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Guide and Walkthrough by Century_

Version: 1.01 | Updated: 09/27/2007



                  --~==          Xanadu Next        ==~--
                                    (PC)

           Century (Century_)              jack.onderon@btopenworld.com
           Version: 1.01                   15/11/06

                  --~==   -=-=-=-=-=-~-=-=-=-=-=-   ==~--

-=-=-=-=-=-=-=
=- Contents -=
-=-=-=-=-=-=-=

Initial Blurb

Introduction

Controls                      [ CTRL ]

Menus                         [ MENU ]

Levels and Attributes         [ LEVL ]

Shops                         [ SHOP ]
       - Keys

Equipment                     [ EQPT ]
       - Weapons              [ EWEP ]
       - Helms                [ EHLM ]
       - Armour               [ EARM ]
       - Shields              [ ESHD ]

Items                         [ ITEM ]

Accessories                   [ ACCS ]

Skills and Spells             [ SKSP ]
       - Magic                [ MAGC ]
       - Skills               [ SKLL ]

Guardians                     [ GRDN ]

Teleport Pads                 [ TLPT]

Walkthrough                   [ WLKT ]
            - Ruins Outside of Town .......................... [ W_ROT ]
            - Clover Ruins I ................................. [ W_CR1 ]
            - Ancient Path I ................................. [ W_AP1 ]
            - Clover Ruins II ................................ [ W_CR2 ]
                    - Berilard
            - Ancient Path II ................................ [ W_AP2 ]
            - Egret Mountains I .............................. [ W_EM1 ]
            - Ancient Path III ............................... [ W_AP3 ]
                    - Scoltula
            - Treacherous Woods .............................. [ W_TRW ]
            - Egret Mountain II .............................. [ W_EM2 ]
                    - Evilwurm
            - Ruins Beneath the Lake: Ascomoid
            - Xanadu Labyrinth ............................... [ W_XNL ]
            - Time Crevice ................................... [ W_TCR ]
                    - Lorelei
            - Strange Rock Castle ............................ [ W_SRC ]
                    - Galsis
            - World of the Dead .............................. [ W_WDD ]


Bestiary                      [ BSTY ]
       - Drops

Acknowledgements              [ ACKM ]

==================


-=-=-=-=-=-=-=-=-=-
=- Initial Blurb -=
-=-=-=-=-=-=-=-=-=-

I freely give permission for this file to be used or distributed on the
condition that it is done so completely intact and unchanged, and in full.
Do not use this walkthrough for any profitable means, and if you wish for
it to be presented on your website, please ask permission using the above
email. I would like to know exactly where it is being used, and any websites
I have given permission to, will be shown below:

www.gamefaqs.com
dlh.net

Don't plagiarise my work, don't copy this out in part or in full and whack
your name on it anywhere.

Go to Falcom's website, buy their stuff, and support them in every way you
can.


-=-=-=-=-=-=-=-=-=
=- Introduction -=
-=-=-=-=-=-=-=-=-=

I had only heard of Xanadu through early days playing Falcom Classics 1 on the
Saturn. Even then, I couldn't play much of it because my Saturn was just about
to die 8( Never the less, I really enjoyed it, despite how simple it was.

Xanadu Next is, however, vastly different to earlier incarnations. Gone are
endlessly repeating towers of limited originality, and ushered in are exciting
and atmospheric areas, some still in daunting castles or towers, whilst some
also being outside. The claustrophobic feel has gone, but I think it was the
reviewer here who said that there's still a feeling as though you are very
much on your own in this quest - the atmosphere is astounding.

Most would immediately say this is just another Diablo clone. But that's where
they're wrong. While it is similar in style, Xanadu Next is not as repetetive,
and it is far less a search for powerful items than it is just a great game.
The music is not traditional Falcom, but is still above par, with many truly
outstanding tracks. In short, this game is awesome, and I recommend anybody to
get it. Yes, it's in Japanese, but it's not text heavy, and even without a
guide like this it's possible to get a lot out of the game.

However, to avoid shooting myself in the foot, a guide like this will really
help you get the most out of this game 8)

Honest!


-=-=-=-=-=-=-
=- Control -=                                                         [ CTRL ]
-=-=-=-=-=-=-

Movement and action in Xanadu Next is controlled primarily by the mouse,
although controlling which skills and inventory items you are currently using
is achieved with the keyboard.

Mouse
=====

Left-Click     Move to the point clicked to
               Attack an enemy/world object (e.g. crate/barrel)
               Use some items straight from your inventory
               Select a Skill/Spell/item from their quick-menus

Right-Click    Talk to a character
               Open a chest/Activate an item in the field
               Open a locked door (uses 1 key)
               Use the selected Spell/Active Skill

               Skip cut-scenes (click twice)

Mouse-Wheel    Change camera angle


Keyboard
========

Escape         Open menu

Space-bar      Open inventory/Character screen

F1-F4          Use assigned Skills/Magic

1-4            Use assigned items

L/R cursor     Change camera angle


-=-=-=-=-=-
=- Menus -=                                                           [ MENU ]
-=-=-=-=-=-


Escape Menu
===========

   - Game Log (recent events)
   - Options
   - Return to Title Screen
   - Exit Game


Priestess Menu
==============

   - Talk
   - Change Guardian Card
   - Assign Attribute points
   - Level Down
         - Level Down
         - Don't level down
   - End conversation


Shyal Menu
==========

   - Talk
   - Rest (regain HP/SP and save)
   - Store Item
   - Translate Tablets
   - Translate Documents
   - End conversation


Vendor Menu
===========

   - Talk
   - Buy/Sell
   - End conversation



Status Screen
=============

The status screen can be brought up by pressing Space. It shows your level,
experience and stats at the top-left hand side. The top-right shows your
current Guardian, and its experience. Below that are four slots showing your
currently equipped sword, shield, armour and helm. Below that is a tabbed
section. The top tab shows your inventory. The middle tab contains all of the
skills you've both learned, and the one associated with your weapon. Finally,
the bottom tab shows all of the Spells you've learned.


=========================
= Levels and Attributes =                                             [ LEVL ]
=========================

Killing monsters earns you experience, and once you reach a certain amount of
experience, you will be able to level-up. You instantly gain 1 level, and your
max HP increases to the new maximum associated with that level. In addition,
you gain 6 Attribute Points which you can distribute amongst your attributes
however you please. However, to do so you must visit the Priestess in the
Church, and select the third option down. Once you have selected which
attributes to increase, select ok, and then the top option (yes).

There are a few things to note. First of all, if you are unsatisfied with how
you've distributed your Attribute points, you can go and deselect them (the "-"
keys when distributing points) up until you go up another level. Also, you can
"Level Down" (the second to bottom option in the church", whereby you will
go down to the level below, but with half the experience needed to go up. Both
of these options allow you to redistribute your attribute points, which is
important because every item you can equip requires certain levels in each
attribute.

Increasing each main attribute also increases secondary attributes. For example
increasing STR (strength) will increase your ATC (attack power) and ACC
(accuracy).

Note that normally you only get 6 Attribute points each level, but there is a
way of gaining up to 9 each level by using the last Guardian (see later). By
Levelling Down, you can regain all your levels and get many more Attribute
Points this way.

Your "Class" also changes with each level, although this does not have any
effect on the game 8(

   -========================================-
   | Lv | HP    | Exp    | Class            |
   |----+-------+--------+------------------|
   | 01 |    75 |     -- | Novice Fighter   |
   | 02 |    95 |     30 | Aspirant         |
   | 03 |   125 |    100 | Battler          |
   | 04 |   165 |    200 | Fighter          |
   | 05 |   215 |    370 | Adept            |
   | 06 |   275 |    600 | Chevalier        |
   | 07 |   345 |    900 | Veteran          |
   | 08 |   425 |   1300 | Warrior          |
   | 09 |   525 |   1800 | Swordsman        |
   | 10 |   645 |   2500 | Hero             |
   | 11 |   775 |   3500 | Swashbuckler     |
   | 12 |   915 |   6000 | Myrmidon         |
   | 13 |  1075 |   8000 | Champion         |
   | 14 |  1255 |  11000 | Super-Hero       |
   | 15 |  1455 |  16000 | Paladin          |
   | 16 |  1675 |  23000 | Lord             |
   | 17 |  1915 |  30000 | Master Lord      |
   | 18 |  2175 |  40000 | Apostle          |
   | 19 |  2475 |  50000 | Saint            |
   | 20 |  2825 |  60000 | Last Knight      |
   | 21 |  2925 |  75000 | Crusader         |
   | 22 |  3025 |  92000 | Saviour          |
   | 23 |       | 110000 | Pegasus Knight   |
   | 24 |       | 132000 | Dragon Knight    |
   | 25 |       | 155000 | Phoenix Knight   |
   | 26 |       | 180000 | Titan Knight     |
   | 27 |       | 210000 | Divine Knight    |
   | 28 |       |      ? | Ultimate Might   |
   | 29 |       | 270000 | Eternal Honor    |
   | 30 |       | 300000 | Infinite Bravery |
   -========================================-


An increase in an Attribute by 1 point increases the secondary attributes by
different amounts, depending on the primary attribute in question. The rates
secondary attributes are increased are as follows:
               
   -======================-
   | Atr | Inc | Inc Rate |
   |-----+-----+----------|
   | STR | ATC | Fast+    |
   |     | ACC | Slow     |
   |-----+-----+----------|
   | INT | MGC | Fast     |
   |     | RES | Slow     |
   |-----+-----+----------|
   | REF | EVA | Fast     |
   |     | ACC | Fast     |
   |     | ATC | Slow     |
   |-----+-----+----------|
   | CON | DEF | Fast     |
   |     | HP  | HP       |
   |-----+-----+----------|
   | MND | RES | Fast     |
   |     | MGC | Slow     |
   |     | EVA | Slow     |
   -======================-

The rate refers to the following numbers. For instance, an increase in STR by
1 point will raise ATC by 2 points, and ACC by 0 points. However, increasing
STR by 2 points increases ATC by 5, and ACC by 1.

 Fast+: 2 / 5 / 8 / 11 / 13 / 16 / 19 / 22 / 24 / 27 / 30
 Fast : 2 / 5 / 7 / 10
 Slow : 0 / 1 / 2 / 2 / 3

 HP   : +5 per Attribute

All the increases are in reference to the starting attribute values of 5. By
this I mean that increasing STR from 5 to 6 will increase ATC by 2. Howver, if
you come back and increase it more later, increasing STR from 6 to 7 won't
increase ATC by another 2, but by 3, for a total of 5.

The numbers above are cyclical. Once you hit 30 for the Fast+ rate, it will
carry on to 32, then 35, 38, 41, and so on.


-=-=-=-=-=-
=- Shops -=                                                           [ SHOP ]
-=-=-=-=-=-

There are three "services" available in Xanadu Next: Items, Equipment and the
Church.

The Item shop sells and buys Potions, Keys and Spells.

The Equipment shop sells and buys Weapons, Armour, Shields and Helmets.

The Church increases your stats when you go up a level, allows you to change
  the currently "equipped" Guardian, and will also allow you to "Level Down",
  which will enable you to regain all your levels again. That doesn't sound
  ideal, but makes more sense considering one of the Guardians you will
  eventually get.


========
= Keys =
========

Like in previous versions of Xanadu, there are numerous locked doors through
which you must pass. All of these can be opened using keys, which (barring one
or two exceptions) open all locks. Keys are bought from the Item merchant for
20G, but the cost will steadily rise the more you purchase. To counter this,
you will find Bones in chests throughout the land. Sell these to the merchant
to restore the keys to cheaper prices.

Beware, selling one Bone won't necessarily restore the key prices back down to
20G. If they are already quite expensive, you may find you need to sell more
Bones to get them cheap again.



-=-=-=-=-=-=-=-
=- Equipment -=                                                       [ EQPT ]
-=-=-=-=-=-=-=-

Equipment can either be bought or found, both in chests or on the bodies of
enemies. There are four types: Weapons, shields, armours and helmets. There is
a small selection of each in the Equipment shop at the beginning of the game,
but more will be available later on.

The particular equipment you can use at any particular time is determined by
your stats. Whichever equipment you can use is determined by your Strength
(STR), Intelligence (INT), Reflexes (REF), Constitution (CON) and Mind (MND).
Whenever you position the cursor over equipment, it will show you the
required amount of each you need to be able to use that equipment - if any are
red, then you cannot yet use that equipment, and must increase your stats by
either levelling up, or by using a Skill.


===========
= Weapons =                                                           [ EWEP ]
===========

Weapons will improve the more you use them, starting off with a base bonus to
attack (ATC+ in the table below), and increasing with the amount you use it.
Your ability with a weapon is measured in %, and reaches a maximum at 200%. The
exact bonus to ATC depends on your STR - at STR 5 (starting STR), the ATC
bonus at 200% is just +5 over that of the weapon's ATC, but increases rapidly.

Weapons are also associated with a skill. There are 30 skills in the game, and
any of them can be used by first equipping a weapon with that skill, and then
moving the skill icon to the tabs at the top of the screen (marked F1, F2 etc).
More information on skills will be found in the Skills section. However, once
your ability with a weapon reaches 100%, you will automatically learn that
skill, and be able to use it with any weapon.

* = Cannot be bought

   -==========================================================================-
   | Weapon            | ATC+| Requirements   | Skill             | H | Price |
   |-------------------+-----+----------------+-------------------+---+-------|
   | Dagger            |  15 | 05 05 05 05 05 | Thrust            | 1 |    50 |
   | Whirlwind *       |  18 | 06 06 06 05 05 | Retribution       | 1 |   100 |
   | Cleaver           |  25 | 09 06 07 06 05 | Observe           | 1 |   200 |
   | Mace              |  30 | 11 07 08 07 06 | Sudden Strike     | 1 |   400 |
   | Flaming Scimitar* |  30 | 15 08 10 10 08 | Blazing Sword     | 1 |       |
   | Gladius           |  35 | 13 07 10 09 07 | ? Payment         | 1 |   500 |
   | Bezwarl *         |  55 | 10 12 10 10 10 | Awakening Wisdom  | 2 |   500 |
   | Zweihander        |  60 | 15 08 10 10 08 | Counter           | 2 |   900 |
   | Hand Axe          |  75 | 16 09 11 10 08 | Spirit??          | 1 |  1200 |
   | Short Sword       |  85 | 11 12 16 12 11 | Nimbleness        | 1 |  2000 |
   | Sacred Axe *      |  90 | 12 12 12 12 15 | Calmness          | 1 |       |
   | Flanged Mace      |  95 | 14 12 14 16 12 | Robust Health     | 1 |  2200 |
   | Thunder Sabre *   | 100 | 18 15 14 13 14 | Shock Sword       | 1 |  2300 |
   | Battle Axe        | 125 | 22 12 15 13 12 | Brutal            | 1 |  4000 |
   |                   |     |                | Transformation    |   |       |
   | Longsword         | 140 | 24 13 16 13 13 | Whirling Attack   | 1 |  6000 |
   | Gundol Slash *    | 150 | 25 15 15 14 12 | Flying Blow       | 1 |  7000 |
   | Drake's Claw *    | 160 | 28 15 15 15 15 | Rear-Hand         | 2 |  8000 |
   | Unsigned          | 160 | 26 13 17 15 14 | One-Handed Equip  | 2 |  9000 |
   | Spiked Mace       | 180 | 28 15 18 16 14 | Warsong           | 1 | 10000 |
   | Great Sword       | 210 | 30 15 18 17 16 | Shield Proficiency| 1 | 12000 |
   | Frost Brand *     | 190 | 32 16 15 14 12 | Chill Sword       | 1 | 14000 |
   | Warhammer         | 240 | 32 16 19 18 17 | Dash              | 1 | 16000 |
   | Shadow Axe *      | 250 | 34 17 20 19 17 | Swift Runner      | 2 | 22000 |
   | Punisher          | 280 | 35 18 20 18 16 | Swift Attack      | 1 | 30000 |
   | Blood Lotus *     | 300 | 35 21 20 20 22 | Concentration     | 1 | 32000 |
   | Berserker         | 300 | 35 21 20 22 20 | Posture           | 2 | 32000 |
   | Murasame Blade *  | 310 | 35 21 22 20 20 | Strong Thrust     | 2 | 32000 |
   | Poleaxe           | 320 | 40 20 20 20 20 | Mental Protection | 2 | 40000 |
   | Vorpal Weapon     | 350 | 45 15 15 15 15 | Sword Air         | 1 | 50000 |
   | Wooden Sword *    |  20 | 05 05 05 05 05 | ---               | 2 |    50 |
   | Dragon Slayer *   | 250 | 05 05 05 05 05 | Dragon Killer     | 1 |  ---  |
   | Sword of Sorcery *|   ? |  ?  ?  ?  ?  ? | ---               | ? |     ? |
   -==========================================================================-

Requirements: Requirements are set out in the order:
    STR - INT - REF - CON - MND


Weapon locations
================

  Whirlwind:        Ruins outside of town
  Flaming Scimitar: Ancient Path I
  Bezwarl:          Dropped by Goblin Warrior
  Sacred Axe:       Egret Mountain
  Thunder Sabre:    Ancient Path III
  Gundol Slash:     Elder Lizard (Treacherous Woods)
  Drake's Claw:     Egret Mountain II / Griffon (Egret Mountain II)
  Frost Brand:      Xanadu Labyrinth
  Shadow Axe:
       Time Crevice
  Wooden Sword:     World of the Dead (Lv 5)
  Dragon Slayer:    Given to you after you unseal Strange Rock Castle
  Sword of Sorcery: World of the Dead (defeat Taros)

Special Weapons
===============

  Wooden Sword:     
  Sword of Sorcery: ?


=========
= Helms =                                                             [ HELM ]
=========

* = Cannot be bought

   -================================================-
   | Helmet         | Def+ | Requirements   | Price |
   |----------------+------+----------------+-------|
   | Cap            |  05  | 05 05 05 05 05 |    10 |
   | Diadem         |  07  | 06 08 06 06 09 |   300 |
   | ? Helm         |  10  | 09 09 09 09 12 |  1000 |
   | Open Helm *    |  12  | 12 12 12 12 15 |  1200 |
   | Horned Helm    |  15  | 15 15 15 15 18 |  2000 |
   | Valkyrie Helm *|  18  | 15 15 15 15 18 |  3000 |
   | Close Helm *   |  20  | 17 17 17 17 20 |  5000 |
   | Knight Helm *  |  45  | 25 25 25 25 25 | 10000 |
   -================================================-

Requirements: Requirements are set out in the order:
    STR - INT - REF - CON - MND


Helm locations
==============

  Open Helm:     Dropped by Skeleton (Ancient Path III)
  Valkyrie Helm: Dropped by Minotaur (Egret Mountain II)
  Close Helm:    Dropped by Master Goblin (Xanadu Labyrinth)
  Knight Helm:   World of the Dead (Lv 10)


==========
= Armour =                                                            [ EARM ]
==========

* = Cannot be bought

   -=====================================================-
   | Armour              | Def+ | Requirements   | Price |
   |---------------------+------+----------------+-------|
   | Robe                |  07  | 05 05 05 05 05 |    30 |
   | Robe +1 *           |  08  | 05 05 05 05 05 |    15 |
   | Cross Jerkin        |  14  | 06 06 07 09 07 |   200 |
   | Cross Jerkin +1 *   |  16  | 06 06 07 09 07 |   100 |
   | Leather Armour      |  25  | 08 08 09 12 09 |   600 |
   | Leather Armour +1 * |  27  | 08 08 09 12 09 |   300 |
   | Padded Armour       |  50  | 09 09 11 14 11 |  1200 |
   | Padded Armour +1 *  |      | 09 09 11 14 11 |   600 |
   | Ring Mail           |  70  | 11 11 13 16 13 |  2000 |
   | Ring Mail +1 *      |  73  | 11 11 13 16 13 |  1000 |
   | Scale Armour        | 100  | 12 12 15 18 15 |  4000 |
   | Scale Armour +1 *   | 104  | 12 12 15 18 15 |  2000 |
   | Splint Mail         | 140  | 14 14 16 20 14 |  9000 |
   | Splint Mail +1 *    | 155  | 14 14 16 20 14 |  4500 |
   | Half Plate          | 190  | 15 16 17 22 15 | 15000 |
   | Full Plate          | 220  | 18 18 18 25 18 | 30000 |
   | Battle Suit         | 255  | 20 20 20 25 20 | 40000 |
   | Silver Armour       | 240  | 25 25 25 25 25 | 65535 |
   | Student's Clothing *| 250  | 05 05 05 05 05 |   250 |
   -=====================================================-

Requirements: Requirements are set out in the order:
    STR - INT - REF - CON - MND


Armour locations
================

  Robe +1:           Dropped by Goblin Archer (Clover Ruins I)
  Cross Jerkin +1:   Dropped by Born (Ancient Path I)
  Leather Armour +1: ?
  Padded Armour +1:  Ancient Path II
  Ring Mail +1:      Dropped by Gargoyle (Ancient Path III)
  Scale Armour +1:   Egret Mountain II
  Splint Mail +1:    Dropped by Salamander (Egret Mountain II)
  Student's Clothes: World of the Dead (Lv 20)


Special Armour
==============

  Silver Armour: ?

  Student's Clothing: 


===========
= Shields =                                                           [ ESHD ]
===========

   -=======================================================-
   | Shields        | Def+ | EVA+ | Requirements   | Price |
   |----------------+------+------+----------------+-------|
   | Buckler        |  05  |  02  | 05 05 05 05 05 |    20 |
   | Small Shield   |  10  |  05  | 06 06 10 06 06 |   500 |
   | Round Shield   |  20  |  10  | 08 08 14 08 08 |  2000 |
   | Large Shield   |  30  |  15  | 10 10 17 10 10 |  5000 |
   | Kite Shield    |  45  |  22  | 13 13 21 13 13 | 10000 |
   | Tower Shield   |  60  |  30  | 18 18 25 18 18 | 20000 |
   -=======================================================-

Requirements: Requirements are set out in the order:
    STR - INT - REF - CON - MND


-=-=-=-=-=-
=- Items -=                                                           [ ITEM ]
-=-=-=-=-=-

Items are bought from the Item shop, under the first tab. Neither Bones nor
Food can be bought. Food is given to you by Shyal when you bring her Tablets,
and there are a number of different types e.g. Picnic Lunch. Each heals a
different, often significant amount of HP. Bones are only found in chests, or
the bodies of enemies. When you buy keys, the price begins at 20G but soon
starts increasing to ridiculous proportions. Selling Bones to the merchant,
at just 1G, will start to bring the price of keys back down again.

   -=======================================================================-
   | Item                 | Use                                    | Price |

   |----------------------+----------------------------------------+-------|
   | Small Heal Potion    | Heals small amount of HP               |    50 |
   | Medium Heal Potion   | Heals medium amount of HP              |   200 |
   | Large Heal Potion    | Heals large amount of HP               |  1000 |
   | Antidote             | Cure poison                            |   100 |
   | Omnipotence Medicine | Cures all status disorders             |   200 |
   | Black Onyx           | Teleport to town, and back out again   |   500 |
   | Elixir               | When you reach 0HP, revives you        |   --- |
   | Bone                 | Makes keys cheaper                     |     1 |
   | (Food)               | Heals varying amounts of HP            |   N/A |
   | Key                  | Opens locked doors                     |   20+ |
   -=======================================================================-


To be readily available for use items must be placed in an item slot. These 
are just to the right and below the Skill slots, and numbered from 1-4.

Like Skills, there are active and passive items. Active items include all of
the potions, but there are also some accessories such as bracelets, pendants
and boots that can be placed in the item slots. These are passive, and are
used automatically, without needing to be selected.

To use an active item, such as a Health Potion, simply press the number that
corresponds to the slot it is in. For example, if you have an Antidote in the
top slot, simply press "1", and you will use one of the Antidotes from the
stack.

These useable items, as well as bones, exist in your inventory as stacks. You
can only have one stack of any type of item, and a maximum of 10 in that stack.
This means that you can only ever have 10 bones, 10 Antidotes etc. at one time.
Note that the three types of Health Potion (Small, Medium and Large) all count
as different items, so you can have up to 30 Health Potions. Using an item
reduces the number in the stack by 1.

Keys don't go in the inventory, but are held in a counter below the Gold
counter. As long as you have more than 0, any locked door can be opened by
right clicking on it.

There are also several pieces of fruit or berries, which you can buy from
Anyess at certain periods of the game. The fruit increase a single statistic
by ? point.

   -===================================================-
   | Type          | Attr | Cost | Location            |
   |---------------+------+------+---------------------|
   | Power Fruit   |  STR |  200 | Clover Ruins II     |
   |               |      |      |                     |
   |               |      |      |                     |
   |               |      |      |                     |
   -===================================================-


-=-=-=-=-=-=-=-=-
=- Accessories -=                                                     [ ACCS ]
-=-=-=-=-=-=-=-=-

Accessories are powerful items that must be equipped in the item slots to be
used. Some of their uses are passive i.e. they only need to be equipped in a
slot for their effect to work, whilst others must be selected and used by
pressing their associated slot number to work. None of them can be bought, they
are all found on your journey, but many are vital to your quest and you won't
be able to proceed without them.

Anybody who's played previous Xanadu games will probably recognise the names of
these items 8) However, most of them have slightly different uses, so they fit
in with the new style of game.

1. Bone Whittling Knife (Curved blade with leather strap)
Type:     Active
Location: Anyess (Clover Ruins I) - 100G
Use:      Converts bones into keys (1 Bone => 1 Keys)

2. Ruby (Red stone set in a golden ring)
Type:     Passive
Location: Ancient Path I
Use:      Can push heavy steel crates

3. Moonstone (A necklace with a jewel pendant)
Type:     Active
Location: Ancient Path I
Use:      Can be used to return to town (select top option, "OK")

4. Viper Ring (Green)
Type:     Passive
Location: Ancient Path I
Use:      Small random chance to poison enemy when they're hit

5. Gauntlet
Type:     Passive
Location: Clover Ruins II
Use:      Can smash through weak walls or boulders

6. Grudge Bracelet (Grey)
Type:     Passive
Location: Ancient Path II
Use:      Small random chance to curse enemy when they're hit (Reduces their
          attack power)

7. Spectacles (Translucent blue/green object)
Type:     Passive
Location: Ancient Path III
Use:      Allow you to see hidden walkways or chests

8. Fire Crystal
Type:     Passive
Location: Ancient Path III
Use:      Activates teleport pads

9. Dispelling Arrow
Type:     Active
Location: Lisa, the Priest
Use:      Breaking the Seal of Xanadu (1-Use)

10. Restraint Bracelet (Blue)
Type:     Passive
Location: (Forest)
Use:      Small random chance to paralyze enemy when they're hit

11. Improved Bone Whittling Knife (Curved blade with leather strap)
Type:     Active
Location: Anyess (Treacherous Woods) - 400G
Use:      Converts bones into keys (1 Bone => 2 Keys)

12. Winged Boots
Type:     Passive
Location: (Forest)
Use:      Allows you to walk on air. Must "jump" from a platform to activate

13. Bracelet of Silence (White)
Type:     Passive
Location: Egret Mountain II
Use:      Small random chance to silence (prevent spellcasting) enemy when
          they're hit

14. Rangstone (A blue fan)
Type:     Passive
Location: Egret Mountain II
Use:      Allows you to breathe underwater

15. Absorbing Bracelet (Purple)
Type:     Passive
Location: Ancient Path III - Underwater passageway
Use:      Small chance each attack to regain 1 SP for the selected Skill

16. Bloodsucking Bracelet (Red)
Type:     Passive
Location: Xanadu Labyrinth
Use:      Small chance each attack to regain some HP

17. Mantle
Type:     Passive
Location: World of the Dead
Use:      Allows you to pass through the magic barriers in the World of the Dead


-=-=-=-=-=-=-=-=-=-
= Skills & Spells =                                                   [ SKSP ]
-=-=-=-=-=-=-=-=-=-

In order to use Skills and Spells, they need to be selected in advance.

Open the inventory screen (Space-bar), and click on the middle tab on the right
side of the screen near the bottom. This will open the Skills menu. The bottom
tab will open the Magic menu. To use any of them, click and hold on the Skill
or Spell icon, and drag it up to one of the four Skill/Spell slots at the top
right hand corner of the screen, marked F1, F2, F3 or F4.

Some Skills are active, and some are passive. Passive Skills do not need to be
selected to be used, but they must be in one of the four Skill/Spell slots.
Spells and active Skills must not only be in the slots, but must also be
selected by pressing the corresponding F key. For example, to select the skill
in the first slot, press F1.

The Spell or Skill that is currently selected can be used at will by right-
clicking on a target. Only one Spell or Active Skill can therefore be used at
a time. There are four "levels" of Spells and Skills, and each can only be
used a certain number of times. All Skills and Spells have their own counter,
so even if you use up one 1st Level Spell e.g Fire, you can still use all of
the other 1st Level Spells e.g. Needle. One of the Guardians increases the
number of uses each skill or Spell has, and Magic Potions and the Absorb
Bracelet both replenish SP.

   Level    Uses
     1       20
     2       14
     3       10
     4        7


===========
== Magic ==                                                           [ MAGC ]
===========

You will either find or purchase Spell books along your journey, and by right-
clicking these you will learn a Spell, which can be used in the same way as
Skills. At the beginning of the game, only four will be on offer, but you will
have many more by the end of the game. All of the Spells are offensive i.e.
deal damage, and some have an additional side-effect: Some Ice spells can
freeze some enemies temporarily, and some Thunder spells can stun enemies.
Resistance to physical element spells is by armour, not magic defense.


   -==============================================-
   | Spell             | Level | Element  | Price |

   |-------------------+-------+----------+-------|
   | Needle 1          |   1   | Physical |   100 | 
   | Needle 2          |   1   | Physical |  1000 |
   | Needle 3          |   1   | Physical |     ? |
   | Rock 1 *          |   ?   | Physical |   300 |
   | Death 1 *         |   ?   | Physical |     ? |
   | Fire 1            |   1   | Fire     |   200 |
   | Fire 2            |   1   | Fire     |  1200 |
   | Fire 3            |   1   | Fire     |  6000 |
   | Blaze 1           |   2   | Fire     |  1000 |
   | Blaze 2           |   2   | Fire     |     ? |
   | Blaze 3           |   2   | Fire     | 10000 |
   | Ignition 1        |   3   | Fire     |  3000 |
   | Ignition 2 *      |   3   | Fire     |   300 |
   | Ice 1             |   1   | Ice      |   200 |
   | Ice 2             |   1   | Ice      |  1200 |
   | Ice 3             |   1   | Ice      |  6000 |
   | Frost 1           |   2   | Ice      |  1000 |
   | Frost 2           |   2   | Ice      |     ? |
   | Frost 3           |   2   | Ice      | 10000 |
   | Freezing 1        |   3   | Ice      |  3000 |
   | Freezing 2 *      |   3   | Ice      |   300 |
   | Thunder 1         |   1   | Thunder  |   200 |
   | Thunder 2         |   1   | Thunder  |  1200 |
   | Thunder 3         |   1   | Thunder  |  6000 |
   | Blitz 1           |   2   | Thunder  |  1000 |
   | Blitz 2           |   2   | Thunder  |     ? |
   | Blitz 3           |   2   | Thunder  | 10000 |
   | Lightning 1       |   3   | Thunder  |  3000 |
   | Lightning 2 *     |   3   | Thunder  |   300 |
   -==============================================-


Needle      Weak single needles which strike a single opponent

Rock        A giant boulder drops from the sky at wherever the caster points,
            knocking everything in its path aside and often to the floor, also
            dealing large amounts of damage

Death       A wave of deadly energy flies from enemy to enemy, dealing damage
            until either all enemies are dead, or the wave eventually dies out

Fire        A single fireball that strikes one enemy

Blaze       A wall of fire moves forwards slowly from your finger, ending
            about 3 yards away from you but burning for several seconds

Ignition    A huge explosion, hitting everything on screen and knocking them
            down for a few seconds, the recovery time varying

Ice         A single shard of ice that strikes one enemy

Frost       A wave of ice blasts in front of you, and erupts when it strikes
            an enemy or object, hitting it several times and knocking it
            towards or away from you (if it survives!)

Freezing    Shards of ice drop from the sky, hitting all enemies on screen and
            freezing them all for a very short time

Thunder     A single botl of lightning shoots in a line from your weapon,
            striking everything in its path

Blitz       A shield of electricity surrounds you, ????

Lightning   Sparks of thunder blast from the sky, hitting all enemies on screen
            and stunning them for a few seconds


Enemy Only
----------

Heal        An orb of healing energy that homes in on a damaged monster and
            heals 100 (?) HP

Kill        Gives you 10 seconds to hit the caster or you will die



The layout in your spells tab is:

  -=======================================================================-
  |   Needle  |   Rock    |   Death   |   Fire    |   Blaze   | Ignition  |
  |-----------+-----------+-----------+-----------+-----------+-----------+
  |    Ice    |   Frost   |  Freezing |  Thunder  |   Blitz   | Lightning |
  -=======================================================================-

===========
== Skill ==                                                           [ SKLL ]
===========

Skills are obtained by using weapons. Each weapon has its own particular skill,
so when you equip a weapon, you can go to the Skill submenu, drag and drop the
Skill icon to one of the Skill slots, and it'll be available for use. Once a
weapon's skill level increases to 100%, its skill becomes permanently
available to you, even if you unequip the weapon.

There are 30 skills in the game - so it makes it difficult to juggle which ones
to use, as well as your choice of spells, which must all fit into just 4 skill
slots! Obviously, knowing which Skills and Spells to use at the right time is
a must. Skills are either Passive or Active. Passive Skills need only be in one
of the Skill slots to work. However, Active Skills must be in a Skill slot,
must be selected by pressing the associated F key, and then must be used,
usually using the right mouse button.

I've numbered the skills according to their location on the Skills grid. The
top-left skill is "1", going across to the right "2, 3, 4, 5, 6". The second
row is "7, 8.." etc, going all the way down to 30 in the bottom-right corner.

* I'm not sure if this is the correct name

Skills
======

1.      Thrust
Type:   Active
Weapon: Dagger
Use:    A stabbing attack that deals extra damage and knocks an opponent to
        the ground
Level:  1 (20 uses)

2.      Retribution*
Type:   Active
Weapon: Gladius
Use:    A sweeping attack that hits several enemies, and knocks them all to
        the side
Level:  2 (14 Uses)

3.      Flying Blow
Type:   Active
Weapon: Gundol Slash
Use:    ?
Level:  1 (20 Uses)

4.      Whirling Attack
Type:   Active
Weapon: Longsword
Use:    A swirling attack that hits everything around you
Level:  3 (10 Uses)

5.      Warsong
Type:   Active
Weapon: Spiked Mace
Use:    Temporarily increases damage by 10% (until you leave that room)
Level:  4 (7 Uses)

6.      Dash
Type:   Active
Weapon: Warhammer
Use:    Dash and strike an opponent, knocking them to the floor
Level:  2 (14 Uses)

7.      Strong Thrust
Type:   Active
Weapon: Murasame Blade
Use:    A stabbing attack, like Thrust, but hitting one enemy several times
Level:  1 (20 uses)

8.      Sword Air
Type:   Active
Weapon: Vorpal Weapon
Use:    Strikes ground, sending out a wave of air that damages enemies and
        knocks them back
Level:  3 (10 Uses)

9.      Dragon Killer
Type:   Active
Weapon: Dragon Slayer
Use:    A hugely powerful single attack that takes time to charge up
Level:  3 (10 uses)

10.     Blazing Sword
Type:   Passive
Weapon: Flaming Scimitar
Use:    Weapon takes on the elemental attributes of Fire. Causes extra
        damage, especially to creatures of Ice/Water element, but causes
        less damage to Fire creatures (e.g. Salamanders)

11.     Chill Sword
Type:   Passive
Weapon: Frost Brand
Use:    Weapon takes on the elemental attributes of Ice. Causes extra damage,
        especially to creaturs of Fire element, but causes less damage to Ice
        or Water creatures (e.g. Frost Salamanders). Small chance to freeze
        enemy on hit

12.     Shock Sword
Type:   Passive
Weapon: Thunder Sabre
Use:    Weapon takes on the elemental attributes of Electricity. Causes extra
        damage, but causes less damage to Electric creatures. Small chance to
        Stun an enemy on hit

13.     Focus
Type:   Passive
Weapon: Blood Lotus
Use:    Increases critical power (damage dealt by critical hits)

14.     Powerful Arm
Type:   Passive
Weapon: Drake's Claw
Use:    Increases STR

15.     Awakening Wisdom
Type:   Passive
Weapon: Bezwarl*
Use:    Increases INT

16.     Nimbleness
Type:   Passive
Weapon: Short Sword
Use:    Increases REF

17.     Robust Health*
Type:   Passive
Weapon: Flanged Mace
Use:    Increases CON

18.     Serenity
Type:   Passive
Weapon: Sacred Axe
Use:    Increases MND

19.     ??
Type:   Passive
Weapon: Whirlwind
Use:    ??

20.     Sudden Strike
Type:   Passive
Weapon: Mace
Use:    Increased damage when attacking from behind

21.     Counter
Type:   Passive
Weapon: Zweihander
Use:    Chance to repel an attack and return the hit

22.     Shield Proficiency
Type:   Passive
Weapon: Greatsword
Use:    Increased chance to block an attack with the shield

23.     One-Handed Equipment
Type:   Passive
Weapon: Unsigned
Use:    Allows two-handed weapons to be equipped in just one hand, so a shield
        may be equipped at the same time

24.     Temper Spirit*
Type:   Passive
Weapon: Hand Axe
Use:    If reach 0HP, chance that some HP are retained??

25.     Brutal Transformation
Type:   Passive
Weapon: Battle Axe
Use:    Defense power is swapped with attack power

26.     Mental Protection
Type:   Passive
Weapon: Poleaxe
Use:    Increase defensive power while reducing attack power

27.     Blood Rage
Type:   Passive
Weapon: Berserker
Use:    The more damage you take, the more you can cause on an enemy

28.     Swift Runner
Type:   Passive
Weapon: Shadow Axe
Use:    Move faster than normal

29.     Swift Attack
Type:   Passive
Weapon: Punisher
Use:    Increases attack speed

30.     Penetrate
Type:   Passive
Weapon: Cleaver
Use:    See enemy status (stats, weaknesses etc)


-=-=-=-=-=-=-=-
=- Guardians -=                                                       [ GRDN ]
-=-=-=-=-=-=-=-

In Xanadu, because of an incident that happens early in the game, all that is
keeping you alive is the presence of a "Guardian". Guardians have special
abilities that, when the Guardian is connected to you, also affect you. This
is nice, because all of these abilities tend to make you better prepared to
deal with the world around you 8)

You start with no Guardians whatsoever, but will eventually be given your first
for free. It's then up to you to find the others, and many of them are usually
hidden quite well. If you find any more, simply speak to Lisa in the Church.
Select the second option, and you will be able to switch between Guardians at
will.

Guardians gain experience and levels the more you use them. Each time you kill
an enemy, the Guardian you currently have equipped gains 1 Exp. Different
Guardians achieve higher levels at different experience amounts, and not all
of them can gain the same number of levels. However, the abilities they give
you increase in power with each level.


1. Shirafil
Location:    Automatically receieved.
Levels:      10 
Exp:         30/40/50/60/70/80/90/100/110
Ability:     Grants you additional HP.
Progression: +4% HP per level

2. Demon Catcher
Location:    Clover Ruins I
Levels:      10 
Exp:         30/39/50/60/70/80/90/100/110
Ability:     Increases the number of skill points you have. 
Progression: There are three levels of skill, each with different numbers of
             Skill points:        1: 20
                                  2: 14
                                  3: 10
             The progression changes depending on the level of skill:
                Guardian Level:   1 2 3 4 5 6 7 8 9 10
                1st Lv Skill+:    0 1 2 3 3 4 5 5 6 7
                2nd Lv Skill+:    0 1 1 2 2 3 3 4 4 5
                3rd Lv Skill+:    0 ? ? ? ? ? 2 3 3 3
                4th Lv Skill+:    ? ? ? ? ? ? ? 2 2 2

3. Sorcerian
Location:    Clover Ruins I
Levels:      10 
Exp:         30/39/50/60/70/80/90/100/110
Ability:     Increases damage dealt by spells
Progression: +3% spell damage per level


4. Belladonna
Location:    Ancient Path I
Levels:      5 
Exp:         30/49/70/90
Ability:     Increase potion recovery (HP recovered from using potions).
Progression: +20% recovery per level          


5. Durandal
Location:    Ancient Path I
Levels:      10
Exp:         20/29/40/50/60/70/80/90/100
Ability:     Increases rate weapon experience is gained.
Progression: Approximately +0.1% XP per hit per Guardian Level


6. Wanaprot
Location:    Ancient Path III
Levels:      8
Exp:         40/89/140/190/240/290/340
Ability:     Increases chances that items are dropped by enemies
Progression: Unknown


7. Shiwelk
Location:    Ancient Path III
Levels:      10
Exp:         20/39/60/80/100/120/140/160/180
Ability:     Decreases cost of items when buying, increases cost when selling
Progression: Buying -  Cost -2% per Level
             Selling - Cost +1% per Level


8. Frugel
Location:    Treacherous Woods
Levels:      5
Exp:         50/79/110/140
Ability:     Increases Exp gained
Progression: +10% Exp per level


9. Garneshia
Location:    Egret Mountain II
Levels:      3
Exp:         40/59
Ability:     ?
Progression: Unknown


10. Greyash
Location:    Xanadu Labyrinth  
Levels:      3
Exp:         40/59
Ability:     Improves power of Bracelets
Progression: Bloodsucking Bracelet: Unknown (increases HP regained)
             Absorbing Bracelet: +1SP regained per level
             Others: Increases chance of effect; Rate unknown (?)

11. Selbesk
Location:    Strange Rock Castle  
Levels:      5
Exp:         50/79/110/140
Ability:     Improves equipment
Progression: Equipment stats improved by 6% per level


12. Bel Freud
Location:    Talk to Anyess after obtaining the Phoenix Medicine, and give
             the Phoenix Medicine to her (top option)
Levels:      3
Exp:         150/249
Ability:     Increases Attribute points gained each level-up
Progression: +1 Attribute point per level



-=-=-=-=-=-=-=-=-=-=-=-=-=-
=- Documents and Tablets -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-

Found in chests throughout the game are a number of Tablets and Parchments,
which I presume detail the history of the area, or something along those lines.
Every time you find one of each, you can take them up to Shyal, who'll take
them and translate them. However, to do so, she'll need the corresponding
pair - one parchment, and one tablet. What do you get out of this? Each time
Shyal is able to translate a tablet, you'll earn a certain amount of exp,
equal to (10 x No. of translated tablets) XP. For instance, if she translates
your first tablet, you'll get 10 XP. For the third, you'll get another 30 XP.
In addition, you'll also be rewarded with a Picnic Basket every time, which is
able to heal a large amount of HP. The more tablets she has translated for you,
the more HP the next hamper will heal. The hampers cannot, however, be
equipped in an item slot, but must be used straight from the inventory.

The parchments are not found in the right order, so although you may find the
first tablet, it could be a while before you find the corresponding parchment.
To read them, once they've been given to Shyal, select either the 4th (tablet)
or 5th (parchment) option in her conversation menu. Tablets or parchments that
you've found but cannot yet be translated are dimmed out (appear grey), those
that can be read and have already been read are in white text, and those
which you haven't yet read have "new" written across them. You MUST read the
tablets to get the bonus XP and hamper. The locations of all the tablets and
parchments are:

   -==========================================-
   |      Tablets       |     Parchments      |
   |--------------------+---------------------|
   | Ruins out of Town  | Clover Ruins I      |
   | Ancient Path II    | Ancient Path I      |
   | Ancient Path III   | Ancient Path III    |
   | Ancient Path I     | Egret Mountain I    |
   | Xanadu Labyrinth   | Ancient Path II     |
   | Treacherous Woods  | Treacherous Woods   |
   | Egret Mountain I   | Egret Mountain II   |
   | Ancient Path III   | Egret Mountain II   |
   | Egret Mountain II  | Clover Ruins II     |
   | Egret Mountain II  | Egret Mountain Peak |
   | Time Crevice       | Ruins Under Lake    |
   | Ancient Path I     |                     |
   -==========================================-


The hampers are, in order you get them:

   -==================================-
   | meal                      | Heal |
   |---------------------------+------|
   | Handmade Sandwich         |  100 |
   | Salmon Fry                |  200 |
   | Roast Chicken             |  300 |
   | Coloured Potato Salad     |  400 |
   | Mushroom Quiche           |  500 |
   | Special Fried Spare Ribs  |  600 |
   | Fruits of the Forest Tart |  700 |
   | ?                         |  800 |
   | Stamina Hamburger         | 1000 |
   | ? Pizza                   | 1200 |
   | Charcoal-Roasted Beef     | 1500 |
   | Love Steak Lunch          | 2000 |
   -==================================-

-=-=-=-=-=-=-=-=-=-
=- Teleport Pads -=                                                   [ TLPT ]
-=-=-=-=-=-=-=-=-=-

Once you get the Fire Crystal, you can activate and use a number of teleport
pads that are scattered throughout the world. To do so, simply equip the Fire
Crystal and walk over a pad. You do NOT need to equip the Fire Crystal to
subsequently use the pads when they're activated 8)


1. Clover Ruins - Entrance
2. Ancient Path - Deepest Section
3. Treacherous Woods - Entrance
4. Egret Mountain - Entrance
5. Egret Mountain - Centre
6. Xanadu Labyrinth - Centre
7. Time Crevice - Deepest Section
8. Strange Rock Castle - Centre



-=-=-=-=-=-=-=-=-
=- Walkthrough -=                                                     [ WALK ]
-=-=-=-=-=-=-=-=-

NOTE: The maps are NOT drawn to scale, nor do they really represent the shape
or size of individual rooms. They are just meant to give a vague idea of the
layout of a dungeon:

  Legend

     _ |    Wall

      =     Door

      O     Locked Door

      S     Special Door

      X     Force Field

      M     Gate

     < >    One-way route

      #     Breakable boulder/wall

      %     Teleport Pad

You begin in Harlech Town, and there really isn't much to do yet. Head around
the town, speaking to everybody. First visit the Equipment shop - it might be
an idea to buy a Cap. Also speak to the other people in there for information.
Then head into the Item shop - there's a scene with a woman speaking to the
merchant. Make sure that you also speak to the merchant.

Finally, head into the church. There will be a scene where a woman and her
child are going through some kind of ceremony or blessing. Once she's left,
speak to Lisa the Priest. If you've spoken to the Item merchant, she will
give you the Key to the ruins outside town. Head outside, and just to the
south of the Inn there is a gate. Right click on it, and it will be unlocked,
so head in to the first dungeon.


=========================
= Ruins Outside of Town =                                             [ W_ROT]
=========================

                            ______ ____
                           |      |    |
                           |      O    |
             _____         |     _|    |
            |_   _|        |    | |    |___         __       N
   __     __ _| |_ __    __|_  _| |    |   |_______|  |      |
  |  |___|  |     |  |__|  | OO | |    =   X_______   |  W --+-- E
  |   ___   =     O   __   O  1 | |____|___|       |__|      |
  |__|   |__|_____|__|  |__|_OO_|  ___ _____                 S
                           |    |_|   |     |
                           |     _    X     |
                           |____| |___|_____|

Bestiary
========

   Bat
   Goblin
   Goblin Master


Items
=====

   2x Key
   2x 20 Gold
   1x Robe
   1x Bone
   1x Needle Lv 1
   1x Whirlwind

   TABLET (I)   
   CROWN



Guide
=====


There really isn't much explanation for this dungeon, which is just to ease you
into the game. Follow the tunnel north into the second room. Head east and open
the chest to retrieve a key. Use it to open the door and head into the next
room. Kill both bats and open the chest to get another key. Head into the next
room.

This room, Junction 1, contains four bats and a Goblin. Kill them all (the
game recommends using your only skill, Thrust, to help you with the Goblin) to
reveal two chests at the north end, each containing 20 Gold. At this point,
head back into town to buy as many keys as you can afford - probably three.
Return to Junction 1: It's up to you which way you go now, but I usually head
west to get the Robe and build up Weapon exp. before getting the Whirlwind to
the east. 

If you head west, simply push the crate into the gap and use that to climb up.
Open the chest to get a Robe. Slash the next crate to break it in half, climb
up and open this chest for a Bone. Carry on into the next room, where you must
take out 5 Goblins and a Goblin Master - beware, as these are able to cast
Magic. In the next room, when you try and leave by the north exit, you will be
locked by a force field (X) and will have to defeat all the enemies that spawn
before you can leave. In this case, it's 2 bats, 4 Goblins and 2 Goblin
Masters. Kill them and carry on. At the end of the next room you'll find 2
chests. Open the less ornate of them to get your first Tablet. Open the ornate
chest to get Zaguryures' Crown! Unfortunately, when you try and leave, an
armoured man approaches you, chats to you, then attacks you! You can't beat
him, so let him slash you up.

The damage he causes is fatal, but you will reawaken in the Church. Lisa
realises the only way to save you is to use the Guardians, which will keep you
alive. She imbues in you the first Guardian, Shilfeel, who grants you
additional HP. Once that's over and done with, speak to Shyal about the
tablet, and she will translate it for you. She will give you the Picnic Lunch,
and you'll earn 10 Exp. Go and buy a couple more keys, and head back into the
Ruins. This time, head east at Junction 1. This will be another force field
room, this time with 5 Goblins and 3 Bats. Dispose of them and head north.
Jump across the gap, and open the chests to get a new weapon, Whirlwind, and
your first spell, Needle Lv 1. 

Return to Harlech, and buy what you need. Then head to the Gate Guard and speak
to him. Select the gate and select the top option to make it open. Head out
into Clover Ruins.


==================
= Clover Ruins 1 =                                                   [ W_CR1 ]
==================



                                ________ _________
                           ____/        |         |
  To Ancient Path         |            *|         |
   _  _                   |     ____  __|_  _ _  _|
  |    |         _MM_ ____|_  _/   |    | VV | MM |
  |    |        |    |    |    |   |              |
  |_  _|        |    |         |   |____|____|____|
  |    |___ ____|_  _|    |____|
  |        |    |    |    |
  |            <O 02      |
  |_  _____|____|_  _|____|_ ____          N
  |             |    |      |    |         |
  |               01     %       |     W --+-- E
  |_____________|_  _|______|____|         |
                |    |                     S
                |    |
                |_  _|

                To Town

Bestiary
========

   Green Slime
   Green Slime Jumbo
   Goblin
   Goblin Archer

   SALAMANDER


Items
=====

   1x Fire Lv 1
   Guardian: Demon Catcher
   Guardian: Sorcerian

   PARCHMENT (I)


Guide
=====   

Clover Ruins is more difficult to negotiate than previous areas, and is a large
step up in difficulty. It would be a good idea to run around killing Slimes
before attempting the Goblins, making sure that you gain experience and money
to buy improved equipment.

First off, head north to face 3 Green Slimes. At Junction 1, head east. You
will see in the next room, buried by moss, a circular slab which we'll come
back to later. Continue on, and you will see that woman again doing something
to a statue. The woman introduces herself as Anyess. Once you've done talking,
head back to Junction 1 and this time head north.

In this area there are 4 Green Slimes. Finish them off, then head east. This
area contains 5 Green Slimes and a Goblin Archer. Continue on to fight 5 Green
Slimes in the next area, and 8 Green Slimes and 2 Goblin Archers in the next
area. In the same area, marked by * is a statue - smashing this with your
weapon will instantly increase whichever Guardian you have equipped up to the
next level. Head south from here to fight a Goblin, a Goblin Archer and a
Green Slime, and then to the area to the east. You will see two slabs on the
ground that will depress when you stand on them. Ignore them for now and head
east. Here, push the crate onto another slab to open the gate to the north,
and then head through it. Defeat the three Green Slime Jumbos, and open the
chest to gain your first Parchments (I).
Head south, and push both crates onto the floor below. Jump down with them,
and push them onto the slabs that we bypassed earlier to make a chest appear,
which contains your second Guardian, Demon Catcher(?).

Return to Junction 2, and this time head west through the locked door. Kill
the Goblin Archer and 4 Goblins to make a chest appear back above you. Head
west, then south (fighting a Goblin Archer, 2 Goblins and 5 Green Slimes) and
back to the room with the Chest. Open it to receive the third Guardian,
Sorcerian. Finally, head west and right-click on the grey wall blocking
your route to the north. Anyess will come along and place an object in the
wall, which will then crack and fall apart! Spwak to her again, and you will
get five conversation options. The top is chat, the last is cancel. As far as I
can work out, each of these options costs some money, but one of them will
make her give you an item in exchange. In this case, the fourth option will
get you the Bone Whittling Knife for 100G - it's a nice item to pick up. Thanks
to Aditya for this information!

The next time you come into this area, it will contain 2 Green Slimes, 2
Goblins and a Goblin Archer. Head north, and try and head north again to find
a Force Field. A Salamander will appear. Defeat it to get to the next section,
the Ancient Path!


==================
= Ancient Path I =                                                   [ W_AP1 ]
==================

           To Treacherous Woods
                   _  _
           ____   /    \       ______
          |    |_/      \     |      |
          |     _       |     |     XO
          |    | \      /     |      |
          |    |  \_^^_/      |__  __|
          |_  _|  | OO |______|      |______ ______
          |    |__|    |      |      |      |      |
          |    O__  03 O      M  04  S             |
          |____|  |_  _|______|      |______|______|
                  | OO |______|__^^__|
                  |    |      |      |
                  | 02               |
                  |    |______|      |
                  |_  _|      |______|
           _______| OO |
          |       |    |____ ________ _______
          |       |         |        |       |
          |       O 01      O                |
          |_______|_  ______|________|__     |
                  | OO |                |    |     ______
    ____          |    |      ____      |_OO_|____|      |
   /    \  _______|    |     /    \     |         |      |
  /      \|            |    /      \    |    05   O      |
  |       O            | To CR II  |    |_OO______|      |
  \      /|____________|    \      /    |    |    |__OO__|
   \_  _/                    \_  _/     |    |     |    |
                             | OO |     |    |     |    |
  To Clover Ruins I          |    |     |    |     |    |
                             |    |     |_OO_|     |_OO_|
                             |_  _| ____|    |     |    |
                            |  MM  |         |     |    |
                            O  06  O         |     |    |
                            |_    _|_________|     |____|
                              |OO|
                             /    \
                            /      \
                            #      |
                            \      /
                             \____/
Bestiary
========

   Bat
   Red Slime
   Born

   GIANT SLIME


Items
=====

   1x Key
   1x Disc Key
   1x 400 Gold
   1x Flaming Scimitar
   1x Ruby
   1x Moonstone
   1x Poison-Snake Ring

   Guardian: Belladonna
   Guardian: Durandal

   TABLET (II)
   TABLET (III)
   PARCHMENT (II)


Guide
=====

Make sure to stock up on keys before you come in here, as most rooms need one
to get in. This is the first part of an extensive network of ancient tunnels
that span the land, and navigating through them is confounded by a number of
rooms filled with water. To get past these, you'll need to raise or lower some
steel plates, which can be done using winches you'll find dotted around the
tunnels.

To begin with, head down and east. In here, take care of the two bats, then
head north to Junction 1. If you have plenty of keys, go west and kill the
?, otherwise continue north. Here, dispose of the
2 bats and 2 red slimes - be careful of the slimes. When they die, they will
expand and explode, damaging you and other enemies around them. Ignore the
passage running east, and instead continue north to Junction 3.

Firstly, continue north into the circular room. Notice for now the twinkling
lights running round the east side. You can't do anything about that now, so
instead drop down and open the chest to get another Guardian, Belladonna. Leave
to the west, and kill the 2 bats and 3 Borns. Borns are the skeletons, and if
you knock them down to 0HP using physical attacks, they will return to life
after a short time, with about half their health. To kill them permanently,
you will either need to kill them with Magical attacks (such as a Spell or even
if they get caught in a blast by a Red Slime), or kill them for a second time.
Head south, killing the 4 red slimes and 2 Borns, not forgetting to pick up
the key that appears in a chest when you do so. Now, head east to get back to
Junction 3.

Head east and open the chest to find your first accessory, the Ruby. This
allows you to push steel crates, such as those found next to you. Equip it by
placing it in one of the four item slots, then push the two crates onto the
floor panels to open up the gate to the east. Go through, and be ready to kill
5 Borns. There is a chest below and to the south of you - we'll come back to
that in a minute. There is also a stone door, like the one in Clvoer Ruins,
blocking your exit to the east. So, head north, and try and exit from that
room to the east. It's another Force Field, and you'll have to take on the
Giant Slime. Be VERY careful - on its own it can pack a punch, but when you
hit it, it will split several times, and soon you'll have to deal with a whole
load of slimes that will hit you hard. You may want to back off and use spells,
or if you have the Gladius equipped, the Slash??? Skill will scythe through
them.

Once the Slime is defeated, head east to pick up a Disc Key, and head back to
Junction 4. Right-click on the stone door to place the disc key in it, and it
will crack open. Head through both rooms, and you will come to a winch. Right-
click on it, and then return to Junction 2. Now you can head east, and the
water that was previously there will have disappeared. Carry on into the room
to the east for chests containing 400G and a second Tablet (II). Head north to
get the chest you couldn't reach before, containing the fifth Guardian:
Durandal.

Head back to Junction 1. Now go east, again going through a tunnel that was
previously flooded. The two chests here contain another Tablet (III), and also
the Moonstone, which opens up Teleport Pads. Carry on east, killing the 3 Red
Slimes in the next room, and then south to kill 4 Red Slimes. Unlock the door
to your east and head in there - kill the 4 Borns and the 4 Red Slimes and then
slash open the crates to reveal a chest, containing the Flaming Scimitar.
Slashing all the crates will also net you some Gold, and on occasion 1 or 2
keys. Continue south to dispose of 5 Bats and 3 Born Archers, and in the next
room you'll find 2 chests containing the Poison Snake Ring?? and 
another Ancient Document (II).

Return to Junction 5, this time heading south. Fight your way past 2 Borns and
3 Born Archers, and in the next room 4 Borns and 3 Born Archers. Head west to
reach Junction 6. Don't waste keys on the doors to the west or south, as you
can't use those directions yet. Instead, cast Fire on the two pedestals in the
centre of the room to light them and open the gate to the north. In the next
room first push the Crate one place northwards, then slash it to climb up.
With the next part, push the crate as far as you can north, and then slash it
to get past. Continue on, up the spiral staircase and exit the Ancient Path to
the west. You're now back in Clover Ruins!


===================
= Clover Ruins II =                                                  [ W_CR2 ]
===================

                                   To Boss: Berilard
                                          _  _        ______
                                         |    |      |      |
                                         |    |      \      /
                                         |_  _|       \    /
                                     _   |    |        |  |
              To Treacherous Woods  | |_/    /         |  |
                                   / #|     /          |  |
          _____  ______ __| |__ __/        /           |  |
         /     \|      |       |    __|___/            |  |
        |   *                      /                   |  |
   _____|       |______|__   __|__/                    |  |
  |     |       |__  __ __| |____ ____ ____            |  |
  |             |  ||  |         |    |    | To        |  |
  |     |  ___     ||      03                Ancient   |  |
  |_____|_|   |_|_    _|_        |    |    | Path      |  |
                  |  |   |     __|____|____|           |  |
                  |##|   |    |          ________ ____/_  _\
                  |  |   |    |     ____/        |      ## |
                  |  |   |_MM_|    |             |         |
            _  _  |__|   |    |    |     ____  __|_  _ _  _|
           |    |        |    |____|_  _/   |    | VV | MM |
           |    |        |    |    |    |   |              |
           |_  _|        |    |         |   |____|____|____|
           |    |___ ____|_  _|    |____|
           |        |    |    |    |
           |         ___<0 02 |    |
           |_  _____|_  _|_  _|____|_ ____          N
           |          ## |    |      |    |         |
           |               01 |   %       |     W --+-- E
           |_____________|_  _|______|____|         |
                         |    |                     S
                         |    |
                         |_  _|

                         To Town


Bestiary
========

   Goblin
   Goblin Archer
   Goblin Warrior
   Goblin Shaman
   Lizardman

   BERILARD: 
      BERILARD (NUCLEUS)
      BERILARD (TENTACLE)

   

Items
=====

   Gauntlet

   PARCHMENT (?)

   KUORJI'S CROWN

   1x Ice Lv 2            [Gauntlet]
   1x Zweihander          [Gauntlet]
   Greatsword             [Gauntlet/Rangstone]
   1x 1000G               [Spectacles]
   1x Needle Lv 3         [Gauntlet/Winged Boots]

  

Guide
=====

The monsters in this northern end of the Clover Ruins are slightly more
powerful, and you will need to be on your guard against them. Head west twice
from the Ancient Path, and kill the 4 Goblins and the 3 Goblin Warriors. Head
south, and cast Fire on the two pillars to open the gate back into southern
Clover Ruins. Going back to town to save/recuperate will be a good idea.

Return to Junction 3. If you want some experience or gold, head west to fight
4 Goblin Warriors, 3 Goblins and 3 Goblin Archers. Notice the boulder to the
south of this area. Head west again to fight 4 Goblin Warriors, 3 Goblins and a
Lizardman. There is another statue here which will increase your Guardian
Level. Also, work your way behind the waterfall to find a chest containing some
Parchments (). Also, occasionally Anyess will appear here. Speak to her, and
select option 4, and she will sell you the Power Fruit for 200G. To the west is
an area with a secret chest which you can't get to yet, so instead head east
via the northern-most exit. Take out 4 Goblin Warriors, 1 Goblin and 2 Goblin
Shamen, and east again to reach Junction 4, where you will find ?

There is nothing you can do to the north yet, so continue going east. Here you
can kill ?. When you go west, you will see a statue of a man, which will slowly
turn into flesh. This "mysterious old person" chats to you, and when he's done
go north. Here you will have to kill 6 Lizardmen - be careful! Doing so will
lower the gate. Once you've done that, continue north along the winding path
(not mapped). At the end, save at the pillar, and if you're ready, head north.

==================
= BOSS: BERILARD =
==================

Berilard is composed of two main parts - the Nucleus (2400HP), and the Tentacle
(1600HP). You'll need to destroy both, but there's one problem - all the damage
you could ever do to either is healed very easily by the Nucleus.

Berilard will begin by pounding down behind you, leaving a rock there and
making escape impossible. Look around it, and you will see that on its roots
there are nodules. You must first destroy all of these: They can be healed, but
they are easy to destroy before healing will occur, and once each is killed, it
can't be brought back. Note that they open and close - when they are blue and
open, they are vulnerable, but if they are green they are closed, and immune to
your attacks. So, avoiding Berilard's attacks, make your way around it and
destroy each and every one. These nodules share HP with Berilard's Nucleus, so
killing all of them will also kill the Nucleus. All that's left is the Tentacle
- simply slash at it or use spells repeatedly, avoiding its attacks until it's
dead.

Berilard has a couple of attacks. If you're near the front, the Tentacle can
thrust at you, causing damage. Anywhere around the tree, however, there are two
attacks that can get you. Every now and again, Berilard will slam branches with
large leaves onto the ground, causing damage if you're under them. This is
quite easy to avoid. Less easy to avoid are the seeds which are occasionally
dropped haphazardly around the entire tree - these explode with quite a wide
area, leaving a purple substance which will poison you.

==================

With Berilard out of the way, open the chest in the middle of the area to get
the second crown, Kuorji's Crown. Then, head to the north of the area, and open
the chest to receive the Gauntlet, which allows you to punch boulders or
damaged walls and break them open. Equip it in one of the Item slots, and then
go and left-click on the boulder blocking your exit - you do NOT need to select
the gauntlet: As long as it's in one of the Item slots, it'll work
automatically.

Save, and head back to where you fought the 6 Lizardmen. The old man and the
swordsman that killed you at the beginning are there waiting for you. The
swordsman challenges you, but this time fight back, because you can defeat him.
When you do, he introduces himself as Dvorsak. The old man introduces himself
as Diobart. You have a chat, then leave. Return to town and heal up.

There are a couple of things we can get now. Go to Clover Ruins. At Junction 1,
go west, and almost immediately you can break a boulder at the north of the
map. Head through, and open the chest to get the spell, Ice Lv 2. From Junction
4, head east to the next area, and before you leave THIS area by the east exit,
break the boulder at the north of the area. Go through for a chest containing
a Zweihander.

---

Return to the Ancient Path, and go to Junction 06. Go south, and up the spiral
stairs, and then break the rock at the top. From here you can exit the Ancient
Path, and you will come out into Town just behind a broken fence, which is
slightly north of the entrance to the first ruins. Again, the fence can be
broken with the Gauntlet. Head back into the Ancient Path, back to Junction 6,
and this time head west.


===================
= Ancient Path II =                                                  [ W_AP2 ]
===================


            ____
  _______  /    \
 |       |/      \
                 |
 |_______|\      /
           \_  _/
           | ## |
           |    |               
           |    |               ____
           |_  _|___ ________  /    \
           |        |        |/      \
           |   01                       To Ancient Path I
           |     ___|________|\      /
           |    |              \____/
          _|_  _|_
         |        |____ ________
         |        |    |        |      ____
         |   02       #         |     |    |
         |        |____|___     |     |    |
         |___  ___|        |_  _|     |    |
           |    |          |    |    _|_  _|_     ________
           |    |          |    |___|        |   |        |
           |    |          |        |        |   |        |
           |    |          |   04       05   |   |        |
           |    |          |_  _____|        |   |        |
           |    |          |    |   |___  ___|   |___  ___|
           |    |          |    |     |    |       |    |
           |    |          |    |     |    |___ ___|    |
           |    |          |    |     |        |        |
          _|_  _|_ ____    |    |     |                 |
         |        |    |  _|_  _|_    |________|________|
         |        |    | |________|
         |   03        | |        |
         |        |____| |          Ancient Path III
         |___  ___|      |        |
           |    |        |________|
           |    |___
           |        |
           |           To Ancient Path III
           |________|



Bestiary
========

   Bat
   Skeleton Warrior
   Skeleton Archer
   Ghost
   Zombie

   

Items
=====

   1x Padded Armour +1
   1x Disc Key
   1x Grudge Bracelet

   TABLET (IV)
   PARCHMENT (III)

   1x Fire Lv 3                [Spectacles]

   

Guide
=====

Begin by following the corridor west, killing the two Bats. These Bats have
very high evade, so it should be difficult to actually hit them. The next room
is filled with crates. Be careful - some of these are marked with symbols, and
will explode if they're hit. You can do this to destroy most of the crates in
one go, or even to cause damage to the enemies, which are 2 Bats, and 2
Skeleton Warriors. The chest revealed by destroying the northern crates
contains the next Parchments (III). Ignore the passage north, and
instead head south to Junction 2, where you should kill 3 Skeleton Warriors
and 3 Skeleton Archers.

Head south again, this time taking on 9 Bats. In the next room, Junction 3,
you'll have to take out 6 Skeleton Warriors and 2 Ghosts to open up the gate
heading south. Go south and pick up the Padded Armour +1. There's no way to get
the other chest just yet, and nothing you can do in the room to the east of
Junction 3 yet either, so return to Junction 2 and this time head east.

Equip the Gauntlet, and break past the barrier. In the next room there are 5
Bats to take care of, and south of that there are 2 Skeleton Warriors and 3
Zombies. At this Junction, head south, past the open water gate, and into the
next room to find chests containing the Grudge Bracelet, and a Tablet. Return
north to Junction 4, and this time head east. There are 5 Zombies and 2 Ghosts
here, and once you've killed them head south. Kill the 4 Zombies and head east,
kill the 7 Zombies and 2 Ghosts and head north to find a chest with a Disc Key.
Return to Junction 5 and head north, and use the winch. Finally, head all the
way back to Junction 1, and this time go north.

Use the Gauntlet to break through this barrier, and head north again. Follow
the spiral staircase, and head west to take on 4 Skeleton Warriors and 2 Bats.
Leave to the west, and you will come out on Egret Mountain!


=====================
= Egret Mountains I =                                                [ W_EM1 ]
=====================




      __________________ _____
     /\                 |    /\
    |                          |
    |   \_______________|__/|  |
    |    |                  |  |
    |    |                 /    \
    |    |                |      |
    |    |  OUTSIDE       |  01  |
    |    |                |      |
    |    |                |  __  |
    |    |______________  | |__| |
    |   /               | |      |
    |                  a  |      |
    \_/_________________| |      |
                          |      |
                                 |
              __          |___  _|  ____
            _|  |           |    | |    |
           |  ##            |    |_|    |_
           |    |           |    |_ b    _| To Town
           |   c            |    | |    |
           |    |           |     V     |
           |    |           \     02    /
           |_  _|            \_____  __/
           |    |                 |   |
           |    \   ________ _____|   |
           |     \ |        |         |
            \     \|   ______    04   |
             \     |______  ||____  __|
              \    |_|##|_| ||___|  |
               \____________||       \
                             |        |
                             |        |
                             |        |
                             |_____OO_|


               ____
              /    \  INSIDE
              |    |
              |    |
              |_  _|_
       _  ___  |OO   |
      |      |____|  |
      |      |       |
                03  b           N
      |      |____   |          |
      \______/  __|  |       W -+- E
               |_OO__|          |
                |  |            S
                |  |
                |  |
                |  |
                |  |
     ___________|  |
     |          \  |
   c ______________|


Bestiary
========

   Skeleton Archer
   Goblin Archer
   Minotaur
   Poison Slime
   Salamander

   

Items
=====

   1x Sacred Axe

   1x Thunder Lv 2       [Gauntlet]
   TABLET (?)            [Gauntlet]

     

Guide
=====

Trust me when I say this place was a nightmare to map out >_< It gets worse
later on though!!

Anyway, you come out of the Ancient Path at point "a" on the map. In this first
area all you want to do is make your way across. If a boulder hits you, you'll
lose some HP, but simply look at their shadows to see where they're dropping
and avoid them. In the next area, take out the 3 Goblin Archers, and in the
next you'll have to fight a single Minotaur - they're easy, as they're quite
slow and ponderous. When they charge you, they'll be vulnerable for several
seconds from behind, but if the charge hits you, you'll get hit several times
for a lot of damage!

Head east and defeat 3 Goblin Archers, before heading south. Here, you'll be
given a choice of routes. Don't go the high route yet, as it's a shortcut
that will be available later on. So kill the 4 Minotaurs, and head along the
lower route. Kill the 4 Skeleton Archers, and continue along into the next
area. There are 4 Poison Slimes to take care of here, and once you've done
that activate the lift, and ride it down into town. This is just a brief stop
.
First, speak to the man just where you get into town, Damen, and he will give
you 500G for reactivating the lift. Then, go and speak to Shyal and show her
your collection of Tablets and Parchments. She'll give you the Salmon Fry and
??? Don't bother getting a weapon, as you'll find a new one very soon.

Head back to the lift, and ride it up to the top. You'll see just to the side
another statue which will advance a Guardian a level. Now, go inside the
mountain at point b. Head north, and in this room you'll see 3 red blocks. Push
them so that they're all in a line with each other, and they'll disappear. Open
the chest to receive the Sacred Axe. Now, return to Junction 3, and thus time
head south. Here you'll face a number of Salamanders, and there are some traps
in the floor which rise every now and again shooting fireballs in 4 directions.
You'll therefore have to avoid quite a lot of fireballs flying around! Kill the
3 Salamanders, and go through into the next room where you'll fight 6 more
Salamanders. Go west, and you'll exit back onto the outside of the mountain at
point c.

Here, you'll find another set of broken rocks indicating someone else has been
revived from being a statue. Head to the south (to the right) and in the next
area kill off 4 Poison Slimes. Beware, because if they hit you they can poison
you which will cause quite a bit of damage over a long time, so wait until they
attack and then hit them from behind. Head east and work your way up the path,
killing the 10 Poison Slimes. In the next area, break the boulder by hitting it
whilst having the Gauntlet equipped, and then ride the elevator down. Head to
the right, and push the block off the ledge. This will connect you to Junction
2 and an easy route back to town. Instead of going that way (unless you need
to!) head to the left (south). Here, work your way down, killing the 6 Goblin
Archers and 4 Minotaurs. Open the door, and head inside!


====================
= Ancient Path III =                                                 [ W_AP3 ]
====================


                                                                     _  _
                                                                    / OO \
                                                                   /      \
                                                                   |      |
                                                                   \      /
                                                                    \_  _/
                                                                   |  OO  |
                                                                   |      |
                                                                   |      |
                                                                   |__  __|
                                                                    / OO \
                                                                   /      \
                                                                   |      |
                                                                   \      /
                                                                    \_  _/__
                                                                    | OO |  |
                                                                    |    #  |
                                        ___VV___                    |    |__|
                                       |________|________           |    |
                                       |        |        |          |    |
                                       |        O        |          |    |
       To Ancient Path II              |        |___     |          |_  _|
                                       |________|   |    |          | SS |
             |    |    ________           ________ _|_  _|_         |    |
             |    |___|        |_________|        |   OO   |_____ __|    |
             |        |        |         |        |        |     |       |
             |            02                 03   S   05   O     O   06  O
             |________|        |_________|        |        |_____|_______|
                      |___  ___|         |___  ___|________|
                        |    |           |        |_____   ____
                        |    |           |        |     | |    |________
                        |    |           |   04         |_|_  _|        |
                        |    |           |        |_        ## |        |
                        |    |           |___  ___| |          O        |
                        |    |             |    |   |__________|        |
                        |_  _|             |    |              |________|
     ____               |    |_______      |    |
    /    \  ________ ___|    |       |     |    |
   /      \|        |        |       |     |    |
   |                    01   O       |     |____|
   \      /|________|________|       |
    \____/                   |_______|



Bestiary
========

   Skeleton Warrior
   Skeleton Archer
   Skeleton
   Mummy
   Hippogriff
   Skeleton Priest

   SCOLTULA:
      SCOLTULA EYEBALL
      SCOLTULA

   

Items
=====

   1x 500G
   1x Disc Key
   1x Elixir
   1x Thunder Sabre
   1x Spectacles
   1x Fire Crystal

   Guardian: Wanaprot

   TABLET (V)
   TABLET (VI)
   PARCHMENT (IV)

   1x 500G                    [Gauntlet]
   Guardian: Shiwelk          [Gauntlet]
   1x Large Shield            [Gauntlet/Spectacles]
     

Guide
=====

More of this? I'm afraid so. But this time it won't last so long! In the first
room, open the chest to receive another Tablet (V). Continue east to Junction 1
and kill the 4 Skeleton Warriors. Open the door to the east, and head through
to a deceptively easy puzzle. Turn the screen around so that the chest is at
the top end. The chart below shows the layout of the floor over which crates
can be moved:

      Chest
     _______
  A |_|_|_|_|
  B |_|_|_|_|       
  C |_|_|_|_|
  D |_|_|_|_|

     1 2 3 4

First of all, slash the crates at 1A once. Then, slash the crates at 3A once.
Slash the crate at 3C once. Climb onto 3C, push the crate at 3B onto the crates
at 3A. Move to 3B, then 2B, then hop onto the crates at 1A - this little jump
might take a bit of practice. Then simply climb the rest of the crates and get
the chest, containing the first Elixir! Head back, and then north, killing the
?

Head north again and into Junction 2. Kill the 2 Skeleton Archers and the 5
Skeletons. Skeletons have Scythes, and are not only able to attack you up
close, but are able to release a spinning energy blast and hit you from afar.
Go west to open a previously unreachable chest containing a new Guardian,
Wanaprot. You should know where you are, now ;) Return east, and head east
again to face 4 Skeletons which, given the layout of this room, you might as
well avoid. Go east to Junction 3, and kill the four Mummies. These Mummies
can stretch their arms and are therefore able to hit you from a little
distance, so be careful. Even though you have the Disc Key, don't go east just
yet, but instead head south to Junction 4.

Here, kill the 4 Mummies and 2 Hippogriffs. Hippogriffs spend most of their
time flying, where you can't hit them. However, if you blast them with a weak
spell, they'll drop to the ground and are prone for a few seconds. Head south
and use the pulley to open water gates - this will allow you to return to
Ancient Path II by going to the west of Junction 2. Return to Junction 4.
Anyess should be here - speak to her and select the 4th option. Pay the 200G
and you'll receive another fruit, the ? Fruit. Now go east.

This room has a nice waterfall feature, but notice the brown wall near the
eastern end of the room? That is a weak wall, and if you equip the Gauntlet
you'll be able to break through. Do so, and open the chests for 500G and
another Guardian, Shiwelk. Leave this room, and go east. Prepare yourself
readily, as you're about to fight a very tough Mini-boss in the Skeleton
Priest. When you are, open the chest and it will appear. The Priest fires twin
blasts of energy which will hurt you quite a bit, and also has the ability to
summon a number of Skeleton Warriors and Archers. Make sure you have some good
Spells equipped, and several Small and Medium Health Potions. Get behind him
and just cause as much damage as you can. When he dies, open the chest to get
the Thunder Sabre. 

Now, head back to Junction 3, and this time use the Disc Key and head east.
Here, you'll find another pit in the ground, and the only way to make the other
two exits is by using crates. The floor plan is as follows:

     1 2 3 4 5 6
     ___________
  A |_|_|_|_|_|_|
  B |_|_|_|_|_|_|
  C |_|_|_|_|_|_|
  D |_|_|_|_|_|_|  East ->
  E |_|_|_|_|_|_|
  F |_|_|_|_|_|_|
  G |_|_|_|_|_|_|

To get your bearings the same as mine, there are 5 crates in the middle, three
creates along the top (A) wall and 3 crates along the east (6) wall. You came
in a down the stairs along the west (1) wall. First, head north. Simply slash
2A once, 3A twice and 4A once, and climb the stairs. Go through the door, and
in the next room you'll have to fight 3 Mummies and 3 Hippogriffs. Follow the
corridor round and into the next room. You'll probably recognise this room as
well: Go down the steps and open the chest for another Disc Key. Return to
Junction 5, and head east. To get up there, refer to the chart above. This
time, push the crate at 3E two spaces right so it's at 5E. Slash the crates at
6D once, push the crate at 6F up to 6E and slash it. Now climb up the crates
and leave this room.

In the next corridor, destroy the 3 Skeletons and 2 Mummies, and continue east
to th enext room, Junction 6, to fight 4 Gargoyles. Gargoyles hover like bats,
and they can hit you with physical attacks as well as cast a spell, possibly
Needle. Don't bother going east yet - it's a corridor filled with water.
Instead, go north, using the Disc Key. In the next room, take out the 5
Gargoyles and 3 Skeletons. Ignore the weak wall on the east side near the
north end, and carry on instead. Climb up the stairs, and into a room with a
simple puzzle. You must climb two platforms by stairs, but the stairs aren't
there for the first platform, only up to the second. So, push both crates onto
the switches. This will remove the top stairs but the first set of stairs will
appear. Climb up, and then use a spell to destroy both crates. The bottom
stairs will disappear again, but the top ones will come out. Climb up, and
open the chest for the Parchments (IV). Unlock the door to make both
stairs appear, then head north. Climb up the stairs and into the next room.

Dvorsak and Diobart are there, standing in front of another statue. I'm
guessing they're trying to figure out how to release the person that's been
petrified. YOu all chat briefly. Ahead is a door, a save point and a statue
for increasing your Guardian Level. The next boss is through the door, so
make sure you're properly prepared.


==================
= BOSS: SCOLTULA =
==================

Scoltula is a giant spider, with a multitude of very dangerous attacks. Head to
the far north of her chamber, and she will smash her way out from behind a
wall. At this point, you only have to fight this first phase: Scoltula Eyeball.
Although it's more than just her eye, it's her entire front half >_>

Anyway, Scoltula is heavily resistant (200%!) against ice, so don't even think
about using that. Her biggest weakness is lightning, but since there aren't any
powerful lightning attacks as yet, and it's only a small difference between her
lightning (-10%) and fire (0%) res, you might as well use fire spells. Don't
even think about using physical attacks, as she's very tough. Even equipped
with my recently-found Thunder Sabre, she was only taking 1 damage! Blast away
with all of your fire spells. Unless you've got the Guardian Demonkasher
equipped, you'll only have 34 fire Spells available. For my level 11
Swashbuckler, this happened to be exactly enough to finish this first phase!
If not, fall back on Lightning - Needle, even at Lvl 2, is pitifully weak.

During this first phase, Scoltula has three main attacks. Her Sweep is a big
arcing attack with one of her legs, but doesn't do much damage. Boulder Drop
sees her causing plenty of boulders drop from the roof onto you. They're quite
easily avoided if you don't stand in one position, but they can do upwards of
140 damage if they hit. Her most damaging attack, however, is her Ice Spray,
where she'll blast you with a continuous stream of icicles doing HEAVY
damage. Move out of the way quickly if she starts using this. Hopefully,
though, you'll have finished her off by then.

At about 2500HP left, she'll break away from the wall and start rampaging
around. She consists of both "Scoltula" and "Scoltula Eyeball", but that
doesn't matter. Her physical stats have improved tremendously from the first
phase, and you'll need to use magic attacks again. If you have blue potions,
use them to recharge Fire 1. For the purposes of this strategy, Blaze is
simply too slow, so you might as well recharge Fire instead. She will dart
around the place, wreaking absolute havoc. However, when (eventually) she hits
a pillar, she'll stop for a while. Use this time to pummel her with as much
magic as you can. Otherwise, just stay out of her way, and eventually she'll
die.

During this phase she still has access to Boulder Drop and Ice Spray, although
with the improved space Ice Spray may not be too dangerous. Just don't get too
close. She also has Needle Drop, which is like Boulder Drop but with sharpened
blocks of stone instead. Finally, and where she really wreaks devastation in
this phase, is with Charge, which is pretty much what she's continuously doing.
She motors around the place VERY quickly, and if you get caught in it she
could take off several hundred HP. She can also freeze you with this AND with
Ice Spray, during which time you cannot move, attack, or even Heal. Deadly.

==================

Assuming you ever beat Scoltula, head into the chamber to the north. There are
some icicles here, so use any fire Spell on the ones to the left (don't worry,
they automatically recharge 8) ) and open the chest to receive another
Tablet (VI). Continue north. In this circular room, there's a chest below. Pop
down and open it to get the Spectacles. When you equip these, certain hidden
parts of terrain, or even chests, will appear. You will know they're there
because there are tiny stars of light around the place. Look up in this room
without equipping them to know what I mean. Then, equip them and head up the
stairs. In the next room, open the chest to get the Fire Crystal. This allows
you to activate Teleporters. Again, look at the floor to the south to see a
stone circle surronded by other bits of stone. That's a disactivated
teleporter. You may have seen others around. Equip the Fire Crystal like other
accessories and walk onto the center slab to activate the teleporter. Then
click on the top entry to teleport to Clover Ruins! Head back into town to
recuperate.

---

In town, you'll notice that Lisa isn't in the church. She's just outside of it,
looking out over the sea. Go and speak to her, and she'll eventually give you
her Magic Breaking Arrow. More of this later. Go and give Shyal your Ancient
Documents and Tablets, and she'll give you 40 Exp and the Coloured Potato
Salad, which can recover up to 400HP for you 8) The shops have stocked up on
new equipment and Spells, but before you touch any of that we can get a couple
of items we've walked by, by using the spectacles.

Go to Ancient Path I, head to Junction 2 and take the east route. Go along the
corridor and into the next room, which should have two chests up some stairs.
Go up there and equip the Spectacles. You should see a walkway going around the
room - follow it, and open the chest at the end to get an entirely new Spell,
Ignition (3rd level Flame spell).

Now head over to Ancient Path II, whichever way you want to. Go to Junction 3,
and again take the eastern door to enter a room with 3 Ghosts. After killing
them, equip the spectacles and open the chest for another Spell, Fire 3. Cool!
Finally, return to Junction 3 and head south, following the room round until
you're back into Ancient Path 3. Go all the way to Junction 6, head north and
from that room, break open the weak wall at the northern end. Equip the
Spectacles inside and open the chest to get a Large Shield. All done! Head
back to town, and with whatever cash you have, upgrade your equipment. Now,
return to Ancient Path 1. Head north of Junction 3, to the circular well-like
room where you got your hands on the Belladonna Guardian. Equip the Spectacles,
and walk up the stairs that appear. You'll come out in a new section of the
Clover Ruins. Head north, and in the next room you'll come across a Teleport
Pad and a Guardian Statue. To the east is a curving area that'll take you back
to Clover Ruins II (Junction 4), and north of you is your next destination:
The confusing Treacherous Woods.


=====================
= Treacherous Woods =                                                [ W_TRW ]
=====================


                              ____ ____      ____ ____
                             |    |  \ |    |    |    |
                               17  18 \|      12   13
                             |_  _|_  _|_  _|_  _|_  _|
                                  |    |    |    |
                                    15   14   11
              ___ ____        _  _|_  _|____|_  _|_  _
            _|   |    |_____/|    |    |    |    |    |
           |           _____   19   18 |    | 09   10
           |__  _|____|     \|_  _|_  _|____|_  _|_  _|
           /     \                |    |    |    |
          |       |                 06   05   07
         _|       |_          _  _|_  _|_  _|_  _|_  _
        |____   ____|        |    |    |    |    |\   |
             | |               03   02   01   04   \08
             | |             |_  _|_  _|_  _|_  _|__\_|
             | |                       |    \___
            _| |_                      |* %  ___ To Clover Ruins II
           |     |                     |_  _/
           |     |                     |    |
           |_   _|                     |    |
                                       |_  _|

     To Egret Mountains II        To Ancient Path I


Bestiary
========

   Will O' Wisp
   Lizardman
   Lizard Shaman
   Elder Lizardman

   CHIMAERA ZOMBIE

   

Items
=====

   Restraint Bracelet
   Winged Boots

   Guardian: Frugel

   TABLET (VII)
   PARCHMENT (V)

     

Guide
=====

The Treacherous Woods is a strange area - although the rooms are laid out in a
grid,some exits take you to different areas than expected. For example, leaving
room 7 to the east will take you back to room 1. Whenever this happens, you
will enter the area by the corresponding direction - leaving a room by the east
means you will always enter the next area by the west entrance, regardless of
whether you walk into the adjoining area or end up somewhere else. Because of
this weirdness, I've numbered every room, and I'll talk about each of them in
turn:

1  - The entrance to the whole area, and where you will end up most of the time
     if you don't end up in an adjoining room. No enemies.

2  - 2 Lizardmen, and 1 Lizardman Shaman.
     South exit -> 17 (very good shortcut if you want to use it)

3  - 3 Lizardmen and 1 Will O' Wisp. Will O' Wisps explode when they die,
     causing a lot of damage to you and other enemies in a wide radius. They 
     are also extremely difficult to hit. On occasion they will "charge", and
     will be vulnerable from behind when they do so.
     West exit  -> 1
     South exit -> 13 (a pretty good shortcut)

4  - This area is divided in half by a river. If you enter here from area 1,
     there is a chest containing the Parchments (V), but no enemies. If
     you enter from area 7 you will be on the other side of the river, and have
     to face 3 Lizardmen.

5  - 4 Lizardmen

6  -  Push the 2 blocks onto the switches to reveal a chest containing the
     Guardian: Frugal
     West exit  -> 1
     North exit -> 6 (yes, you come back in here from the south)

7  - 3 Lizardman Shamen and 3 Lizardmen.
     East exit  -> 1

8  - 3 Elder Lizardmen.
     North exit -> 1
     South exit -> 12 (an ok shortcut if you want to use it)
     East exit  -> 17 (pointless shortcut - much better going from 2)

9  - 2 Lizardmen and 3 Elder Lizardmen.

10 - 3 Will O' Wisps.
     South exit -> 1
     North exit -> 1

11 - 4 Will O' Wisps.
     East exit  -> 1

12 - Push the two blocks onto the switches to reveal a chest containing the
     Restraint Bracelet.
     North exit -> 8

13 - 2 Will O' Wisps, and 3 weaker (Lv 6) lizardmen.
     South exit -> 1
     North exit -> 3
     East exit  -> 1

14 - 4 Lizardmen Shamen and 1 Lizardman.

15 - 2 Will O' Wisps

16 - 3 Will O' Wisps and 1 Elder Lizardman. Killing them reveals a chest
     containing another Tablet (VII).

17 - 2 Lizardman Shamen and 2 Will O' Wisps.
     North exit -> 2
     West exit  -> 8

18 - 3 Will O' Wisps.

19 - 3 Elder Lizardmen and 4 Will O' Wisps.
     North exit -> 1
     West exit -> Leave the Treacherous Woods, huzzah!!


When you leave via area 19, you will find another statue, and Anyess comes
along and chats about it with you (at least, that's what I'm guessing you two
are talking about!). Once she's done, speak to her again and select the fourth
option. She will ask you for 400 Gold, and if you select the top option, will
give you the Improved Bone Whittling Knife in exchange. Now continue west.

Equip the Ruby and push all 4 blocks onto the switches to reveal a chest. This
contains the Winged Boots. When these are equipped, if you jump off a platform
you will be able to walk on air at that height for a few seconds. Very handy!
Equip them now, and jump off the dais to the west, and then walk over to the
next platform. Now, you're about to fight a VERY tough mini-boss, so make sure
you are of sound health and have some decent equipment/potions ready. Head
west.

Here there is a force field to the south. Just to the north of you when you
try and exit, the boss appears - Chimaera Zombie! Just look at those stats! It
has more HP than everything you've faced so far except for Scoltula. It's not
physically as tough, but will easily take any Magic you throw at it. It's
poison spray acts exactly like Scoltula's Frost Spray (although will poison
you instead of freezing you), and it can also bash the ground, sending out
shock waves which will cause damage. To add insult to injury, it's also able
to summon about 6 Zombies, which amble around making life difficult for you!

Your best bet is to use Grade 3 Spells - Ignition, Freezing or Lightning - to
sort out the Zombies. Freezing will also be your best friend against the
Chimaera - although it'll probably do next to no damage, it will usually
freeze the Chimaera and all the Zombies, either giving you a moment to gather
your breath and heal up/swap equipment/skills, or give you time to get behind
the Chimaera and score a few heavy hits.

Once you've finally put paid to the Chimaera, all the zombies will disappear as
well (assuming you haven't killed them already). Go south, and you will come
to a beautiful area with a stone path heading out over some cliffs. Start to
cross and Dvorsak, the swordsman, will come across and have a chat. Once you're
done, continue across to Egret Mountain. Here activate the Teleport Pad, but
don't go inside just yet. There's something we can get using the Winged Boots
first.

---

Go back to Junction 3 in Clover Ruins II - the fastest way is to Teleport to
Treacherous Woods, immediately head east and then work your way there that way.
At Junction 3, head east. In the wall to the south of the area is a weak-spot -
break it with the Gauntlet equipped and head inside. You will come across 3
crates that cannot be moved, and beyond them a block and a switch raised on a
platform. You need to get behind the block to push it onto the switch. Make
sure you have the Winged Boots equipped, then slash the middle crate once.
Climb up onto either the left or right crate, then walk off towards the block
and switch - you should jump, and be able to walk in mid-air. If you don't jump
then adjust the angle you walk off the crates from - perhaps diagonally away
from the centre crate. Once you're in mid-air, quickly walk behind the block,
and you'll drop and land on the raised part of the room. Push the block onto
the switch and a chest will appear, containing the Spell Needle 3! Yay! Now we
can carry on.


=====================
= Egret Mountain II =                                                [ W_EM2 ]
=====================


Bestiary
========

   Flame Bat
   Salamander
   Frost Salamander
   Poison Slime
   Griffon
   Minotaur

   EVILWURM

   

Items
=====

   1x 1000G
   1x Disc Key
   1x Drake's Claw
   1x Scale Armour +1
   1x Blitz Lv 2
   1x Freezing Lv 1
   Bracelet of Silence
   Rangstone
   
   Guardian: Garneshia

   TABLET (VIII)
   TABLET (IX)
   TABLET (X)
   PARCHMENT (VI)
   PARCHMENT (VII)
   PARCHMENT (VIII)
   REBECK'S CROWN

   1x Elixir                     [Gauntlet]


 
                _____________
               |             \
               O              \
               |_OO_______     \
                  a       \     \
         ____ _  _        

 \__OO_\
        |    |  b |         |    |
       /          |         |    |
      /     /|    |         |    |
      |    | |_OO_|         |_OO_|
      |    | |    \         |    |
      |_  _| |     \_______/     |
      \     \ \    |       \     |
       \     \ \   O   03   O    /
        \     \_\_/___  _____\__/
         \                |
          \               |            N
           \______________|            |
                                    W -+- E
                                       |
                                       S
              _  ____ ________
             |  a    |        \       ____
             |       O         \     /    \
              \______|_____     \    |    |
                 ________  \     \   |    |
                /        \  \     \  |_  _|_
         ___   /          \  \_OO__\  |__   |
        /   | /            \ |      |____|  |
       /    |/              \|      |       |
       |    O                O  02      01      Egret
       |    O                |      |____   | Mountain I
       \    |\              /\______/  __|  |
        \___| \            /          |_  __|
               \          /            |  |
                \________/             |  |
                                       |  |
                                       |  |
                                       |  |
                            ___________|  |
                            |          \  |
                            ______________|





Egret Mountain II is basically climbing the mountain - both from the inside and
the outside. As such, it works as a spiral. It's quite large, so I'll deal with
it in sections.

To begin with, there are two entrances we can use. Either you can teleport to
the Egret Mountain entrance which lies just beyong the Treacherous Woods, (top
map) or go up the elevator from Harlech, and go through there, at which point
you'll end up on the bottom map. The reason we couldn't use this way before was
because of jumps over lava, which we can now do because of the Winged Boots.
I suggest going this route for now, as we can pick up a couple of items.

At Junction 1, head north, and repeat the puzzle earlier - simply line up the
blocks to make them disappear. You've already opened this chest, but jump north
with the Winged Boots and walk to the platform to open another chest, this time
containing the Spell, Blitz 2. Return to Junction 1 and head west to Junction
2. Jump across the lava, and at the north of the chamber is a chest containing 
more Parchments (VI). Continue west into the large round chamber which
is guarded by 5 Salamanders. Kill them all, whilst avoiding the lava, and a
chest will appear on a small piece of ground to the northwest, containing the
Bracelet of Silence. This bracelet, when equipped, may randomly silence an
enemy, preventing it from casting spells. This is pretty worthless, as few
enemies can cast spells, and most you'd want to just kill strait off anyway.
Carry on west, and open the chest in here to obtain more Parchments
(VII).


Return to Junction 2, and this time head north. Kill the 2 Salamanders and 3
Fire Bats, and head west. Climb the stairs, killing the 3 Fire Bats and
avoiding the Flame Throwers, and head north, entering into the north-western
most room of the top map. If you head west you'll leave the Egret Mountain and
end up at the Teleporter, so instead head east. You'll have to jump across lava
a couple of times - the best way to do this is to place the mouse pointer as
far aways as possible, then press and hold the left mouse button. Otherwise,
often you will simply frop off the ledge and into the lava!

In the room to the south kill the 3 Poison Slimes - I should warn you that some
of the barrels or pots are actually explosive, and breaking will cause you and
any nearby enemies quite a bit of damage! Anyway, head south again. Here there
are no enemies, but you will have to cross a very narrow causeway through the
lava, dodging fireballs from Flamethrowers! Be careful, but it should be quite
easy. Heading west takes you to Junction 3. Get rid of the Salamander and 3
Poison Slimes. To the north there is a jump over lava to another platform which
isn't on the mini-map, and which you won't see if the angle's wrong. Equip the
Winged Boots and jump onto it, then equip the Spectacles and a you'll be able
to see a chest. Open it to get the Spell, Freezing 1. Hope back over, and head
west - don't worry about the southern exit, we'll come to that in a few secs 8)

Anyway, in the next room take out 4 Salamanders, and head north. Here there is
a crevasse, and below you are 3 Salamanders and a chest. To cross over you need
to equip the Spectacles to see the walkway, but don't do that yet. Drop down,
kill the Salamanders and open the chest to obtain a Tablet (VIII). Leave to the
west, and you'll be outside the mountain. Kill the 3 Poison Slimes, head south
and kill the Poison Slime, then head north and you'll be back at Junction 3.
Return to the crevasse, and this time head over it and into the next part of
the map.


          _____ _____
         /     |     \
        /             \
       /     __|_      \
      /__  _|    \      \
         b        \___  _\
                    |     \
                    \      \
                     |      |
                     \      |
                      |    /
       __             |_  /
      |  <d          /    | 
      |   \ ___c __ /     |
      |    |   OO  |      |
       \       04        /
        \__|_______|____/


This area is a plain spiral with nothing particularly difficult to address. 
First head east, and kill the 2 Salamanders. You'll have to make a couple of
jumps here. Continue south, opening the chest to get the Scale Armour +1. South
again, this time killing the 2 Poison Slimes and the Salamander before opening
the chest for 1000G. In the next room take out the 3 Poison Slimes and 2
Salamanders. Going north will take you to the next section, but before that
head west for a short puzzle. You'll be faced with a number of coloured blocks
and a crate. Slash the crate once and climb on top. Push the coloured blocks
to the left and right so that they drop down next to the blocks of their own
colour, thus making them all disappear. Underneath the higher coloured blocks
were normal blocks - push them onto the switches, and a chest will appear above
you. You can't get it yet, so return to Junction 4 and this time head north.


                _____
               /     \__
               |     _  \
             __|_  _|_\  \
       __ __/    05   \\  \__      ____
      |  |*    _____   \\    \    |    |
   __/        /     \   \\__  |___|  __|
  |      |___/       |  | /|      | |_
  |  07 /            |  ||    06     _|
  |    |\            |  | \|______| |__
e S      |   _______/   /         |    |
  |____|/_  |          /          |____|
        \ \ |__  _____/
         d|    c    


I'm sorry about the quality of this map, but I hope it makes sense!! Damn
curves >_>

You will come in from the bottom at C. Even though it looks it, this is not a
straight-forward route - you will pass a series of holes in the ground as you
work your way round. There are another set of these further on, and they are in
fact vertical flamethrowers. You will need to shut the later ones off to
progress, but that will turn the first ones on, preventing your escape! Well,
don't worry as there's another way 8)

At the top of this circular chamber (I'm calling it Junction 5), head north.
Kill the 4 Fire Bats while avoiding the central Flamethrower, and head south-
east. The map I've drawn doesn't show this area all that well, but it's roughly
accurate direction-wise. Kill the 4 Griffons (which act like the earlier
Hippogriffs) and 2 Salamanders - bear in mind that Griffons occasionally drop
the Drakes' Claw weapon 8) Head south into Junction 6, and jump across the
lava. First of all, head east and you will emerge from the mountain again.
There are two chests, one containing the Tablet (IX), and the other
containing a new Guardian: Garneshia. Cast Fire on the Icicle on the elevator
to activate it, and make a nice little shortcut up to this point 8)

Return to Junction 6 and head west - this'll bring you back out to a platform
in the main chamber. Simply step on the switch to switch which Flamethrowers
are on, and head back to Junction 5. Continue west, noting the Guardian
Statue if you need to use it. Then head into Junction 7. There are 5
Salamanders here which you can easily take care of, but the 2 Minotaurs are a
different problem altogether. Make sure you're tough enough, and even then try
and get them one by one. Before you head west, though, head east to the small
platform. Step on the switch to get rid of the Flamethrower, then drop down
to the next platform and head through the door. You'll come out just above
the coloured-block puzzle syou sorted earlier. Open the chest to get a Disc
Key. You'll need to drop down and repeat this whole section, but the Disc Key
is required to get through anyway 8) Get back up to where the Minotaurs are,
kill them, and head through the Special Door.


              _____________
  _____      /    ________ \
 |  %  |    /\ /\ \____   \/\
 |    e     | Y  \____/  _ \ \
 |   __|    | |    To Boss| \ \
 |  |__     | \         | |  \ \
 |___  |     \/\_______/ /    | | 
     | |      \______  _/    / /
     |  \________ __ ##    _|_/
     \              \     /  /
      \          |\  \___/  /
       \         | \_______/
        \________|




Leaving the inside of Egret Mountain, equip the Fire Crystal and activate the
Teleport pad. Head south, and here kill 4 Frost Salamanders and 3 Griffons to
reveal a chest towards the south of the area. This contains a Drake's Claw, if
you haven't already found one dropped by a Griffon. Continue east, killing the
4 Frost Salamanders, and then north east, defeating 2 more Frost Salamanders.
In the area to the north there are 4 Frost Salamanders and 5 Griffons, but
you'll need to walk up the trail to find all of them. At the top of the trail
is a chest containing more Parchments (VIII). Go back down the trail and
carry on your way to the south west. Defeat 4 Frost Salamanders, and head east,
killing 7 Frost Salamanders and a Griffon. Finally, head east once more. Take
your opportunity to save, as you are about to fight the third boss!!!


==================
= BOSS: EVILWURM =
==================

The first time I fought Evilwurm, I had a LOT of trouble, but knowing which of
his attacks can hit you, and when, gives you a HUGE advantage, making this boss
surprisingly easy.

Unlike Scoltula, Evilwurm only has 1 real phase, although later on it's attack
style - and the whole arena - temporarily changes. More of that in a minute.
Make a good note of your surroundings - you are in a large arena, with 4 raised
platforms - you will need to make use of those every now and again. To begin
with, Evilwurm flies around above you, peppering you with Fireballs. He will
move and fire off a burst of fireballs, which will home in on you. To avoid
them, make sure you keep on moving, particularly in tight circles, and they'll
eventually burst on the ground. Alternatively, run behind any of the platforms,
and the Fireballs will usually hit them instead of you!

After one, or maybe two, sets of Fireballs, Evilwurm will move to one of 9
spots around the arena - above any of the platforms, in between two platforms
which are next to each other, or right in the middle of the arena. When he does
so, get out of the way! He will Piledrive that spot, itself causing a lot of
damage, but also releasing 4 waves of energy blasting out across the entire
arena in the shape of a +. They're easy to avoid from afar, but now you really
need to get close, as this is the ONLY time when Evilwurm is vulnerable. Get
in and start slashing. But again, BEWARE!! From the moment he lands, Evilwurm
will start charging up for a huge explosion which will cover almost the entire
arena. This will push you away and hit you several times if you're unlucky,
and to add insult to injury may knock you off the arena into the lava, thus
taking off another few hundred HP!! You can run away, but it's possible to 
avoid this blast TOTALLY. It will only affect the height at which it takes
place - if Evilwurm is on the arena floor, then standing on the platform will
avoid the blast, and vice-versa. Evilwurm will then get back in the air, and
the process will repeat.

Once Evilwurm is reduced to about half his HP, he will start doing a couple of
new things around his preious attacks. First of all, the number of Fireballs in
the flurry will approximately double, but getting hit by one or two is
acceptable. Also, sometimes when he performs the Piledriver and starts building
up energy for the Heat Wave, he may alternatively teleport somewhere else. Try
not to let this catch you out, as he will quite quickly explode from his new
position.

Finally, after the Heat Wave, Evilwurm will cause an eruption, and the lava
level will rise quickly, engulfing everything except the four platforms. So,
when Evilwurm heads to the centre of the arena, and the screen shimmers, make
sure you get up on one of those platforms. Evilwurm will then do several fly-
bys, shooting a continuous laser beam at the ground where you're standing. It's
VERY easy to avoid - just stand in one place and wait until Evilwurm starts the
beam, then get out of the way! He won't change direction. After 5 or 6 fly-bys,
the lava will recede, and the battle will revert to normal. These eruptions
will happen several times.

==================

With Evilwurm defeated, pick up the chest in the middle of the chamber
containing Rebick's Crown, and the chest near the entrance to the chamber with
the Rangstone. This accessory allows you to breathe underwater! Head out of the
chamber, and start heading down the mountain again. When you get past the part
with the statues, and you see the first enemies (a Griffon and some Frost
Salamanders), equip the Gauntlet and you will be able to hit the first block of
ice on the edge. Drop down, and open the chest to collect an Elixir. Then, drop
down again, and head out of the mountains either using a Teleporter or with the
Moonstone.

---

Return to town. Shyal will call you, and you'll head up to your room and have
a chat. Give her any Tablets/Parchments you have. Then go to the church
and speak with Lisa. Finally, head to the item shop, and you'll see Anyess and
the item vendor haggling for an item. When they finish, go and speak to Anyess.
She'll offer you an item for 4000G. Say no to begin with (bottom option), and
speak to her again - she'll drop the price to 3000G 8) [Thanks to Aditya for
that!]. Say yes this time (top option), and she'll sell you the Bow of the
Shrine Maiden.

Just before we continue, we can also pick up another accessory. It's a bit of a
journey, but head to Ancient Path III. Go to Junction 6, and head east. This is
a long corridor that is entirely flooded. Equip the Rangstone, and walk through
all the way to the end to find a chest containing the Absorbing Bracelet - one
of the better non-essential Accessories. Also, head over to Clover Ruins 2. 
From Junction 2 head east and follow the route all the way to the top, where
there are some Green Slime Jumbos. Destroy the rock, and go through north.
Equip the Rangstone and walk through the water, and eventually you'll reach a
chest with the Greatsword 8)

Now, the only place left to go is under the lake! In Harlech, equip the
Rangstone, and head out into the water. Head to the left of the screen, and
jump off the first reef. Keep heading in the same direction - you'll pass some
debris, but you'll find your way into the Lake-Bottom Ruins.

===================================
= Ruins at the Bottom of the Lake =                                  [ W_RBL ]
===================================

I won't bother doing a map for this, as the area is small and straight-forward.
Keep heading forward, and eventually you'll climb up some stairs and into the
ruins proper. You'll soon come to a door, but open the chest beside it to
receive another set of Parchments (IX). If you think you're buff enough,
head through the door to fight the game's 4th Boss!

==================
= BOSS: ASCOMOID =
==================

Surprising that you have to fight two bosses in very quick succession. Never-
the-less, Ascomoid is no walkover. It is a giant eye with tentacles that appear
from the floor, and has a range of lethal attacks.

Throughout the battle, the sharp tentacles will rise from pits in the floor to
stab you. The pits move around, so you will have to constantly move, too.
Between other attacks, it will also shoot blue energy blasts into the air,
which will blast the floor of the room haphazardly. Aside from them being
randomly placed, the energy bolts are small and otherwise easily avoided.
However, Ascomoid also has a Laser attack, and will blast the laser in one
direction and then turn quickly through about 22.5 degrees with the laser still
activated. This can cause quite a bit of damage if you get caught with it, as
it will continuously hit you. Even more dangerous is his Energy Beam, which is
a MUCH wider beam than the laser, and Ascomoid will slowly turn through 360
degrees, so you just have to run ahead of it.

The best bet is to get up close and slash constantly. Beware, as when you do
so, Ascomoid is able to utilise a Spiral attack, spinning round and slashing
at whatever is close to it - in this case, you! You will be knocked back and
damaged. However, the damage is small. Just avoid the laser and heat blasts,
running around him and getting those hits in. Ascomoid will actually go down
quite quickly this way.

==================

When Ascomoid snuffs it, head into the next chamber. This massive room has only
a small platform on which you stand. Ahead of you there's a Guardian Statue,
and to the right and behind that a dais. Far out in the sweeping chamber you
can see the back wall, and emblazoned on it a mural of a giant, tentacled eye!
Get up on the dais, equip the Bow of the Shrine Maiden, and also equip the
Magic-Breaking Arrow in one of your Accessory slots. Select that slot, and
you'll see a target over the eye on the far wall. Aim at that and "attack" it,
and you'll fire the arrow at the seal. Queue a pretty cool cut-scene, as the
Seal breaks apart and the waters held in are flushed out of the island.

When you're done, leave the Ruins. All the water's gone, leaving a nice sandy
beach 8) Just as you leave the Ruins, where you saw the debris earlier, you'll
be able to head west up a walkway. Do so, and you'll see Xanadu Labyrinth
ahead of you. However, as you can see, it's protected by a vast barrier. Anyess
is up ahead, and you'll chat for a bit. Beyond the barrier, there's someone
else trapped in statue form. Basically, you can't yet get into the castle, so
you need to find a way to deactivate that shield. Return to town, and speak to
Shyal outside of the Inn. Then, head to the Teleport Pad in Clover Ruins, but
don't use it - instead carry straight on. You will see Dvorsak speaking to a
man, Jutulma. Eventually, Dvorsak just walks past him through a doorway, which
was once blocked by a large statue (earlier in the game). Speak to Jutolma,
then follow Dvorsak.


      
====================
= Xanadu Labyrinth =                                                 [ W_XNL ]
====================

Bestiary
========

   Goblin
   Goblin Warrior
   Goblin Shaman
   Goblin Archer
   Goblin Healer
   Master Goblin
   Gatekeeper
   Liche

   

Items
=====

   2x Large Heal Potion
   2x Magic Potion
   1x Thunder Lv 3
   1x Bloodsucking Bracelet
   3x Disc Key

   Guardian: Grey Ash       

   TABLET (XI)

   1x Frost Brand            [Gauntlet]


                                   ______
                                  /      \
                            ____ /        \
                           |    |          |
                           |  %            |
                           |_  _|          |
                           |    |\        /
                    ___    |    | \ _  _ /
                   |   |   |    |  | SS |    ________
                   |   |   |    |  |    |   |        |___________
                   |   |   |    |  |    |   |        |      |    |
                   |_ _|   |    |  |    |   |               |    |
           ______ /  O  \__|    |__|    |   |        |______|    |
          |      |       |         |    |   |_ _  _ _|      |    |
          |      O  07   O   06    O 05 |     | OO |        |    |
          |______|       |_________|    |     |    |        |    |
                  \__O__/          |    |     |    |_____ __|    |
                   |   |           |    |_____|          |       |
                   |   |           |    |       04       #       |
                   |   |           |    O           _____|_______|
                   |___|           |____|_____     |
                                              |    |
                                              |    |
                                              |_  _|
                         _______              / OO \
                        |       |            |      |
                        |       |__          |      |
                        |          \__       |      |
                        |       |     \__   /        \
                        |_______|__      \_/          \_______
                                   \__    #            #      |
                                      \___|     03     |__  __|____
                                          |            |      |    |
                                           \          O            |
                                            |        |________|____|
                                ____        |        |
                               |    |       |        |
                               |    |        \      /
                               |_  _|         |    |
                              /  OO  \        |_  _|
                ____________ /        \ _____/  SS  \_____  ____
               |            |          |                  \|    |
   To Clover                O    01    S        02         O    |
     Ruins     |____________|          |_____        _____/|____|
                             \        /      \______/
                              \__OO__/
                               |    |
                               |    |
                               |    |
         N                     |     \
         |                      \     \_______ _____
      W -+- E                    \            |     |
         |                        \           O     |
         S                         \__________|_____|



Xanadu Labyrinth has a lot of large rooms, many of them brimming with enemies.
The enemies here are a lot tougher, too, and the whole area is quite large, so
I'll be using several maps. Make sure you have plenty of keys, too, as 90% of
the doors here are locked!

Anyway, make your way to Junction 1, then head north. Opening the chest reveals
a Force Field, and you'll need to take out a lot of enemies. That's another
thing to mention about this place - when Force Fields appear, you usually have
to defeat not 1, but 2 or 3 sets of monsters to be able to carry on! In this
case, it's 2 Goblins, then 3 Goblin Warriors and then finally 3 Goblin Shamen.
Incidentally, in most of these cases you don't get any final rewards - all you
obtain are the gold, exp and any item drops from fighting the monsters, so it's
up to you whether you do these 8) Anyway, return south, then head south again.
This long corridor contains 2 Goblins, 2 Goblin Shamen, 2 Goblin Archers and
2 Goblin Warriors, so once they're out of the way, continue east. This next
room contains a block puzzle:



     1 2 3 4 5     
     _ _ _ _ 
  A |_|_|_|_|_ 
  B |_|_|_|_|_| 
  C |_|_|_|_|_|
  D |_|_|_|_|


Rows A and D are free spaces, none of which need to be used. There are two
static green blocks at the top (5B and 5C), several steel blocks, three crates
(1B, 1C and 3C) and one green block (2C) which needs to be moved up to the
static green blocks. The solution is simple. Slash 1B once, and push the crate
at 1C left onto it. Then push 1B up to 2B, and then once more from 2B to 3B.
Slash it once. now, return to the floor, and slash the crate at 3C twice,
destroying it. Now you can push the green block from 2C to 1C, then up from
1C to 1B, then right from 1B to 2B, 2B to 3B, and finally 3B to 4B. Here, it
makes contact with the two static green blocks, and they all disappear giving
you access to a chest containing a disc key.

Return to Junction 1 and head east, using the Disc Key on the door. This
lengthy room contains 4 Goblins, 3 Goblin Archers and 7 Goblin Warriors. The
exit to the north requires another Disc Key, so head to the far east end, and
equip the Gauntlet to break open the wall here - you can see where the wall is
caved in slightly. Head through, open the chest to receive the Disc Key, then
return and open the door and head north. This large room, Junction 3, contains
2 Goblins, 4 Goblin Warriors, 4 Goblin Archers, and at the top end 2 Goblin
Healers and a Master Goblin. It's a wise idea to get rid of the Healers before
tackling the Master Goblin, as you don't want all your hard work healed away!
Once you've killed them, you'll want to head to the east. If you do so, you'll
end up in a room with a large number of Goblin Shamen blasting you and some
crates with fireballs, although you won't be able to fight back!! Just to the
north of the eastern door, there is another breakable wall. Destory it and
head in. Open the chest for your next Tablet, then head south and kill all
those pesky Shamen - a couple of Freezing spells wouldn't go amiss 8) Now head
back to the room just below, and push all the crates onto the floor switches.
This will open the gate to the east, so walk through and open the chest to
obtain the Bloodsucking Bracelet - this accessory will allow you to randomly
regain a small amount of HP when you hit an enemy, but for the moment the
amount regained is too small to be helpful.

Return to Junction 3, and opposite the breakable wall on the east side is
another one on the west side! Break it and head through, kill the 4 Goblin
Warriors, 2 Goblin Healers and the Master Goblin, and go into the next room
for another block puzzle >_>

     1 2 3 4 5 6
     _ _ _ _ _ _
  A |_|_|_|_|_|_|
  B |_|_|_|_|_|_|
  C |_|_|_|_|_|_|
  D |_|_|_|_|_|_|
  E |_|_|_|_|_|_|
  F |_|_|_|_|_|_|

This is the floorplan, with the top edge being "north" (going by the minimap).
The layout of blocks is complicated, so I won't go into details there, I'll
just say what to do.

Push 1C to 1B, and 3A to 3B, then 3B to 2B. The reds will disappear. Push 6C to
6B, 4A to 4B and then 4B to 5B, and the greens will disappear. This will leave
you with one green and one red block at the north end, and some more at the
south end. Slash 2E once and push 2E up to 1E. Slash 5E once, and push 5E up to
6E. Then slash 2E and 5E, destroying those crates. Push the green block at 1A
all the way to 2E, and the red block at 6A all the way to 5E, getting rid of
all of the coloured blocks. Finally, push the two metal blocks onto the floor
switches. Open the chest that appears to get a new weapon, Frost Brand! Return 
to Junction 3, and finally head north.

Most of this next chamber, Junction 4, is underwater, so equip the Rangstone.
First off, head to the east, break the wall and head through. Follow the
passage, and exit the water for yet another block puzzle. This one is kind of
a two parter. You don't want to get rid of ALL the greens ot begin with.

     1 2 3
     _ _ _
  A |_|_|_|
  B |_|_|_|
  C |_|_|_|
  D |_|_|_|
  E |_|_|_|
  F |_|_|_|

Push 3E to 3D, and all but one green block will disappear. Then, push 1D north
twice to 1B, and all the blue blocks will disappear. Slash 2B once, get on it
and push 2C to 2D, push it off and move it to 3E to get rid of the red blocks.
Now, push 3B up to 2B, and 3C to 3D, then left from 3D to 2D. Slash 2D once,
and climb up to the next level. Push this green block north couple of places
and it will disappear along with the two other static green blocks. Get back
down to the bottom level and push the last green block all the way up and
deposit it on the green floor switch. This will reveal a chest on the floor
below, but you can't get to it just yet. Go back to Junction 4 and this time
head north. In this room there is a force field - you'll have to kill 3 Goblin
Shamen and a Master Goblin, then 4 Gatekeepers, and finally 2 Goblin Warriors,
3 Gatekeepers and 1 Master Goblin. With them out of the way head east and open
the chest to get the spell Thunder 3.

Go back to Junction 4 and head west this time. To exit from this corridor to
the north you'll need a Disc Key, so once you've taken out the 4 Goblin
Warriors, 3 Goblin Shamen and the Master Goblin, head west. First off, go
north to find a Teleport Pad and a Guardian Statue. Head to town and save if
you need to. Return and head east - this room is a large well-like room, and
when we get the Disc Key you'll end up above where you are now. Instead there
are four chests. If you go round anticlockwise, then the third chest will
cause a Force Field over the exit, and release 8 Gatekeepers. The rest contain
2 Large Health Potions and a Magic Potion. Go back to Junction 6, and make
sure you have a recent save, because the next part is particularly difficult.
Head west, and in this room there is a pillar with lines of blood around it. If
you had far into the room, a force field will appear behind you, and a Liche
will appear in the centre of the room. The Liche is probably the most dangerous
of ALL the enemies you will face, as it has some deadly powers. It almost
always begins by casting a shield around it - get too close, and you will be
knocked away and take damage. This means your only real chance at the moment
is by using magic. The Liche is able to summon about 5 other creatures. Also,
if you get too close, its attacks are able to drain a level away from you!!
This would be a complete nightmare. However, its most potent attack sees it
first bend backwards whilst gathering energy, and then casting a spell on you.
A timer of 10 seconds appears above your head. Once the timer reaches, you will
die! It doesn't matter how much HP you have left. The best tactic I've found
with the Liche is to use Freezing. This spell not only freezes the Liche for
a couple of seconds, allowing you to get a couple of hits in from behind, but
also removes the Shield. If the timer appears above you, hitting him will
remove it (I think...), and also if he's frozen, he won't be able to hit you
and drain levels! So, whenever he recovers from being frozen, just cast
Freezing again.

With him out of the way, a chest will appear containing a Magic Potion. A nice
reward, but not what we came here for. If you want some unadulterated Exp and
gold, head to the west and south rooms. The west room has a chest which
activates a Force Field and you weill have to fight 4 Gatekeepers, then 4
Goblin Warriors and a Master Goblin, then 4 Gatekeepers, 2 Goblin Warriors and
a Master Goblin. The south room is the same, but you'll have to fight 2 Goblin
Healers, 2 Goblin Warriors and a Master Goblin, then 5 Gatekeepers, then 3
Gatekeepers and 2 Goblin Healers. The north room contains a chest with the
Disc Key, and despite there being no music, there is no Force Field! So, with
Disc Key in hand, return to Junction 05 and head north!

You'll be back in the well-like room, and this time must jump across gaps to
get to the top. Equip the Winged Boots, and start heading off to the right. It
may be easier if you stay towards the far side of the platforms, as the gaps
are marginally shorter, but you'll need to avoid the candlesticks. Once you
reach the platform before last, unequip the Winged Boots, get towards that far
edge, and try and jump across - you'll miss the platform, but if you hold right
you will drop down and land on a platform below, which has a chest containing
a new Guardian: Greyash. Go back, and this time make your way to the top. Head
across the bridge, and a man will stop you. He introduces himself as
Gandalchua, and lets you past. Walk into the next room, and if you're ready,
into the teleporter...


================
= Time Crevice =                                                     [ W_TMC ]
================

Bestiary
========

   Will O' Wisp
   Evil Eye
   Mad Golem
   Black Slime

   LORELEI
      WIORA
      KATORIA
      ROSE
   

Items
=====

   2x 1000G
   1x Shadow Axe
   1x Igneous 2

   TABLET (XII)


The Time Crevice is mapped out very simply - it's simply a number of inter-
connecting square rooms and corridors. Almost every single room has a force
field, meaning you'll have to kill every monster to get through - or even to
go back. Having said that, once you're in here, there is no way out. You're
teleported to room 1 of the first section, and you can't return. Also, when
you reach the end of each section (marked by **) you must teleport to the next
section, and cannot return to the previous. Because of this, make sure you
grab every chest while you can, otherwise you won't be able to reobtain the
contents. Note that you can destroy all the large grey blocks if you equip
the Gauntlet, but they don't contain anything except the occasional couple of
coins (and I mean couple!).


             ____
            |    |
            | ** |
            |_  _|
            |    |
            | 08 |
   ____ ____|_  _|____ ____
  |    |    |    |    |    |
  | 05   04   03   06   07 |
  |____|____|_  _|____|____|
            |    |
            | 02 |
            |_  _|
            |    |
            | 01 |
            |____|


You begin each section in room 1. In the first section, head north. Kill the 3
Will O' Wisps, which are the same as those from the Treacherous Woods, just
more powerful. In room 3, kill the 4 Evil Eyes, then head west. In room 4,
slash one of the single crates, climb up and then slash the highest crate.
Climb over, drop down and head into room 5. Open the chest to get 1000G, then
head east to room 6. Push one of the single crates next to the other, slash it,
climb up, slash the top crate and then head over into room 7 for another chest
with 1000G. Head west and north to room 8. Kill the 3 Will O' Wisps, and then
head north to exit this section.


   ____ ____ ____ ____
  |    |    |    |    |
  | 08   09   ** | 05 |
  |_  _|____|____|_  _|
  |    |    |    |    |
  | 07   06 | 03   04 |
  |____|_  _|_  _|____|
       |    |    |
       | 01   02 |
       |____|____|


You are given two directions to go in section 2. Begin by heading east. In room
2 kill the 3 Evil Eyes and the Mad Golem, head north and kill 4 more Evil Eyes.
Going east you'll face 3 Evil Eyes and another Mad Golem, and north in room 5
there is a chest with an excellent weapon, the Shadow Axe. Go back to room 1,
then head north. In room 6 there are 3 Evil Eyes. West in room 7 there are 4
more Evil Eyes, and in room 8 there are 4 more. Goind west you must kill 2 Mad
Golems, then head east once more to exit this section.


        ____ ____ ____
       |    |    |    |
       | **   09   08 |
       |____|____|_  _|
                 |    |
                 | 07 |
        ____ ____|_  _|
       |    |    |    |
       | 02   01   06 |
       |_  _|____|____|
       |    |
       | 03 |
   ____|_  _|
  |    |    |
  | 05   04 |
  |____|____| 


In the third section, begin by heading west. Kill the 4 Black Slimes, head
south and you'll face a simple block puzzle. There are two green blocks on top
of each other in the middle, surrounded by crates. Slash one of the single
crates once, climb up and push the top green block onto the floor. Then destroy
all of the crates, and push the two green blocks onto the green switches in the
corners. The force field will be deactivated, so head south. In room 4 there
are 2 Black Slimes and a Mad Golem, and in room 5 a chest containing the final
tablet. Return to room 1, then head east. Kill the Mad Golem and 2 Black Slimes
before heading north to face 3 Black Slimes and a Mad Golem. North again and
you'll have to face 2 Black Slimes and a Mad Golem, and finally head west to
kill 1nother Mad Golem and 2 Black Slimes. Head west to exit.


             ____ ____
            |    |    |
            | 09   08 |
            |_  _|_  _|
            |    |    |
            | ** | 07 |
            |____|_  _|
            |    |    |
            | 01   06 |
        ____|_  _|____|
       |    |    |
       | 03   02 |
   ____|_  _|____|
  |    |    |
  | 05   04 |
  |____|____|


This is, thankfully, the last section. Begin by heading south. Kill the 3 Will
O' Wisps, head west and kill 3 Mad Golems and an Evil Eye. South, and fight the
3 Will O' Wisps, then west once more to find a chest with the spell, Igneous 2.
Go back to room 1 and head east. Kill the 3 Will O' Wisps, head north and kill
the Will O' Wisp and 4 Evil Eyes, then destroy 2 Evil Eyes and a Mud Golem in
room 8. Head west to fight 3 Mad Golems and an Evil Eye, and finally head south
and teleport out of here!!

You'll end up in a weird dimensional place. You are standing on a circular
platform, with a pool in the middle. In the middle of the pool is a teleport
pad, so first thing's first, activate it. You're about to fight a boss, so go
to Harlech if you need to get ready and save. There are a couple of steps to
the north - head towards them, and you'll pass by Dvorsak. You will chat
briefly, then head up the stairs, which will appear quickly as you need to use
them. When you reach the circular arena at the top, you'll see a woman in the
middle. This is Lorelei, and after speaking to you, she disapeears into a pool
of darkness, before returning as a giant fly!

=================
= Boss: Lorelei =
=================

Lorelei herself is quite easy, but she'll make things difficult for you. She
only has a couple of attacks, namely swiping at you with one of her legs, and
also a windslash, where she'll swipe at you with both legs, and a number of
blades of air come whirling out in front of her. If you're close it's nearly
impossible to avoid being hit by at least one, but if you're healthily
equipped with nice armour, they'll do very little damage. Just get up close and
slash her repeatedly. It's difficult to get behind her, so don't go out of
your way to try. I had equipped the skills Powerful Arm and Robust Health, and
has equipped the Shadow Axe and Full Plate. I very quickly reduced her to half
HP, taking little damage myself. At this point, she'll fly up into the air
where you can't reach her, and out of the three smaller black pits in the arena
rise three minions: Smaller flies!

Each of these flies is affiliated with a particular element, meaning they will
heal when you use that element on them, and they also have a special attack
associated with that element. Rose (Red, Fire) has an Explosion attack, Katoria
(yellow, Thunder) can fire a homing energy ball at you, and Viola (Blue, Ice)
will fire a spray of ice at you. They can all also Charge at you, which will
capture you and prevent you from doing anything except use potions while they
score several hits on you. Their most dangerous attack, however, occurs when
they form a triangle of energy between them. They will rotate, and touching
the energy beam will cause LOADS of damage. If you managed to avoid them
surrounding you, they will expand so that they can still touch you even if you
are right next to the arena wall.

Your best bet, I found, is just to target one and slash at it until it dies.
Every now and again, they will get very evasive and almost impossible to hit.
If this is the case, then you may be forced to just go and target a different
one for a while. When one dies, the other two will get larger, and though their
stats will remain the same, their unique attacks will also improve. Killing a
second results in the third getting larger again - much like Ligaty in Ys: OiF.
After you kill one (or maybe two..!) Lorelei descends a bit, and though she
doesn't really partake much in the fight, you can hit her. Don't bother - just
concentrate on the other flies. With them all dead, Lorelei will resort to
flying high in the air, and then dropping on you from above! Just stay out of
her shadow, and when she drops, close in and score a few hits. Do this a few
times and eventually you'll defeat her.

=================

Three crystals will appear around the arena, and a purple sphere will appear in
the centre. Jump into the sphere, and you will be teleported to the game's
final area - Strange Rock Castle!

To begin with, just follow the corridor up. You will come into the room with
the shield generator! Smash the casing once, then slash the energy inside to
destroy the shield. Go up the stairs and out of this room, and you will be in
the main entrance chamber of Strange Rock Castle. Lisa will come along and talk
to you, which is your cue to leave - head ot the south, go along the
causeway and head back to Harlech.

Go to the church, and all of the people that have been freed from petrification
will be there - Dvorsak, Shutolma, Tiobalt, Beatrice, Abtaraha and Gandalchua.
After chatting for a while, the Priestess will come out from behind, and reveal
herself as Florette. All four crowns are placed on the desk, and a spell cast:
The crowns disappear, and the sword, Dragon Slayer, is left behind!

With your new sword, leave the church. Shyal comes out and has a chat with you.
If you've got any outstanding Documents or Tablets, follow her up to her room
and give them to her. Make sure your equipment, item and magic is up to scratch
as there is new stuff in the shops, and now you can finally head back to
Strange Rock Castle!


=======================
= Strange Rock Castle =                                              [ W_SRC ]
=======================

Bestiary
========

    Goblin Shaman
    Goblin Warrior
    Goblin Archer
    Goblin Healer
    Master Goblin
    Bat
    Flame Bat
    Vampire Bat
    Blast Wisp
    Griffon
    Hydra
    Harpy
    Wyvern
    Evil Eye
    Deadeye
    Stone Golem
    Chimaera
    Chimaera Zombie
    Crimson Chimaera
    Skeleton
    Skeleton Archer
    Skeleton Warrior
    Skeleton Priest
    Ghoul
    Wight
    Quickened Mummy
    Armour Mummy
    Lich
    ? Slime
    Frost Salamander
    Salamander
    Dark Salamander
    Lizardman
    Lizard Shaman
    Elder Lizard
    Berserk Minotaur
   

Items
=====

    3x Disc Key
    1x Magic Potion
    2x Elixir
    1x Rock Lv 1
    1x Blaze Lv 3
    1x Lightning Lv 2
    1x Death Lv 1
    1x Freezing Lv 2
    1x Murasame Blade
    1x Vorpal Weapon

    Guardian: Selbesk

    Phoenix Feather
    ???? ()

    1x 5000G                  [Gauntlet]
    1x Tower Shield           [Spectacles]
    1x Blood Lotus            [Spectacles]
    1x Disc Key               [Spectacles]
    1x Heal Potion (L)        [Winged Boots]
    1x Berserker              [Winged Boots]

The nature of Strange Rock Castle makes it difficult not only to describe, but
also to map out. It's a tall building which you're climbing up, and the maps
are therefore laid out on top of each other. I've done my best to make it clear
what's going on, but essentially, even if it's the same corridor, it might not
be shown on the same map if it changes height. To show where changes take place
I've used letters - where they correspond on different maps is how you go from
one map to the other - if that makes sense! By the way, the maps might look
better in Notepad than a web browser...

The maps are to scale as much as I could make it. I've tried to make them all
line up where they should, but because the in-game maps overlay each other it's
realy difficult to judge exactly what's going on. Also, sometimes all you're
doing is walking along a walkway in a much larger room. In these cases, Ive
usually drawn out the whole room and the walkway inside it. These might not be
so clear, but don't hesitate to email if my maps have caused you to get lost!!


                      ________          MAP 1
                     |        |         =====
                     |        |
                     |        |________ __________ ________ __ _____
                     |     g  |  ____  |          |      | |  |     \
                     |        O      | |          |      | O  O      \
                 ____|________|  01  | O          |      | |  |       \
                |             |      | |                 | |  |        |
                |     ___     |______| |    |d|   |      | |c |        |
                |    e         ___M_  _|    | |   |      | |__|        |
                |     ___     |     OO |          |______|b|  |       /
                |             |       a           |        |  O      /
                |_____________|        |____   ___|        |__|_____/
                              |        |    | |
                              |________|    | |
                                            | |
                                            | |
                                            | |

                  To Harlech Town

         _______ ______
        |      _|      |
        |   __| O      |
        |__|OO__|__  __|
     _____|     |  OO  |
    |_____      |      |
          \     |      |               MAP 2
           \_   |      |               =====
             |  |      |
             |  |__  __|
             |   | |O| 
             |   | | |____ ____________ __________ ___________ _____
             |   | |  ____O____________O____   ___O___________O     \
             | f | | |                 |    | |   |           |      \
             |   |_|O|________         |    | |   |           |       \
             |   |   ____|    |        |    | |   |           |        |
             |   |  |__       |        |    |d|   |           |        |
             |___|            |________|__________|_______ | c|        |
                 |   __ e     |        |          |       b|  |       /
                 |  |____     |       aO          O        |  O      /
                 |_______|____|        |__________|        |__|_____/
                              |        |          |        |
                              |________|          |________|


You begin by walking across the causeway (going north from "To Harlech Town".
In the next chamber, there are stairs in front of you (d), but they're broken
so you can't use them to get up. To the east is the shield generator room, so
you're only option is to go west. You'll start slightly higher than the bottom
of this room, so head down the slope, and kill the 8 Goblin Shamen. Beware, as
these are much tougher than any previous goblins you've faced.

Head south - you can't go up these stairs anymore, as they're blocked by a
gate, so in the room to the south first open the chest to get a Parchment. Then
you need to climb to the top, so equip the Spectacles and get going! At the top
you'll be at "a". Head east, and in this corridor you'll have to face 4 Goblin
Warriors. In the next room there are a couple more chests as you work your way
down. First off, equip the Winged Boots. There are platforms jutting out of the
walls, and you'll need to first head to the south of the room, then east to get
the chest containing a Magic Potion. Then, jump and walk to the middle of the
room to open a chest with a Large Heal Potion. Drop down to the floor, and
leave the room by the north exit (b). You'll find yourself on the walkway above
the shield generator (Map 1). Walk to the north end and go through the door.
Head straight through the next door, and work your way all around the circular
room. In the next room there is a chest with an Elixir. 

Head back around the room, and this time head up the stairs, fighting a number
of Bats (c). Back on Map 2, open the door to the east and again go round this
higher level of the semi-circular room. You'll have to fight 6 Griffons and
three Hydra. In the next corridor kill off 3 more Hydra and go through the
doorway. You're now at the top of the staircase in the middle of the first room
of the castle! Carry right on across to the west side and go through the door,
where there are 4 Griffons and 4 Bats. The next room is a small junction. First
off, head south. You'll enter the top floor of a large room, blocked from the
bottom by a gate. Cast Fire at the 4 pedestals in the corners, and the gate
will drop, allowing you to get down (point e). But when you reach the bottom of
the stairs, 8 Chimaera will appear! Defeat them, and head through the door.
Flip the switch on the wall and the gate will open - this is the room to the
very left of the entrance hall, so it's a brilliant shortcut!

Go back to the three-way junction at the top of the stairs, and this time head
north. You're about to fight a VERY tough mini-boss, so make sure you're ready.
When you go through the door, it will activate a force field. An Ogre and 6
Goblin Shamen will appear. The room's large, but the Ogre really does take up
most of it, it's HUGE! And it carries a weapon about 3 times bigger than you
are! Also, no Spells will affect it by freezing or stunning it etc. So, work
your way around and get rid of those Shamen first. The Ogre has a few very
dangerous attacks. It can slam the hammer on the ground, which pushes chunks of
earth upwards. It can also charge up and hit the ground, creating a large magic
symbol on the ground which causes a lot of damage if you get caught in it, and
will last quite a while. The Ogre can swing his weapon, damaging you and also
releasing three homing energy balls. Finally, and most dangerously, it can
charge. It will first gather an energy ball around itself, and then run at you.
Get caught, and you will be stuck, taking tremendous amounts of damage. The
ogre will then swing at you afterwards. This can easliy do 2000 damage, so
AVOID!!! Just get behind him and slash when he does his normal smash attacks,
keep moving and you should be ok, but you'll probably use several larger Heal
Potions.


                                                             ____ 
          MAP 3a                 _____ _____________________|    |
          ======                |     |                     |    |
         _______ ______ ___  ___|     O                     O    |
        |       |      |   OO   |_____|                     |    |
        |       O      |        |     |                     | 07 |
        |___ ___|      |        O     |                     |    |
    ____|   O   |______|        |     |                     |    O To Map 3b
   |    |       |      |________|     |                     |    |
   |    O  04   O      O   %    |     |                     |    |
   |____|       |  03  |________|__ __|_____________________|_  _|____
        |_______|      |  |        |                        | OO |    |
                |__  __|__|        O                        O 06 O    |
                 | OO     |   05   |________________________|____|____ \
                 |        |        |                                  \ \
               f |  02    O     g                                      \ \
                 |        |        |                                    \ \
             |   |_  _____|________|                                     | |
             |   | OO |                                                  |_|
             |   O    |
             |___|____|





When he dies, he'll drop an Elixir, which is good 8) Continue north, and
through the door to kill off two Evil Eyes and a Stone Golem. In addition to
the attacks you're familiar with from the Mud Golems, Stone Golems can also
shoot their arms some distance from them. With them out of the way, enter the
room to the west, then head south to go outside. Kill both Goblin Warriors,
and head west along the walkway. Open the chest to get an entirely new Spell,
Rock! iT'S pretty powerful, even for being only level 1. Continue south, where
you should kill the 2 Goblin Warriors, 2 Goblin Healers and 2 Goblin Archers.
You'll descend about 2 floors (f), then head back inside. Go north from this
small chamber, wiping out 4 Goblin Shamen and 2 Healers. There's a Guardian
Statue in this room, too! Go north, and kill the 2 Evil Eyes, 2 Master Goblins
and the Goblin Healer, and finally go west to find the last Teleport Pad.

Now, if you go back to town for a bit or whatever, when you come back go to
Junction 3, and this time head west. Now you'll come to what appears to be a
nasty block puzzle. But it REALLY isn't. 

     1 2 3 4 5 6 7 8
     _ _ _ _ _ _ _ _
  A |x|x|_|o|o|_|x|x|
  B |x|x|_|o|o|_|x|x|
  C |_|_|_|_|_|_|_|_|
  D |o|o|_|O|O|_|x|x|
  E |o|o|_|O|O|_|x|x|
  F |_|_|_|_|_|_|_|_|
  G |x|x|_|x|x|_|o|o|
  H |x|x|_|x|x|_|o|o|

For this puzzle, o are crates, and x are steel blocks. There are two high exits
at 4/5 (north) and at D/E (west). We might as well go west first, but the set-
up to get to each is EXACTLY the same. First off, destroy 7G (hit it twice).
Then, push 7H up to 6D. Now push 8G up to 6E, and slash it once. Slash 4D once.
then climb onto 6D and push 5D onto 4D. Climb all the way to the top. Now you
need to have the Winged Boots equipped, and while still running jump off and
head towards either the west or north. Like I said, go west first.Unfortunately
in here there's ~another~ block puzzle >_>
  
     1 2 3 4 5
     _ _ _ _ _
  A |_|_|_|_|_|
  B |_|O|O|O|_|
  C |_|_|O|_|_|
  D |_|_|O|_|_|
  E |_|_|O|_|_|

There are two floor switches, one at 1E and one at 5E. YOu need to get the
crates onto them, which is easy. The hard part is getting them so that you can
also climb up them to the top!! Ok, first push 3E over to 5E, and slash it
once. Then push 3C over to 1E. Next, push 3D to 2E, and slash it once. Push 2B
onto 2E, then up to 1E. Go and push 3B onto 2E, and finally 4B down to 4E.
Climb onto 4E, jump over to 2E and up onto the top. Go and open the chest to
obtain the Spell Blaze 3! Go back to the previous block puzzle, and this time
head north. Defeat 65 Chimaera, and head east. Now, in this room head up the
stairs and defeat 4 Goblin Warriors, 2 Goblin Healers and a Master Goblin to
make two chests appear. Equip the Spectacles and trundle across to pick up not
only a Disc Key, but also a Tower Shield.

Head back to Junction 2 and go through the east door. Go east along the
causeway, and push the two blocks into the holes - this room is just two rooms
west of the entrance hall, so this is another shortcut. Go back to where you
just came in and open the special door with the Disc Key, and head around the
causeway, exiting east. To the sides of the staircase are two pedestals which
you should cast Fire on, then head up the stairs, killing the 3 Skeletons. The
next room contains 3 Flame Bats and 3 Skeleton Archers, so defeat them and then
head east again. Kill the 3 Skeleton Warriors and the Skeleton Archer, head
round the corner and open the chest to receive the Phoenix Wing. Next time you
head into town, go and see the Item Merchant, select the top option (yes), and
he'll convert this into the Phoenix Medicine.

Return to Junction 6 and head north. The room contains 7 Flame Bats and 5
Harpies, which can fly but don't really cause a problem. Head to the very north
of the room - you'll be able to see a chest in the distance, but we'll come
back to that soon. First off, head west, going into a huge room with mechanical
stuff going on in the background. Go all the way across and into the next room.
Equip the Spectacles, and avoid the red parts of the ground to reach the chest.
Don't worry if you touch the "trap", as the chest will only disappear. Leave
the room and come back in if this happens. It contains the Blood Lotus, a new
weapon! 

          MAP 3b
          ======
             __
            |  |
            |  |           __ 
            |   \_______  |  |
            |______ __  |_|h O
                   |  OO  |  |  ____
             ____  |      |  | |    |
            |    | |      |  |_|_##_|________
            |    |_|  ____|__S___  ___O____  |
            O    |  OO       |   ||   |    | |
            |    |     09    O        O    | |
            |    |_  _ ______|________|    | |
                 |    |               |____| |
     To Map 3a   O    O_______________O______|
                 | 08 |_______ 
            |    |    #       |
            |_  _|____|_______|


Back at Junction 7, leave this area by the eastern door roughly half-
way up the wall, going into Map 3b. This room is quite hard, containing 6
Skeleton Warriors, 3 Skeleton Archers and 2 Skeletons! When you kill them, head
to the south-east corner and, Gauntlet equipped, break the yellow-ish wall.
Head through for ANOTHER block puzzle >_>

     1 2 3 4 5
     _ _ _ _ _
  A |_|_|_|_|_|
  B |_|_|_|_|_|
  C |_|_|_|_|_|
  D |_|_|_|_|_|
  E |_|_|_|_|_|
  F |_|_|_|_|_|
  G |_|_|_|_|_|
  H |_|_|_|_|_|
  I |_|_|_|_|_|
  J |_|_|_|_|_|

First off, push the blue block at 3F to 3E, getting rid of all the blues. Then,
push 3H to 1F, and slash it. Climb on, and push 1E onto the floor at 1D. Push
2E to 3E. Get down, and push 1D to 4D. Get back up, and jump from 3E to 4D,
then push 4E down to 4F. Push 4F to 5F, 3E to 3F and finally 4D to 3D. Get back
on, and jump from 3F to 5F, and push 5E onto the ground at 5D. Now you can
start building the steps up.

Push 3D to 1A, and slash it once. Push 2E onto 1A, then push 1E to 1B and 3F to
1C. Slash 1C, then push 4E all the way up the steps to 1A. Push 5E up the steps
to 1B, and 5C onto 1C. Finally, push 5F to 1E, climb onto it and jump to 1C,
then head up them all! Open the chest for the penultimate Guardian: Selbesk. Go
back to Junction 8 and this time go out through the north exit. Kill the 3
Flame Bats and 5 Wyverns, which can fly and shoot fireballs, and leave via the
north exit. This is a Force Field room - head down the stairs to the north
exit, and 3 Chimaera Zombies will appear - they're much easier than the
previous Chimaera Zombie you faced, so dispatch them and leave north. Kill 4
Skeleton Warriors and 6 Skeleton Archers, and open the chest for a Disc Key.
Go back to Junction 9 and head east this time. You'll have to kill 8 Harpies
and 5 Wyverns in the next room, but once you've done so, go east for one more
block puzzle.

     1 2 3 4 5 6 7 8 9
         _ _ _ _
  A     |S|O|_|_|_ _ _          S = Switch
  B     |_|S|n|G|_|_|_|         O = Block
  C       |O|n|B|_|_|_|         R = Static Red Block    r = Red Block
  D  _ _ _|G|R|g|_|_|_|         G = Static Green Block  g = Green Block
  E |_|_|g|B|_|_|_|_|           B = Static Blue Block   b = Blue Block
  F |_|b|R|_|r|_|r|_|           n = Pillar
  G |_|g|b|_|r|b|_|_|
  H |_|_|_|_|_|_|_|_|

Despite its looks, this one is surprisingly easy. We first need to get rid of
all the coloured blocks. Go for the reds first: Push 5F to 4F. Then push 7F to
7E, then to 5E. Finally push 5 G to 5F and the reds disappear. Now the blues.
First push the green 6D to 7D, then the blue 6G to 6D. Push 2F to 5E, and then
push 3G to 3H, then to 6H, and then up to 6E - the blues will disappear.
Finally, push 7D to 6C, 3E to 5D and at the last 2G to 6D, and the greens will
vanish. Push the blocks 4A to 3A and 4B to 4C, and a chest will appear
containing the weapon Masamune Blade!

Go all the way back to Junction 8, and finally exit by the north-eastern door.
Along this corridor are 4 Ghouls and 6 Wights, all of which are basically like
the zombies you fought earlier, only MUCH faster! Leave by the east exit, go
around the room and into the room to the west. You're above where the 8 Harpies
and 5 Wyverns are - don't fall down! Instead, equip the Gauntlet and break the
wall north of where the drop is. Go through, and open the chest for the Spell,
Lightning 2. Go back out, and this time head west, using the Disc Key on the
special door. Go outside, and you'll have to climb the stairs. On each side
are a load of enemies - 9 Frost Salamanders, and 6 Dark Salamanders. You won't
have faced Dark Salamanders before, but they shoot balls of dark energy from
their mouths, which eventually split into smaller balls, or on impact. Kill
them all.

                                                            __ __
                                                           |  |  |
                                                           |  O  |
           MAP 4                                           |h |  |
           =====                                ______     |  |  |_
                                               |      |_______|__OO|_
                                               |      |              |
                                               |      |              |
                                               |      O              |
                                               |      |              |
                                               |__OO__|______________|
   ________                 ____                 |  |
  |        |               |    |                |  |
  |____    |               |    |                |  |
       |   |________ ______|  i |         _______|OO|
       |   |        |      |    |  ______|       |  |
       |___O________O      O    | |      |       |  |
                    |  10  |____|_|    __O       O  |
                    |      O          |  |       |__|
                    |______|__________|  |_______|


Now, head east, and work your way back south, killing the 9 Ghouls. Head inside
and open the chest to activate a Force Field, where you'll have to deal with
2 Skeleton Priests, and all the undead critters they'll summon which,
thankfully, are all weak. Now head west - kill the 4 Skeleton Archers and 2
Skeleton Warriors, and head south, and then south again (be careful about the
directions here, as the camera angles make the directions VERY deceptive). Take
out the 7 Ghouls, and head west. In this large room there are 6 Chimaera
Zombies, and 4 Salamanders! Once you've dealt with them, continue west. Walk
west along the causeway, and into Junction 10. Go to the north end, and first
off head west. This room is above where you fought the Ogre, but make sure you
don't drop down!! Continue west into the next room, and open the chest to get
the spell Freezing Lv 2.

Return to Junction 10, and this time head east. This room is simply a huge
staircase going down. There are 5 Wyverns along the way, but more interesting
things too! At the top, as you go down the steps look at the bannisters, and
you'll notice that some of them are broken. Equip the Winged Boots and jump
off, then walk on air over to where the chest is. Open it for another weapon,
the Berserker! Head all the way to the bottom, and directly below where the
chest was is a weak wall - break it with the Gauntlet, and open the chest for
5000G. Incidentally, this room connects us all the way back to Map 3a! Which
now, for simplicity's sake, we'll case Map 5 >_>


                                        ______ _______
                                       |      |       |
                                       |      O       |
                                       |      |___ ___|
                                       |      |   |   |
                                       |      O   O   |
                        ________       |___O__|___|_ _|
                       /        \         |    |    O |
                      /          \        |____|      |
                     /            \       |    |      |
                    |              |   |  |    |      |
                    |              |   |  |_  _|      |
                    |              |   |k | OO |      |
                     \            /    |  |    |___  _|_
                      \          /     |  |    |        |
                       \___  ___/      |  O    O        |
                       |   OO   |______|__|____|   12   |
                       |                                |     ____ 
          MAP 5        |        |_____ ________|________|___|    |
          =====        |        |     |                     |    |
         _______ ______|___  ___|     O      | j|           O    |
        |       |      |   OO   |_____|      |  |__         |    |
        |       O      |        |     |      |     |        |    |
        |___ ___|      |        O     |_     |   __|       _|    |
    ____|   O   |______|        |  i  | |    |  |____     |*|    O 
   |    |       |      |________|  11 | |    |_____  |    | |    |
   |    O       O      O   %    |     O |__________| |____| |    |
   |____|       |      |________|__ __|_____________________|_  _|____
        |_______|      |  |        |                        | OO |    |
                |__  __|__|        O                        O    O    |
                 | OO     |        |________________________|____|____ \
                 |        |        |                                  \ \
               f |        O     g                                      \ \
                 |        |        |                                    \ \
             |   |_  _____|________|                                     | |
             |   | OO |                                                  |_|
             |   O    |
             |___|____|

You find yourself at point i at the bottom of the tall staircase room. I advise
that first of all you exit to the east, ending up in that huge chamber again.
There is a Guardian Statue on the far eastern side, but right now head up the
stairs (j). Refer to Map 6 below for a moment - at the top of the stairs, head
north into that room and kill 3 Lizardmen. It's quite possible a Force Field
will have appeared over the east exit door. Leave and come back in if that's so
but wear the Spectacles, and make sure you avoid the red floor traps which
close that door. Head through east, then north. This room will later act as a
shortcut, but you can't use it for that yet. The only reason I got you to come
here first was for two Chests - one contains the excellent Vorpal Weapon, while
the other contains the astounding spell, Death. The latter may be more useful
to you now, but is certainly recommended as a room clearer!!

Anyway, go back to Junction 11 on Map 5, and this time head east. You should
recognise this room as the one with the Teleport Pad. Using the Ruby, push both
blocks onto the floor switches, and steps will descend down to the Teleport
Pad, making this a HUGE shortcut. If you need to go back and recuperate or
save, do so - I recommend it! Once you get back, head north. Right now, all you
can do is head north again. In this large round room, go and step on the plate
in the middle of the room. This will lower a drawbridge in the room south of
you, but will also make 4 Berserk Minotaurs appear! They're not too difficult.
Go back south, and now head east. Along this corridor you'll have to face 4
Quickened Mummies, and 2 Armour Mummies. In the next room, more of the same:
3 Quickened Mummies, and 4 Armour Mummies. Leave this room by the north-east
exit, and kill the 10 Blast Wisps - the Death spell is great for this kinda
stuff XD Head north, and tackle the easy block puzzle:

     1 2 3
     _ _ _
  A |C|S|C|       S = Switch
  B |B|B|B|       B = Block
  C |C|R|C|       R = Red Block
  D |B|B|B|       C = Crate
  E |C|C|C|

First of all, destroy all of the crates. Then push 3D to 3E, 1D to 1E and 2D to
3D. Next push 1B to 1A, 3B to 3A and finally 2B to 1B, allowing you to push the
red block up on to the switch. A chest will appear above you, but you can't get
itr just yet.

Back at Junction 12, head north. Kill the 6 Vampire Bats and 4 Crimson Chimaera
and then head north again and destroy 6 Deadeyes. Head west, fighting 4 more
Deadeyes. The room to the west contains 9 Slimes. Head south, and open the
chest you revealed earlier for a Disc Key. Go back to the room with the Slimes.
If you head out the north-east exit, and open the chest there, it will reveal a
Force Field, and you'll have to take care of a Liche. You don't have to do this
and you'll get nothing out of it except for getting rid of the chest, and maybe
a bit of exp and gold. And let's face it, the Liche can easily get rid of more
of your exp than you'll gain in a single hit. It might not be worth the bother,
it's up to you, but I do just for a 100% game.



                                        ______ _______
                                       |______|_____  |______
                                       |  ____O___  | |      |
                                       | |    |___|O|_|__    |
                                       | |    |          |  /
                                       | |    |   13       /
                                       | |____|__  ______|/
                      MAP 6            |  |   |      |
                      =====            |  |   |      |
                                       |  |   |      |
                                       |  |   |      |
                                       |  |   |____ _|_
                                       |  |  |    |O   |
                                       |k |  |    O    |
                                       |  |  |_  _|____|
                                       |  |   | j|
                                       |  |


Whether you kill it or not, go back to the room with the Blast Wisps, west of
Junction 12. Head west again, and all the way up the stairs, killing the 8
Crimson Chimaera - it's tough because it's a tight squeeze in there! Anyway,
when you're past them (Map 6), follow the walkway around the top of the rooms,
first above the Slimes room, then above the Lich room, and then south. This is
theoretically one of the toughest rooms in the game, becaue it contains TWO
Liches, in addition to 5 Armour Mummies! However, for some reason, it's never
as hard as it should be - good use of the Freezing spell works wonders ;) Head
south, and push the two blocks into the holes to reveal this shortcut. Go back
to Junction 13, and leave by the east exit. Kill the Lizardman and 2 Lizardman
Shamen, head up the stairs, kill both Elder Lizards, and go through the door.

For now, I won't bother mapping out the rest as it's pretty straightforward.
You are in a large room, and have just come in through the east door. The
mechanism in the middle needs to be used, but is currently locked behind a
special door. First, leave by the west exit, go up the stairs, and kill off the
4 Slimes and 2 Liches. Go across the small causeway and open the chest for an
Elixir. Now, return to the mechanism room, and head south. You'll walk along a
long bridge, but there's a gap in the middle! DON'T equip the winged boots,
but instead stand on the right hand side, and just drop off the south edge.
You'll land on a block - equip the Spectacles, and open the chest that's
revealed for a Disc Key. Now, unequip those Spectacles, drop off the block, and
head north. This is in fact the route leading up to the shortcut you just
opened, and at the top of this room you'll end up at j, on Map 6. Find your
way back up to the mechanism room, open the door and go and activate that
machinery (top option). This will release water which operates a mechanism
which extends that bridge! Go along it, and up the stairs at the end.

Lorelei is here, doing her stuff in front of a huge Dragon statue. She chats
for a while, then all the revived priests come into the room. They attack her,
but she's more than a match for them, deflecting their spells and surrounding
them in force fields. She makes her way out of the top exit.

Now you have a decision to make!! If you have the patch installed, there is an
extra dungeon available to you. If you remember the entrance hall to Strange
Rock Castle, where there is a set of stairs that is broken half-way up - there
is now a teleporter in the middle of those stairs. If you want to try that
dungeon, now's the time to do it - go and check out the World of the Dead
topic! Otherwise, head north.

First off, save at the pillar. Then work your way up the spiralling tower... It
reminds me a lot of the end of Ys - Oath in Felghana 8) Anyway, at the top
you'll find Lorelei waiting for you. You have a chat with her, and then she
morphs (I guess...) into the King Dragon, Galsis!!

================
= BOSS: GALSIS =
================

Galsis is the final boss, and comes at you in two (or 3, depending on how you
look at it) phases. Even though it's weaker than some of the other weapons,
you must have Dragon Slayer equipped. As a spell, I also recommend using Death,
as it seems to be the only one that actually damages Galsis. Though, not by
much! Other useful skills would be Focus, to increase crit damage (that is, if
you ever cause it...), and maybe a special attack. When he's vulnerable, you
usually have a few seconds to cause damage, which is plenty of time to charge
up the Dragon Killer Skill and use it, causing ~considerable~ damage. As for
other stuff, potions and the Absorbing Bracelet are pretty much mandatory.

Phase I
-------
Galsis instantly sets off into the background, summoning in his stead a number
of Demons. They're quite tough, and while you're trying to kill them, Galsis
will spray bolts of energy in an arc in your direction. The further you are
away from them, the easier they are to dodge. Get rid of all of the Demons,
and then you'll see Galsis charge up a ball of energy before flying above the
arena. This energy will consequently bombard you from above, so just keep
moving and you'll pretty much avoid most of it. Eventually, the blasts will
stop, and Galsis will drop down into the centre of the arena.

Now, your aim is to hit Galsis' legs several times, and eventually you will
do enough damage that his head will drop to the floor. Here he is at his
weakest, and you must slash his head with your most powerful attacks. Use of
the Dragon Killer Skill is more than helpful 8) However, Galsis isn't one to
roll over and let you kill it, and as such has a number of defenses. First of
all, he's surrounded by several purple orbs, which raise and lower themselves
and will hurt you if they touch you. Galsis can also breathe flames, but you
can avoid those by hiding behind a pillar. Beware that three hits will destroy
a single pillar, and when they're all destroyed, there's nothing left to hide
behind! If you don't like the close and personal approach, and your INT is
high enough, you may be able to get away with just using Death.

Phase II
--------
Eventually, Galsis will concede, and his second phase will start. Galsis will
retreat to one side of the arena, and the camera will shift to a top-down
perspective. 4 weird pillars will appear in the corners, and these will cause
you a great deal of trouble. Also, at some point three floating skulls will
also appear and float around after you. Unlike the pillars, these can be
targetted, hit and "killed", but will shortly after rise up and harass you
again.

This time, Galsis' head is not your target - instead, you should aim for his
"Core", an eye-like orb in his belly. It's not always visible - indeed, it's
only vulnerable just before Galsis is about to blast away with a devastating
energy beam. More of that in a mo.

The attacks to avoid come mostly from the pillars. They will blast you with
a constant barrage of orange energy balls. They're tough to avoid in number,
but do your best. Galsis will, in the mean-time, smash his head on the ground
in an attempt to get you. I stayed at the bottom during all this. At some
point, the orange energy balls will cease, and instead the pillars will fire
a continuous stream of lightning in an crosshair pattern - the crosshair
trying to target you. Eventually, the crosshair will flare with energy,
dealing damage but more importantly holding you in place. When this happens,
Galsis rears up, exposing the Core which then fires a HUGE beam of energy
strait down. The beam covers half the width of the screen at least, and will
cause LOADS of damage, but thankfully does not move.

The idea, therefore, is not to get caught in those beams. They are slow, and
you won't be trapped if you get caught in them before they flare. In addition,
just before they flare, Galsis will rear up. THIS is the time to whack that
core! The way I did it was to wait at the bottom of the screen for a couple
of seconds. The beams were right on me, but just before Galsis reared up I ran
north up to him. The beams are slow and flare at about half-way up the screen.
I was then able to whack him for a couple of seconds, before scampering away
from the beam he was about to release. Interestingly, if you're as far up as
you can go in the centre of the screen, the beam will still hit you but not
do as much damage. Anyway, I rarely used normal attacks, but one Dragon Killer
and then went to the left or right before he released the huge beam.

It won't take one hit to kill him, and when you cause a significant amount of
damage, the attack pattern will briefly change. The pillars will release
slow-moving purple projectiles, that explode on impact, or after a small time.
They're easy to avoid. Galsis will also breath purple flames in an arc across
the screen, which is best avoided by just heading to the bottom of the screen.
Finally, Galsis can shoot a molten boulder to the centre of the screen, where
it will explode and fire shrapnel in every direction. It's very tough to
avoid, so just take it on the nose. The attack pattern will then return to
normal. Repeat the tactics until he dies!

==========

Once defeated, you'll watch the end-scenes unfold. You will have to manually
talk to Lorelei and then, sadly, "attack" her, killing her in shame. A sad
ending 8( But now, watch the end credits roll 8)

And well done!

=====================
= World of the Dead =                                                [ W-WOD ]
=====================

The World of the Dead is like the Time Crevice in structure, with a series of
square rooms interconnected with corridors. However, unlike the Time Crevice,
the layout is random, and differs each time you play. The monsters in here are
VERY tough, especially later on, and whenever you enter a room, you must kill
everything in it to be able to progress. You are able to exit the World of the
Dead using either the Moonstone or Black Opal, but with the latter you cannot
teleport back in - if you leave, you have to start again!

In each level of the World of the Dead, there is one chest. This usually
contains either a Large Heal Potion, or a Magic Potion. Let me tell you that
they are both exceedingly welcome!! However, the chest in every fifth level
contains an item. They are:

   Level         Item
     5       Wooden Sword
    10        Knight Helm
    15          Elixir
    20    Student's Clothing
    25          Mantle
    26     Sword of Sorcery

Except for the Wooden Sword, these are the best bits of equipment in the game.
The Wooden Sword is strange - although it only starts with an attack bonus of
20, at 200% experience it is actually one of the best weapons in the game!
However, it isn't the best, and you should be using the Vorpal Weapon here,
which is the strongest weapon. The Wooden Sword doesn't have a skill either.
A bit of an enigma!

I'll detail the types of monsters below, but I can't say anything more because
of the randomness of the layout. Just be sure to stock up on ALL potions before
you head in. Try and be very stingy with the potions you do use - don't waste
a Large potion if you only need to heal 400HP. In fact, Belladonna would be
very handy in here if you're not bothered about getting the extra 3 AP with
Bel Freud. Alternatively, with Wanaprot you might get a lot more item drops,
and most of them tend to be Large Heal Potions or Magic Potions.

Finally, the monsters here start at level 19, and are therefore exceedingly
powerful. Most are, sadly, immune to the Death spell, and the majority won't
be knocked over by Ignition. Freezing is certainly the best spell, but try not
to waste it because you'll need it for some of the later enemies, especially
the Ogres!!! Having said that, if you can trap an Ogre between some of the
blocks with Frost, it can easily take off half their HP.

Many of the enemies here are Skeleton or Zombie types, and are able to
Resurrect. I heartily recommend you have either Blazing Sword or Chill Sword
equipped so they'll die the first time they go down. Many creatures are immune
or heal from Thunder elemental attacks, so Shock Sword is completely out of the
question. Chill Sword has a chance to freeze, so that's my recommendation.
However, some of the later monsters (the first you'll come across is the
Sphinx) have very high elemental resistances, so you'll want to be able to
rapidly change from an elemenatl attack to a different skill.

My Skill set-up was:
1 - Chill Sword 
2 - Sudden Strike
3 - Focus
4 - Freezing / Ignition / Frost

When I faced an enemy with high elemental resistance, I switched Chill Sword
with something else. Other very helpful skills might be Counter or Shield
Proficiency.

As for Items:
1 - Heal Potion [M]
2 - Heal Potion [L]
3 - Bloodsucking Bracelet
4 - Absorbing Bracelet

To be honest, without Greyash the Bloodsucking Bracelet is kinda pointless,
but I wasn't sure what else to use. A lot of enemies can put dodgy status
effects on you - at times I've been unable to attack OR cast spells >_> so
Omnipotence Medicine could be a good idea. Again, without Greyash, the other
Bracelets won't be that effective, but an extra chance to paralyze an enemy
with the Restraint Bracelet as well as the Chill Sword could be a good idea!
Don't EVER bother with things that reduce the damage enemies cause on you,
because you simply want to avoid being hit ALL the time.

At level 26, you will come across the final enemy, Taros. Killing him will
provide you with the Sword of Sorcery, but if you come back and kill him
again, each time you defeat him you will only receive 10,000 Gold!

Anyway, if you take it on, good luck with the World of the Dead! You'll need
both a great deal of luck and patience, but the rewards are quite cool. It's
only a shame that by the time you have them all, you'll be able to destroy
the last boss quite easily anyway 8(


-=-=-=-=-=-=-=
=- Bestiary -=                                                        [ BSTY ]
-=-=-=-=-=-=-=


Specials
--------

Archer:        Predominantly attacks you from afar

Block Attack:  An attack that prevents you from attacking for several seconds

Block Magic:   An attack that prevents you from casting for several seconds

Bomb:          Launches an explosive ball of energy at you

Chain [?]:     Attacks with a combination of attacks, the number of attacks
               shown in square brackets

Charge:        Charges at you, surrounded by a damaging barrier

Dark Blast:    Shoots a ball of dark energy at you, which splits into smaller
               balls

Explode:       When killed, will explode causing damage to everything nearby

Fireball:      Shoots a single Fireball towards you

Flame:         A gout of continuous flame

Fly:           Flies around, ignoring obstacles, and cannot be hit with
               physical weapons

Hover:         Flutters around, ignoring obstacles, but can still be hit with
               physical weapons

Ice Blast:     Shoots a ball of frost towards you

Jump Attack:   Leaps towards you whilst attacking

Kill:          If you are hit, you have 10 seconds to strike back or die

Laser:         Blasts you with multiple rays of laser

Level Drain:   If you are hit, you lose 1 level

Life Drain:    Enemy may heal some HP if it damages you

Poison Attack: Can be poisoned if you are hit

+ Ranged:      Usually attacks close-up, but is capable of ranged attacks

Reach:         An attack from nearby, but longer than normal. Range may be
               indicated in []

Resurrect:     When killed with physical attacks, will rise after a short time
               Permanently Killed using magic or killed for a second time

Shield:        Causes damage if you get too close

Spellcaster:   Able to cast certain spells

Spell Status   Status effects caused by spells (e.g. knocked over by Ignition
Immunity:      or frozen by Freezing) have no effect

Split:         Some slimes split up into a number of smaller slimes when hit

Swoop:         A swooping attack from above

Summon:        Can summon several less powerful creatures to its aid

Teleport:      Disappears and appears somewhere else

----

Unique Attacks
==============

SALAMANDER
----------
FLAME BREATH:   Fires a spray of flames towards you


BERILARD
--------
HEAL:           Can recuperate lost HP

LEAF SMASH:     Smashes down on you wherever you are

POISON SEED:    Seeds randomly drop and burst to release wide-area poison

TAIL SLASH:     A medium distance attack with the tail

THRUST:         A thrusting attack that moves you away


SCOLTULA
--------
BOULDER DROP:   Boulders drop near you from above. 

CHARGE:         Runs in random directions, damages you if it hits. May cause
                freezing (SCOLTULA only)

FROST SPRAY:    A lengthy spray of ice from the mouth, causing continuous
                damage for as long as it hits you. May cause freezing

NEEDLE DROP:    Stone needles drop randomly from above (SCOLTULA only)

SWEEP:          A wide-arc attack with the front legs (EYEBALL only)


CHIMAERA ZOMBIE
---------------
GROUND BASH:    Hits the ground, releasing damaging shockwaves

POISON SPRAY:   A lengthy spray of poison from the mouth, causing continuous
                damage for as long as it hits you. May cause poison


EVILWURM
--------
ERUPTION:

FIREBALL:       A number of homing Fireballs are fired at you

HEAT-WAVE:      A massive explosion releasing a circular wave of heat with a
                massive, increasing radius which will push you along,
                causing continuous damage

LASER:          A sweeping attack with a thin laser beam across the floor

PILEDRIVER:     Evilwurm drives his sword into the ground, causing impact
                damage and releasing blasts of flame which will push you
                along, continuously causing damage

TELEPORT:       Vanishes and reappears suddenly elsewhere in the arena


ASCOMOID
--------









Ruins
=====



  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | Ev |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Bat           | 01 | 01 | 02 |-10 | 00 | 00 | 18 | 00 | 15 | 00 | 17 | 12 |
  |               |    HP: 30          Special: Hover                         |
  |---------------+-----------------------------------------------------------|
  | Goblin        | 01 | 02 | 02 | 00 | 00 | 00 | 25 | 00 | 15 | 00 | 17 | 12 |
  |               |    HP: 40                                                 |
  |---------------+-----------------------------------------------------------|
  | Goblin Master | 02 | 02 | 03 | 00 | 00 | 00 | 30 | 22 | 15 | 00 | 17 | 12 |
  |               |    HP: 30          Special: SpellCaster                   |
  -===========================================================================-



Clover Ruins I
==============


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Green Slime   | 03 | 03 | 04 |-10 | 00 | 00 | 37 | 00 | 20 | 00 | 28 | 20 |
  |               |    HP: 50          Special:  Splits                       |
  |---------------+-----------------------------------------------------------|
  | Goblin Archer | 03 | 04 | 05 | 00 | 00 | 00 | 48 | 00 | 35 | 00 | 30 | 20 |
  |               |    HP: 50          Special:  Archer                       |
  |---------------+-----------------------------------------------------------|
  | Goblin        | 03 | 04 | 06 | 00 | 00 | 00 | 55 | 00 | 38 | 00 | 28 | 20 |
  |               |    HP: 60                                                 |
  |---------------+-----------------------------------------------------------|
  | Green Slime   | 03 | 05 | 05 |-10 | 00 | 00 | 52 | 00 | 45 | 00 | 28 | 20 |
  |     Jumbo     |    HP: 100         Special:  Splits                       |
  |---------------+-----------------------------------------------------------|
  | SALAMANDER    | 04 | 15 |100 |150 |-50 | 00 | 75 | 80 | 55 | 20 | 28 | 20 |
  |               |    HP: 300         Special:  Flame Breath, Tail Slash     |
  -===========================================================================-



Ancient Path I
==============


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | Ev |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Bat           | 04 | 03 | 06 |-10 | 00 | 00 | 50 | 00 | 45 | 00 | 25 | 30 |
  |               |    HP: 60          Special:  Hover                        |
  |---------------+-----------------------------------------------------------|
  | Red Slime     | 04 | 04 | 07 | 50 |-15 | 00 | 55 | 60 | 50 | 00 | 35 | 30 |
  |               |    HP: 80          Special:  Explode                      |
  |---------------+-----------------------------------------------------------|
  | Born          | 04 | 04 | 08 | 00 | 00 |-15 | 75 | 00 | 55 | 00 | 35 | 30 |
  |               |    HP: 40          Special:  Resurrect                    |
  |---------------+-----------------------------------------------------------|
  | Born Archer   | 05 | 05 | 09 | 00 | 00 |-15 | 80 | 00 | 65 | 00 | 45 | 35 |
  |               |    HP: 60          Special:  Archer, Resurrect            |
  |---------------+-----------------------------------------------------------|
  | GIANT SLIME   | 05 | 27 |100 | -5 | -5 | -5 | 85 | 00 | 65 | 00 | 35 | 30 |
  |               |    HP: 500         Special:  Splits                       |
  -===========================================================================-



Clover Ruins II
===============


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Goblin        | 06 | 06 | 10 | 00 | 00 | 00 | 85 | 00 | 60 | 00 | 54 | 40 |
  |     Warrior   |    HP: 160                                                |
  |---------------+-----------------------------------------------------------|
  | Goblin Shaman | 05 | 05 | 09 | 00 | 00 | 00 | 75 | 70 | 60 | 00 | 54 | 40 |
  |               |    HP: 150         Special:  Spellcaster                  |
  |---------------+-----------------------------------------------------------|
  | Lizardman     | 06 | 07 | 10 | 00 |-15 | 00 |100 | 00 | 65 | 00 | 54 | 40 |
  |               |    HP: 160         Special: Chain [2]                     |
  |---------------+-----------------------------------------------------------|
  | BERILARD      | 06 | 00 | 00 |-10 | 00 | 00 | 00 | 00 | 50 | 10 | 00 | 00 |
  |    NUCLEUS    |    HP: 2400        Special: LEAF SMASH, POISON SEED, HEAL |
  |---------------+-----------------------------------------------------------|
  | BERILARD      | 06 |100 | 00 |-10 | 00 | 00 | 95 | 00 | 60 | 15 | 00 | 00 |
  |    TENTACLE   |    HP: 1600        Special: THRUST                        |
  -===========================================================================-



Ancient Path II
===============


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Bat           | 07 | 07 | 07 |-10 | 00 | 00 |100 | 00 | 40 | 00 | 65 |125 |
  |               |    HP: 100         Special:  Hover                        |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 07 | 08 | 16 | 00 | 00 |-15 |130 | 00 | 82 | 00 | 60 | 45 |
  |    Warrior    |    HP: 220         Special:  Resurrect                    |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 07 | 08 | 19 | 00 | 00 |-15 |135 | 00 | 80 | 00 | 65 | 55 |
  |    Archer     |    HP: 200         Special:  Archer, Resurrect            |
  |---------------+-----------------------------------------------------------|
  | Ghost         | 08 | 12 | 25 | 00 | 00 | 00 |125 | 65 | 60 | 60 | 40 | 60 |
  |               |    HP: 270         Special:  Spellcaster, Teleport, Hover |
  |---------------+-----------------------------------------------------------|
  | Zombie        | 07 | 08 | 04 | -5 | 50 |-15 |130 | 00 | 45 | 40 | 65 | 55 |
  |               |    HP: 370         Special:  Poison Attack                |
  -===========================================================================-



Egret Mountain
==============


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Goblin Archer | 08 | 10 | 25 | 00 | 00 | 00 |140 | 00 | 75 | 60 | 70 | 55 |
  |               |    HP: 220         Special:  Archer                       |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 07 | 08 | 19 | 00 | 00 |-15 |135 | 00 | 80 | 00 | 65 | 55 |
  |     Archer    |    HP: 200         Special:  Archer, Resurrect            |
  |---------------+-----------------------------------------------------------|
  | Minotaur      | 08 | 11 | 37 | 00 |-10 | 00 |220 | 00 | 95 | 70 | 25 | 44 |
  |               |    HP: 320         Special:  Charge                       |
  |---------------+-----------------------------------------------------------|
  | Poison Slime  | 09 | 10 | 30 | -5 | 00 | -5 |150 | 00 | 95 | 00 | 83 | 90 |
  |               |    HP: 200         Special:  Poison Attack                |
  |---------------+-----------------------------------------------------------|
  | Salamander    | 09 | 12 | 35 |150 |-50 | 00 |160 |120 |105 | 60 | 83 | 53 |
  |               |    HP: 300         Special:  Fireball                     |
  -===========================================================================-



Ancient Path III
================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Skeleton      | 10 | 14 | 30 | 00 | 00 |-15 |185 | 00 | 90 | 20 | 95 | 60 |
  |               |    HP: 320         Special:  + Ranged, Resurrect          |
  |---------------+-----------------------------------------------------------|
  | Mummy         | 10 | 15 | 35 | 00 | 00 | 00 |170 | 00 |100 | 00 | 90 | 65 |
  |               |    HP: 350         Special:  Reach                        |
  |---------------+-----------------------------------------------------------|
  | Hippogriff    | 10 | 15 | 35 | 00 | -5 | -5 |160 | 00 | 70 | 70 | 93 |155 |
  |               |    HP: 350         Special:  Fly                          |
  |---------------+-----------------------------------------------------------|
  | Gargoyle      | 10 | 15 | 45 | 00 | 00 |-10 |180 |130 | 95 | 10 |100 |120 |
  |               |    HP: 400         Special:  Hover, Spellcaster [Needle]  |
  |---------------+-----------------------------------------------------------|
  | SKELETON      | 10 | 20 |180 | 00 | 00 |-15 |150 |150 |125 | 70 | 80 | 70 |
  |    PRIEST     |    HP: 1420        Special:  Spellcaster, Summon          |
  |---------------+-----------------------------------------------------------|
  | SCOLTULA      | 10 |200 | 00 | 00 |200 |-10 | 00 | 00 |175 | 50 | 00 | 00 |
  |    EYEBALL    |    HP: 3600*   Special:  BOULDER DROP, SWEEP, FROST SPRAY |
  |---------------+-----------------------------------------------------------|
  | SCOLTULA      | 10 |200 | 00 | 00 |200 |-10 |280 |100 |180 | 50 |140 | 00 |
  |               |    HP: 3600*       Special:  BOULDER DROP, NEEDLE DROP,   |
  |               |                              CHARGE, FROST SPRAY          |
  -===========================================================================-


Treacherous Woods
=================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Lizardman     | 11 | 16 | 40 | 00 |-15 | 00 |200 | 00 |135 | 10 |108 | 88 |
  |               |    HP: 400         Special:  Chain [2], Jump Attack       |
  |---------------+-----------------------------------------------------------|
  | Lizard Shaman | 11 | 17 | 45 | 00 |-15 | 00 |195 |180 |120 |100 | 95 | 80 |
  |               |    HP: 420         Special:  Chain [2], Spellcaster [ICE] |
  |---------------+-----------------------------------------------------------|
  | Elder         | 11 | 18 | 50 | 00 |-15 | 00 |220 | 00 |155 | 60 |115 | 93 |
  | Lizardman     |    HP: 500         Special:  Chain [2], Skill [Counter]   |
  |---------------+-----------------------------------------------------------|
  | Will O' Wisp  | 11 | 20 |100 | 00 | 00 |200 |190 |120 |120 | 00 |100 |200 |
  |               |    HP: 300         Special:  Hover, Spellcaster [Thunder] |
  |               |                              Explode, Charge              |
  |---------------+-----------------------------------------------------------|
  | CHIMAERA      | 11 | 50 |200 | 30 | 30 | 30 |280 |200 |150 |200 |108 | 93 |
  |    ZOMBIE     |    HP: 3000        Special:  GROUND BASH, POISON SPRAY    |
  |               |                              Summon [Zombie]              |
  -===========================================================================-


EGRET MOUNTAIN II
=================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Flame Bat     | 12 | 18 | 10 |100 |-15 | 00 |230 | 00 |100 | 70 |114 |135 |
  |               |    HP: 400         Special:  Hover                        |
  |---------------+-----------------------------------------------------------|
  | Salamander    | 12 | 28 | 60 |150 | -5 | 00 |260 |120 |150 | 80 |125 | 83 |
  |               |    HP: 490         Special:  Fireball                     |
  |---------------+-----------------------------------------------------------|
  | Frost         | 13 | 35 | 65 |-50 |150 | 00 |300 |155 |155 | 85 |131 | 90 |
  |    Salamander |    HP: 550         Special:  Ice Blast                    |
  |---------------+-----------------------------------------------------------|
  | Poison Slime  | 12 | 26 | 55 | -5 | 00 | -5 |250 | 00 |145 | 00 |105 |140 |
  |               |    HP: 450         Special:  Poison Attack                |
  |---------------+-----------------------------------------------------------|
  | Griffon       | 13 | 30 | 70 | 00 | 00 |150 |320 | 00 |105 |120 |140 |190 |
  |               |    HP: 700         Special:  Fly                          |
  |---------------+-----------------------------------------------------------|
  | Minotaur      | 13 | 50 |130 | 00 |-10 | 00 |400 | 00 |200 |150 | 65 | 85 |
  |               |    HP: 2000        Special:  Charge                       |
  |---------------+-----------------------------------------------------------|
  | EVILWURM      | 13 |300 | 00 |200 |-10 | 00 |550 |180 |160 |100 |131 | 60 |
  |               |    HP: 8000        Special:  FIREBALL, PILEDRIVER, LASER  |
  |               |                              ERUPTION, HEAT-WAVE, TELEPORT|
  -===========================================================================-


RUINS BENEATH THE LAKE
======================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | ASCOMOID      | 14 |300 | 00 | 00 | 00 | 00 |420 |200 |150 |180 |150 | 00 |
  |               |    HP: 4800        Special:  SPIRAL, ENERGY RAIN, LASER   |
  |               |                              SPIKE, HEAT BLAST, SHIELD    |
  -===========================================================================-


Xanadu Labyrinth
================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Goblin        | 14 | 30 | 65 | 00 | 00 | 00 |330 | 00 |190 |120 |140 | 90 |
  |               |    HP: 600                                                |
  |---------------+-----------------------------------------------------------|
  | Goblin        | 14 | 40 | 80 | 00 | 00 | 00 |350 | 00 |210 |150 |510 |100 |
  |     Warrior   |    HP: 650                                                |
  |---------------+-----------------------------------------------------------|
  | Goblin Shaman | 14 | 40 | 85 | 00 | 00 | 00 |310 |135 |150 |190 |120 | 90 |
  |               |    HP: 600         Special:  Spellcaster [Fire]           |
  |---------------+-----------------------------------------------------------|
  | Goblin Archer | 14 | 35 | 70 | 00 | 00 | 00 |320 | 00 |180 |140 |130 | 95 |
  |               |    HP: 550         Special:  Archer                       |
  |---------------+-----------------------------------------------------------|
  | Goblin Healer | 14 | 40 | 95 | 00 | 00 | 00 |300 |240 |150 |210 |130 | 95 |
  |               |    HP: 500         Special:  Spellcaster [Heal]           |
  |---------------+-----------------------------------------------------------|
  | Master Goblin | 14 | 40 | 90 |-15 |-30 | 00 |370 |140 |220 |140 |160 |100 |
  |               |    HP: 600         Special: Skill [Warsong],              |
  |               |                             Spellcaster [Blaze]           |
  |---------------+-----------------------------------------------------------|
  | Gatekeeper    | 14 | 40 | 75 | 00 | 00 | 00 |360 |160 |120 |160 |150 |205 |
  |               |    HP: 550         Special: Skill [Whirlwind Attack]      |
  |               |                             Spellcaster [Needle], Hover   |
  |---------------+-----------------------------------------------------------|
  | LICHE         | 15 | 50 |180 | 00 | 00 | 00 |400 |200 |270 |250 |198 |120 |
  |               |    HP: 2200        Special: Shield, Kill, Level Drain     |
  |               |                             Summon                        |
  -===========================================================================-


Time Crevice
============


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Will O' Wisp  | 15 | 40 |155 | 00 | 00 |200 |400 |170 |240 | 20 |140 |120 |
  |               |    HP: 600         Special:  Hover, Spellcaster [Thunder] |
  |               |                              Explode, Charge              |
  |---------------+-----------------------------------------------------------|
  | Evil Eye      | 15 | 45 | 80 | 00 | 00 | 00 |490 |190 |160 |200 |170 |200 |
  |               |    HP: 1200        Special:  Bomb, Laser                  |
  |---------------+-----------------------------------------------------------|
  | Mud Golem     | 15 | 45 |105 | 15 | 15 |-15 |450 |140 |260 |120 |180 |117 |
  |               |    HP: 700         Special:  Chain [2], Reach             |
  |---------------+-----------------------------------------------------------|
  | Black Slime   | 15 | 40 | 75 |-15 | 00 |100 |380 | 00 |200 | 20 |160 |160 |
  |               |    HP: 400         Special:  ?
  |---------------+-----------------------------------------------------------|
  | LORELEI       | 15 |500 | 00 | 00 | 00 | 00 |470 |200 |260 |220 |200 |120 |
  |               |    HP: 3200        Special:  WINDSLASH, SLASH, DROP       |
  |---------------+-----------------------------------------------------------|
  | VIOLA         | 15 | 00 | 00 | 00 |200 |100 |400 |240 |280 |200 |200 |120 |
  |               |    HP: 1800        Special:  ICE SPRAY, TRI-FIELD, Charge |
  |---------------+-----------------------------------------------------------|
  | KATORIA ??    | 15 | 00 | 00 | 50 | 50 |200 |400 |240 |280 |200 |200 |120 |
  |               |    HP: 1800        Special:  ENERGY BALL, TRI-FIELD,      |
  |               |                              Charge                       |
  |---------------+-----------------------------------------------------------|
  | ROSE          | 15 | 00 | 00 |200 | 00 |100 |400 |240 |280 |200 |200 |120 |
  |               |    HP: 1800        Special:  EXPLODER, TRI-FIELD, Charge  |
  -===========================================================================-



Strange Rock Castle
===================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Goblin Shaman | 16 | 50 |125 | 00 | 00 | 00 |360 | 85 |240 |220 |170 |120 |
  |               |    HP: 700         Special:  Spellcaster [Fire]           |
  |---------------+-----------------------------------------------------------|
  | Goblin        | 16 | 45 |120 | 00 | 00 | 00 |420 | 00 |290 |130 |200 |135 |
  |     Warrior   |    HP: 850                                                |
  |---------------+-----------------------------------------------------------|
  | Goblin Archer | 16 | 44 |110 | 00 | 00 | 00 |410 | 00 |260 |150 |180 |120 |
  |               |    HP: 750         Special:  Archer                       |
  |---------------+-----------------------------------------------------------|
  | Goblin Healer | 16 | 40 |120 | 00 | 00 | 00 |390 |210 |250 |230 |185 |125 |
  |               |    HP: 800         Special:  Spellcaster [Heal]           |
  |---------------+-----------------------------------------------------------|
  | Master Goblin | 16 | 40 |130 |-15 |-30 | 00 |440 |105 |300 |180 |220 |145 |
  |               |    HP: 900         Special:  Spellcaster [Blaze],         |
  |               |                              Skill [Warsong]              |
  |---------------+-----------------------------------------------------------|
  | Bat           | 16 | 40 | 10 |-10 | 00 | 00 |410 | 00 |130 |100 |190 |260 |
  |               |    HP: 500         Special:  Hover                        |
  |---------------+-----------------------------------------------------------|
  | Flame Bat     | 17 | 50 | 20 |100 |100 |-15 |440 | 00 |200 |100 |200 |260 |
  |               |    HP: 700         Special:  Hover                        |
  |---------------+-----------------------------------------------------------|
  | Vampire Bat   | 18 | 61 | 40 |-15 | 00 | 00 |480 | 00 |220 |150 |200 |260 |
  |               |    HP: 800         Special:  Hover, Life Drain            |
  |---------------+-----------------------------------------------------------|
  | Blast Wisp    | 18 | 60 |320 | 00 | 00 |200 |480 |145 |340 |220 |227 |195 |
  |               |    HP: 800         Special:  Hover, Spellcaster [Thunder] |
  |               |                              Explode, Charge              |
  |---------------+-----------------------------------------------------------|
  | Griffon       | 16 | 50 |120 | 00 | 00 |150 |420 | 00 |185 |170 |200 |210 |
  |               |    HP: 900         Special:  Fly                          |
  |---------------+-----------------------------------------------------------|
  | Hydra         | 16 | 55 |140 | 15 | 00 | 00 |410 |155 |230 |200 |190 |105 |
  |               |    HP: 1000        Special:  Fly, Fireball [?]            |
  |---------------+-----------------------------------------------------------|
  | Harpy         | 17 | 54 |150 | -5 | 00 | 00 |480 | 00 |210 |210 |205 |255 |
  |               |    HP: 800         Special:  Fly                          |
  |---------------+-----------------------------------------------------------|
  | Wyvern        | 17 | 58 |180 | 00 | 00 | 15 |470 |190 |230 |220 |210 |290 |
  |               |    HP: 1000        Special:  Fly, Fireball                |
  |---------------+-----------------------------------------------------------|
  | Evil Eye      | 16 | 48 |100 | 00 | 00 | 00 |440 |160 |180 |200 |210 |210 |
  |               |    HP: 800         Special:  Bomb, Laser                  |
  |---------------+-----------------------------------------------------------|
  | Deadeye       | 18 | 62 |170 | 00 | 00 | 00 |530 |200 |250 |280 |215 |220 |
  |               |    HP: 1000        Special:  Bomb, Laser                  |
  |---------------+-----------------------------------------------------------|
  | Stone Golem   | 16 | 50 |130 | 15 | 15 |-15 |480 | 00 |290 |300 |220 |120 |
  |               |    HP: 1200        Special:  Chain [2], Reach [Far]       |
  |---------------+-----------------------------------------------------------|
  | Chimaera      | 16 | 50 |130 | 30 | 30 | 30 |440 |230 |310 |180 |210 |125 |
  |               |    HP: 800         Special:  Flame                        |
  |---------------+-----------------------------------------------------------|
  | Chimaera      | 17 | 53 |170 | 30 | 30 |-15 |515 |115 |350 |210 |200 |125 |
  |     Zombie    |    HP: 900         Special:  Poison Spray                 |
  |---------------+-----------------------------------------------------------|
  | Crimson       | 18 | 65 |210 | 30 | 30 | 30 |540 |150 |380 |260 |220 |160 |
  |     Chimaera  |    HP: 1000        Special:  ?                            |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 17 | 55 |150 | 00 | 00 |-15 |510 | 00 |260 |170 |225 |135 |
  |               |    HP: 800         Special:  + Ranged, Resurrect          |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 17 | 50 |120 | 00 | 00 |-15 |470 | 00 |320 |160 |185 |130 |
  |     Archer    |    HP: 800         Special:  Archer, Resurrect            |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 17 | 50 |120 | 00 | 00 |-15 |480 | 00 |300 |140 |210 |145 |
  |     Warrior   |    HP: 800         Special:  Resurrect                    |
  |---------------+-----------------------------------------------------------|
  | Skeleton      | 17 | 55 |100 | 00 | 00 |-15 |550 |290 |345 |300 |190 |140 |
  |     Priest    |    HP: 900         Special:  Resurrect,Summon,            |
  |               |                              Spellcaster [?]              |
  |---------------+-----------------------------------------------------------|
  | Ghoul         | 17 | 52 | 20 | -5 | 50 |-15 |485 | 00 |190 | 50 |200 |130 |
  |               |    HP: 1600        Special:  Acid Spray                   |
  |---------------+-----------------------------------------------------------|
  | Wight         | 17 | 55 | 40 | -5 | 50 |-15 |480 | 00 |170 |180 |195 |155 |
  |               |    HP: 2000        Special:  Acid Spray, Resurrect        |
  |---------------+-----------------------------------------------------------|
  | Quickened     | 18 | 63 |170 | 00 | 00 | 00 |500 | 00 |330 |200 |230 |260 |
  |     Mummy     |    HP: 900         Special:  Chain [2]                    |
  |---------------+-----------------------------------------------------------|
  | Armour Mummy  | 18 | 65 |200 | 00 | 00 | 00 |470 | 00 |350 |220 |215 |120 |
  |               |    HP: 1000        Special:  Chain [2]                    |
  |---------------+-----------------------------------------------------------|
  | Lich          | 18 | 65 |270 | 00 | 00 | 00 |510 |350 |380 |380 |230 |175 |
  |               |    HP: 2000        Special:  Shield, Kill, Level Drain    |
  |               |                              Summon                       |
  |---------------+-----------------------------------------------------------|
  | ? Slime       | 18 | 65 |190 | 00 | 00 |-10 |490 | 00 |330 |200 |220 |225 |
  |               |    HP: 800         Special:  Explode, ?                   |
  |---------------+-----------------------------------------------------------|
  | Frost         | 17 | 52 |150 |-50 |150 | 00 |470 |190 |340 |190 |245 |135 |
  |    Salamander |    HP: 800         Special:  Ice Blast                    |
  |---------------+-----------------------------------------------------------|
  | Salamander    | 17 | 50 |140 |150 |-50 | 00 |450 |180 |330 |180 |205 |130 |
  |               |    HP: 800         Special:  Fireball                     |
  |---------------+-----------------------------------------------------------|
  | Dark          | 17 | 55 |160 | 00 | 00 | 00 |480 |200 |340 |200 |220 |140 |
  |    Salamander |    HP: 1000        Special:  Dark Blast                   |
  |---------------+-----------------------------------------------------------|
  | Lizardman     | 18 | 60 |180 | 00 |-15 | 00 |520 | 00 |360 |230| 225 |155 |
  |               |    HP: 800         Special:  Chain [2]                    |
  |---------------+-----------------------------------------------------------|
  | Lizard Shaman | 18 | 62 |190 | 00 |-15 | 00 |480 |140 |340 |250 |205 |150 |
  |               |    HP: 800         Special:  Chain [2], Spellcaster [Ice] |
  |---------------+-----------------------------------------------------------|
  | Elder Lizard  | 18 | 64 |210 | 00 |-15 | 00 |530 | 00 |360 |240 |230 |165 |
  |               |    HP: 900         Special:  Chain [2], Skill [Counter]   |
  |---------------+-----------------------------------------------------------|
  | Berserk       | 18 |200 |1000| 00 |-10 | 00 |700 | 00 |320 |280 | 90 |115 |
  |     Minotaur  |    HP: 3000        Special:  Charge                       |
  |---------------+-----------------------------------------------------------|
  | OGRE          | 17 |150 |500 | 00 | 00 | 00 |575 |200 |305 |225 |250 |100 |
  |               |    HP: 3500        Special:  SMASH, ENERGY BALL, CHARGE   |
  |---------------+-----------------------------------------------------------|
  | GALSIS: LEG   | 20 | 00 | 00 | 00 | 00 | 00 |999 | 00 |200 |200 | 00 | 00 |
  |               |    HP: 3500                                               |
  |---------------+-----------------------------------------------------------|
  | GALSIS: HEAD  | 20 | 00 | 00 | 00 | 00 | 00 |999 |200 |200 | 00 | 00 | 00 |
  |               |    HP: 3500                                               |
  |---------------+-----------------------------------------------------------|
  | GALSIS: CORE  | 20 | 00 | 00 | 00 | 00 | 00 | 00 | 00 |200 |200 | 00 | 00 |
  |               |    HP: 6300                                               |
  |---------------+-----------------------------------------------------------|
  | ? DEMON       | 18 | 00 | 00 | 00 | 00 | 00 |600 |170 |300 |250 |227 |120 |
  |               |    HP: 800                                                |
  |---------------+-----------------------------------------------------------|
  | ??            | 18 | 00 | 00 | 00 | 00 | 00 | 00 |200 |300 |400 | 00 | 00 |
  |               |    HP: 500                                                |
  -===========================================================================-


World of the Dead
=================


  -===========================================================================-
  | Monster       | Lv | XP | Gl | Fi | Ic | Th | At | Mg | Df | Rs | Ac | EV |
  |---------------+----+----+----+----+----+----+----+----+----+----+----+----|
  | Black Death   | 19 | 55 | 55 | 00 | 00 |-15 |598 | 00 |432 |235 |164 |171 |
  |    Archer     |    HP: 976         Special:  Archer, Resurrects           |
  |---------------+-----------------------------------------------------------|
  | Black Death   | 19 | 55 | 43 | 00 | 00 |-15 |612 | 00 |438 |232 |193 |188 |
  |    Warrior    |    HP: 976         Special:  Resurrects                   |
  |---------------+-----------------------------------------------------------|
  | Black Death   | 20 | 61 | 77 | 00 | 00 |-15 |667 |249 |455 |231 |223 |188 |
  |               |    HP: 1126        Special:  Resurrects, + Ranged         |
  |---------------+-----------------------------------------------------------|
  | Nosferatu     | 20 | 65 | 87 | -5 | 50 |-15 |635 |272 |482 |304 |195 |281 |
  |               |    HP: 1197        Special:  
  |---------------+-----------------------------------------------------------|
  | Dome Bat (?)  | 19 | 54 | 50 |-15 | 00 | 00 |564 | 00 |340 |191 |167 |290 |
  |               |    HP: 903         Special:  Hover, Drain, Block Attack   |
  |---------------+-----------------------------------------------------------|
  | Evil Soul     | 19 | 53 | 31 | 00 | 00 |200 |608 |230 |396 |112 |171 |209 |
  |               |    HP: 930         Special:  Explode, Charge, Spellcaster |
  |               |                              Block Attack                 |
  |---------------+-----------------------------------------------------------|
  | ? Ghost       | 19 | 54 | 32 | 00 | 00 |200 |564 |218 |387 |270 |178 |220 |
  |               |    HP: 903         Special:  Explode, Charge, Spellcaster |
  |               |                              Bloack Attack, Poison Gas    |
  |---------------+-----------------------------------------------------------|
  | Spectre       | 19 | 57 | 65 | 00 | 00 | 00 |608 |298 |342 |315 |172 |225 |
  |               |    HP: 1150        Special:  Teleport, Spellcaster [Fire] |
  |---------------+-----------------------------------------------------------|
  | Ochre Jelly   | 19 | 55 | 42 |-15 | 00 |100 |603 | 00 |376 |112 |173 |213 |
  |               |    HP: 818         Special: Splits                        |
  |---------------+-----------------------------------------------------------|
  | Meat Jelly    | 19 | 56 | 43 | 00 | 00 |-10 |574 | 00 |363 |270 |190 |236 |
  |               |    HP: 869         Special:  Explode, Chain [2]           |
  |---------------+-----------------------------------------------------------|
  | Golem ?       | 20 | 66 |160 | 15 | 15 |-15 |680 | 00 |508 |430 |231 |241 |
  |               |    HP: 2101        Special:  Chain [2], Reach [Far]       |
  |               |                              Spell Status Immunity        |
  |---------------+-----------------------------------------------------------|
  | Golem         | 20 | 64 |145 | 15 | 15 |-15 |664 | 00 |487 |430 |231 |220 |
  |    Sentinel   |    HP: 1541        Special:  Chain [2], Reach [Far]       |
  |               |                              Spell Status Immunity        |
  |---------------+-----------------------------------------------------------|
  | Dark Lizard   | 20 | 61 | 91 | 00 |-15 | 00 |610 |281 |460 |335 |216 |280 |
  |    Mage       |    HP: 1145        Special:  Chain [2], Spellcaster [Ice] |
  |---------------+-----------------------------------------------------------|
  | Dark          | 20 | 61 | 91 | 00 |-15 | 00 |656 | 00 |507 |228 |219 |302 |
  |    Lizardman  |    HP: 1198        Special:  Chain [2], Jump Attack       |
  |---------------+-----------------------------------------------------------|
  | Sphinx        | 21 | 70 |155 | 94 | 86 | 86 |722 |306 |517 |231 |255 |302 |
  |               |    HP: 1585        Special:  Fly, Swoop                   |
  |---------------+-----------------------------------------------------------|
  | Ogre Lord     | 

---------
- Drops -
---------

Ruins Outside of Town
---------------------

Bat:           Heal Potion [S]
Goblin:        Heal Potion [S]
Goblin Master:


Clover Ruins I
--------------
Green Slime:       
Goblin Archer:     Cap
Goblin:
Green Slime Jumbo:


Ancient Path I
--------------
Bat:         Heal Potion [S]
Red Slime:   Heal Potion [S]
Born:        Cross Jerkin +1
Born Archer: Mace


Clover Ruins II
---------------
Goblin Warrior: Bezwarl
Goblin Shaman:
Lizardman:


Ancient Path II
---------------
Bat:
Skeleton Warrior:
Skeleton Archer:
Ghost:
Zombie:


Egret Mountain I
----------------
Goblin Archer:
Skeleton Archer: Buckler
Minotaur:
Poison Slime:    Antidote
Salamander:      Fire Lv 2


Ancient Path III
----------------
Skeleton:   Open Helm
Mummy:      
Hippogriff:
Gargoyle:   Ring Mail +1, Thunder Lv 2, Heal Potion [M]


Treacherous Woods
-----------------
Lizardman:     Leather Armour, Antidote
Lizard Shaman: Blaze Lv 2, Magic Potion
Elder Lizard:  Gundol Slice
Will O' Wisp:  Black Onyx, Omnipotence Medicine


Egret Mountain II
-----------------
Flame Bat:        
Salamander:       Splint Mail +1
Frost Salamander: Frost Lv 2
Poison Slime:
Griffon:          Drake's Claw
Minotaur:


Xanadu Labyrinth
----------------
Goblin:
Goblin Warrior: Heal Potion [L]
Goblin Shaman:  Fire Lv 3
Goblin Archer:
Goblin Healer:  Magic Potion
Master Goblin:  Close Helm
Gatekeeper:


Time Crevice
------------
Will O' Wisp: Black Onyx
Evil Eye:     Magic Potion
Mud Golem:
Black Slime:  Heal Potion [M]


Strange Rock Castle
-------------------
Goblin Shaman:
Goblin Warrior:   Heal Potion [L]
Goblin Archer:
Goblin Healer:    Black Onyx, Fire Lv 3
Master Goblin:
Bat:
Flame Bat:
Vampire Bat:
Blast Wisp:       Magic Potion
Griffon:
Hydra:
Harpy:            Heal Potion [L]
Wyvern:
Evil Eye:
Deadeye:
Stone Golem:
Chimaera:
Chimaera Zombie:
Crimson Chimaera:
Skeleton:
Skeleton Archer:
Skeleton Warrior:
Skeleton Priest:
Ghoul:
Wight:
Quickened Mummy:
Armour Mummy:
Lich:
? Slime:          Omnipotence Medicine
Frost Salamander:
Salamander:
Dark Salamander:
Lizardman:
Lizard Shaman:
Elder Lizard:
Berserk Minotaur:


World of the Dead
-----------------
Black Death Archer:
Black Death Warrior: Heal Potion [L]
Black Death:
Nosferatu:
Evil Soul:           Heal Potion [L]
? Ghost:
Spectre:
Ochre Jelly:
Meat Jelly:          Magic Potion
Golem ?:
Golem Sentinel:      Magic Potion
Dark Lizard Mage:
Dark Lizardman:
Sphinx:              Heal Potion [L]
Ogre Lord:

-=-=-=-=-=-=-=-=-=-=-
-= Acknowledgemets -=                                                 [ ACKM ]
-=-=-=-=-=-=-=-=-=-=-

Many thanks again to Dan - he knows why!

Thanks to Aditya for information about the items Anyess sells to you.

Many thanks also to Trang, for providing information on class names; the World
of the Dead and the items found there; information on stat increases from the
Wooden Sword, Sword of Sorcery and Student's Clothing; information on the final
boss of the World of the Dead, Taros.

Also, thanks to the people at the Ancient Land of Ys forums, for a bit of
advice when I was constructing this guide!

================
(C) 2005 Century

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