ARCANA for the SNES FAQ & Walkthrough v1.01 4/01/98 What's new in this version: Game Genie codes technical data Nintendo Power mention emulators This is an FAQ for the Super Nintendo Entertainment System (SNES) RPG game Arcana, from HAL Inc. Author is Peter Karsanow, karsanow@wizrealm.com. The latest version of this file can be found at: http://www.geocities.com/TimesSquare/Arcade/7810/ somewhere as the file arcn_faq.txt Arcana is a non-real-time RPG. Movement occurs in steps or turns, and combat also occurs in phases. No arcade action, or running and jumping here. The graphics are reasonable, but minimally animated. Sound is good. Story suffers the old translation blues, and there are annoying jumps, but almost no spelling errors. This is the only RPG I've ever seen with a first-person point of view that generates graphics for 45 degrees in each 90 degree turn, so it doesn't look so abrupt! Technical data: 8 Mbits ROM, battery-backup 64 Kbits SRAM Game released 5/92 by HAL Inc., covered in Nintendo Power volume 37. No serious problems with using ZSNES or SNES9x emulator. Controls are: direction control pad - in town, left and right will turn you and up enters a building or goes to the dungeon in a dungeon, up and down move you forward and backward, left and right turn you 90 degrees in menus, move the cursor in combat, choose a monster or character to affect Start button - no function Select button - move cursor on title New/Continue screen, otherwise no function X, Y, L, R buttons - no function A button - execute a selected option, bring up menu screen B button - cancel option, exit menu screen, exit building in town Rooks is the main character in the game. Others (Darwin, Axs, Selah, Teefa) will come and go. Rooks also can call Spirits, but at the start of the game can only call a Sylph (the weakest type). The Spirit takes one spot in the party, Rooks takes another, and up to 2 other characters fill out the total of 4 spots. At the start of the game, you get Teefa. I'll warn you now that later on she will betray you, so don't get too attached to her. Start the game with 500 GP. I suggest you buy a Short Sword for Rooks, a Dagger for Teefa, and a Small Shield for Rooks. Leave for the Balnia Temple by pressing Up when you see the open gate - press left or right to turn until you see it if you are elsewhere in the town (which is basically 1 building in each direction). You need gold for better equipment, so to build up levels and gold I suggest you spin in place right next to the dungeon entrance/exit. Boring but relatively safe. You may notice that the Sylph regenerates HP and MP, but the humanoids don't. The downside is that the Spirits can't equip things, so they can't really improve their attack or defense through equipment. Later in the game, you will find yourself rotating through multiple Spirits because they can be beaten up or destroyed quickly in combat. For now, wait on exploring until you have Rooks to at least level 7, or can afford good equipment (see list below). At level 7, the Sylph gets Lightning 1, your best friend for the next few character and dungeon levels. The characters gain preset amounts of HP, MP, and increases to the various attributes (I'm not sure if Agility is the same as Alertness) with a level increase. New spells are sometimes learned, and the Spirits can gain new spells when Rooks gains a level. Spirit attributes increase when Rooks gains a level, although not always by the same amount. The EXP value shown when you select Ability on the menu screen is how many are needed for the next level. When a character gains a level, any excess EXP from that battle are lost. There is an automap available as the Map option on the menu screen. It is always centered on your current location, and can't be scrolled around. The compass that is shown while you walk around is red at the North end. On the automap, your direction is shown as an arrow. Explore all the "dead ends". Chests are sometimes found there, but only if you walk all the way to the end. On Balnia Temple 1F, I found 800 GP, a Silver Flask, Herbs and a Sleeping Bag. The layout of the Inventory screen limits you to 8 piles of cards, which include the Earth, Wind, Fire, Water, Null, and Fog cards, as well as the Call Amulet. You can have at most 9 in any pile. The Earth, Wind, Fire, and Water cards can be used in combat as either 1, 2, or 3 cards at once, doing an elemental attack against all enemies. They apparently equate to a spell by a Spirit of the same type, e.g. 2 Earth cards = Smash 2. Once you have multiple cards, items, or equipment, you can rearrange them in the Equipment or Inventory screens by selecting (A button) one, then moving the cursor to the item you want to swap (blinking line stays, solid line moves), then pressing A button again. The "Separate" option for Equipment means un-equip. When you are surprised by monsters, you may be turned around, and the screen shows "Yikes!", plus the monsters get first attack on you. It seems that the Alertness value is important here, since a Spirit with a high Alertness, or once Rooks or another character has it, you don't get surprised as often, or at all. You can sell items back to the weapons shop for 1/2 price, or trade them in when you buy something, but still 1/2 price. After you fight the Iron Guardian in Balnia Temple 2F, be prepared before you go through the doors past there. You will go through an automatic sequence and lose Teefa and get Salah. If doesn't matter how you answer the question. You don't have to remove the equipment from Teefa before the combat. Your Sylph will also be "broken" and you will have to either heal it or call another. Healing it costs 100 at the gypsy's tent - suggested. Salah starts at Rooks' level - #? (was 9 for me). Welcome to Chapter 2. I don't know why, but the first two squares in Draven Pass are safe from random encounters. And because of those cheap Bees, it's tough to get money for new equipment around here. Again, there are goodies in the dead ends. Before you get to the end of Draven Pass, you see "The Man" fighting some monsters. Later on you will get him as Darwin, but not now. You may notice that the Sylph's Lightning 1 spell doesn't do full (13) damage to all monsters. The manual for the game goes on about Attributes and such, but the trick to remember is: look at the colored border for the monster "card". Yellow - Wind - 1/2 damage - [Sylph], Gurgeon, Bee Green - Earth - full damage - Slime, Hound Blue - Water - full damage - Thief, Trunkman Red - Fire - 1/4 damage - Saurian, Cyclops Gray - ? - ? - Fighter, Warlock Something similar goes for the other Spirits when you get them. Although towards the end of the game, the most damage comes from Darwin and Rooks doing sword attacks rather than any Spirits' magic. After you defeat the Cyclops in the Forest of Doubt, Darwin joins, starting at 3 levels higher than Rooks. Rather than pressing on from there, unless you have already bought equipment for Darwin you should go back to Dorah to get some. Again, it doesn't matter how you answer the question. Note that while Darwin is in the party, you still get the same amount of experience for monsters. Same experience for 1 to 4 characters in party... I noticed that the other squares where you can see the light-colored fog are also safe from random encounters. These occur at the boundaries between different outdoor maps, like Forest of Doubt and Crimson Valley. In the Crimson Valley, once you get to the "third level" of passages, the one to the south leads to the Efrite, where Rooks gains the Fire Spirit but Darwin just suddenly leaves. Notice that the Efrite's HP Restore is a combat spell! Switch between your 2 Spirits (or none at all) with the Call command. In combat, Rooks using Call first doesn't prevent him from doing other things like Attack. When the little figures are walking between a town and a "dungeon" area, you can press any button to skip the animation. That green thing on Axs' side, but only in one direction, is his shield. When Rooks goes up a level, any Spirits not currently in use (Efrite if Sylph is in play) automatically gain HP and/or MP if they were full up already, but the Spirit currently in use has to regenerate up to the new numbers. A Spirit not in use regenerates as if it were in use. Part of successful play against tougher monsters is switching between Spirits when one needs to regenerate HP and/or MP. After the Crimson Valley, you go back into the Forest of Doubt, this time with some different monsters, and a Tent to be found. Explore the entire thing, and make your way to the exit. Reinoll explains what the rest of the game will be about: getting all 4 Spirits, and 3 Treasures - the Crystal Sword, Spirit Sword, and Enchanted Jewel. Salah is kidnapped by Ariel, then you have to fight Zerel. After beating him, you go on to Chapter 3. Back in Doraf, you now have to head out to the Ice Mine both to meet Axs and find the Enchanted Jewel. Just you and a Spirit. You will not enjoy this! Those Mages and Undead are a real pain! The Icicle Dungeon is below the Ice Mine. I strongly suggest you buy better equipment from the weapons store before you go too far in there. The monsters are worth quite a bit of money, so you should be able to afford a night at the Inn and still save for better equipment, if you're careful. I found that the Sylph's "Paralyze All" spell, when it worked, made things a lot easier. Can't explain how monsters can dodge when they're paralyzed though. Strangely, some weapons are better than they were earlier in the game, while others are the same. In general, the most expensive weapon that a character can use is the most effective. Same goes for armor. The variations may be due to changes in Rooks' statistics. However, the Ice Blade doesn't do as well against some monsters as you'd expect. Efrite's "Confused All" spell is not as useful as Sylph's "Paralyze All" by a long shot. A confused monster may attack other monsters or even itself, but as you kill the other monsters, it eventually will probably attack you anyway. But a paralyzed monster just stands there (even the animation stops) so you can beat on it with impunity. I didn't feel comfortable venturing far into the Ice Mine / Icicle Dungeon area until Rooks was level 24. To get to Axs the quickest, from the Ice Mine entrance go to the right, down the first stairs, follow the corridor to the stairs up, and once in the Ice Mine again go to the 4-way and head south. Take the first corridor to the left, and Axs is just around the next corner! The Unpetrify spell mentioned doesn't come out of your MP. Now that you have Axs, unless you have the best equipment for him already in your inventory, head back and buy it. Be a whirling dervish at the Ice Mine entrance if you need more money. Axs is the same level as Rooks when you find him. I wonder how Rooks or other characters can make the "is that the best you can do?" comment when asleep. You are also safe from random encounters when you are in the same square as a Treasure Box, even if empty. I used this one a lot to regenerate my Spirits, or even take time out to rebuild Rooks' and Axs' HPs without using their MPs (have the Efrite do the HP Restore and ignore any damage the characters take, although best results when only one enemy, not a spellcaster, remains). Below the Icicle Dungeon is the Polar Dungeon. The whole complex is 3 levels, but there are stairways up and down and lots of twisty passages all alike. The "good" stuff is found if you keep going beyond where you found Axs. I used the "keep your right hand on the wall" routine, and it worked rather well until I got to a large room on the Ice Mine level with a "C"-shaped thing in the middle - it's after two "halls of goodies" (2 hallways on Polar Dungeon level where each alcove has a Treasure Box in it). There are a few other "islands" in the vicinity as well - the problem with that "hand on the wall" method. Trust me, you don't miss anything by using left instead of right - all you miss is a silly spiral thing with no Treasure Box at the end. A character's Attack rating is based on equipment and Strength, a character's Defend rating is based on equipment and Endurance. Here's how you get out of the Ice Mine complex. You can follow the "right hand on the wall" rule, but look for an east-west corridor near the center of the top (Ice Mine) level. If you followed the rule correctly, you will go down one stair on the east end of the corridor, and come up another at the west end. If you followed the rule strictly, you'd never go down the stairs in the middle! They lead to an "H" shaped area on the Icicle Dungeon level where you will find a Hydra if you go North from the stairs. Beating the Hydra will have Axs grant you the Marid (Water Spirit) - which I'd have beaten out of him if I'd known... Apparently the little area on the Polar Dungeon level is "safe", at least until you go through the doors. There you fight Sauza, without Axs or Salah (the weasels!). I stuck to having the Spirits throw combat-helpful spells like "Offense Impair", rather than Flame 3, and just let Rooks beat on her, and had the Efrite restore HPs when they started getting low. Chapter 3 ends, 4 begins. After the combat, you, Axs, and the Spirits are completely restored. You end up in the Elf Village, and Axs rejoins you. Remember to equip him before you go into combat! Lots of shiny new things at the store here. The monsters have lots of gold too! I was never really forced to use any miscellaneous items or cards, except that all the Honeys that increase attributes have been going to Rooks as soon as I get them. I've also been buying various Honey items and giving them all to Rooks, once I have the best equipment available, and keeping a reserve amount of GP for emergencies. I was able to explore an awful lot of the Ice Mine complex in one trip, and beat the Hydra and Sauza, without coming out. Once you can use the Spirits to keep the other characters going, you can stay in there a LONG time. I didn't have very good results with the Ice Blade in the Ice Mine, but back then it said it was +75 to Attack. Once in the Elf Village, it now says it's +81! Other weapons that are different are Short Sword now +22, Long Sword now +36, Broad Sword now +52, Battle Axe now +48 for Rooks and +47 for Axs, Scimitar now +67 for Rooks and +65 for Axs - same for both Rooks and Axs otherwise. Battle Hammer for Axs only now +69. Defense items are stable though for both. I'm going to keep reporting the value I get when I can first buy an item, and add notes in the store listing only when two characters differ. If you wander around Stavery 1F and 2F (I used the left hand rule this time), you meet Darama (says Darah during combat). This was one of the easier ones! And you get the Earth Spirit Dao. Not much MP, but lots of HP. Going left is better this time, because you get to go to the few chests on 2F before you fight D or get to the door on 2F that you can't open (yet). Completely explore what you can get to, then go back to the Elf Village. Now Salah will join you again, this time 3 levels below Rooks. Go buy her the best equipment you can. When you're ready, go back to that door on 2F. By the way, for Salah the Short Sword is now +20. To avoid being surprised so much, I've been using Efrite because it has the highest Alertness. Seems to help... Salah will get you through the door at Stavery 2F. Explore all the way to the back here, because at the very end is a chest with the Shaman Robe inside for Salah (armor Defend+56). There is a Demon Axe (weapon Attack+120) on 3F for Axs. And if you didn't get Salah a Wish Wand, there's one on 3F too. The Demon Mail (armor Defend+81) and Demon Shield (shield Defend+35) for Axs are on 5F. At this point I found out that you are limited to 32 equipment items, so I had to sell old stuff I was keeping. Sorry, no more Dagger! Note that Stavery 1F, 2F, 3F and 4F are all on the same map. They all have the same monsters too. Midway through Stavery 4F, the Dao turns around and fights you again with help (Darah and Barah). Winning gets you the Earth Spirit again, same as before. The "Weapons" option in combat is normally useless, until you get certain equipment items that cast spells. The ones I've found so far are: Demon Axe - Axs - Smash 3 Wish Wand - Salah - Water 2 Magic Shield - Salah - Sleep Elder's Staff - Salah, Teefa - Sleep All Demon Shield - Axs - Lightning 2 on one foe Magic Gauntlet - Teefa - Wall All Staff of Wisdom - Teefa - Confused All Spirit Staff - Teefa - Lightning 2 Desiree - Darwin - Confused Moon Gauntlet - Darwin - Stomp All Magic Sword - Rooks - Sleep Crystal Sword - Rooks - Heal 1 (105 HP) Caesar Shield - Rooks - Defense Impair All Grand Shield - Rooks - Attribute #? (ltng fire & rocks) Spirit Gauntlet - Darwin, Teefa - Accuracy Increase All Giant Sword - Rooks - HP Restore All (62-65 HP) Can somebody please check the "Firebrand" for me? Promising items like "Ice Blade" and "Fire Blade" didn't do anything. Even if you want to pass it by, the game automatically makes you go through the door on Stavery 7F. And again Rooks and a Spirit are deserted by Axs and Selah. Fight Ariel and win, and Galneon shows up to finish Ariel off. Now you have to go on to 8F without Axs and Selah. Stavery 5F, 6F, 7F, and 8F are all on the same map, but the monsters aren't the same on all 4. 5F and 6F have one batch of monsters, 7F and 8F have another. Just when you are thinking you can't go much further on 8F, you are joined by Darwin. To avoid the STUPID mistake that I made, make sure you buy a weapon (Dragon Blade) for Darwin BEFORE you go in to 7F. Darwin was 3 levels higher than Rooks when he joined. On Stavery 10F there is a Golden Sword, but its a lousy weapon, and the Rococo Armor, almost useless. Sell 'em? Maximum gold you can carry is 65535. If you reach that amount while in a dungeon, you might as well "Home" out and spend it on Honeys for Rooks, unless there is still better equipment you haven't bought yet. On Stavery 11F you meet Galneon again, at the "narrows" on the map. Fight Teefa, but at least this time you have Darwin to help. She's not much of a challenge, but you lose Darwin after the combat. Hopefully you can make it through to the last floor by yourself! Thankfully 12F is short, but the combats seem to occur every few steps. Through the doors is Galneon. Axs and Selah show up, but Axs pushes you out the door with Selah, and a lot of shaking goes on behind the doors. Shaft of light into the sky, bolts of lightning, etc. Chapter 4 ends, and you start Chapter 5 (the last one) in Bintel Castle. Darwin and Teefa join you. Darwin is still 3 levels ahead of Rooks, Teefa is the same level. Rooks, all the Spirits, Darwin, and Teefa are all fully healed. But you have to supply equipment for Darwin and Teefa. Nice stuff at the local store! Bintel Castle isn't quite the last dungeon in the game, but its close. The central hallway where you enter is "safe". Find "Desiree" at the end of the corridor in the SE area of the dungeon. Find the "Robe of Valor" at the N end of the corridor in the E area, which also appears to be "safe". Find the "Spirit Staff" at the N end of the W area, again apparently "safe". There is nothing in the N area except empty rooms and monsters. There is a way N from the NE area to meet and fight Karul, Ariel's (other) apprentice. You then get the Crystal Sword. Once past that point, you get all kinds of dragons instead of just the Cloud Dragons in the NE area. The Tunnel entrance is near the end of the series of rooms. The route from the NE area is: N, N, W, W, W, W, N, E, if you count each 3x3 room as one. The "A Tunnel" area branches around a lot, but there are some nice items to be found. If you follow the "right hand rule" you will eventually come to Galneon, and he's apparently gone wacko. Fight him once and get the Enchanted Jewel. Then fight him a second time and get the Spirit Sword. Now follow the corridor to the right for stairs up to Stavery 1F (not again!). If you're like me, and you "Home"d out sometime, and need directions through the "A Tunnel" dungeon, the following are what direction you head at each of the intersections between the stairs in and the stairs out to Stavery 1F: N, W, W, N, E, W, N, E. But I strongly suggest you completely explore it once, because there are some nice things in those boxes. This isn't the same Stavery you went through before. The monsters are proof. Like the previous Stavery, 1F through 12F are on the same map, but 1F to 4F have different colored walls than 5F to 8F, or 9F to 12F. And it really is "Grand armor" with a lowercase "a". Don't worry about the Red and Blue Guardians who show up momentarily on 10F, Axs and Selah appear and take care of them for you. Same thing with Tiamat on 11F, but this time Darwin and Teefa go away. Finally you are at a door on Stavery 12F. I'd get ready if I were you... Fight a strange 4-dragon thing named Rimsala once, and as long as you don't let it kill you, the game suddenly has Rooks make a speech that sounds like a spell. But it doesn't work, Rimsala --almost-- kills Rooks, and when all hope seems lost, the great hero Fanas (who?) revives Rooks and puts the 3 items (2 swords and jewel) together, and you fight Rimsala for real. One major annoyance is that the "revive" apparently sets all your Spirits to the HP of the one you used in the first Rimsala battle - which can be a major pain if that was a low one! Keep whacking away with Rooks' Giant Sword, and have the Spirits cast any helpful defense spells once, then as long as their MP's last, either throw offensive or healing spells. Finally, Rooks will make that little speech again, but this time it works. Multiple lightning bolts are shot at Rimsala and the top of the Stavery Tower (same graphics as used earlier really). Then you'll get an endgame speech about how 10 years later everything is peaceful, and finally a picture of the land of Elemen from the side with animated clouds, then a card that spins around along with some music. The game's credits are shown scrolling over the card as it spins, which shows game characters on the face sometimes. SPELLS GAINED AT LEVEL ADVANCEMENT Level Character Spell (MP cost, name, effect) Combat only? ----- --------- --------------------------------------------- ------------ 2 (Sylph) 4 Change Attr. to Wind, characters now Wind Y 2 Teefa 16 Heal 1, restores some (84) HP N 3 Rooks 24 Heal 2, restores 181-189 HP N 4 Teefa 13 Paralyze, paralyzes selected enemy Y 5 Teefa 32 Flee, a retreat to regroup Y 6 Rooks 4 Attack Impair, lowers strength of enemy attack Y 7 (Sylph) 8 Lightning 1, all enemies attacked by lightning Y 7 Teefa 10 Attribute 1, effective vs. Earth & Water Y 9 Rooks 4 Unpetrify, reverses a Petrify spell N (9) Salah* 16 Heal 1, restores some HP N 23 Attribute 6, effective vs. Fire & Wind Y 20 Attribute 3, effective vs. Water & Fire Y 32 Flee, a retreat to regroup Y 10 (Sylph) 5 Dodge All, your Avoidance increased Y 10 Teefa 15 Attribute 2, effective vs. Earth & Fire Y 10 Salah 10 Defense Impair All, decreases enemies' defense Y 13 Rooks 4 Defense Impair, decreases an enemy's defense Y 13 Salah 15 Attribute 4, effective vs. Earth & Wind Y 14 (Sylph) 14 Lightning 2, all enemies attacked by lightning Y 15 Rooks 8 Home, can return to town quickly N (16) Darwin* 16 Heal 1, restores some HP N 15 Attribute 2, effective vs. Earth & Fire Y 10 Sleep, puts selected enemy to sleep Y 4 Offense Impair, decreases enemy's attack accuracy Y 16 Salah 24 Heal 2, restores more (181-189) HP N 17 Rooks 50 Restoration of Spirit, restores all your Spirits N (17) (Efrite*) 4 Change Attribute to Fire, characters now Fire Y 8 Flame 1, enemies attacked by Fire Y 5 Stomp All, your attack strength is increased Y 14 Flame 2, enemies attacked by Fire Y 30 HP Restore, restores (100-105) HP Y 18 (Sylph) 23 Paralyze All, paralyzes all enemies Y 19 Darwin 20 Attribute 5, effective vs. Water & Wind Y 20 Rooks 42 Heal 3, restores all HP N (Efrite) 20 Confused All, confuses all enemies Y (21) Axs* 4 Offense Impair, decreases enemy's attack accuracy Y 16 Heal 1, restores (81-84) HP N 22 (Sylph) 20 Lightning 3, all enemies attacked by lightning Y 23 (Efrite) 20 Flame 3, all enemies attacked by Fire Y 25 Rooks 10 Confused, prevents logical thinking in one enemy Y 25 Axs 32 Flee, a retreat to regroup Y (28) (Marid*) 4 Change Attribute to Water, characters now Water Y 8 Water 1, enemies are drowned Y 5 Accuracy Increase All, attack accuracy increased Y 14 Water 2, enemies are drowned Y 30 HP Restore All, restores (60-63) HP to all in party Y 20 Sleep All, puts all enemies to sleep Y 20 Water 3, enemies are drowned Y 10 Restore All, restores you to original condition Y 29 (Sylph) 25 Chaos Wind, a powerful wind sweeps enemies away Y (29) Salah* 7 Accuracy Impair All, lowers all enemies' accuracy Y 7 Offense Impair All, decreases all enemies' accuracy Y 7 Attack Impair All, lowers enemies' attack strength Y 20 Heal All 1, restores 81-84 HP to all on your team Y 30 Rooks 50 Ruinous Mission, Spirit sacrificied to protect you Y (Efrite) 25 Destroy, attempts to shock monsters to death Y 30 Axs 10 Sleep, puts selected enemy to sleep Y (31) (Dao*) 4 Change Attribute to Earth, characters now Earth Y 8 Smash 1, throw stones at enemies Y 5 Wall All, defense of all increased Y 14 Smash 2, throw stones at enemies Y 23 Petrify All, turns all enemies to stone Y 20 Smash 3, throw stones at enemies Y 25 Entomb, buries enemies Y 33 Salah 24 Attribute 8, effective vs. Earth & Water & Wind Y 35 Rooks 40 Call Wind Spirit, summons Wind Spirit Y 36 Rooks 40 Call Fire Spirit, summons Fire Spirit Y 37 Rooks 40 Call Water Spirit, summons Water Spirit Y 38 Rooks 40 Call Earth Spirit, summons Earth Spirit Y (41) Darwin* 7 Defense Impair All, decreases enemies' defense Y 7 Attack Impair All, lowers enemies' attack strength Y 4 Accuracy Impair, lowers enemy's accuracy Y 24 Attribute 7, effective vs. Earth Water & Fire Y (41) Teefa* 20 Attribute 5, effective vs. Water & Wind Y 40 Heal All 2, restores 121-126 HP to all on your team N 30 Attribute 9, effective vs. Earth Fire & Wind Y 24 Heal 2, restores some HP N 7 Attack Impair All, lowers enemies' attack strength Y 30 Attribute 10, effective vs. Water Fire & Wind Y 40 Attribute 11, effective vs. all four elements Y [names in () are Spirits, who use Rooks' level names with * and/or level # in () are when they first enter party] There are apparently other spells in the game, but I didn't see them with everybody in the party below level 50. Two of the nicer ones should let you designate a point in a dungeon that you can teleport to from either a town or elsewhere in a dungeon. MONSTERS (listed in order they were first encountered) Name EXP GP HP COLOR -------------- --- -- ---------- ----- ==Balnia Temple 1F near entrance== Slime 1 4 3 Green Goblin 4 6 4 Green Hound 4 5 10 Green Saurian 6 15 >6 <=15 Red (rare) ==Balnia Temple 1F elsewhere - the above plus...== Pilferer 3 2 <=5 Blue Thief 3 5 >5 <=8 Blue Lupus 5 30 >18 <=20 Green ==Balnia Temple 1F unique fixed encounter== Stone Guardian 15 100 >221 <=229 None? ==Balnia Temple 2F== Slime 1 4 3 Green Lupus 5 30 >18 <=20 Green Gurgeon 7 6 16 Yellow [cast Lightning 1] Saurian 6 15 >6 <=15 Red Ogre 5 12 <=12 Blue Hound 4 5 10 Green Lizard 5 5 20 Red Thief 3 5 >5 <=8 Blue Jell 2 7 6 Red ==Balnia Temple 2F unique fixed encounter== Iron Guardian 30 100 >264 <=303 None? ==Draven Pass== Goblin 4 6 4 Green Bee 5 1 21 Yellow Gurgeon 7 6 16 Yellow [cast Lightning 1] Slime 1 4 3 Green Sauropod 10 21 35 Red Thief 3 5 >5 <=8 Blue Jell 2 7 6 Red ==Forest of Doubt== Trunkman 20 30 >28 <=31 Blue Flytrap 9 5 >18 <=20 Green Bee 5 1 21 Yellow Gurgeon 7 6 16 Yellow [cast Lightning 1] ==Forest of Doubt unique fixed encounter== Cyclops 50 300 >188 <=203 Red ==Crimson Valley== Sauropod 10 21 35 Red Gurgeon 7 6 16 Yellow [cast Lightning 1] Assassin 30 45 33 Blue [cast Water 1] Jell 2 7 6 Red ==Crimson Valley unique fixed encounter== Efrite 70 2 >251 <=254 Red [cast Flame 2] [Rooks gains Fire Spirit, and Darwin leaves] ==Forest of Doubt (II)== Huetree 10 22 <=35 Green Wolfsbane 12 6 <=34 Blue Bee 5 1 21 Yellow ==Reinoll's unique fixed encounter== Zerel 100 400 >418 <=456 None? ==Ice Mine== Mage 20 40 53 Gray [cast Flame 1] Fighter 35 30 34 Gray Undead 18 13 >66 <=68 Green Skeleton 15 34 40 Green Witch 15 45 28 Gray [cast Water 1] Raiton 15 52 >38 <=40 Yellow Hobgoblin 10 25 >35 <=42 Gray Jeru 7 17 30 Blue [cast Sleep] ==Icicle Dungeon== Skeleton 15 34 40 Green Fighter 35 30 34 Gray Bajis 15 30 >39 <=45 Green Manteco 15 30 >22 <=34 Yellow [cast Lightning 2] Jeru 7 17 30 Blue [cast Sleep] Hobgoblin 10 25 >35 <=42 Gray Witch 15 45 28 Gray [cast Water 1] ==Polar Dungeon== Undead 18 13 >66 <=68 Green Deep One 13 25 >54 <=56 Blue Ramia 15 55 36 Gray Warlock 25 42 >16 <=40 Gray [cast Smash 1] Bone 10 19 >31 <=33 Green Troll 100 220 >42 <=65 Gray ==Icicle Dungeon unique fixed encounter== Hydra 300 500 >~600 Red [cast Flame 3] ==Polar Dungeon unique fixed encounter== Sauza 500 600 >741 <=785 Gray? ==Stavery 1F, 2F, 3F, 4F== Bugbear 50 100 60 Gray Warlock 25 42 >16 <=40 Gray [cast Smash 1] Knight 25 280 80 White Vampire Bee 50 70 >69 <=71 Yellow Jara 15 50 >48 <=56 Green ==Stavery 1F unique fixed encounter== Darah 700 550 >423 <=609 Blue [cast Smash 1] ==Stavery 4F unique fixed encounter== Darah - - >385 <=536 Blue Barah 1500 1150 >787 <=841 Red? ==Stavery 5F, 6F== Dragonian 60 100 >111 <=121 Gray Warlock 25 42 >16 <=40 Gray [cast Smash 1] Bugbear 50 100 60 Gray Rilus 32 120 >109 <=111 Gray Ghost 60 80 >99 <=100 Yellow [cast Sleep All] ==Stavery 7F, 8F== Reach 40 120 >82 <=84 Yellow [cast Sleep] Fult 70 70 >64 <=73 Green Rilus 32 120 >109 <=111 Gray Merlini 30 90 >93 <=95 Gray [cast Flame 2] Nostrus 40 100 >22 <=59 Gray [cast Lightning 2] ==Stavery 7F unique fixed encounter== Ariel 100 1 >718 <=809 none/Gray-Red? ==Stavery 9F, 10F== Reach 40 120 >82 <=84 Yellow [cast Sleep] Aurane 60 120 >66 <=113 Blue [cast Water 3] Dragonian 60 100 >111 <=121 Gray Ghost 60 80 >99 <=100 Yellow [cast Sleep All] Merlini 30 90 >93 <=95 Gray [cast Flame 2] ==Stavery 11F== Nostrus 40 100 >22 <=59 Gray [cast Lightning 2] Green Dragon 150 250 >255 <=278 Green [cast Smash 3] Aurane 60 120 >66 <=113 Blue [cast Water 3] Merlini 30 90 >93 <=95 Gray [cast Flame 2] Giant 100 200 >173 <=186 Gray Blue Dragon 140 300 >220 <=251 Blue [cast Water 3] ==Stavery 11F unique fixed encounter== Teefa 100 1 >327 <=406 none/Gray&Red [cast Sleep All] ==Stavery 12F== Giant 100 200 >173 <=186 Gray Merlini 30 90 >93 <=95 Gray [cast Flame 2] Blue Dragon 140 300 >220 <=251 Blue [cast Water 3] Knight 25 280 80 White Green Dragon 150 250 >255 <=278 Green [cast Smash 3] ==Bintel Castle== Blue Dragon 140 300 >220 <=251 Blue [cast Water 3](SW area) Shaman 95 200 >179 <=186 Gray Wizard 200 250 >101 <=117 Gray [cast Attribute 10] Sword Master 60 200 >176 <=181 Gray Green Dragon 150 250 >255 <=278 Green [cast Smash 3](SE area) Red Dragon 300 300 >251 <=255 Red [cast Fire 3](NW area) Cloud Dragon 400 350 >229 <=242 Yellow [cast Lightning 3](NE area) ==Bintel Castle unique fixed encounter== Karul 990 872 >685 <=791 none/Gray-Blue ==A Tunnel== Medusa 230 59 >85 <=129 Green [cast Attribute 7 All] Cyclops 90 100 >199 <=204 Gray Sphinx 50 210 >199 <=207 Green [cast Smash 3] Giant Bee 90 95 >86 <=98 Yellow Wizard 200 250 >101 <=117 Gray [cast Attribute 10] Sword Master 60 200 >176 <=181 Gray Shaman 95 200 >179 <=186 Gray Desurin 50 100 >138 <=161 Green Raenon 100 110 >117 <=180 Yellow [cast Attribute 1] ==A Tunnel unique fixed encounter== Galneon (1) 750 933 >590 <=659 none/Gray-Purple [first time] Galneon (2) 950 1 >874 <=941 none/Gray-Purple [cast Attribute 9 All] ==Stavery 1F through 5F== Medusa 230 59 >85 <=129 Green [cast Attribute 7 All] Minotaurus 100 100 >206 <=218 Gray Bali 150 120 >194 <=219 Red [cast Lightning 3] Queen Bee 230 35 >149 <=182 Yellow [cast Sleep All] ==Stavery 6F== Minotaurus 100 100 >206 <=218 Gray Bali 150 120 >194 <=219 Red [cast Lightning 3] Queen Bee 230 35 >149 <=182 Yellow [cast Sleep All] ==Stavery 7F== Desurin 50 100 >138 <=161 Green Medusa 230 59 >85 <=129 Green [cast Attribute 7 All] Phantom 95 50 >150 <=400 Green [cast Attribute 8] ==Stavery 8F== Desurin 50 100 >138 <=161 Green Minotaurus 100 100 >206 <=218 Gray ==Stavery 9F== none? ==Stavery 10F== Shaman 95 200 >179 <=186 Gray ==Stavery 11F== Desurin 50 100 >138 <=161 Green ==Stavery 12F== Bali 150 120 >194 <=219 Red [cast Lightning 3] Desurin 50 100 >138 <=161 Green Phantom 95 50 >150 <=400 Green [cast Attribute 8] Medusa 230 59 >85 <=129 Green [cast Attribute 7 All] ==Stavery 12F unique fixed encounter== Rimsala N/A N/A >1403 <=1533 Brown [first time] Rimsala N/A N/A >3222 <=3375 none? [second time] EQUIPMENT Name Type Who Cost Effect --------------- ------ ----- ---- ----------------------- [available in Galia, the starting town] Dagger weapon RDAST 100 Attack+8 Short Sword weapon RDAST 200 Attack+19 (20 for Darwin) Long Sword weapon RD 500 Attack+31 Broad Sword weapon RD 1000 Attack+45 Staff weapon ST 150 Attack+15 Whip weapon ST 170 Attack+21 Soft Leather armor RDAST 100 Defend+7 Hard Leather armor RDAST 300 Defend+11 Ring Mail armor R AS 500 Defend+15 Robe armor ST 150 Defend+9 Small Shield shield R AS 180 Defend+3 Talisman charm D T 300 Defend+3 [available in Doraf, second town] Short Sword weapon RDAST 200 Attack+19 (20 for Darwin) Long Sword weapon RD 500 Attack+31 Broad Sword weapon RD 1000 Attack+45 or 46 Memory Wand weapon ST 700 Attack+33 Mage Staff weapon ST 400 Attack+27 Flying Axe weapon RDA 450 Attack+28 Chain Whip weapon ST 850 Attack+34 Mace weapon AS 1000 Attack+46 (or 47 for Axs) Ring Mail armor R AS 500 Defend+15 Scale Mail armor RDAS 700 Defend+23 Chain Mail armor R AS 1000 Defend+31 Breast Mail armor D 1500 Defend+33 Small Shield shield R AS 180 Defend+3 Large Shield shield R AS 300 Defend+7 Talisman charm D T 300 Defend+3 Rune Gauntlet charm D T 500 Defend+7 [available in Doraf after Reinoll & Zerel] Long Sword weapon RD 500 Attack+34 Broad Sword weapon RD 1000 Attack+48 Scimitar weapon RDA 1500 Attack+62 or 63 Ice Blade weapon RD 2000 Attack+75 (not as good as it says?) Firebrand weapon S 1000 Attack+ Flail weapon AS 1300 Attack+ Battle Hammer weapon A 1200 Attack+68 Battle Axe weapon R A 1700 Attack+46 Breast Mail armor D 1500 Defend+33? Breast Plate armor RD S 2000 Defend+39 Seam Mail armor R AS 3000 Defend+47 Plate Mail armor R A 4500 Defend+57 Silver Robe armor ST 750 Defend+39? Large Shield shield R AS 300 Defend+7 Spike Shield shield R AS 750 Defend+15 (no Attack+) Iron Shield shield R AS 1000 Defend+23 [available in Elf Village] Undead Blade weapon R 3000 Attack+97 Fire Blade weapon R 5000 Attack+113 Dragon Blade weapon RD 7500 Attack+126 (130 for Darwin) Elder's Staff weapon ST 4500 Attack+77 [casts Sleep All] Wish Wand weapon S 10000 Attack+86 [casts Water 2] Blackthorne Whip weapon ST 5500 Attack+39 Battle Axe weapon R A 1700 Attack+47 Great Axe weapon A 4800 Attack+70 Morning Star weapon A 6000 Attack+88 Plate Mail armor R A 4500 Defend+57 Mithril Chain armor R A 5000 Defend+59 Mithril Plate armor RD 7500 Defend+63 Mithril Mail armor R A 10000 Defend+71 Silver Robe armor ST 750 Defend+39 White Robe armor S 1000 Defend+57 Mithril Gauntlet charm D T 3000 Defend+31 Iron Shield shield R AS 1000 Defend+23 Mithril Shield shield R AS 1500 Defend+27 Dragon Shield shield R 2500 Defend+33 Magic Shield shield S 4000 Defend+31 [casts Sleep] [available in Bintel Castle] Dragon Blade weapon RD 7500 Attack+138 (132 for Darwin) Magic Sword weapon RD 10000 Attack+157 (151 for Darwin)[casts Sleep] Lightning Sword weapon RD 13500 Attack+173 (167 for Darwin) Blackthorne Whip weapon ST 5500 Attack+40 Elder's Staff weapon ST 4500 Attack+79 [casts Sleep All] Staff of Wisdom weapon T 7500 Attack+102 [casts Confused All] Mithril Mail armor R A 10000 Defend+71 Dragon Mail armor R 20000 Defend+75 Magic Plate armor RD 25000 Defend+79 [?] Magic Mail armor RD 30000 Defend+85 [?] White Robe armor S 1000 Defend+57? Magic Robe armor T 15000 Defend+71 Dragon Shield shield R 2500 Defend+33 Caesar Shield shield R 45000 Defend+39 [cast Defense Impair All] Mithril Gauntlet charm D T 3000 Defend+31 Magic Gauntlet charm D T 10000 Defend+35 [casts Wall All] [not in stores, 1/2 price if sold] Shaman Robe armor S 20 Defend+63 [from Stavery 2F] Demon Axe weapon A 0 Attack+120 [Stavery 3F, casts Smash 3] Demon Mail armor A 20000 Defend+81 [from Stavery 5F] Demon Shield shield A 2480 Defend+35 [from Stavery 5F, - - - - - - - - - - - - - - - - - casts Lightning 2 on 1 foe] Golden Sword weapon RDAST 30000 Attack+1 [from Stavery 10F] Rococo Armor armor RDAST 50000 Defend+13 [from Stavery 10F] Desiree weapon D 20000 Attack+187 [from Bintel Castle SE, - - - - - - - - - - - - - - - - - casts Confused] Robe of Valor armor T 30 Defend+79 [from Bintel Castle E] Spirit Staff weapon T 5000 Attack+122 [from Bintel Castle W, - - - - - - - - - - - - - - - - - casts Lightning 2] Crystal Sword weapon R N/A Attack+185 [from Bintel Castle Karul, - - - - - - - - - - - - - - - - - casts Heal 1 (105 HP)] Earth Plate armor D 20000 Defend+91 [from A Tunnel] Moon Gauntlet charm D 4000 Defend+43 [from A Tunnel, - - - - - - - - - - - - - - - - - casts Stomp All] Spirit Sword weapon R N/A Attack+213 [from A Tunnel, - - - - - - - - - - - - - - - - - casts Heal 1 All (82-85HP)] Enchanted Jewel item N/A N/A N/A [from A Tunnel] Grand Shield shield R 24800 Defend+43 [from A Tunnel, - - - - - - - - - - - - - - - - - casts Attribute #?] Spirit Gauntlet charm T 2 Defend+39 [from Stavery 3F] - - - - - - - - - - - - - - - - - casts Accuracy Increase All] Grand armor armor R 30000 Defend+95 [from Stavery 4F] Giant Sword weapon R???? ? Attack+? [combines 2 swords & jewel, - - - - - - - - - - - - - - - - - casts HP Restore All] There are apparently supposed to be other "Ring" items in the game, but I never found any. MISC. ITEMS Name Cost Effect ---------------- ---- ----------------------- [available at weapons shop in Galia, the starting town] Herbs 15 restore (71) HP Medicine 70 restore many HP Sleeping Bag 500 restore all HP & MP Return Ring 100 instant teleport to town Silver Flask 100 restore some MP [available at weapons shop in Doraf, the second town - the above PLUS] Gold Flask 200 restore many MP Restore Honey 3000 your maximum HP increased by 5 MP Honey 3200 your maximum MP increased by 5 [at weapons shop in Doraf after Reinoll & Zerel - the above PLUS] Tent 1000 as Sleeping Bag, plus reverses Paralysis & Petrify Strength Honey 3000 increases Strength by 3 Intelligence Honey3000 increases Intelligence by 3 [available at weapons shop in Elf Village - the above PLUS] Medicine 75 [price change] Tent 1500 [price change] Gold Flask 250 [price change] Endurance Honey 3000 increases Endurance by 3 Agility Honey 3000 increases Alertness (Agility) by 3 [available at weapons shop in Bintel Castle - as above with price change] Tent 2000 [price change] [available at alchemist/tavern in any town] Water 1 no effect? Elixir 5 restore 5 HP each to all in party Food A 10 restore 10 HP each to all in party Food B 20 restore 10 HP and 5 MP each to all in party [available at gypsy tent in any town] Wind Card 10 Enemy will be attacked, use more for greater effect Earth Card 10 ditto Water Card 10 ditto Fire Card 10 ditto Fog Card 100 You can escape from battle under cover of Fog Call Amulet 350 Summon a Spirit Null Card 100 Destroy an enemy (also restore a "broken" Spirit for 100) Inns: (restore all HP & MP if you pay, can also save game) 30 Galia (first town) 50 Doraf (second town) 100 Doraf (after Reinoll & Zerel) 300 Elf Village 500 Bintel Castle SECRET CODES 1. Music & Sound Gallery At the title screen, press and hold the L and R buttons, then press the B button. The "Sound Room" controls are: Down to increase #, Up to decrease #, A to play, Start to exit. Valid #s are 0 through 90, music is mostly above 50. 2. Chapter Select From: Tony Iaconetti (Iaconetti_a@spcvxa.spc.edu) At Title Screen Press DOWN, SELECT, SELECT, X, Y, SELECT, SELECT, L, R, SELECT, SELECT, LEFT, RIGHT, UP Press following to start at desired chapter: A for Chapter 2 B for Chapter 3 X for Chapter 4 Y for Chapter 5 (Note: When using the Chapter Select, remember that it will only jump you to the next chapter, increase your hit points, experience, etc. However, items that are needed to complete the game may not be able when you do the trick.) [I wasn't able to get this one to work.] 3. Game Genie codes (unverified) Start with 250 gold pieces: EC69-AFDO + DD69-AF00. Start with 60,000 gold pieces: 1D69-AFD0 + 3C69-AF00. Infinite money for weapons: C225-0F02. Infinite money for items: C22A-0402. Infinite money for rooms: C229-640E. Infinite money for elixir: C22F-A7DE. Level and statistics for all characters in group are increased after each battle you win: B387-DFF2. Magic points don't decrease: 828B-AF2E.