient than randomly
   fighting.  Planning ahead also entails learning elemental resistances, and
   this is discussed in #3 below.


3.) USE ADVANCED FIGHTING METHODS: The previous section of this guide listed 3
   advanced strategies for fighting, and using these will allow you to kill
   hard enemies and gain EXP at a massive rate.  If you can find a region with
   difficult foes that are weak to some element you wield, you've found an EXP
   cash cow.  You should be able to gain a few levels in just minutes by
   exploiting their deficiencies.  Once you get charged attacks from ring
   upgrades, you should even be able to take out large groups.  You'll likely
   replenish any expended MP in the process.

   Another way to take out extremely strong foes is by using the Sword and
   Hauza Techniques.  The Sword Technique, especially, can be found relatively
   Early.  During this time you can travel to some nearby regions with very
   difficult enemies and really reap the rewards.  Just 1 or 2 battles in
   those regions will be enough for level-ups, and this makes an excellent way
   to train.  The more you expand your fighting arsenal, the easier time
   you'll have taking out enemies and gaining levels.



_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                            W A L K T H R O U G H
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

This begins the complete walkthrough section of this FAQ.  The guide is divided
up into 10 Parts, each of which centers around a unique goal or objective in
the game.  Within each part are subsections that go into full detail on what to
expect and how to best complete any challenges.  Before these subsections,
information is given on recommended level, valuable items, and enemy statistics
for the foes near by.  This will hopefully make finding the relevant
information a bit easier.  One final note: the narration for this guide
reflects the perspective in the game.  For cut scenes or initial descriptions,
the guide uses the third person (Alex's point of view).  For any situation thta
the player controls, the second person point of view is used.  Good luck in
your journey through Dragon View, and may your quest be more fulfilling with
the addition of this guide.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   I :   T H E   J O U R N E Y   B E G I N S                        DV01
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

In the small town of Rysis, all seems peaceful in the world as Alex completes
his morning training.  But much would change within a very short time for our
hero.  The first leg of his journey takes him around the confines of the Hujia
region, the place where Alex has spent most his years.  Part 1 concludes with
the trip to Mt. Galys and the inevitable journey to explore the rest of the
island.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                            PART I CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Town of Rysis......................DV01A
              2. Hujia Region.......................DV01B
              3. Town of Hujia......................DV01C
              4. Exploring the Region...............DV01D
              5. Storehouse.........................DV01E
              6. Back in Hujia......................DV01F
              7. Galys Pass.........................DV01G
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  T O W N   O F   R Y S I S                                             DV01A
===============================================================================

Recommended Level:  1
Valuable Items:     Hujia Map, Pendant, 150 Jade

-------------------------------------------------------------------------------

It's just an ordinary day in the life of Alex, as he completes his morning
training of 10,000 mindless sword slashes into thin air (such "training" is of
course needed to protect this village of 6 people that sits in the middle of no
where).  His good friend Damme remarks on his high spirits.  Alex's head fills
with warm thoughts of Katarina.  He envisions the beautiful evening they spent
together the night before, watching the sun sink slowly into the horizon as
they cuddled in each other's arms.  His dazed grin gives away his day-dreaming,
and Damme jests about another 30,000 sword slashes.

Out of no where, Alex's blue-haired beauty frantically approaches, asking if
either men have seen Master Qunos.  Both look bemused, as neither had recently
heard from him.  She remarks that Qunos has not returned from his morning trip
to the arsenal, and, like any stereotypical female character, she's worried.
Alex, though confident that Qunos is all right, agrees to check up on him
anyway.  Damme, somewhat envious of Alex's relationship, jokes that Alex merely
wishes to dodge his morning workout.  Of course, the feisty Katarina takes
offense, then gives Alex her trademarked smile after rebuking Damme.  On his
way out, Katarina hands him the useful HUJIA MAP, then watches as he leaves,
feeling her heart beat with excitement.  If only these two knew what laid in
store for them later that day. If only they knew...


=======
ARSENAL
=======
In this short stage, Alex will get a crash course in fighting.  If this is your
first time playing Dragon View, use this opportunity to get a feel for the
controls.  Pay attention to two important things right now:

1.) Timing of your sword slashes
2.) Positioning of your character

Swinging too soon or too late will likely mean you miss your target or take a
hit.  Get a general feel for the speed and movement of your attack.  Also, be
very mindful of Alex's footing on the screen.  He needs to be horizontally
aligned with the enemies to inflict damage, and, likewise, they can only hurt
him when on the same level.  Alignment is one of the most important factors in
both offense and defense, so keep it in mind when fighting (this will be
discussed more later, as it's especially important at boss fights).

After dispatching the sole inhabitant of the arsenal, you'll find Qunos in the
back room.  He mutters something about a wizard named Argos, and then BIG
trouble ahead for Katarina!  You'll also see a chest in the background, but you
can't get it on this trip.  It's back to Rysis you go.


=============
BACK TO RYSIS
=============
What else do you find upon your return than Argos, the pesky wizard, carrying
your beloved Katarina under his arms.  Alex taunts him with some locker room
jeers, asking why he'd choose to pick on helpless girls rather than fight with
seasoned warriors, like those who make 10,000 sword slashes each morning.  The
poetic Argos taunts you back with the usual evil villain dialogue.  Tempers
flare and words fly, ending just short of medieval prick waving contest.
Alex's attacks are repelled effortlessly by Argos, who suddenly vanishes before
his eyes, taking the cherished Katarina with him.  Well, at least Dragon View
waited a full five minutes before resorting to the "damsel in distress" plot.
Why she was captured, at this point, is still a mystery.

The wise man, Qunos, makes a timely entrance once Argos is gone and sees Alex
dejectedly staring at the ground.  Qunos solaces him, but what can you really
say to a guy who just let his girlfriend get kidnapped by a teleporting wizard?
Qunos spots the PENDANT that Alex had given to Kat, and its sight invigorates
Alex, who is now hell-bent on rescuing his woman.  The cool-headed Qunos halts
his rage and talks some sense into him.  He tells Alex to head to Hujia now,
and gives him 150 JADE to get started.


It's worth spending a minute to explore town before leaving.  The door above
you leads to the house of the grizzled warrior.  He gives you gameplay advice
which is very useful if this is your first time playing.  At the entrance to
town, Damme and Cyath, your friends, express their condolences over your loss.
More useful is the Dragon Temple behind them.  The blue monk inside can heal
your wounds and save the game, while the green one gives some useful
information.  In every new town you enter, always speak with the green monks.
They offer some of the most important and helpful information in the game,
which includes marking special locations for you on the map.  It is possible to
miss out on these things if you skip the conversations, so always check in
after completing any major objectives.

And with that, Alex is off to find his soul mate and hunt down the evil wizard.


========
NOTEBOOK
========
- Argos has gone to Keire Temple
- Start your journey by buying equipment at Hujia
- Cross Mt. Galys in the mountains northwest of Hujia
- Check in with Qunos every so often during your journey
- The stars on the field are used to travel great distances



===============================================================================
2.  H U J I A   R E G I O N                                               DV01B
===============================================================================

Recommended Level:  1
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

-------------------------------------------------------------------------------

You now get to explore the 3D overworld map for the first time.  Hujia is
southeast of Rysis, so that should be your first destination.  If you follow
the main path, you should be there in no time.  As you're traveling, you might
notice small mist clouds moving towards you.  These are enemy encounters.
Making contact with a cloud will shift you to the side-view mode, and you'll be
faced against one of the region's inhabitants.  The enemies you can meet in
Hujia (like in all regions) are listed in the table above.

If you'd like to level-up before moving on, just remain stationary and an enemy
will soon find you.  One battle will be enough to send you to level 2.  If
you'd care to do this later, just make way to the Town of Hujia.  A more
detailed "tour" will be given of this region after that section.

Below is a map of the current area, though you don't need to worry about
exploring it just yet.


o-----------------------------------------------------------------------------o
|                           H U J I A   R E G I O N                           |
o-----------------------------------------------------------------------------o
| ^      _    ^   __   ^            ^      __                        ^        |
|___/\  / \______/  \______   ^     __  __/  \_     ^    ^                ^   |
|  ~ ~\/ ~    {            \__    __\.\/       \_       _     ^               |
|     ~   ~  {                \__/   = C         \_____|.|_________           |
|   ~  ~  {~~{                       =                E =          |   ^      |
|    ~  ~ {                         =                   =          |          |
| ~  ~    {                         =                   =          |       ^  |
| ~  ~ ~  {      A                   =                  =           \         |
|  ~  ~   {     |.|=                 =                  =            \  ^     |
|~   ~  ~ {         =============.   =   ,===============             \       |
| ~   ~   {                      `= === =               =             |       |
|  ~ ~ ~  {                         |.|                 =             |       |
|  ~  ~   { F                        B                  =             /   ^   |
|    ~ ~  {(*)  ____                 /\                 =        ____/        |
|   ~ ~ ~ {    /    \               /  \              D =     __/             |
|____  ___{___/  ^   \_____________/ ^  \______________ = ___/                |
|    \/                       ^                        |.|       ^      ^     |
|       ^      ^    ^        ^              ^           ¯  ^                  |
|             ^              ^          ^            ^              ^         |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ~ Water    |
---------                                                        | ^ Mountain |
A: Town of Rysis                                                 | { Shore    |
B: Town of Hujia                                                 o------------o
C: Arsenal
D: Storehouse
E: Mt. Galys Pass
F: Warp Star (to Casdra Plains)



===============================================================================
3.  T O W N   O F   H U J I A                                             DV01C
===============================================================================

Recommended Level:  1
Valuable Items:     Key, Heart Container

-------------------------------------------------------------------------------

Hujia is a much larger town than Rysis, sporting a good number of strange
citizens to converse with.  Most actually offer relatively useful or
interesting dialogue, so it's worth speaking with all of them.  Note that this
town has two "levels," the second of which can be entered by walking into the
background at the openings.

One of the young ladies near the entrance tells you that the pass to Mt. Galys
has been blocked by a landslide (figures).  She'll inform you that Randy
witnessed the unfortunate event.  Speak with her again and she'll tell you the
location of Randy's house, and you'll hear the "trigger sound."  Hearing that
sound always means you need to do something based on the information you just
got.  Randy's house is the last one on the lower level of the town.

In looking around, you'll notice an Item Shop on the way to Randy's.  Like all
such shops, it sells staple items like Potions, Magic Crystals, and Arrows.
You shouldn't make any purchases there just yet.  For one thing, only the
Potion is of any use to you yet (it fully restores your life).  Secondly, the
items are all rather pricey, and you should be saving up for a far more useful
purchase on the next screen.  The young shopkeeper does do a successful job of
flirting with Alex, but you'll need to resist her charm and save your Jade.

Outside of Randy's house is an odd looking man in a cloak.  He's your local
illegal wares dealer, and is referred to as the Wandering Merchant from here
on.  His asking price for a "secret" item is 200 Jade, and it's worth every
penny of it.  The merchant will sell you a HEART CONTAINER, which increases
your maximum HP by 8.  If you don't have the Jade yet (and you likely won't)
save up and return here as soon as possible.

You'll meet Randy in the first room of his house.  He seems in rather good
condition for someone who barely escaped an avalanche.  Randy tells you the
details of his ordeal, then suggests that one of Tylon's bombs might clear the
way for you.  Again, the goose chase continues. In the back room of Randy's
house are two chests.  Neither can be opened until much later in the game, so
don't fret over them.  Dragon View loves to show you treasures and locations
that you can't get to yet.

Tylon's shop is on the street behind Randy's, and you'll see a large, short-
tempered woman blocking the door.  She thinks Tylon is loafing around and
refusing to sell her dynamite, so she insists on planting her fat ass in the
doorway and not moving until he comes out.  You can win over her sympathy by
giving the "Clear the Pass!" answer when she asks your business (for laughs,
choose the "Not your concern" option first).  She will then waddle out of the
way and let you speak with Tylon.

Once inside, Tylon explains his situation.  He's run out of dynamite and demons
have overrun the Storehouse.  Without much choice, you are given the KEY and
told to retrieve the explosives.  The Storehouse is located in the cave
southeast of Hujia, and that marks your next destination.


========
NOTEBOOK
========
- Dynamite is kept at the Storehouse
- Mt. Galys has been blocked by a landslide
- Fruit from Mt. Galys can be sold at the shop
- A giant scorpion was seen traveling to the southeast cave
- There is a waterfall somewhere that has a hidden treasure
- The swamp region after Mt. Galys has very powerful demons



===============================================================================
4.  E X P L O R I N G   T H E   R E G I O N                               DV01D
===============================================================================

Recommended Level:  1
Valuable Items:     Hauza

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

-------------------------------------------------------------------------------

Ah, the freedom to explore.  Before moving on to the Storehouse, take some time
to visit the sights of the Hujia region.  The area is pretty small, overall,
and is enclosed by mountains on three sides and the ocean on the last.  You
don't have to worry about getting lost or wandering too far and getting
pummeled by difficult enemies (this becomes a problem later on).  In general,
Hujia is pretty uneventful.  You can see signs that the area used to be more
lively before demons appeared, as there are rotting crop fields scattered
throughout the plains.

As soon as you leave the town, it's a good idea to spend some time leveling up.
An effective benchmark might be to fight enemies until you've collected 200
Jade, which is enough to buy the Heart Container from the Wandering Merchant
(assuming you didn't spend any money on something else).  Stay within eyeshot
of town and let the mist clouds come to you.  Be ready to go back and heal/save
at the Dragon Temple when your HP run low.  Levels should go up pretty quickly,
and you'll probably be pretty close to level 4 by the time you have the 200
Jade.  By this point, the regional foes should be quite easy.


==================
ENEMY FIGHTING 101
==================
The plains sport three enemies, all of which require somewhat different battle
approaches.  The Beetles are the easiest (and least rewarding) opponent.  You
can even stand on top of their shells and jump attack from above, reducing any
potential damage you might take.  Be sure to move away from them when they
burrow, as you'll often be sprayed by their breath attack if you're near their
reemergence spot.  Beetles will occasionally be found with Green Lizard
Knights, who pose a bigger danger.  These armored opponents are very agile and
present the greatest threat when charging.  A good tactic is to stand on a
higher or lower level from them as you approach, then move up or down to their
horizontal spot to strike.  Remember, their charge cannot harm you unless
you're lined up with them.  Still, the most difficult monster you'll encounter
is the Gold Scorpion.  Their attack and defense are extremely high, though
their movement is slow and predictable.  Move in for attacks and jump away as
soon as you see the tail poised to strike.  Unlike the others, their attack is
always forecasted.  If you encounter more then one enemy in any battle, try to
move so both foes are on the same side of you.  Surviving a pincer attack is
much more dangerous than facing them head on.

With that out of the way, you can resume exploration of the region.


================
WISH UPON A STAR
================
One of the few attractions that the Hujia region has to offer is a large star
symbol painted on the ground to the southwest of Rysis.  The star can be
identified from afar by the numerous wooden posts surrounding it.  At this
point, there's not much to see.  You can walk over the star, wait for hours,
twiddle your thumbs, but nothing will happen.  This star, like all the ones
you'll meet in the game, takes you to some far away region BUT you need to
activate it on the other end also.  This particular Warp Star connects to the
Casdra Plains.  The alternating points should turn from brown to yellow when
you touch the star's center, and this activates it on this end.  This star will
be a very nice time saver in the near future.


===========
THE ARSENAL
===========
While Alex got to see the Arsenal briefly in the beginning of the game, he
missed out on collecting a treasure chest because Qunos was blathering on the
whole while.  Now is a good time to return and collect the prize that was
missed.

The easiest way to get to the Arsenal is to start at Hujia.  From there, follow
the path leading directly north.  It bends slightly around a small pond, but
takes you out exactly north of the town.  Inside you'll find the same Lizard
Knight you did the first time, though he should be a much easier fight now.  In
the back room is the real treat.  You find the HAUZA, which can now be used as
your alternate weapon.  The Hauza is an excellent find, and now adds a long-
ranged attack to your own arsenal (no pun intended).  For more information on
how and when to best utilize the Hauza, check out the "Getting Started" section
at the beginning of the guide.


============================
LOOKIN' FOR SOME DY-NO-MITE!
============================
Back on track with your mission, it's time to help out Tylon and retrieve his
Dynamite from the Storehouse, which is pretty easy to locate.  From nearly
anywhere on the map, just head due east until you come to a main path.  From
here, follow the path south and it will lead right to the Storehouse.  If you
have any trouble finding it at all, it's shown on your in-game map, as well as
on the map in the section above.



===============================================================================
5.  S T O R E H O U S E                                                   DV01E
===============================================================================

Recommended Level:  4
Valuable Items:     Armor Energy (Lv.2), Key, Potion, Dynamite

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Moth Bat (Green):          38          3         3        1
Scorpion (Gold):           32          7         5        1
Sentry (Silver):           34          7         7        1

-------------------------------------------------------------------------------

__________________
| KEY              |
| ===              |
| E: Entrance      |
| S: Shutter Door  |
| L: Locked Door   |
| X: Boss          |
|                  |
| a...z: Treasure  |
| 1...9: Stairs    |
|__________________|



First Floor
-----------
      1     2     3     4     5     6    7     8
                _____ ___________       ___________
               |  b  |           |     |  d     e  |
A               |      S         c|     |           |
    _____ _____|_ ___|___________|_____|__ ________|
   |     |           |     |     |        S  |
B   E    L L        a |     |    S S        X |
   |_____|________ __|_____|__S__|___________|
               |  S        |  L  |
C               |          S      |
               |___________|_____|


TREASURE GUIDE
--------------
a: Armor Energy
b: Key
c: Potion
d: 200 Jade
e: Dynamite

-------------------------------------------------------------------------------

As Alex enters the Storehouse, he can smell the mold in the air and feel the
cool breeze blowing from within the sealed mines.  The Storehouse consists a
series of hollowed out rooms that are used for storing explosives and other
volatile materials.  No one has ventured within these rooms since demons began
appearing, but nothing is going to stop Alex on his vendetta to rescue Kat.

The Storehouse is the first main dungeon you've explored so far, and it ranks
among the short and sweet variety.  When you enter the first room, walk up to
the locked door and Alex will automatically use the Key in his inventory.  This
door leads into a larger chamber, filled with two Gold Scorpions and a Moth
Bat.  The Scorpions should be familiar foes, but the Moth Bats make their
introduction here.

Moth Bats attack by either arcing down to strike you or sprinkling powder from
their wings when directly overhead.  The best method of handling them involves
nearing to a few steps in front.  Line yourself up with them horizontally, then
strike.  Alex should perform his "diagonal slash" attack from this range, and
that will handle the situation quite nicely.

After you clear this room on its enemies, a chest will appear along the right-
hand wall.  This contains ARMOR ENERGY, which doubles the defensive power
offered by your armor (in addition to changing the color).  While you may not
be a fan of the new lavender coloring, you will be a fan of the added
protection.  This improvement will noticeably cut down on the damage you take.
You should now spot a door leading up and another leading down; take the top
one first.


===================
GOOD PLACE TO LEVEL
===================
This dungeon sports the best place to level-up that you've encountered thus
far.  The room above the Armor Energy contains two Sentry guards armed with
long spears (room A3 in the map above).  These opponents give great experience
and will respawn every time you enter the room.  Use this to your advantage.
As soon as you enter the room, turn and face the Sentries but let them come to
you.  Once they are within striking distance, let them have it with a couple of
quick sword slashes.  The sword is preferred here over the Hauza since the
Hauza's recovery time leaves you wide open for damage from one or both Sentries
after you attack.  Every so often, these foes will drop Hearts, and this should
be more than enough to keep your HP at full.  Staying here until level 5 or 6
is recommended, and will put you in great shape to face the boss.


After defeating the Sentries for the first time, a chest containing another KEY
should appear.  Pick this item up and head into the room at the right.  You'll
enter into another large chamber, and the Shutter doors will close behind you
(they reopen when all the enemies are killed).  There is a chest against the
right-hand wall, but you can't open it until all the enemies are first defeated
(this is true of any room that has a chest and enemies).  Inside you'll pick up
a POTION (restores life to full), which may come in very handy during the boss
fight.

Backtrack now to the room that housed the Armor Energy (B2-B3).  If you've
spent a good deal of time leveling and exploring up until this point, you may
wish to leave the dungeon and save at Hujia.  Yes, this is a pain in the ass,
but it's not nearly as much of a pain as leveling up again if you die.  If you
have played this game before or enjoy the adrenaline rush, by all means,
proceed without saving.

Take the bottom door into another large chamber with shutter doors, then go
through the passage on the right once the enemies are defeated.  This next
small room has 2 more Sentries patrolling a locked door at the top.  Touch the
door after taking out the guards, and the Key will be automatically used to
open it.  You now enter the final small room before the boss, this one
containing a Sentry and a Moth Bat.  If your HP are low, exit and reenter this
room from the south door until you the enemies drop enough small Hearts to fill
your HP.  You will want as much life as possible before facing this boss.  When
you're ready, take the door at the right and brace for a fight.


=========================
STOREHOUSE BOSS - PIERCIA
=========================
Attack:  42
Defense: 11
EXP:     87

Piercia, the giant scorpion, can be very hard or very easy depending on the
strategy you use to defeat her.  The important thing to remember is that after
Piercia is attacked, she comes charging at you almost immediately.  This means
you'll need to move up or down very quickly to avoid the hit.  For this reason,
try to keep Piercia near the top of the screen when you attack, then move down
to avoid the counter-strike.

The amount of time you'll have to react to Piercia's charges depends on your
weapon of choice for the battle.  The Hauza is the safer bet, and you probably
need to land 1-2 fewer hits due to its added attack power.  Stand at least half
a screen away from Piercia and hurl the Hauza from afar.  You can even connect
with the weapon if Piercia is off the screen.  When you make contact (or hear
the Hauza hit), move down quickly and prepare to walk to the other side of the
screen.  The drawbacks to using the Hauza are that it takes more time and that
it can be rather annoying to line up the hits.  Still, it's the safer choice
for this fight.

For the more adventurous (or less patient), the Sword will also take care of
business quite nicely.  When using this approach, watch Piercia's tail, as it
will go into the air just before she attacks.  Try to slash when the tail is
low, and hold the down button as you unleash the blow.  If you're lucky, you
will be able to get out of the way in time.  To make your life easier, spend as
much time near the top part of the screen as possible, and always try to attack
from there.  This gives you the most room for maneuverability when avoiding
attacks or walking around Piercia.  Once defeated, she will explode into a boon
of Hearts.  Take what you need and proceed to the next room.


==================
EXPLOSIVES IN HAND
==================
Enter the room behind Piercia's and grab the 200 Jade from the chest and the
DYNAMITE from the crate at the far right (it says 'Danger' on it).  At long
last, you can bring the explosives to Tylon and get the fat lady off his back
(not literally, of course, as that would be torture).  Begin backtracking
through the mines, taking care of any enemies that didn't learn their lesson
the first time.  If you're looking for some amusement at this point, you can
try playing with the hanging lights on the ceiling overhead.  They will rock
back and forth when Alex swipes them with his sword.  There's no use to this,
of course, but it does give you something to do as you leave the Storehouse.
Once you've left, head northwest back to Hujia.


============
MEANWHILE...
============
As soon as Alex enters Hujia, the action shifts back to the Storehouse.  A
Demon Knight walks about frantically, wondering who could have slain Piercia in
her lair.  Suddenly, Argos reappears, pondering the same thing.  The lowly
Demon Knight tries to console Argos, letting him know that the Storehouse was
not the entrance to the Underworld as they has originally speculated.  Argos
doesn't care about what a stupid Demon Knight has to say.  He orders him back
to the ice fields near Keire, and remarks that he will be searching in the
southeast for the Underworld's gate.  After he vanishes, the Demon Knight's
true feelings emerge.  He detests Argos and all humans, and awaits the day when
his demon ilk will rise up and crush the species.  Already, the webs of
distrust within the ranks of evil are being woven...



===============================================================================
6.  B A C K   I N   H U J I A                                             DV01F
===============================================================================

Recommended Level:  6
Valuable Items:     Casdra Map, Bombs (10x)

-------------------------------------------------------------------------------

Well, that was nice.  Oblivious that Argos was just in the Storehouse, Alex
continues on his merry way.  A few of the townspeople now comment on your
recent heroics, but no one is kind enough to reward you for it.  Head over to
Tylon's in the northeast corner of town and speak with him.  He thanks you for
the Dynamite and asks you to inform the shopkeeper that he will now start
making bombs again.  On your way out, the fat lady stops you and is shocked
that Tylon really was out of dynamite.  She feels about as bad as any shameless
person can, and gives you the CASDRA MAP in the hopes that you will visit her
shop someday in that region.  While the offer is anything but appealing, the
map is very useful.  You can now view it by pressing the R-button and moving to
it on the sub-screen.

Visit the Item shop, then head back to Tylon's.  He has finished your bombs and
placed them on the left-side table for you.  You will receive 10 for all your
hard work.  Once you reenter town, you will also be able to purchase bombs from
the item shop, though they are rather expensive.  Bombs can be used for decent
offensive damage at any point, but you should avoid wasting them this way.
Your sword or Hauza are much better alternatives in every case.

With that, you can now head to Mt. Galys.  Take this time to wrap up any loose
ends and prepare to travel to a new region.


========
NOTEBOOK
========
- Use Tylon's bombs to clear the Galys Pass
- A busy town called Casdra can be found on the other side of the path
- You can collect fruit on Mt. Galys and sell it at the Hujia item shop
- Some village beyond Mt. Galys was attacked by demons



===============================================================================
7.  G A L Y S   P A S S                                                   DV01G
===============================================================================

Recommended Level:  6
Valuable Items:     Fruit, Heart Container

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Moth Bat (Pink):           44          15        23       1
Scorpion (Gold):           32          7         5        1

-------------------------------------------------------------------------------

__________________
| KEY              |
| ===              |
| E: Entrance      |
| P: Pitfall       |
| `: Drop Spot     |
|                  |
| a...z: Treasure  |
| 1...9: Stairs    |
|__________________|



Hujia Side                                Inner Cave
----------                                ----------
      1     2     3     4                      5     6     7
    ___________ _____                        ___________ _____
   |           |  2  |                      |  3        |   4 |
A   |           |    a|                      |b    c P5  |     |
   |__ ________|_____|_____                 |___________|__1__|
   |     |           |     |
B   |                       |                 ___________
   |_____|___________|__ __|                |        4  |
         |  1  |           |                |      5`   |
C         |a                |                |___________|
         |_____|__ ________|
               |     |
D               |     |
               |__E__|


Casdra Side
-----------
      1     2     3

    ___________
   |  2        |
E   |a          |
   |________ __|_____
   |     |         3 |
F   |                 |
   |__ __|___________|
   |     |
G   |     |
   |__E__|



TREASURE GUIDE
--------------
a: Fruit (attack tree branches)
b: 2 Blue Gems (jump attack the wall)
c: Heart Container

-------------------------------------------------------------------------------

Mt. Galys is located at the north end of the path that lead to the Storehouse,
and should be pretty easy to find.  From Hujia, head east until you hit the
path, then follow it directly north.

The Galys Pass is a rocky mountain stage, littered with skeletons crushed by
falling boulders and trees clinging to the rocky ledges.  The Pass has three
main sections: the Hujia side, the Casdra side, and an inner cave connecting
the two.  You begin on the Hujia side and will need to climb your way to the
top.  The first part is very straight-forward, with the only split coming on
the second screen.  The left path leads to the inner cave, but you can't take
this route from here; you'll need to access it from the other side.  In front
of the cave entrance, however, is a tree that holds FRUIT (screen C2 above).
Jump up and slash the branches with your sword.  You will see from 3 to 8
pieces of Fruit fall down, and you can return here to collect more Fruit each
time you exit and reenter the Galys Pass.

The Fruit you can collect here has several uses.  You can sell it at the item
shop in Hujia for 1 Jade each or you can equip it to recover a small amount of
HP when used as an item.  However, do NOT do either of these.  The Fruit has
much greater use later in the game when you can trade it for useful items.  In
fact, the real purpose of the Fruit is its use as a bartering tool.  You should
try to collect 20-30 pieces before leaving the stage, as this will save you the
hassle of returning later.


=============
TIME TO TRAIN
=============
The Galys Pass also sports a new enemy, which is great for leveling-up a bit -–
the Pink Moth Bat.  Several screens contain 4 of these foes, meaning you can
continuously reenter for over 80 EXP each trip.  The Moth Bats are most easily
killed if you get them all on one side of you, then inch towards them while
upward slashing when one is within reach.  You should be able to reach level 7
without much effort.


Once you're done harvesting the Fruit and leveling-up, if you choose to do so,
follow the path the only way it will take you.  You will eventually come across
a giant boulder blocking your way.  Here is where Tylon's Bombs come in handy.
Just plant one at the base of the rock and it will crumble, easy enough.  It
seems almost laughable that this pile of rocks no larger than Alex was the only
results of the dreaded "avalanche" everyone mentioned.  Not your worry anymore.
Follow the path until you come to the very top, at which point you'll see an
open space leading to the other side of the mountain.  Stop to pick up some
more FRUIT from this tree, then proceed right through.


===============
GOING BACK DOWN
===============
The Casdra side is slightly shorter than the Hujia side.  After collecting the
Fruit in the tree right by the entrance, head down from the first screen and
take the right path, which leads into the cave.  Walk due right and you will
find a HEART CONTAINER, boosting you maximum life.  After you pick it up, the
bridge will now start extending over the pit that you could not cross from the
other side.  This way will be a new shortcut on future trips through the Pass
(and there probably will be at least a few).  You can take this cave out right
at the base of the Hujia side, but simply turn right around now and walk back
out.

From the cave's mouth on the Casdra side, take the left side path, then head
down the stairs.  You are now at the base of the Casdra side, and have
successfully crossed the Galys Pass.  The Casdra region now awaits you.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   I I :   V O Y A G E   T O   C A S D R A                          DV02
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

With some fighting under his belt and his sights ultimately set on the Keire
Temple, Alex proceeds on his way to the Town of Casdra.  The entire world is
now at his fingertips, with unrestricted access to most of the island.
However, perils await him at every corner, and it's best not to stray from the
main path just yet.  Those who reside in Casdra can help on the quest, and they
should be visited at once.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART II CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. The Casdra Plains..................DV02A
              2. Town of Casdra.....................DV02B
              3. Exploring the Plains...............DV02C
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  T H E   C A S D R A   P L A I N S                                     DV02A
===============================================================================

Recommended Level:  7
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

-------------------------------------------------------------------------------

After stepping foot outside of the Galys Path, a whole new world opens up to
you.  Unlike the Hujia region, Casdra is not safely bounded by mountains or
oceans.  It is now possible to reach 75% of the areas of the game, and this
means you can easily get lost if you aren't careful.  And getting lost is NOT
something you want to do, as monsters in later regions will slaughter you if
you stumble upon them now.  The following is a map of the region:


o-----------------------------------------------------------------------------o
|                          C A S D R A   P L A I N S                          |
o-----------------------------------------------------------------------------o
|    ~   ~   ~  ~   ~  ~  ~  \             ^        ^   /                     |
|  ~  ~   ~ ~~~~~~~~~~~~~~~~~~\     ^                  /        ,=============|
|  ~   ~  ~ {   F              \___      ^   ^         |       =              |
|    ~   ~  {  (*)        ,==  G ./                    |      =    ___    ____|
|   ~  ~    {      =.  ,==       \    ^         ^      |     =    |   \__/    |
|  ~   ~  ~ {       `==           \\     ^             |    =     |           |
| ~  ~   ~  {        =              \\             ^   |    =     |     ^     |
|   ~  ~  ~ {         =.              \     ^  ^       |    =     |        ^  |
|  ~    ~   {          `==.    C       \\              |    =     |   ^       |
| ~   ~    ~{             `===|.|=       \    ^   ^    |    =     |         ^ |
|  ~   ~  ~ {                     =.      \\     ^     |    =     |   ^       |
| ~  ~   ~  {                  =   `=.      \\         |    =     |        ^  |
|  ~   ~   ~{                  =     =.       \  ^  ^  |    =     |           |
|    ~   ~  {                         `=.      \\      |    =     /   ^      _|
|  ~   ~  ~ {           ====================     \__ ^ |    =    /     ^    / |
| ~  ~    ~ {                   _____       =.  D ./   |    =    \         /  |
|    ~   ~  {                  /     \       =.    \\  |    =     \_______/   |
|  ~   ~  ~ {  E             _/   ^   \__     =.     \ |    =                 |
|    ~   ~  { +.+         __/     ^ ^    \     =      \|    =                 |
| ~    ~  ~ {         ___/     ^      ^  |     =            =                 |
|    ~    ~ {    ____/      ^   ^   ^    |     =            =                 |
|  ~   ~  ~ {   /     ^  ^ ^    _________|     =            =                 |
|  ~   ~  ~ {__/ ^  ___________/           ===========.   ,=                  |
|   ~   ~   /     _/            __________________    =.,=                    |
|   ~  ~   /   ^ |.|  B        /                  \    =.                     |
|_________/       ¯ \         /      ^   ^         \    =.                    |
|               ^    \_______/   ^  ^       ^  ^    \_   =                    |
|                                      ^   ^      ^   \  =                    |
|                  ^   ^   ^     ^   ^   ^            |  =========.           |
|                     ^       ^   ^           ^   ^   |  =       `============|
|                        ^         ^    ^             \__=__                  |
|                     ^      ^     ^      ^   ^       / |.| \_____  __________|
|____________________________________________________/   A        \/          |
|                                                                             |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ~ Water    |
---------                                                        | ^ Mountain |
A: Galys Pass                                                    | { Shore    |
B: Fire Cavern                                                   o------------o
C: Town of Casdra
D: Landslide
E: Stump (Flame Wizard)
F: Warp Star (to Hujia region)
G: North Cave


The Casdra Plains look pretty similar to the Hujia region on the face of it.
The terrain, trees, landmarks, and even random enemies are all the same (the
enemies do change later, though).  There is much to explore, but it's best to
head to the Town of Casdra first.  Since you will need to run around a bit,
it's more efficient to incorporate exploration into plot advancement by waiting
just a short while.  You also get a small breather along the way, since the
enemies are all the same as the ones you encountered in Hujia.  Your level
should be high enough now that you can destroy them with little to no danger.

The Town of Casdra can be reached rather easily if you follow the main path.
At two points early on, you will notice that other paths split off to the right
(east) –- just ignore these for now.  The only confusing part comes during the
stretch when you're heading due west.  The "straighter" part of the path, that
leads farther west, is incorrect.  You will know you've taken it if the sky
starts turning red and the music changes.  In this case, just backtrack and
take the northern fork.  Shortly after this you will spot a cave on the right
leading to a Landslide, but there is nothing to do there yet, so just ignore
it.

The path will split one more time as you near Casdra, and you should take the
right (northern) fork.  The town is just a few steps ahead, surrounded by
wooden posts and water.  It should be noticeable from the distance.



===============================================================================
2.  T O W N   O F   C A S D R A                                           DV02B
===============================================================================

Recommended Level:  7
Valuable Items:     Lake Map, Heart Container

------------------------------------------------------------------------------

Ah, the bustling town of Casdra.  Well, bustling is a relative term here.
People seem to be in high spirits despite loads of bad news.  Some of the
villagers inform you that the Keire Temple has been overrun with demons (Keire
was the place Argos was heading).  That can't be too good.  Unfortunately,
there's nothing you can do about that, as the warp point to Keire seems to be
blocked with ice.

To get all the details, speak to the monk in the house on the second street
with the star icon on the door.  He tells you about the great ice fortress that
has appeared, and how it's not safe to enter until you have some way to melt
the ice (can you smell another goose chase yet?).  The other useful townsperson
is in the last house on the first street.  He suggests that a man named
Rodister, who lives by the Lake Cave, might be able to help you out.  Even
better, he gives you the LAKE MAP to help you find his dwelling.

On the first street, you will notice an item shop that employs none other than
our large friend who we met in Hujia.  The fat lady is happy to see you, as
you'd expect, but don't think this means you'll get a discount or any special
goods.  Her prices are, in fact, higher than those in Hujia.  As if you didn't
have enough reasons to dislike her already...

Before leaving, talk to everyone at least once.  You will come across a
daughter who's hid her father's bow in a cave to the north, as well as her
father, who has no idea where the bow went.  This will be a nice little side
quest to do after you leave.  Also of interest, the Wandering Merchant can be
found on the back streets if you purchased his wares in Hujia.  For 300 Jade,
he will sell you another HEART CONTAINER.  That's quite a bargain, and if you
don't have the money, come back here as soon as you do.


========
NOTEBOOK
========
- Seek out a man named Rodister by the Lake Cave
- An Ice Fortress has appeared in front of the Keire warp point
- The hunter's bow was hidden in the North Cave
- The Keire Temple was overrun by demons
- A prodigy named Giza studies at the Keire Temple
- A young man lost his dear sister many years ago to an illness; her grave
 remains in Casdra



===============================================================================
3.  E X P L O R I N G   T H E   P L A I N S                               DV02C
===============================================================================

Recommended Level:  7
Valuable Items:     Bow

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

-------------------------------------------------------------------------------

There are several useful sites to see around the Town of Casdra.  In addition
to the Northern Cave, which the young girl hinted at, there is also a Flame
Wizard and a Warp Star worth investigating.  Start by heading due west from
Casdra, then turn south as soon as you see the ocean in the distance.


================
THE FLAME WIZARD
================
If you head south along the coast, you will eventually come to a stump
surrounded by wooden posts (it's marked as location E on the map above).  Enter
the stump and you'll pass into an underground tunnel, brimming with molten lava
and small firespouts.  It is possible to lose a good deal of life here, so be
careful.  Stay near the middle of the screen as you walk, and try to dodge the
obstacles along the way.

At the end of the long room, take the top door and you will come to a small
cave with a cloaked man.  He identifies himself as a Flame Wizard, and says
that he can upgrade your fire magic once you get the Fire Ring.  Hmm, the Fire
Ring sounds like something that might be useful in melting that Keire ice,
doesn't it?  Anyway, head out after speaking with this man but keep this
location in mind, as you will want to return here relatively soon.


=================
ANOTHER WARP STAR
=================
From the Flame Wizard's stump, walk directly north.  After a short while, you
will come across another star image emblazoned on the ground.  This is a Warp
Star, just like the one you found in Hujia.  In fact, this Warp Star connects
to the one in Hujia, but only if you've visited that one already.  Step on the
star, and the points will either turn yellow (if you didn't visit the Hujia
star) or blue (if you did).  If they turn blue, you can now use this to
transport instantly to Hujia.  What a time saver!  Though there isn't much to
do in Hujia, you are free to go back and explore or purchase items there.  This
warp point will come in very handy in the near future, so, like the Flame
Wizard, keep its location in mind.


==========
NORTH CAVE
==========
From the Warp Star, face northeast and begin walking forward.  You should see a
cave appear almost immediately, and a path should be leading up to it.  Enter
the cave and you'll come to a small room with a chest on the left and two jars
on the right.  The chest contains the BOW, so take it as soon as you get the
chance.  The two jars contain a very useful stock of three small hearts each
(which refill each time you enter), making this a great way to restore your
life.

Whatever you do, DO NOT GO INTO THE NEXT ROOM.  This cave is one of the sick
tricks that Dragon View tries to pull on you.  The remaining contents of the
North Cave aren't meant to be accessed until much later in the game, and the
enemies in the next few rooms will utterly destroy you.  It won't even be a
fight.  Save yourself the hassle of needing to reset and just exit after
picking up the Bow.


===================
EASY PLACE TO TRAIN
===================
This part is totally optional, but if you feel like gaining some levels easily
here, head south along the path until it forks right, then proceed in that
direction.  After a few steps, the sky will turn red and the music will change,
signaling that you've entered the Fire Cave region.  In this small area, you'll
encounter Black Beetles, which are fairly easy to kill and leave 91 EXP each
time.  A few minutes should get you to level 10 or so, allowing you to breeze
through the rest of this region.


==============
BACK IN CASDRA
==============
From wherever you are, follow the main path to Casdra.  Back in town, the young
girl (last house on the first street) pleads that you not to give the bow to
her father (or she'll cry).  Though it may sound sadistic at the time, you
should visit her father and return the bow (first house on the second street).
He will quickly decide to let you keep it and informs you that he has made
plans to spend more quality time with his daughter.  If you leave town and
return, you'll find that both the father and daughter are inside the first
house on the second street, and the two of them are happier than ever.  Though
you get no additional reward aside from keeping the bow, you can sleep better
knowing you made this family happier again (right...).

As far as the Bow goes, you need to purchase arrows before you can use it.
And, unfortunately, arrows are quite pricey, especially in Casdra (you should
wait to buy them when you return to Hujia).  At this stage, the bow is actually
a very powerful offensive weapon, dealing 10-15 more points in damage than your
best alternatives.  However, the bow is very slow and limited in its
versatility, in addition to the cost of arrows.  For nearly all of your long
distance offense, the Hauza is the better option.

And with that taken care of, Alex is ready to find the Flame Ring and continue
on with this quest.  Using the newly acquired Lake Map, head to that region now
and prepare to start on the goose chase once more.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   I I I :  T H E   F I R E   C A V E R N                           DV03
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

With the journey to Keire delayed by a giant ice fortress, Alex's quest shifts
to finding the mythical Fire Ring, rumored to be hidden within the Fire
Caverns.  Accessing this Ring is a journey in itself, as the entrance to this
cave is blocked by a giant pillar of flames.  Now begins a goose chase that
will take Alex to several locations on his way to acquiring this treasure.  He
may also want to make a detour to acquire some of the regional goodies now that
he can... if he wants to take some risks, that is.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART III CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. The Lake Cave......................DV03A
              2. Exploring the Lake Region..........DV03B
              3. Calculated Risks...................DV03C
              4. Getting the Serpent Scales.........DV03D
              5. The Fire Cavern....................DV03E
              6. The Casdra Warp Point..............DV03F
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=



===============================================================================
1.  T H E   L A K E   C A V E                                             DV03A
===============================================================================

Recommended Level:  8
Valuable Items:     Potion, Magic Crystal, [Lake Map]

------------------------------------------------------------------------------

The next leg on Alex's trip is visiting Rodister at the Lake Cave.  Though Alex
has no clue why he is visiting this man, he's pretty much out of other options.
The Lake Cave exists in the Lake Region, which houses the exact same enemies as
the Casdra Plains.  In fact, there is no difference at all between the two
regions, so you may as well think of them as extensions of the other.

This cave is fairly easy to get to, and you can access it from the main path
that runs throughout Casdra.  Take the path all the way back to the Mt. Galys
entrance, and then take the eastern fork just before entering the Pass.  When
the road splits again, head north until you come to the lake (more like a pond,
but that's not important).  Make your way around the lake and head north to the
cave entrance.

Inside are two small rooms, with the second housing Rodister.  Rodister seems
content enough, standing in the middle of this dreary cave wearing fancy
clothing and holding his hands to his waist.  If you want to see a neat little
trick, try walking back and forth across the room.  Rodister follows you with
his head, though he never shifts his body at all.  It's an amusing way to kill
a few seconds.

Anyway, he explains to you that the Ring of Fire will be needed to melt the ice
blocking Keire.  This ring is housed in the Fire Cavern to the west, but Alex
will need the Serpent Scales to tame the massive flames within the cavern.
Master Qunos, he suggests, may know how to acquire these Scales.  If you
haven't already gotten it, Rodister will give you the Lake Map after you are
done speaking with him.  Yes, that actually means you could have come right
here and skipped entirely over the trip to Casdra.  However, you miss out on
much of the story, as well as several useful items, by taking that approach.

There are also two chests to the left and right of Rodister that he permits you
to take.  One contains a Potion and the other a Magic Crystal, both very useful
items.  With these new objectives in hand, Alex is off once again to explore
the region.



===============================================================================
2.  E X P L O R I N G   T H E   L A K E   R E G I O N                     DV03B
===============================================================================

Recommended Level:  8
Valuable Items:     Sword Technique (Lv.1), Heart Container, Lightning Ring,
                   Fruit

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

------------------------------------------------------------------------------

This is one of the rare points in the game where you can really reap the
rewards of exploration and some calculated gambles into harder regions.  Keep
in mind that this entire section is optional, but now is as good a time as any
to collect some treasure.  Before starting, the following is a map of the Lake
Region:


o-----------------------------------------------------------------------------o
|                            L A K E   R E G I O N                            |
o-----------------------------------------------------------------------------o
|  |    =     | ^                        \    =        |                    ^ |
|^ |    =     |         ^          ^     /    =        |  ^                   |
|  |    =     |                         /     =        |                 ^    |
| ^|    =     |           ^             |     =        |                      |
|  |    =     |  ^         __|.|_   ^  /       =.      |                      |
|  |    =     /          _/   B  \     |_       `=.     \       ^          ^  |
|  |    =    /          /     _   \  ^   \        `=.    \ ^                  |
|^ |    =    \   ^     /   |\/~/   \      \         `=.   \_____________      |
|  |    =     \_______/    |~ ~|    \   ^  \          `=                \    ^|
|\ |    =                   ¯¯¯      \      \          =                 \    |
| \|    =                    =        \_  ^  \         =                 |    |
|      =                     =          \    /         =               __|    |
|     =                      =           \__/          ====           /~_|    |
|    =                       =                         =              |~||_   |
|= ,=                        =                         =            F  =  .|  |
| =                          =                         =              |~||¯   |
|  =                         =                         =              |~| \___|
|   =                        =                          ==.           |~|     |
|\  =                        =                            `=========. |~|     |
||  =                        =                                      `=========|
||  =========.                    ,==                                 |~|     |
||  =        `============.    ,==   =                               /~/      |
|\__=__                  `=====       =                              |~|      |
|  |.| \___  _________      C          =                            /~/       |
|   A      \/         |    (*)          =.                         |~|        |
|          ^     ^    |                  `=   E                    /~/        |
|                      \                   = +.+                  /~/         |
|   ^     ^             \___                 ==                   |~|         |
|                           \         D        =.                /~/          |
|           ^      ^         \       <X>        `=              |~|           |
|                          ^ |                    =.            |~|           |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ~ Water    |
---------                                                        | ^ Mountain |
A: Galys Pass                                                    o------------o
B: Lake Cave
C: Warp Star (to Sektra Swamp)
D: Glowing Emblem
E: Stump (Sword Technique)
F: Falls


=============
A FUTURE STAR
=============
The following sections will go in order of appearance, starting with the
closest place to the Lake Cave.  If you retrace the path that lead to the cave
going due south, you will eventually hit another Warp Star.  Walk on the star
to activate it at this end (it will turn yellow), which saves you the trouble
later.  This particular star connects to another one in the swamp, which isn't
reached until considerably later in the game.  Also note that you may see a
glowing, triangular emblem on the ground not far from here.  These emblems are
important later in the game, but you can't do anything with them at this point.
Just continue right past them.


========================
MASTERING YOUR TECHNIQUE
========================
From the warp star, walk directly east until you meet up with the main path
again, then follow it southeast until you see a stump.  Inside the stump is the
hollowed out remains of what seems to be an abandoned mine, and a stone tablet
rests on the ground at the far end.  If Alex reads the fainted inscription, he
will see find it contains the secret to mastering a long lost SWORD TECHNIQUE.
He will now have learned a new move, which can be activated by pressing the X-
button (though it does seem rather odd that the ancient sword masters knew what
the X-button was...).

The Sword Technique is actually an amazing offensive tool if you know how to
use it correctly.  The move adds 10 armor-piercing damage to the regular power
of your sword.  This means that you can kill even the toughest monsters in the
game who have extremely high armor values using this technique (whereas a
normal sword attack would only do 1 HP).  The drawback of this move is that it
saps 8 HP from you each time it's used.  If you want to gamble, you can enter
tougher regions and use this method to kill harder foes, earning massive EXP
and leveling up very quickly.  The gamble aspect comes from facing monsters who
can kill you in a single hit, especially when coupled with your constantly
decreasing HP.  Aside from this, it is not advised that you use this move on
normal enemies, who you can kill in 1-4 regular hits.  The added power is a
waste given the HP drain.

When using the Sword Technique, Alex will slash his sword in an upward and
forward motion.  This is ideal for clearing out anything in front of you
(including flying foes) that is causing trouble, especially when you want to
keep some distance from the enemy before striking.  Nevertheless, it is
imperative that you use this move sparingly, as the HP drain adds up very
quickly.


=============
IN THE MEADOW
=============
After exiting the stump, start walking southwest until you hit the mountain
wall, then continue to follow it south.  You will need to walk into a region
that is off the Lake Map above, but all the enemies remain the same (if you get
lost, you can refer to the map in Part 8: The Old Ruins, which shows this
region).

After a short while, you should spot a cave opening with two trees marking the
entrance.  Inside, you will come to a region called the "Meadow," which looks
like an overgrown forest and has ominous music playing in the background.  This
area is very short, consisting of three screens in total.  The main action
occurs on the second, where you will run into 4 laughably easy Green Lizard
Knights.  You will also notice that if you jump and slash the trees branches,
the leaves will rustle.  Doing this at the first tree will knock down a small
bounty of FRUIT.  You can leave and reenter to collect lots of Fruit from here
very quickly.  It is advised that you collect a total of 50-60 Fruit while
you're here now, as you'll need this many to barter for some useful goodies a
bit later on.

The third part of the forest has the real prize -- a HEART CONTAINER.  The
boost in HP will come in very useful in the following stages.  Once you've
picked it up and are done collecting Fruit, head back outside and resume
exploring the region.


================
BEHIND THE FALLS
================
After leaving the Meadow, follow the path and make a left turn (heading north)
at the first split.  You should end up at the stump again after a short walk.
From here, walk northeast until you come to another path, then follow it north
until it you see an offshoot heading east (confused yet?).  You will know this
fork is the correct one if you spot a small block of trees right in the middle
of the road.  Follow this eastern path and continue walking even after the road
ends.  You will eventually come to a stream and should, if you're in the right
area, see a set of wooden posts and a waterfall.  If you get lost, refer to the
map above (location F).  At the waterfall, walk along the path and Alex will
enter it.

Behind the water is a wet, secluded cavern.  The only audible sounds are the
roaring of the falls outside.  The cavern contains a single chest, which holds
the LIGHTNING RING.

Like all rings, the Lightning Ring discharges a magical attack at the cost of
MP (a single star).  You can check the attack power of the rings by selecting
them on the menu and pressing the B button.  At level 1, the Lightning Ring
should have an attack power of 10, which means it does 10 damage to opponents,
regardless of defense.  This would be a great way to damage difficult foes,
except your MP are very limited at this point.  Still, you should probably keep
the ring selected as your default item and use it when you need a quick
offensive kick.



===============================================================================
3.  C A L C U L A T E D   R I S K S                                       DV03C
===============================================================================

Recommended Level:  8
Valuable Items:     (Optional)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

------------------------------------------------------------------------------

After picking up the Lightning Ring, you are more than equipped to carry on
with the game's plot and head back to Rysis.  However, you also have the
opportunity now to pick up some useful treasures if you're willing to accept
some risks.  If this is your first time through Dragon View, you may wish to
pass on these things, as getting them will be a challenge.  Don't worry about
missing out on anything, as all these items are mentioned in the relevant
sections where you are normally meant to get them.  Here are all the things you
can pick up from here, with the risk levels shown afterwards (out of 5 stars, 5
being the most dangerous).  Remember, before starting any of these side quests,
SAVE the game.

First off, since you are now armed with the Sword Technique and Lightning Ring,
you have the opportunity to gain some quick levels by heading north into the
swamp.  Though your standard attack will do no damage, the Sword Technique will
drain any enemy's HP by 1/4 or more.  These enemies can give upwards of 1000
EXP, so it's clearly worth your while if you can handle the risk.  The battles
against the Water Blobs and Lizard Knights are somewhat easier, as they can be
killed using the Lightning Ring.  The Huge Bugs, however, are resistant to
elemental attacks.  Taking them out will require some up close and personal
action using the Sword Technique.  You should be able to gain half a dozen or
so levels rather quickly, but be warned that you can't survive more than 1-2
hits from any enemy.  Once again, SAVE THE GAME before proceeding and after
gaining any levels.
RISK: ***

Now, onto the available treasures:


1. PLAYING GAMES IN THE SWAMP: There is a wizard in the swamp who gives you a
treasure, but only if you've killed 100 enemies after speaking with him.
Considering that it takes some time to do this, the sooner you start, the
sooner you get the treasure.  To find this wizard, you will need to enter the
swamp, which sport enemies MUCH stronger than you are.  The key will be
avoiding the mist clouds to evade the enemies (if you do encounter an enemy,
try beating it using the Sword Technique and pray you aren't hit).  You can
find this particular cave by heading west from the lake cave all the way to the
mountain wall.  From there, hug the wall and head north.  You will enter the
swamps, pass by some large ponds, and eventually come to a cave along the
mountain wall.

Inside the cave, known as the Wet Cavern, you will see a chest and a cloaked
wizard.  Speak with the wizard, ignore his taunts, and choose "Very much!" when
he asks if he hurt your feelings.  He will now wager his treasure that you
cannot defeat 100 enemies.  Obviously, you should return here later on after
you think you've reached this tally, but note that only overworld encounters
count towards the kills total.  You can pick up some small hearts from the pots
on the left if you need refreshing before moving on.  There are also hidden
caverns behind this one that can be reached by bombing, but those are next to
impossible at this point (you get 1000 Jade from that).  The rest of this cave
is covered in more detail later in the walkthrough.
RISK: **


2. HEART OF THE SWAMP: If you travel into the center of the swamp, there are
two treasures you can pick up, both found in stumps.  The first is a level 2
upgrade of the Lightning Ring, and the second is the Bag (lets you hold more
items) which you trade for 50 Fruit.  It's almost impossible to give
intelligible directions from here, so see the map of the swamp region for
instructions (Part 7 of the walkthrough).  Again, the key is avoiding enemy
battles, which is very tough if you don't even have a good idea of where you're
going.
RISK: ***


3. THE ANCIENT FOREST: In the northeastern part of the swamp, just before the
desert begins, there is a cave leading to a region called "Forest."  This area
contains insanely tough enemies, so difficult that there is really no viable
strategy for squeaking by.  The only way to get the treasure here is to run and
dodge them all.  Head up on the first screen before the Moth Bats can attack,
then head over two screen to the right.  You can send the Giants back by using
the Hauza, and it's easiest to lure them to the bottom of the screen and run
past them using the top.  Your reward for this is a MP STAR, which adds 2 MP to
your maximum.  While this treasure would be very useful at this point, it's
extremely hard to get.  Try this one if you're a Dragon View pro.
RISK: *****


4. DESERT CAVE: At the southern part of the desert, along the mountain wall
found by traveling south from the Falls, is the Desert Cave.  The cave can be
reached fairly quickly from the Lake Region, so it's probably easier to start
there and travel east (or check the map in Part 6 of the walkthrough).  In the
Desert Cave, you'll come to a room with a statue that has paths leading to both
sides.  Take the door on the right.  You will now enter a chamber with another
Piercia boss (just like the one in the Storehouse).  You should be able to
defeat it rather easily using the same strategy you did then.  In the room
after this, you can find a MP STAR.  This adds 2 MP to your maximum, and will
be extremely useful in the upcoming regions.  Given the difficulty and reward
of this challenge, it is probably a good bet to give it a shot.
RISK: **

After treasure hunting, you are now ready to head to Rysis and resume you
adventures.



===============================================================================
4.  G E T T I N G   T H E   S E R P E N T   S C A L E S                   DV03D
===============================================================================

Recommended Level:  8
Valuable Items:     Serpent Scales (20x)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1
Beetle (Black)             40          23        91       1

------------------------------------------------------------------------------

It's time to go revisit some old friends and heed the wise words of Master
Qunos once more.  Take whichever way is quickest and easiest back to Rysis --
either the Galys Pass or the warp point from Casdra.  You should probably take
the Galys Pass if you didn't pick up the Heart Container last time or if you
want some extra Fruit.  Otherwise, the warp star is almost certainly faster.

Ah, good old Rysis...  The somber music brings back memories of the nightmare
that besieged Alex on these very streets.  Things haven't changed all that much
since your last visit.  The town is still only populated by half a dozen
people, and everyone still says basically the same things.  The lone exception
is Damme, and only if you have not yet learned the Sword Technique.  In that
case, he tells you of its rumored location southeast of the Galys Pass.  If
you've already learned this maneuver, then Damme just wishes you luck in
finding Katarina.

The main objective here is Qunos, so spare no time in visiting him.  He isn't
overly enthusiastic to see you again -- in fact, he makes no mention of it --
but does get right down to business.  He explains that Rodister was once a
great warrior who survived the ordeals of the Fire Cavern using the SERPENT
SCALES, of which he now gives you 20.  Use these items to douse the burning
flames that thwart you.  If you get down to 9 scales or less, return to Qunos
and he will give you an additional 10.


=====================
FINDING THE FIRE CAVE
=====================
The Fire Cavern is fairly easy to locate, and odds are you've ended up in its
vicinity by accident several times already.  Take either route back to Casdra,
then follow the main path until it forks directly west, about half way down.
The cave itself is south of the Casdra Town and west of the Lake Cave.  When
entering the Fire Cave region, the sky will turn red and the music will change,
signifying this new (though very small) region.  If you have any problems at
all finding this location, refer to either the in-game map or the one for the
Casdra Plains in Part 2 of the walkthrough.

Once you get to the fiery entrance, it pays to hang outside a little while and
level up by fighting the Black Beetles.  These new foes give 91 experience and
should be fairly easy to kill.  Attack with the sword and employ the same basic
strategy as you used on the blue brethren.  Try to move out of the way when
they reemerge from the ground and attack from on top of them of you get the
chance.  New levels should come quickly.

Once your level and equipment are where you want them to be, you are ready to
enter the cave.  It is strongly advised that you save now if you haven't done
so recently, as the Fire Cavern is, by far, the toughest stage to date.



===============================================================================
5.  T H E   F I R E   C A V E R N                                         DV03E
===============================================================================

Recommended Level:  10
Valuable Items:     MP Star, Sword Energy (Lv.2), Fire Ring

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Black)             40          23        73       1
Cave Man                   48          35        89       2
Fire Demon                 48          31        92       2


-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| T: Triggered Door |
| &: Statue         |
| #: Flame Pillar   |
| X: Boss           |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor
-----------
     1     2     3     4     5                 6     7     8     9    10    11
         ___________ ___________                         ___________ _____
        |           |      #    |                       |           |  c  |
A        |                  #    |                       |     X    S      |
        |__ ________|_________ _|                       |_S_________|_____|
        |     |     |         S |                       | S         |
B        |    O       S          |                       |           |
        |___ _|_ ___|___________|            _____ _____|________S__|
        |   S |   1 |                       |  b  |   2 |     |  S  |
C        |     |     |                       |           |     |     |
   _____|_S___|_____|                       |__ __|_____|_____|___S_|
  |   #       |     |                       |   & |  #  |     |     |
D  E   #        S    |                       |    T   #   S   S      |
  |___________|_____|                       |_____|_____|_____|_____|



Basement 1
----------
     1     2     3     4     5
         _____ _____ _____
        |     |     |     |
E        |              a  |
   _____|__ __|_____|___ _|
  | 1 # |  &  |     | 2   |
F  |   #            O      |
  |_____|_____|__ __|_____|
              |     |  #  |
G              |    T   #  |
              |_____|_____|



TREASURE GUIDE
--------------
a: MP Star
b: Sword Energy
c: Fire Ring

-------------------------------------------------------------------------------

Alex needs to shield his face as he enters the Fire Cavern, repelled by the
wall of flames and smoldering debris that abounds.  Molten lava runs on the
ground beside him, and breathing through the scorching air is a tremendous
challenge.  Still, he knows this dungeon houses the Fire Ring, the ancient
treasure needed to reach Keire and his beloved Katarina.  Besides, what's the
worst that some uncontrolled flames and spewing mounds of lava could do anyway?
It's full speed ahead for Alex.


=============
INTO THE FIRE
=============
As soon as you enter the Fire Cavern, you will spot a huge wall of burning
fire.  This is the obstacle you had heard of that required the Serpent Scales.
Fire off one shot from the cooling scales and the flames will be no more.  Be
careful not to touch the fire wall beforehand, as it inflicts massive damage
(last tip was from the latest issue of "Duh!" magazine).

At the end of the first room there are doors leading up and right.  The side
door leads to a dead-end room, so take the top one.  Defeat the Black Beetle to
open the shutter doors, then head up through two more rooms, making sure to
jump over the lava rivers along the way.  The topmost room is a large chamber
with lava on the top and bottom of the screen.  Try staying in the dead center
as you move right towards the door.  The next room has another giant flame
pillar that can be extinguished, once again, with a Serpent Scale.  Talk the
door leading down from here, and you'll now be in a large room with a new
enemy, just as the shutter doors close.

You are now introduced to the Fire Demon, one of the most annoying enemies
you've met so far.  It travels around in a small puddle of lava, during which
time it's invulnerable to your attacks.  When it emerges, it shoots a green
ball of superheated gas at you, causing noticeable damage.  Worst of all, the
Fire Demons can replicate themselves if you leave them unattended for too long.
A definite annoyance, but the best strategy is to follow them around while in
molten form and attack as soon as they pop up, before they can get a gaseous
blast off.  This, of course, can be difficult if there are several of these
guys, so never leave them alone long enough to replicate.  On a good note,
these pests do leave two drops when they die, meaning you should get enough
small hearts to keep your life filled, in addition to other welcomed goodies.

After taking care of those foes, the shutter doors should open again.  Head
left and then down.  You should now be in a small room with two statues and a
Cave Man, the other new opponent of the Fire Cavern.  The Cave Men can be a
serious annoyance.  They move around quickly, making them hard to target, and
attack just as quickly, make them hard to avoid.  Your best bet is staying of a
different horizontal level from them until you're ready to attack.  This helps
you avoid their charge or quick punches.  When they leap into the air, use that
time to move up or down to a different level, then near in and strike.  While
the Hauza is good for taking out these enemies from a distance, this room is
tiny, making the sword a better option.

In the same room as this Cave Man you'll spot two statues.  Both can be pushed
from the outside towards the center, but this doesn't do anything.  These are
here to foreshadow what you'll be needing to do in the future, as moving some
statues trigger the opening of certain doors.  Head down the stairs in that
same room once you're ready.


============
THE BASEMENT
============
The first room of the basement level has a flame pillar that can once again be
quenched using a Serpent Scale.  The next room contains a statue guarding the
door at the top, and this, as you've probably guessed, is the way to go.  Walk
into the statue from its left side to push it, uncovering the door.  Head up to
the next room, then take the right-hand doors in following two rooms (these are
the only ways to go, so there's no need to worry).  You should now be in a room
with a few fire spouts on the floor and a crystal-like star in the middle.
This is a MP STAR, which will increase your maximum MP by 2 when acquired.  A
very nice find.  Head down now and take the stairs in the next room.

The stairs lead back up the first floor.  Take out the Cave Man, then head left
into a room with a chest and two statues.  The treasure here is SWORD ENERGY,
which should raise your sword to level 2 and increase its attack power by 10.
The benefits should be obvious almost immediately, as most enemies will now
take 1 less hit or so if you've been following the level requirements.  Head to
the room below this, which has a closed door and a statue.  Move the statue
from the left side and will trigger the door to open, as well as the door on
the floor underneath.  It's important that the other door open, because the
next room contains a flame pillar that cannot be doused with Serpent Scales.
This blaze has its base one floor down, and that's the only place where you can
extinguish it.


========================
TAMING THE ETERNAL FLAME
========================
From here, either fall down the pit in front of the flames or head back to the
stairs and down to B1 again.  If you choose the latter route, take the left-
side door, which should shut behind you, and head down a room, then right.
This is the source of the massive flame pillar you saw above, and it can now be
quenched with a Serpent Scale.  Backtrack to the left, up, then left again, and
you should now be in the first room with the statue.  Follow the same pattern
until you end up back at the stairs, then head up to the first floor once more.

Walk back around until you come to room that had the massive flames before.
All that should remain is a pit on the floor (which takes you back down if you
jump into it).  Walk around it and head two rooms to the right, then up one
room.  You should now be in a room with a Fire Demon and two shutter doors.
Directly above this is a large room with 4 Cave Men, and it is the final stop
before the boss.


====================
LAST MINUTE LEVELING
====================
If you aren't there already, you should spend some time training to level 12 or
13.  Walking between the rooms with the 4 Cave Men and the Fire Demon are the
best way to do this.  It shouldn't take all that long, but the added power is
very much needed against the boss.  Also, make sure your HP are full before
moving on, which shouldn't be too hard if you pick up all the Cave Men drops.
When you're ready, select the Potion item (just to be safe), then head up and
prepare to face the boss.


=========================
FIRE CAVERN BOSS - EFREET
=========================
Attack:  52
Defense: 47
EXP:     483

Efreet can definitely be a handful without the right tactics.  Unless you've
massively over-leveled, his attack and defense will be high enough to cause you
some difficulty.  The first thing to realize if how Efreet attacks.  Like
Piercia, he will charge you as a counter-attack whenever you strike him.  This
can be devastating if you're in his way, but the damage can be eliminated if
you move up or down quickly enough.  Efreet also has two projectile attacks,
both in the form of flames that ride along the floor.  The first, more common
one, will zigzag towards you.  If it doesn't hit, it will often place Efreet
out of your sight, as you may need to run around to avoid it.  This is a
frequent setup for another one of his attacks, the charging punch.  The second
projectile attack is a straight on flame attack that moves quickly but can be
avoided rather easily.  Efreet also has a habit of "barking" before he lunges,
and this should be a sure-fire signal to move out of the way.

The main decision, as always, is over which weapon to use.  For this battle,
the sword is recommended over the Hauza.  For one, the sword should be stronger
than the Hauza at this point, assuming you picked up the sword energy earlier
in the dungeon.  And secondly, Efreet moves very quickly.  The Hauza requires
some time to both target accurately and recover from after throwing, and these
both work against you here.  It's also not a good idea to lose sight of Efreet,
which often happens when setting up a ranged attack.

With the sword equipped, you should keep yourself on a different horizontal
level from Efreet at all times, only moving up or down when you plan on
striking.  The key to victory is keeping Efreet on the screen and under
constant attack.  If you do it right, you can get into a pattern of: you
attack, Efreet counter-charges, you dodge, you attack, etc.  Efreet will
basically run back and forth as you bat him around, only getting one or two
projectile shots off at you during that time.  Even if you can't get into a
pattern as nice as this, always stay on either the extreme top or bottom of the
screen, wherever Efreet is not.  Also, make sure you have a Potion queued in
your item slot in case your HP run low.  After some fancy footwork and quick
attacking, the giant fire puff will be no more.


=============
THE FIRE RING
=============
The chest in the room behind Efreet contains the Fire Ring, the much sought
item you've heard so much about.  Once you have it, backtrack through the Fire
Cavern taking whatever shortcuts you can.  Your journey out should be
considerably shorter than your one into this place.  Once the cave is cleared,
start heading back to Casdra.



===============================================================================
6.  T H E   C A S D R A   W A R P   P O I N T                             DV03F
===============================================================================

Recommended Level:  13
Valuable Items:     Snow Map, (Map Marking), Fire Ring Upgrade (Lv.2)

-------------------------------------------------------------------------------

Casdra hasn't changed much since you saw it last, so waste no time visiting the
monk guarding the warp point (second level, house with star icon on door).  He
explains to you that the Fire Ring may be just what's needed to proceed, and
also gives you the SNOW MAP to help find your way through the region.  You are
ready at this point to go right on into the freezing tundra, but there are a
few pieces of business to take of first.

Before leaving town, visit the Dragon Shrine.  Talk to the green monk until he
tells you about the "castle in the snow fields."  At this point, he will mark
the location with an X on your in-game map.  If you proceed too far into the
game, you will miss the opportunity to ever have this spot marked for you, so
take advantage of it now.  The monk also hints at weapons and armor upgrades,
both of which are also found in the next region.

If you had visited the man on the last house of the second street, he recalled
to you his nightmarish experience in the Fire Cavern when was younger.  If you
talk to him now, he will inquire about how you entered, then beg you for the
Serpent Scales so he can return.  No matter what you do, however, Alex cannot
give him the scales (he probably has the sense not to).  The woman in the same
house who you likely haven't spoken to before also seems to be very worried
about you.  Nothing useful here, but mildly interesting nevertheless.


========================
REVISIT THE FLAME WIZARD
========================
Take a few minutes to travel southwest from Casdra until you find the Flame
Wizard's stump.  He will now increase the ring's power and allow you to charge
it up to level 2 (done so by holding the A-button).  This added level does use
up 2 MP instead of 1, but it also does more damage over a larger area.


===============
THE DESERT CAVE
===============
The "Calculated Risks" section just before the Fire Cavern detailed some of the
possible places you *could* go at this point in the game.  One of those was the
Desert Cave, found by hugging the mountain wall south of the Falls as you
traveled east.  If you haven't gone there yet, it is recommended that you go
now, as it contains a MP Star that will come in very handy in the Snow Fields.
Getting to that cave safely requires avoiding the mist clouds, which is not too
difficult.  Once inside, take the first door on the right, fight the battle
with Piercia (who should be quite easy), then pick up the Star in the next
room.  It's definitely worth the time and hassle of doing this.

And with that out of the way, you can return to Casdra and step foot inside the
warp point.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   I V :   S N O W Y   M O U N T A I N S                            DV04
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From the depths of the Fire Cavern to the freezing tundra of the Snow Fields...
Things sure do change quickly.  Alex's main objective on the Snow Field is to
find the Ice Fortress and take the warp point to the Keire Temple.
Fortunately, he has the opportunity to acquire several upgrades on the way.
Unfortunately, he will be facing enemies far tougher than anything encountered
yet.  He's a long way from home now, but the burning desire to rescue Katarina
keeps his spirits high.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART IV CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Exploring the Snow Field...........DV04A
              2. The Ice Fortress...................DV04B
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  E X P L O R I N G   T H E   S N O W   F I E L D                       DV04A
===============================================================================

Recommended Level:  13
Valuable Items:     Heart Container, Hauza Energy (Lv.2), MP Star (2x)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Ice Man                    64          73       370       3
Snow Samurai               56          61       233       3

-------------------------------------------------------------------------------

Alex's body is hardly done materializing when he begins feeling the frigid
chill embrace him.  The falling snow is both beautiful and ominous at the same
time.  Out of the frying pan and into the ice box went the old saying... err,
wait.  Well, proverbs aside, the journey up the snowy mountains continues.

The Snow Field is much unlike any of the regions you've encountered thus far.
The landscape and terrain are both radically different, which isn't all that
significant.  The relevant change is in the strength of the enemies.  Whereas
it's probably been a cakewalk up until this point, you WILL find these foes
difficult unless you massively over-leveled beforehand.  The usefulness of the
Fire Ring will be felt almost immediately, and your battle skills will at last
be put to a test.

Once on the Snow Field, it is important to know your surroundings and explore
fully, as many of the more useful locations are not visible on the in-game map.
They are, however, shown on the map below.


            o---------------------------------------------------o
            |                S N O W   F I E L D                |
            o---------------------------------------------------o
            |  ^                           ^       ______       |
            |          ^             ^           //      \   ^  |
            |   ^             ^                //   H     \     |
            |                                //    [.]     \    |
            |      ^       ^        ^      //       =       \ ^ |
            |                            //         =       |   |
            | ^         ^     __________/          =        |   |
            |     ^      _   |                    =         |   |
            |       ____|.|__|    ,============. =         /    |
            |      /     G       =             `=         /   ^ |
            |^  ^ /            ,=               =        /      |
            |     |     =  ====                 =      _/     ^ |
            |~  ~ |     =    =          F      =     E./   ^    |
            |     |     =    =         (X)    =      /¯         |
            |  ~  |     =    =               =      /         ` |
            | ~   \     =                =   =     /   `        |
            |    ~ \    =   [.]      [.]  =. =    /             |
            | ~     \    =.  D        C    `=    /      `     ` |
            |    ~   \    `===========.    =    /               |
            |~ ~ ~ ~ ~\               `=` =    /   `            |
            |          \                `=     |        `       |
            |            \               =     |                |
            |             \\             =     |         `      |
            |      `        \\           =     |    `           |
            | `               \          =     |                |
            |                  \\        =     |         `      |
            |          `         \        =    |  `           ` |
            |  `                  \\       =   |                |
            |                       \\      =  |                |
            |        `                \      = | `     `        |
            |                  `       \_    = |                o------------o
            |     `                     \.B (*)|      `       ` | KEY        |
            |             `     `        ¯\  A |                | = Path     |
            |                              \\  |                | ~ Water    |
            |  `         `           `       \ |    `       `   | ^ Mountain |
            |                                 \|                | ` Plain    |
            o---------------------------------------------------o------------o

LOCATIONS
---------
A: Warp Star (to Casdra Town)               E: Snowfield Cave
B: Landslide                                F: Glowing Emblem
C: Castle (Chest Game)                      G: Fortress
D: Castle (Hauza Energy)                    H: Castle (Ice Wizard)


=================
START BY FIGHTING
=================
While it may sound kind of odd, the first thing you might want to do after
arriving at the Snow Fields is spend some time training to level 15.  This will
at least allow you to hold your own using the basic weapons, as well as raise
your defense high enough to survive the damage you'll be suffering.  To begin
leveling, you need to do nothing but remain stationary and let the mist clouds
come to you.

Once in combat, you will face the two inhabitants of the Snow Field: the Ice
Men and the Snow Samurais.  The Ice Men, which almost resemble blue robots, are
the tougher of the two.  They do have an Achilles heel, however, and this is
their weakness to fire.  One blast from the Fire Ring will kill these foes,
netting you 370 EXP.  At this point, you probably have no other way to
routinely kill the Ice Men aside from the Fire Ring, so make sure your MP don't
fully deplete (and if they do, return to Casdra for healing).  You *can* also
attack using your Sword Technique, but this is more of a desperation tactic for
when your MP are completely drained.  Short of this, you can peck away for
minutes on end using the Hauza, but this is clearly a last resort.

The Snow Samurais are larger and more agile foes, capable of firing projectiles
while twirling towards you.  These enemies are considerably easier than the Ice
Men, and you should be able to take them out with 4-5 hits from the sword or
Hauza even at level 13.  Using the Fire Ring is also effective, but it won't
kill them in a single hit as it does the Ice Men.  Both the Snow Samurai and
Ice Men leave 3 drops each, meaning you should have a good supply of small
hearts and stars to keep you refreshed as you fight.  These foes also give
enough EXP that you should be up to level 15 after only a dozen battles or so.
This should make you strong enough to survive the perils that show up in the
immediate future.


=================
CAVE TO LANDSLIDE
=================
Directly west of the Warp Star is a cave, and this should be your first
destination once you begin exploring.  Inside you'll find an icy chamber and a
man who claims to be a wandering healer.  He will restore your HP and MP for 50
Jade, and will also save the game for free.  Given how close you are to Casdra,
it doesn't make much sense to pay for his services.  Head to end of the cave
and down the stairs.  You will come out right in front of a HEART CONTAINER and
in a room which may look somewhat familiar.

If you had explored the cave southeast of Casdra, you will recognize this room
as part of the Landslide.  If you melt the ice pillars in front of you, the pit
will take you to the Landslide and right back to the Casdra Plains.  This is a
nice short cut, but it only lets you go one way.  To get back to the Snow
Fields you'll have to trek all the way to the Casdra warp point again.  Save
the hassle and just turn back after getting the Heart Container.


==========
CHEST GAME
==========
From the Landslide Cave, face directly north and begin walking.  After likely
facing several battles, you will eventually come upon a small castle (location
C above).  Once inside, you should spot a wizard standing in front of a door
way.  This fellow wants to play the Chest Game!  He gives you the option of
opening one chest in exchange for 10 Fruit.  Your prizes, as he explains, may
be anything from a Potion to a Crystal to a Bomb to a Bow (though you can never
win a Bow here, only arrows –- probably a typo).  However, you receive a bonus
the first time you play.  No matter which chest you open, you'll find a MP
STAR.  Given the amount of MP you've probably been using, this item is very
much welcomed.

If you choose to keep playing the chest game, you will win one of the four
prizes described by the wizard.  While Potions and Crystals are very valuable,
it is a crapshoot, so don't try too many times.  Also note that you cannot win
an item if you are carrying the maximum amount of it.  If you've maxed out on
all 4 items, the chest you open will always be empty.


=================
UPGRADE THE HAUZA
=================
From the Chest Game castle, walk directly west and you will come to another
castle (location D above).  This location should actually be marked on the in-
game map if you've visited the Dragon Shrine monk lately.  Inside is a single
room with a chest, containing HAUZA ENERGY.  Your Hauza will now change color
(to match the golden sword you wield) and its attack power will go up by 10.
You should now opt to use the Hauza in your fighting on the overworld.


=============================
MORE MP AT THE SNOWFIELD CAVE
=============================
Head east from the castle that held the Hauza energy, passing right by the
chest game castle and right up to the mountain wall.  Now, if you walk north
and hug the wall, you should quickly come to a cave opening (location E above).
Inside you'll see it described as "Snowfield," and two Ice Men are there to
greet you.  Watch out for the slippery floor, which has a bad habit of throwing
you right into the spiked walls.  The second room of this cave has a chest that
holds another MP STAR.  As always, a very nice find.  You should now have
either 8 or 10 MP (depending on if you got the one in the Desert Cave).  This
will put you in good shape for the upcoming levels.


===========================
THE NEIGHBORHOOD ICE WIZARD
===========================
Walk west from the Snowfield Cave until you hit the main path, then take this
route as far north as it goes.  You will eventually come to yet another castle,
this one off the in-game map but show as location H above.  The man inside
explains that he is an Ice Wizard, and that he can add power to the Ice Ring
(which you don't have yet).  Keep this fellow in mind, as you'll be seeing him
again shortly.


From here, proceed west until you hit the mountains again, then hug the wall
until you come to a cave opening with rows of stalagmites in front of it.  This
is the entrance to the Ice Fortress, the reason why you picked up the Fire
Ring.  After all the treasure you just collected, it might make sense to go
back to the wandering healer and save the game.  By the time you're ready to
enter the fortress, your level should be at 16 or higher and your HP and MP at
adequate amounts.



===============================================================================
2.  T H E   I C E   F O R T R E S S                                       DV04B
===============================================================================

Recommended Level:  16
Valuable Items:     Ice Ring, MP Star, Hauza Energy (Lv.3), Magic Crystal,
                   Temple Map, Ice Ring Upgrade (Lv.2)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Keire)           50          53       213       2
Ice Man                    64          73       296       3
Sentry (Gold)              54          57       190       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| P: Pitfall        |
| `: Drop Spot      |
| T: Triggered Door |
| $: Impassible Ice |
| ^: Ice Pillar     |
| &: Statue         |
| *: Warp Point     |
| X: Boss           |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                                  Second Floor
-----------                                  ------------
     1     2     3     4     5                 6     7     8     9    10
                     _____
                    | ^d^ |
A                    | ^ ^ |
   _____ ___________|__ __|_____             _____       _____
  |6` 6`|           |   & |     |           |  3` |     |8    |
B  |     |            T          |           |P6 P6|     |     |
  |__S__|__ ________|_____|__ __|           |_____|_____|__ __|_____ _____
  |1    |     |     |  $ ^|  &  |           |2  1 | $   |     |11$ a|  9` |
C  |     |     | (*) |11$10      |           |       $ 5`     T  b$10 S  X |
  |__ __|__ __|__ __| ____|___ _|           |_____|_____|_____|_____|_____|
  |  S  | ^T  |  T  | $c ^      |           |     |
D  |7`  S  ^           $  ^      |           |P7 4`|
  |_____|_____|__E__|___________|           |_____|



Third Floor
-----------
     1     2     3     4     5
   _____       ___________
  | ^^  |     |   8       |
E  |^P3^ |     |           |
  |___ _|_____|_______ ___|_____
  |2    |  ^^ |     |   ^^|     |
F  |       ^P5^|     |      S P9 |
  |___ _|_____|     |_____|_____|
  | ^^  |
G  |^P4^ |
  |_____|



TREASURE GUIDE
--------------
a: Ice Ring
b: MP Star
c: Magic Crystal
d: Hauza Energy

-------------------------------------------------------------------------------

Surprising as it may seem, the Ice Fortress was only recently constructed,
probably by the minions under Argos, to seal off the warp point to Keire.  It's
almost amazing to think of the work required to carve such an intricate and
massive structure out of solid ice...  Argos must *really* want to keep people
away from the Great Temple.


The first room of the icy fortress has two open doors on the left and right
sides and a closed door at the top.  Behind this closed door, so close to you
now, lies the warp point you're seeking.  All you need to do is find a way to
trigger its opening.  This is much easier said than done.  Anyway, the right
path leads to a dead end, so take the left-side door.  The next room has a
series of massive ice pillars jutting out of the floor.  These can be melted by
a single shot from the Fire Ring.  Note that if you charge the ring to level 2
(assuming you got the upgrade near Casdra), the larger fireball will melt all,
if not nearly all, of the pillars.  While this isn't very important in the
current room, it will be when you need to clear pillars that surround pitfalls.

By taking the left door once again, you will end up in a room with shutter
doors and a Gargoyle.  From this point on Gargoyles will become the most
annoying form of enemy in the game.  This one is no exception.  You can either
move in and get shots off with the sword when close enough, or take your
chances with a jump and throw Hauza attack.  It doesn't really matter here,
though the sword is recommended when facing multiple Gargoyles at once.  Either
way, if the Gargoyle hits you, it will stop for a short while to laugh.  Take
this time to get a hit or two off, which is usually enough to defeat it.  Also,
in this particular room, try to avoid the corners, as they contain falling
icicles.


====================
GAINING A FEW LEVELS
====================
Take the top door, which leads to a room with a staircase on the top left and
another door in the top middle.  For now, head through the center path.  The
following room contains two Gold Sentry guards, which come at you from each
side and make excellent sources for gaining experience.  The Sentries are
rather easy, taking no more than 2-3 hits to kill, and their attack is
relatively weak, meaning the threat is low.  Reenter the room and kill Sentries
until you reach level 17 or 18.  This will put you in ideal shape for facing
the boss and handling the rest of the fortress with ease.


==================
HOLES IN THE FLOOR
==================
Once the Sentries start to bore you, head back one room and take the stairs
leading up.  This brings you to a room with another set of stairs on the far
left and a doorway on the right.  Ignore the door, as it's another dead-end,
and take the stairs up once more.  You should now be on the third floor, inside
a room with three doorways.  Each of the three doors leads to a room with ice
pillars blocking a pitfall.  Both the top and bottom pits lead right back to
areas you've already explored, so skip these rooms.  The correct path is the
one found by taking the door on the right.  As noted earlier, you can clear
away all the ice pillars (instead of just a few) if you charge the Fire Ring to
level 2 before firing.

After falling (into room C7), take the door on the right, then head up once
inside the next room.  You should now be in a chamber with 2 Gargoyles and a
staircase along the top-left wall.  There aren't many other choices, so head
for the stairs.

You'll come up in a large room that holds several dangers.  For one, the
ceiling is lined with razor sharp icicles, so jumping at any point will cause
damage.  Secondly, the floors are covered with slippery ice and the walls
aligned with ice spears –- another bad combo.  Try not to run when close to the
walls, else you risk the possibility of sliding uncontrollably into damage.
Take the door on the bottom right once the enemies are defeated.

This puts you in the final room before the boss.  By now, you should be at
level 17 or 18, as anything lower will make you job very hard in the upcoming
fight.  It also helps if you have at least 6 MP, as the Fire Ring can be used
for hefty damage against the boss.  Whenever you're ready, enter the next room.
The floor will collapse, sending you smack into the boss's chamber.


=============================
FORTRESS BOSS – FROZEN HORROR
=============================
Attack:  64
Defense: 81
EXP:     875 (really 1850)


The Frozen Horror is much different from the previous two bosses you've faced.
The old tactic of "attack and dodge the counter" doesn't work here.  For
starters, you should switch to the Hauza, as the sword is much less effective
in this battle.  You should also queue the Fire Ring if you haven't already.

The boss has two phases, and it switches to the second one once its HP are
halfway gone.  The first phase consists of the Frozen Horror moving about
slowly as a magical ring encircles it.  At this point, keep as much distance as
you can.  You can inflict damage by shooting the Fire Ring (charging it to
level 2 helps a lot) or by simply throwing the Hauza.  If the Frozen Horror
gets too close, wait for the magic ring to tighten around, then run underneath.
You should be able to avoid damage if you time it right.  Continue to fire away
and you should deplete half its HP in no time.

The second phase is a lot trickier.  The magic ring stops circling and an orb
now moves about the room.  Attacking this orb is the only way to damage the
Frozen Horror from this point on, and it cannot be hit (at least not easily)
using the Fire Ring.  To make matters worse, you now face attacks from two
sources.  The orb will try to fly overhead, at which point it exposes it's eye
and blasts you with lightning.  The body of the Frozen Horror itself will also
charge you, leaving you little time to move aside.  You'll need to keep your
eye on both.

Try to stay as close as possible to the orb without passing underneath it.
Jump and throw the Hauza as quickly as you can, expecting to get off about 2
hits before you'll need to dodge one of the Horror's attacks.  The Sword
Technique will work here as a substitute for the Hauza (and is better if you
are greatly under-leveled), but this is quite a gamble, so it isn't
recommended.  After a short while and possibly a Potion usage or two, the
Frozen Horror will be all thawed out.

Your reward is 1850 EXP, which you receive despite the game only displaying
875.  It's a bug, but a nice one that works in your favor.  Don't think the
dungeon is over just because you defeated the boss... the fun is only starting.


=============
TREASURE TIME
=============
In the room after the boss (C9 above), you should spot a treasure chest near
the top of the screen, as well as an MP Star on the opposite side.  The chest
holds the ICE RING, which should complete your elemental set.  You can't get
the MP Star from here, so drop down into the pit instead.  You'll fall into a
room on the first floor, next to an impassible ice block.  Take the door on the
right.

The next room holds an ice statue blocking a door near the top, as well as
another door near the bottom.  The statue seems to contain the skeletal remains
of some creature inside, but there is no way to melt the ice.  The statue can
be moved by pushing it from the left side, but, before doing this, take the
lower door to collect a quick treasure.

The large room you should enter into is just to the right of the starting point
(you're now on the other side of the impassible ice).  Melt the ice pillars and
you can pick up a MAGIC CRYSTAL from the chest.  Head back up to the room with
the statue.

If you haven't done so already, move the statue out of the doorway by pushing
it from the left.  This movement also triggers the opening of another door on
the second floor, which can be visited very shortly.  Head up, then take the
door on the left.  You should now be in a room with another statue.  There's a
catch this time, as moving the statue causes one door to open and the other to
close.  The top door should be the open one by default, so take that route
first.

This next room has a chest containing HAUZA ENERGY, a very useful upgrade.
There are also ice pillars on both sides blocking the way to a couple of pots.
Each pot holds 3 small stars, so if you have 1 MP left, you can quickly turn it
into 4 MP.  Head back down and move the statue, opening the left-side door.
Clear out the large room, then take the next two doors down.  This puts you
right back near the start of the Fortress (room D2).

Before moving on, take the door on the left and proceed to collect one final
treasure.  From there, take the top door and follow the stairs up two floors.
Once on 3F, go right into the room with the pitfall you uncovered earlier.
Drop down and head two rooms right, which should take you out at the foot of a
MP STAR.  The door leading to this room was opened by moving the statue below,
so this room is now accessible for the first time.

Drop through the hole above the MP Star, then head down and left.  You should
be right back at the start of the Fortress.  The closed door is now opened, and
a monk named Cliff emerges.  He explains that something terrible has happened
at Keire, and he implores you to head there immediately.  He also gives you the
TEMPLE MAP to guide the way.  Before leaving for Keire, there's one last thing
to take care of...


=====================
REVISITING ICE WIZARD
=====================
Take a step outside the Fortress and head northeast back to the Ice Wizard's
castle.  You can find it rather easily just by staying on the path.  Once
there, the wizard kindly upgrades the power of the Ice Ring, making it twice as
strong.

With that taken care of, head back to the Fortress and enter the top door,
leading to the warp point.  Take a step forward and prepare to be teleported to
Keire, the nefarious prison cell of Katarina.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   V :   T H E   G R E A T   T E M P L E   A T   K E I R E          DV05
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After the long climb, Alex is within shouting distance of Keire Temple, the
supposed prison of Katarina.  The truth about what happened there is still
mysterious.  The Casdra townspeople mentioned a treacherous wizard named Giza,
but their conflicting stories have to raise some doubts.  Instead of
speculating, which was never Alex's strong point, the time is right to charge
forth and liberate the ancient temple.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                            PART V CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Exploring the Keire Region.........DV05A
              2. The Dragon Temple at Keire.........DV05B
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  E X P L O R I N G   T H E   K E I R E   R E G I O N                   DV05A
===============================================================================

Recommended Level:  19
Valuable Items:     Armor Energy (Lv.3), Sword Energy (Lv.3)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Ice Man                    64          73       370       3
Lizard Knight (Blue)       74          91       475       2
Snow Samurai               56          61       233       3

-------------------------------------------------------------------------------

As Alex comes to his senses at the summit of Keire Mountain, he notices that
blue skies now replace the fog of grey and white that he had seen earlier.  The
light mountain air is disorienting, but nothing will stop him at this point,
not when he's so close to rescuing Kat.


The Keire region is very small, containing a main path the runs throughout it
and only 3 places to explore.  Everything you'll want to find is right off the
path, so getting lost is the least of your concerns here.  Nevertheless, the
following is a map of the region:


                  o-------------------------------------------o
                  |          K E I R E   R E G I O N          |
                  o-------------------------------------------o
                  |                                           |
                  |                     _________________     |
                  |                    |   C     ___    |\    |
                  |                    |  [.]    ||| D  | \   |
                  |                    |   =      =    / \|\  |
                  |                    |   =      =   /   \ \ |
                  |                    |   =     =   /   /\  \|
                  |                    |   =.   =   /   /  \  |
                  |           _        |    `===   /   /    \ |
                  |     _____|.|_______|    =     /   /      \|
                  |    |      B           ,=     / ^ /     ^  |
                  | ^  |(*)===============      /   /         |
                  |    | A          ___________/   /  ^       |
                  |    |___________/ ^   ^     \  /         ^ |
                  |  ^ \       ^   \____________\/            |
                  |     \   ^      \            \  ^          |
                  o------------------------------o------------o
                                                 | KEY        |
LOCATIONS                                         | = Path     |
---------                                         | ^ Mountain |
A: Warp Star (to Ice Fortress)                    o------------o
B: Ice Cavern (Armor Energy)
C: Castle (Sword Energy)
D: Dragon Temple


The one important difference between this region and the Snow Field is the
presence of a new enemy: the Blue Lizard Knight.  While the Ice Men and Snow
Samurais should be very manageable by now, these reptilian warriors are tough
and ferocious.  Their offense and defense are both very high, so the weapon of
choice (at least for now) is definitely the Hauza.  The Hauza should be 15
points higher in attack than the sword (if you've gotten all the power-ups so
far), and this will make an enormous difference during the fight (as in 4-5
hits vs. 20-25 hits).  As with the other Lizard Knights, this one is equally
agile and loves to jump around the screen.  Your greatest defense is the
ability to change horizontal level.  Stay at either the top or bottom --
whichever is farthest from the Lizard -- and fling the Hauza when you have an
opening.  This should cut down on nearly all the damage you'd otherwise take.


========================
ARMOR AND SWORD UPGRADES
========================
You're probably very sick of Alex wearing Lavender colored armor by now, but
don't worry; his wardrobe will be changing shortly.  Follow the path east from
the warp star until you see a cave on the northern wall of the mountains.  It
should appear after only a few steps.  Inside, you'll see that it's called the
"Ice Cavern," and contains a statue blocking the doorway ahead.  Move the
statue aside, this time by pushing from the right side, and pick up the chest
in the next room.  It contains ARMOR ENERGY, which adds 10 valuable points to
your defense and changes your outfit to a more masculine grey.  And it's about
damn time.

Go back outside and resume walking along the path.  Turn at the first fork in
the road (leading north), and you'll soon come to a small castle.  Once inside
you'll find a series of ice pillars surrounding a chest.  Your Fire Ring will
liquefy them nicely, allowing you to pick up the SWORD ENERGY within.  Your
sword now turns dark grey to match the armor, and you should be in tip-top
fighting shape to handle the demons who have infested the Keire Temple.

Exit the castle and begin walking northeast.  You will come upon the Dragon
Temple after a short time, with stone pillars leading up to it from the south.
Make an effort to train to level 19 or higher before entering, then walk right
in and prepare to reclaim your beloved sweetheart.



===============================================================================
2.  T H E   D R A G O N   T E M P L E   A T   K E I R E                   DV05B
===============================================================================

Recommended Level:  19
Valuable Items:     Guardrak, Miraj Map

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Keire)           50          53       213       2
Lizard Knight (Blue)       74          91       380       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| X: Boss           |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                    Second Floor                Basement 1
-----------                    ------------                ----------
     1     2     3               4     5     6               7     8     9
   ___________ _____           _____       _____           ___________ _____
  |           |   1 |         |  2  |     |1    |         |           |     |
A  |   a       |     |         |     |     |     |         |    b            |
  |________ __|__ __|         |_ ___|_____|__ __|         |_______ ___|_____|
  |2   3|     |     |         | S   |     |     |         | 3   | S   |
B  |     |           |         | X  S S   S      |         |      S    |
  |_____|__E__|_____|         |_____|_____|_____|         |_____|_____|



Treasure Guide
--------------
a: Heal/Save point
b: Professor Methraton

-------------------------------------------------------------------------------

The reception certainly isn't warm as you enter the Temple.  A Blue Lizard
Knight guards the first room and begins assaulting you as soon as your eyes
meet.  The Temple has obviously been overrun, but surely some of the surviving
monks can tell you what happened, or, more importantly, where Kat is.  From
this main room, take the upper doors that lead into a large chamber.  The green
monk comments that the Prime Orb once rested in this room's statue (don't worry
about what this means yet) and the blue monk offers to heal you and save the
game.  After doing so, backtrack and take the right-hand door from entrance
room.

As soon as you enter the new chamber, a monk approaches you, frantically, and
tells you a man named Giza must be defeated before he destroys everyone.  The
calmer monk explains that Giza, a young wizard, killed the high priests and
stole the Prime Orb.  You may recall that the villagers of Casdra mentioned
Giza as one of the brightest and most promising wizards ever to enter this
temple... Something seems to have gone awry along the way.  Defeat the
Gargoyles in the next room and head up the stairs.

The second room on the next floor has another pair of monks.  The monk on the
left relays an interesting tale about what likely happened to Giza: his sister
became ill one day and he left to care for.  She still died despite his best
efforts, and that probably marked the day he lost his faith in truth and
goodness.  Since then, he has allied himself with demons and has been using his
innate powers for destruction.  The pieces are now starting to fit together a
little better.  If you recall the town of Casdra again, you'll remember the
strange grave on the second street, as well as the stories of the brother and
sister who were extremely close.  It would appear that Giza was crushed by his
innocent sister's death, and he is somehow now retaliating against all living
things for this tragic unfairness...  Or so it seems.  Anyway, continue on
through the doors on the left.


===============
THE MIGHTY GIZA
===============
You come to a room now with the vaunted wizard, Giza.  He is clad in a blue
cape, and his face is hidden behind a mask.  He has been waiting for Alex.
Giza is quick to insult him, knowing that he has come for Katarina and is ready
to do battle.  What ensues is one of the most entertaining sequences in the
game.  Our great hero has his ass utterly beaten by Giza.  He is flung about
the room, swatted away like a gnat, and utterly humiliated and violated before
Giza stops to laugh about it.  His taunts are fairly clichéd, though he, like
all villains, is susceptible to hubris.  Assuming you will die shortly, he has
no qualms about revealing his master plan to you.  With the power of the Prime
Orb, Giza intends to overcome morality and attain a god-like status.  At this
point, Alex's seconds seem numbered...

But what game would be complete without a little "Deus Ex Machina" as part of
the plotline.  Suddenly, Argos appears with urgent news.  The gate to the
Underworld has been uncovered.  The magnanimous person that he is, Giza allows
Alex the pleasure of living, but only so he can see the human race perish.  In
a somewhat surprising twist, Argos humbly refers to Giza as "Lord," implying
that he has been but a servant all along.  He is ordered now to take Katarina
to the mouth of the Underworld (for reasons still not revealed), and the two
villains disappear, leaving Alex for dead on the Temple floor.


============
LIFE GOES ON
============
An old wizard soon enters the room to discover Alex's near-lifeless body and
proceeds to revive him.  Dejected, Alex listens to the High Wizard's words.
Giza is apparently able to use forbidden magic, made possible by his taking the
Prime Orb.  There is still a chance to contain these dark powers, and the High
Wizard suggests you speak with Professor Methraton, who is an expert on the
matter.  He is currently trapped in his lab on the basement floor of the
Temple.

Take the back door from which the wizard entered and proceed downward through
the Temple rooms.  The route is completely straight-forward, so there's no
chance of getting lost.  After slaying the remaining enemies, you should be in
a large chamber with orbs and a strange looking man.

The green-haired man with the rabbit face is actually Prof. Methraton.  He is
extremely happy to see that help has arrived, but he brings Alex some very
disheartening news: Katarina was recently held here, but Argos appeared and
took her away just as Alex arrived at the Temple.  The Professor does offer you
a faint glimmer of hope, however.  He explains that the Pendant he had give Kat
(and now carried with him) was actually the GUARDRAK, an ancient token given to
the legendary warrior who once brought peace among the Dragon Realm (that would
be what happened in the first Drakkhen, for anyone who hasn't played it).
Since Alex possessed the Guardrak, he is a descendant of that old warrior.
This means that the Dragons Lords would certainly aid him if he asked.

Methraton now gives you a new objective: in the eastern desert region, seek out
the crystal altar in the Ortah Temple and summon with the Dragon Lords.  To
find the entrance, Alex should first head to the town of Miraj and speak with
the old sorceresses there.  The path can be found using the MIRAJ MAP that
Methraton now gives you.  As he battles through the sadness and despair, Alex
knows now what he must do.


==============
HISTORY LESSON
==============
Before leaving, you might want to check out the stories inscribed in the orbs.
The first few recant the outcome of the first Drakkhen game, though none of
that history is pertinent to your quest.  The second room does yield two pieces
of information worth noting:

- Miraj village can found by passing through the Quicksand cave
- The great wizard who sealed the underworld cave returned to Neil village

Once you're done reading, it's time to leave the temple and head to the desert.
Start by backtracking all the way to the Town of Casdra, where the second leg
of your journey now begins...



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   V I :   S C O U R I N G   T H E   D E S E R T                    DV06
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From the highs of the Keire mountain to the lows of the desert.  Yes, Alex's
journey heads toward the sands.  The immediate destination is the ancient town
of Miraj, found within a hidden valley just beyond the Quicksand Cave.  Though
his sights are clear, the path is not.  He will have to find a way to tame the
roaring sands before he can proceed.  Even after this, his journey is just
getting started.  In perhaps the longest leg of the game, Alex will need to
test his cunning and problem solving abilities to succeed amongst the hot
desert dunes.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART VI CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Casdra Plains Revisited............DV06A
              2. Into the Desert....................DV06B
              3. Desert Cave........................DV06C
              4. Quicksand Cave.....................DV06D
              5. Finding the Horn...................DV06E
              6. The Three Lions....................DV06F
              7. Glowing Emblems....................DV06G
              8. Journey to Miraj...................DV06H
              9. Town of Miraj......................DV06I
              10. Underground Temple................DV06J
              11. Ortah Temple......................DV06K
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  C A S D R A   P L A I N S   R E V I S I T E D                         DV06A
===============================================================================

Recommended Level:  20
Valuable Items:     (Map Marking)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Fighting Mage              70          87       442       2
Stone Man                  78          95       597       3

-------------------------------------------------------------------------------

Your return from the Keire Temple excursion will likely take you back through
the Town of Casdra.  There are a few new things to see now that you're here.
You'll notice that many of the townspeople now say different things, though not
much of it is helpful.  The grave on the second street does have a sight worth
seeing, however.  As you may have figured out, this is the resting place of
Giza's sister.  After reading the inscription now, her ghost will appear and
plead with you to stop her brother.  Even she cannot pass peacefully knowing
Giza's plans for destruction...  A woman in front of the Dragon Shrine adds
further details to the story of Giza and his sister.

Inside the Dragon Shrine, the green monk gives you a cryptic message about
desert lions watching over the barren landscape.  This actually triggers a MAP
MARKING for the Desert Region map, which you shouldn't have yet.  Once you
obtain it, however, these markings will already be present.  Take this time to
save the game and stock up on items, then head out when ready.


================
SOME NEW ENEMIES
================
One of the first things you'll notice on the Plains is that the laughably easy
monsters that used to reside here are no more.  The Scorpions, Beetles, and
Lizard Knights have been replaced by the much more difficult Fighting Mages and
Stone Men.

Fighting Mages are the easier of the two new foes, though they will still cause
some minor problems.  They resemble the Cave Men from the Fire Cavern, but this
variety has a magical projectile attack and less agility.  The Mages will
usually halt for a moment to power-up the projectile, then unleash it in your
direction.  They also possess the same charge and aerial body slam attacks that
their primitive brethren used, though these are much easier to avoid now.  As
always, stand on a different horizontal level until you're ready to attack.
The Hauza is probably the better choice here, and you can get off a good shot
either when the Fighting Mage pauses or charges you.

The Stone Men look like brown versions of the Ice Men from the previous
regions.  Unfortunately, their powerful attack and defense values are equally
similar.  You likely won't be able to endure more than a few hits, so make
evasion a top priority.  This shouldn't be too hard, either, as the Stone Men
move incredibly slow, at least until they charge.  This means that if you keep
your distance, you should have ample time to react to their attacks without
much worry of injury.  Likewise, the Hauza is the preferred weapon.  The Stone
Men give excellent experience, so it might pay off to stick around and fight
them until level 21 or 22.


===========================
YOUR FUTURE IS IN THE STARS
===========================
If you want to help yourself out in the near future, you can activate a Warp
Star shortcut before proceeding.  This one is slightly out of the way, but you
won't be entering any new regions with tough foes.  To get started, stay on the
main path that goes from Casdra to the Galys path.  Take the fork that leads
east past the Lake Cave, then just follow the path as far as it goes.  You will
soon pass by the stump that contained the Sword Technique, then cross two
bridges.  Just keep following the path.  It will eventually merge with another
path, but continue heading south.  On the left side you will pass by a town
(nothing to do there yet) and then finally the Warp Star after that.  Walk to
the center until the points turn yellow, and your job here is done.  If you end
up at cave, you've traveled too far down the path.

Once this is done, travel back to the Lake Region and prepare to enter the
desert.



===============================================================================
2.  I N T O   T H E   D E S E R T                                         DV06B
===============================================================================

Recommended Level:  20
Valuable Items:     [Lightning Ring]

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Sandworm (Purple)          82          99       735       3
Scorpion (Purple)          76          91       515       2

-------------------------------------------------------------------------------

The entrance to the desert region can be walking east of the main path that
passed by the Lake Cave.  If you visited the Falls earlier in the game and
picked up the Lightning Ring, you should already be familiar with the area (and
if you missed the ring, now is a good time to get it).  After traveling east,
you will eventually come to another path that runs north-south before
approaching the river.  This area should appear on the eastern edge of the Lake
Region in-game map.  Follow the river until you come to the first bridge, then
cross it and remain on the path.  If you are even in the ballpark area
mentioned above, you should slowly start to enter the desert, as evidenced by
the sandy terrain and change in music.


=======================
MILES AND MILES OF SAND
=======================
The Desert Region is enormous and confusing.  The in-game map offers very
little help at this point, as only the western area along the mountains are
shown on the map.  The remaining 2/3 of the desert is uncharted so far.
Luckily, you have this guide to fill in the blanks.  Below is a complete map of
the area:


o-----------------------------------------------------------------------------o
|                          D E S E R T   R E G I O N                          |
o-----------------------------------------------------------------------------o
|     `              /                                                 |  }~  |
|             `     /           ^         ^       ^      ^          ^  |  } ~ |
|                 _/                                                 _/   }  ~|
|      `        _/                                __________________/     }~  |
|             _/    ^                      ^   __/                        }  ~|
|    ________/                               _/./                         }~  |
|   /  ^                   ^       ^       _/  I                          }   |
|  /                                     _/                               } ~ |
| /                                    _/                          ___    }~  |
|/               ^                   _/         =           J     {~ ~}   }  ~|
|        ^                          /           =          ___     ¯¯¯,=  } ~ |
|   ^                               \      G1  =       ,===|||      ==    }   |
|                      ^            /    =(O)==      ,=    ¯¯¯      =     }~  |
|      ______________              /               ,=               =     }  ~|
|^    /      D       \_           /      --========          =.     =     }   |
|    /      |.|        \      ^   |  F --                     `=  ,=      }~  |
|   /        =          \___   ___| ---                         ==        }  ~|
|  | E       ==             |_| ----                            =         }   |
|  |(*)==================== |.|C ==== ==.                       =         }~  |
|  |                     ___|¯|___      `=.                     =         }  ~|
|   \_                  /         \_      `=                    =   G3    }   |
| ^   \_              _/   ^        \_     =                   ,= =(O)    } ~ |
|       \____________/                |    =.                ,= =         }~  |
|_____________                 ^       \    `=.           ===   =         }   |
|             \                         \___  `=               (X)H1      } ~ |
|              \ ^                          \   =               =         }   |
|              |            ^     ^          \   =              =         }  ~|
|             _|       ^                     |   =        G2   ,=         }~  |
|            /_|                        ^    |   ========(O)===.          }   |
|           |~||_                      __    |   =             =.         }~  |
|         A  =  .|          ^        _/  \_  /  =         =     `=.       }  ~|
|           |~||¯    ^              /      \/  =          =       `=.     }~  |
|           |~| \__________________/          =           =        `=     }   |
|           |~|                              =            =         =     } ~ |
|=========. |~|                   ,==========             =         =     }   |
|         `=======================                        =         =     }~  |
|           |~|             _____________________         =         =     }  ~|
|          /~/             /      ^              \_      =          =     }   |
|          |~|            /               ^        \B               =     } ~ |
|         /~/            /    ^                    /.\__           (X)H2  }   |
|        |~|            /                               \__               }~  |
|        /~/           /   ^     ^       ^     ^      ^    \______________}   |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ~ Water    |
---------                                                        | ^ Mountain |
A: Falls (Lightning Ring)            F: Hidden Path              | } Shore    |
B: Desert Cave                       G: Lion Statue (x3)         o------------o
C: Quicksand Cave                    H: Glowing Emblem (x2)
D: Town of Miraj                     I: Wandering Healer
E: Warp Point (Old Ruins)            J: Ortah Temple


The desert has a lot to see, but much of it is inaccessible right now.  You'll
be relatively safe if you stay on the main path, so try not to turn off it or
begin exploring just yet.

Before going any further, it's important to analyze a few of the new desert
denizens: the Purple Scorpion and Purple Sandworm.  The Purple Scorpion is
similar to its golden relatives from the Plains regions, though it has an added
ferocity and a few new moves.  It still likes to lash out with its venomous
tail, and this move is forecasted by a short rattling sound.  More dangerous is
the unannounced charge, which occurs if you are standing directly in front of
the Scorpion.  This move is much more difficult to avoid, and the best defense
is, as always, to stand either much higher of lower than the Scorpion.  Lower
is actually preferred, since it's possible to align your sword to hit the
Scorpion while being outside of its own attacking range.  Also, as before, the
Hauza is ineffective, so use the sword.

The other desert inhabitant is the much tougher Purple Sandworm (don't let the
color fool you).  The sandworms borough in the ground and randomly reappear,
leaping in an arc as they hope to make contact.  Their only vulnerable point is
the head, which makes attacking them a true challenge.  The best method
involves a bit of guesswork.  As soon as you see the sand start to shift at the
worm's reemergence point, swing your sword directly over that area.  It's not
the most intuitive thing to do since it will feel like you're slicing at air,
but the Sandworm should leap up and run into the sword if timed right.  If you
wait to swing until it's already emerged, you will either miss it or suffer
damage, which is not preferred.  You can protect yourself somewhat by standing
about a step away from the spot where the sand whirls before the Sandworm
emerges.  From this spot, the Sandworm will leap overhead, missing you
entirely.  You may be in for a real challenge here, but the reward is a massive
amount of EXP.

After getting to know the local baddies, you should stop by the Desert Cave.
If you already visited there earlier to pick up the MP Star, you can skip the
next section of the guide.  If not, now's as good a time as any.



===============================================================================
3.  D E S E R T   C A V E                                                 DV06C
===============================================================================

Recommended Level:  21
Valuable Items:     MP Star

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Piercia                    42          11        87      8-9

-------------------------------------------------------------------------------

The Desert Cave rests along the southern mountain walls of the desert and is
denoted as location B on the map above.  The easiest way to find it is simply
by walking south until you hit the mountains, then traveling east until you
find it.  You will wander off the in-game map in the process.  The Desert Cave
is the only one along the south wall, so you can't miss it.

You'll enter into a small foyer, then come to another small room above this.
There will be a door on the right, a passage blocked by a statue above, and
another passage on the left.  You can't move the statue yet and the left path
leads to a fiery dead end, so take the right door for now.

The next room is a long chamber containing a Piercia replica.  Its stats and
attacks are the same as when you met it at the Storehouse, though yours are now
vastly superior.  There's no real strategy involved, as Piercia will do minimal
damage and can be killed in 2-3 hits.  Dispatch her and collect the bounty of
hearts that drop, then head through the right-side door.

This final room should contain a chest and two dragon statues.  The chest
houses a MP STAR, a valuable addition if you hadn't picked it up already.  Once
you're done, head back out of the cave and walk northwest until you meet up
with the main path again.



===============================================================================
4.  Q U I C K S A N D   C A V E                                           DV06D
===============================================================================

Recommended Level:  21
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Earth)               68          99       784       3
Gargoyle (Cave)            72          97       493       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| T: Triggered Door |
| P: Pitfall        |
| `: Drop Spot      |
| &: Lion Statue    |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                                      Basement 1
-----------                                      ----------
     1     2     3     4     5                  7     8     9
         _____ ___________ _____                    _____ ___________
        |&   &|           |&   &|                  |  a  |           |
A        |      T P2   P2 T      |                  |      S  2`   2` |
   _____|__ __|___________|__ __|             _____|__ __|___________|
  |  1        |           |     |            |  1        |
B  E           |           |     E            |           |
  |___________|           |_____|            |___________|



Treasure Guide
--------------
a: Old Woman

-------------------------------------------------------------------------------


If you follow the main path from the Lake Region all the way to its end, you
will eventually come to the Quicksand Cave entrance.  If you happen to have
gotten off track a bit, simply walk west until you hit the mountains, and then
follow the path north or south depending on where you are (your in game map
should display this area).

The first room in the cave is a large chamber, with a door along the top of the
wall by the entrance and another near the far side of the room.  There is also
a lamp in the middle, which describes something called Boar Rage.  This rage is
a term given to the force causing quicksand whirls, and it can subdued with the
Horn.  If you take the second door, you will enter a room with two lion
statues.  Take the right door and you'll come to another large chamber with two
swirling quicksand pits.  Both doors slam shut, so your only recourse is to let
the pits consume you.


=====================
AN EXP TREASURE-TROVE
=====================
You should now drop into another long chamber, this one filled with 4 Blobs.
Thought these foes may seem intimidating at first, they shouldn't be.  The
Blobs leap in the air to attack, then roll along the ground as tiny balls until
they reemerge.  They are only open to damage when in upright "blob" form, so
don't try to attack them as they leap or roll.  They can also only damage you
when they are in mid-air, so feel free to walk into them or even stand on top
of them otherwise.  The best strategy is to avoid the leap, then prepare to
attack as soon as the Blob stops rolling and returns to its normal shape.

While the Blobs have a fairly high defense, their offense is low enough that
you shouldn't be in too much danger.  You may notice a few interesting things
after clearing the room:

1.) The Blobs drop 3 items
2.) The Blobs can drop Gold Jade
3.) The Blobs give excellent EXP

Put these 3 together and you have one of the best leveling spots in the game.
If you exit and reenter from the door on the left, the 4 Blobs will reappear.
With 3 drops, you should almost fully fill your HP after each fight.  You'll
also be raking in the dough from all the Jade that gets dropped.  This is an
incredible source for both money and EXP.  Ideally, you should stay here until
level 24-25 and 2000 Jade.  This will allow you to sail through most of the
game until the final stages.  At the very least, try to reach level 23 and 1000
Jade.


======================
OLD WOMAN AND THE HORN
======================
In the room to the left of 4 Blobs stands an old woman.  When you speak to her,
she asks if you have heard about the Mystic Sandworms.  Obviously you haven't,
so you should choose "No" as a response.  She then tells you that these
powerful beasts slither beneath the sands, and that a sorceress once offered
herself to them.  You should now hear the trigger sound, and the woman will
tell you to head North in search of these beasts.  If you talk to the woman
again, she mentions that the sorceress allowed herself to be swallowed to
protect the Horn.  This sounds like it's related to the Horn mentioned on the
first floor lamp, so finding it should be your next target.



===============================================================================
5.  F I N D I N G   T H E   H O R N                                       DV06E
===============================================================================

Recommended Level:  22
Valuable Items:     Horn

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Sandworm (Purple)          82          99       735       3
Sandworm (Red)             82          99      1405     Chest
Scorpion (Purple)          76          91       515       2

-------------------------------------------------------------------------------

Tracking down the Horn is probably one of the most confusing areas of the game.
Odds are, if you only read this guide for one thing, it will be this section.
The problem is due mainly to the cryptic information given by the old woman in
the quicksand cave.  Try to ignore what she said and focus on this instead:
there is a Mystic Sandworm wandering about the desert in the form of a random
battle somewhere.  Your goal is to seek out this encounter.

While the woman mentions an area north of the cave, that information is
irrelevant.  The Mystic Sandworm exists within a mist cloud just like any other
enemy, and it appears and disappears randomly, just as they do.  You can
encounter it anywhere in the desert region, and the northern area has nothing
to do with it.  Note that you cannot find this enemy until you have spoken to
the old woman, which is her only real significance.  The trigger sound you hear
when speaking to her is the game's way of activating this enemy.

The easiest (and least frustrating) approach is simply to exit the Quicksand
Cave, walk forwards a bit, and stop.  The enemy mist clouds will come to you,
and you need do nothing more.  One of the random battles will eventually be the
one you want, though you may have to fight a dozen or so regular enemies
beforehand.  At long last, a Red Sandworm will appear on the screen, and this
is the fight you seek.

The Red Sandworm's stats are identical to the purple one, so you can use the
same tactics for defeating it.  Wait for the sand to swirl as it is about the
emerge, then slice your sword in mid-air just before it leaps.  By this point,
you should be able to slay the Sandworm in 2-3 hits.  When defeated, it leaves
a chest in place of the normal drops, which contains the HORN.

The Horn is an interesting item that has close ties to the entire desert
region.  In addition to taming the violent whirls in the Quicksand Cave, the
Horn also uncovers the secrets of the Lion Statues that rest throughout the
desert.  Blowing it at these spots (on the overworld) will reveal the secrets.
If you'd like to explore this part now (and pick up some nice treasure), go on
to sections 6 and 7.  If you'd rather continue with the plot and head for
Miraj, see section 8 instead.  Note that you can revisit sections 6 and 7 after
completing Miraj with no penalty at all, so do whichever you feel comfortable
with.



===============================================================================
6.  T H E   T H R E E   L I O N S                                         DV06F
===============================================================================

Recommended Level:  23
Valuable Items:     Hauza Technique, Magic Mirror

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Cave)            72          97       493       2
Mummy                      86         113       389       2
Sandworm (Purple)          82          99       588       3
Warlock                    72         101       467       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| L: Locked Door    |
| P: Pitfall        |
| `: Drop Spot      |
| T: Triggered Door |
| &: Statue         |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



North Lion, 1F                               North Lion, B1
--------------                               --------------
     1     2     3     4     5                 6     7     8
         _____ __ __                         ___________ _____
        |  a  |  E  |                       |           | 1   |
A        |      O    |                       |  2`    2` |     |
   _____|__ __|___ _|                       |_______S___|___ _|
  |        S  | 1   |                             |           |
B  | P2   P2  S      |                             |           |
  |___________|_____|                             |___________|




South Lion                                   East Lion
----------                                   ---------
     1     2     3     4     5                 6     7
   _____ _____ __ __ _____                   __ __ _____
  |     |     |  E  |  b  |                 |  E  |  c  |
C  |    S     O     O      |                 |           |
  |_S___|_____|__ __|__ __|_____            |_____|_____|
  |           |     |& T &|     |
D  |            O   O       S    |
  |___________|_ ___|_____|__S__|
              | S         |     |
E              |          S      |
              |___________|_____|



Treasure Guide
--------------
a: Hauza Technique
b: Magic Mirror
c: Magic Crystal Trader

-------------------------------------------------------------------------------

The Desert region holds many ancient mysteries, some still veiled in secrecy.
Several of them, however, were based on sounds made by the magical Horn.  Its
thundering bellows would often reveal secret passages, uncover hidden pathways,
or even raise enormous structures from the desert sands.  The three Lion
Statues are one of these long-forgotten puzzles related to the Horn.  Each
statue hides come special treasure, so it is worth your while to explore them
all.

While you may have seen them if you explored earlier, the desert region houses
three Lion statues dispersed in a triangular shape around the sands.  Each can
found by following one of the paths, though this can be quite a chore given the
confusing roads that run throughout the desert.  The Lion statues are displayed
on the Ortah Map that you get in Miraj, as well as on the map in this
walkthrough, above.  If you'd feel more comfortable finding them with an in-
game map to assist, jump to section 8 now, then return here later.

The three statues will be designated by their location in the desert.  They
are: North Lion (G1 on the regional map above), South Lion (G2), and East Lion
(G3).  A map for each can be found above.


==========
NORTH LION
==========
This statue is probably the easiest one to find.  From the Quicksand Cave, head
northeast and you should eventually bump into it.  Once you're fairly close to
the statue, select the Horn and give it a blow.  The Lion statue will now
vanish, uncovering a secret tunnel.  Walk up to it and Alex will crawl down the
hole, into the darkness.

The inner chambers of the North Lion reek with stagnant air and decaying flesh.
These halls have obviously been cut off from the upper world for several
hundred years, so there's no telling what might be lurking below.  The North
Lion is the only one to have multiple floors, but it's still fairly short
despite that.

After falling down into the main room, take the door at the bottom.  You should
now come out in another small chamber with a staircase in the middle and a
doorway at the left.  You'll want to go left at this point.  The next room is a
long chamber with two quicksand whirls and a Purple Sandworm.  Be very careful
not to get sucked into the quicksand, else you'll end up in the basement and
have to make your way back up.  The sandworm can be extremely tough to target
since you can't get a solid footing, but one tactic that works well is to use
the Ice Ring.  Simply hold the Up-Button to keep yourself pressed safely
against the top wall, then use the Ring as soon as the Sandworm appears.  It
will usually be hit by at least one of the falling ice crystals, and should be
dead in 2-3 turns at most.

After dispatching the Sandworm, take the door on the top wall that now opens.
You will enter into a room with a large tablet in the middle.  Reading it
teaches you the HAUZA TECHNIQUE, a powerful move that can be activated by
pressing the X-Button.

A few notes on the Hauza Technique.  Like the Sword Technique, it also adds 10
points of armor piercing damage to your attack, meaning you can use it to
inflict serious damage on even the game's toughest foes.  When used, Alex will
spin around quickly and then unleash the Hauza in a discus-like motion.  It
will then travel very quickly in whatever direction you were facing and slice
through all enemies along the way.  Unlike the regular Hauza attack, this one
extends off the screen, meaning you can even kill foes or bosses that cannot be
seen.  The downside, like with the sword, is that this move drains 8 HP each
time it is used.  It's also very slow to fire, meaning it's not the best choice
when being swamped by enemies or when facing very agile foes.  Still, this is a
great attack to add to your arsenal, and will surely come in handy along the
way.

After learning the new maneuver, take the right-hand door and you'll be back
where you started.  Jump onto the stone block and then up once more to exit the
Lion.


==========
SOUTH LION
==========
The South Lion is also quite easy to find.  Simply travel south along the main
path that leads to the Quicksand Cave.  When you come to a fork that heads
east, take it.  This should lead to the South Lion statue.  Play the Horn and
enter down into the chambers below.

The South Lion is clearly the longest of the three, but it's filled with a few
dead-end loops that only serve to waste time.  Before going on, it's also
important to mention two of the new enemies that will be making your life very
difficult: the Mummy and the Warlock.

The Mummies are all that remain of the ancient warriors buried in these desert
catacombs.  Don't let their decrepit state fool you, however, as they pack one
hell of a bunch.  They will usually appear in groups with other Mummies, making
them even tougher to isolate.  The Mummy has two primary attacks: an up-close
breath attack and a semi long-range fist attack.  Both inflict the same amount
of damage, which should be relatively heavy at this point.  The Mummies main
weakness is their speed, which airs on the slow side.  Their movement is also
rather jerky, meaning you should be able to create some distance pretty easily.
These two things lend themselves perfectly to the Hauza, which should be your
weapon of choice in these battles.  Though you'll need to be quick to take out
several at once, this weapon will surely help lessen the likelihood of damage.

The other new face is the Warlock, who is probably the toughest enemy you've
encountered so far.  The Warlock teleports to either the left or right side of
the room and unleashes magical blasts towards you from afar.  Its attacks are
one of two types: magical blue bullets or fire rain.  The blue bullets are
always fired 3 at a time, and will home in on you to make contact.  The fire
rain covers the entire horizontal portion of the screen that the Warlock is
facing.  Both attacks are incredibly difficult to avoid.  To make matters
worse, the Warlock teleports to the other side of the room when you get too
close.  Once again, this should signal that the Hauza is the preferred weapon.
Getting a shot off can be very difficult while trying to avoid damage, but you
should still be able to land one or two good hits and take care of business.
Your reward for winning isn't anything special either, meaning the Warlock is
one adversary you can definitely do without.

Anyway, back to the start of the dungeon.  There should be doors on the left
and bottom, and a closed door on the right.  The left-side door leads to a
dead-end loop, so take the bottom door (unless, of course, you're looking for
extra EXP).  You should come out in another small room, this one with closed
doors on the sides, an open one at the bottom, and a Gargoyle.  Take out the
pesky enemy and head through the bottom door.  The next room is a long chamber
filled with 3 Gargoyles and a series of laser traps.  Each laser fires from a
fixed position at a predictable interval (the beam will glow yellow twice
before a shot is fired).  You can either time your movement or jump over the
laser, but it's best to take out the Gargoyles before proceeding.

After the long chamber you'll pass into a small room with 2 Mummies, then
another above this with 2 Gargoyles and a Warlock.  The latter room is
extremely tough.  Equip the Hauza and get off as many jump attacks as you can.
You're bound to hit one of the enemies.  Ideally, you'll want to take out the
Gargoyles first, as this makes the difficult Warlock somewhat more manageable.
Either way, take the left-side door once the room is clear.

The next room contains a closed door at the top and two Lion statues at the
sides.  The trick here is, once again, the Horn.  Playing it will trigger the
Lions to open the closed door near the top.  Enter and you'll be taken to the
final room of the dungeon, this one containing a chest.  Its contents are the
MAGIC MIRROR, a mysterious item that has several uses (which are explained in
section 7).

Take the left-side door and you'll be back at the start of the dungeon.  Exit
from here once you're ready.


=========
EAST LION
=========
The final Lion statues is nearby the South one, and can be found easily by
following the paths.  From the South Lion, head directly west until you meet up
with another path (should look like arrows).  Follow that path directly north,
over the glowing emblem, and straight until you come to a right-hand fork.
Take this path east and you should be at the Lion statue.

Once inside, the contents are somewhat anti-climactic.  The final Lion consists
of only two rooms and no enemies.  The second room is occupied by a wizard who
will trade a Magic Crystal for 20 Fruit.  While this is a pretty good deal (it
takes less time to collect 20 Fruit than to collect enough Jade to buy the
item), you should probably save the Fruit, at least until you get to the swamp
region.  Feel free to come back here later on if you have a Fruit abundance and
a shortage of Crystals.



===============================================================================
7.  G L O W I N G   E M B L E M S                                         DV06G
===============================================================================

Recommended Level:  23
Valuable Items:     Sword Energy (Lv.4), Hauza Energy (Lv.4),
                   Ice Ring Upgrade (Lv.3), (Map Marking)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Fighting Mage              70          87       442       2
Ice Man                    64          73       370       3
Sandworm (Purple)          82          99       735       3
Scorpion (Purple)          76          91       515       2
Snow Samurai               56          61       233       3
Stone Man                  78          95       597       3

-------------------------------------------------------------------------------

After clearing the 3 Desert Lions, you should have found an item called the
Magic Mirror.  This is one of the more fascinating tools in the game.  When
used in battle, it will create a reflective shield that protects you from any
single attack at the cost of 3 MP.  While this isn't needed against most normal
enemies, it provides superb protection against foes with insanely high
offenses.  It can be invaluable if used at the proper times.

The Magic Mirror also has a function on the overworld.  Do you recall seeing
blue, glowing, triangular emblems along the journey?  They are shaped like
Triforce pieces from Zelda and likely stood out when you passed them.  Well,
these are related to the Magic Mirror, as one of the townspeople in Miraj
explains.  When you use the Mirror atop an emblem, you're "reflected" into the
hidden cavern it covers.  And as you might guess, some extremely valuable
treasure must be hidden underneath glowing emblems for them to be so well
concealed.

In case you haven't been keeping close track, all the glowing emblems
accessible at this point are the following:

1.) Lake Region
2.) Snow Field
3.) Desert (center)
4.) Desert (south)
5.) Swamp*

Note that while the swamp emblem can be reached, it's rather hard to do so now
and not especially worth it.  Reaching that emblem will be discussed more
carefully in Part 7 of this walkthrough.


===============
MAPPING THE WAY
===============
Before searching for the emblems, you can make your journey a lot easier by
visiting a Dragon Shrine in one of the towns (probably easiest to go back to
Casdra).  Talk to the green monk until he speaks of these emblems (he will
mention one being found on Mt. Badsel, but don't worry about that yet, as you
can't access it).  After this conversation, the monk helps you by MAP MARKING
each emblem in the game.  You can now find the emblems by checking the in-game
map, and this should make finding them much easier.

Feel free to proceed to each emblem in any order you want:


1. LAKE REGION: Head back to the main path that runs past the Lake Cave, and
follow it south until you come to the old stump again (where you learned the
Sword Technique).  From here, walk southwest and should quickly come to the
emblem.

Make sure the Magic Mirror is selected, and walk towards the center of the
emblem.  Walk around slowly while pressing the A-Button until you hear a
hissing sound and transportation begins.  You should enter into a one room
chamber housing a chest, which contain HAUZA ENERGY.  And yes, your weapon
really is turning aqua blue.


2. SNOW FIELD: Head back to Casdra and take the warp point to the Snow Field.
Once there, follow the main path north until it splits.  Take the eastern
branch, then follow the path until an offshoot appears on the left.  Follow
that trail all the way to the glowing emblem.

As with the previous one, use the Magic Mirror when over the center of the
mark.  This should take you to a couple of underground rooms, the second of
which contains an Ice Wizard.  Speak with him and he'll give you an ICE RING
UPGRADE.  This should bring the ring to its third and final level.  If it's
only at level 2, the other upgrade can be found in a small castle north of this
emblem.


3. DESERT (CENTER): Travel back into the desert now, and head towards the South
Lion, where you found the Magic Mirror.  From there, walk northeast (or take
the paths east, then north).  You should now be at the emblem.  Enter it by
using the Mirror, as always, but don't expect much from this one.  The wizard
you meet cautions not to go further unless you have the Fire Boots, and he
isn't kidding.  You'll be facing guaranteed suicide at this point if you go on.
Anyway, keep this place in mind later in the game for when you find those
boots.  This tunnel holds the final upgrade to the Fire Ring, just in case you
were curious.


4. DESERT (SOUTH): You can reach the second desert emblem taking the trail
south from the previous one.  You can also find it by walking east from the
Desert Cave.  Any route will suffice.  Once you're there, enter it with the
Mirror and collect the chest inside.  It holds SWORD ENERGY, a very nice
upgrade at this time.  Your sword should now turn aqua blue, the true color of
heroes.


5. SWAMP: For more details on finding this emblem, see Part 7 of this
walkthrough pertaining to the swamp region.  This emblem holds an upgrade for
the Lightning Ring, which is definitely not essential at this point.


Once you're done collecting these treasures, it's time to head back to the
Quicksand Cave and proceed to Miraj.



===============================================================================
8.  J O U R N E Y   T O   M I R A J                                       DV06H
===============================================================================

Recommended Level:  23
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Earth)               68          99       784       3
Gargoyle (Cave)            72          97       493       2
Sandworm (Purple)          82          99       735       3
Scorpion (Purple)          76          91       515       2

-------------------------------------------------------------------------------

Once you've picked up the Horn, head back to the Quicksand Cave.  Stay on the
first floor and take the far door from the first room, which should lead to
another room with 2 Lion statues.  If you haven't figured it out by now, Lion
statues seem closely linked to the Horn.  Give it a blow and the statues' heads
will move back and forth, signaling the ceasing of the quicksand whirls in the
next room.  You can now pass right over them and through the open door at the
far right side.  Exit the next chamber and you've successfully made it out of
the cave.

Before going on, you may have remembered the old woman in the basement who
originally told you about the Horn.  If you return to her now, she explains the
story of her grand-daughter and asks you to blow the Horn one last time.  At
this point, she requests that you show her where you found it and vanishes.
This remains a mystery, however, as the woman never reappears in the game
again...


================
THE MIRAJ VALLEY
================
Just a small stretch of sand and dunes keeps you from Miraj now.  This new area
is encircled by mountains and is very small, so there's no fear of getting
lost.  The only sights are the town (in the north) and a Warp Star (in the far
west).  If you activated it in the region south of the Lake Cave, you can use
this Warp Star as a quick escape from the desert.  Either way, touch the center
to activate it and keep its location in mind.  You will probably want to return
to Miraj later on.



===============================================================================
9.  T O W N   O F   M I R A J                                             DV06I
===============================================================================

Recommended Level:  24
Valuable Items:     Key, Heart Container

-------------------------------------------------------------------------------

Not even a dozen steps into the desert town and Alex can see where its name
came from.  The streets of this ancient town are filled with some of the most
beautiful women ever seen.  The dry desert winds and blistering heat seem more
bearable, and it's hard to believe the town is real, kept snug here in this
valley for so long.  As he looks around, a young woman approaches Alex and
spots his pendant, the Guardrak.  She then rushes off to inform a person she
calls Lord Yuna, leaving you to explore this enchanting desert village.

There are some interesting tales brewing in Miraj.  One of the women near the
town's entrance tells you that the sorceresses in Miraj are the guardians of
Ortah Temple, which explains the high concentration of females.  Another
sorceress tells how demons used disguises to gain entrance into the Ortah
Temple.  She them pleads with you to slay the demons there.  A few others
mention the Magic Mirror, which you may have picked up already, and its various
uses in and outside of battle.

Before moving on, don't miss the Wandering Merchant at the end of the second
street.  For 400 Jade, he sells you another HEART CONTAINER, which you should
pick up.  In the house behind him, you will find a wizard who claims he's lost
his magic powers and asks for a Magic Crystal.  You should give it to him if
you have a spare.  Though he laughs afterwards and gives the impression that
you've been duped, he will reward you later on in the game.

Cutting to the chase, head to the last house on the first street, which houses
Lord Yuna, the High Sorceress of the town.  Apparently, Yuna is gorgeous, and
Alex does not hesitate to notice.  Even in 16-bits, her large chest is very
distinguished, as is her tan skin and blond hair.  Though it's hard to take her
seriously (or even look her in the eyes), she gives Alex a new task.  In order
to enter the Ortah Temple, you must play a special melody.  To learn more, she
sends you to Ruth's house and tells you to get the key there.

Ruth lives in the second house on the back street.  She cuts the chit chat and
gives you a KEY to enter the underground cave.  The entrance, she explains, is
in the neighboring house.  Walk over to the first house on the second street,
use the key to open its door, and prepare to enter the underground.


========
NOTEBOOK
========
- You need to Sand Melody to enter Ortah Temple
- The key to entering Ortah is found in the underground cave
- Disguised demons gained entrance to the Ortah Temple
- Professor Methraton (from Keire Temple) visits this town occasionally
- The Magic Mirror reflects enemy attacks and can be used on glowing emblems



===============================================================================
10.  U N D E R G R O U N D   T E M P L E                                  DV06J
===============================================================================

Recommended Level:  24
Valuable Items:     Musical Score, Ortah Map

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Black)             40          23        73       1
Gargoyle (Cave)            72          97       493       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| P: Pitfall        |
| `: Drop Spot      |
| T: Triggered Door |
| &: Statue         |
| >: Moving Floor   |
| <: Moving Floor   |
| =: Breaking Floor |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



Basement 1
----------
     1     2     3     4     5     6     7     8
   _______________________
  |2  P6   P6 |           |
A  |  > > < < O   P5    P5 |
  |______ ____|_________ _|      __E__ ___________
  |&E&        |     |   S |     |     |  a  | P11 |
B  |   P1   P1   >P3  S P4 |     |    O       S    |
  |___________|_____|_____|_____|_____|_____|___S_|
                    |7    |           |        &  |
C                    | P8    P9=====P9     P10     |
                    |_____|___________|___________|




Basement 2
----------
     1     2     3     4     5     6     7     8
   _______________________
  |&2         |    & &    |
D  |   6`   6`     5`  5`  |
  |_____ _____|___________|            ___________
  |&          |     |     |           |&          |
E  |   1`   1`   3` O   4` |           | 11`    11`|
  |___________|_____|___ _|___________|____ ______|
                    |7    |           |           |
F                    |  8`    9`   9`    10`    10`|
                    |_____|___________|___________|



Treasure Guide
--------------
a: Score

-------------------------------------------------------------------------------

It will be obvious very quickly that the ancients who constructed these
underground catacombs did not want explorers navigating about easily.  With
loads of dead ends, booby traps, and pitfalls, you will be in for a lengthy
trek with a few wrong turns.  Fortunately, the enemies you'll be facing are
very easy, consisting of Black Beetles and Gargoyles.  This is of little solace
if you're lost, however, so pay careful attention to the map and pitfall
locations above.

There are a couple of things to be aware of before proceeding.  The first is
that you will need to master mid-air movement while jumping in order to cross
certain areas.  This means that after leaping, you will need to hold up or down
to land on a different horizontal level from where you started.  It can be
tricky to get the controls down, but you don't have much choice.  Secondly, you
should be mindful of sliding floors, which try to pull you into the nearby
pitfalls.  Jumping while on them (instead of walking) should help avoid some of
the hazards.


===================
JUMPING AND FALLING
===================
You will enter into a long room between two dragon statues (room B1 above).
The dungeon wastes no time in testing your skills.  When you approach the first
pit, jump AND hold the Up-Button in mid-air.  This will allow you to safely
land on the upper ledge.  Ignore the doorway near the center (it's where you
come up if you happen to fall) and make another jump onto the small platform,
this time holding the Down-Button as you jump.  Be careful not to over-jump, as
getting the landing down can be tricky.  One more normal jump and you should be
at the doorway.  If you've made it this far without falling, you probably have
the hang of the moving jump already.  If you do take a plummet, don't worry too
much.  Defeat the Black Beetles that infest the basement and head for the
northwest room, which leads back up.

The second room you'll enter has a moving floor and two Gargoyles.  Your best
bet is to equip the sword and remain still when you enter the room.  If you
jump-attack or move around, there's a good chance you'll be knocked into the
pit.  The Gargoyles should be killed in one hit, which you can get off when
they swoop to attack.  After this comes the challenging part.  The game doesn't
do the best job of depicting where Alex's feet really are, so it's very easy to
fall off the ledge here when walking forward.  Though it may not look it, you
can walk due right from the position in which you enter the room.  Your feet
and shadow will be hanging over the ledge, but you will not fall.  If you've
moved around a lot already, simply leave and reenter the room.  Let the moving
floor carry you, then jump off at the last minute.  You should make it safely.

The third room on the main floor has 3 more Gargoyles, a pitfall, and shutter
doors.  The correct path here is to drop down into the pit (this is room B4
above).  You would have eventually figured this out through trial and error (or
just error), but knowing to drop here will likely save 10-15 minutes of wasted
exploring.


===============
FINDING THE WAY
===============
After falling down the pitfall, you should drop into a room with doors at the
bottom and left.  Take the bottom door, which leads you out right by two dragon
statues.  Head up the staircase on the left-side.  All the rooms at the right
lead to dead-ends, and are where you fall if the pits above consume you.

At this point, you should be on small screen with pits at the top and bottom
and a bridge running across the middle (C4 above).  Take the path at the right.
The next room contains a booby-trapped bridge and a pesky Gargoyle.  As soon as
you enter, stand still.  Let the Gargoyle come to you and allow the bridge to
crumble on its own.  Defeat the enemy when it approaches, then simply exit and
reenter the screen.  The bridge will have returned, and you can now cross it
without fear of being knocked off.  Try not to waste too much time, as it will
begin collapsing again after a few seconds.

The next room is probably the most difficult.  It's a large room filled with
several pots (containing hearts), a large gap, and a dragon statue.  Walk
towards the top of the screen when you enter, and proceed until you reach the
end.  Pause until you see three shots from the dragon statue pass by.  They are
always fired at this interval, and will hit you in mid-air if you jump.  Once
the coast is clear, jump and HOLD the Down-Button until you land.  It will not
be an easy jump, but you should make it to the platform if you position
yourself just right.  If you don't fall, start walking to the right before the
dragon statue fires again.  If you aren't so lucky and end up dropping, simply
head all the way to the left and take the stairs back up.

The following chamber (B8 above) is the last challenge in the dungeon.  You
should see 2 Gargoyles and a pitfall upon entering.  Stay as far right as you
can, and let the Gargoyles once again come to you.  Once they're dead, make a
final diagonal jump over the pits.  This one should be fairly easy if you've
made it this far.

The next room has two more Gargoyles, but thankfully no pitfalls.  Take them
out, then nab the chest in the back that contains the SCORE.  When you play the
Horn, it will now echo the Sand Melody.  The rock pile in the room can be
destroyed with a bomb or Lightning Ring blast, though it doesn't hold any
treasure.  Take the door on the left and walk up the stairs, which lead back to
Miraj and out of these dungeons.


=========================
MYSTERY OF ORTAH REVEALED
=========================
After emerging from the underground caverns, you come out in Yuna's room.  She
is delighted to see you, and describes the newfound power of the Horn and Sand
Melody.  Play the Horn after exiting the Quicksand Cave, she explains, and the
echoing sound will open the path to Ortah Temple.  To make your search easier,
she gives you the ORTAH MAP, which displays most of the desert.

The remainder of the women in the town say mostly the same things, though some
are now more emphatic about slaying the demons who infested the temple.  One
man on the second row remarks about a group of clown-like strangers who came to
the town a while back, just before the demons appeared.  Could this somehow be
related to the invasion?  Regardless, it's time to meet up with the 4 Dragon
Lords at Ortah Temple.



===============================================================================
11.  O R T A H   T E M P L E                                              DV06K
===============================================================================

Recommended Level:  26
Valuable Items:     Sword Energy (Lv.5), Key, Sektra Map

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Cave)            72          97       493       2
Mummy                      86         113       389       2
Sandworm (Purple)          82          99       588       3
Warlock                    72         101       467       2

-------------------------------------------------------------------------------

Head back through the Quicksand Cave and towards the exit.  If you aren't there
already, it's advised that you spend a few minutes and train to level 26.  This
will make the tough (and numerous) enemies at Ortah Temple a lot easier.


============
OPEN THE WAY
============
Upon exiting the Quicksand Cave, you will notice a star symbol drawn upon the
ground.  You will also notice that the walls of the cave extend out diagonally,
almost shaped like a megaphone.  As Yuna hinted, stand on the star and play the
Horn.  The ground will shake and a path will appear in front of your eyes,
leading northeast.  This new road leads to the Ortah Temple.  Follow is to the
end and the building should emerge from the sands, revealing the entrance.
Proceed whenever you're ready.

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| L: Locked Door    |
| P: Pitfall        |
| T: Triggered Door |
| &: Statue         |
| X: Boss           |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|




First Floor                                          Second Floor
-----------                                          ------------
     1     2     3     4     5     6     7             8     9    10    11
   _____       _____ ___________                     _____       _____
  |3   2|     |     |           |                   |  3  |     | 12  |
A  |     |     |    S  P10   P10 |                   |     |     |     |
  |_____|_____|_S___|_________ _|_____              |_ ___|_____|___ _|_____
  |     |     |       &11 |   S |    9|             | O   |         S |   11|
B  E  4`  S P1 |           |    S O    |             |  P4 |     X     |     |
  |_____|_____|___________|_S___|___ _|             |_____|_S_________|__ __|
                          | L         |                   | S         |     |
C                          |           |                   |          S      |
                          |___________|                   |___________|_____|




Basement 1                                           Third Floor
----------                                           -----------
     1     2     3     4     5     6     7             8     9    10
   _____ ___________ ___________ _____               _____ _____ _____
  |  2  |           |           | 8   |             |  d  |  c  |   12|
D  |     |          S  10`   10` |     |             |      S   S      |
  |_ ___|___S_______|_________ _|_ ___|_____        |_____|_____|_____|
  |           |  &5 |     |   S | S   |    9|
E  |        1`   &  O  P7   S P6 |    S      |
  |___________|_____|_____|_____|_____|_____|




Basement 2
----------
     1     2     3     4     5
   _____ _____ _____ _____ _____
  | & & |     |     |     |   8 |
F  |    T S   S       S   S      |
  |__ __|_S___|___ _|_____|_____|
  |     |  5 a| b O |     |
G  |            S  7`| 6`  |
  |_ ___|_____|_____|___S_|
  | S  &&&    |   & & &   |
H  |          S   & & &    |
  |___________|___________|



Treasure Guide
--------------
a: Sword Energy
b: Key
c: Dragon Lords
d: Sektra Map

-------------------------------------------------------------------------------

The once sacred resting place of the Ancients has been desecrated by the recent
demon influx.  The Ortah Temple was originally designed as the hallowed keep of
the Dragon Lords, but little evidence of that remains now.  What does still
remain, however, are the booby traps and twisted maze of rooms that were built
to keep out greedy treasure hunters.  With attacks coming both fronts, Alex
proceeds with great caution.


The Ortah Temple spares no time in bombarding you with attacks.  The very first
room houses a pesky Warlock, who can be skipped if you're not in the mood.
Take the right-hand door into the next chamber, which contains a Gargoyle and a
sand whirl.  There's no way to go other than down, so let the sands engulf you.

You should land in a long room with a Warlock and 3 doors: one on the top left,
one of the top right, and one of the right.  The top-left door leads back to
the entrance, so take it if you want to exit the temple.  For now, head to door
on the right-hand wall.  The next room contains two statue traps, which will
pound you with giant maces if you get too close.  To avoid damage, walk against
either the extreme top or bottom of the wall opposite the statue.  This will
put you far enough out of reach that they won't attack.  Use this strategy for
avoiding damage from all similar traps throughout the dungeon.  Once you're
safe, take the stairs leading down.


===============
SOME NICE ITEMS
===============
The stairs will lead to floor B2, where you will be greeted by yet another
Warlock.  Once defeated, you can pick up the chest containing SWORD ENERGY.  If
you've followed this guide and collected all the upgrades so far, your sword
should now be at the fifth and final level (and orange colored).  Even if you
are under-leveled, your sword's attacking power should be enough to take out
nearly every enemy in a single hit.  It is certainly the weapon of choice for
the remainder of the stage.  Once you've collected the upgrade, take the right-
side door.

Two Warlocks should greet you in the next room, and both should be slain by one
swipe from your level 5 sword.  Once they're out of the way, a chest will
appear containing a KEY.  With this item, you're done with floor B2 for now.
Head back up the stairs in the next room, past the statues traps, and back into
the large chamber.


===============
FINDING THE WAY
===============
From the large chamber that you first dropped into, take the door on the top-
right wall.  The next long room contains a lone Purple Sandworm, and the
chamber to the right of that harbors a couple of Gargoyles and spiked floors.
Neither should be too much trouble.  Take the bottom door on the far right of
the second room.

You should now be in a small room with two shutter doors, a sand whirl, and a
Purple Sandworm.  Though the Worm is very difficult to kill, you can simply
skip him.  The correct path here is to drop into the swirl.  There's really no
way of knowing this except for trial and error, so save the time of going to
the next room and then backtracking.

You should fall into a small chamber with two Warlocks and two floor traps.
The floor traps are two spiked balls that move along a fixed track (one moves
horizontally; the other vertically).  Stay near the bottom right to avoid them
and take out the Warlocks when you get close enough.  You might even want to
switch to the Hauza if that's easier.  Take the bottom door once it's opened.

You will now enter into another long room with statue traps aligning the top
and bottom walls.  You can avoid getting hit here by taking it slowing and
keeping your distance.  The room to the left of this contains a Warlock and
Gargoyle, as well as three regular statues.  Each statue can be moved to reveal
a small heart, so use this for a quick boost if your life isn't full.

Head up two rooms now until you come to a small chamber with a Warlock and two
statues.  You will need to move the left statue to the right in order to
trigger the door open.  After this, take the right-hand door through the next
three rooms, until you come to a final one containing a staircase.  The bottom
paths in any of those rooms come out at one-way doors, which will require you
to backtrack once again.  Just keep right and you'll be okay.


========
GOING UP
========
After taking the stairs leading up, up begin the second leg of the trip through
Ortah Temple.  Dispatch the 3 Mummies waiting for you atop the stairs, then
take the door at the bottom of the room.  Follow the path through the next
chamber with two Gargoyles and into a third room with another 3 Mummies.
Already, you're at another staircase.  Take this one up to the first floor.

Two Warlocks welcome you this time, but these once tough enemies should be cake
at this point.  The room underneath that is a long chamber with laser traps and
a Gargoyle.  You can avoid damage from the lasers completely just by staying
against the top wall and jumping over each one.  At the end of the room, you
should reach a locked door.  This is where that Key you found in the basement
will come in handy.  If, by some chance, you missed it, prepare for a lengthy
trek back to B2.

The room after the locked door contains 4 Mummies and two exits; the correct
one is along the top wall.  This will lead into a large chamber with 4
Gargoyles and 2 sand whirls.  This room can be very tough, and if you fall into
the sand here, you'll need to go a long distance to make it back.  Hold the Up-
Button as soon as you enter the room and don't let go.  If you can't seem to
kill the Gargoyles with standard weapons, the Ice Ring will take them out
nicely within a few hits.  Move carefully to the door at the far left once
they're defeated.

Pass through the next small room containing 3 Mummies, and then work through
the following long room with another 4 Mummies.  The end of this room contains
a statue that blocks the staircase.  Push it from the left side and take walk
on up yet again, this time to 2F.

Expect more of the same at the top (I know, it's getting old).  There are 2
Mummies in the first room, followed by a Warlock and 2 Gargoyles in the second.
The pot in the second room, by the way, contains a small heart.  Take the left-
hand door into the final room before the boss.  This one has a bunch of laser
traps and 2 Gargoyles.  Rejoice that the wandering is over and take the door at
the top left into the boss's room.


================================
ORTAH TEMPLE BOSS – DEATH JESTER
================================
Attack:  90
Defense: 131
EXP:     1798


Death Jester is probably the clown-like enemy you heard mentioned in Miraj.
How he managed to slip by the ancient sorceresses looking the way he does is a
complete mystery.  You'll be having the last laugh on this matter, though.

Death Jester flies around the room and assaults you with two main attacks.  The
first is a projectile shot that he only fires while hovering.  It's shaped like
a crescent moon and moves slowly around the room until it hits you.  Luckily,
you can destroy the projectile with a single attack from your sword or Hauza,
rendering this move ineffective.  The second of the Jester's attacks occurs
when he lands and attempts to hit you with his retractable staff.  While this
move is a bit more difficult to avoid, you can eliminate the threat by keeping
your distance or staying on a different horizontal level.

With that in mind, the Jester is a joke when compared to previous bosses.  Even
though the sword is likely stronger, equip the Hauza for this fight.  This
allows you the distance to avoid all of Death Jester's attacks.  You can
destroy the projectile by simply hitting it with your Hauza, and you can walk
away as he looks to land and bash you with his staff.  Combine this with a
jump-attack offense and you should make quick work of this clown.


================
THE DRAGON LORDS
================
The stairs behind the boss's room lead to the third floor, the resting place of
the 4 Dragon Lords.  Upon entering the room, the Lords materialize from the
small statues and ancient altar.  They recognize the Guardrak and are willing
to help, but explain that they were split by the wars of the past.  Of the
original 8 Dragon Lords, only 4 remain in Ortah Temple.  The remainder are
found in the swamp region, and a map is provided for you in the next room.

The chest they lead you to holds the SEKTRA MAP, which details the perilous
swamp region you've probably already stumbled across.  When you return to the
Dragon Lords, they suggest heading to the town of Orusort to help find the
entrance to the Sektra Temple.  After this, they kindly warp you back to the
overworld map, saving you the hassle of backtracking.

As a side note, the previous scene is loaded with spelling errors, so it's easy
to get confused on a first play through.  When you enter the floor, the game
says "2F" when it's in fact "3F," though this is trivial.  More importantly,
the Dragons refer to obtaining the Guardrak (which you have; they mean to use
another term for the upgrade), misspell Sektra as Sectra, and misspell Orusort
as Orsort.  These are all the same locations, however, so don't get thrown off
by the misuse of the words.  Why there are so many mistakes in this one section
when the rest of the game seems free of them is a mystery.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   V I I :   S W A M P   C R A W L I N G                            DV07
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

With half of the Dragon Lord octet uncovered, the journey now begins for the
other half.  Perhaps even more unpleasant than the unending sand dunes are the
loathsome swamps that surround the Sektra Temple.  The journey through this
unbearable region, mired with large insects and other mutations, is not a
pleasant one.  Though the marsh can be very confusing, the persistent explorer
will be handsomely rewarded here.  Alex should not overlook the twists and
turns on his way to Orusort, the first stop in Sektra.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART VII CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Take Heart.........................DV07A
              2. Exploring the Swamp................DV07B
              3. Wet Cavern.........................DV07C
              4. Journey to Orusort.................DV07D
              5. Forest.............................DV07E
              6. Town of Orusort....................DV07F
              7. Jade Mine..........................DV07G
              8. Back at Orusort....................DV07H
              9. Sektra Temple......................DV07I
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  T A K E   H E A R T                                                   DV07A
===============================================================================

Recommended Level:  27
Valuable Items:     Heart Container (up to 6)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Fighting Mage              70          87       442       2
Lizard Knight (Green):     20          3         7        1
Sandworm (Purple)          82          99       735       3
Scorpion (Gold):           32          7         6        1
Scorpion (Purple)          76          91       515       2
Stone Man                  78          95       597       3

-------------------------------------------------------------------------------

Before delving into the heart of the Sektra Swamp, now's a good time build up
your HP as high as you can.  You may recall the Wandering Merchants seen in
previous towns who smuggle Heart Containers to you.  Well, you've now been to
all the towns that this wanderer visits.  In fact, he always travels between
them in the same order: Hujia -> Casdra -> Miraj, then back to Hujia.  If
you've missed any chances to pick up the hearts along the way, now's the
perfect time to do so, as the added HP will be very useful in the swamp.  The
Merchant should be in Hujia now if you've purchased his wares each time you
could.  If not, backtrack through the three towns until you come across him.

Here is a table listing his locations and the price he offers each time.  Until
you've bought all 6 possible hearts, he will always be in one of these three
towns, and travels in this exact order:


              ORDER       TOWN       ASKING PRICE
              =====       ====       ============
                1         Hujia        200 Jade
                2         Casdra       300 Jade
                3         Miraj        400 Jade
                4         Hujia        600 Jade
                5         Casdra       800 Jade
                6         Miraj       1000 Jade


If you don't have enough Jade to buy them all and would like a quick way to
make some, visit the basement of the Quicksand Cave and fight in the room with
the 4 Blobs.  You should be able to pick up 1000 or so Jade in less than 10
minutes.

As a final note, when traveling between regions, it's easiest to use the Warp
Points to save time.  The Hujia-Casdra and the Old Ruins-Miraj points, in
particular, will probably cut the time this traveling takes in half.



===============================================================================
2.  E X P L O R I N G   T H E   S W A M P                                 DV07B
===============================================================================

Recommended Level:  27
Valuable Items:     Lightning Ring Upgrades (Lv.2 and Lv.3), Large Bag

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Water)               86         125       675       1
Huge Bug (Green)           90         149      1248       2
Lizard Knight (Blue)       74          91       475       2

-------------------------------------------------------------------------------

The swamp is the largest and most confusing region in the game.  The entire
area is filled with soggy marshes, dark skies, muddy trails, and dead ends at
every corner.  This is the section in which most players are likely to miss
things, most notably the Large Bag.  As you might also expect, the swamp
features a couple of new enemies: Water Blobs and Huge Bugs.  Blue Lizard
Knights can also be found, but you should be familiar with them from Keire
Temple.

Like all Blobs, the Water variety can only be harmed when upright and can only
harm you in mid-air.  While their attack shouldn't be too devastating if your
level is in the upper 20s, they sport a high enough defense to give you some
trouble.  Avoid their assaults by moving up or down as they leap, then walk up
and slash with your sword from either above or below.  The Blobs are difficult
to target, but the problems shouldn't go any farther than mere annoyance.
These foes are also slightly weak against your Fire Ring, if that method of
attacking suits you.

The other new enemy is not nearly as manageable.  The Huge Bug, which resembles
just that, can be incredibly difficult.  While its attack is average, its
defense is extremely high, meaning you'll likely be in for a long fight.  The
main weakness of this oversized insect, however, is its sluggish movement.  The
Bugs are not fast at all, and they move primarily by hopping around and
occasionally making a long leap.  You should be able to avoid getting hit all
together by staying at either the top or bottom of the screen.  As for
inflicting damage, the Hauza is a better choice here.  The Huge Bugs are easy
to target from afar, and they even move slow enough that you can fend them off
with the Hauza indefinitely.  A few levels will make a huge difference in this
fight, so try to train to at least level 25 before tackling these pests.  On a
positive note, they do leave outrageous amounts of EXP.

With the new enemies taken care of, it's time to enter the swamp.  The
following is a map of the main region surrounding the Sektra Temple.  The swamp
region extends slightly farther than this, however, and the area surrounding
Orusort can be  seen in section 4 below.  For convenience, the swamp marshes
have been included, and are denoted with a tilde (~) on the map below.


o-----------------------------------------------------------------------------o
|                           S E K T R A   S W A M P                           |
o-----------------------------------------------------------------------------o
|             ~         ~          ~~          ~       ~     ~~          ~    |
|  ~    ~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| ~   ~   {      ~                                                            |
| ________{    ~                 ~~~~~~~~~~~~~         ~                      |
|/         \  ~~            ~~~~~~~~   ~~~~~~~~~~~~~  ~  ~  ~~ ~              |
|  `        \          ~~~~~~~~~~                                ~            |
|       `    \   ~    ~~~~~~~~~~~~~~ ~                 _____                  |
|             \   ~~            ~~                  H /~ _ ~\             G   |
|              \                     ,============== .|~|.|~|            (*) =|
|               |  ~                =                 \~~¯~~/             =   |
|           `   |   ~~             =    ~~~    E       ¯¯¯¯¯            ,=    |
|  `            |               ,===   ~~     +.+                     ,=      |
|              /    ~          =   =    ~~     -     ~~~~~          ,=        |
|             /               =     =          -    ~~~~          ,=          |
|     `      /     ~    +.+  (X)      ==========    ~           ,=            |
|           /       ~    B    C                 =             ,=             _|
| `        /       ~                       D     =           =             _/ |
|         /      ~       ~~~~~~~~~~~~~~~  +.+     ===========           __/   |
|   `    /          ~       ~~~~~~~~~ ~~        ,=           =        _/      |
|       /                  ~~~~~~~~           ,=  ~           =      |      ^ |
|   ___/                    ~~~~~~~~        ,=   ~       ~~   =   __/         |
|   \. A   ===========.    ~~~~~~~        ,=    ~~~     ~~     F_/            |
|    /                `==.         ~    ,=      ~~~~~~~~~~  __/.\     ^     ^ |
|   /                    `======. ~~  ,=        ___________/   ¯              |
|  /  ~                         `== ,=         /                              |
| /   ~                            =  ~~~~    /            ^       ^          |
|/  ~                              =   ~~    /   ^                       ^    |
|                                 ==  ~~~~   \                                |
|                              ,==            \        ^                      |
|    ,====================.  ,=               /       ^       ^               |
|   =                     `==.              _/                            ^   |
|  =     ___          ____   `====.       _/                                  |
|  =    /   \________/    \__     `=     /                    ^         ^     |
|  =   /                     \__   =    /       ^                             |
|  =   | ^                      \  =    |            ^                        |
|  =   |       ^     ^    ^     /  =    |  ^                  ^        ^      |
|  =   |   ^           ^       /   =    |         ^                           |
|  =   |         ^   _         |   =    |   ^            ^                    |
|  =   |          __|.|_   ^  /    `==  |                       ^             |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ^ Mountain |
---------                                                        | ~ Swamp    |
A: Wet Cavern                     E: Stump (Potion Trade)        | { Shore    |
B: Stump (Lit Wizard)             F: Wandering Healer            | ` Plains   |
C: Glowing Emblem (Lit Wizard)    G: Warp Star (to Lake Region)  o------------o
D: Stump (Large Bag)              H: Sektra Temple


=======================
WATER, WATER EVERYWHERE
=======================
All the hidden locations in the swamp are found a good ways off the main path,
and this can be troublesome since much of the swamp is filled with water.  This
makes it extremely hard to orient yourself or do some meaningful exploration.
The best way to go about searching is to begin on the path and deviate from it
when near the hidden items.

You should enter the swamp from the Lake region end, as this makes it easiest
to find everything.  Take the path leading north on either side of the lake
cave, and follow it until you come to a northeast branch along the path.  Take
this route and follow it, then go northeast again when the road splits.  You
should be fairly deep in the swamp by this point.

After traveling northeast, then due north along the path, you should eventually
come to an intersection.  Turn and face west, and a tree stump should be
visible in the distance (location D above).  The treasure hunting starts here.


=============
THE LARGE BAG
=============
Enter into the stump found at location D and you'll find a wizard in the
underground cave.  He offers to trade you the LARGE BAG for 50 Fruit.  This
total may seem rather high, but the bag is definitely worth it.  It allows you
to hold more of each staple item, which includes Potions, Crystals, Bombs, and
Arrows.  If you're short on Fruit at this point, the Meadow far south of the
Lake Cave is an excellent source.  You can easily rack up 50 Fruit in a couple
of minutes (if you plan on going back, wait a short while and take the Warp
Star).

Here's what the Large Bag lets you hold:


              ITEM           NORMAL      WITH BAG
              ====           ======      ========
              Potion           3            5
              Crystal          3            5
              Bomb             20           30
              Arrow            30           50


The ability to hold additional Potions and Crystals is the most useful aspect,
as HP and MP quantities are more easily depleted in the coming stages.  The
additional Bomb and Arrow capacity may also be helpful if you use those items
frequently.

Once you're finished, leave the stump and head east, back to the path


=============
POTION TRADER
=============
Once you return to the path, head directly north.  The solid road will
eventually give way to arrows, and finally another stump.  You should be
southwest of the Sektra Temple at this point, and at location E on the map
above.

This stump takes you to a Potion Trader.  The man will give you a Potion in
exchange for 10 Fruit.  This is quite a good deal if you have some extra Fruit,
especially if you just purchased the Large Bag and have some new capacity.  The
man will make an unlimited number of transactions if you exit and return, so
keep this location in mind when you stock up.  10 Fruit for 1 Potion is
definitely a bargain.

Once again, when you're done in this cave, exit the stump and head south until
you hit the main path again.


===============
LIGHTNING POWER
===============
The final two hidden treasures are within eyeshot of each, and may even be
marked on the map if you spoke to the green monk at the right time.  They
contain the final two LIGHTNING RING UPGRADES.  Continue to follow the main
path all the way to a westward branch.  This offshoot starts out going west,
then hooks south.  Follow this side path and you will come right out at a
glowing emblem.  This corresponds to location C on the map above.

Use the Magic Mirror atop the emblem to pass underneath it.  Below you will
find a Lightning Wizard, who kindly offers to upgrade your ring's power.  If
this upgrade takes you to Level 2, he will comment that you now have the power
to destroy large boulders.  This comes in handy later on.

Exit the emblem and, without walking, face directly west.  Start moving forward
and you should almost immediately run into another stump.  The caves below hold
a familiar sight: a Lightning Wizard.  Members of this elemental family must
not travel very far, but don't let this stop you from enjoying the reward.  You
will once again receive a ring upgrade, which should max out its level if
you've visited the glowing emblem's wizard already.



===============================================================================
3.  W E T   C A V E R N                                                   DV07C
===============================================================================

Recommended Level:  27
Valuable Items:     Heart Container, 1000 Jade

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Cave)            72          97       493       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| B: Bombable Wall  |
| &: Statue         |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor
-----------
     1     2     3     4
                     _____
                    |& b &|
A                    |     |
   ___________ _____|___ _|
  |           |           |
B  |                       |
  |_ _________|___________|
  | B   |
C  |    a|
  |_____|



Treasure Guide
--------------
a: Heart Container
b: 1000 Jade

-------------------------------------------------------------------------------

The Wet Cavern is one of the more interesting locations found in the swamp
region.  You can find it by traveling due west and hugging the mountain walls
as you travel south.  You can also follow one of the offshoots of the main path
to reach it (see map above).  If you have been following this walkthrough from
the start, you have probably been here at some point already, in which case you
can now just pick up your treasure.

Once you enter the cavern, you will spot a chest and a wizard shrouded in a
blue cloak.  Don't go for the chest right away, otherwise the wizard will scold
you and disappear.  Instead, speak to him.  His words come out as cheesy
taunts, but he eventually asks is he hurts your feelings.  The correct answer
to give is "Very Much!"  The wizard then wagers his treasure that you cannot
defeat 100 enemies.

To complete the challenge, you'll need to defeat 100 enemies found in random
overworld encounters.  Enemies in dungeons do not count.  This can take some
time, but the difficulty of the enemy does not matter.  This means that you can
return to the Hujia region or some other easy area and breeze through the
fights.  Or you can use this as a chance to level up by fighting regular foes.
The choice is yours.

After a few fights, the wizard will begin updating you on your progress as you
return, by saying things like "You still have xx more left!"  Use this as an
occasional gauge for measuring your progress, and return to him once all 100
are killed.  If you followed this guide's advice and spoke to the wizard
earlier, you should be near if not over the 100 kills mark.

Once the 100 demons are defeated, speak with the wizard.  Though he is shocked
to see you've completed the challenge, he keeps true to his word and allows you
to take the treasure chest.  Inside you'll find a HEART CONTAINER.  This may
seem like a lot of work for a small life boost, so it's not a terrible thing to
skip this side quest entirely if you wish.  Either that or just fight enemies
normally and return later on before the end of the game.


====================
BOMBING FOR TREASURE
====================
You may notice that the upper wall in the left-hand corner of the room looks a
bit odd.  Well, that hunch would be correct.  The wall is concealing a passage
behind it, and you can only reach the new caves by bombing the wall.  Though
bombs have been pretty useless until now, they will start to become a regular
tool for reaching new areas within dungeons.  This one just happens to be
secret.

Simply select the bomb item and drop one in front of the wall.  A new passage
will now be opened, taking you into a section of two long rooms.  Each room is
filled with 4 Gargoyles (which should be very easy at this point) and a floor
covered in spikes.  You can avoid damage by carefully jumping and taking out
the Gargoyles before you start moving.  The end of the second screen has a door
leading up, into another small room with a chest.  There you'll find 1000 JADE.
The money can be put towards buying Heart Containers from the Wandering
Merchant or stocking up on staple items.  If you choose the latter, be sure to
do so in Hujia, as that town offers the best prices.

Once you're done, return back and exit the cave.  If you walk forward from the
entrance, you will come to the main path again.  Follow it until it forks off,
then take the north-most road.  You should now be back in the heart of the
swamp and ready to continue your exploration at Orusort.



===============================================================================
4.  J O U R N E Y   T O   O R U S O R T                                   DV07D
===============================================================================

Recommended Level:  27
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Water)               86         125       675       1
Huge Bug (Green)           90         149      1248       2
Lizard Knight (Blue)       74          91       475       2

-------------------------------------------------------------------------------

When you were at the Ortah Temple, the 4 Dragon Lords advised you to seek help
in the Town of Orusort.  They mentioned its location in the northeast part of
the swamp, so this is the place to head now.  This entire area, however, does
not appear on the in-game map and can be very confusing.  The map below should
help clear things up.  Note that this map connects on the west side to the
swamp map and on the southeast side to the desert map.  The Warp Star is the
same as the one of the swamp map, so use that a reference point.


o-----------------------------------------------------------------------------o
|                         O R U S O R T   R E G I O N                         |
o-----------------------------------------------------------------------------o
| ~    ~  ~    ~    ~   ~  /                                                  |
|  ~  ~     ~     ~    ~  /     ^                 ^                           |
| ~  ~   ~  ~    ~  ~    |                                               ^    |
|~~~~~~~~~~~~~~~~~~~~~~~~|_   ^       ^                         ^             |
|            ~~~ ,======  .|C                                                 |
|           ~  ,=     ~  |¯                    ^                              |
|              =         |      ^                      ^                      |
|~             =         \_                                                ^  |
|              =           \_                    ^                            |
|         A    =             \_       ___                ^                    |
|        (*) ===       ~~      \_____/   \__                                  |
|         =    =  ~    ~                    \_                   ^          _/|
|       ,=     =                              \_______                    _/  |
|     ,=        =.                   B         ____   \_             _   /  ~ |
|   ,=           `================= |.| ===   /    \_   \___________|.|_/ ~ ~ |
| ,=                                         /       \_            D =  }~    |
|=             ____       __________________/    ^     \__           =  }  ~  |
|            _/    \_____/                                \______       }~   ~|
|          _/                  ^         ^                       \      } ~   |
|       __/    ^                                        ^         \     }   ~ |
|     _/               ^          ^                          ^     \    }~    |
|   _|                                         ^                    |   }    ~|
| _/     ^     ^                                                    |   }~  ~ |
|/                             ^                    ^         ^     |   }  ~  |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ^ Mountain |
---------                                                        | ~ Water    |
A: Warp Star (to Lake Region)                                    | } Shore    |
B: Town of Orusort                                               o------------o
C: Jade Cave
D: Forest


From the main path that runs throughout the swamp, take the right (east-most)
paths at the first two opportunities, then take the northern path at the last.
At this point, you should be near the right edge of the in-game map, just above
the cave with the Wandering Healer.  The path leading northeast connects to the
map above.


================
COMPLETE STARDOM
================
The region near Orusort contains the final Warp Star in the game.  Once the
northeast path ends, face due north and walk onto the star.  If you activated
the star in the Lake region, the points will turn blue and the connection will
be completed.  This warp point is by far one of the most useful in the game.
It's ideally located east of the Sektra Temple and west of Orusort, so keep
this in mind when traveling throughout the lands.


================
FINDING THE TOWN
================
From the star, head directly east and you should meet up with the path again.
After a few steps, the road will split, with one path going north and the other
south.  The northern branch leads to the Jade Cave, which you don't want to
visit just yet.  Take the southern branch, which loops east but leads directly
to Orusort.

Now that you've found the town, you can either enter or pick up some quick
treasure from a nearby cave first.  If you'd like to get the goodies, keep
reading this section, otherwise skip to section 6 for the Town of Orusort
information.


=================
THE HIDDEN FOREST
=================
Right at the intersection of the Swamp and Desert regions, an ancient forest
rests.  To find it, walk east beyond Orusort and follow the trail as the
mountain walls narrow into a thin canyon.  The path winds southeast, but hug
the northernmost wall and you won't get lost.  Eventually, right near the
ocean, you will come to the Forest.  Be warned that the enemies within are very
tough, so don't proceed unless you are at least level 25 or higher (and be sure
to save first).



===============================================================================
5.  A N C I E N T   F O R E S T                                           DV07E
===============================================================================

Recommended Level:  28
Valuable Items:     MP Star, Fruit

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Giant (Green)             116         157       893       3
Moth Bat (Gold)           104         125       531       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor
-----------
     1     2     3     4
         _________________
        |   a       |     |
A        |           | b   |
   _____|_ ______ __|___ _|
  |  a        |           |
B  |                       |
  |________ __|___________|
        |     |
C        |     |
        |__E__|



Treasure Guide
--------------
a: Fruit
b: MP Star

-------------------------------------------------------------------------------

Lost over the passage of time is a small forest in the northeastern most corner
of the map.  Still active with inhabitants from ages past, the Ancient Forest
is occupied by VERY hard enemies.  You'll need more than brute force to escape
alive with the treasures within.


====================
DEVASTATING DENIZENS
====================
The two new foes you'll be facing are the Gold Moth Bats and the Green Giants.
The Moth Bats are the easier of the two, but don't let this fool you.  Their
attacks are the same as their colored brethren: they drop powder on you when
overhead and swoop down to charge when the right distance away.  However, their
offense and defense are much higher, enough so to cause you some serious
headaches.  One low-risk strategy involves the Lightning Ring.  With the
upgrades you picked up in the swamp, you should be able to charge this ring.
One blast from a level 2 lightning attack will leave the Moth Bats with 1 HP or
so, meaning a single hit should finish them.  A Level 3 lightning attack will
end the fight at once.  Short of magical attacks, the sword is the better
choice among standard weapons.  Try to move multiple Bats to the same side of
the screen, then attack them with a diagonal slash before they can fly
overhead.  If you find yourself getting slaughtered, don't hesitate to leave
and return later.

As hard as they are, the Moth Bats are a cake compared to the Green Giant
juggernauts that also occupy the forest.  Their offense is high enough to
literally hand you your own ass on a platter.  Not to mention their iron clad
defense, which basically invalidates your basic attacks.  Make no mistake –-
these enemies are lethal.  However, like any true Goliath, the Green Giants
have their weakness.  The first is their sluggish speed.  It's possible to
outrun the Giants with a bit of fancy maneuvering, so you could probably avoid
them all together and survive.  It's also possible to keep them away
indefinitely by using the Hauza, though this method is incredibly slow unless
your level is in the low- to mid-30s.  Either way, make sure you exploit that
advantage and stay out of their attack range.  Trying to slug it out with the
sword is idiotic in this battle.

The second major weakness of the Green Giants is their poor elemental
resistance.  The Giants take heavy damage from all 3 elemental classes, though
the most effective is clearly the ice family.  If you can get all the Green
Giants on the screen at once, a level 2 charged blast from the Ice Ring will
finish them all in one shot.  It's almost a marvel to behold.  Since the Giants
also have 3 drops a piece, you will almost certainly recover the 2 MP you've
expended during the fight.  In nearly every case, the Ice Ring should be your
offensive weapon of choice.


====================
COLLECTING THE PRIZE
====================
Once you're familiar with how to handle the enemies, you can safely begin
moving about the few areas of the forest.  From the entrance screen with 2 Gold
Moth Bats, take the path at the top.  You will now be in a large areas with 3
Green Giants and pathways at the top-right and right-hand sides of the screen.
At the far left end of this area, you can find some FRUIT in the tress by
jumping and slashing the overhead branches with your sword.

The top path leads to another large area with 3 more Green Giants and more
FRUIT by the left side of the screen.  This room can be skipped completely if
you don't want the Fruit, however.  Either take the right path from the first
area or the bottom-right path from this one.  This takes you to one final large
area with another 3 Green Giants.  Confused?  The map above should make things
a bit clearer, though keep in mind that this area isn't all that complicated.

Take the top right door from the final large room and you'll come to a small
area with a MP STAR resting on the floor.  This is the coveted treasure of the
Ancient Forest, and you can exit once you've found it.  The areas should be
empty now if you defeated the enemies along the way, so just walk back to the
entrance as you came.

Once outside, follow the north-most mountain walls and start walking west.
Once the canyon widens, leave the mountain walls and walk due west.  You should
be at the Town of Orusort in no time.



===============================================================================
6.  T O W N   O F   O R U S O R T                                         DV07F
===============================================================================

Recommended Level:  28
Valuable Items:     None

-------------------------------------------------------------------------------

Orusort is a small mining town that rests within a valley in the northeastern
corner of the swamp.  Almost the entire populace of Orusort is involved with
the excavation of the Jade Mine, which is clearly the source of the town's
economy.  Somewhere amidst the soot and mining gear lies a secret to unlock the
Sektra Temple... or so the Dragon Lords said.

Not long after entering the town do you learn that a demon's voice now haunts
the workers at the Jade Mine.  The miners' resolve for finding Jade, however,
is still strong (as you might expect, it's only the miner's wives that
complain... which explains why these miners choose to take their chances with
the demons instead).  One woman comments that a man named Dr. Ortran, who seems
to care little for Jade, also takes residence in the town.  This might be an
interesting lead...

The Doctor can be found in the last house on the top street.  He boasts of his
new invention that allows people to enter the Sektra Temple by creating a
bridge of pure light.  The machine resides deep within the Jade Mine and is
protected by a special pedal combination.  As you might anticipate from an ego-
maniac like Ortran, he isn't about to give up this password so quickly.

The other important sight in Orusort is found in the first house on the lower
street.  This is the home of a newlywed couple -- Fess and Setia.  Setia
explains that her husband hasn't returned, and she is fearful with the rumors
of demon's voices that something terrible has happened.  She pleads with you to
search the mine's for Fess, and this signals the "trigger sound" that allows
you entrance into the mine.

Before leaving, visit the item shop on the top street and purchase at least 10
Bombs.  They will be needed to blow open passages inside the mine.  Once you're
ready, exit the town and head west along the path.  If you follow it without
deviating (it eventually turns north, then east), you should come out right at
the Jade Mine entrance.


========
NOTEBOOK
========
- Strange voices are heard from the Jade Mine in the northwest
- Setia's husband, Fess, is missing at the mines
- There is a machine within the mines that activates a light bridge to the
 Sektra Temple.  The combination, however, is unknown.
- Strange boulders and a fallen star should be explored at Mt. Badsel



===============================================================================
7.  J A D E   M I N E                                                     DV07G
===============================================================================

Recommended Level:  29
Valuable Items:     Bomb (x4), Jade

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Water)               86         125       540       1
Gargoyle (Cave)            72          97       493       2
Huge Bug (Purple)          90         149       N/A       0
Lizard Knight (Black)      98         157       665       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| P: Pitfall        |
| `: Drop Spot      |
| T: Triggered Door |
| &: Statue         |
| #: Bombable Floor |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



Basement 1
----------
     1     2     3     4     5     6
   ___________ _____
  |  2        |  P4 |
A  |      & P3       |
  |__ ________|__ __|_____ ___________
  |     |     |     |     |           |
B  |P1 P1|      O #5    P6  S      #11 d
  |__E__|_ ___|_____|_ __ |_________S_|
        | S   |  a  |     |     |     |
C        b #8 O         P7 |b   S  #12 c
        |___S_|_____|____ |__S__|_____|
        |     |     | 10  |     |
D        b#9   |     c    O      b
        |_____|     |_____|_____|



Basement 2
----------
     1     2     3     4     5     6     7     8
   ___________ _____
  |  2        |  a  |
E  |      3`  O   4` |
  |__ ________|__ __|_____       _____ _____ _____
  |a    |     |     |     |     | 11` |  X  |& & &|
F  | 1`  |     |  5`  S 6` |     |    S S   S   e  |
  |_____|_____|_ ___|_____|_____|__T__|_____|_____|
        |     |           |        O  |
G        |  8`S        7` O       12`  |
        |_O___|___________|___________|
        |     |     |  10 |
H        |  9`  S   S      |
        |_____|_____|_____|



Treasure Guide
--------------
a: Bomb
b: Blue Jade
c: Pink Jade
d: Gold Jade
e: Sektra Bridge Switch

-------------------------------------------------------------------------------

From the very first steps inside, the Jade Cave emits an eerie vibe.  The
hollowed walls are unnatural, with rock cut at odd angles that match the picks
and shovels that forged them.  The hundred years of greed and selfish toil that
went into molding these tunnels is obvious.  The cave is ripe for demon
infestation, and it's only puzzling that such a perfect environment did not
spawn them sooner.


The Jade Cave is a maze of similar looking rooms, all of which can become very
disorienting if you get lost.  One important thing to note is that the cracked
floors can be blown open with bombs, revealing pitfalls into the rooms below.
This will be essential to making it through the mines, so be sure you have at
least a handful of bombs beforehand.  It's also interesting to note that many
of the cave's walls have free Jade for the taking.  Simply jump and swipe the
middle of the wall with your sword; 2-3 Jade crystals will be yours.  The
locations of these mining spots are noted on the map above (letters b, c, and
d).  It's kind of odd that the miners would be working so hard to find Jade
when you come across it almost effortlessly... Oh well, that's probably why
you're the suave Hero and they're uneducated, blue collar grunts.

One of the inhabitants of this cave is also a new face: The Black Lizard
Knight.  These armored fighters are the toughest of their class, and they
possess a ferocity unmatched by many other opponents.  Their defense is
astronomically high at this point, so you'll be in for a tough time just
inflicting damage.  Their speed follows suit, and you'll have little time to
escape their attacks among the crowded cavern walls.  Even worse, these enemies
are often found in groups, which make it tougher to manage the battle.  You can
be in some serious trouble very quickly if you get into a slugfest, so take
your time and battle cautiously.  The best tactic, still, is to stay on a
different horizontal level for as much time as you can.  Once close enough, you
can move in to strike with your sword, minimizing the damage you suffer.  The
Black Lizard Knights are also slightly weak to Lightning attacks, so a charged
shot or two from the ring will clear the room pretty quickly.  That might be
the optimal recourse if the sword isn't cutting it.


===================
THE TWISTED TUNNELS
===================
You enter the Jade Cave on small walkway that goes from the bottom to top of
the screen, with pitfalls lining both sides.  Try not to drop down, as the only
thing you'll find in the basement are Lizard Knights ready to slaughter you.
The next room is a long chamber with a staircase coming up in front of you.
These stairs lead back from the basement if you fall down the pits in either
this or the previous room.  In the middle, you'll see a statue resting upon a
bridge trigger (should look familiar from other stages).  Simply push the
statue into the pit, step back, and watch the bridge unravel.  Simple enough so
far.

The next room has a miner who's still insistent on finding Jade, even though
everyone with a larger brain fled when the demons arrived.  He gives you a
useful piece of advice about using bombs to destroy cracked floors, then
returns to working.  The pitfall in this room again leads to useless parts of
the basement.  Take the doorway at the bottom of the screen.

The next room has a cracked floor and 2 Gargoyles who shouldn't be any problem
at all.  Even though you might think this was a good place to bomb based on the
miner's recent advice, it isn't.  You'll just end up in returning to the first
room again.  Take the door on the right instead.

The chamber you enter into has a large pit in the middle and a single Gargoyle
flying overhead.  If you get stuck at any point in this stage, it's probably
right here.  Look carefully along the bottom of the screen and you'll notice a
somewhat concealed doorway, just to the left of the pit.  You'll need to enter
through here to move on.  Taking the pitfall now or following any other path
will lead right back to the beginning.

The room below that has another large pit (don't take it) and 2 more Gargoyles.
Head left from here, into a small chamber with 2 Lizard Knights.  They might
take a while to dispatch, but see the section above this for strategies on
defeating them.  Once beaten, a chest containing a single BOMB will appear
(yippee!).  Take the door at the left.

You'll enter now into a room occupied by 3 Gargoyles and several choices.
There is a doorway at the top-left, a cracked floor, and doorway at the bottom.
The top door leads you back 4 rooms, and the cracked floor will take you, once
again, to useless parts of the basement.  Take the bottom door for now.

At long last, you're in a room where the miner's advice comes in useful (room
D2 above).  Bomb the cracked floor along the left wall and drop down.  Before
doing so, you might want to jump and slash the wall for some Jade, which is
always a nice find.  After the pit is opened, waste no time jumping into it.


===========
DEEP INSIDE
===========
You will land in well excavated room that resembles those in the Storehouse
back in Hujia.  From here, you should see doors on the top-left and right sides
of the screen.  DO NOT take the top door!  It's a one-way passage that takes
you to the start of the dungeon.  Head right instead, into the room with three
Water Blobs.  These foes should be fairly easy by now, so move right again when
they are defeated.  You should now be in a room with a stairway leading back
up, which is where you want to go.

The stairs come up in a small room guarded by a Lizard Knight (D4 above).
There should be an open door on the top-right, so take this route (don't miss
the pink Jade on the left wall).  The next room takes you out on the opposite
side of the pit you saw before.  Just keep moving and through the doorway
directly above.  The following chamber you've also seen, and it was the one
with the tricky hidden doorway.  Now that you're on the desired side of the
pit, take the door at the right.

You should now pass into a long chamber occupied by 4 Gargoyles.  Near the
right-side, there will be a fairly large cracked area on the floor.  While
there is also a door after this, the pitfall here is the path you want to take
(before doing so, jump-attack the right wall for some Gold Jade).  Drop a bomb
atop the cracked the floor, then fall into the hole once you're ready.


======================
THE DARK HEART OF FESS
======================
The pitfall from the large chamber drops you right into a room with the body of
a miner lying on the floor.  The music changes to a more dramatic tune, so
something must be up.  The injured man begins to speak when approached,
revealing himself as Fess and mumbling about his desire for more Jade.
Suddenly, he transforms into a Huge Purple Bug.

While the shock may catch you off guard, this Purple Bug is not much different
from the Green ones you found in swamp.  Its stats are the same, but its
elemental resistances are lower (it's highly susceptible to Lightning attacks).
A few rounds of any attack you have should flatten this oversized insect.

Once its life is depleted to zero, the bug transforms back into Fess and drops
to the ground.  He seems to have come to his senses now, saying how evil he
acted in his pursuit of Jade, all for the wrong reasons.  His immediate
thoughts center only on returning to Setia, but he does offer you some useful
advice.  He recalls hearing Dr. Ortran mumble "Red, Blue, Green" as he worked
on his device.  Dr. Ortran, of course, was the odd guy from Orusort who built a
machine to enter the Sektra Temple.  Perhaps that is the code to operate it?
Regardless, your only option now is the door on the right.


===========================
MINE CAVE BOSS – MINE DEMON
===========================
Attack:  96
Defense: 137
EXP:     2797


At long last, you face the demon that's been haunting the mines and ruining so
many young lives in Orusort (and it's creatively named Mine Demon).  The Mine
Demon resembles a grayish-brown version of Efreet, and its attacks are
identical.  The only differences, in fact, are the stronger stats and smaller
room you face him in.  The latter happens to be a big problem.

Standing in the center of the room and duking it out with the Mine Demon is a
very stupid move.  His attacks come quick and hard enough to flatten you after
a short while, and unless you like the idea of consuming several Potions during
the battle, avoid this approach.  A safe (though somewhat cheap) location can
be found near the top-left side of the room.  You should notice a slightly
recessed area just left of the wall at the middle, and this is where to stand.
For the most part, the Mine Demon cannot touch you here.  All his projectiles
will miss, and it will be a very long time before he works his way up to that
level.  From here, you are in control.

The best and least risky approach is to stay in this left-hand recess while the
Mine Demon fires from the right side of the screen.  From here, select the Ice
Ring, charge it up as high as it goes, and unleash.  The Mine Demon takes full
damage from Ice, so each fully charged blast should deplete as much as 1/4 to
1/5 of its total life.  Most likely, the Demon will rush to the left side of
the screen once damaged (if not, just use the Ice Ring again).  From here, walk
down slowly and stand just above the Demon's shadow.  Jump attack with your
sword, and you should make contact even though you're not on the same
horizontal level.  Quickly move back up to avoid any counter attack, and repeat
using the Ice Ring until the Mine Demon is finished.  It's entirely possible to
beat him without taking any damage at all.  Proceed to the room on the right
once you're done with this nemesis.


========================
THE SEKTRA BRIDGE DEVICE
========================
The room just after the Mine Demon contain the machine that Ortran told you
about.  How or why the machine rests within the deepest parts of the mine
remains a mystery.  Anyway, there are three large statues and three switches at
the base of each.  Touching the wrong one will get you smashed, while hitting
the correct one will depress it.

Now, this puzzle is presented in a rather odd way.  Fess told you that the
order was Red, Blue, Green, but there don't appear to be any colors here.  The
way to get them to appear is to use your different elemental rings.  Using the
Fire Ring, for example, makes the Red button glow red.  The same for Ice (blue)
and Lightning (green).  This, however, is not necessary.  The switch depresses
if pushed in the correct sequence, so you can figure this out using trial and
error very easily.  After all, the are only 6 total combinations in which you
can possibly push the buttons.  Not much of a secret, is it?

Anyway, the correct order to push the buttons is the following:

               _______ _______ _______
              |   o   |   o   |   o   |
              |   2   |   1   |   3   |
              |_______|_______|_______|


The machine will click and you'll get a message that it's on once you push
those buttons.  If you leave and reenter the room, the switches are reset and
it may seem like the machine was turned off, but don't worry.  Once you
activate it once, it's on for good.

Return to the room where you met Fess and take the door at the bottom of the
room.  Conveniently, all the enemies in the mines disappeared once the Mine
Demon was defeated, so this exit trip should be a short one.

A quick escape route:

1.) From Fess's room, go down, then left into another large room
2.) Go up, then up again, and finally left
3.) You should be in a cave section now.  Go to the end and go up the stairs
4.) Go down twice and you're out of the Jade Cave

Make your way back to Orusort from here.



===============================================================================
8.  B A C K   A T   O R U S O R T                                         DV07H
===============================================================================

Recommended Level:  30
Valuable Items:     None

-------------------------------------------------------------------------------

Upon returning to Orusort, the townspeople seem very happy that you've cleared
the mines.  Now that the greed and vileness of the monsters has been removed,
these people can continue with their own greed and vileness as they pursue more
Jade.  Well, at least one person in the town learned his lesson, and you should
stop by to see him before leaving.

On the lower street, both Setia and Fess express their eternal gratitude for
how you've helped them.  If you speak to either one of them a second time,
they'll comment on how you should never stop searching for Katarina.  How
sweet.  Fess also recites the color combination for the Sektra Bridge, in case
you forgot to activate it the first time.

Dr. Ortran, in the last house on the upper street, says nothing of much use.
He simply brags about his machine and can't wait to rub Methraton's face in it.
This is obviously why he lives by himself at the far end of town.

After making your rounds, you might want to visit the Item Shop if you don't
have at least 1 Magic Crystal in your inventory.  The Sektra Temple will
readily consume your MP at certain locations, and having a Crystal is good
insurance.  Once your shopping is complete, it's time to move on and seek out
the remaining Dragon Lords in the swamp.


==========================
REACHING THE SEKTRA TEMPLE
==========================
The Sektra Temple is almost directly west from Orusort.  You can probably reach
it most easily by following the path back the Warp Star.  From there, the
Temple should be visible along the western horizon, but you can't access it
from this side.  Either take the main path around or navigate between the
swampy areas yourself.  You'll want to get to the western side of the moat and
see the temple as you face east.

The location to look out for is a small dirt area surrounded by 6 rocks.
Stepping on this spot automatically activates the light bridge and carries you
across the water.  It's still rather odd that Ortran would have built such an
elaborate device to keep people out of a place that no one wanted to go anyway,
but whose right is it to question these pixilated geniuses.  Just head inside
the temple when ready.



===============================================================================
9.  S E K T R A   T E M P L E                                             DV07I
===============================================================================

Recommended Level:  30
Valuable Items:     Keys (x6), Crystals (x2), Gloves, Hauza Energy (Lv.5),
                   200 Jade, Soldrak

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Huge Bug (Green)           90         149       999       2
Water Demon                94         141       714       2
Water Knight               94         133       638       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| L: Locked Door    |
| P: Pitfall        |
| `: Drop Spot      |
| T: Triggered Door |
| F: Fountain       |
| &: Statue         |
| ^: Prison Bars    |
| >: Stream Current |
| <: Stream Current |
| ~: Deep Water     |
| X: Boss           |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor
-----------
     1     2     3     4     5     6     7     8
   _____ _____ _____ _____       _____ _____ _____
  | 1   |     |     |  a  |     |     |     |     |
A  |          O  P2        |     |  P7 |P8    S    |
  |_____|__ __|_____|_____|_____|_ ___|_____|___S_|
        |     |     | d   |     |           |     |
B        |     |     |      S    |  P9  < < g|     |
        |_ ___|_____|_____|__S__|___________|__ __|
        | L   |  ~     ~  |   c |     |        S  |
C        |        ~  a  ~   L       b O S   X      |
        |_____|___________|_____|_ ___|___________|
                    |     |     |  ~  |
D                    |              ~ a|
                    |__E__|_____|_____|




Basement 1
----------
     1     2     3     4     5     6     7
   ___________ _____             ___________
  | 1 ~   ~   |  2` |           |   7`  8`  |
E  |   ~ F ~      F  |           |   F   F   |
  |___________|___ _|_____ _____|_ _________|
              |   S |  c  |  e  | L 6       |
F              |    S   F        |  9` >  >  |
              |_____|_____|___ _|___________|
              |  3  |         S |
G              |      S          |
              |_____|___________|




Basement 2
----------
     1     2     3     4     5     6     7
                           _____
                          |a   &|
H                          |     |
                     _____|__ __|___________
                    |&   a|&   &| 6&        |
I                    |     |     |           |
         _____ _____|__ __|__ __|_________ _|
        | 4   |  3  |&   &| ^         |   L |
J        |                   ^             P5|
        |_____|_____|_____|__ ________|_ ___|
        |&         &|           |           |
K        |  f       S                        |
        |___________|___________|___________|




Basement 3
----------
     1     2     3     4     5     6     7
                     _____ ___________
                    |     |           |
L                    |      S          |
                    |__ __|_________S_|
                    |&   &|         S |
M                    |     |           |
   _____ ___________|__ __|__S________|_____
  | ^L& | 4    ~~~~ |     | ^         |  5` |
N  |T^          ~~~~        a^        L   F  |
  |_____|___________|_____|___________|_____|



Treasure Guide
--------------
a: Key
b: Reflecting Pool
c: Crystal
d: Lamp (Water)
e: 200 Jade
f: Gloves
g: Hauza Energy

-------------------------------------------------------------------------------

The dank walls of the Sektra Temple reek of mildew and stagnant air.  Still,
there is something almost calming about the flowing water that permeates
through most of the temple's rooms.  The remaining inhabitants are mainly
enchanted creatures molded from the water itself.  Though they will fight to
impede Alex's passage, none possess a great deal of ferocity.  Sensing the call
of the Dragon Lords nearby, Alex wastes no time in exploring the temple.


The Sektra Temple is a rather unique stage, unlike any you've encountered thus
far.  The stage itself is highly interactive.  The flooded floors and
ornamental fountains all have practical uses that you'll have to uncover in
order to move on.  One thing to note is that the rooms are filled with water to
varying heights.  And unfortunately, either because he cannot swim or is
weighed down by his armor and gear, Alex will take heavy damage from water
that's deeper than he can stand.  On the bright side, the water in this temple
follows the laws of chemistry at least somewhat loosely.  When in the presence
of extreme cold, it will completely freeze over and allow to walk on top of it.
Your Ice Ring is just the tool to provide this cold.  Be careful when doing
this, however, because if you are standing in the water when it freezes, you
will be stuck there until it thaws.

Sektra's inhabitants are of the easier variety.  None of the enemies you'll see
are very powerful or quick moving, so fighting should be pretty light.
Although they don't give massive experience, they are simple enough that you
should gain 1-2 levels just from casual fighting.  This stage sports the
familiar Huge Bugs from the swamp, along with two new foes: the Water Knight
and the Water Demon.

The Water Knights appear from pools along the floor, and they take shape to
resemble a blue version of Alex.  They'll come at you with a moderately strong
sword attack, but they also tend to randomly pause as you're moving.  This
usually sets you up nicely to pile on an attack or two.  Each time the Water
Knight is hit, it will repel backwards and turn to a blob again for a quick
moment.  Use this time to get into position before it can strike again.  A
couple of sword hits should end the battle, and the 3 dropped items you get
should be enough to restore any HP you lose in the fighting.

The Water Demons are a bit tougher, but nothing to really worry about.  They
move around in small puddles, during which time they're invincible.  They then
reform to shoot a gaseous projectile at you, and they can also replicate
themselves if left unattended.  The best strategy is actually to stay close to
these enemies.  They can't damage you unless you're in their range of sight,
and they will often miss or choose not to attack when you're directly above or
below.  This also puts you in a great spot to take them out with a couple of
sword slashes.  As an alternative plan, the Water Demons are very weak against
Lightning attacks, and a level 2 charge will probably clear the room.


=====================
WHERE THE WATER FLOWS
=====================
The Sektra Temple is very large, but, with the exception of a few rooms near
the end, it's also pretty straight forward.  Head through the right door in the
opening room and you'll pass into a small chamber, filled with water in the
center and occupied by 2 Water Knights.  Since your movement is slowed in
water, stay long the edges as you fight past the Knights.  The room to the
right is almost entirely filled with water, and there is a visible chest along
the right wall.  However, there is also deep water in front of it, so you'll be
committing suicide if you attempt to wade over there.  Instead, fire off a
blast from the Ice Ring while you're standing on solid ground.  This will
freeze the water all allow to walk over to the chest, which holds a KEY.  You
only have a few seconds before the ice thaws, so don't waste too much time
getting back.

After passing through to top door, you'll enter a room with a small reflecting
pool.  As soon as you enter, though, a force field seems to cover it.  There is
nothing you can do now that will undo this shield, but you will return here
later on.  Just head through the door on the left.  The next room is filled
with 2 Huge Bugs and a chest that holds a CRYSTAL.  From here, you can either
head up or open the locked door on the left and proceed that way.  The upper
path takes you through a couple of rooms and ends with a lamp, which hints at
how to freeze the water.  You can skip that branch and head through the locked
door.

The following chamber is a long one with deep water filling most of it.  You'll
need to freeze this as soon as you enter, then make way to the island in the
middle where another KEY is found.  If you're quick, you should be able to make
it out before the water unfreezes.  Head through the door on the left.

The next room has a pair of Water Knights and a locked door at the top, which
is opened by the Key you obtained in the previous rooms.  It leads into a
chamber with a pair of Water Demons, then into a room with small pool above
that.  From here, you should see a closed door on the right and an open one on
the left.  Left is obviously the way to go.  It takes you out in a chamber with
2 Huge Bugs and stairway leading into the deeper recesses of the Temple.


=========================
PUTTING THE WATER TO WORK
=========================
The first room of B1 is a long chamber filled almost completely with water.
You should freeze it as usual, but you'll notice that the fountain in the
middle of the room freezes as well.  This will be a useful thing to keep in
mind.  The room to the right has another fountain and what looks to be a ledge
above it.  Use the Ice Ring to freeze the water, then use the elevated fountain
to boost yourself to the ledge.  This leads up a floor, back to 1F.

You should jump out of a pit and into a small room with doors on the left and
right sides.  The left door leads is a one-way type, so head right.  This room
contains 4 Water Knights that trigger a chest to appear once they're defeated.
The chest holds yet another KEY.  Head back to the previous room and back down
the pit once you're done.

From the room with the fountain once again, take the door at the bottom and
then the next door on the right.  You'll be in a room with another fountain,
only this time there's a CRYSTAL available on the upper ledge.  If you have the
space for it, freeze the water and nab it, then head through the right-hand
door.

The next room has a chest with 200 JADE that you can pick up after killing the
enemies.  Continue along your way by taking the bottom door after this.  You'll
pass into a long chamber with shutter doors, occupied by 3 enemies.  Take them
out and head into the room on the left, then down the stairs.  The two pots in
the last room each contain a single small heart, if you need it.


======================
OPENING THE FLOODGATES
======================
The first room of B2 has doors leading both left and right, and the right one
is the correct choice for now.  Head up from the next room with the 2 dragon
statues and into a dead end room with a chest.  This one contains another KEY,
and you should have 2 in your inventory at this point.  After this, go back
down and walk two rooms left, going pass the first room of B2.  You should come
to another room with a staircase, which leads down yet again.

Floor B3 is where the action starts.  You come down into a large flooded room
with deep water all about.  The far right side of the room has a door, but it
appears to be submerged.  The only route you can take is the one on the left.

You should now be in a small room with a statue in the middle and prison bars
at the far left.  Behind the bars are a shutter, which looks like it might be
related to the water level.  Without going too far near the bottom of the room,
make your way to the left side of the statue and push it.  It should slide
right and reveal a keyhole.  Insert one of your keys and the floodgates will
open, lowering the water level on the entire floor.

Back in the pervious room, you'll notice that the water level has fallen and
you can now pass through that door on the right.  Go through it and into
another small chamber with doors at the top and on the right.  Make a quick
stop through the right door and pick up a KEY, then backtrack and take the top
door (at this point, you should still be carrying 2 Keys in your inventory).
You should now be in a small room with a giant waterfall and dragon statues at
the corners.  The music should also have stopped.  As you might have guessed,
something isn't quite right with the falls.  If you walk into it, you'll
actually be able to pass right through into the next room.

The next few rooms are all uneventful.  From the room behind the falls (L4 on
the map above), head right in a large room, down into another large room, then
down once more into a final large room with a locked door at the right.  You
should have already popped in here briefly to pick up the chest behind the bars
on the far left.  Open the door once the enemies are defeated and head into the
next room, which contains a fountain.  As before, freeze the water and use it
as a platform for reaching the ledge above.


================
TWISTS AND TURNS
================
You should now be back on B2 and in room with several options: a locked door at
the top-right, a door on the bottom-left, and a door on the left.  All passages
will eventually be explored, but you'll want to go about them in a certain
order.  In case you're a little confused, this room corresponds to J7 on the
dungeon map above.

Start by taking the lower door into a large room, then left through the next
two large rooms.  The last chamber should have a pair of dragon statues in the
corners and a trio of Huge Bugs to greet you.  Take them all out, then pick up
the chest on the left side of the room; it contains the GLOVES.  The Gloves
give you the strength to move incredibly heavy statues that would otherwise be
immobile.  You've likely seen a couple such statues in the North and Desert
Caves already (which should be revisited afterwards).  For now, just stay
focused on completing this dungeon.

Head back right and take the door on the top-right side of the screen.  From
here, head up through the large room, then up again past the room with 2 dragon
statues.  You should come out in a small dead-end with a chest in the right
corner and dragon statue in the left.  The chest holds another KEY, and this is
luckily the last one you'll have to find.  From here, walk down, then down
again, and finally head right through the large room.  You should, at last, be
back in the room you started (J7 on the map above).

Use a key to open the door at the top-right side of the room, then proceed on
to the large chamber above.  There is a statue at the left side of the room
that guards a stairway.  Push from the left and you'll receive a message that
the Glove's strength allowed you to move it.  See, they're already paying off.
Take the stairs up to B1.


=================
THE FINAL STRETCH
=================
The boss is fairly close now, but there's still a few things to do first.  You
should come up the stairs into a large chamber with flowing rapids that drag
you to the right side of the room.  Fight off the current by jumping (or
freezing the water), and take care of the Water Demons as soon as you can.
Once they're gone, use the last Key on the door at the top-left side of the
screen.

The next room contains two fountains, so you have a choice.  Use the Ice Ring
then take the first one (leftmost).  It leads into a small room back on the
first floor.  Take the door at the bottom and you'll enter into a large chamber
with a small pit and rapids flowing towards it.  You'll be in for a slight
challenge not to fall down.  Once you make it over the pit, move towards the
right and try to make some distance.  You still have the Water Demons to
contend with, and the Lightning Ring makes for a very safe alternative here.
Once they're gone, open the chest at the far right to reveal HAUZA ENERGY.  At
long last, your Hauza should be at level 5, which is its final level.  The
added attack power makes this the weapon of choice for the rest of the stage.

Fall into one of the pits and return to the room on B1 with the two fountains.
This time, take the second one.  You'll enter again into a small room.  Head
right into another small chamber with 2 Huge Bugs, then down into a room with a
lone Water Demon.  This is now the last stop before the boss.  If you're close
to leveling up, you may wish to do it in the room above with the 2 Huge Bugs
(they respawn each time you enter).  The upgraded Hauza should take them down
in 1-2 hits now.  Whenever you're ready, proceed to the boss's chamber.


=================================
SEKTRA TEMPLE BOSS – WATER DRAGON
=================================
Attack:  32
Defense: 161
EXP:     3681


The Water Dragon is probably the most exotic boss you've faced so far, and it
seems more like a prehistoric inhabitant of the Temple than a guardian sent by
the forces of evil.  The Water Dragon sports two superlatives: it has the
highest defense of any boss you've fought so far, and the lowest offense of any
boss you've fought so far.  That's right, its offense is exactly the same as
the Gold Scorpion from the Hujia region.  This means that every attack you
receive will be do a measly 1 damage, and it's almost impossible to die.

This offensive impotence may seem rather odd, but its likely to compensate for
anyone who gets here at very low levels.  If your own offense is low, this
fight will take ages as you peck away at the Water Dragon.  If you've been
following the level recommendations, however, you should be more than capable
of slaying this foe in a dozen or fewer hits.

The best location to attack from is the far left, just in front of the door.
Equip the Hauza and get your shots off whenever you can.  Keep in mind that
only the Dragon's head is vulnerable to damage, so a little timing may be
required.  Ice and Lightning elements are useless, though the Fire Ring can
still dish out almost normal damage if you manage to land a hit.  Though this
fight will take a while, it isn't the least bit challenging.  After receiving a
very nice sum of EXP, head through the door at the left.


================
THE DRAGON LORDS
================
The door to the left of the boss takes you back the room near the start with
the Reflecting Pool.  The shield that had appeared now fades, and the remaining
4 Dragon Lords materialize.  By combining their power with the 4 Lords from
Ortah, they transform the Guardrak into the Soldrak (I don't know who named
these things), which now holds the power of these ancient dragons.

They go on to warn you, however, that you must stop Giza from corrupting the
Prime Orb.  If he succeeds, even they will be helpless before him.  They advise
that you hunt him down in the Underworld, where he has likely gone.  Though the
entrance is not clear, they believe it is located near the Illusion Forest to
the south.  You will, however, need the help of the Woodland Guardian to
successfully navigate it.  If you weren't confused enough, they issue one final
command: that you seek out a sorceress in Hujia.  Now might also be your chance
to pick up those chests you saw way back at the start (the ones you needed
"proof of your heritage" to open).

Conveniently, the Reflecting Pool is just a few rooms away from the entrance.
Head back and out of the Temple, preparing to make the trek to Hujia.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   V I I I :   T H E   O L D   R U I N S                            DV08
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

So Giza is making his way to the Underworld and attempting to achieve ultimate
power using the Prime Orb.  But why has he taken Katarina with him?  So many
questions still circulate, but it's clear that Alex is getting closer to his
ultimate goal.  For now, it's best for him to return to Hujia and collect
whatever information he can.  The journey will shortly lead to the town of Neil
and the mythical Illusion Forest...  But not without recruiting some help
first.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART VIII CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Return to Hujia....................DV08A
              2. North Cave Revisited...............DV08B
              3. Desert Cave Revisited..............DV08C
              4. Exploring the Old Ruins Region.....DV08D
              5. Town of Neil.......................DV08E
              6. Old Well...........................DV08F
              7. Return to Neil.....................DV08G
              8. Illusion Forest....................DV08H
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


===============================================================================
1.  R E T U R N   T O   H U J I A                                         DV08A
===============================================================================

Recommended Level:  32
Valuable Items:     Breeze Map, Fairy Statue

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Beetle (Blue):             18          0         2        1
Lizard Knight (Green):     20          3         7        1
Scorpion (Gold):           32          7         6        1

-------------------------------------------------------------------------------

Take care of whatever unfinished business you have in the swamp and elsewhere,
then head back to the Town of Hujia.  The path should be fairly familiar by
now.  You can head through the Galys Pass if you'd like to pick up some extra
Fruit on the way, or simply take the Casdra warp point to save some time.
Either will work just fine.


===========
A SAD STATE
===========
Hujia has certainly changed since the last time you visited, and not for the
better.  Most of the town is ill from a plague that seems to be spreading
across the continent.  The carefree men and women who used to wander the
streets are now missing, and most of the homes are occupied by sick children
and suffering adults.  The few people who have the strength the speak implore
you to help them.  Things don't look well for the residents of Hujia, though
you will notice this same problem in any other town you visit now.  The forces
of evil are rapidly working against you.

Putting aside the suffering, you should head to the last house on the first
street.  Randy (whose name you've probably forgotten) tells you about the two
chests in the back, and now is finally your opportunity to obtain them.

The first chest you open (doesn't matter the order) will reveal the BREEZE MAP,
which displays the Old Ruins region (no discernable reason why the map is
called that).  The second one contains the FAIRY STATUE, and upon receiving it,
the Dragon Lords appear from the Soldrak.  They explain that the statue once
held the spirit of the Woodland Guardian, but no longer does.  Perhaps Ogma of
Neil village can summon the spirit back to the statue.  The Lords suggest you
head there now, and Neil can be found on the new map you just obtained.

In the previous room, Randy dejectedly remarks that he had hoped you'd find a
magic potion or something in those chests to cure the plague.  Indeed, after
waiting for most of the game, those prizes are a bit anti-climactic.  All you
can do now is head to Neil and continue on your way, though you may wish to
pick up some addition treasure beforehand (section 2 and 3).  If you'd rather
not, just skip to section 4 following this one.


=================
BAD NEWS IN RYSIS
=================
While you're in the Hujia region, you may wish to stop in on your old buddies
in Rysis.  Apparently, they were not immune to the effects of the plague
either.  Damme and Cyanth both tell you of Master Qunos's failing health, but
Qunos maintains a tough front regardless.  Hopefully, you'll be able to find a
cure to their ailments in the near future.



===============================================================================
2.  N O R T H   C A V E   R E V I S I T E D                               DV08B
===============================================================================

Recommended Level:  32
Valuable Items:     MP Star, 1000 Jade, [Bow]

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Casdra)          72          97       493       2
Gargoyle (Cave)            72          97       493       2
Stone Man (Cave)           58          78       296       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| P: Pitfall        |
| `: Drop Spot      |
| B: Bombable Wall  |
| @: Giant Rock     |
| &: Statue         |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                            Basement 1
-----------                            ----------
     1     2     3     4                 5     6
         _____
        |  d  |
A        |     |
   _____|__ __|_____ _____
  |     |  B        |     |
B  |e     @         @     c|
  |_ ___|__ ________|_____|            ___________
        |  &  |   2 |                 |         2 |
C        |P1         |                 |b  1`      |
        |__ __|_____|                 |___________|
        |     |
D        |a    |
        |__E__|



Treasure Guide
--------------
a: Bow
b: Blue Jade
c: Pink Jade
d: 1000 Jade
e: MP Star

-------------------------------------------------------------------------------

You should remember the North Cave from the brief trip you took here during the
first visit to Casdra.  There wasn't much to see then, as the enemies were far
too tough and the route seemed blocked by a giant statue.  Well, much has
changed in that time.  The enemies are now very easy and the once immovable
statue can now be pushed thanks to the Gloves.

Enter into the cave and go up into the room with the statue.  Take out the
Gargoyle, and you can now push the statue (from the right side).  It should
fall into the pit and allow you to continue onward.

The next room is a long chamber, containing doors on both the left and right
sides that are blocked by huge boulders.  These rocks can be destroyed either
with a bomb or a single shot from the Lightning Ring.  The room on the far
right contains a few enemies and some Jade embedded in the right-hand wall
(jump and slash to get it).  The left-side room holds a MP STAR, which is
always a nice find.

There is also a secret room in this cave, and it can only be reached by
bombing.  From the door that leads into this long room, walk straight up to the
odd rock pattern on the wall.  Throw a bomb in front of it, and the wall should
crumble away, revealing a door.  The next room has a chest filled with 1000
JADE.  A nice reward, as always.  There is another odd rock pattern in the
large chamber (on the right side), but bombing it doesn't reveal any new
passages.  This cave is rather small, and once you've collected these
treasures, there's nothing more to do.



===============================================================================
3.  D E S E R T   C A V E   R E V I S I T E D                             DV08C
===============================================================================

Recommended Level:  32
Valuable Items:     Heart Container, 1000 Jade, Sword Technique (Lv.2),
                   [MP Star]

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Underworld Samurai        116         169      1030       3
Blob (Fire)               114         161      1103       2
Demon Knight (White)      130         175      1970       3
Fire Demon                 48          31        92       2
Piercia                    42          11        87      6-9
Wizard                    126         165      1093       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| B: Bombable Wall  |
| T: Triggered Door |
| &: Statue         |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|




First Floor
-----------
     1     2     3     4     5     6     7     8
   ___________ ___________ _____
  |        c  |           |& d &|
A  |          B S         S      |
  |_ _________|___________|_____|_____ _____
  | B   |&          |     |           |& b &|
B  |     |                  S         S      |
  |__ __|__ ________|__ __|___________|_____|
  |& S     S  |& 1 &|  &  |           |& a &|
C  |           |            S         S      |
  |___________|_____|__ __|___________|_____|
                    |     |
D                    |     |
                    |__E__|




Basement 1                             Basement 2
----------                             ----------
     1     2     3     4                 5
   _____ _____ _____ _____             _____
  |  1  |     |     |   2 |           |  2  |
A  |                S      |           |     |
  |_____|_____|_____|_____|           |__ __|
                                      |     |
B                                      |     T  --> To Underworld Cave
                                      |_____|



Treasure Guide
--------------
a: MP Star
b: 1000 Jade
c: Heart Container
d: Sword Technique Upgrade

-------------------------------------------------------------------------------

If you choose to revisit the Desert Cave, you have the opportunity to pick up
one of the game's mightiest attacks well before you are likely supposed to.
The "likely supposed to" part is added because the enemies here are far more
powerful than the type you should be fighting.  Most likely, the game expects
you to come back here just before the end, but you can get a nice advantage for
the duration by making a quick stop now.

The new sections of the Desert Cave all house some incredibly strong enemies,
which include Demon Knights, Underworld Samurais, and Wizards.  Detailed
strategies for fighting all three enemies are given later in the guide and in
the bestiary.  For now, you'll need to be a little creative.  For Demon
Knights, the Lightning Ring seems to be the best bet, as your weapons will only
inflict puny damage at this point.  For Underworld Samurais, try to keep them
at bay by using the Hauza or Hauza Technique.  Likewise for the Wizards, though
you may also wish to use the Magic Mirror to avoid the Wizard's spell damage.
The latter two enemies are all triple resistant to elemental attacks, so no
help there.  Just BE SURE TO SAVE before you tackle any of these foes, as
they'll give you your money's worth.

Anyway, make your way to the Desert Cave any way you'd like.  The easiest
method is still to follow the mountain wall along the southern end of the
desert.  You are guaranteed not to get lost this way.  After entering and
passing through the entrance, you should come to a room with door on the right,
a statue blocking a passage in the middle, and a passage on the left.  If you
came here before, you likely took the right-hand passage to pick up a MP STAR.
If not, head that way.  The left passage leads to the fiery basement, which is
still inaccessible at this point.  Skip that route entirely.  The new areas are
found by pushing the statue (from the right side) and moving on.


==================
NEW AREAS REVEALED
==================
It doesn't take long to get right into the action.  The first room behind the
statue is filled with two Demon Knights ready to make quick work of you.  Given
their sluggishness and the small size of this room, it's advised that you avoid
them rather than try to kill them.  From here, first take the door on the
right.

You should pass into a large chamber occupied by Piercia, who is once again a
joke.  One or two sword slashes should win the battle.  The next room contains
a chest with 1000 JADE, which is always a welcomed gain.  Head back into the
first room with the Demon Knights after this, and take the passage on the left
this time.

You should now come out in a large chamber with another two Demon Knights.
There is ample room if you'd care to fight them this time.  A combination of
the Lightning Ring and Hauza should let you take them without too much hassle.
If you'd rather not risk it, just take the door on the bottom and move on.

The next room is another large chamber with a pair of Wizards.  This is where
the danger is.  It won't take more than 2-3 hits from their magic to kill you,
so you'll need some protection.  The Magic Mirror works well in this case, and
will protect you from any individual hit.  Combine this with some long range
Hauza attacks and you should prevail.  If, however, your levels are so low that
the Hauza isn't doing any damage, you'll need to be more creative.  The Sword
Technique is one alternative, though it's very risky.  You could also try
elemental attacks, though keep in mind that the Wizard is highly resistant to
all three.  You'll likely expend all your MP in the process.  Do what you have
to win, then move on through the door on the top left.

You should now pass into what seems like a dead end room occupied by a lone
Demon Knight.  The key, once again, is putting your bombs to work.  After
defeating the Demon Knight, walk towards the top left and drop a bomb in front
of the odd pattern on the wall.  It will crumble, revealing a secret door to
rooms beyond.

The final obstacle keeping you from the treasure comes in the form of 2
Underworld Samurais.  These guys have a massive defense, higher than anything
else in the cave.  Your best bet, despite their resistance, is the Fire Ring.
A few level 2 blasts will flatten both Samurais and let you continue exploring.
The chest at the end of the room contains a HEART CONTAINER, but the fun
doesn't stop there.

Approach the wall at the far right end of the room and slash it with your
sword.  This should remove some of the rocks that were covering the closed
door.  Drop a bomb at the entrance now and the remaining rocks will shatter,
revealing a secret passage.  The next room contains another Piercia, who is
easy as always.  Take the door on the right once she's out of the picture.


===================
MASTERING THE SWORD
===================
The wizard in the next room kindly offers to increase your sword's power since
you took the trouble to find him.  Once he departs, Alex will use his sword
technique, only now the outline is gold instead or purple.  Indeed, the wizard
gave you a SWORD TECHNIQUE UPGRADE, which can be a tremendous battle asset.

As before, the move still thrusts upward and adds 10 points of armor piercing
damage on top of your standard attack.  This means that you can take out any
regular enemy in the game, regardless of its defense or your level, by using
the maneuver.  The upgrade cuts the HP drain from 8 HP to 4 HP, which is very
manageable.  Since you should have roughly 140 HP, and since enemies usually
leave 2-3 drops, you can basically use this move as freely as you'd like now.
Most enemies will fall in a single strike, and even the menaces that you had to
pass by in this very cave can be taken down easily.  This is truly an excellent
score at this stage in the game, so be sure to incorporate the new technique
into your active arsenal.

Once this new move is acquired, head out of the Cave and back towards the Lake
Region.



===============================================================================
4.  E X P L O R I N G   T H E   O L D   R U I N S   R E G I O N           DV08D
===============================================================================

Recommended Level:  32
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Fighting Mage              70          87       442       2
Stone Man                  78          95       597       3

-------------------------------------------------------------------------------

The Old Ruins region, where you were told the Town of Neil can be found, sits
just south of the Lake Region.  In fact, just as with the Casdra Plains,
there's really no way to tell where one ends and other begins.  The terrain and
enemies are identical, so it's pretty much a continuation of the other areas.

The Old Ruins region also doesn't have that much to see, or at least not much
that you couldn't have already seen.  Before proceeding, here is a full map of
the region, including all the areas left out by the game:


o-----------------------------------------------------------------------------o
|                       O L D   R U I N S   R E G I O N                       |
o-----------------------------------------------------------------------------o
|      \___               =.                    |~|                     /     |
|          \       A       `=.                 /~/           =         /      |
| ^   ^     \     <X>        `=.              |~|            =        /       |
|         ^ |                  `=             |~|            =       /        |
|           \_                  =             |~|            =      /         |
|   ^         \_                =             |~|            =     /        ^ |
| ^             \_              =             |~|            =    /_          |
|    ^   ^        |       ,======             |~|            =  C_./          |
|                 |      =      =             |~|               /             |
|             ^  /      =       =             |~|              /       ^      |
|      ^        |      =         =  _________/~/              /               |
| ^             |     =           =.\~~~~~~~~~/              /                |
|             _/     =           /\ =¯¯¯¯¯¯/~/              /                 |
|            /.B =  =           /~/  `==. /~/              /      ^           |
|        ^   ¯/  `==           /~/      =/~/       -      /  ^                |
|            |                /~/       .\/        -     /                 ^  |
|    ^       |               /~/       /\.         -     |                    |
|         ^  /              /~/       /~/ =.       -     |      ^             |
|            |             /~/       |~|   `=.     -     |               ^    |
|  ^         /            /~/        |~|     `=.   -     |                    |
|           /            /~/         |~|       `=. -     |           ^        |
|__________/~~~~~~~~~~~~~~~~~~~'    /~/          `=      |   ^                |
|     ~         ~              { ~~~~~~'           =     |                    |
| ~       ~            ~       { }     {           =      \        ^      ^   |
|                  ~           {}     {            =       \                  |
|                       ~            ~ {       D   =        \\                |
|                                      {      +.+  -          \    ^     ^    |
|       ~     ~                  ~      {        = -           \              |
|                                        {        =.            \\   ^        |
|                               ~         {~~~~    `=.    E       \           |
|  ~               ~      ~            ~       {~    `=. |.|       \          |
|                                                {~    `=.    F     \\     ^  |
|                                ~                 {~    `=. (*)      \       |
|          ~           ~                ~            {~    `=.         \      |
|                                                 ~    {~    `=.        \\__  |
|                                                        {~    `======  G ./  |
|    ~     ~      ~             ~             ~      ~     {~~~~~~~~~~~~~~~\  |
|                        ~                                     ~  ~   ~     \^|
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ^ Mountain |
---------                                                        | ~ Water    |
A: Glowing Emblem             E: Town of Neil                    | { Shore    |
B: Meadow                     F: Warp Star (near Miraj)          o------------o
C: Wandering Healer           G: Illusion Forest
D: Old Well


If you haven't already visited the Meadow along the western mountain walls,
take the time to do so now.  You'll find a Heart Container and an endless
supply of Fruit inside.  This is basically all there is to see before heading
to Neil.  Make your way to the main path, then follow it south as far as you
can.  You'll cross the river twice on the way, but you should finally see the
town appear on your left.  If, by this point, you haven't activated the Warp
Star south of here, do so now.  This one takes you to Miraj, and makes a very
nice shortcut if you haven't yet used it.  Once you're ready, head into Neil.



===============================================================================
5.  T O W N   O F   N E I L                                               DV08E
===============================================================================

Recommended Level:  32
Valuable Items:     None

-------------------------------------------------------------------------------

The ancient village of Neil sits in almost complete ruin.  No sound of
inhabitant or sign of life is present (with the exception of the pristine
Dragon Shrine).  At first glance, it seems very unlikely that the man you seek
-- Ogma –- is here.

The first house you pass by is completely empty, but on the way to the second,
a sound emanates from the well.  It would seem that someone or something is
very far down there, but there's no way to enter from here.  Ignore that for
now and enter the second (and last) house in this small town.

Though the house appears empty, you find a letter written by Master Qunos on
the desk.  The note, which was obviously sent before the start of the game,
discusses the developing love interest between Alex and Katarina.  It also
mentions, somewhat ominously, that Alex and Kat have a rather dark destiny.
Not too much you can make of this now...

As you attempt to leave the house, two children pop out from behind a pair of
barrels.  The two are a pair of identical twins, one names Navi and the other
Ivan (notice the "clever" name similarity).  The twins begin crying, and they
relay the story of the demons that ransacked the town and threw their grandpa
in the well.  They plead with you to rescue him, and note that the well can be
entered from the stump to the northwest of the town.  Since Alex can't refuse a
crying child, he of course agrees to help them.


=================
OLD WELL ENTRANCE
=================
The old stump that the boys mentioned is easy enough to find.  Return to the
main path and follow it northwest.  After a second or two, you should hit the
old Stump.  Before you proceed, make sure that you're carrying at least a few
Arrows.  The following stage is the sole area of the game that actually
requires them, and it's best to stock up now instead of making a separate trip
later.



===============================================================================
6.  O L D   W E L L                                                       DV08F
===============================================================================

Recommended Level:  32
Valuable Items:     Heart Container

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Water)               86         125       540       1
Giant (Green)             116         157       893       3
Lizard Knight (Black)      98         157       665       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| P: Pitfall        |
| `: Drop Spot      |
| &: Statue         |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                                    Basement 1
-----------                                    ----------
     1     2     3     4     5     6             7     8     9     10     11
   _ _________ _____ _____ _____               _____ _____
  | E  1      |  a  |     |  c  |             |  1  |  2` |
A  |      & P2       |  e  |     |             |          b|
  |___________|___ _|___ _|_ ___|_____        |_____|__O__|_____ _____
  |     |     |   S |5    | S         |             |           |  5  |
B  |    S       S    | P6 d|           |             |               6`|
  |_O___|__ __|__O__|_____|_________S_|             |___________|_ ___|_____
  |     |  O  |     |     | 4   |     |                         | S       4 |
C  |      S   O       O  P3|           |                         |b  3`      |
  |__O__|_S___|___O_|_ ___|_____|_____|                         |___________|
  |  S  | O   |     | O   |
D  |    S       O   O      |
  |_____|_____|_____|_____|



Treasure Guide
--------------
a: Tablet
b: Gold Jade
c: Heart Container
d: Petrified Dragon
e: Ogma

-------------------------------------------------------------------------------

It's rather odd the a rotting stump would connect to the base of an old well,
but who are we to argue.  The Old Well, despite having a complicated set of
mazes, is rather short if you know the correct path.  The enemies should all be
familiar: Black Lizard Knights, Water Blobs, and Green Giants.  Green Giants
are the toughest of the lot, but they should be a lot easier now than they were
while you were in the swamp.  If your attack still isn't cutting it, remember
that their elemental resistance is pathetic to all three types.  That ought to
do the trick.

You should enter into a long chamber with a stairwell near the entrance and a
statue in the middle, holding down the retractable bridge.  If this layout
looks familiar, that's because it's ripped straight from the Underground Temple
back in Miraj.  The only difference is that the statue here can only be moved
once you have the added strength of the Gloves.  Ignore the staircase and push
the statue into the pit, then cross the bridge.

The next room has a large stone tablet in the middle, but, oddly enough, the
inscription is completely faded.  Nothing else you can do here, so head through
the door at the bottom.  You will now approach the start of the long and
twisting maze portion of this stage.


================
CHOICES A PLENTY
================
The easiest way to  describe the following section is with a list rather than a
walkthrough, so that's what will be given.  These directions start in the first
room after the Tablet, which is marked as location B3 on the map above.

1.) From this first room with the Green Giant, take the door on the left
2.) In the room with the 4 Water Blobs, go down
3.) In the room with the Black Lizard Knights, go down
4.) After passing through a one way door, go right
5.) The doors should close and a Green Giant awaits in the this room; go up
6.) In the room with 2 Dragon statues and Water Blobs, go right
7.) This last room should have a large pit on the right side; drop down into it


===================
CHOOSE FOR TREASURE
===================
After dropping down the pit, you should land in a long chamber with Black
Lizard Knights.  There will be a shutter door on the upper left, and a
staircase on the upper right.  Take the stairs first.

You will come back up on the first floor, in a section that's separate from the
previous one.  Kill of the Green Giant in the first room, then the Water Blobs
in the next.  The third room has 4 Black Lizard Knights and a shutter door at
the top left, which leads to a final small chamber.  In this last room, open
the chest and you'll acquire a HEART CONTAINER.  Once getting the treasure,
head back to B1.

From the basement now, take the door at the end of the large chamber.  You'll
walk into a room with a Water Blob and a staircase directly in front of you.
These stairs are where you want to go.  The left-hand path leads back to the
start of the stage, so ignore that unless you're trying to exit.


===========================
THE OLD MAN IN THE OLD WELL
===========================
You will emerge from the staircase in a small room with a giant pit in the
middle.  On the far side is something that looks like a petrified dragon.
There are also hardened arrows stuck in the wall around it.  Was this the
ancient beast that used to guard these caverns?  Regardless, take a note from
whoever was here last a fire an arrow at the creature.  You'll need to stand at
the center of the screen for your arrows to connect.  Once the rock is
destroyed, a retractable bridge will unfold.  Cross over to the opposite side
and head through the door at the top.

An old man sits in the next room, and you soon learn that he is Ogma.  He seems
to recognize you from the letters sent to him by Qunos.  He also appears
extremely disappointed when you tell him that Katarina was taken by Giza.  He
does, however, understand why.  She was one of the only people who could open
the gate to the Underworld, as it was part of her bloodline.  So, now that the
game is 90% over, you learn why Kat was captured... nice.  Ogma explains that
once Kat touches the tablet at the entrance to this Well, a keyhole that opens
the dark gate will be revealed.  Of course, you're late on this one, too, as
the keyhole has already appeared.  Wasting no further time, Ogma commands that
you rush back to the village; the game is kind enough to transport you back
there directly.



===============================================================================
7.  R E T U R N   T O   N E I L                                           DV08G
===============================================================================

Recommended Level:  34
Valuable Items:     Blessing

-------------------------------------------------------------------------------

After the screen fades, you reemerge back in Ogma's home in Neil.  He wastes no
time in sending you to the Illusion Forest, but warns that the place is laid
out like a giant maze.  It may be possible, however, to pass through with the
help of the Woodland Guardian.

Ogma asks you to pull out the Fairy Statue (or asks you to go get it from Hujia
if you don't have it), then succeeds in luring the forest spirit back into it.
The Fairy Statue now become the BLESSING, and will show you the correct path
when used in the Illusion Forest.  The forest leads to the mouth of the
underworld, so it's the logical destination of Giza.

Once you're done with him, exit the village and follow the main path going
south.  It should lead directly to a cave opening, which is the Illusion
Forest's entrance.



===============================================================================
8.  I L L U S I O N   F O R E S T                                         DV08H
===============================================================================

Recommended Level:  34
Valuable Items:     (Map Marking)(x2)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Giant (Green)             116         157       893       3
Lizard Knight (Black)      98         157       665       3
Moth Bat (Gold)           104         125       531       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| &: Statue         |
| *: Return Point   |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor
-----------
     1     2     3     4     5     6     7     8
   ____ ______ ___________ _____       ________ __
  |    1   a  |      a  1 |   1 |     |     |  E &|
A  |                       |     |     1           |
  |_______ ___|________ __|__ __|_____|___ _|_____|
  |  a        |   1 |    a      |     |      a    |
B  |          1|     |             3* 1|3          |
  |_ _________|__ __|___________|__ __|_________ _|
  |           |     |    a      |     |      a    |
C  |             1*              |1 2*1|2          |
  |___________|___ _|__ ________|__ __|___ _______|
  |       a   |     |    a    1 |           |
D  |                 |           |1          |
  |_E_________|_____|___________|___________|



Treasure Guide
--------------
a: Fruit

-------------------------------------------------------------------------------

The Illusion Forest is made of many bending pathways, all looking the same.
The enchanted nature of these woods sends the traveler to strange locations
when the wrong path is taken.  Only someone who is guided by the Woodland
Guardian can ever possibly reach the exit.  For those foolish enough to enter
on their own, they will likely travel in circles forever.  Just like in the
Blair Witch Project.

The map above shows the layout of this forest.  All of the locations marked
with a '1' lead back to the area marked with '1*'.  The same holds for the
paths marked by '2' and '3'.  However, the easiest way to find the correct path
is just to use the Blessing item.  On each screen it's used, a fairy will
appear and fly towards the appropriate exit.  You won't need to use the map
above at all if you rely on her.  Note that it's still possible to find your
way through the forest without ever using the Blessing, and the paths will
always be like the ones shown above.

The enemies inhabiting this forest are all familiar by this point: Green
Giants, Black Lizard Knights, and Gold Moth Bats.  They should all be fairly
easy by now as well.  The sword is probably the best all around weapon of
choice, and the Lightning Ring makes the best offensive item (if you decide to
use one).

One last thing to note is the abundance of Fruit found in the area.  Almost
every screen has a branch full at some point, and you can really stock up if
you know where to look.  You can find the Fruit by jumping and slashing your
sword at the low hanging branches.  The map above should also give you a better
idea of the location (Fruit is denoted by the letter 'a').


====================
A LABYRINTH OF TREES
====================
As with the Well, the easiest way to describe the Forest route is by using a
list rather than a detailed walkthrough.  Keep in mind that the Blessing will
show you the correct path on every screen, so it may just be easier to skip
this section and rely on that item for guidance.  If you're still interested,
however, here is the correct path to take, starting at the entrance.

1.) Head to the far right and onto the next screen
2.) From this small area, take the top path
3.) This screen has a sign and is the returning point if you get lost.  Go left
4.) This large screen had 3 Golden Moth Bats; take the top path on the left
5.) Another 3 Bats here; head up once again

6.) This screen has 2 Bats and a Lizard Knight; take the right-hand path
7.) 3 Lizards Knights greet you here; head down
8.) A screen with no enemies; take the right-hand path
9.) Small area with 2 Giants; head down

10.) Another small area; head down
11.) Lizard Knights and Bats greet you; take the top-right path
12.) 3 more Lizard Knights; take the top-right path again
13.) A Giant with 2 Moth Bats; take the upper-left path
14.) A small area, and the last of the Forest; head right

That should do it.  Once you take the right hand path from that final screen,
you should come out in a small area with the Woodland Guardian's statue on the
right.


=================
THE WISE GUARDIAN
=================
As soon as you near the statue, the Soldrak glows and awakens the sleeping
goddess.  She explains to you that Giza has already opened the Underworld gate,
at which point the game flashes to a less-than-exciting cut scene of Giza doing
this.  She asks you to climb Mt. Badsel, which is where the entrance to the
Underworld rests.  To help, she gives you a MAP MARKING that reveals the region
on your overworld map (the Old Ruins Map).

The Guardian also informs you that Mt. Badsel has large boulders that require
level 2 lightning to break.  If you haven't upgraded the Lightning Ring yet,
she will mark this spot on the Swamp Map.  If you have, she simply wishes you
luck.  Now, there's no real point to having this extra mark on the map, unless
you're playing a "100% game" or something.  If you're at this point with a
level 1 Ring, you've probably made the game a lot harder than you needed to,
plus you have to waste time going back now to upgrade.  It's better off that
you got it sooner.

If you do need to leave the Forest, the good news is that it's simplified to
one screen.  The Guardian lifts the illusion, so you no longer need to wander
through the woods to get here.  The previous screen does still have a spot to
collect Fruit, and it's strongly recommended that you have at least 50 in stock
before moving one.  Once you're ready, head on towards Mt. Badsel.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   I X :   V O Y A G E   T O   T H E   U N D E R W O R L D          DV09
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

At last, Alex steps foot at Mt. Badsel, which extends far higher than any human
can see.  The journey up this perilous mountain, which few have survived, is
rumored to lead to the Mouth of the Underworld.  Surely, this is where Giza
headed with Katarina.  There is still a lingering suspicion that Giza killed
her once she served his evil purposes, but there's no sense in double guessing
now.  The path is clear... and it leads straight up Mt. Badsel.


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                           PART IX CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Mt. Badsel, Part 1.................DV09A
              2. Exploring the Badsel Region........DV09B
              3. Giant Boulders.....................DV09C
              4. Dead End Cave......................DV09D
              5. Mt. Badsel, Part 2.................DV09E
              6. Cave to the Underworld.............DV09F
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=



===============================================================================
1.  M T .   B A D S E L ,   P A R T   1                                   DV09A
===============================================================================

Recommended Level:  35
Valuable Items:     Heart Container

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Earth)               68          99       784       3
Gargoyle (Cave)            72          97       493       2
Giant (Blue)              124         181      1432       3
Giant (Green)             116         157       893       3
Moth Bat (Gold)           104         125       531       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| P: Pitfall        |
| `: Drop Spot      |
| T: Triggered Door |
| @: Giant Rock     |
| &: Statue         |
| -: Tight Rope     |
| >: Moving Floor   |
| <: Moving Floor   |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



Outer Mountain
--------------
     1     2     3     4     5     6     7     8
         ___________ ___________ _____ _____ _____
        |           |           | 4   E     |   2 |
A        |              @           PP    PP     @ |
   _____|___ _______|___________|_ _____ ___|__ __|
  |           |     |        5  |     |           |
B  |           |        @        |     |  PPP  @   |
  |_ _________|_ ___|___________|_____|_________ _|
  |        3  |        @  |   1 |     |           |
C  |    PP  @                       @     PPP      |
  |__ ________|________ __|__ __|_ ___|________ __|
  |     |           |     |     |           |     |
D  |                       |     |  P P P          |
  |_____|___________|_____|__E__|___________|_____|


1 – Wandering Healer
2 – Chest Game
3 – Item Shop
4 – Wandering Healer
5 – Inner Cave (map below)




Inner Cave – 1F
---------------
     1     2     3     4     5     6     7
   ___________ _____ ___________ ___________
  |           | P5  |  P4  ---- |         2 |
E  |  P6<< P P   >P<   ----- P4      P P P3  |
  |_ _________|_____|___________|_________ _|
  |           |           |           |     |
F  |  P > P P7    P P P P8   >>> P9 <   a P  |
  |___________|___________|___________|___E_|




Inner Cave – B1
---------------
     1     2     3     4     5     6     7
   ___________ _____ ___________ ___________
  |&         &|     |    &&     |    &&  2  |
G  |    6`     |  5` |     4`          3`    |
  |_______S___|__S__|___________|__ _____ __|
  |&          |           |           |  S  |
H  |    7`           8`         9`     |  1` |
  |___________|___________|___________|_____|



Treasure Guide
--------------
a: Heart Container

-------------------------------------------------------------------------------

At long last, Alex is close enough to Katarina that he can almost hear her
desperate cries for help.  The Gate to the Underworld is very near, and now is
the time to put all the training and wisdom gathered along the way into
practice.


This first section of Mt. Badsel isn't too hard if you can stay on the correct
path.  The stage is basically divided into an outer mountain section and an
optional inner cave section.  There are also various caves scattered throughout
the stage that house wizards who offer useful services.  You might want to take
advantage of them if you have the Jade to spare.

The enemies on the outer mountain section should also be familiar: Green Giants
and Gold Moth Bats.  Both are weak to Lightning, so you should probably keep
the Lightning Ring equipped.  This ring also lets you destroy the boulders
found along the way (many of which hold treasure), making it all the more
useful.


==============================
THE RIGHT PATH IS THE LEFT ONE
==============================
After walking up the first set of stairs, the game wastes no time in presenting
you with choices.  From the starting screen, you can head right, left, or into
the cave.  The cave is home to a Wandering Healer, so it's probably worth
visiting him to save the game or replenish your life if needed.  The right
path, incidentally, is the wrong one to take.  It goes on for quite a ways and
eventually leads to a dead end.  The only highlight of that route is a Chest
Game cave at the end, but there's no reason to make a trip for that.  Take the
left-hand path once you're ready.

The second screen is large areas that presents another three choices.  The far
left path takes you to the another screen that has an insanely overpriced item
shop.  Unless you're just dying for some of the staple goods, you can safely
skip that route.  The stairs at the top-left wind up towards the inner cave
section, while the stairs leading down take you all the way around to the exit.
For now, take the top-left path and head to the inner cave.  It might also be
worth noting that the large boulder can be destroyed for treasure here, either
by a bomb or level 1 Lightning blast.  The same holds true for nearly all the
boulders you find in the stage.

To get to the Inner Cave section, take the top path and pass through the small
area with the Gold Moth Bats.  The next area has two Green Giants and a large
boulder in the middle.  Make your way to the right-hand edge, where the cave
entrance can be found.


==============
THE INNER CAVE
==============
The Inner Cave is an optional area that's probably as long as the outer portion
of the stage.  It's also incredibly hard, so be warned in advance that the only
treasure is a single Heart Container.  If it isn't worth the hassle, feel free
to head back and skip this section.  Otherwise, prepare to have your jumping
skills tested.

The first room teases you with the sights of the Heart Container on the far
left.  Your goal will be making it all the way around to the other side of this
screen, which is no small task.  The pit here, as well as in all the other
rooms, take you to a basement filled with Earth Blobs and fire spitting
statues.  There is nothing worthwhile down there, so don't feel the need to
take a the plunge voluntarily.  If you are unfortunate enough to land in the
basement, always head towards the top-right corner of the dungeon, where the
stairs can be found.

From the entrance, take the door at the top, which leads to a long chamber with
a staircase, a few pitfalls, and some Gargoyles.  The stairs are the ones
described above, and they can be skipped (though you'll probably be climbing
them more than you'd care to).  Try to kill off the Gargoyles from the platform
near the door, then begin the jumping.  These jumps aren't too difficult, so
just proceed carefully and take the left path when you get there.

The next room is rather interesting, as it has a long tight rope that stretches
across the pits.  Again, take out the Gargoyles before moving on, then jump on
the rope when your shadow is aligned with it.  Try to get on it while it still
hangs over rock to avoid falling unnecessarily.  You'll need to switch ropes
mid-screen, but use the same basic approach.  Once you've crossed the second
one, pass through the door onto the next screen.

Here is where the fun starts.  The room has a set of moving floors that drop
right into a pit at the center.  It also has a Blue Giant on the other side,
who must be killed before you can pass.  There's no way to cross the pit and
kill him, so you'll need to use some ranged attack from the side you're on now.
The Blue Giant, who should be making his introduction here, has a massive
defense.  He also has severe elemental weaknesses, and these can be exploited.
Charge the Lightning Ring to level 2 and unleash a blast; the Blue Giant will
vaporize before you.  You can additionally use the Hauza, though it will be
harder to line up the shots than with the ring.  Once the Giant is gone, move
to the center of the room and let the floor carry you for a bit.  Just before
the pit, jump off and proceed through the door.

The next chamber is a large one that has several pits and a pair of Blue Giants
waiting across them.  Once again, use either the Hauza or Lightning Ring to
finish them (one Level 3 Lighting blast will kill both).  At this point, stay
near the center and make the set of jumps, then ride the moving floor to the
end and exit it before the pit.  Take the door at the bottom of the screen,
which may be easy to miss, and move on.  This cave is now half over.


==============
HALF WAY THERE
==============
The next room takes you out right in front of a Blue Giant, and there is no pit
to protect you this time.  The Lightning Ring works, but so does the Sword
Technique, which should take care of business quickly.  Just be careful where
you are when you use it, as the forward motion may send you plummeting into the
pit.  After that, stay near the top of the screen and jump to the platform,
then hold the Down-Button as you jump to the one after it.  Memories of the
Underground Temple should be flashing back here...  But take the path at the
right side of the screen once you're there.

The following room is where your jumping skills are truly put to the test.  As
always, kill the Gargoyles as soon as you enter.  After this, the platforms
alternate between the top and bottom of the screen.  As you jump, you will need
to hold either the Up- or Down-Buttons to move yourself into position.  It can
be very tricky if you don't have the feel for it, so just be patient.  After
crossing the entire set, head right once more.

The next chamber is the last before the treasure.  There's another Blue Giant
at the entrance to greet you, so take him out with your method of choice.
After that, walk to the far top of the screen and board the moving floor.  Just
as it ends, you'll have the choice of jumping to the platform below or the one
directly across.  The straight jump is farther and a bit harder to land, but
the bottom jump requires more maneuvering.  Try to hit whichever one you're
more comfortable with, then take the door on the right.

The next room takes you back to the start, and the HEART CONTAINER is now
yours.  The danger isn't over just yet, since you're forced to drop into the
pit before you.  This takes you out in small room with 2 Blue Giants, both of
which can slay you quite easily.  Since there isn't a whole lot of room for
setting up attacks, you might just want to charge the Lightning Ring and use
that method.  It's probably your best bet in this situation, as most other
tactics involved getting hit a bit more than you'd probably like.  Once that
that threat is over, head up and take the stairs back to the first floor.  Head
down a couple of screens from there and you're back outside the cave.


==================
EXITING MT. BADSEL
==================
After a minor trek through the cave, you should be back out in the open air of
Mt. Badsel.  Head left a couple of screens, then back down.  From this screen,
head to the right and take the stairs at the bottom.  Go left from the next two
screen, then up from the two after that.  The enemy resistance long the way
should be light, consisting solely of Gold Moth Bats.

You should now be on another long screen with several Moth Bats.  Walk towards
the right end and take the stairs leading up.  Head right from this new area,
and you should come out on a screen with a Green Giant and a large boulder near
the start.  Take care of one or both using the Lightning Ring, then make your
way to the right.

The next screen you come to should have only a tiny section of standing room.
Near the top is a cave, which houses a Wandering Healer.  At this point, it's
probably a good idea to refresh yourself and save the game.  Once done, take
the stairs at the bottom.  You'll come down in front of another Green Giant and
a large boulder, neither of which are anything new.  Head right, then take the
stairs up from the next screen.  You should come up right at an opening in the
rocks, which leads out of the stage.



===============================================================================
2.  E X P L O R I N G   T H E   B A D S E L   R E G I O N                 DV09B
===============================================================================

Recommended Level:  35
Valuable Items:     Heart Container (x3), Armor Upgrade (Lv.4)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Badsel Samurai            116         169      1030       3
Giant (Purple)            116         157      1116       3
Grim Reaper (Green)       118         161      1332       2

-------------------------------------------------------------------------------

The half-way point at Mt. Badsel is an overworld region under constant abuse by
prevailing winds and torrential rain.  It's unlikely many have ever scaled
these slopes and lived to tell of it.  That doesn't mean that some kind soul
didn't hide lots of goodies for you, though.  Mt. Badsel indeed has some
treats, but it also has some new adversaries.


=====================
THE WELCOME COMMITTEE
=====================
It won't be long before you meet the Purple Giant or Green Grim Reaper.  The
Giant is definitely the easier of the two.  Despite the palette change, its
stats are identical to the Green Giants you've faced before.  Likewise, the
strategies should be the same.  Avoid getting up close and use either Hauza of
elemental attacks.  The Hauza is preferred, at this point, as one hit from a
level 5 Hauza will kill the Giant once you reach level 36.  And it should be a
goal of yours to reach that level in this region.

The other new face (or lack of) is the Green Grim Reaper, a completely new foe.
The best advice: don't fear the reaper.  After that, you'll need a good battle
plan to survive, as these guys are tough.  They fly about the sky and
occasionally swoop down to strike you.  They seem especially eager to do so
when you're in midair, so avoid jumping as much as possible.  The Reapers also
have a versatile cyclone attack that can hit you on any horizontal level below
them.  That can be a problem.  Surprisingly, the best choice here is to use the
Sword and stay at the very top of the screen.  The Reapers will often fly
overhead, too high for them to attack but ideal for you to hit with an upward
thrust.  You should able to take out single encounters easily, though double
match-ups may pose a problem.  You do, however, get some nice EXP for your
troubles.

Now that the enemies are under control, it's important to make yourself aware
of the region, as much of it is not on the in-game map.


o-----------------------------------------------------------------------------o
|                      M T .   B A D S E L   R E G I O N                      |
o-----------------------------------------------------------------------------o
|                              _           ^                   ^           ^  |
|  `         `           _____|.|__________________________                   |
|                       /      F                   G(@)    \\                 |
|   `             `   // ====  =  =======================    \\       ^       |
|                    /         =                         __    \\             |
|        `         //           =                  _____/  \ H   \            |
|                 /              =                 |       |(@)=  \\          |
|               //                =                |    ^  \_   =   \         |
|              /                   =            ___|         \   =   \\    ^  |
|            //                     =          /              \   =    \      |
|    `      /                 E     =          \    ^         |   `===  \\    |
|         //                 (X) =. =           \_            \___        \   |
|        /                        `=.             \         ^     |   =    \  |
|      //                           `=.            |              |   `===  | |
|     /                               `=.          |_             \_______I_| |
|   //                                  `======== D .|                   |.|  |
|  /                                   ,=          |¯                     ¯   |
| |                                  ,=            |                          |
| |                ,=================              |        ^                 |
| |              ,= C                            _/                           |
| |            ,=  (@)  ________________________/                             |
| |           =        /                                           ^          |
| |           =       /         ^                                             |
| |           =       \____                ^         ^                        |
|  \\         =            \___                                               |
|    \\        =.              \___/\                                     ^   |
|      \\       `=.                  \_                                       |
|        \\       `=.                  \_                                     |
|          \\       `=.                  \                     ^              |
|    `       \\       `=.                /                                    |
|          `   \B       `=.             /                                     |
|              /./\       `=          _/                                      |
|   `          ¯¯  \\       =       _/              ^                      ^  |
|                    \\      =    _/                           ^              |
|      `               \\    =   |                                            |
|              `         \\  =.  |                                            |
|                          \\ `= |_         ^                                 |
|                      `     \\ A .|                         ^        ^       |
|      `         `             \_|¯                                           |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | ^ Mountain |
---------                                                        | ` Plains   |
A: Mt. Badsel, Part 1             F: Mountain Cave               o------------o
B: Stranded Wizard's Cave         G: Giant Boulder (Heart)
C: Giant Boulder (Fire Boots)     H: Giant Boulder (Chest Game)
D: Mt. Badsel, Part 2             I: Dead End Cave
E: Glowing Emblem


The terrain is scattered with a few Giant Boulders, which can be opened by
walking directly into them.  It's also interesting to note the large area in
the northeast that's not displayed on the map.  That path leads to an extremely
useful offensive technique that you don't want to pass up.


===============
A FAMILIAR FACE
===============
There's no need to go crazy with the wandering in this region, as most places
worth visiting can be found just off the main path.  The first destination will
appear along the western mountain walls, and is found pretty close to the start
of the path.  Once you spot an opening, enter into it.

The back room of the cave is occupied by a wizard wearing a blue cloak –- or at
least it should be.  The man soon reveals himself as the fellow you helped in
Miraj by giving him a Magic Crystal.  Of course, if you didn't help him, he
won't be here.  You can still return to Miraj and help him if you missed it,
however.  For your generosity, he leaves a chest that holds a HEART CONTAINER.
Not a bad repayment for your efforts at all.  Exit the cave and return to the
main path once you're done.


==================================
SKIP THE BOULDER, ENTER THE EMBLEM
==================================
As you head north, the first large boulder will appear on your right.  You can
enter it now if you want, though it's advised that you wait a short while.  A
map and walkthrough are available in the next section if you still wish to
proceed.

Remain on the path as you head north and take the northwest route when the path
forks.  It should soon split again, but stay on the lower path, which leads
straight ahead.  If you follow it to the end, you should come out at a glowing
emblem.  As always, use the Magic Mirror when on top and you'll be transported
below.

Unlike the other emblems, which held nice power-ups at no cost, there is a man
here hoping to make some money... or Fruit, that is.  He offers to upgrade your
armor in exchange for 50 Fruit, and this is definitely an offer you should
take.  By now, you've been wearing the same armor for at least half the game,
and its protection is surely outdated.  If you don't have the Fruit, the best
nearby source is the Illusion Forest.  Once you pay him, he allows you passage
into the next room, where the chest holds an ARMOR UPGRADE.  The purplish color
is not really the ideal choice for a hero, but the added protection is
definitely appreciated.  In this same room, you'll also spot a giant boulder
that holds a nice supply of small hearts when destroyed.  With your augmented
defense, head back to the surface.


===============
FORGOTTEN RIDGE
===============
Backtrack from the glowing emblem until the path splits north, then follow the
route that way.  If you take it to the very end, you should come out at the
mouth of a cave.  This section will be just off the northernmost part of the
in-game map.

The cave leads to another mountain region, appearing just the same as the
original Mt. Badsel entrance.  Don't let this fool you however, as there is
nothing challenging ahead.  Destroy the boulder, then walk left along the path
at the top.  It comes quickly to what seems like a dead end, but don't be so
hasty.  If you jump and attack the branches of the lone tree, a HEART CONTAINER
will drop to the ground.  A very nice find.  There's nothing to see besides
that, so head back to the path once again.


=======================
A GIANT BOULDER DELIGHT
=======================
As soon as you exit the cave, turn east and begin walking.  You will quickly
meet up with a path that leads that way, and a Giant Boulder will appear on the
left (northern) side after a short time.  Walk right into the boulder to smash
it open, then climb down into it.

The area below consists of a few rooms, though nothing too difficult.  You come
down in small chamber with a closed door and cracked floor on the left.
Bombing the floor is the way to go.

The drop lands you in a closed room with 2 Badsel Samurais.  This isn't exactly
the rosiest place to be, but it's not terribly hard, either.  Stay on the left
side and attack with the Hauza.  Once the Samurais spin towards you, simply
move up or down out of the way.  They cannot change their horizontal path once
in motion.  Take care of them, and similarly dispatch the 2 Samurais in the
next room.  You may wish to slash the left cave wall in the first room, as it
has some Gold Jade embedded within it.  After this, head up the stairs in the
rightmost room.

Just as you come up the stairs, a HEART CONTAINER should be visible on the
right.  Collect it, then take the door on the left, which leads back to the
first room.  You've now seen all this cave has to offer, so take the stairs
back up the surface.

If you skipped the Giant Boulder at the center of the region earlier on (which
was recommended), head back south now and revisit it.  If not, continue going
south east.



===============================================================================
3.  G I A N T   B O U L D E R                                             DV09C
===============================================================================

Recommended Level:  35
Valuable Items:     Fire Boots

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====

Badsel Samurai            116         169      1030       3
Giant (Blue)              124         181      1432       3
Blob (Earth)               68          99       784       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| P: Pitfall        |
| `: Drop Spot      |
| &: Statue         |
| @: Giant Rock     |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                               Basement 1
-----------                               ----------
      1     2     3     4                      5     6
    _____ _____ _____                        ___________
   |     |     |   3 |                      |         3 |
A   |       P4   @   d|                      |  4`       |
   |__ __|_____|__ __|                      |________ __|
   |  S  |     |     |                            |  S  |
B   |    c|     |P2 P2|                            |2`  b|
   |__S__|_____|__ __|_____                  _____|__S__|
   |     |     |        E &|                |           |
C   |d    |a P1             |                |d  1`      |
   |_____|_____|___________|                |___________|



Treasure Guide
--------------
a: Fire Boots
b: Blue Jade
c: Pink Jade
d: Gold Jade

-------------------------------------------------------------------------------

The first Giant Boulder you find atop Mt. Badsel hides a small dungeon.  This
area has enough enemies and twists to make your life difficult, which is why
it's advised you come here after picking up the Life and Armor Upgrades from
the rest of the region.  Once you're here, however, it's time to take care of
business.

The first large room you enter into contains a pair of Badsel Samurais to
welcome you.  They are most easily defeated using the Hauza, so take that
approach.  The room has doorways at the left and top-left side of the screen,
and you should take the upper path.  Pass through the empty room with pits at
each side and head into the chamber with a boulder blocking the left door.  The
stairs in the room lead back up from the basement, which doesn't have anything
worthwhile except for a few pieces of Jade within the walls.  Don't voluntarily
go there, as you'll get the chance soon enough anyway.  Instead, destroy the
boulder and take the left door.

The next room has a huge pit and a Blue Giant at the other end of it.  This is
an ideal spot for this foe, as it has no way of harming you from across the
gap. You, however, have plenty of ways to inflict damage, and the Hauza is the
best choice.  When the Blue Giant is defeated, a retractable bridge will unfold
that lets you cross the pit.

The next few rooms have either a Blue Giant or then a pair of Badsel Samurais.
There's nothing new about any of them, so head down after clearing the first
two rooms and right after emptying the third.

You should now come out directly in front of a treasure chest, which holds the
FIRE BOOTS.  These Boots allow you to walk on flaming floors without taking
damage, which will come in useful very shortly.  You may also recall a cave
earlier in the desert where a wizard warned not to travel without these Boots.
You will have the chance to revisit that area soon enough, so don't worry about
going back just yet.

Once you have the Boots, either head back left and walk around or take the
plunge into the pit.  The basement is filled with Earth Blobs, so neither route
is that hard.  Once you get to the room with the stairs, walk down a couple of
screens and then exit the Giant Boulder.



===============================================================================
4.  D E A D   E N D   C A V E                                             DV09D
===============================================================================

Recommended Level:  36
Valuable Items:     1000 Jade, Hauza Technique

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Scorpion (Purple)          76          91       412       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| B: Bombable Wall  |
| P: Pitfall        |
| `: Drop Spot      |
| @: Giant Rock     |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                                  Second Floor
-----------                                  ------------
      1     2     3     4                      5     6     7     8
                ___________                        _____ ___________
               |           |                      |  c  |  b P4     |
A               |d   4`     |                      |      B    @     |
    _____ _____|_________S_|                 _____|_____|__________ |
   | a 1 |           |   O |                |  1  |           | P3 B|
B   |@         2`       3`  |                |@   @   @ P2 @ @ |  @  |
   |__E__|___________|_____|                |_____|___________|_____|



Treasure Guide
--------------
a: Gluttonous Man
b: 1000 Jade
c: Hauza Technique
d: Gold Jade

-------------------------------------------------------------------------------

The Dead End Cave is often overlooked by many players, mainly because it's
hidden at the very end of the Badsel region and well off the map.  To get
there, take the main path as far north as it goes, then walk east until you
meet up with another path.  You will begin walking into a narrow canyon with
the path disappearing and reappearing at times.  While you may change
direction, you should generally be moving southeast.  You'll pass a giant
boulder to your left (which was described above), then another one on your
right a short while later.  This second boulder leads to the chest game, where
you pay 10 Fruit and open a chest that contains a random staple item.  It's
generally never worth it to play this game more than once (you win an MP Star
the first time you play), so just keep moving along the path.  You will
eventually come across a cave opening, and this is where you'll want to enter.


================
A VERY ODD PLACE
================
In the first room after you enter the cave, you'll see a gluttonous wizard who
asks for 10 Fruit.  Now, it doesn't really matter what you decide to do here,
or even if you talk to this man at all.  If you give the Fruit, he tells you
some cryptic "hint" about using the might of your sword arm to clear boulders.
If you refuse his offer, nothing seems to happen.  Talking to this man does not
have any noticeable effect on the game later on, and he will reappear and
repeat the same things each time you enter the cave.

Next to the wizard is a large, greenish boulder.  This is the type that the
Woodland Guardian mentioned.  Unlike the normal grey boulder, which can be
broken by a bomb or level 1 Lightning blast, these greenish rocks can only be
cleared by a level 2 or higher Lightning Blast.  The one in this room uncovers
a bounty of hearts when destroyed, so take advantage of that if your life is
running low.  Whenever you're done, take the stairs in the back leading up.

The first room you enter on the second floor has two more greenish boulders.
Clear them both with a level 2 Lightning blast and collect the small star boon
uncovered by the left boulder.  After this, pass into the room on the right.

You should now be in a long chamber with a bridge running across the middle and
greenish boulders scattered along the way.  Take each one out as you get to it,
and be careful not to drop off the edges of the walkway.  Enter the door on the
right after the boulders are cleared.

You should now be in small room with a pitfall and boulder in the center.  The
room would appear to be a dead end, but there's a hidden passage you can find
by bombing the wall at the top-right side of the screen.  This uncovers a
passage leading to the next room.

After passing through the door, you enter into a large chamber with a pit in
the middle and a chest at the far left.  Near the entrance, however, there
appears to be an odd rock formation against the back wall, similar to the one
you bombed to enter this room.  When you bomb this one, debris will fall but
nothing happens.  Unlike the previous room, this one hides no secrets.  It's
simply there to make players wonder.  The chest at the end of the room contains
1000 JADE, which is probably not too helpful at this point.  The secrets don't
stop there, however.  If you attack the wall on the far left, some rock will
fall away, revealing a door.  This is probably what the man below meant when he
said "the might of your sword arm" would clear certain passages.  The door
that's uncovered can once again be opened using bombs.


===================
MASTER OF THE HAUZA
===================
Inside the next room you'll find another wizard.  He rewards you for your
cleverness, he explains, by strengthening your Hauza.  What he's actually done
is upgraded your HAUZA TECHNIQUE to level 2 (or, if you haven't learned the
first level yet, he tells you to visit the Lion statue in the desert).

Like the upgrade to the Sword Technique, the improvement to the Hauza is very
useful.  When using the maneuver, the HP drain is now 4 instead of 8.  The move
still sends your Hauza flying across the screen at rapid speeds, and it still
adds 10 points of armor piercing damage to your base attack.  This move becomes
ideal now for taking out far away enemies (even off the screen) and slaying
bosses.  You should definitely take advantage of this added power, as it truly
is a useful asset.

Once you've learned the new move, head back into the previous room and drop
down the pit.  You'll now have to fend off Purple Scorpions as you make your
way to the exit, though this isn't any challenge at all.  Exit the cave and
proceed northwest along the main path, until you return to the region shown on
the in-game map.



===============================================================================
5.  M T .   B A D S E L ,   P A R T   2                                   DV09E
===============================================================================

Recommended Level:  36
Valuable Items:     Heart Container, MP Star

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Badsel Samurai            116         169      1030       3
Blob (Earth)               68          99       784       3
Giant (Blue)              124         181      1432       3
Grim Reaper (Green)       118         161      1066       2
Wizard                    126         165      1093       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| P: Pitfall        |
| `: Drop Spot      |
| &: Statue         |
| @: Giant Rock     |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



Outer Mountain                                               Inner Cave 1 – 1F
--------------                                               -----------------
     1     2     3     4     5     6     7     8               5     6     7
                           ___________                       _____ _____
                          |        5  |                     |     |   7 |
A                          |         @ |                     |    S     c|
                          |__ ________|                     |_S___|_____|
                          | @         |                     | O   |
B                          |  @        |                     |   #6|
                     _____|________ __|_____                |__2__|
                    |           |           |
C                    |                       |
                    |_______ ___|___________|
                    |           |     4     |              Inner Cave 1 – B1
D                    |                       |              -----------------
         ___________|___________|_______ ___|_____                _____
        |           |           |           |     |              |   7 |
E        |                           PP    P   P P |              |    c|
   _____|___ _______|___________|_ _________|___ _|         _____|_ ___|
  |           |     |        1  |     |           |        |&    |     |
F  |           |           @     |   @    PP       |        | 6` S      |
  |__ ________|__ __|__ ________|_ ___|________ __|        |_____|___3_|
  |     | 2         |           |           |     |
G  |     | @   PP    |           |   P P P     P   |
  |__ __|_ ______ __|________ __|___________|_____|
  |     |          3|     |  @  |
H  |               Pa|     |     |
  |_____|___________|     |__E__|




Inner Cave 2 – 1F                  Inner Cave 2 – B1
-----------------                  -----------------
     1     2     3                   4     5     6
   _____       _____               _____
  | 8   |     |     |             |  8  |
I  |    c|     | b   |             |     |
  |__ __|_____|___ _|             |__ __|_____ _____
  |     |           |             |           |     |
J  |       #P9 #P10  |             |       9`  | 10` |
  |__4__|___________|             |___________|_____|


1 – Wandering Healer
2 – Inner Cave 1 (1F)
3 – Inner Cave 1 (B1)
4 – Inner Cave 2
5 – Cave to the Underworld



Treasure Guide
--------------
a: Heart Container
b: MP Star
c: Gold Jade

-------------------------------------------------------------------------------

It's time to continue the trek up the great Mt. Badsel.  Take the main path
that runs through the Badsel area and follow it to cave along the eastern
mountains.  The cave appears on your in-game map, and rests in the center of
the region.


The second section of Mt. Badsel towers upwards into the stormy sky.  The
arcane sanctuary that likely rests atop this mountain is Alex's inevitable
destination.  Though the mountain shields him from the winds and rain of the
overworld, the perilous trek continues...


Once you enter, you'll come to the typical mountain entrance screen, with a
greenish boulder blocking the path.  To destroy boulders of this color, you'll
need to charge your Lightning Ring to level 2 or 3 and then release a blast.
The rock will then shatter and let you pass.

From looking at the map above, it probably seems like this stage is enormous.
While it does have many screen, most are arranged linearly and don't involve
much more than simple walking.  The two main foes you'll encounter on the outer
mountain regions are Blue Giants and Green Grim Reapers, both of whom should be
at least somewhat familiar.  Keep in mind that the Blue Giants are weak to ice
elemental attacks and are easier to kill using the Hauza.  Conversely, the Grim
Reapers are better taken down with Lightning magic or the sword.  It may be
necessary to switch gear often to best survive this area.


=================
STARTING TO CLIMB
=================
The first screen you come to after passing the initial boulder is a long one
with 2 Blue Giants patrolling.  The Hauza will take them out quickly, so climb
the stairs at the top-left once they're gone.  On the next screen, you will
find a cave on the far right that houses a Wandering Healer.  Take advantage of
this spot to recover and/or save the game, then head back and take the left
path to the next screen.  On the way, you'll pass by a bunch of skeletons
strewn about the ground.  How so many got here and it all there various
"positions" is quite a mystery...

The next couple of screens have single Blue Giants, so finish them off and then
head down the stairs.  This should take you out on a screen with falling
boulders and a visible Heart Container on the right.  You can't access the
heart yet, so don't waste any effort attempting to reach it.  Head over to the
left and take the stairs leading up.  You will now come out in front of a
greenish boulder that blocks a cave entrance.  As always, a blast of level 2
Lightning will clear the path.


============
INNER CAVE 1
============
You will walk into the Inner Cave 1 region (as it denoted on the map above),
which is a fairly small area.  From the first room, bomb the floor on the right
and fall into a small chamber with a Badsel Samurai and dragon statue.  This
enemy shouldn't be too hard at this point, so dispatch him and head right.  In
the next room, you'll notice doors on the top and bottom of the screen.  The
bottom route takes you out of the cave and right in front of the HEART
CONTAINER that you saw before.  If you've been following this guide carefully
and have picked up all the Hearts along the way, this should be the final one
you collect.  Your life bar will now match that of the boss's.  If you are
short, there is an appendix at the end of this guide that lists all the Heart
Container locations.

Anyway, head back into the cave and take the door at the back of the room.
Take the stairs in the next room, then head through the door on the left in the
chamber above.  You should now pass into a small room with another Badsel
Samurai, who once again needs to be taken down.  The door at the bottom leads
back to the start of the cave, and you should exit from here.


=============
BACK ON TRACK
=============
The path is pretty straight forward for a while now, so you shouldn't get lost
in any of the upcoming screens.  Take the stairs down, then head left.  The
list below details the next several areas:

1.) This is a small screen with falling boulders; take the stairs up
2.) Stairs lead up vertically from bottom to top, so just follow them up
3.) Large screen with more boulders; take the stairs at the top-right
4.) More falling boulders and some pitfalls; jump carefully and head right
5.) Continuation of pits and boulders; keep moving right

6.) Large screen with only a small area you can access; head down
7.) Blue Giant and Boulder on this screen; take the stairs going down
8.) More pitfalls and Green Reaper; head right
9.) Small screen; head up the stairs

10.) Right side of large screen that you were already on; head up the stairs
11.) Small screen; leap over the pits and head left
12.) A couple more pits; take the stairs up near the center
13.) Large screen with cave in the center.  Stop here to enter it.

And from this part, proceed into the second Inner Cave area.


============
INNER CAVE 2
============
Once again, the Inner Cave region is fairly short.  From the opening room, you
have the options of going up or right; take the right-hand path.  You should
now come out in a room with cracked floors from one side to the other.  There
are several soft spots that you can fall through here, and that's not a very
welcoming prospect.  Instead of tip-toeing, a nice trick is to toss a bomb onto
the floor.  It will blast away all the loose ground and only leave the areas
that you can walk on.  Make the jumps, then take the door at the top right.

You should pass into a small chamber with a MP STAR resting in the middle.
With this pick-up, you should have two full rows of magic stars aligning your
status menu at the bottom (which comes to 18 stars).  If you missed any along
the way, there is an appendix at the end of this guide that lists the location
of all MP Stars.  You may wish to go back and pick up any missed ones, as they
are all still accessible.

After getting the treasure, head back to the entrance of the cave.  You can
jump over the pits or fall below and come up through the basement.  Be warned
that the second method leads you through two Wizards, which can be quite
difficult.  Use your Hauza to combat them, and activate the Magic Mirror if
your HP are low and you can't afford to take any damage.  Once you're through,
exit the cave.


=================
ALMOST AT THE TOP
=================
With this second cave out of the way, it's smooth sailing to the top.  The
remainder of this area is still uneventful, but this list details the last
sections.

1.) From the screen with the Inner Cave entrance, head left
2.) Large screen with 3 Green Reapers; take the stairs leading up
3.) Three more Green Reapers; head right
4.) Four Green Reapers now; take the stairs up
5.) Skies become dark and cloudy; take stairs up behind boulders
6.) Final screen; take out the two Reapers and enter the cave

And with that, you should plunge into the cave leading to the Underworld and
the final leg of the journey.  The end is definitely within sight.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P A R T   X :   T H E   F I N A L   S H O W D O W N                        DV10
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The final leg of Alex's journey plunges him right into the Underworld, a place
that no mortal is equipped to survive.  With the blessing of the Dragon Lords,
however, Alex may be able to endure the horrors that lie within.  All of Giza's
toughest minions now pursue him, as his successful actions have drawn much
attention.  The fates of Kat, Giza, Argos, and the world are all in Alex's
hands now.  And only his decisions will determine their outcomes...


              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                            PART X CONTENTS
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
              1. Cave to the Underworld.............DV10A
              2. Unfinished Business................DV10B
              3. The World of Evil..................DV10C
              4. Palace of Giza.....................DV10D
              =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=



===============================================================================
1.  C A V E   T O   T H E   U N D E R W O R L D                           DV10A
===============================================================================

Recommended Level:  37
Valuable Items:     Armor Energy (Lv.5)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Underworld Samurai        116         169      1030       3
Blob (Fire)               114         161      1103       2
Demon Knight (White)      130         175      1970       3
Efreet                    120         165      3466      6-9
Fire Demon                 48          31        92       2
Gargoyle (Cave)            72          97       493       2
Piercia (1)                42          11        87      6-9
Piercia (2)               102         137      1348      6-9
Wizard                    126         165      1093       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| &: Statue         |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                                    Basement 1
-----------                                    ----------
      1     2     3     4     5                  6     7     8     9     10
    ___________ _____ ___________               _____ _____
   |& 2        | & & |        1 &|             |     |     |
A   |                             |             |    S   c  |
   |___________|__ __|___________|             |_S___|_____|_____ ___________
               |     |                         |  && |           |           |
B               |b   a|                         |      S         S            |
               |__E__|                         |_____|___________|_________ _|
                                               |3 & 2|           | 1         |
C                                               |     |           |           |
                                               |_____|           |___________|




Basement 2                                     Desert Cave
----------                                     -----------
      1     2     3     4     5                  6     7     8     9     10
                _____                                 ___________
               |     |                               |    (5)    |
D               | (4) |                               |           |
               |_ ___|_____                     _____|__ ________|
               | S         |                   |  &  |     |
E               |           |                   T           |
    _____ _____|________S__|_____              |_____|__ __|_____ _____
   |     |  3  |     |           |                   |           |     |
F   |    S       S    |           |                   |             (4) |
   |_____|_____|__S__|________ __|                   |___________|_____|
               |  S        |  S  |
G               |          S      |
               |___________|_____|




Underworld Cave
---------------
      1     2     3
    _____ ___________
   |     |    (5)    |
H   E     |           |
   |_____|___________|



Treasure Guide
--------------
a: Pink Jade
b: Gold Jade
c: Armor Energy

-------------------------------------------------------------------------------

At last, you've reached the final stop before Giza's realm.  Though it's
unknown where these maze-like caverns may take you, it's certain that the Gate
to the Underworld is hidden somewhere within.  Also hidden is the final upgrade
to your armor, which should definitely be sought out in your exploration.

The first room of the Cave has Jade embedded in the walls on each side, and
this is the last spot you'll come across free money.  The next chamber has two
dragon statues and a wizard, who warns you not to go on without the Fire Boots.
He's right, by the way, and if you don't have them at this point, you'd better
backtrack to the Badsel region and find them (in a Giant Boulder).  Most
likely, though, you should have them.  There are paths leading left and right,
and you should take the right one first.


================
RIGHT PATH FIRST
================
Make your way through the next large room to the stairs, then through another
large room on B1.  Take the door at the top right and you should enter the fire
cavern part of the stage.  The music and backgrounds will change, as lava now
covers the floors.  Here is where those Fire Boots come in handy.

You'll be introduced now to a new enemy: the Fire Blob.  Just like previous
Blobs, this one can only be harmed when upright.  If you've kept up to pace
with armor and level recommendations, you should be able to take these foes out
fairly easily.  The Sword Technique is a useful strategy, as is the Ice Ring
for clearing the room quickly.  Once you've taken care of these pests, head
left.

This next large chamber is where the true danger is.  You'll have to fight
replica of Efreet from the Fire Cavern, only this version gets a massive stat
and speed boost.  It's very difficult to play a successful game of hit and run,
either using the sword or the Hauza.  What does work fairly well is charging
the Ice Ring to level 3 and unleashing an attack.  If you can get off 3-4
charged shots, Efreet's life will be more than halved.  The Sword Technique is
a great way to lower his HP further, though make sure you watch your own life
carefully.  After a rather unpleasant fight, you should prevail over Efreet
once again.  Pick up the life and take the door on the left.

The next room has two statues that can be moved but do nothing.  The room above
this contains another powered-up Efreet.  This time, however, you are confined
to a small room.  While it may seem like just the opposite, the lack of space
is actually an advantage for you, because Efreet has a much harder time
changing horizontal position.  Take note of this and stay above or below him,
then get of hits when you can.  This fight should be a bit easier than before
even without using the Ice Ring at all.  Head right once he's been
extinguished.

The last room of this section has a chest with ARMOR ENERGY.  This is the final
defensive upgrade, and it changes your armor to a respectable gold color.  The
enhanced defense is also the equivalent of gaining 5 levels, which will help
you enormously.  There's nothing more to see after gaining this boost, so
backtrack to the wizard's room by the entrance.


=============
THEN THE LEFT
=============
After picking up the Armor Energy, take the left path from the wizard's room
near the entrance.  The first room you come to will put that new armor to the
test, as two Demon Knights accost you.  These foes are some of the hardest in
the game.  Their shield deflect both sword and Hauza attacks, so hitting them
dead on will do nothing.  They are vulnerable when they attack you, but you'll
probably be wanting to get out of the way rather than look for ways to strike
at that moment.  A good tactic is the select the Hauza, jump and throw it, then
let it cut threw the enemies from behind as it returns to you.  If you can get
enough space between you and these enemies, this method will work every time.

Once these foes are taken care of, take the stairs down twice until you hit B2.
You'll come down in small room with two doorways and a pair of Underworld
Samurais.  These foes can cause some problems, but the best method for handling
them is to use the Hauza.  Try to lure them both to one side of the screen,
then fire away.  If they begin the spin attack, be sure to move up or down out
of the way.  This fight shouldn't be all that hard.  From here, the left path
is a dead end, so the right side is the way to go.

You'll enter into a room with a Piercia replica from the Storehouse.  This one
has the same measly stats, so 1-2 hits will end the fight.  Take the door at
the bottom of the screen.

This next large chamber holds another Piercia, only this one has superior stats
and different coloring.  Still, this fight shouldn't be too tough, either
offensively or defensively.  Four or five sword slashes should be enough to end
things.  Take the right-hand door after this.

The next couple of rooms each have 4 Fire Blobs, so take them out using the
method of your choice.  This is followed by a long chamber that houses another
powered-up Efreet.  No sense in repeating the same info as above, though this
battle should be somewhat easier since your defense is higher.  Once Efreet is
killed, take the warp point in the next room.


===================
BACK IN THE DESERT?
===================
Surprisingly, that tremendous trek up Mt. Badsel lead... back to the Desert
Cave.  From the warp point, head left into the large chamber with the Blobs,
up, and then left again.  You should now be in a room with a statue and a pair
of Blobs.  If you move the statue (from left to right), it triggers open the
door on the left.  If the next few rooms look familiar, it's probably because
they are.  This is the basement section of the Desert Cave!  If you walk
through these rooms and up the stairs, you can exit right into the desert.
Don't worry about returning, as the triggered door will remain open permanently
now.  You are now free to wander about and take care of any unfinished business
(see next section).  But first, you might wish to return inside and travel a
bit further into the cave.


===================
THE UNDERWORLD CAVE
===================
Go back into the Desert Cave and into the room where the statue and triggered
door was.  From here, head right and then up, which should take you to the
giant swirling portal you saw Giza and Argos enter before.  Step into it and
prepare to enter the Underworld...

You emerge inside some cave in what must be the netherworld of existence.  Head
into the room at the left, and prepare for a long-awaited discovery: Argos is
before you at last.  Having waited long enough, Alex demands to know where
Katarina is.  Suddenly, a Demon Knight enters and declares Argos a traitor.  He
then attacks the old wizard, who falls to floor as death grips him.  It's
rather odd that the same wizard who effortlessly swatted Alex away in Rysis is
now felled by a single hit from a Demon Knight...  What happened to his powers?

Before leaving, the Demon Knight questions how Alex could have possibly
survived the passage into the Underworld.  He then runs off, leaving only our
hero and the fallen wizard.  In his dying breath, Argos explains that he never
intended for things to become as they are, and he regrets helping Giza.  He
asks that you do whatever it take to stop him, and then creates a save and
recovery spot to mark the final resting place of his body.  The old wizard then
fades out of existence...

It doesn't take Alex very long to get over this whole ordeal, as Argos was the
source of all his grief.  Before moving on, be sure to take advantage of this
newly created save point, as it also restores your life and magic for free.
The entrance on the left leads to the Underworld, but it's recommended that you
head back to the Desert Cave first and take care of the remaining business on
the overworld.



===============================================================================
2.  U N F I N I S H E D   B U S I N E S S                                 DV10B
===============================================================================

Recommended Level:  37
Valuable Items:     Fire Ring Upgrade (Lv.3)

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Blob (Fire)               114         161      1103       2
Efreet                    120         165      3466      6-9
Fire Demon                 48          31        92       2

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor
-----------
      1     2     3     4
          _____ _____ _____
         |     |     |     |
A         |                 |
    _____|__ __|_____|___ _|
   |  a  |     |         S |
B   |           |           |
   |__ __|_____|__S________|
   |  O  |           |
C   |E                |
   |_____|___________|



Treasure Guide
--------------
a: Flame Wizard

-------------------------------------------------------------------------------

The freedom of the overworld!  As you might recall, one of the places you
couldn't access before was the fire cave below the desert.  More specifically,
the ones accessed from the glowing emblem near the region's center.  Well, now
that you have the Fire Boots, that's the place to head.  From the entrance of
the Desert Cave, the glowing emblem is northeast (on the in-game map).  It
might just easiest to walk north until you hit a path, then follow it east to
the correct location.  Once there, enter by using the Magic Mirror as always.


===================
LAST GLOWING EMBLEM
===================
You should appear in a small chamber with a wizard, who warns not to proceed
without the Boots.  Luckily, that's not a problem.  This cave is rather
straight forward, so it's probably easiest to describe with a list:

1.) From the entrance, head right
2.) The next room is a long chamber with a pair of Fire Demons; head up
3.) You meet up with Efreet once again; head up once he's defeated
4.) Small chamber with 3 Fire Blobs; head left
5.) Another small room with 2 Fire Demons; head left
6.) Two more Fire Demons; head down
7.) Empty room; head left

You should now be in a room with a man who identifies himself as a Flame
Wizard.  He then offers a FLAME RING UPGRADE to boost your fire magic.  When
charged, the Fire Ring now unleashed a flood of lava, which damages anything
along the ground.

While it may seem like it should be powerful given the time you acquire it, the
level 3 Fire Ring upgrade is not that spectacular.  For one, there aren't too
many enemies, especially at this point, that are weak to fire magic alone.
Secondly, many of the upcoming enemies are airborne, meaning this attack still
doesn't reach them.  Thirdly, the Ice and Lightning Rings both offer moves of
identical power with larger attack areas and less targeting involved.  In other
words, this is an upgrade you probably won't use.

After the wizard vanishes, take to door leading down.  You'll now be back at
the start of the cave, and can exit from here.


==============
THE FINAL STOP
==============
Before you head back to the Underworld, this is the last chance you'll have to
stock up on items or retrieve whatever treasures you previously missed.  Here's
a quick check list of things to do:

[ ] Max out your inventory with Potions, Crystals, Bombs, and Arrows
[ ] Make sure your Sword, Hauza, and Armor are at level 5
[ ] Make sure your Rings are at level 3
[ ] Learn the Sword and Hauza Techniques and upgrade them to level 2
[ ] Check that your MP and HP are at maximum.  You should have 18 MP stars and
   a life bar as long as the bosses have.

If you've missed any upgrades or items along the way, the appendices at the end
of the guide have some quick lists that should help you find them.  Spend
whatever money you have on any remaining Heart Containers from the Wandering
merchant and then on maxing out your staple items.  Once you're ready, head
back to through the Desert Cave and into the Underworld.



===============================================================================
3.  T H E   W O R L D   O F   E V I L                                     DV10C
===============================================================================

Recommended Level:  37
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Gargoyle (Giza)           126         175      2176       3
Grim Reaper (Blue)        134         183      2611       3

-------------------------------------------------------------------------------

After a long journey, the Underworld is finally before you -- the world of evil
itself.  Created from the evil and hatred of humanity, this final region has
only one edifice: the Palace of Giza.  Swirling above and all around are the
void, a place where humans souls consumed by evil are sentenced to wander for
eternity.  Littered across the landscape are totems of evil and skeletal
tributes, made to honor the tyrannical Giza.  These monuments of death are all
that stand between you and the destined battle against Giza.

The Underworld is home to a pair of the fiercest enemies in Giza's army: the
vaunted Giza Gargoyles and Blue Grim Reapers.  Both of these new foes give
incredible amounts of experience, and this makes them pretty good for leveling.
Since the Underworld Cave has a healing point right at the entrance, you might
want to stay here and fight your way to level 38 or so before going on.


==============
FACES OF DEATH
==============
The easier of the two new demons is the Giza Gargoyle.  They follow the same
patterns as all their brethren, but these have quicker reflexes and a ferocity
to match.  Not to mention, they also have high enough stats to cause some
serious annoyance.  The best way to take them out is with the Sword Technique,
which, when combined with a single sword slice, should defeat these foes.  Any
other attacking combination will likely take more life out of you, as the
Gargoyles usually manage to get off at least a single hit.  Just be sure to
return to the cave for healing if your HP get too low.

The more difficult of the new faces is the Blue Grim Reaper, who has the
highest offense and second highest defense of any regular enemy in the game.
This will *not* be an easy fight.  The Reapers are excellent at moving across
the screen and hitting you from above.  You also lose the ability to change
horizontal levels, as they come armed with a phantom projectile that will seek
you down at any height.  This fight is trouble no matter how you slice it.
Once again, the best method is the Sword Technique, though make sure you
connect with your hits.  The Reaper will often hover so high that it leaves the
screen, but you can track its motion by following the shadow.  Once it gets
near, prepare the use the Sword Technique and do so once it's within sight.
Two attacks from this move should do it, and this is probably the safest
method.


===============
THE FINAL MARCH
===============
Once you feel your level is high enough, it's time for the final trek to Giza's
Palace.  The map below shows the Underworld, which is quite small.  Note that
there is no in-game map for this area.


o-----------------------------------------------------------------------------o
|                         T H E   U N D E R W O R L D                         |
o-----------------------------------------------------------------------------o
|                                      * _________________                    |
|   *                   *       *       /                 \      *         *  |
|                *                     /                   \                  |
|                                  ___/                     \                 |
|       *                     ____/                 -=-      \       *        |
|                  _     ____/                    B |.|       \               |
|         *    ___|.|___/                           -=-       |               |
|             /    = A                                       _|            *  |
|    *       |     =.                                      _/     *           |
|            |      ==.       =.                         _/                   |
|            |    ===============          _____________/              *      |
|            |                     _______/                                   |
|     *       \___________________/                                *          |
|              *          *                     *   *                         |
o----------------------------------------------------------------o------------o
                                                                | KEY        |
                                                                | = Path     |
LOCATIONS                                                        | * The Void |
---------                                                        o------------o
A: Underworld Cave
B: Giza's Palace


As you can see, there isn't much else to do here.  Head east and look out for
the Palace, which should be a large, green structure.  Approach the giant
building and enter through the front gate, which was kindly left open for you.



===============================================================================
4.  P A L A C E   O F   G I Z A                                           DV10D
===============================================================================

Recommended Level:  38
Valuable Items:     None

Enemies:
                        Attack     Defense     EXP     Drops
                        ======     =======     ===     =====
Demon Knight (Gold)       132         187      2310       3
Efreet                    120         165      3466      6-9
Gargoyle (Giza)           126         175      1741       3
Grim Reaper (Blue)        134         183      2089       3
Wizard                    126         165      1093       3

-------------------------------------------------------------------------------

___________________
| KEY               |
| ===               |
| E: Entrance       |
| S: Shutter Door   |
| O: One-Way Door   |
| P: Pitfall        |
| `: Drop Spot      |
| X: Boss           |
|                   |
| a...z: Treasure   |
| 1...9: Stairs     |
|___________________|



First Floor                                     Second Floor
-----------                                     ------------
      1     2     3     4     5                  6     7     8     9
    ___________ _____                           ___________ _____
   | 2   11`   |12 13|                         |           |  12 |
A   |  P6    P7 |     |                         |  P11  P11       |
   |_________ _|_____|_____ _____              |_ _________|_____|_____
   |     |   S       | 3   |     |             |     |           |  3  |
B   |      S          |      S    |             |                 |     |
   |_ ___|___S___S___|__ __|_____|             |_____|________ __|_ ___|
   |     10`   |           |                   |           |     | S   |
C   |  P4    P5 |           |                   |  P10  P10       |     |
   |________ __|__ ________|                   |__ ________|_____|___S_|
   | 1   |  S     S  |     |                   |  S        |           |
D   |      S     9`  S   8` |                   |          S   P9   P8  |
   |__E__|___________|_____|                   |___________|___________|




Basement 1                                     Basement 2
----------                                     -----------
      1     2     3     4                        5     6     7     8     9
    _____ _____ _____
   |     |   2 | 13  |
D   | 6` S  7`  |     |
   |_____|_ ___|___ _|_____                     _____ ___________ ___________
         |     |     |  14 |                   |     |           |        14 |
E         |     |     |     |                   |      S    X     |           |
    _____|___ _|_ ___|__ __|                   |__ __|___________|__ ________|
   |     |   S |           |                   |  S        |     |     |
F   |  4`  S 5` |           |                   |           |     |     |
   |_____|__S__|___________|                   |________ __|_____|__ __|
   | 1         |     |                         |        S  |        S  |
G   |            S    |                         |          S S          |
   |___________|_____|                         |___________|___________|


-------------------------------------------------------------------------------

As he enters the twisted fortress of mechanized terror, Alex still has hope
that Katarina is alive.  That is what he has been fighting for, and that single
goal never once faded from his mind.  The treacherous Giza rests somewhere
within these walls, and it's only a matter of time before he corrupts the Prime
Orb and achieves immortality.  Without a doubt, the final battle will occur
within this evil palace.  It's time for Alex to fulfill his destiny...


Though probably not what you expected, Giza's Palace combines medieval torture
with science fiction architecture.  It's not incredibly large, as you might
have expected, but it has several obstacles that send you to an earlier part in
the stage.  It also has many possible paths, most of which all lead to the same
place if you follow them consistently.

The new enemy that you'll encounter here is the Golden Demon Knight, which is
nearly identical to the white variety.  The Hauza-behind-the-back attack, which
you can activate by jumping and throwing the Hauza, then letting it return at
shoulder level, is still the best method.  By now, you should be able to handle
these enemies rather easily, though each battle will still require 2-4 hits.

You enter the Palace with two choices right off the bat.  The stairway on the
top left is a return path from the basement.  You will probably be taking it
back up several times if you mess up along the way, and there's nothing of
interest down there in itself.  You can safely ignore that route and head
right.


====================
FINAL PLACE TO LEVEL
====================
The room to right of the entrance is probably the best place to level up for
the remainder of the game.  It's a room filled with 4 Giza Gargoyles, each of
which leave 1741 EXP when defeated.  A few seconds can net you over 6900 EXP.
Even at this rate, however, leveling will probably proceed at a snail's pace.
You can speed things up by using the Sword Technique as your primary form of
attack.  You can often hit multiple Gargoyles in one swoop, and a single strike
will leave them near death.  Though it may take a while, it's strongly advised
that you spend the time to get to level 39 while in this room.  The difference
in offense and defense will be very noticeable during the final boss fight.

If you decide to train to higher than level 39 (which is a very good idea), the
battles will go at least somewhat quicker.  At level 39, one Sword Technique
attack will kill a Gargoyle.  At level 41, a normal sword attack will kill the
Gargoyles.  In case you're wondering, the highest level in the game is 46
(which is displayed on the screen as "MASTER").  It will probably take several
hours to get enough EXP to hit that mark, though.  There's really no point in
doing so unless you just want to accomplish everything possible in the game.
For fighting purposes, levels 39-40 should suffice.  Once you're done training
to whatever level you want, SAVE THE GAME.  The two minute trip back to the
Underworld Cave will be well worth it.


===================
CLIMBING THE PALACE
===================
After leveling to your heart's content, it's time to make way towards Giza.
The palace is actually fairly easy to navigate IF you know the right path.  The
following is a list of which rooms to take, since this is likely less confusing
than a walkthrough.  Note that if you fall down a pit, you'll need to deviate
from this course.  In that case, either see the map above or proceed until you
hit one of the rooms mentioned below.

1.) From the entrance, head right
2.) Room with 4 Gargoyles and shutter doors; take the top-right door
3.) A Gold Demon Knight and Gargoyle pair; take the top-right door again
4.) Small room with a single Demon Knight; take the stairs up to 2F

5.) First room on second floor, with technicolor blobs; head down
6.) Small chamber with a Reaper and a Wizard; head down

At this point, you should come out in a large room with psychedelic floors that
distort where the pits are.  These are the hardest obstacles in the Palace.
Wait until the blurring stops, then time your jumps very carefully.  If you're
in mid-air when the movement starts again, watch your shadow and try to land on
a solid area.  Though it may take a while, only move when the screen is still
and you can make the jump most easily.

The room to the left of this has 3 Gargoyles; take the top-left door after
killing them.  You should now come out in another room with moving floors.
This one is a bit easier, since there are only 3 main solid parts, each fairly
large.  Wait for the blurring to stop and you should make it across the room in
a single attempt.  After this:

1.) Right of the blurry room is a small chamber; head up
2.) Large room with 3 Reapers and more technicolor blobs; go left
3.) Small room with 2 Wizards; head up

You should now be in another large room with blurring floors, and this is by
far the hardest one yet.  From the start, there is a small platform just to the
right, then a larger L-shaped one behind that.  What might not be obvious is
that the small platform extends all the way to the back wall, so you have a
larger area for landing than you might suspect.  The L-shaped island is very
easy to miss, since it's situated below the small platform even though it
appears on the same level.  You might want to press down slightly when jumping
to be safe.  From here, the jumps are a bit easier, and you should be able to
safely clear the room just by being patient.  The room to the right has stairs
leading down, and you're now half-way through the Palace (and past all the
difficult parts).


===============
INTO THE DEPTHS
===============
Once again, the route is easier to follow using a list than a walkthrough.
I've you've managed to make it this far, however, you're pretty much in the
clear as far as obstacles go.  The remainder of the trek is pretty straight
forward.

1.) From the last room on 2F, take the stairs down
2.) 1F is just a single room, with another staircase; head down it once again
3.) On B1 now, in a small room with a Demon Knight; head down
4.) Small chamber with 2 Wizards and shutter doors; head down
5.) Long chamber with 2 Demon Knights and a Wizard; take the top-right door

6.) Small chamber with a Demon Knight and a staircase; take it heading down
7.) First room on B2, a long chamber with 2 Wizards; take the lower-left door
8.) Small empty room; head down
9.) Large room with 4 Gargoyles; head left
10.) Another large room with 2 Demon Knights; take the top-right door

At this point, you should enter into a room with Efreet, who is laughably easy
at the recommended levels.  Unlike other encounters, this Efreet can be fought
repeatedly by reentering the room.  He's an excellent source for EXP, so, if
you're even close to gaining a level, you might want to fight him until you do.
Efreet also leaves 6 to 9 small hearts each time he is killed, so this an ideal
spot to fill you HP before moving on to tackle Giza.  Once you're ready, both
in terms of level and health, take the door at the top, then head right.  The
hour is upon you...


==============
GIZA, AT LAST!
==============
As Alex enters his chamber, Giza in the midst of finalizing his plans to warp
the Prime Orb towards the side of evil.  Alex calls him out, and Giza laughs,
commenting that his poor Katarina is already dead.  Fury fills Alex's body, and
Giza continues his taunts.  Just as the fight at Keire started, Giza hurls a
few blasts at Alex.  This time, however, Alex manages to bat them away; Giza is
impressed.  Then, Alex holds high the Soldrak and calls upon the power of the
ancient dragons.  Giza's shield of invincibility is shattered, but he continues
to laugh off Alex's attacks.  That is, at least, until Alex levels him with a
mighty blow to the chest.  Now on his knees, Giza combines his power with the
that of the Prime Orb, and his body begins to transform into a truly demonic
shape...


=================
FINAL BOSS - GIZA
=================
HP:      184
Attack:  154/178
Defense: 207


Now transformed, Giza stops the parlor tricks and seeks only to tear you apart.
He glides and leaps around the room, unloading a series of projectile attacks
upon you.  When his life gets low, Giza will charge up and unleash a wall of
flaming shots at you, inflicting massive damage (this is the second attack
number above).  For this reason, DO NOT let your HP get below the midway point.
You don't want to risk an instant death if you accidentally touch these
projectiles.

Giza's defense is also mighty.  In addition to a high physical resistance, he
is immune to all elemental attacks and your Sword Technique.  He is also
capable of blocking standard sword swipes.  This does not make for an easy
fight...

Luckily, there is a sure-fire strategy that can easily defeat Giza 100% of the
time.  Your secret weapon in this battle is the Hauza Technique, and your
secret defense is the Magic Mirror.  Stand on one side of the room and face
Giza.  Even if he's not on the screen, use the Hauza Technique.  You will
likely hit him if he's near the center, and the damage will be noticeable.
Meanwhile, use the Mirror to create a shield around yourself, which will last
until you are hit.  This will reduce all the threat of Giza's attacks to nil.
You will likely need to use a Magic Crystal or Potion along the way, but this
is a small price to pay for victory.  Continue assaulting him with the Hauza
Technique, preferably from off the screen, and he will quickly fall.


===========
THE ENDING?
===========
With Giza defeated, the game now goes into an ending sequence.  Since there's
nothing more you need to do but watch, this walkthrough will stop here and let
you enjoy these scenes unspoiled.  The fate of Katarina, the Prime Orb, the
sick villagers, and even the world will all be cleared up for you.  Just one
small note: be sure to continue watching the ending even after the credits.
It'd be a shame to miss out on the whole thing.  The game is truly over only
when the words "The End" appear on the screen.

At this point, our journey together comes to an end.  I truly hope that this
guide has been useful to you, enriching your experience of Dragon View along
the way.  If you have any comments at all about the guide, please feel free to
contact me.  Thanks for reading, and enjoy the ending of Dragon View.




_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                               A P P E N D I X
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The appendix includes a quick reference for finding any weapon, item, armor, or
other upgrade in the game.  Also included are a detailed bestiary, stats for
every enemy and boss in the game, a shop listing, level-up spots, unsolved
mysteries, and PAR codes.  The following sections are included below:


                   1. Weapons & Armor Upgrades.........DV0K
                   2. Rings............................DV0L
                   3. Items............................DV0M
                   4. Life & Magic Upgrade.............DV0N
                   5. Experience Chart.................DV0P
                   6. Shop Listing.....................DV0Q
                   7. Level-Up Locations...............DV0R
                   8. Unsolved Mysteries...............DV0S
                   9. Bestiary.........................DV0T
                   10.PAR Codes........................DV0U



===============================================================================
1.  W E A P O N S   &   A R M O R   U P G R A D E S                        DV0K
===============================================================================

The following section offers a quick listing of the attack power, color, and
location of all weapons and armor upgrades in the game.  This should be useful
for finding any upgrades that you may have missed along the way.


=====
SWORD
=====
This is Alex's primary weapon.  The sword changes color and strength as you
find Sword Energy hidden in chests throughout the game.  The Attack listed
below is added to your base ATP to determine your total attacking power.  The
following table offers a quick summary of the colors, damage, and location of
each upgrade for the sword.  Note that you do not have to get the upgrades in
this order, but this is when they are first made available.


o-----------------------------------------------------------------------o
|   Level   |    Color    |  Attack  |             Location             |
o===========|=============|==========|==================================|
|  Level 1  | Light Grey  |   +15    | Start with it                    |
|-----------|-------------|----------|----------------------------------|
|  Level 2  | Gold        |   +25    | Fire Cavern, 1F                  |
|-----------|-------------|----------|----------------------------------|
|  Level 3  | Grey        |   +35    | Castle in Keire Region           |
|-----------|-------------|----------|----------------------------------|
|  Level 4  | Aqua Blue   |   +45    | Glowing Emblem in Desert (South)*|
|-----------|-------------|----------|----------------------------------|
|  Level 5  | Orange      |   +55    | Ortah Temple, B2                 |
o-----------------------------------------------------------------------o
* Use Magic Mirror when standing atop the glowing emblem



=====
HAUZA
=====
The Hauza is a bladed, boomerang-like weapon that can be used to attack enemies
from afar.  Like the sword, the Hauza also changes color and strength as you
find Hauza Energy hidden in chests throughout the game.  The Attack listed
below is added to your base ATP to determine your total attacking power.  The
following table offers a quick summary of the colors, damage, and location of
each upgrade for the Hauza.  Note that you do not have to get the upgrades in
this order, but this is when they are first made available.  The first upgrade
you acquire will give you the Hauza itself.


o-----------------------------------------------------------------------o
|   Level   |    Color    |  Attack  |             Location             |
o===========|=============|==========|==================================|
|  Level 1  | Light Grey  |   +20    | Hujia Arsenal                    |
|-----------|-------------|----------|----------------------------------|
|  Level 2  | Gold        |   +30    | Castle on Snow Field             |
|-----------|-------------|----------|----------------------------------|
|  Level 3  | Grey        |   +40    | Fortress, 1F                     |
|-----------|-------------|----------|----------------------------------|
|  Level 4  | Aqua Blue   |   +50    | Glowing Emblem in Lake Region*   |
|-----------|-------------|----------|----------------------------------|
|  Level 5  | Orange      |   +60    | Sektra Temple, 1F                |
o-----------------------------------------------------------------------o
* Use Magic Mirror when standing atop the glowing emblem



=============
OTHER WEAPONS
=============
A few items that have other purposes can also be used for damage.  The table
below lists their attack powers, which is again added to your base ATP to
determine total attack power.


o------------------------------------------------------------------------o
|     Weapon      |  Attack  |                  Notes                    |
o=================|==========|===========================================|
| Bombs           |   +50    | Also destroys boulders, floors, and walls |
|-----------------|----------|-------------------------------------------|
| Silver Arrows   |   +30    | Requires Bow to use                       |
|-----------------|----------|-------------------------------------------|
| Serpent Scales  |   +10    | Qunos can give more; is NOT ice elemental |
o------------------------------------------------------------------------o



=====
ARMOR
=====
Armor is your main line of defense against enemy attacks, and it is upgraded
just as your weapons are.  Also like your weapons, the color of your armor
changes with the upgrades.  Unlike the weapons, however, upgrades to the armor
are FAR more valuable.  Each armor level is the equivalent of 5 level-ups worth
of added defense.  Picking them up is clearly the best way to cut the damage
that you take.  The table below lists the color, added defense, and location of
each armor upgrade.  Note that you can acquire the upgrades in any order, but
they are listed below in the order they first become available.


o------------------------------------------------------------------------o
|   Level   |    Color    |  Defense  |             Location             |
o===========|=============|===========|==================================|
|  Level 1  | Dark Grey   |    +10    | Start with it                    |
|-----------|-------------|-----------|----------------------------------|
|  Level 2  | Lavender    |    +20    | Hujia Storehouse                 |
|-----------|-------------|-----------|----------------------------------|
|  Level 3  | Grey        |    +30    | Ice Cavern in Keire Region       |
|-----------|-------------|-----------|----------------------------------|
|  Level 4  | Purple      |    +40    | Glowing Emblem on Mt. Badsel*    |
|-----------|-------------|-----------|----------------------------------|
|  Level 5  | Gold        |    +50    | Cave to Underworld, B1           |
o------------------------------------------------------------------------o
* Use Magic Mirror when standing atop the glowing emblem



===============================================================================
2.  R I N G S                                                              DV0L
===============================================================================

Rings are your main source of inflicting elemental damage.  In addition to
being require for certain parts of the plot, they also make excellent offensive
tools that should be incorporated into any player's arsenal.


=========
FIRE RING
=========
The table below lists the damage, location, and any special effects for the
Fire Ring at the different power levels.  Once the ring has been upgraded, you
can use the charged attack by holding down the A-Button.  The listed Attack
value will be deducted from the enemy's HP (after taking resistances into
account), and will use up 1 MP per level.  Descriptions of the attacks at each
level are described below the table.


o-----------------------------------------------------------------------------o
|   Level   |  Attack  |             Location              |  Special Effects |
o===========|==========|===================================|==================|
|  Level 1  |    20    | Fire Cavern, 1F                   | Melt Ice Pillars |
|-----------|----------|-----------------------------------|------------------|
|  Level 2  |    30    | Stump on Casdra Plains            |      ------      |
|-----------|----------|-----------------------------------|------------------|
|  Level 3  |    40    | Glowing Emblem in Desert (center)*|      ------      |
o-----------------------------------------------------------------------------o
* Use Magic Mirror when standing atop the glowing emblem


Level 1:  A small fireball hits a single target, shoulder level only
Level 2:  A larger fireball travels through multiple target, still
          shoulder level only
Level 3:  Large wave of lava sweeps across the floor in front of Alex,
          hurting enemies even off the screen



========
ICE RING
========
The table below lists the damage, location, and any special effects for the Ice
Ring at the different power levels.  Once the ring has been upgraded, you can
use the charged attack by holding down the A-Button.  The listed Attack value
will be deducted from the enemy's HP (after taking resistances into account),
and will use up 1 MP per level.  Descriptions of the attacks at each level are
described below the table.


o-----------------------------------------------------------------------------o
|   Level   |  Attack  |             Location              |  Special Effects |
o===========|==========|===================================|==================|
|  Level 1  |    10    | Ice Fortress, 2F                  |  Freezes Water   |
|-----------|----------|-----------------------------------|------------------|
|  Level 2  |    20    | Castle at northeast of Snow Field |      ------      |
|-----------|----------|-----------------------------------|------------------|
|  Level 3  |    40    | Glowing Emblem in Snow Field*     |      ------      |
o-----------------------------------------------------------------------------o
* Use Magic Mirror when standing atop the glowing emblem


Level 1:  Ice chunks fall from the sky, hitting enemies; may hit more than once
Level 2:  Larger ice chunks fall, more likely to hit all enemies
Level 3:  Blizzard sweeps the screen, hitting all targets



==============
LIGHTNING RING
==============
The table below lists the damage, location, and any special effects for the
Lightning Ring at the different power levels.  Once the ring has been upgraded,
you can use the charged attack by holding down the A-Button.  The listed Attack
value will be deducted from the enemy's HP (after taking resistances into
account), and will use up 1 MP per level.  Descriptions of the attacks at each
level are described below the table.


o-----------------------------------------------------------------------------o
|   Level   |  Attack  |             Location              |  Special Effects |
o===========|==========|===================================|==================|
|  Level 1  |    10    | Falls, Lake Region                | Destroy boulders |
|-----------|----------|-----------------------------------|------------------|
|  Level 2  |    20    | Stump in Sektra Swamp, northwest  | Destroy boulders |
|-----------|----------|-----------------------------------|------------------|
|  Level 3  |    40    | Glowing Emblem in Sektra Swamp*   |      ------      |
o-----------------------------------------------------------------------------o
* Use Magic Mirror when standing atop the glowing emblem


Level 1:  Single lightning bolt, hits closest target or boulder
Level 2:  Two bolts come down; destroys greenish boulders
Level 3:  Huge bolt crashes down, damaging all enemies on screen



===============================================================================
3.  I T E M S                                                              DV0M
===============================================================================

Aside from the staple items that are sold in stores, there are also many others
that you will come across along during your explorations.  Most are required,
but some are optional.  The following list is alphabetized and does contain
some spoilers.


Blessing:           The Blessing is a small statue that houses the spirit of
                   the Woodland Guardian.  This item is required to
                   successfully pass through the Illusion Forest.  The
                   Blessing replaces the Fairy Statue on the item menu, and
                   you'll need the help of Ogma to coax the spirit back into
                   it.

Bow:                The Bow allows you to shoot silver arrows once you find it.
                   While it does belong to the Hunter in Casdra, he kindly
                   allows you to keep it if you manage to bring it back.  It's
                   hidden in the Cave to the north of Casdra, and is required
                   to pass by a certain part late in the game.

Dynamite:           Used by Tylon to make bombs, the Dynamite is kept in the
                   Storehouse.  You'll need to return it to him to get his
                   production back underway.  The Bombs replace this item on
                   the inventory screen once you hand it over.

Fairy Statue:       This is an ancient relic that once housed the spirit of the
                   Woodland Guardian.  It's rumored to be found somewhere in
                   Hujia.

Fire Boots:         These shoes allow you to walk on fiery floors and over
                   lava.  While you don't technically need to find them, it's
                   almost impossible to survive without them.  The Boots have
                   long been hidden under a giant boulder on Mt. Badsel.

Fruit:              Fruit serves many purposes in the game.  You can use it
                   directly to restore a very small amount of HP, but this a
                   waste.  You can also sell it at any item shop in the game
                   for 1 Jade each, but that's equally useless.  The most
                   valuable use that Fruit has, surprisingly, is in bartering.
                   There appear to be many wizards in the game who will trade
                   you all sorts of goodies just for a few Fruit.  Everything
                   from Potions to Crystals to Armor Upgrades can be yours for
                   the right price.  Fruit can be found in the branches of
                   many trees, and its stock always replenishes when you exit
                   and reenter the stage.  Look throughout the walkthrough for
                   locations to find some.

Gloves:             The Gloves enhance your pushing strength and allow you to
                   move even the heaviest statues in the game.  You will come
                   across a few places early on where such statues stand in
                   your way.  Be sure to revisit them once finding the Gloves,
                   which rest inside the Sektra Temple.

Horn:               The Horn is a lost relic of the ancient sorceresses of
                   Miraj, a desert town.  It has several ties to the desert,
                   some of which include taming quicksand, moving lion
                   statues, and even raising a buried temple from the sands.
                   This item is found in a random desert encounter with a Red
                   Sandworm, though an old woman must inform you of it first.

Key:                Keys are used to open locked doors throughout the game, and
                   apparently all Keys are capable of opening any door.  The
                   game usually supplies you with a Key shortly before you
                   need to use it, so you should never have to search hard,
                   nor should you be carrying a surplus.

Large Bag:          One of the most missed items in the game, the Large Bag
                   lets you store a greater quantity of the basic items.  The
                   specific effects are the following:

                   - Can hold 5 Potions
                   - Can hold 5 Crystals
                   - Can hold 30 Bombs
                   - Can hold 50 Arrows

                   The Large Bag is traded for Fruit from a wizard in the
                   swamp.  He occupies a stump in the center of the region
                   (see map in walkthrough for the specific location).

Magic Mirror:       The Magic Mirror allows you to enter the glowing,
                   triangular emblems on the overworld map.  Simply use the
                   Mirror when you're standing over them to pass underneath.
                   In battle, the Mirror casts a protective shield that blocks
                   any 1 attack at the cost 3 MP.  This effect can be
                   extremely useful if used in the correct situation.  The
                   Mirror is another optional item, and is hidden in the
                   southern lion statue in the desert.

Musical Score:      This ancient scroll teaches you the Melody of the Sand, a
                   tune which is played on the Horn.  Alex is a quick learner,
                   and he memorizes the melody as soon as he picks up the
                   scroll.  It's said that this is needed to raise the hidden
                   Ortah Temple from beneath the desert sands, but only if
                   used in the right location.  The score is hidden in the
                   caverns beneath Miraj.

Pendant:            Passed down to Alex across generations, the Pendant is a
                   token from the Dragon Lords.  It serves mainly as a way to
                   identify Alex and allow him to converse with the dragons.

Serpent Scales:     These scales are somehow charged with the ability to douse
                   flame pillars, and they are needed to pass through the Fire
                   Cavern.  They can also be used as an offensive weapon, but
                   the damage they inflict is quite minimal.  You get them
                   originally from Master Qunos, and will continue to give you
                   10 more once your reserve drops to 9 or less.




===============================================================================
4.  L I F E   &   M A G I C   U P G R A D E S                              DV0N
===============================================================================

Life and Magic upgrades are among the most numerous and easiest to miss in the
game.  This section has a full listing of the locations for all these goodies,
as well as the corresponding maximum HP and MP values once you acquire them.


================
HEART CONTAINERS
================
The following is a list of all the Heart Containers found in the game,
organized in the order they become available.  If you miss any of these
upgrades along the way, you can return to get them at any point in your
journey.  Each Heart Container picked up adds 8 HP to your maximum.  Keep in
mind that, at maximum life, your life bar should be as long as the boss's.


o------------------------------------------------------------------------o
| No. | HP Total |                     Location                          |
|=====|==========|=======================================================|
|  1  |    56    | Wandering Merchant, Town of Hujia (200 Jade)          |
|-----|----------|-------------------------------------------------------|
|  2  |    64    | Mt. Galys Pass, Inner Cave                            |
|-----|----------|-------------------------------------------------------|
|  3  |    72    | Wandering Merchant, Town of Casdra (300 Jade)         |
|-----|----------|-------------------------------------------------------|
|  4  |    80    | Meadow (south of Lake Cave)                           |
|-----|----------|-------------------------------------------------------|
|  5  |    88    | Landslide, return path from Snow Field                |
|-----|----------|-------------------------------------------------------|
|  6  |    96    | Wandering Merchant, Town of Miraj (400 Jade)          |
|-----|----------|-------------------------------------------------------|
|  7  |   104    | Wandering Merchant, Town of Hujia, (600 Jade)         |
|-----|----------|-------------------------------------------------------|
|  8  |   112    | Wandering Merchant, Town of Casdra, (800 Jade)        |
|-----|----------|-------------------------------------------------------|
|  9  |   120    | Wandering Merchant, Town of Miraj, (1000 Jade)        |
|-----|----------|-------------------------------------------------------|
| 10  |   128    | Wet Cavern (Sektra Swamp), kill 100 demons            |
|-----|----------|-------------------------------------------------------|
| 11  |   136    | Desert Cave (once you have Gloves), bomb wall         |
|-----|----------|-------------------------------------------------------|
| 12  |   144    | Old Well, 1F                                          |
|-----|----------|-------------------------------------------------------|
| 13  |   152    | Mt. Badsel Part 1, Inner Cave                         |
|-----|----------|-------------------------------------------------------|
| 14  |   160    | Mt. Badsel region, man from Miraj cave                |
|-----|----------|-------------------------------------------------------|
| 15  |   168    | Mt. Badsel region, hidden in tree at cave             |
|-----|----------|-------------------------------------------------------|
| 16  |   176    | Mt. Badsel region, boulder in northeast               |
|-----|----------|-------------------------------------------------------|
| 17  |   184    | Mt. Badsel Part 2                                     |
o------------------------------------------------------------------------o


========
MP STARS
========
The following list includes all the MP Star upgrades in the game, organized by
the order in which you can first acquire them.  Each upgrade adds 2 total stars
to your maximum MP total, and you can have a total of 18 MP by the game's end
(2 full rows).  If you miss any of these upgrades along the way, you can return
to get them at any point in your journey.


o------------------------------------------------------------------------o
| No. | MP Total  |                       Location                       |
|=====|===========|======================================================|
|  1  | ****      | Fire Cavern, B1                                      |
|     |           |                                                      |
|-----|-----------|------------------------------------------------------|
|  2  | ******    | Snowfield Cave, found along eastern mountains of     |
|     |           | the Snow Field region                                |
|-----|-----------|------------------------------------------------------|
|  3  | ********  | First prize won whenever you play chest game, found  |
|     |           | in a Snow Field Castle                               |
|-----|-----------|------------------------------------------------------|
|  4  | ********* | Ice Fortress, 2F                                     |
|     | *         |                                                      |
|-----|-----------|------------------------------------------------------|
|  5  | ********* | Desert Cave, 1F                                      |
|     | ***       |                                                      |
|-----|-----------|------------------------------------------------------|
|  6  | ********* | Forest, found in cave at the intersects of Desert    |
|     | *****     | and Swamp region                                     |
|-----|-----------|------------------------------------------------------|
|  7  | ********* | North Cave (north of Casdra), accessible once you    |
|     | *******   | have the Gloves                                      |
|-----|-----------|------------------------------------------------------|
|  8  | ********* | Mt. Badesl Part 2, Inner Cave                        |
|     | ********* |                                                      |
o------------------------------------------------------------------------o



===============================================================================
5.  E X P E R I E N C E   C H A R T                                        DV0P
===============================================================================

This chart lists the base stats and experience for all levels in the game.
Note that the final level is 46, and the game displays this level as "MASTER"
once you reach it.  A few of the terms mentioned below are the following:


Level:   Obviously, this is Alex's level, as shown on the status bar.

ATP:     Base attack power.  This is added to Alex's weapon to get total
        attack power.

DFP:     Base defensive power.  This is added to the defense of Alex's armor to
        get total defensive power.

EXP:     This is this experience needed to go to the NEXT level from the one
        listed.  So, at level 1, you need 8 EXP to reach level 2.


o-------------------------------o          o----------------------------------o
| Level | ATP | DFP |    EXP    |          | Level  | ATP | DFP |     EXP     |
|=======|=====|=====|===========|          |========|=====|=====|=============|
|   1   |  0  |  0  |   8       |          |   26   | 100 |  50 |   19,682    |
|   2   |  4  |  2  |   26      |          |   27   | 104 |  52 |   21,952    |
|   3   |  8  |  4  |   64      |          |   28   | 108 |  54 |   24,388    |
|   4   |  12 |  6  |   124     |          |   29   | 112 |  56 |   27,000    |
|   5   |  16 |  8  |   216     |          |   30   | 116 |  58 |   29,790    |
|       |     |     |           |          |        |     |     |             |
|   6   |  20 |  10 |   342     |          |   31   | 120 |  60 |   32,768    |
|   7   |  24 |  12 |   512     |          |   32   | 124 |  62 |   35,936    |
|   8   |  28 |  14 |   728     |          |   33   | 128 |  64 |   39,304    |
|   9   |  32 |  16 |   1000    |          |   34   | 132 |  66 |   42,874    |
|  10   |  36 |  18 |   1330    |          |   35   | 136 |  68 |   69,984    |
|       |     |     |           |          |        |     |     |             |
|  11   |  40 |  20 |   1728    |          |   36   | 140 |  70 |   101,304   |
|  12   |  44 |  22 |   2196    |          |   37   | 144 |  72 |   137,180   |
|  13   |  48 |  24 |   2744    |          |   38   | 148 |  74 |   177,954   |
|  14   |  52 |  26 |   3374    |          |   39   | 152 |  76 |   224,000   |
|  15   |  56 |  28 |   4096    |          |   40   | 156 |  78 |   275,680   |
|       |     |     |           |          |        |     |     |             |
|  16   |  60 |  30 |   4912    |          |   41   | 160 |  80 |   333,396   |
|  17   |  64 |  32 |   5832    |          |   42   | 164 |  82 |   397,530   |
|  18   |  68 |  34 |   6858    |          |   43   | 168 |  84 |   468,512   |
|  19   |  72 |  36 |   8000    |          |   44   | 172 |  86 |   546,744   |
|  20   |  76 |  38 |   9260    |          |   45   | 176 |  88 |   681,352   |
|       |     |     |           |          |        |     |     |             |
|  21   |  80 |  40 |  10,648   |          | MASTER | 180 |  90 |   -------   |
|  22   |  84 |  42 |  12,166   |          o----------------------------------o
|  23   |  88 |  44 |  13,824   |
|  24   |  92 |  46 |  15,624   |
|  25   |  96 |  48 |  17,576   |
o-------------------------------o



===============================================================================
6.  S H O P   L I S T I N G                                                DV0Q
===============================================================================

The table below lists the item prices (in Jade) at the five main shops
throughout the game.  It always helps to shop around and find the best price
before stocking up on these staple goods.


o----------------------------------------------------o
|   Town   |  Potion  | Crystal |  Bombs  |  Arrows  |
|==========|==========|=========|=========|==========|
| Hujia    |   100    |   200   |   20    |    5     |
|----------|----------|---------|---------|----------|
| Casdra   |   200    |   400   |   40    |    10    |
|----------|----------|---------|---------|----------|
| Miraj    |   200    |   400   |   40    |    10    |
|----------|----------|---------|---------|----------|
| Orusort  |   300    |   600   |   60    |    20    |
|----------|----------|---------|---------|----------|
| Badsel   |   500    |   1000  |   100   |    25    |
o----------------------------------------------------o



===============================================================================
7.  B E S T I A R Y                                                        DV0R
===============================================================================

The Bestiary lists full statistics and strategies for every enemy in the game.
Though it may not seem like such detail is needed for most foes, an advanced
strategy will allow you to safely defeat enemies at any level.  Enemy
statistics are also vital in formulating your own leveling and fighting
tactics.

Before going on, here is an explanation of the statistics used below:


Name:          Rather self-explanatory, this is the name given to the enemy
              throughout the guide.  In many cases these names are unofficial.

(HP):          All enemies have 40 HP.  This value is omitted from the enemy
              table below because it's the same for all of them.

Attack:        The offensive power of the enemy, similar to Alex's ATP.

Defense:       The defensive power of the enemy, similar to Alex's DFP.

EXP:           The numerical experience left by the defeated enemy.

Drops:         The number of items the enemy will drop when defeated.

Jade:          The maximum value of the Jade dropped by this enemy.  Lower
              values can always be dropped, but higher values can't.

Elements:      List the elemental resistances of enemies.  This can be rather
              complicated, as weaknesses are not standard across all enemies.
              Generally, an enemy is weak to an element if it takes more than
              50% the normal damage.  Conversely, it's strong to an element
              when it takes less than 50% of the normal damage.  A definition
              of the shorthand used below:

              - F = Fire; I = Ice; L = Lightning
              - 0 = normal damage; W = weak; S = strong

              For example, seeing "F:0 I:S L:W" would mean that the enemy is
              neutral to Fire attacks, strong to ice attacks, and weak to
              Lightning attacks.


=====================
ENEMY STATISTICS LIST
=====================
A quick table listing enemy statistics is found below.  More in-depth
strategies are found after this section.


o-----------------------------------------------------------------------------o
|        Name         | Attack | Defense |  EXP  | Drops | Jade |  Elements   |
|=====================|========|=========|=======|=======|======|=============|
| Badsel Samurai      |  116   |   169   | 1030  |   3   | Gold | F:0 I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Beetle (Blue)       |   18   |    0    |   2   |   1   | Blue | F:0 I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Beetle (Black)(1)   |   40   |   23    |   91  |   1   | Blue | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Beetle (Black)(2)   |   40   |   23    |   73  |   1   | Blue | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Blob (Water)(1)     |   86   |   125   |  675  |   1   | Pink | F:W I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Blob (Water)(2)     |   86   |   125   |  540  |   1   | Pink | F:W I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Blob (Earth)        |   68   |   99    |  784  |   3   | Gold | F:S I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Blob (Fire)         |  114   |   161   | 1103  |   2   | Gold | F:S I:W L:S |
|---------------------|--------|---------|-------|-------|------|-------------|
| Cave Man            |   48   |   35    |   89  |   2   | Pink | F:0 I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Demon Knight (White)|  130   |   175   | 1970  |   3   | Pink | F:S I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Demon Knight (Gold) |  132   |   187   | 2310  |   3   | Gold | F:S I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Fighting Mage       |   70   |   87    |  442  |   2   | Pink | F:0 I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Fire Demon          |   48   |   31    |   92  |   2   | Blue | F:W I:W L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Gargoyle (Keire)    |   50   |   53    |  213  |   2   | Blue | F:W I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Gargoyle (Casdra)   |   72   |   97    |  493  |   2   | Pink | F:W I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Gargoyle (Cave)     |   72   |   97    |  493  |   2   | Pink | F:W I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Gargoyle (Giza)(1)  |  126   |   175   | 2176  |   3   | Gold | F:0 I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Gargoyle (Giza)(2)  |  126   |   175   | 1741  |   3   | Gold | F:0 I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Giant (Green)       |  116   |   157   |  893  |   3   | Pink | F:W I:W L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Giant (Purple)      |  116   |   157   | 1116  |   3   | Pink | F:W I:W L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Giant (Blue)        |  124   |   181   | 1432  |   3   | Gold | F:0 I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Grim Reaper         |  118   |   161   | 1332  |   2   | Gold | F:S I:S L:0 |
|  (Green)(1)         |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Grim Reaper         |  118   |   161   | 1066  |   2   | Gold | F:S I:S L:0 |
|  (Green)(2)         |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Grim Reaper         |  134   |   183   | 2611  |   3   | Gold | F:S I:S L:0 |
|  (Blue)(1)          |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Grim Reaper         |  134   |   183   | 2089  |   3   | Gold | F:S I:S L:0 |
|  (Blue)(2)          |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Huge Bug (Green)(1) |   90   |   149   | 1248  |   2   | Pink | F:S I:S L:S |
|---------------------|--------|---------|-------|-------|------|-------------|
| Huge Bug (Green)(2) |   90   |   149   |  999  |   2   | Pink | F:S I:S L:S |
|---------------------|--------|---------|-------|-------|------|-------------|
| Huge Bug (Purple)   |   90   |   149   |  N/A  |   0   | None | F:0 I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Ice Man (1)         |   64   |   73    |  370  |   3   | Pink | F:W I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Ice Man (2)         |   64   |   73    |  296  |   3   | Pink | F:W I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Lizard Knight       |   20   |    3    |   7   |   1   | Blue | F:0 I:0 L:0 |
|  (Green)(1)         |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Lizard Knight       |   20   |    3    |   6   |   1   | Blue | F:0 I:0 L:0 |
|  (Green)(2)         |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Lizard Knight       |   74   |   91    |  475  |   2   | Pink | F:0 I:0 L:0 |
|  (Blue)(1)          |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Lizard Knight       |   74   |   91    |  380  |   2   | Pink | F:0 I:0 L:0 |
|  (Blue)(2)          |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Lizard Knight       |   98   |   157   |  665  |   3   | Pink | F:S I:S L:W |
|  (Black)            |        |         |       |       |      |             |
|---------------------|--------|---------|-------|-------|------|-------------|
| Moth Bat (Green)    |   38   |    3    |   3   |   1   | Blue | F:0 I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Moth Bat (Pink)     |   44   |   15    |   23  |   1   | Blue | F:0 I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Moth Bat (Gold)     |  104   |   125   |  531  |   2   | Pink | F:W I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Mummy               |   86   |   113   |  389  |   2   | Pink | F:0 I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Sandworm (Purple)(1)|   82   |   99    |  735  |   3   | Pink | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Sandworm (Purple)(2)|   82   |   99    |  588  |   3   | Pink | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Sandworm (Red)      |   82   |   99    | 1405  | Chest | None | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Scorpion (Gold)(1)  |   32   |    7    |   6   |   1   | Blue | F:0 I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Scorpion (Gold)(2)  |   32   |    7    |   5   |   1   | Blue | F:0 I:0 L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Scorpion (Purple)(1)|   76   |   91    |  515  |   2   | Pink | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Scorpion (Purple)(2)|   76   |   91    |  412  |   2   | Pink | F:S I:W L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Sentry (Silver)     |   34   |    7    |   7   |   1   | Blue | F:0 I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Sentry (Gold)       |   54   |   57    |  190  |   2   | Blue | F:W I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Snow Samurai        |   56   |   61    |  233  |   3   | Pink | F:W I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Stone Man (Field)   |   78   |   95    |  597  |   3   | Pink | F:S I:S L:S |
|---------------------|--------|---------|-------|-------|------|-------------|
| Stone Man (Cave)    |   58   |   78    |  296  |   3   | Pink | F:W I:S L:0 |
|---------------------|--------|---------|-------|-------|------|-------------|
| Underworld Samurai  |  120   |   187   | 1283  |   3   | Gold | F:S I:S L:S |
|---------------------|--------|---------|-------|-------|------|-------------|
| Warlock             |   72   |   101   |  467  |   2   | Pink | F:S I:S L:S |
|---------------------|--------|---------|-------|-------|------|-------------|
| Water Demon         |   94   |   141   |  714  |   2   | Pink | F:W I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Water Knight        |   94   |   133   |  638  |   3   | Blue | F:W I:0 L:W |
|---------------------|--------|---------|-------|-------|------|-------------|
| Wizard              |  126   |   165   | 1093  |   3   | Gold | F:S I:S L:S |
o-----------------------------------------------------------------------------o



====================
MONSTER ENCYCLOPEDIA
====================
This section includes tactics and strategies for fighting every enemy in the
game.  Also included are the various locations listing where each foe can be
found.

-------------------------------------------------------------------------------

Name: BADSEL SAMURAI

HP:       40               EXP:    1030              Strong:  None
Attack:   116              Drops:  3                 Weak:    None
Defense:  169              Jade:   Gold

Locations: Mt. Badsel Part 2, Giant Boulder


Badsel Samurais are the large, multi-armed enemies that dwell within the caves
of Mt. Badsel.  Like all members of the Samurai family, this type fires
projectiles from afar and spins towards you when in line.  Also like all other
members of the family, this Samurai is best dispatched with the Hauza.  Take
shots from afar, jump over the projectiles, and move up or down when it begins
spinning.  Despite its high defense, it's possible to safely take out this foe.
-------------------------------------------------------------------------------

Name: BEETLE (BLUE)

HP:       40               EXP:    2                 Strong:  None
Attack:   18               Drops:  1                 Weak:    None
Defense:   0               Jade:   Blue

Locations: Hujia Region, Casdra Plains, Lake Region


The Blue Beetle is a small enemy that boroughs into the ground and spits deadly
acid/fire from its breath when it emerges.  While it's not the most agile foe,
it does move around erratically enough to get off some dangerous shots.  Your
Hauza can't damage it, so use your sword and try to stay airborne (by jumping)
until you're near the Beetle.  You can even stand on top of this enemy's shell
without taking damage, allowing you to attack from above. Whatever tactic you
employ, just be sure never to walk towards it from straight ahead.  You're just
throwing HP away by doing so.
-------------------------------------------------------------------------------

Name: BEETLE (BLACK)(1)

HP:       40               EXP:    91                Strong:  Fire
Attack:   40               Drops:  1                 Weak:    Ice
Defense:  23               Jade:   Blue

Locations: Fire Cavern Region


Like its blue-colored brethren, the Black Beetle boroughs into the ground and
moved about to find an ample attacking spot.  This variety is only found in the
ashy and charred landscapes surrounding the Fire Cavern.  Its attack patterns
are essentially the same, but it moves noticeably quicker and has an attack and
defense to be reckoned with.  At the time you can first encounter these foes,
they make an excellent source of experience for leveling-up.
-------------------------------------------------------------------------------

Name: BEETLE (BLACK)(2)

HP:       40               EXP:    73                Strong:  Fire
Attack:   40               Drops:  1                 Weak:    Ice
Defense:  23               Jade:   Blue

Locations: Fire Cavern


This is the indoor variety of the Black Beetle mentioned above.  It is
identical in every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: BLOB (WATER)(1)

HP:       40               EXP:    675               Strong:  None
Attack:   86               Drops:  1                 Weak:    Fire
Defense:  125              Jade:   Pink

Locations: Sektra Swamp


The Water Blobs are the staple enemies of the swamp, and their very essence is
likely spawned by the foul waters all about.  Like all members of the Blob
family, the Water type can only be harmed when standing upright and can only
harm you when leaping through midair.  This feature makes them easy to avoid
but difficult to kill.  If your levels are low (under 20) when you first meet
them, the Fire Ring is a good bet, as they are moderately weak to this element.
At more reasonable levels, you can engage in hand-to-hand combat.  Stay below
them and move up for a sword strike when you're close enough.  You can use the
Hauza, but it's a lot more difficult to target them with that weapon.
-------------------------------------------------------------------------------

Name: BLOB (WATER)(2)

HP:       40               EXP:    540               Strong:  None
Attack:   86               Drops:  1                 Weak:    Fire
Defense:  125              Jade:   Pink

Locations: Jade Mine, Old Well


This is the indoor variety of the Water Blob mentioned above.  It is identical
in every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: BLOB (EARTH)

HP:       40               EXP:    784               Strong:  Fire, Ice
Attack:   68               Drops:  3                 Weak:    None
Defense:  99               Jade:   Gold

Locations: Quicksand Cave, Mt. Badsel I,  Dead End Cave


These gelatinous opponents are found in some of the oldest caves Alex will ever
explore.  They attack by lunging into the air, then rolling along the floor as
a small ball until they take form once again.  The only time they can harm you
is in midair, meaning this foe is relatively harmless during most of the fight.
You can only inflict damage when it's in blob form, however, which also adds a
layer of protection on the enemy's part.  While its defense is fairly high, its
offense is low enough that the threat of severe damage is minor.  Simply take
this enemy out at your leisure.  It's also interesting to note that the EXP and
drops given are excellent, especially at the time you first encounter this
Blob.  This is a great enemy to use in training.
-------------------------------------------------------------------------------

Name: BLOB (FIRE)

HP:       40               EXP:    1103              Strong:  Fire, Lit
Attack:   114              Drops:  2                 Weak:    Ice
Defense:  161              Jade:   Gold

Locations: Desert Cave, Cave to Underworld


Fire Blobs are animated from the very magma flowing deep within the caves
they're found in.  These are the toughest members of the Blob family, but they
move and attack in basically the same way.  They only inflict damage when in
midair and can only be harmed when standing upright.  By the time you encounter
these foes, you should have the Ice Ring and one or two upgrades.  The Blobs
are highly weak to this attack, and a charged ice blast will even clear an
entire room quickly.  Short of this, stay on a different horizontal level and
move in from the top or bottom to strike.
-------------------------------------------------------------------------------

Name: CAVE MAN

HP:       40               EXP:    89                Strong:  None
Attack:   48               Drops:  2                 Weak:    Ice
Defense:  35               Jade:   Pink

Locations: Fire Cavern


Less evolved forms of humans still exist in the current time, as evidenced by
these enemies.  They seem to have taken up a permanent residence in the Fire
Cavern, as this is the only place you will ever spot one.  Despite their
seeming lack of intelligence, the Cave Men can move around quickly, in some
very difficult attack patterns.  Most notably, they love to "hit-and-run," as
well as jump off the walls and leap into the air.  Your best bet is to stay on
a different horizontal level from them, as this makes you immune to most of
their attacks.  Creep up near them and get a shot off with your sword when
nearby.  While the Hauza can work against these enemies in open spaces, they
are generally quick enough that it's not the best tactic.
-------------------------------------------------------------------------------

Name: DEMON KNIGHT (WHITE)

HP:       40               EXP:    1970              Strong:  Fire, Ice
Attack:   130              Drops:  3                 Weak:    None
Defense:  175              Jade:   Pink

Locations: Desert Cave, Cave to Underworld


Demon Knights are animated from the corrupted remnants of great soldiers from
the past.  These armored foes are the premier warriors in Giza's army.  Along
with their Gold-colored brethren, these Knights carry shields that can deflect
any physical attack, as well as a far-reaching mace for quickly deciding hand-
to-hand combat.  It should be obvious that attacking with a sword is not
preferred, but their shields can also deflect any attack from the Hauza.  This
is where a bit of ingenuity comes in.  The best way to inflict damage is to
jump and launch the Hauza over their heads, then, once you land on the ground,
allow the Hauza to return to you there.  It should cut through the back of the
Demon Knight and inflict some serious injury.  If you're lucky, this method
will also throw the Demon Knight back a short ways, allowing you to repeat it
several times as needed.
-------------------------------------------------------------------------------

Name: DEMON KNIGHT (GOLD)

HP:       40               EXP:    2310              Strong:  Fire, Ice
Attack:   132              Drops:  3                 Weak:    None
Defense:  187              Jade:   Gold

Locations: Giza's Palace


Demon Knights are animated from the corrupted remnants of great soldiers from
the past.  These armored foes are the premier warriors in Giza's army.  Along
with their White-colored brethren, these Knights carry shields that can deflect
any physical attack, as well as a far-reaching mace for quickly deciding hand-
to-hand combat.  It should be obvious that attacking with a sword is not
preferred, but their shields can also deflect any attack from the Hauza.  This
is where a bit of ingenuity comes in.  The best way to inflict damage is to
jump and launch the Hauza over their heads, then, once you land on the ground,
allow the Hauza to return to you there.  It should cut through the back of the
Demon Knight and inflict some serious injury.  If you're lucky, this method
will also throw the Demon Knight back a short ways, allowing you to repeat it
several times as needed.
-------------------------------------------------------------------------------

Name: FIGHTING MAGE

HP:       40               EXP:    442               Strong:  None
Attack:   70               Drops:  2                 Weak:    None
Defense:  87               Jade:   Pink

Locations: Casdra Plains (after Keire), Lake Region (after Keire)


The long-lost and somewhat evolved cousin of the Cave Men, the Fighting Mages
take over the Plains regions once you liberate Keire temple.  Unlike their
prehistoric brethren, these enemies shoot magical projectiles from their
wrists.  Before doing so, the Fighting Mage will pause for a second, charge up,
and then unleash in your direction.  This attack, while somewhat powerful, is
fairly easy to avoid since it is so clearly forecasted.  The Mage also retains
the charge and aerial body slam attacks, though they come at you more slowly
now and can be easily dodged.  The Fighting Mage isn't all that tough, and you
can make your life even easier by using the Hauza to combat him.
-------------------------------------------------------------------------------

Name: FIRE DEMON

HP:       40               EXP:    92                Strong:  None
Attack:   48               Drops:  2                 Weak:    Fire, Ice, Lit
Defense:  31               Jade:   Blue

Locations: Fire Cavern, Desert Cave


These interesting incarnations are bred from the molten lava of the caves they
inhabit.  Their primary form attack comes from the superheated balls of gas
they blast at you, making them very troublesome from afar.  To make matters
worse, the Fire Demons can replicate themselves instantly, and tend to do this
when left alone for too long.  You can solve both problems by standing nearby
these foes.  If you are just above or below them, they won't be able to target
you with their gas blasts.  This also puts you in perfect range to get a few
sword slashes off, which should be enough to finish these Demons in short
order.
-------------------------------------------------------------------------------

Name: GARGOYLE (KEIRE)

HP:       40               EXP:    213               Strong:  None
Attack:   50               Drops:  2                 Weak:    Fire
Defense:  53               Jade:   Blue

Locations: Ice Fortress, Keire Temple


Gargoyles are probably the most annoying form of enemy in the game.  Every
member of the species flies quickly overhead and swoops down to attack when
nearby.  These enemies are very agile and fairly intelligent, which is a deadly
combination.  The Gargoyles' main weakness is their sadistic sense of humor.
Every time they manage to attack you, they will pause for a second or two to
cackle.  This is the perfect time to strike.  Short of that, you can either
move slowly towards them and attack when in diagonal slash range, or you can
jump-attack with the Hauza.  Neither method is all that great, however.
-------------------------------------------------------------------------------

Name: GARGOYLE (CAVE)

HP:       40               EXP:    493               Strong:  None
Attack:   72               Drops:  2                 Weak:    Fire
Defense:  97               Jade:   Pink

Locations: Quicksand Cave, Lion Statues, Underground Temple, Ortah Temple, Wet
          Cavern, North Cave, Jade Mine, Mt. Badsel Part 1, Cave to the
          Underworld


Probably the most common enemy in the game, the Cave Gargoyles will always be a
serious annoyance.  They seem to pop up in rooms with pitfalls or in other
situations where their high pitched cackle is an unwelcome sound.  Whenever you
enter a room with them, it's best not to move around.  Simply stand where you
are and strike with the sword when they draw near.  If you try to jump or walk
underneath them, they will attempt to charge at quick speeds and get a hit off.
As always, if they do hit you, take advantage their "gloating" by returning the
favor with an attack of your own.  Though always a pest, these enemies don't
have to be a major problem with a little planning in advance.
-------------------------------------------------------------------------------

Name: GARGOYLE (CASDRA)

HP:       40               EXP:    493               Strong:  None
Attack:   72               Drops:  2                 Weak:    Fire
Defense:  97               Jade:   Pink

Locations: North Cave


This Gargoyle is identical to the Cave variety in every way, only its coloring
is slightly different.  You will only find this rare breed in the North Cave,
and it's a mystery why this special variety exists.
-------------------------------------------------------------------------------

Name: GARGOYLE (GIZA)(1)

HP:       40               EXP:    2176              Strong:  Ice
Attack:   126              Drops:  3                 Weak:    None
Defense:  175              Jade:   Gold

Locations: Underworld


The strongest member of the Gargoyle family, this breed is only found in the
Underworld and in the chambers of Giza's Palace.  Its attack patterns consist
of the same swooping-when-overhead and charging-when-in-midair patterns as
other Gargoyles.  By the time you face these guys, however, you should have the
Sword Technique and an ample supply of HP to use it liberally.  This is a much
better offensive tactic than the regular sword slash you used before.  Whatever
HP you expend using the technique will likely be made back by the small hearts
you find in defeat.
-------------------------------------------------------------------------------

Name: GARGOYLE (GIZA)(2)

HP:       40               EXP:    1741              Strong:  Ice
Attack:   126              Drops:  3                 Weak:    None
Defense:  175              Jade:   Gold

Locations: Giza's Palace


This is the indoor variety of the Gargoyle mentioned above.  It is identical in
every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: GIANT (GREEN)

HP:       40               EXP:    893               Strong:  None
Attack:   116              Drops:  3                 Weak:    Fire, Ice, Lit
Defense:  157              Jade:   Pink

Locations: Ancient Forest, Old Well, Illusion Forest, Mt. Badsel Part 1


Giants are some of the most ferocious enemies in the game.  They tower over all
other enemies, and are armed with a lethal axe that they have no qualms about
using.  By the time you first meet this foes, they can likely slaughter you
mercilessly.  Fortunately, they have two glaring weaknesses.  The first is
their extremely sluggish movement, and the second is their intolerance to all
elements.  Both make excellent bases for attack.  To exploit the first
weakness, simply make some distance and launch the Hauza.  With constant
contact, the Giants shouldn't even get close.  This won't work when facing
multiple Giants, and that's where elemental attacks truly shine.  The Ice Ring
is the weapon of choice, and a charged level 2 shot will take out a full
screen.  Using a little planning against these Goliaths will quickly turn you
into a modern day David.
-------------------------------------------------------------------------------

Name: GIANT (PURPLE)

HP:       40               EXP:    1116              Strong:  None
Attack:   116              Drops:  3                 Weak:    Fire, Ice, Lit
Defense:  157              Jade:   Pink

Locations: Mt. Badsel region


Despite their coloring, these Giants are actually identical to the Green kind
in every way except EXP (the Purple ones give more).  Refer to the description
above for appropriate strategies.
-------------------------------------------------------------------------------

Name: GIANT (BLUE)

HP:       40               EXP:    1432              Strong:  None
Attack:   124              Drops:  3                 Weak:    Ice
Defense:  181              Jade:   Gold

Locations: Mt. Badsel Part 1, Giant Boulder, Mt. Badsel Part 2


The Blue Giants are basically the same as their Green brethren, except with a
better defense.  And this addition can be a problem, because an improved
resistance to physical and elemental attacks means for a very tough fight.
Luckily, these Giants are still very sluggish and susceptible to the Hauza,
though it will likely take several hits to bring them down.  When facing
multiple Giants, that approach won't work.  Though they are now stronger
against Fire and Lightning damage, the Blue Giants can still be severely harmed
by Ice attacks.  When in small chambers or against multiple foes, use this
tactic.  The alternative is not very bright.  As a final note, be EXTREMELY
careful if you do choose to attack with the sword or Sword technique.  All
Giants have an immediate counter-attack that is very hard to dodge.  You'll
have no chance to get off consecutive hits, so just move out of the way when
the chops start coming.
-------------------------------------------------------------------------------

Name: GRIM REAPER (GREEN)(1)

HP:       40               EXP:    1332              Strong:  Fire, Ice
Attack:   118              Drops:  2                 Weak:    None
Defense:  161              Jade:   Gold

Locations: Mt. Badsel region


The Grim Reaper is sent from the Underworld to claim the souls of those
recently killed by the minions of evil.  With the sole purpose (no pun) of
consuming all living entities, you can expect a vicious fight.  The Reapers,
unlike most enemies, can not be avoided simply be changing horizontal level.
They have a cyclone attack that homes in on its targets at all levels,
eliminating the escape routes.  If you move to their level, they can quickly
swoop towards you and chop from overhead with their sickle.  They also have a
nasty habit of flying off the screen and dropping down to pound you.  The best
way to deal with these foes is with the sword, odd as that may sound.  Stand
near the top of the screen and slash away once they approach.  If overhead,
follow the shadow and begin attacking once it gets near.  You will be in for a
difficult fight no matter what, but the best recourse is to take the Reaper out
as quickly as possible.
-------------------------------------------------------------------------------

Name: GRIM REAPER (GREEN)(2)

HP:       40               EXP:    1066              Strong:  Fire, Ice
Attack:   118              Drops:  2                 Weak:    None
Defense:  161              Jade:   Gold

Locations: Mt. Badsel Part 2


This is the indoor variety of the Grim Reaper mentioned above.  It is identical
in every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: GRIM REAPER (BLUE)(1)

HP:       40               EXP:    2611              Strong:  Fire, Ice
Attack:   134              Drops:  3                 Weak:    None
Defense:  183              Jade:   Gold

Locations: Underworld


This breed of Grim Reaper is called upon to drain the soul from the mightiest
and strongest willed warriors who fall on the fields.  There are little more
than myths to describe this foe, as no one has ever seen it and lived to recall
the tale.  The Blue Reapers have a similar method of hunting you down, only
this kind sends phantoms to home in on your locations.  The Blue Reaper are
also a lot more likely to fly above the screen, making your planning that much
more difficult.  Like before, the sword is your best bet.  This time, however,
the Sword Technique is preferred.  That maneuver can reach off the screen to
inflict damage, and it often gets the jump on Reapers before they slice with
their sickles.  Regardless of your approach, be prepared for an extremely
difficult fight.
-------------------------------------------------------------------------------

Name: GRIM REAPER (BLUE)(2)

HP:       40               EXP:    2089              Strong:  Fire, Ice
Attack:   134              Drops:  3                 Weak:    None
Defense:  183              Jade:   Gold

Locations: Giza's Palace


This is the indoor variety of the Grim Reaper mentioned above.  It is identical
in every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: HUGE BUG (GREEN)(1)

HP:       40               EXP:    1248              Strong:  Fire, Ice, Lit
Attack:   90               Drops:  2                 Weak:    None
Defense:  149              Jade:   Pink

Locations: Sektra Swamp


Mutated by the disgusting filth that now permeates the Sektra Swamp, these huge
bugs have adapted well to their environment.  They sport a tremendous defense,
which protects them from all elements and all but very powerful physical
attacks.  Their own offense is also quite powerful.  These giant insects are
very slow, however, and this is their main weakness.  They move primarily by
hopping around and occasionally making a long leap.  You should be able to
avoid getting hit all together by staying at either the top or bottom of the
screen.  As for inflicting damage, the Hauza the best choice here.  The Huge
Bugs are easy to target from afar, and they move slow enough that you can fend
them off with the Hauza indefinitely.  Just be mindful that if your level is
less than 22 or so, you'll be in for a very long fight using normal attacks.
-------------------------------------------------------------------------------

Name: HUGE BUG (GREEN)(2)

HP:       40               EXP:    999               Strong:  Fire, Ice, Lit
Attack:   90               Drops:  2                 Weak:    None
Defense:  149              Jade:   Pink

Locations: Jade Mine, Sektra Temple


This is the indoor variety of the Huge Bug mentioned above.  It is identical in
every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: HUGE BUG (PURPLE)

HP:       40               EXP:    N/A               Strong:  None
Attack:   90               Drops:  0                 Weak:    Lit
Defense:  149              Jade:   None

Locations: Jade Mine


You encounter this foe in a special battle within the Jade Mine.  Its stats are
identical to the Green Bugs, except that this variety does not have the same
elemental weaknesses.  Use the same approach as above, or throw in a Lightning
Ring attack or two to make things even easier.
-------------------------------------------------------------------------------

Name: ICE MAN (1)

HP:       40               EXP:    370               Strong:  Ice
Attack:   64               Drops:  3                 Weak:    Fire
Defense:  73               Jade:   Pink

Locations: Snow Field, Keire Region


Ice Men look and move almost like huge, blue robots.  From their offensive and
defensive values, they may as well be.  These enemies will cause some serious
havoc for unsuspecting heroes.  By the time you first encounter them, their
fighting capabilities are enough to turn you into a colorful snow cone.  Your
only real hope, aside from massively over-leveling, is to use the Fire Ring.
Ice Men go down in one hit, making your life considerably easier.  Once you
start to hit level 20 and higher, these foes become easy enough to slay with
regular attacks.
-------------------------------------------------------------------------------

Name: ICE MAN (2)

HP:       40               EXP:    296               Strong:  Ice
Attack:   64               Drops:  3                 Weak:    Fire
Defense:  73               Jade:   Pink

Locations: Snowfield Cave, Ice Fortress.


This is the indoor variety of the Ice Man mentioned above.  It is identical in
every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: LIZARD KNIGHT (GREEN)(1)

HP:       40               EXP:    7                 Strong:  None
Attack:   20               Drops:  1                 Weak:    None
Defense:  3                Jade:   Blue

Locations: Hujia Region, Casdra Plains, Lake Region


The Lizard Knights are some of the most common soldiers among the ranks of
evil.  This green variety can be found in the earlier parts of the game, and it
offers an assortment of agile attacks.  The Green Lizard Knight loves to charge
at you or leap through the air, meaning you'll need some quick reflexes to
avoid damage.  The sword gets to nod over the Hauza for this reason.  You
should also try to stay at a different horizontal level to help ward off
surprise or quick-attack damage.  Sneak up on the Lizard Knight from above or
below, and take it out with a well timed sword slash.
-------------------------------------------------------------------------------

Name: LIZARD KNIGHT (GREEN)(2)

HP:       40               EXP:    6                 Strong:  None
Attack:   20               Drops:  1                 Weak:    None
Defense:  3                Jade:   Blue

Locations: Arsenal


This is the indoor variety of the Green Lizard Knight mentioned above.  It is
identical in every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: LIZARD KNIGHT (BLUE)(1)

HP:       40               EXP:    475               Strong:  None
Attack:   74               Drops:  2                 Weak:    None
Defense:  91               Jade:   Pink

Locations: Keire Region, Sektra Swamp


The proverbial middle child in the Lizard Knight "family," this nimble foe will
give you your money's worth.  It's faster than the Green Lizards, and it favors
aerial acrobatics a lot more (wall jumps, lunges).  You'll be very hard pressed
to win a close match at fairly low levels by getting into a melee, so the Hauza
is the weapon of choice here.  Stay on a different horizontal level, then move
up or down for a Hauza shot when you have an opening.  It makes sense to try to
keep as much distance as possible to avoid the damage.  When you meet up with
these foes later on in the swamp, you'll be powerful enough to dispatch them
with the sword, and that method is quicker by then.
-------------------------------------------------------------------------------

Name: LIZARD KNIGHT (BLUE)(2)

HP:       40               EXP:    380               Strong:  None
Attack:   74               Drops:  2                 Weak:    None
Defense:  91               Jade:   Pink

Locations: Keire Temple


This is the indoor variety of the Blue Lizard Knight mentioned above.  It is
identical in every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: LIZARD KNIGHT (BLACK)

HP:       40               EXP:    665               Strong:  Fire, Ice
Attack:   98               Drops:  3                 Weak:    Lit
Defense:  157              Jade:   Pink

Locations: Jade Mine, Old Well, Illusion Forest


Their very exterior emanates the vileness that has corrupted their souls.
Black Lizard Knights are the toughest enemies in their class, and their
ferocity is unparalleled.  They still possess the blazing speed that the Blue
Lizards did, but they don't use acrobatic attacks as often.  This might be
because their natural environment is in underground caves, where there's not
much room for such maneuvers.  As for fighting these foes, they have a defense
that's insanely high for the time you likely first meet them.  Since it may
take a while to kill them, their general method of attack is to wear you down
and attempt to slay you as you chip away at their HP bars.  Since you face
these foes in cramped quarters, the sword is recommended over the Hauza for
damage.  If that really doesn't cut it, the Black Lizard Knights are slightly
weak to Lightning attacks.  A charged blast or two will often clear an entire
pack.  No matter what your approach is, these foes are certainly a force to be
reckoned with.
-------------------------------------------------------------------------------

Name: MOTH BAT (GREEN)

HP:       40               EXP:    3                 Strong:  None
Attack:   38               Drops:  1                 Weak:    Lit
Defense:  3                Jade:   Blue

Locations: Storehouse


Moth Bats are an interesting breed of enemy.  They flutter slowly overhead to
get into position, then either swoop at you or drop poisonous powder when
overhead.  They also have a unique ability to bend nearby light and make
themselves invisible for a short period, after which they reappear somewhere
else.  These foes are only found in the Storehouse, and its musky, stagnant
atmosphere seems like the perfect natural environment for them.  The best way
to take them out is by approaching and slashing with the sword.  Don't jump to
attack (otherwise they charge), but simply remain on the ground and strike when
they are just in front of you.  This should send the Moth Bat flying back and
end the fight within a round or two.
-------------------------------------------------------------------------------

Name: MOTH BAT (PINK)

HP:       40               EXP:    23                Strong:  None
Attack:   44               Drops:  1                 Weak:    Lit
Defense:  15               Jade:   Blue

Locations: Galys Pass


The Pink Moth Bats have evolved to survive outdoors, and, in the process,
they've picked up some added offensive and defensive powers.  Your method of
attack should remain the same, but it's important to get all Moth Bats on one
side of you when they appear in large groups.  From there, a single diagonal
sword thrust will often hit multiple targets.  Fighting these foes early on is
a great way to gain a few levels, so it's best to hone your fighting technique
as soon as you can.
-------------------------------------------------------------------------------

Name: MOTH BAT (GOLD)

HP:       40               EXP:    531               Strong:  None
Attack:   104              Drops:  2                 Weak:    Lit
Defense:  125              Jade:   Pink

Locations: Ancient Forest, Illusion Forest, Mt. Badsel Part 1


The ultimate member of the Moth Bat family, this type is more aggressive than
its weak brethren.  Their stats are not astronomical, but they may be high
enough to give you a serious headache.  One of the easier ways to handle these
foes, especially if your sword attack isn't sufficient, is to use the Lightning
Ring.  A level 2 blast will leave the Moth Bats with 1 HP, at which time any
attack will finish them.  Once you reach level 30 or so, these foes become easy
enough to take out with 1-2 sword attacks.  This is a better idea for regions
like Mt. Badsel, where they appear in high frequencies.
-------------------------------------------------------------------------------

Name: MUMMY

HP:       40               EXP:    389               Strong:  None
Attack:   86               Drops:  2                 Weak:    Ice
Defense:  113              Jade:   Pink

Locations: Lion Statues, Ortah Temple


The Mummies are all that remain of the ancient warriors buried in the desert
catacombs.  Don't let their decrepit state fool you, however, as they pack one
hell of a bunch.  They will usually appear in groups with other Mummies, making
them even tougher to isolate.  The Mummy has two primary attacks: an up-close
breath attack and a semi long-range fist attack.  Both inflict the same amount
of damage, which should be relatively heavy at the time you first meet them.
The Mummies main weakness is their speed, which airs on the slow side.  Their
movement is also rather jerky, meaning you should be able to create some
distance pretty easily.  These two things lend themselves perfectly to the
Hauza, which should be your weapon of choice against these foes.  Though you'll
need to be quick to take out several at once, this weapon will surely help
lessen the likelihood of damage.  The Ice Ring will also do the job in crowded
rooms.
-------------------------------------------------------------------------------

Name: SANDWORM (PURPLE)(1)

HP:       40               EXP:    735               Strong:  Fire
Attack:   82               Drops:  3                 Weak:    Ice
Defense:  99               Jade:   Pink

Locations: Desert Region


One of the two natural desert inhabitants, the giant Sandworms remain
underground until some movement disturbs them.  Once activated, the Sandworms
borough in the ground and randomly reappear, leaping in an arc as they hope to
make contact.  Their only vulnerable point is the head, which makes attacking
them a true challenge.  The best method involves a bit of guesswork.  As soon
as you see the sand start to shift at the worm's reemergence point, swing your
sword directly over that area.  It's not the most intuitive thing to do, since
it will feel like you're slicing at air, but the Sandworm should leap up and
run into the sword if timed right.  If you wait to swing until it's already
emerged, you will either miss it or suffer damage.  You can protect yourself
somewhat by standing about a step away from the spot where the sand whirls
before the Sandworm emerges.  From this spot, the Sandworm will leap overhead,
missing you entirely.  You may be in for a real challenge here, but the reward
is a massive amount of EXP.
-------------------------------------------------------------------------------

Name: SANDWORM (PURPLE)(2)

HP:       40               EXP:    588               Strong:  Fire
Attack:   82               Drops:  3                 Weak:    Ice
Defense:  99               Jade:   Pink

Locations: Lion Statues, Ortah Temple


This is the indoor variety of the Sandworm mentioned above.  It is identical in
every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: SANDWORM (RED)

HP:       40               EXP:    1405                  Strong:  Fire
Attack:   82               Drops:  Chest                 Weak:    Ice
Defense:  99               Jade:   None

Locations: Desert Region


Red Sandworms (which are erroneously referred to as gold at one point), are an
extremely rare find.  In fact, you'll only come across one in the entire game.
This legendary enemy is said to have swallowed the bearer of the Horn.  As for
fighting them, their stats and maneuvers are identical to Purple Sandworms.
They do, however, give far more EXP and a drop a chest when defeated.  Guess
what's hidden within...
-------------------------------------------------------------------------------

Name: SCORPION (GOLD)(1)

HP:       40               EXP:    6                 Strong:  None
Attack:   32               Drops:  1                 Weak:    None
Defense:  7                Jade:   Blue

Locations: Hujia Region, Casdra Plains, Lake Region


Scorpions are one of the most common denizens of the Plains regions.  They move
about slowly and rely on their razor sharp tail for defense and offense.  At
the start of the game, these enemies can be very difficult.  Luckily, they
always forecast their tail attacks.  You can use this time to react and avoid
damage.  As for defeating them, they move slowly enough that you're safe when
standing above or below.  When the opportunity presents itself, move in for a
quick strike, then back off while it counters.  The Hauza cannot damage these
foes, so the sword is the obvious choice.
-------------------------------------------------------------------------------

Name: SCORPION (GOLD)(2)

HP:       40               EXP:    5                 Strong:  None
Attack:   32               Drops:  1                 Weak:    None
Defense:  7                Jade:   Blue

Locations: Galys Pass


This is the indoor variety of the Scorpion mentioned above.  It is identical in
every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: SCORPION (PURPLE)(1)

HP:       40               EXP:    515               Strong:  Fire
Attack:   76               Drops:  2                 Weak:    Ice
Defense:  91               Jade:   Pink

Locations: Desert Region


The Purple Scorpion is similar to its golden relatives from the Plains regions,
though it has an added ferocity and a few new moves.  It still likes to lash
out with its venomous tail, and this move is forecasted by a short rattling
sound.  More dangerous is the unannounced charge, which occurs if you are
standing directly in front of the Scorpion.  This move is much more difficult
to avoid, and the best defense is, as always, to stand either much higher or
lower than the Scorpion.  Lower is actually preferred, since it's possible to
align your sword to hit the Scorpion while being outside of its own attacking
range.  Also, as before, the Hauza is ineffective; use the sword instead.
-------------------------------------------------------------------------------

Name: SCORPION (PURPLE)(2)

HP:       40               EXP:    412               Strong:  Fire
Attack:   76               Drops:  2                 Weak:    Ice
Defense:  91               Jade:   Pink

Locations: Dead End Cave


This is the indoor variety of the Scorpion mentioned above.  It is identical in
every way except for the amount of EXP it leaves.
-------------------------------------------------------------------------------

Name: SENTRY (SILVER)

HP:       40               EXP:    7                 Strong:  None
Attack:   34               Drops:  1                 Weak:    Lit
Defense:  7                Jade:   Blue

Locations: Storehouse


Sentry guards are used to secure areas of recent evil activity.  The silver
type are only found in the Storehouse, and they often protect some valuable
treasures.  Sentries carry large spears and use them once they are within
range.  Their movement is very slow, so this allows you to evade attacks or get
off a few of your own.  In fact, a good offense is probably the best defense
against these foes.  As soon as they approach, beat them back with a well timed
sword slash.  Sentries also make for great EXP sources early on, so use that to
your advantage.
-------------------------------------------------------------------------------

Name: SENTRY (GOLD)

HP:       40               EXP:    190               Strong:  Ice
Attack:   54               Drops:  2                 Weak:    Fire
Defense:  57               Jade:   Blue

Locations: Ice Fortress


Gold Sentries are nearly identical to the silver type.  This variety is
exclusive to the Ice Fortress, and it guards several vital tunnels and
passageways.  Like before, these foes move slowly and can easily be batted away
with a well timed sword blow.  They also make great sources for EXP, so be sure
to exploit them for a level-up or two when you can.
-------------------------------------------------------------------------------

Name: SNOW SAMURAI

HP:       40               EXP:    233               Strong:  Ice
Attack:   56               Drops:  3                 Weak:    Fire
Defense:  61               Jade:   Pink

Locations: Snow Field, Keire Region


The Snow Samurais are large and nimble, and their attacks consist of shooting
projectiles and spinning directly at you.  They can be avoided rather easily if
you remain on the opposite end of the screen, and this is advised.  Move up or
down for a strike with the Hauza as soon as you have an opening.  Using the
Fire Ring is also effective, and a level 1 shot will lower their HP to 1.
-------------------------------------------------------------------------------

Name: STONE MAN (FIELD)

HP:       40               EXP:    597               Strong:  Fire, Ice, Lit
Attack:   78               Drops:  3                 Weak:    None
Defense:  95               Jade:   Pink

Locations: Casdra Plains (after Keire), Lake Region (after Keire)


The Stone Men are spawned from the hardened earth below the Plains regions.
They begin to inhabit those areas once you clear Keire Temple, and it can only
be imagined what these thugs did to the enemies they replaced (*gulp*).
Similar to the Ice Men, Stone Men look and move somewhat like robots.  They
also have a defense to match, which means inflicting damage can be quite a
challenge at low levels.  To make matters worse, the Stone Men are resistant to
all three elements, so no help there either.  Its Achilles Heel is its lack of
speed, and this is what you should exploit.  They lumber around at a snail's
pace until you are in range, then they charge.  You can virtually eliminate the
danger by remaining on a different horizontal level from them.  When you get
the chance, hurl the Hauza at them and move back away.  This strategy should be
ideal until your level reaches the low to mid 20s, at which point the Stone Men
become more manageable.
-------------------------------------------------------------------------------

Name: STONE MAN (CAVE)

HP:       40               EXP:    296               Strong:  Ice
Attack:   58               Drops:  3                 Weak:    Fire
Defense:  78               Jade:   Pink

Locations: North Cave


These enemies *look* like the indoor versions of the Stone Men from the field,
but they are likely some distant cousin that only bears a similar resemblance.
This is the case because the indoor Stone Men have lower stats, give less EXP,
and have different resistances.  They are a lot easier on all grounds, though
their movement and attack patterns are the same as the outdoor variety.  Once
again, use the Hauza to get business done most easily.  You shouldn't have too
hard of a time unless you are still at a very low level (mid teens or lower).
-------------------------------------------------------------------------------

Name: UNDERWORLD SAMURAI

HP:       40               EXP:    1283              Strong:  Fire, Ice, Lit
Attack:   120              Drops:  3                 Weak:    None
Defense:  187              Jade:   Gold

Locations: Desert Cave, Cave to the Underworld


These masters of the Underworld have the highest defense of any enemy in the
game.  They also have triple resistance to all elements, so taking them down
will be a challenge.  As with all Samurais, the Hauza works well for inflicting
damage from afar.  If this isn't cutting it, you can still use the Fire Ring,
though it will take at least a few charged shots given the resistance.
Definitely not an easy foe, but its lack of offensive potency works to your
advantage.
-------------------------------------------------------------------------------

Name: WARLOCK

HP:       40               EXP:    467               Strong:  Fire, Ice, Lit
Attack:   72               Drops:  2                 Weak:    None
Defense:  101              Jade:   Pink

Locations: Lion Statues, Ortah Temple


Warlocks are arcane sorcerers whose wills have been twisted to the side of
evil.  The Warlock teleports to either the left or right side of the room and
unleashes magical attacks on you from there.  Its attacks are one of two types:
magical blue bullets or fire rain.  The blue bullets are always fired 3 at a
time, and will home in on you to make contact.  The fire rain covers the entire
horizontal portion of the screen that the Warlock is facing.  Both attacks are
incredibly difficult to avoid.  To make matters worse, the Warlock teleports to
the other side of the room when you get too close.  Once again, this should
signal that the Hauza is the preferred weapon.  Getting a shot off can be very
difficult while trying to avoid damage, but you should still be able to land
one or two good ones and take care of business.  Your reward for winning isn't
anything special either, meaning the Warlock is one adversary you can
definitely do without.
-------------------------------------------------------------------------------

Name: WATER DEMON

HP:       40               EXP:    714               Strong:  None
Attack:   94               Drops:  2                 Weak:    Fire, Lit
Defense:  141              Jade:   Pink

Locations: Sektra Temple


Water Demons are animated from the evil waters found in the Sektra Temple.
They move about in small puddles, during which time they're invincible.  They
then reform to shoot a gaseous projectile at you.  They can also replicate
themselves if left unattended, which is not a welcomed occurrence.  The best
strategy is actually to stay close to these enemies.  They can't damage you
unless you're in their range of sight, and they will often miss or choose not
to attack when you're directly above or below.  This also puts you in a great
spot to take them out with a couple of sword slashes.  As an alternative plan,
the Water Demons are very weak against Lightning attacks, and a level 2 charge
will probably clear the room.
-------------------------------------------------------------------------------

Name: WATER KNIGHT

HP:       40               EXP:    638               Strong:  None
Attack:   94               Drops:  3                 Weak:    Fire, Lit
Defense:  133              Jade:   Blue

Locations: Sektra Temple


The Water Knights appear from pools along the floor, and they take shape to
resemble a blue version of Alex.  They'll come at you with a moderately strong
sword attack, but they also tend to randomly pause as you're moving.  This
usually sets you up nicely to lay on an attack or two.  Each time the Water
Knight is hit, it will repel backwards and turn to a blob again for a quick
moment.  Use this time to get into position before it can strike again.  A
couple of sword hits will end the battle, and the 3 drops you get should be
enough to restore any HP you lose in the fighting.
-------------------------------------------------------------------------------

Name: WIZARD

HP:       40               EXP:    1093              Strong:  Fire, Ice, Lit
Attack:   126              Drops:  3                 Weak:    None
Defense:  165              Jade:   Gold

Locations: Desert Cave, Mt. Badsel Part 2, Cave to the Underworld,
          Giza's Palace


The Wizards are essentially the same as the Warlocks, differing only in their
garb and the color of their projectiles.  Use the Hauza from afar to inflict
damage, and activate the Magic Mirror to provide immunity from their magical
attacks.  This foe can be brutal if faced at low levels.
-------------------------------------------------------------------------------



====================
BOSS STATISTICS LIST
====================
The following table lists the relevant stats for each boss in the game.
Detailed strategies can be found in the relevant section of the walkthrough.


o-----------------------------------------------------------------------------o
|       Name       |  HP  | Attack  | Defense |  EXP  |  Drops  |  Elements   |
|==================|======|=========|=========|=======|=========|=============|
| Piercia (1)      | 184  |   42    |   11    |  87   |   6-9   | F:0 I:0 L:0 |
|------------------|------|---------|---------|-------|---------|-------------|
| Efreet (1)       | 184  |   52    |   47    |  483  |   6-9   | F:S I:0 L:S |
|------------------|------|---------|---------|-------|---------|-------------|
| Frozen Horror    | 184  |  64/76  |   81    | 1850  |   6-9   | F:W I:0 L:0 |
|------------------|------|---------|---------|-------|---------|-------------|
| Giza (Keire)     | 184  |   74    |   179   |  N/A  |   N/A   |     N/A     |
|------------------|------|---------|---------|-------|---------|-------------|
| Death Jester     | 184  |   90    |   131   | 1798  |   6-9   | F:S I:S L:S |
|------------------|------|---------|---------|-------|---------|-------------|
| Mine Demon       | 184  |   96    |   137   | 2797  |   6-9   | F:S I:0 L:S |
|------------------|------|---------|---------|-------|---------|-------------|
| Water Dragon     | 184  |   32    |   161   | 3681  |   6-9   | F:0 I:S L:S |
|------------------|------|---------|---------|-------|---------|-------------|
| Piercia (2)      | 184  |   102   |   137   | 1348  |   6-9   | F:0 I:S L:S |
|------------------|------|---------|---------|-------|---------|-------------|
| Efreet (2)       | 184  |   120   |   165   | 3466  |   6-9   | F:S I:0 L:S |
|------------------|------|---------|---------|-------|---------|-------------|
| Giza             | 184  | 154/178 |   207   |  N/A  |    0    | F:S I:S L:S |
o-----------------------------------------------------------------------------o



===============================================================================
8.  L E V E L – U P   L O C A T I O N S                                    DV0S
===============================================================================

While you shouldn't have to devote much time to training, there are many
advantages to knowing where the good spots are to do so.  This will save both
time and effort, and allow you to reach your desired fighting condition most
easily.  The list below contains 7 of the most valuable spots to level-up.
Each spot is also rated on how useful it is on a scale from 1 to 5 (1=worst,
5=best).



1. SENTRIES IN THE STOREHOUSE
  The very first place to power-up is found in one of the rooms in the Hujia
  Storehouse.  Specifically, it's found in the first room above the chest with
  Armor Energy, which houses two Silver Sentries.  Now, these foes don't leave
  a massive amount of EXP, but the are easy to defeat and they can be fought
  repeatedly by entering and reentering the room.  It's a good idea to stay
  here until level 5 or 6 before facing the boss.  This whole endeavor
  shouldn't take more than 5 minutes.
  USEFULNESS: **


2. THE BATTY GALYS PASS
  On your way to the Casdra Plains, you have the opportunity to gain a few
  quick levels by fighting the Pink Moth Bats.  The ideal place to do this is
  on the first long screen, just above the Hujia side entrance.  This screen
  contains 4 Pink Moth Bats that leave 23 EXP each and reappear each time you
  reenter.  If your level is pretty low to this point, this makes for an
  excellent place to fight.  Stay here until about level 7 or 8, which should
  more than prepare you for fighting on the Plains.
  USEFULNESS: *


3. FIRE ON THE PLAINS
  Even though you don't go there for a while, you can access the Fire Cave
  region as soon as you enter the Casdra Plains.  The advantage of doing this
  is the Black Beetle fights that permeate the region.  The Beetles aren't
  that difficult, but they do leave 91 EXP when defeated.  This is a lofty sum
  at the time, and you can easily train to level 11 or 12 while camping here.
  If your HP run low, simply step back into the safety of the Plains and heal
  in Casdra.  This is probably the best level-up spot so far, so be sure to
  take advantage of it.
  USEFULNESS: ***


4. GAMBLING IN THE SWAMP
  For the thrill seekers, there is the potential for massive EXP gaining
  early in the game by fighting in the swamp.  The swamp, in case you can't
  find it, is found by taking any path north from the Lake region.  Now, the
  catch is that most foes there are insanely difficult at low levels, likely
  slaughtering you in a single hit.  It's also impossible to inflict damage
  with normal weapons, so some ingenuity is required.  This comes in the form
  of the Lightning Ring and the Sword Technique, both of which ignore defense.
  The Sword Technique will slay any foe in 4 hits or less, and the Lightning
  Ring can take out the Lizard Knights and Water Blobs.  Your reward for this
  risk can be in excess of 1000 EXP per fight, which, at the time, will
  instantly raise your level by 1 or 2.  You can probably fight your way to
  level 20 here and breeze through the next third of the game.  There is a
  save point south of the Falls, so use that spot frequently.  The choice is
  yours, but this is the ultimate spot for over-leveling.
  USEFULNESS: ****


5. ICE FORTRESS GUARDS
  If you're having trouble killing enemies with normal attacks by the time you
  reach the Ice Fortress, you have a good opportunity now to train.  On the
  first floor of the Fortress, head all the way left and then all the way
  north.  You will end up in a room with two Gold Sentries who reappear to
  battle you each time you enter.  While these foes only give 190 EXP each,
  they can be killed very quickly, meaning you will still rack up lots of EXP
  in little time.  The Sentries are a great source of levels until 17 or 18,
  at which point you can easily handle the rest of the stage.
  USEFULNESS: **


6. QUICKSAND CAVE BASEMENT
  The basement of the Quicksand Cave, just below the room with the sand
  whirls, has a large chamber with 4 grayish Earth Blobs.  By level 20 or 21,
  these enemies can be killed quite safely, and they leave HUGE amounts of EXP
  when killed together.  Each Blob leaves 784, so clearing the room will net
  you 3136 EXP!  The Blobs reappear each time you enter, so you can stay here
  and fight as much as you want.  In addition, the Blobs also leave 3 dropped
  items and can drop Gold Jade, so you'll be making lots of money and
  replenishing your HP and MP all at the same time!  With a little effort, you
  can easily gain 5 levels in less than 10 minutes.  With some dedicated
  effort, you could even train to level 30 or so and simply glide through the
  rest of the game.  Regardless, do not pass by this spot without taking
  advantage of it.  There isn't a better place to level again until the very
  end of the game.
  USEFULNESS: *****


7. LAST DANCE IN GIZA'S PALACE
  The very last place to gain levels before completing this game can be found
  right near the start of Giza's Palace.  The room just to the right of the
  entrance has 4 Gargoyles, which can be fought repeatedly by reentering the
  room.  Each Gargoyle leaves 1741 EXP, so that yields a total of 6964 for the
  whole room.  You will not find a quicker means to gain this much EXP
  anywhere else in the game.  When you first start fighting, it's best to use
  the Sword Technique (at level 2, of course) to inflict damage most quickly.
  As you approach and pass level 40, single hits from the Technique and then
  normal attacks will kill the Gargoyles.  It is advised that you fight here
  until at least level 39.  Leveling after that point becomes extremely slow
  paced, so if you want to reach the final level (which is 46), you'll need to
  devote a few hours to doing so.
  USEFULNESS: ****


===============================================================================
9.  M O N K ' S   M E S S A G E S                                          DV0T
===============================================================================

The green monks located in the temples in various towns give very useful hints
throughout the game.  Some even place helpful markings on your map, showing the
route to various items and special locations.  In some instances, you will want
to go out of your way to get these markings, as they make navigation a lot
simpler.

The table below lists all the monk's messages, including what triggers the
initial message and what causes the message to disappear.  You may never see
certain messages if you collect the relevant item or visit the location before
speaking with the monk.  The monk will give up to two messages at a time, which
alternate each time you speak with him.  Sometimes a particular event will
trigger multiple messages (such as the first time you exit Galys Pass).  You
will need to satisfy criteria for eliminating some of these messages before
others can be displayed.

The list below may not be 100% complete, so if you find any other messages,
please email me.


o-----------------------------------------------------------------------------o
|   Starts After   |                 Message                  |   Ends When   |
O==================|==========================================|===============|
|Game Begins       |Old legends speak of magic arts of travel.|Visit the star |
|                  |When the two stars upon the earth awake,  |in Hujia region|
|                  |no distance remains between them. Such    |               |
|                  |stars are shown on maps of this land, but |               |
|                  |no one knows how they work. Seek out this |               |
|                  |lost art to hasten your travels.          |               |
|------------------|------------------------------------------|---------------|
|Game Begins       |A grassy plain extends north from the     |Exit Galys Pass|
|                  |base of Mt. Galys.  In the northwest      |on Casdra side |
|                  |corner lies Casdra.  North of the plains, |               |
|                  |the land turns swampy. A powerful demon   |               |
|                  |dwells in the swamps, so you must be      |               |
|                  |strong enough before venturing there.     |               |
|------------------|------------------------------------------|---------------|
|Exit Galys Pass on|Visit the person that guards the mystic   |Collect Lake   |
|Casdra side (in   |path to Dragon Temple                     |Map            |
|Casdra)           |                                          |               |
|------------------|------------------------------------------|---------------|
|Exit Galys Pass on|Seek out the person who guards the magic  |Collect Lake   |
|Casdra side (not  |path in Casdra                            |Map            |
|in Casdra)        |                                          |               |
|------------------|------------------------------------------|---------------|
|Exit Galys Pass on|Be sure to explore the cave on Mt. Galys. |Collect heart  |
|Casdra side       |                                          |container on   |
|                  |                                          |Mt. Galys      |
|------------------|------------------------------------------|---------------|
|Exit Galys Pass on|When two stars upon the earth awake, no   |Visit the star |
|Casdra side       |distance remains between them. There is   |in Casdra      |
|                  |such a star in Hujia.                     |region         |
|------------------|------------------------------------------|---------------|
|Exit Galys Pass   |Find the fallen star on the great plains  |Collect heart  |
|on Casdra side    |to enter an Enchanter Forest. There you   |container in   |
|                  |can gather more fruit!                    |Meadow         |
|------------------|------------------------------------------|---------------|
|Collect Lake Map  |Pay your respects to Rodister, in the cave|Speak with     |
|                  |by the lake.                              |Rodister       |
|------------------|------------------------------------------|---------------|
|Speak with        |Go south, then west. There you will find  |Collect Fire   |
|Rodister (note 1) |the Fire Cave. Bring the Serpent's Scales!|Ring           |
|                  |The blaze will be hard on you.            |               |
|------------------|------------------------------------------|---------------|
|Collect Fire Ring |Go east, beyond the Forest and you'll come|Collect Lit.   |
|                  |upon a river                              |Ring           |
|------------------|------------------------------------------|---------------|
|Collect Fire and  |When you have the Strength, seek out the  |Collect Hauza  |
|Lit. Rings        |Castle in the Snow Fields. You'll find it |upgrade in     |
|(note 2)          |marked on you map.                        |Snow Field     |
|------------------|------------------------------------------|---------------|
|Collect Fire and  |A sword and armor are hidden there. Follow|Collect sword  |
|Lit. Rings        |your map to find them.                    |upgrade in     |
|(note 3)          |                                          |Keire region   |
|------------------|------------------------------------------|---------------|
|Collect Fire and  |The Snow Fields are bordered by rugged    |Collect Temple |
|Lit. Rings        |peaks. Many caves can be found in their   |Map            |
|                  |slopes.                                   |               |
|------------------|------------------------------------------|---------------|
|Collect Temple    |West of Casdra, within the stump of a     |Collect fire   |
|Map and Fire Ring |great oak, there lives a fire wizard.     |ring upgrade   |
|(note 4)          |                                          |from stump     |
|------------------|------------------------------------------|---------------|
|Collect Temple    |Find three desert lions standing eternal  |Collect Magic  |
|Map (note 5)      |vigil over the barren waste. A secret lies|Mirror         |
|                  |within. Perhaps your map will show you the|               |
|                  |way.                                      |               |
|------------------|------------------------------------------|---------------|
|Collect Magic     |When two stars upon the earth awake, no   |Visit the star |
|Mirror            |distance remains between them. A fallen   |near Miraj     |
|                  |star upon the earth is found on the map of|               |
|                  |Hujia. Follow your map adventurer.        |               |
|------------------|------------------------------------------|---------------|
|Collect Magic     |I know something of the Magic Mirror...   |Collect Sektra |
|Mirror (note 6)   |Find the crests of three points each, and |Map            |
|                  |use the Mirror. It will guide you from    |               |
|                  |there. 1 crest is in the grass plains, 1  |               |
|                  |in the snow field, 2 in the desert, and 1 |               |
|                  |is half way up Mt. Badsel.                |               |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|When two stars upon the earth awake, no   |Visit star in  |
|(note 7)          |distance remains between them. Don't you  |Sektra Swamp   |
|                  |see such a star on your North Swamp map?  |               |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|One glittering crest can be found in the  |Collect upgrade|
|and Magic Mirror  |north of the forest. It is wise to trust  |from Casdra    |
|                  |your map.                                 |glowing emblem |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|The Snow Fields hide a shining crest. Do  |Collect upgrade|
|and Magic Mirror  |not fail to explore it.                   |from Snow Field|
|                  |                                          |glowing emblem |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|Find a shimmering earthbound star in the  |Collect upgrade|
|and Magic Mirror  |northern swamp. It's on your map...       |from Sektra    |
|                  |                                          |glowing emblem |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|One of the glittering three pointed crests|Collect upgrade|
|and Magic Mirror  |is in the south of the desert.            |from southern  |
|                  |                                          |desert emblem  |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|A fallen star rests halfway up Mt. Badsel.|Collect upgrade|
|and Magic Mirror  |                                          |from Mt. Badsel|
|                  |                                          |glowing emblem |
|------------------|------------------------------------------|---------------|
|Collect Sektra Map|Halfway up Mt. Badsel lies a great        |Collect Fire   |
|and Magic Mirror  |boulder. Examine it closely and you may   |Boots          |
|(note 8)          |be surprised.                             |               |
|------------------|------------------------------------------|---------------|
|Visit Mt. Badsel  |Another magic pathway can be accessed in  |Collect upgrade|
|region            |the center of the desert.                 |from northern  |
|                  |                                          |desert emblem  |
|------------------|------------------------------------------|---------------|
|Visit Mt. Badsel  |To find new treasures, utilize bombs in   |???            |
|region (note 9)   |caves you explore.                        |               |
o-----------------------------------------------------------------------------o

NOTES
-----
1. The monks give this advice from any temple, even though the directions only
  make sense from Casdra.  Probably an oversight by the designers.
2. Puts an X marking on the Snow Field map where the castle containing the
  Hauza upgrade is located.  Also, there is a spelling mistake in the message.
3. Puts an X marking on the Temple Map where the castle containing the sword
  upgrade is located.
4. Puts an X marking on the Casdra map where the Fire Ring upgrade is located.
5. Puts three X markings on the Ortah Map where the lion statues are located.
  If you do not have the map when you receive this message, the markings will
  be placed as soon as you collect it.
6. Puts five X markings on your various maps where the glowing emblems are
  located.  This include 1 on the Lake Map, 1 on the Snow Field Map, 1 on the
  desert Map, 1 on the Sektra Map, and 1 on the Old Ruins Map.  If you do not
  have any of these maps, the markings will still appear as soon as you
  receive it.
7. The monk mentions this star being located on your map, but this is not true.
  Perhaps the designers intended to add a northern swamp map for the area
  around Orusort but later omitted it.
8. Puts an X marking on the Old Ruins Map where the boulder containing the Fire
  Boots is located.
9. This seems to be the final message, even if you bomb all the relevant cave
  walls in the game.  If you find any way to eliminate this message, please
  let me know.



===============================================================================
10.  U N S O L V E D   M Y S T E R I E S                                   DV0U
===============================================================================

Although most of the loose ends in Dragon View are cleared up, there are a few
things that the game leaves mysterious.  This could either be because there's
more to the story, or simply because the game's creator's overlooked some
things.  You get to be the judge.  A full account of these enigmas are listed
below.  If you have any information that helps clear any of them up, please
email me.



1. CHEST GAME BOW UPGRADE
  One of the odder mysteries in the game comes when you play any of the chest
  games, which are the ones where the wizard lets you open one of 3 chests in
  exchange for 10 Fruit.  This wizard mentions several things you might find,
  and his list includes "Potions, Crystals, Bombs, and Bows."  Now, a new Bow
  would be very nice, as the old one loses its usefulness very quickly.
  However, you can never seem to win one from him.  You can win arrows,
  though, leading to the possibility that this was just a typo by the
  programmers.  On a deeper level, no upgrades to the Bow can be found even
  through hacking, so it's safe to assume that there are no other Bows (unless
  it's some very well hidden secret).  While it's likely that there's nothing
  to this mystery, no one knows for sure if an upgrade was ever meant to exist
  in Dragon View.


2. PRIZE IN THE FIRE CAVERN
  Possibly the weirdest off all the mysteries, this one only occurs after you
  beat the Fire Cavern, venture to the Snow Field, and then return to the Fire
  Cavern.  If you make it all the way back to Efreet's empty room, Alex will
  raise his sword upon entering and the victory music will play.  This leads
  to the conclusion that you've gained some new upgrade or ability, but
  nothing ever seems to change.  This is also a one time occurrence, so
  returning at any point later will do nothing.  There are no hints or
  plausible explanations for this (other than it being a bug), so this mystery
  is truly an elusive one.


3. OLD WOMAN IN QUICKSAND CAVE
  You have to wonder what the deal is with the old woman in the Quicksand
  Cave.  She is several mysteries all wrapped up in one.  For one thing, it's
  rather odd that her great-great-granddaughter was the one who sacrificed
  herself to the Sandworms.  You'd think this woman would be the descendant of
  that line, judging by her speech the first time you meet her.  It's also odd
  that she refers to the Red Sandworms as Golden ones, but this is hardly a
  big deal.

  Upon returning to this woman with the Horn, she asks that you play it for
  her again.  After you do so, she requests that you show her where you found
  it, then she vanishes.  No matter what you do or where you go, however, this
  woman is never seen again.  It raises the question of who exactly she is and
  what she's speaking about.  One popular theory is that this woman is a
  ghost, likely kept on each to oversee the passing of the Horn (of course,
  she doesn't know this).  Once the Horn is recovered, she can safely pass
  into the afterlife.  No one knows for sure what to make of this odd woman or
  of her request to see the Horn's resting place, though.


4. STUBBORN ROCK WALLS
  One of the better kept secrets in the game are the hidden doors and passages
  that can only be uncovered by bombing.  These exist in several places: the
  Desert Cave, North Cave, Dead End Cave, etc.  After finding a few of them,
  you'll begin to recognize the strange rock formations that holds the hidden
  paths.  Many of these reveal the secret passages when bombed, though a few
  don't.  Instead, when you place a bomb, debris will fall and nothing else
  will happen.  This raises a very interesting issue of what, if anything, is
  behind those rocks.  Is there some other way to clear them?  Were they
  originally supposed to hold valuable treasure?  One piece of evidence
  against their having any real use would be the rock formation in the middle
  room of the Desert Cave.  The formation appears on a wall that has another
  room behind it.  There's no way this could lead to any secret chambers, so
  it's entirely possible that these things are just red herrings, meant to
  confuse or distract curious players.


5. OLD MAN IN DEAD END CAVE
  Anyone who's been to the Dead End Cave has likely spoken with the odd man
  near the entrance.  He asks for 10 "Fruit of Knowledge" in exchange for his
  help.  When you fulfill his request, he gives you a cryptic reply about
  using the might of your sword arm to clear passages.  He then vanishes, and
  nothing seems to change at all.  His hint may just be referring to the
  secret caves that are bombed later on (and the doors cleared by swiping you
  sword), but this is unknown.  Even stranger, the man simply returns when you
  reenter the cave and shows no signs that you helped him or ignored him
  previously.  The true intent of this man's sermon or his subsequent actions
  remain mysterious.


6. GREEN MONKS FINAL WORDS
  The green monk in the Dragon Shrines offers you helpful playing tips all
  throughout the game.  Whenever you fulfill one of the objectives he
  describes, his message is updated in future visits.  This seems consistent
  for every part of the game.  His final message, however, is that you can use
  bombs to explore new areas in caves.  Even after visiting all such places
  (in the Wet Cavern, North Cave, Desert Cave, and Dead End Cave), he doesn't
  update his message.  This could mean that the trigger hasn't been met yet,
  and that there is some other place that needs to be bombed.  OR, it could
  just mean that the programmers chose not to add any other messages.  This
  mystery is actually solvable if anyone can find additional hidden rooms (and
  if you do, please email me).



===============================================================================
11.  P A R   C O D E S                                                     DV0V
===============================================================================

These are a listing of some PAR codes that should come is useful.  PAR codes,
in case you're unfamiliar, are inputted either with a Pro Action Replay device
or in an emulator's cheat console.  The latter is the far more common scenario,
as all known SNES emulators support PAR codes.


==============
POWER-UP CODES
==============
Use these codes to start off strong, either by maxing out your HP and MP or
boosting your stats through massive level ups.


7E6FCBB8          Start with 184 HP (maximum)

7E6FCAB8 +        Infinite Life
7E6FCBB8 +
7E6FCCB8

7E6FCE12          Start with 18 MP Stars (maximum)

7E6FCD12 +        Infinite Magic
7E6FCE12

7E70970E          Win enough EXP from any battle to max out your levels

7E21310F +        Start with 9999 Jade
7E213227



=====================
WEAPONS & ARMOR CODES
=====================
Use these codes to increase the value of your weapons and armor to desired
levels.  Please note that entering values outside the recommended ranges can
glitch the game.


7E211A0x +        Sword Level, where x is 1 to 5.
7E211B0x

7E211C0x +        Hauza Level, where x is 0 to 5
7E211D0x

7E21200x +        Armor Level, where x is 1 to 5
7E21210x

7E200B20          Start with Sword Technique only, Level 1

7E200B40          Start with Hauza Technique only, Level 1

7E200BFF +        Start with BOTH Sword and Hauza Techniques, Level 1
7E200C00

7E200BFF +        Start with BOTH Sword and Hauza Techniques, Level 2
7E200C0F



==========
ITEM CODES
==========
Use these codes to start off with whichever items you desire.  Be sure to stay
within the specified ranges for some codes to avoid glitches.


7E210803 +        Start with 3 Potions
7E210903

7E210603 +        Start with 3 Magic Crystals
7E210703

7E210314          Start with 20 Bombs

7E21051E          Start with 30 Arrows

7E211064 +        Start with 99 Fruit
7E211164

7E211514          Start with 20 Serpent Scales

7E2123xx +        Start with xx Keys, where xx is 00 to 64
7E2124xx


7E210A0x +        Fire Ring level, where x is 0 to 3
7E210B0x

7E210C0x +        Ice Ring level, where x is 0 to 3
7E210D0x

7E210E0x +        Lightning Ring level, where x is 0 to 3
7E210F0x


7E211601 +        Start with Horn
7E211701

7E211201 +        Start with Magic Mirror
7E211301

7E212501 +        Start with the Bow
7E212601

7E212B01 +        Start with the Large Bag
7E212C01

7E212301 +        Start with the Fire Boots
7E212401

7E212901 +        Start with the Gloves
7E212A01

7E212701 +        Start with Musical Score
7E212801

7E211E0x +        Pendant Level, when x is:
7E211F0x             0 = None; 1 = Pendant; 2 = Guardrak; 3 = Soldrak



============
COMBAT CODES
============
Enter these to improve your performance in battle or even avoid battles all
together.


7EFBCE00 +        NO RANDOM ENEMY ENCOUNTERS.  You may still see stationary
7EFBEE00 +        mist clouds, but they will never move from their spot to
7EFBDAFF +        pursue you.
7EFBFAFF +
7EFBCD00 +
7EFBED00


7E70C600 +        Enemies and bosses only do 1 HP of damage when they hit you.
7E71C600 +
7E72C600 +
7E73C600 +


7E70CA00 +        All enemies and bosses die in a single hit.
7E71CA00 +
7E72CA00 +
7E73CA00



=========
MAP CODES
=========
These codes can be used to start off with some of the later maps in the game.
Your location will be displayed on them correctly as you travel.  Note that
there are A LOT of glitches involved with using these codes, since acquiring
maps often triggers other story events.  DO NOT SAVE WITH THESE CODES ON.  They
should be used mainly for exploratory purposes.


7E2002FF  Start with Casdra & Miraj Maps

7E2003FF  Start with Ortah Map

7E2004FF  Start with Snow Field & Sektra Maps

7E2005FF  Start with Lake Region & Keire Maps

7E200DFF  Start with Old Ruins Map



=============
MISCELLANEOUS
=============
Here a couple of random codes that might be of interest.


7E6F5C64          The 100 Demon kills requirement is filled in Wet Cavern the
                 first time you visit

7E190004          Enables the "World of Evil."  This is a very interesting code
                 that changes the entire overworld to that of burning hellfire
                 and lava.  This is how the landscape would look if the forces
                 of evil were victorious.  Note that all enemy encounters are
                 Black Beetles.  It is NOT advised that you save with this
                 code on.



---> Any other codes you know of or would like to see and aren't here?  Feel
    free to email me and I will include them in future revision.



===============================================================================
C O N T A C T   I N F O R M A T I O N                                      DV0W
===============================================================================

Thank you for taking the time to read through this guide.  I hope you found it
informative and useful in your adventures through Dragon View.  If you have any
comments on the guide, whether they be corrections, suggestions for future
revisions, spelling/grammar mistakes, formatting problems, additional
strategies, or any other type of feedback, please let me know.  I am sure there
are at least a few areas I missed, with particular attention to caves with
bombable walls.  Anything contributed will be credited in detail to the sender.

I can be reached regularly at the following email address:
[email protected].  Please include "Dragon View" or something along those
lines in the email subject heading if you can, so I don’t accidentally delete
the email.


===============================================================================
R E V I S I O N   H I S T O R Y                                            DV0X
===============================================================================

Version 0.99 – July 25, 2003
 - Preview Version

Version 1.0 – July 26, 2003
 - Initial Release

Version 1.1 – August 21, 2003
 - Added "Level-Up Locations" section to the appendix
 - Added "Unsolved Mysteries" section to the appendix
 - Added information about the Magic Mirror to glowing emblem descriptions
 - Clarified some areas for easier understanding
 - Corrected major spelling, grammar, and syntax errors

Version 1.2 – February 20, 2005
 - Corrected minor spelling, grammar, and formatting

Version 1.3 – October 8, 2007
 - Added "Monk's Messages" section to the appendix
 - Corrected Ice Ring upgrade level found in the glowing emblem
 - Added tip about the Purple Sandworms
 - Removed certain extended ASCII characters that cause problems in some
   browsers
 - Corrected minor spelling, grammar, and formatting.


===============================================================================
C R E D I T S                                                              DV0Y
===============================================================================

Big thanks to everyone who helped me with this guide, especially the members at
the GameFAQs message boards –- this guide would not have been possible without
your ongoing support.  Particular thanks to the following people:

- Trace Jackson (Meowthnum1): For introducing me to this great game that I
 never would have played otherwise.  Also, for help figuring out the Dead End
 Cave and for writing another excellent FAQ for this game.  This guide
 wouldn't have been possible without you.

- Jarrold Ng: For writing the original Dragon View guide and for originally
 finding a few of the PAR codes that appear in this guide.

- To ElderBrujah: For helping me with the loathsome task of proofreading and
 revising the guide.

- Dr Nemo: For helping me clear up how the Wet Cavern kill requirement works.

- Andy Blumson ([email protected]): For a useful tip on fighting the Purple
 Sandworms.

- Everyone else for reading this guide and emailing me with feedback on it,
 especially Psycho Penguin, Whelkman, Kusanagi, and Magus911. I always
 appreciate all your support.

=================================END OF GUIDE==================================