Developer:Falcom Genre:RPG and MMO Release Date: Download Games Free Now!

About The Game

The world of Sorcerian is rife with wizards, magicians, and monsters. As one of four characters (wizard, elf, dwarf, or fighter), you'll embark on a dangerous quest, while gaining experience, gold, and abilities.
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Sorcerian Game Walkthrough

Sorcerian FAQ/Guide (DOS)
v1.2 December 20, 2008
dammit9x at hotmail dot com

Copyright 2006-2008

    This document may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any unauthorized web site or as a part of any public display is strictly 
prohibited and a violation of copyright.

  v1.2 December 20, 2008
Added tips from dru philbin to sections I-2 and I-7.

  v1.1 April 6, 2006
Base version.


                        In times beyond memory, people
                      fought for their lives in a world
                      where monsters and magicians held
                     sway in places of power and mystery.

                      In those days, heroic adventurers
                     went forth on perilous journeys to
                     prove their courage against their
                        foes in battles to the death.

                         They were called .........


                      Copyright (c) 1987,1990  FALCOM
                      Copyright (c) 1990 SIERRA ON-LINE


  Sorcerian debuted in 1987 for the PC-8801, an old PC produced by NEC. (For 
reference, this was the same year Zelda was released on NES.) It featured what 
today are considered standard elements in any action-RPG video game: customiz-
able parties, a dynamic statistic and level-up system, upgradable equipment, 
and plenty of dungeon-crawling challenges. Later addon packs brought new 
features (such as the sound test) and many new scenarios to the original. Since 
then it has been ported to many platforms, including Windows, Sega Mega Drive 
(Genesis) and Dreamcast, NEC PC Engine (Turbo Grafx) and even mobile phone. 
The Mega Drive port is notable because it had only 10 scenarios, but all were 
unique to that version. Many soundtracks and art collections have been 
released. However, it has never been well known in the West due to a lack of 
interest in foreign markets on the part of Falcom.
  Sorcerian was only ported to English speakers once. In 1990, a version was 
translated and distributed in North America by Sierra On-Line for the Microsoft 
DOS platform. That is the version for which this FAQ was written. The DOS 
version has the 15 original missions, along with the game improvements brought 
by the 1988 Utility pack. It is probably a faithful port of one of the versions 
for NEC PC. However, it lacks the mission packs that were available for other 
PC systems (which increased the number of scenarios to 50) and is technically 
inferior to later versions such as the Turbo CD. It is the only option for 
English speakers though.

  It is of note that Sorcerian is part 5 of Falcom's "Dragon Slayer" series, a 
collection of games related only by fantasy theme:

      I.    Dragon Slayer
      II.   Xanadu (includes the familiar Faxanadu for NES)
      III.  Romancia
      IV.   Dragon Slayer Chapter IV
      V.    Sorcerian
      VI.   Dragon Slayer Legend of Heroes
      VII.  Lord Monarch
      VIII. The Legend of Xanadu



  3-1. THE GARDEN OF THE GODS (3 character limit)
  2-2. THE DRAGON KING (3 character limit)
  3-3. THE CURSE OF MEDUSA (3 character limit)
  2-4. THE DARK MAGICIAN (3 character limit)
  2-5. THE CURSED SHIP (3 character limit)

  1. "MAGIC"
  2. "HERBS"
  3. "CHART"




Menu & Town Controls:
Arrow keys/Number keypad = Move cursor
Z/Enter = Choose/Yes
X/Space = Cancel/No
Ctrl-Q    Immediately quit program

Scenario (Combat) Controls:
Arrow keys/Number keypad = Move & Jump; Use Up to search, use items, etc.
Shift + move keys = Sprint; You can only sprint for a few seconds at a time
Z/Enter = Magic
X/Space = Attack

F1        View control help
F2        Toggle music
F4        Toggle SFX
F5        Save ("quicksave")
F7        Load ("quickload")
C         Change character order (Very important)
E         View equipment and select magic; Use potions
I         View treasure and exp found so far
M         Monster information (The party leader must have monster knowledge.)
P         View stats
S         Set speed (5=normal)
T         Toggle pause
Capslock  Toggle popup HP/MP window
Ctrl-Q    Immediately quit program

A joystick or gamepad also works, if installed.
The stick/directional pad functions as the arrow keys/number keypad.
Buttons 1 and 2 function as Z/Enter and X/Space, respectively.


START ADVENTURE: First choose one of the 3 available mission suites, then 
 choose one of the 5 missions. In general, the difficulty increases from the 
 1st to 5th mission. Scenarios can be repeated, and taken in any order. 
 (Although it may be impossible to complete if the party is too weak.) A party 
 must first be organized.

ADVANCE TIME: Passes one year.

VIEW PARTY: View the status of party members. A party must first be organized.

VIEW CHARACTER: Same as VIEW PARTY but works with disbanded members instead.

ORGANIZE PARTY: Choose up to four members to be in a party. A member must be 
 fully equipped in order to join. Some scenarios only allow parties with up to 
 3 members, because you will be joined by an NPC.

CREATE CHARACTER: Begin character generation process. (See below.)
 The maximum number of characters is 10.

DISBAND PARTY: Un-organizes a party, if one exists.

REMOVE CHARACTER: Permanently deletes a character.

GO TO TOWN: Characters can do business in town. The party must be disbanded.

CHANGE OCCUPATION: Choose a different job for a character, which determines the 
 annual income, exp, and stat modifications. The available jobs depend on the 
 class, age, and sex of the character.

SAVE CHARACTERS: Save the state of all characters to one of slots from 1-9.
 The save files are created in the directory ./USER/ and are named SAVE# where 
 # is 0-9. There is a sample set of characters provided in slot 0, which can't 
 be overwritten. Of course, you can copy, rename and remove save files through 
 your filesystem.

LOAD CHARACTERS: Load character state from one of 10 slots from 0-9.


FIGHT DRAGON: Starts a mini-scenario in which you must fight some powerful 
 dragons. This option only appears if all members of the organized party have 
 completed all 5 scenarios of one of the mission suites.

   The dragons can deal damage extremely fast and can take a lot of damage in 
 return. The dragons you fight are:
 -pair of Hydras (from 1-1. THE STOLEN SCEPTER)  
 -Blue Dragon (from 2-4. THE DARK MAGICIAN)
 -Vadis (from 2-2. THE DRAGON KING; remember to attack tail-first)
 -a unique Red Dragon

   Some of your abilities are disabled for this scenario. You cannot:
 -Sprint (shift key)
 -See monster info (M key)
 -See inventory (I key)
 -Save or Load
 -Leave the level

   The only way to leave is to win, and there is no exp or treasure reward.

"dru philbin" gives this advice:

For the actual dragon battle, I found the following to be helpful:

-The "Hero's Shield" from "Riddle of the Red Jewel" has an 'Add to Life' spell 
on it; this or a similar item will just about double HP. Using this and having 
a lead character with a modest STR stat value (I.E., above 25) will make the 
dragon battle fairly moderate in difficulty, so long as one also has two 
spellcasters who use Crystal Rings to heal constantly.

-Using the above in conjunction with a Dragonslayer item (like the Gladius from 
"The Water of Life") will make the battle very easy.

-The 3rd dragon will not move left of a certain pillar, nor will it swoop down 
until the party moves beyond that pillar. With the right timing and the 
Dragonslayer spell, it's possible to pick away all the segments and avoid 
being hit until only the head is left and physical attacks are required.

-The 4th dragon only lowers its head when the part approaches closely. With 
lots of HP the characters can simply move in and hack away, retreating to heal 
when required.


  After entering a name, you need to choose a race and sex; These determine the 
initial stats of the character:

     Fighter       |  Wizard        |  Dwarf         |  Elf           
     Male  Female  |  Male  Female  |  Male  Female  |  Male  Female  
STR     8     7    |    -3    -4    |    10     9    |     0    -1    
INT     0     0    |    10     9    |   -10    -9    |     4     5    
PRT     9     8    |     6     5    |    10     9    |     7     6    
MGR     4     5    |     9    10    |     7     8    |     6     7    
VIT     8     7    |     5     5    |    10     9    |     6     5    
DEX     4     5    |     5     6    |     8     9    |     7     7    
KRM     2     3    |     3     4    |     2     2    |     5     6    

  Characters get a random number of bonus points from 3-5. Select a stat and 
deduct points with Space and increase with Enter. To discourage excessively 
specialized characters, reducing a stat below its initial value costs two 
points per single bonus point yielded. Stats cannot be reduced beyond 0 or 
increased beyond 10, which is the maximum for level 0 characters.
  Bonus points can also be gained by aging the character; each increment yields 
one point. (See the below table on Age for information on increments.) Aging a 
character should be considered a handicap, as stats can be gained faster (in 
game years) by training. The initial stats are largely trivial for this reason.
  More important is the racial makeup of the party. Fighters and Wizards live 
the shortest but level the fastest, while the opposite is true of Elves. (See 
section below.) Further, the Fighters and Dwarves equip weapons, armor and 
shields, while Wizards and Elves wear staffs, robes and rings. This is 
important because the treasures found in the scenarios can only be used by some 
  All characters start with no items, at level 0 with 0 exp and 50 gold.


HP  Determines how much damage a character can take. In scenarios, HP can be 
    regenerated by standing still and not using weapons or magic for awhile.
MP  All spells except the version of Flame on the Wooden Cane cost MP to cast. 
    When not full, MP constantly regenerates. Max HP and MP depend on level.

STR (Strength) Determines weapon damage;
    characters with STR 0 or less cannot swing weapons
INT (Intelligence) Determines magic damage;
    characters with INT 0 or less cannot use magic
PRT (Protection) Reduces damage from physical attacks
MGR (Magic resistance) Reduces damage from magic attacks
VIT (Vitality) Required to open doors; only the party leader needs it
DEX (Dexterity) Helps avoid traps; only the party leader needs it;
    Not necessary with Traps knowledge.
KRM (Karma) Reduces exp required for level-up; lowers cost of goods and 
    services in town; reduces time required to enchant items with magic; 
    determines disposition of store owners; decreases annual income; plays a 
    role in whether the character can be resurrected at the Temple
MAX (Maximum) Determines how high stats can go. The negative of MAX is the 
    minimum value. Enchantments can bring the stats above the maximum.
    MAX depends on level.

Scenario number    Required VIT to open doors
1                   5
2                  10
3                  15
4                  20
5                  25

Character's KRM    Alignment    Enchantment time     Proprietor's appearance
16 and above       "Good"       1 year               Beaming with eyes closed
-15 to 15          "Neutral"    3 years              Ordinary
-16 and below      "Evil"       5 years              Strongly displeased

Level: Level determines the character's max HP and MP, and the MAX stats.

  Max HP = 200 x level, except for 100 HP at level 0
  Max MP = 25 x (2 + level) up to 250 at level 8
  MAX stats = 5 x (2 + level) up to 50 at level 8

The exp required to reach the next level is:

  exp = N x (1 + current level) x (100 - KRM)

where is N is 2 for Fighters and Wizards, 3 for Dwarves, and 6 for Elves.
  Note that level-ups do not occur automatically, but must be recieved from the 
Throne Room in town. The exp needed to level up is deducted from the amount 
shown in the status screen when the level-up occurs. This means that the shown 
exp is less than the total earned exp.

Knowledge: There are four Knowledge skills learned at the Training field.
  Items: The character can Appraise items found in scenarios.
  Traps: The character defeats all traps when leading the party.
  Monsters: Get information on monsters with the M key when leading the party.
  Herbs: If the character uses a potion and has the herbs necessary to make 
    another potion of the same type, then the herbs are spent and another 
    potion is created. This makes it possible to use potions multiple times.

-Characters can learn more than one of the Knowledge skills.
-Getting hit by a Memory Loss trap causes all Knowledge to be lost.

The inventory is arranged like this:

Item no.  Type                   Color
1         Arm or Staff           Bright
2         Armor or Robe          Bright
3         Shield or Ring         Bright
4         Potion                 Bright
5         Equipment or potion    Dim
6         Equipment or potion    Dim

  The bright colored items are active (equipped). In scenarios, they can be 
used to cast magic and affect stats if they are enchanted. To equip a backup 
item, select the equipped item of the same type and press Enter. Press Enter 
over the item to drink it or make it activate its magic, when the magic button 
is pressed in combat. You can also choose to use no magic.
  Note that using potions gives the benefit to the entire party. However, items 
and gold cannot be passed between characters.

Age chart:
                  Increment     Young    Middle-aged     Old
Fighter/Wizard            2     16-39          40-59     60+
Dwarf                     4     16-59          60-99    100+
Elf                       9     16-99        100-199    200+

  Characters start at age 16 (or higher, if you choose) and naturally get older 
as time passes. The races have different life spans and enter middle and old 
age at different times. The races are also aged by different amounts if you 
wish to gain additional stat points during character generation. (This is the 
increment.) Age is responsible for the character portait and affects which jobs 
can be taken. Old characters lose one point per year in a random stat, and have 
a random chance of permanently dying each year.
  If an old character passes away, you have the option of creating a replace-
ment character of the same race but either sex. This new character has all of 
the belongings and even stats of the deceased, but starts at level 0 with 0 exp 
and thus is limited to MAX 10. Presumably the replacement is a descendant.
  Age can be reversed: The Rejuvenate spell, which costs 200 MP, reduces the 
age of the party leader by 1 year, and stats by 3, for each casting. 
  There is also a way to achieve immortality, in which the character's age 
never increases, stats don't atrophy due to old age, and spontaneous death 
never occurs. (See the Magician entry in the Town Menu section.) Due to the 
stat penalty for Rejuvenation, it really should not be used except on immortal 

  At the bottom is the character's Occupation. The available jobs depend on 
race, sex, age and stats. Every year spent working causes a character to 
undergo changes to the stats (within the bounds MAX) and gain a specific amount 
of exp and annual income. (See section below for details.) These things occur 
only when the character is not organized in a party and not in the midst of 
training. For example, if a character sells off his equipment at the end of a 
scenario (which would cause him to be disbanded), or is completing the second 
year of training, the annual changes do apply.
  If with the passage of time a character no longer qualifies for a job (e.g., 
due to aging) he will be "dismissed" (fired) and reverts to Farmer.
  Jobs are mostly just for gradually raising stats, but in one mission, 2-2, 
certain jobs are required complete the objectives.


Adapted from:

  This table lists each job along with the allowed races, ages and sexes that 
can take the job. The first row of stats show what the required stats are to 
take the job. The second row shows the changes that occur to the stats each 
year, along with annual income and exp earned.
  Note that all jobs offer an annual net gain of 1 point to stats. Annual 
income given is for a character with 0 KRM. Higher KRM will DECREASE the income.

Occupation         Race  Age  Sex  STR INT PRT MGR VIT DEX KRM  Gold  Exp
FARMER             FWDE  YMO  MF
                                                    +1            10   50
DRIVER             F D   YMO  MF                         2
                                        -2          +2  +1         5   55
WRITER              W E    O  M         20
                                    -1  +2                        10   50
SPINNER              D   YMO   F                         3
                                    -1                  +2         6   54
SINGER             FW E  YM    F                             1
                                                +1      -1  +1     6   54
THIEF              FWDE  YMO  MF                        -5
                                                        +2  -1    20   40
PRIEST              W    YMO  MF         3                   0
                                    -2  +1                  +2     2   58
MERCHANT           FW E  YMO  MF        -5
                                    -1  +2                        12   48
SAILOR             F D   YM   M                      3
                                        -2          +2  +1         8   52
FIGHTER            F DE  Y    MF    -4
                                    +2  -1  +1      -1            15   45   
CLOWN               W E  Y    MF                         1   0
                                    -2                  +1  +2     5   55
BARBER*             WD     O  MF        15              18
                                                        +1        10   50
COOK                W E  YMO  MF        -3               1
                                                        +1         4   56
HUNTER             F DE  YMO  M     -3
                                    +2  -1                        10   50
SHAMAN              W E  YMO  M                  1           0
                                    -1          +2      -1  +1    15   45
EXORCIST            W    YMO  M          4       3
                                    -1  +1      +2      -1        10   50
SPY                FW E  YM   M    -10       1          -5
                                        -2  +2          +1        20   40
DOCTOR             FW E  YMO  M          8
                                    -2  +2              +1        16   44
NURSE              FW E  YMO   F        -5                   1
                                    -1  +1              -1  +2     8   52
BAKER              FW E  YMO  MF        -5
                                    -1  +1              +1         5   55

Occupation         Race  Age  Sex  STR INT PRT MGR VIT DEX KRM  Gold  Exp
FISHERMAN          F D   YM   MF                     2
                                        -1          +2             8   52
CARPENTER          F D   YMO  M        -15           3
                                            +1      +1  -1         8   52
SCULPTOR           FWDE    O  MF        10
                                                        +1        15   45
BLACKSMITH         F D   YMO  M        -15           3
                                        +1          +2  -2         8   52
PHARMACIST         FW E   MO  MF        10
                                    -1  +2                         8   52
WOODCUTTER         F D   YM   M                      3
                                    +2  -1          +1  -1         6   54
MISSIONARY          W    YMO  MF         3                   0
                                    -1  +1                  +1     2   58
MORTICIAN          FW      O  M
                                                        +1         3   57
BODY GUARD         F DE  Y    M     -3       1
                                    +2  -1  +1          -1        15   45
MINSTREL            W E  YMO  M         -3                   0
                                    -2  +2                  +1     8   52
ALCHEMIST           W    YMO  M          4
                                    -2  +3                         6   54
                                                    +2  -1         4   56
MERCENARY          F DE  YM   M     -3       1
                                    +1  -2  +2      +1  -1         8   52
GRINDER            F D   YM   MF                     2
                                        -1          +2             4   56
BEGGAR             FWDE  YMO  MF
                                            +1          +1  -1     8   52
DANCER                E  Y     F                         3   1
                                    -1                      +2     8   52
FLORIST            FW E  YMO   F        -5
                                                        +1         4   56
LOCKSMITH            D    MO  MF                        15
                                                        +1         6   54
MIDWIFE            FW     MO   F         5               8
                                    -1  +1              -1  +2    12   48
TAILOR              WDE  YMO   F                         2
                                    -1                  +2        10   50

Occupation         Race  Age  Sex  STR INT PRT MGR VIT DEX KRM  Gold  Exp
FORTUNE-TELLER      W E  YMO  MF        -3
                                    -2  +1      +2                 6   54
MINE WORKER        F D   YM   M                      3
                                        -1          +2            10   50
FABRIC MAKER        WDE  YMO   F       -15
                                                            +1     5   55
TRANSLATOR           DE  YMO  MF       -15
                                        +2              -1        12   48
CHARCOAL BURNER    F D   YMO  MF                     2
                                        -1          +2             4   56
BAMBOO WORKER        D     O  MF                        20
                                    -1                  +2        12   48
FERRY MAN          FW    YM   M                      1
                                                    +2  -1         8   52
HERB PICKER         W E  YMO  MF        -3               1
                                    -1              +2             6   54
                                        -1          +2             8   52
                                            +1                     3   57
                                                            +1     6   54
                                        +1  +1          -1        10   50
JEWELRY ARTIST       D     O  MF                        20
                                    -1                  +2        15   45
BASKET MAKER       F D     O  MF                        18
                                                        +1         8   52
STONE MASON          D   YM   MF                     3
                                        -1          +2             8   52
SHOE MAKER         F DE    O  MF         5              15
                                    -1  +2                         6   54
STUFFED TOY MAKER  F D     O  MF                        18
                                    -1                  +2         8   52
BOWMAKER, BOWYER   F  E    O  MF        15              18
                                    -2  +1              +2        10   50
                                    -1      +1      +1             6   54
HAIR DRESSER       FWDE   MO   F                         8
                                                            +1     6   54
* Evidently, "Barber" was a mistranslation of "Paper maker."


WEAPON SHOP: Here you can buy basic equipment. There is no selection--only the 
 basic goods are available. Fighters and Dwarves take a weapon, armor and 
 shield while Wizards and Elves take a rod, robe and ring.
   However, it should be noted that the Wizard and Elf equipment can cast 
 spells, even though they are unenchanted. Enchanting these goods will cause 
 the free spell to disappear.

Wooden Cane    Special weak version of Flame which costs no MP to cast
Cotton Robe    Shield
Crystal Ring   Heal


ENCHANT THIS ITEM: You can imbue your equipment with magic of any of the 7 gods.
 The purpose is to increase the wearer's stats and to impart magic spells. 
 The boost to the stats takes place immediately, but imbuing the spell takes a 
 number of years. (See KRM discussion above.) Each character can only have one 
 piece worked on at a time.

 The base cost of enchantment, prior to KRM adjustment, is:

     Cost in gold = 10 x (1 + Sum of existing enchantments)

   Wearing an enchanted item increases your stats, and it is possible to go 
 beyond the maximum in this way. (However, the effect only takes place during 
 scenarios, which means that KRM bonuses cannot be exploited.) Each god 
 increases a particular stat, (see the Elder section for details) and the item 
 can be enchanted multiple times by the same god, but complications arise when 
 one or more gods are present on the item when it is enchanted.
   No interference: There is no heterogenous enchantment on the item. This 
 includes the case of an unenchanted item. The result is simply to add +1 to 
 the god in question.
   Single interference: There is one heterogenous enchantment. Most combina-
 tions give the ordinary result (indicated by the . in the tables below), but 
 some have unusual effects. The following two tables are equivalent; the top 
 shows changes made to the initial state (indicated by + and -) while the 
 bottom instead shows the final state, assuming the initial state had 1 level 
 of the prior god. An X indicates a loss of the prior god with no gain.

(Prior enchantment is vertical on the left, added is horizontal on the top.)
         Mars    Mercury    Jupiter       Moon        Sun      Venus     Saturn
Ma          .          .   -Ma +2Ju          .   -Ma +2Su          .          .
Me   -Me +2Sa          .          .   -Me +2Mo          .        -Me          .
Ju          .        +Ma          .          .          .          .        -Ju
Mo        -Mo          .          .          .  -Mo+Su+Ve          .          .
Su          .  +Me-Su+Ve          .          .          .        +Ju          .
Ve   +2Ma -Ve          .  +Ju+Mo-Ve          .          .          .  +Ma-Ve+Sa
Sa        +Sa          .          .          .          .          .          .

Table adapted from:
     Ma   Me   Ju   Mo   Su   Ve   Sa
Ma    .    .  Ju2    .  Su2    .    .
Me  Sa2    .    .  Mo2    .    X    .
Ju    . MaJu    .    .    .    .    X
Mo    X    .    .    . SuVe    .    .
Su    . MeVe    .    .    . JuSu    .
Ve  Ma2    . JuMo    .    .    . MaSa
Sa  Sa2    .    .    .    .    .    .

    Multiple inferference: There is more than one heterogenous enchantment. 
  These are handled on a case by case basis in the table below. This assumes 
  you are starting with 1 each of the prior enchantments. Note that the table 
  can be partially predicted by superposing the results from multiple single 
  interference enchantments. (i.e. regard them as simultaneous)

Table adapted from:
        Prior:  Added:        Change:   Result:  Net:
. Me. Mo. . .       Ma     -Me-Mo+2Sa       Sa2     0
. Me. . . Ve.       Ma  +Ma-Me-Ve+2Sa    Ma Sa2    +1
. Me. . . . Sa      Ma        -Me+2Sa       Sa3    +1
. . . Mo. Ve.       Ma      +Ma-Mo-Ve        Ma    -1
. . . Mo. . Sa      Ma         -Mo+Sa       Sa2     0
. . . . . VeSa      Ma      +Ma-Ve+Sa    Ma Sa2    +1
. Me. Mo. Ve.       Ma  -Me-Mo-Ve+2Sa       Sa2    -1
. Me. Mo. . Sa      Ma     -Me-Mo+2Sa       Sa3     0
. Me. . . VeSa      Ma  +Ma-Me-Ve+2Sa    Ma Sa3    +1
. . . Mo. VeSa      Ma      -Mo-Ve+Sa       Sa2    -1
. Me. Mo. VeSa      Ma  -Me-Mo-Ve+2Sa       Sa3    -1
. . Ju. Su. .       Me      +Ma-Su+Ve  Ma Ju Ve    +1
Ma. . . . Ve.       Ju  -Ma+2Ju+Mo-Ve    Ju2 Mo    +1
Ma. . Mo. . .       Su  -Ma-Mo+2Su+Ve    Su2 Ve    +1
. Me. . Su. .       Ve         -Me+Ju     Ju Su     0
. . Ju. . Ve.       Sa      -Ju-Ve+Ma        Ma    -1

   As for maximum enchantment, the limit seems to be 3 for any god if done 
 directly and 5 if done indirectly (via single or double interference). 
 However, many treasures can be found with initial levels above these limits.

Prior enchantment:     Magician adds:                Result:    Net:
         (nothing)                 +X                     X1      +1
                X3                 +X                     X3       0
               Ma1             +Venus                Ma1 Ve1      +1
               Me1             +Venus              (nothing)      -1
               Su2           +Mercury            Me1 Su1 Ve1      +1
           Ma3 Ju3           +Jupiter                Ma2 Ju5      +1
       Me3 Ju3 Ve4              +Mars    Ma1 Me2 Ju3 Ve3 Sa2      +1

   Here is a more involved example, starting from scratch and producing a 
Dragon Slayer item:

Add:     Result:
Ma x3    Ma3 .   .   .   .   .   .
Su x3    .   .   .   .   Su5 .   .
Ma x3    Ma3 .   .   .   Su5 .   .
Mo x3    Ma3 .   .   Mo3 Su5 .   .
Sa x3    Ma3 .   .   Mo3 Su5 .   Sa3
Me x3    Ma3 Me3 .   Mo3 Su2 Ve3 Sa3
Ju x1    Ma2 Me3 Ju2 Mo4 Su2 Ve2 Sa3

It's possible to keep going from there, but you get the idea.

REMOVE A SPELL: Cures a curse, same as Un-curse potion.

RESURRECT THE DEAD: Raises a dead character for a fee. Another character must 
 do this on the dead one's behalf. This costs a fee, which depends of the 
 deceased character's age, level, and time dead, and is unaffected by KRM.
   The resurrection has a chance of failure, which increases as the years go by 
 and also depends on the age of the deceased, with young characters having the 
 best outlook, and Old the worst.

Tables adapted from:

                  Chance of resurrection
Years dead   YOUNG      MIDDLE-AGED  OLD
1-3          100%       100%         100%
4-9          90%        80%          50%
10-19        80%        60%          20%
20-29        70%        30%          10%

   Failure to resurrect obliterates the character. Successful revival, on the 
 other hand, confers various side effects depending on the age and time dead.

                          Side effect of resurrection
Years dead   YOUNG             MIDDLE-AGED       OLD
4-9          none              Random stat -1    Max HP -20%
10-19        Random stat -1    Max HP -20%       Negative stats set to 0
20-29        Max HP -20%       Age -10 years     Immortality

   Immortality means the character will no longer increase in age and will not 
 perish from old age. The age can still be decreased by the Rejuvenate spell.

GIVE ME BACK ITEM: Takes back the item being enchanted. If you interrupt the 
 process before it's done the god's bonus still remains--in other words, that 
 part is added instantly. The spell, however, will not be ready. Instead it 
 will be present as a locked spell.


PLEASE PREPARE THESE HERBS: Select herbs in the character's inventory with 
 which to make a potion. See the CHARTS section for all formulas.

I WANT TO BUY A POTION: Buy a premade potion. The pre-KRM costs are:
Heal          20
Resurrect     50
Cure          20
Melt          20
Un-Curse      20
Stone-Flesh   20
Senility      10
Still        100


Adapted from:

   Doing both in one year will raise KRM by 1 point, but only if it is negative.
 This only works once per year.

   This affects a character's ability to resurrect a dead comrade with the 
 option below. A character's prayer count is tracked in the save file; Praying 
 more than once a year offers no additional benefit. 

   This option can raise a dead member with no chance of failure and no side 
 effects. However, certain conditions, which are not entirely known at this 
 time, must be met. Aside from the supplicant's prayer count, the KRM of 
 deceased also plays an apparent role.

ELDER'S HOUSE: The Elder will appraise any piece of equipment (not potions) for 
 a fee. The cost is the same as what the magician charges for enchantments. 
 This tells you the enchantment level for each of the seven gods and what 
 spell effect it has, if any, when equipped.  Although the Elder correctly 
 identifies the gods, he mixes up most of the bonus effects that the gods give:

Enchantment    Bonus (Elder)    Bonus (actual)
Mars               INT              STR
Mercury            STR              INT
Jupiter            MGR              PRT
Moon               PRT              MGR
Sun                DEX              VIT
Venus              VIT              DEX
Saturn             KRM              KRM

   If there is a locked spell on the item the Elder offers to release it, for a 
 high price.
   The elder will also offer a magic formula as part of the deal.
 See the CHARTS section for all formulas.

THRONE ROOM: Once you have enough exp to level up, you must go to the king to 
 make it happen. The king also informs you how many exp you need to advance to 
 the next level.

TRAINING FIELD: Here you can enter training to boost your stats or to gain 
 Knowledge. Training programs last 2 years and cost a small fee. You cannot 
 train to boost a stat if you are at your current maximum for that stat.

Master Weapons: +5 STR
Master Magic: +5 INT
Master Defense: +5 PRT
Magic Escapes: +5 MGR
Gain Vitality: +5 VIT
Trap Escapes: +5 DEX
Conversational Skills: +5 KRM
Study Items: Gain Items Knowledge
Study Traps: Gain Traps Knowledge
Study Monsters: Gain Monsters Knowledge
Study Use of Herbs: Gain Herbs Knowledge

MUSICIAN FIELD: This is a Sound Test. You can hear any of the 59 music tracks.

-Since you control the stats, you can make a strong party out of any combin-
ation of characters, even 4 of the same race.
-To get started quickly, use the prefab party. (load slot 0)
-If the battles are too hard, train.
-If the battles are too easy, stop training.
-KRM is good to raise early for elves since it speeds up the leveling process.
-Give characters healing, restoration, and resurrection items to avoid trouble 
later. Potions are good; Spells on your equipment is better.
-Since one inventory slot is reserved exclusively for potions, there's no 
reason not to carry at least one potion.
-Do not feel the need to put Dragon Slayer on every item. (It's not as good as 
you think.) Most treasures found in the scenarios have good spells on them.
-An inexpensive way to unlock latent spells is to apply a single enchantment 
(one that doesn't change the configuration of the gods) and wait for the 
enchantment to finish.

-If you can, use a gamepad. Even better, bind the keyboard keys to the gamepad.
-Change character order as needed. You will want to put different characters 
 in front depending on the situation. Your Trap man should be the one opening 
 doors, for example.
-The sprint key (Shift) is of extreme importance. Use it to save time, escape 
 monsters, make difficult jumps easier, and keep up with fast-moving bosses.
-Bosses tend to be magic resistant. Therefore it's wise to some bring characters
 who are good with weapons.
-On the other hand magic is very convenient for defense, support, and dealing 
 with regular monsters. In particular, the Flame spell on the Wooden Cane can 
 dispatch monsters on the early levels easily.
-Characters with the most HP should be the the damage buffers for the weaker 
 characters. As such, one should go in the front and another, to a lesser 
 extent, should go in the back because these are the most vulnerable positions.
-Defensive spells with a fixed radius work best if the caster is in the second 
-In order to win exp for fighting regular monsters, you have to keep fighting 
 until all in the area are dead. This may be impossible if new monsters are 
 showing up faster than you can kill them.
-Save and load the game with F5 and F7. Each scenario has one save slot in the 
 ./USER/ directory named SV##0, where the first # is the mission suite number 
 minus 1 and the second # is the scenario number minus 1. As with the Main Menu 
 saves, you can always manage these files from outside the game.

Treasure hunting:
-Monsters do not give good rewards for killing them. Thus it is often best to 
 avoid fighting. Do not underestimate the value of defensive spells for this 
-Some sites need to be persistently searched to yield treasure.
-Much of the useful treasure (namely equipment) won't show up until the main 
 objective is completed. Search for it before leaving the level.
-A rapid method for accumulating gold is to load up on items in town, enter 
 a scenario, find at least one treasure, leave and sell everything (see below).

End of level process: (Saving before leaving the level is recommended, in case 
you make a mistake in the following procedures.)

-First, if you have an item that can be given to the king as Tribute, you 
choose whether to give it. Some Tribute items are useful (to you) as equipment.
-Each character is awarded the exp you earned during the level.
-You get a gold bonus, 1/10 of the exp, which is added to the gold pool.
-If you found at least one item you can DIVIDE/SELL/APPRAISE the item(s).

DIVIDE: Gives the item to one of the members. Tools (items with no use) cannot 
 be divided. Items cannot be given to characters who can't use or carry them. 
 If more than one character can take items, they will be given first to the 
 member closest to the front of the party. (You can control this by choosing 
 the order in which you Divide them.)
SELL: Sells the item. The price is 5 x (1 + sum of enchantments), which is 
 quite low, and yields only 5 gold for tools.
APPRAISE: A character with Items Knowledge can determine what use, enchantments 
 and spell the item has. This is the same as the identification function that 
 the Elder performs in town, but it costs nothing and can only be done during 
 this phase. You cannot unlock latent spells with this skill.
Sell personal items: You can also sell items of individual members. The sell 
 price in this case is enormous, particularly for armor. This is by far the 
 fastest way to get money. The gold from these personal sales goes directly to 
 the character who sold the item, not the pool.

-The proceeds from any sold treasures go into the gold pool.
-When everything is finished, the gold is distributed among the characters.
-Any treasure that is not divided or sold is forfeited.

"dru philbin" gives this advice:

First, on another note: The Garateen from "The Tower of Thieves" doesn't appear 
to use MP for its Sun Ray spell. This spell is devastating against almost every 
enemy in the game except bosses. This made this play through the game 
particularly easy. I had it equipped on Tetsu and noticed this effect; I'm not 
sure if it's universal or not.

I later found a spot that allows a cheap way to earn unlimited amounts of 
experience without even having to be at the keyboard! In "The Missing Magician",
the first room you can enter past the first globe room has a mouse/rat hole next
to the door. Robot-like mice/rats file slowly from the door and unlike other 
enemy rooms, they are in unlimited supply. They usually give 20-60exp per battle
won as well. The Garateen works well--and may be required--for this trick 
because its Sun Ray spell doesn't use MP (at least when Tetsu has it equipped). 
I positioned my characters a short distance away from the mouse/rat hole, put a 
weight on the "enter" key and came back an hour later to 50,000exp--more than 
enough to level up and fight the dragons easily.


  Not quite hacking. You are limited to viewing only due to the implementation 
of an anti-tampering checksum at the end of the save file. You will not be able 
to load the edited save file unless you also generate the matching checksum. 
Nevertheless, the save file is a valuable source of information. The offsets 
below correspond to the character in the first position of the non-party 
roster; the party roster is at the front of the file.

Parameter            Offset

Max MP               0x0405
Max stat limit       0x0406
Gold                 0x040B-040C
Exp                  0x040E-040F
Age                  0x0414
Level                0x0417
Stats (STR..KRM)     0x0418-041E
Name                 0x0420-042A
Max HP               0x042C-042D
Prayer count         0x0431
Donation status      0x0439
Item name            0x0440-044C
Item enchantments    0x0450-045D
Next item            add 0x0020

Next character       add 0x0100

Security checksum    0x0FFE-0FFF



*    Entrance and exit of the level
___  Floors
|    Vertical walls, stairs, ropes, waterways etc. Two-way travel is possible.
^    Indicates a one-way drop.
[00] Rectangular door; Match up the numbers to see what leads where.
(00) Roundish hole in the wall; Functions as door. Some holes are small.
<00> One-way travel that leads to >00<
>00< One-way travel that leads from <00> and cannot be entered
-    Links adjacent areas. (Only used in scenario 5.)
x    Small letters are treasures, switches, etc. See the notes.
H    Hyssop
L    Lavender
G    Sage
S    Savory
V    Verbena
?    Random herb(s)

  The numbering of the doors is the order you can follow to get from beginning 
to end; however, since some levels do not require you to pass through every 
door, and many doors need to be passed through more than once, and there is 
more than one route through most scenarios, this is clearly not intended to be 
a rigid order. More important is the sequence of events, because triggers, such 
as throwing a switch, will need to be activated before other triggers become 
available. It is not possible to get stuck--for example by using up a tool or 
forgetting to pick one up, or going out of the order that the guide says. 
There's always a way to proceed. The only way to really get stuck is by losing 
an important character (e.g. your boss-killer or door opener)
  Every scenario has at least two objectives; these will be the chief exp 
earners for your characters. Since you can usually leave the level whenever 
you want, it's up to you (and the preparation of your characters) how many you 
want to do.
  There will be no mention of monsters and no discussion on fighting bosses. 
Some bosses require special procedures, which are always mentioned as part of 
the story.

  There are no plans to make maps for the other scenarios, because I have 
found full-color, animated maps at:
This site also deserves credit for the location of most of the hidden treasures.


*___a>07<          >04<               (12)__f         [06]______d_____<07>
  ^                 ^                      ^
  |__[01]__(08)    c|__[05]    >21<__[05]__|__[06]      (13)__>10<__[11]

[01]__[03]__[02]__[22]    b__[02]    [03]__<04>    (08)__[09]e__n__[24]

[09]__<10>    [11]__(12)    g[14]__(13)    [14]____[15]    [15]__[19]__h__[16]

[16]__[17i]__p    [17]__[18]    [19]__k__[20]    [24]__o__S     [62]__[63]w

[23]________m    [20]_
           |          ^
  [18]__j  q__r?      |__<21>    [22]__[23]l

a Get the Blue Ball to open the way downward.
b Goran is here.
  Talk to him twice at any time and he'll tell you what you need to do next.
c One of the Crystals is in the lower left corner, among the spikes.
d Touch the blue switch (torch) to make door [11] appear below.
e Insert the Blue Ball to open door [09].
  You will need to come back for it at some point before getting the jewel.
f The other Crystal is in one of the holes.
g Get the Jar with Water here.
h Drop your crystals into the empty jars to drain the acid-flooded room.
i This door has an Anti-Magic trap.
j Touch the gray switch to release the jewel. The acid must be drained first.
k Put some water in the jar here to remove the barrier in the acid drip room.
l Insert the Blue Ball to open door [23].
m Taking the Jewel from this demon statue sets off a Memory Loss trap.
  The gray switch must be pushed before you can take it.
n Insert the Jewel into the demon statue to open door [24]. (Optional)
o The Herb is guarded by a couple of Hydras. (250 exp)
p Insert the Jewel into the demon statue to clear the way to the Scepter.
q This blockage is opened by the previous note.
r The Scepter is in a chest guarded by a bunch of orks.
  Keep searching it to get a Long Sword and an herb.
  Now proceed to exit the stage. After passing through door <07>, but before 
  leaving, go back to room [02] to find Goran's Axe.

Summary of Treasure:
                   Use   Enchantment         Spell
Savory            Herb
Random            Herb
Jewel             Tool
Crystal x2        Tool
Jar with Water    Tool
Blue Ball         Ring   Ju4,Su4,Ve4         Resurrect
Long Sword         Arm   Ma2,Su2             Flame (locked)
Goran's Axe        Arm   Ma3                 none
Scepter            Rod   Me1,Ve1             Peace

Sidequest         Kill the Hydras                240 exp
Tribute           Give the Scepter               200 exp

-Find Leeza (the frog princess) and talk to her until she asks you to get the 
Cauldron. (You have to put back the Wolfsbane, Mandragora and Beehive if you 
already picked them up.)
-Get the Cauldron, bring it back, and put it on the stove.
-Leeza will ask you to collect the Wolfsbane, Mandragora and Beehive.
-The Wolfsbane and Mandragora are in the caves.
-The Beehive is behind a sealed door which needs the Moonstone and Bloodstone 
to open.
-The Moonstone and Bloodstone are on opposite sides of the maze, guarded by 
stone sentinels who say something different from the others. To get rid of the 
guard, talk to him, leave the area, and come back to find him gone.
-Get the Jack's Flame.
-Talk to Frajiore. (Optionally, fight him for 250 XP.)
-Talk to Leeza and keep talking till she asks you to make the potion. Use the 
flame and do it. Then give it to her.
-Find the Coin of Joy in a chest near the exit of the level. Give it away at 
the treasure screen for 200 exp (optional).

Usable treasures: none

Sidequest         Kill Frajiore                          250 exp
Tribute           Give the Coin of Happiness             200 exp

  3-1. THE GARDEN OF THE GODS (3 character limit)
-One of the houses has a Red Seed.
-Proceed all the way to the right past the mountains until a god stops you.
-Return to the first house and the man gives you wine.
-Give it to the god and he'll open the gate, but Jupiter throws you out.
-As you approach town, you'll drop the seed.
-Leave and come back until a giant vine has grown. Climb it.
-Find Hephaestos and he'll give you a task.
-Bring him a Seed of Flame from Apollo he'll give you Golden Wine.
-Give it to Dionysius and he'll tell you about the Red Fruit.
-Get the fruit from the vine and bring it to Apollo. You'll get 20 gold...
-Talk to Venus, then find Anna on the second level.
-Bring Anna to get the Silver Harp, then let her play it for Zeus. (250 exp)
-On the way back through the mountains, find the Shield in the leftmost crevice.
-Talk to the wine man, then fight Adana. (250 exp) You'll get the Bracelet.
-The wine man, and also the shopkeeper, will give you 10 gold.
-Search the temple for 100 gold.
-Return the Bracelet to Zeus. (200 gold, 50 exp, optional)

Usable treasures:
Bracelet          Ring   Me1,Mo1,Su1,Sa1     Barrier
Shield          Shield   Ju4                 none

Main objective    Allay Zeus's wrath                     250 exp
Main objective    Kill Adana                             250 exp
Sidequest         Give the Bracelet to Zeus     200 gold, 50 exp


          ______b______             _[13m]    [13]__n
         |             |           |
*__(01)__|_(23)   (02)_|__[03]__l__|__(14)
                    [12]__[17]__|y            [12]__>11<__k__>27<

(01)__a    c__(02)    [03]__[04]_d?    S_[24u]__[04]__e__<05>

[21]__[09i]_h_[08i]__[07]_V    (07)__>05<__[06f]__[18]__[20r]__[19p]_V

[06]__g    [08]__j    [09]__(10j)    [10]__<11>    [14]__[15]__[25]

[17]__[18]    [19]__q    [20]__s    [21]__t__[22]    [23]__[22]

[24]__v    [25]__w    <27>__x__>26<    o_<26>__[16]    [16]__[15]

a At the center of the shrine, the forest god will give you the Gold Pedestal.
b Fight a battle with giants under the tree to get the Emerald Ring.
c Get a Jar of Sap here.
d Use the statue to open [04], setting off a Stoned trap.
  Search the statue again to get the herb.
e Fight Destru here, and get the Diamond Staff (but 0 exp) after beating him.
f This door requires the Emerald Ring to open.
g Use the Jar of Sap to wake the man and unlock the talisman (and Sand Maribo).
h The wall can be easily lowered (from either side) by examining the wall 
  twice, then going into the nearby room and examining the sand trapdoor twice.
i These doors have Anti Magic traps.
j Sand trapdoors. You can pass through [10] once the sand is clear.
k Ria is here. She will be your helper on this level.
  For now she wants you to save her uncle in the cabin.
l Climbing up the well will cause you to drop the Gold Pedestal.
  Going back down to search for it will eventually reveal hidden door [16],
  and simultaneously unlock [17].
  You cannot go DOWN the well from the surface until dropping the pedestal.
m You can force door [13] by examining twice, but only after talking to Ria.
n Uncle is here.
o The Dungeon Key is here after saving Uncle the first time, but you won't find 
  it until you to talk to Ria again.
p Requires Diamond Staff AND Dungeon Key to open.
q Rescue Uncle again. He'll give you the Shrine Key.
r Requires Diamond Staff to open; this door has a Frozen trap.
s Get back the Gold Pedestal and place your Dungeon Key to keep the door open.
t Fight the Sand Maribo here, if you woke the old man. (500 exp, Optional)
u Requires the Shrine Key to open.
v Here is the Talisman. You can't get it unless you have the Gold Pedestal and 
  have woken the old man.
w Drop the Talisman into the bottomless pit. You can't leave with the Talisman!
x It is possible to pass through the ceiling trap room, but only once, only 
  after getting the Gold Pedestal, only before talking to Ria, and only from 
  the direction of the guard post!
y After the main objective is complete, you can find the Fog Robe at the bottom 
  of the well.

Summary of Treasure:
                   Use   Enchantment         Spell
Verbena x2        Herb
Savory            Herb
Random            Herb
Jar of Sap        Tool
Dungeon Key       Tool
Shrine Key        Tool
Gold Pedestal     Tool
Emerald Ring      Ring   Mo6                 none
Diamond Staff      Rod   Me5,Su2             Gas Cloud (locked)
Fog Robe          Robe   Me3,Mo4             Fog Bank

Sidequest         Kill the Sand Maribo           500 exp
Main objective    Destroy the Talisman           500 exp

  2-2. THE DRAGON KING (3 character limit)
-Try the pressure plates in the pool of water until you press them all down.
-The man in the cave will let you through the gate if you pushed the plates.
-Talk to the fairy Lili with a Fortune-Teller and you'll get the Golden Key.
-Talk to the ill priest in town with a Doctor or Nurse to heal him.
-Show the Golden Key to the healed priest and get the Hermit's Robe.
-Talk to the man with the ill wife with a Doctor or Nurse to heal her. You get 
the Wise Man's Cane.
-Talk to the priest in the far right building to get the Tree Medicine.
-In the next area, enter the first open building and enter the far left house 
from underneath.
-Give the medicine to the pig and get the Scroll.
-Use the Wise Man's Cane to open the barrier just before the volcano.
-Use the Golden Key to open the gate inside the cave. This frees Bibi.
-Bring the robe to the reunited Lili & Bibi to power it up.
-Bring the enchanted robe to king Caliph to heal him.
-Princess Serina can now be freed from the prison past the throne room.
-Escort Serina to the first building in the map. (100 gold, 500 exp)
-Also recieve the Necklace from the princess as reward.
-With the Hermit's Robe, you can dive into the volcano.
-If Serina is rescued, the old man at the bottom gives you the Dragon Slayer.
-If Serina is rescued, the other old man can use your Wise Man's Cane to bridge 
the path to Vadis. (You can get it back by asking the old man again.)
-If you have the Dragon Slayer, Vadis can be killed. (600 exp)
-Treasures are now available:
  *Talk to Caliph for the Sacred Shield.
  *Talk to the king for another 100 gold.

Usable treasures:
Wise Man's Cane    Rod   Me4,Ju3,Ve1         Sleep
Hermit's Robe     Robe   Ju4,Mo2,Ve1,Sa2     Weaken (locked)
Necklace          Ring   Ju2,Mo2,Su2,Ve2     Protect
Sacred Shield   Shield   Ju6,Mo2             Anti-Magic (locked)

Main objective    Rescue Princess Serina       100 gold, 500 exp
Sidequest         Kill Vadis                   600 exp

-Where the path splits, keep going left.
-Get the lever in the lowest room, and note what the skeleton's message says.
-Find the 'ANGEL' sign and get one of the letters.
-Find the 'HELL' sign and use your letter.
-The ice under the 'DEMON' sign is now melted and you can swim down.
-In the A B C room, take the doors in the order the skeleton's message said.
-In the pipe room, turn off the flames.
-Back in the icicle room, climb the now-frozen waterfalls.
-Get one of the letters from the 'EVOKE' sign.
-Touch the letter V to make a hidden door appear; go in it.
-Kill Sokuram and get a letter from the now-changed sign in his room.
-Find Kahzeh and use your letters to free her. She'll give Tears of the Wind.
-Treasures are now available:
  *Shield: Bottom of the Demon/God lake
  *Robe: Pipe room
  *Armor: Skeleton in the room where you got the lever
-Past Kahzeh's room you can fight Ekim (500 exp, optional)

Usable treasures:
Armor            Armor   Ju9                 none
Robe              Robe   Ju3,Mo4,Ve1         Exorcism
Shield          Shield   Ju6,Su2             Heal (locked)

Sidequest         Kill Ekim                              500 exp
Tribute           Give the Tears of the Wind             400 exp


     L__[14h]_                        [16i]_[17]_[15]
*__[01]__[02]_|    [01]__a    [02]_b_[03]       [06]_[03]_[04]_______[05]_[18]_L

[04]_c_[21]    [05]__d    [07]__[06]    [12]_b_[13]    [13]__g__G__S__s

 [07]______                                     (08)_fL   (09)_f
[24p]_[23]   |__e(08)_(09)_(10)_(11)__[12]_L    (10)_f    (11)_f

[15]__[14]    [16]_j_[23]    [17]__k    [18]__[19]    [19]___[20l]    [20]__m

G_[21]___[22n]    [22]__o    r[25]__[24]    q__[25]__q

a Get White Powder here. You can come back for more when you use it.
b There's a message in the torch here.
c Flip the switch (torch) here to unlock the rod in room [05].
d Read both torch messages and try pushing the rods. Eventually you will get a 
  message while leaving the room to try the second rod from the right. You may 
  have to come in and out and mess with the rods for awhile to trigger this.
e These caves were covered by the waterfalls and revealed by pushing the rod.
f These torches require a White Powder to extinguish.
  Only the torch in room (10) has the Rafael Sword.
g One of the islands has the Gabriel Sword, and islands beyond have herbs.
  If you kill the Krakens here, you get 2000 exp.
h This door requires the Rafael Sword to open. There is an Anti-Magic trap.
i This door requires the Gabriel Sword to open.
j Flip the switch (torch) here to reveal door [17].
k Line up the dim blocks with the flashing blocks to reveal the Silver Sword.
l This door requires the Gabriel Sword AND the Silver Sword to open.
  It has a Frozen trap.
m This torch needs two White Powders to extinguish and gives the Michael Sword.
n This door requires the Michael Sword to open.
o Line up the dim blocks with the flashing blocks to reveal the Crystal Sword.
p This door requires the Michael Sword to open.
q Place the Silver and Crystal Swords to open the floodgate. (1000 exp)
  You can retrieve all 5 swords on the way back to the exit.
r Sprint-jump off one of the stairs to get up behind the torch and find the Ice 
  Robe. The Silver and Crystal Swords must be placed for it to be there.
s After the main objective is complete, search in the back corner of the lake 
  to find the Armor Plate.

Summary of Treasure:
                   Use   Enchantment         Spell
Lavender x3       Herb
Sage x2           Herb
Savory            Herb
White Powder      Tool
Rafael Sword       Arm   Ma6,Sa4             Death Arrow (locked)
Michael Sword      Arm   Ma7,Sa3             Death Arrow (locked)
Gabriel Sword      Arm   Ma8,Sa2             Death Arrow (locked)
Crystal Sword      Arm   Ju6,Su8             Heal
Silver Sword       Arm   Su7,Ve7             Cure
Ice Robe          Robe   Me3,Ju3,Mo3,Su3,Sa2 Ice Wall
Armor Plate      Armor   Ju12                none

Sidequest         Kill the krakens               2000 exp
Main objective    Open the floodgate             1000 exp

-The first hut visible from the start has an elf who'll give you a Fairy Tears. 
(There's another Fairy Tears already placed in one of the fairy bridge slots.)
-When you find a tall hut with a door on the lower level that you can't enter, 
go in the top door and wipe out the silkworms. Now you can enter the lower door.
-The elf (Teto) will give you a letter.
-In the lower right corner of the forest, dig down into the dark spot.
-The elf (Nift) will let you pass if you have the letter.
-Deactivate the magic elevator.
-Enter the hut that the elevator was blocking.
-The elf inside will tell you something important.
-Now, if you search the nest at the far left of the second level you'll find a 
Fairy Tears.
-At this point the elf in the hidden room over one of the fairy bridges will be 
willing to help you. Talk to him until he tells you to go to the scales.
-The scales are now unbalanced, allowing you to get into the room on the right.
-Kill the moth. (1000 exp)
-The scales will now go the other way. In the other room is the Red Jewel.
-Bring the jewel to the hut on the right side of the first level and wash it.
-Treasures are now available:
  *Hero's Shield: In the deep grass by the elevator machine
  *Rod of Light: Bird's nest at the right side of the top level
  *Magic Armor: In the silkworm room
  *Robe: Bird's nest where you found the Fairy Tears

Usable treasures:
Rod of Light       Rod   Mo2,Ve10            Lightning
Magic Armor      Armor   Ma1,Ju8,Ve2,Sa1     Death Sound
Robe              Robe   Mo6,Su1,Ve4,Sa3     Demoralize (locked)
Hero's Shield   Shield   Ma2,Ju10,Mo1,Su1    Add to Life (locked)
Yellow Jewel      Ring   Ju6,Mo2,Ve6         Become Air (locked)

Main objective    Kill the Giant Moth                   1000 exp
Tribute           Give the Yellow Jewel                 1000 exp

  3-3. THE CURSE OF MEDUSA (3 character limit)
-Head to the right until you reach a rock wall and a hole in the ground.
-Go down the hole and head to the left until you see the Medusa, then run away.
-Go to the right, get the Mirror Shield, and continue until the rope is offered.
-Climb the rope and meet Anna, who joins you.
-Return to the petrified people and get the Antidote from the master (Arumos).
-Enter the cave and go right until you see Medusa, then leave.
-Head back across the bridge and there is now a hole in the big tree.
-Talk to the people down the hole, then return to either medusa cave.
-The span between the caves is now accessible; get the Blue Cord there.
-Climb up Anna's rope and head right to the spring. Use the Blue Cord.
-Finally, you can kill Medusa (1000 exp)
-Try to leave the level and Anna leaves you.
-Keep going left and get attacked by Medusa's Head.
-Kill it and get the Medusa's Head item.
-Treasures are now available:
  *Ring of Power: In the fireplace of the first house.
  *Armor: Dead end past the bottom of Anna's rope.
  *Laurel Rod: Left of middle region of Anna's rope.
  *Angel's Robe: Dead end past the spring where you used the Blue Cord.

Usable treasures:
Laurel Rod         Rod   Ma1,Me7,Ju3,Su1     Bolt
Armor            Armor   Ju10,Su2,Ve2        Resurrect (locked)
Angel's Robe      Robe   Mo5,Ve2,Sa7         Binding
Ring of Power     Ring   Ju7,Mo1,Su6         Turn Spell (locked)
Medusa's Head   Shield   Ju7,Mo4,Sa1         Stone Touch

Main objective    Kill Medusa                           1000 exp
Tribute           Give Medusa's Head                    1000 exp

Note: There are no actual doors in the level, so VIT 20 is not required.

*_j_(01)    (01)___m___(02)    G_(02)__(03)    (03)__[04]    [06]__[05]

[10b]__[09]    [09]__[08]    a__[07]    [26k]__i__[08]_[07]_[12]_[14]__[06]

[05]_    [25]        [11]       [10]          _____[27]          _[18]
     |_   ^           |_____c_____|    o__l__|                 _|
[15]___|__|__[04]       [30] [28]              G_d_[11]    g__|___[19]

[18]__[17]    [17]__[16]    [16]_f_[15]    [12]__[13]    [13]__e    [14]__e

[19]__[20]__[21]    [21]__[22]    [22]__[23]__[24]    [20]__h?    [23]__h?

   [25]                 [28]                                [30]
     |                   |                                    |
[24]_|    [27]__[26]     |_[29]    [29]__n    [31]__n    [31]_|

a Battle Ruwen and his dragon here. The dragon cannot be hurt, only the wizard.
  (1500 exp, Optional)
b Go down the well.
c Press down on the center blocks to change the walls and navigat 

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