Sorcerian FAQ/Guide (DOS) v1.2 December 20, 2008 dammit9x at hotmail dot com Copyright 2006-2008 This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any unauthorized web site or as a part of any public display is strictly prohibited and a violation of copyright. v1.2 December 20, 2008 Added tips from dru philbin to sections I-2 and I-7. v1.1 April 6, 2006 Base version. -------------------------------------------------------------------------------- In times beyond memory, people fought for their lives in a world where monsters and magicians held sway in places of power and mystery. In those days, heroic adventurers went forth on perilous journeys to prove their courage against their foes in battles to the death. They were called ......... SORCERIAN Copyright (c) 1987,1990 FALCOM Copyright (c) 1990 SIERRA ON-LINE ABOUT SORCERIAN Sorcerian debuted in 1987 for the PC-8801, an old PC produced by NEC. (For reference, this was the same year Zelda was released on NES.) It featured what today are considered standard elements in any action-RPG video game: customiz- able parties, a dynamic statistic and level-up system, upgradable equipment, and plenty of dungeon-crawling challenges. Later addon packs brought new features (such as the sound test) and many new scenarios to the original. Since then it has been ported to many platforms, including Windows, Sega Mega Drive (Genesis) and Dreamcast, NEC PC Engine (Turbo Grafx) and even mobile phone. The Mega Drive port is notable because it had only 10 scenarios, but all were unique to that version. Many soundtracks and art collections have been released. However, it has never been well known in the West due to a lack of interest in foreign markets on the part of Falcom. Sorcerian was only ported to English speakers once. In 1990, a version was translated and distributed in North America by Sierra On-Line for the Microsoft DOS platform. That is the version for which this FAQ was written. The DOS version has the 15 original missions, along with the game improvements brought by the 1988 Utility pack. It is probably a faithful port of one of the versions for NEC PC. However, it lacks the mission packs that were available for other PC systems (which increased the number of scenarios to 50) and is technically inferior to later versions such as the Turbo CD. It is the only option for English speakers though. It is of note that Sorcerian is part 5 of Falcom's "Dragon Slayer" series, a collection of games related only by fantasy theme: I. Dragon Slayer II. Xanadu (includes the familiar Faxanadu for NES) III. Romancia IV. Dragon Slayer Chapter IV V. Sorcerian VI. Dragon Slayer Legend of Heroes VII. Lord Monarch VIII. The Legend of Xanadu *************************************** TABLE OF CONTENTS I. GAMEPLAY GUIDE 1. CONTROLS 2. MAIN MENU 3. CHARACTER GENERATION 4. CHARACTER PARAMETERS 5. CHARACTER OCCUPATIONS 6. TOWN MENU 7. TIPS FOR BEGINNERS 8. SAVE HACKING II. WALKTHROUGH CONVENTIONS 1-1. THE STOLEN SCEPTER 2-1. MASTER OF THE DARK MARSH 3-1. THE GARDEN OF THE GODS (3 character limit) 1-2. THE LOST TALISMAN 2-2. THE DRAGON KING (3 character limit) 3-2. THE CAVERNS OF ICE 1-3. LUCIFER'S FLOODGATE 2-3. RIDDLE OF THE RED JEWEL 3-3. THE CURSE OF MEDUSA (3 character limit) 1-4. THE CURSED OASIS 2-4. THE DARK MAGICIAN (3 character limit) 3-4. THE MISSING MAGICIAN 1-5. THE TOWER OF THIEVES 2-5. THE CURSED SHIP (3 character limit) 3-5. THE WATER OF LIFE III. TABLES 1. "MAGIC" 2. "HERBS" 3. "CHART" CLOSING *************************************** I. GAMEPLAY GUIDE 1. CONTROLS Menu & Town Controls: Arrow keys/Number keypad = Move cursor Z/Enter = Choose/Yes X/Space = Cancel/No Ctrl-Q Immediately quit program Scenario (Combat) Controls: Arrow keys/Number keypad = Move & Jump; Use Up to search, use items, etc. Shift + move keys = Sprint; You can only sprint for a few seconds at a time Z/Enter = Magic X/Space = Attack F1 View control help F2 Toggle music F4 Toggle SFX F5 Save ("quicksave") F7 Load ("quickload") C Change character order (Very important) E View equipment and select magic; Use potions I View treasure and exp found so far M Monster information (The party leader must have monster knowledge.) P View stats S Set speed (5=normal) T Toggle pause Capslock Toggle popup HP/MP window Ctrl-Q Immediately quit program A joystick or gamepad also works, if installed. The stick/directional pad functions as the arrow keys/number keypad. Buttons 1 and 2 function as Z/Enter and X/Space, respectively. 2. MAIN MENU START ADVENTURE: First choose one of the 3 available mission suites, then choose one of the 5 missions. In general, the difficulty increases from the 1st to 5th mission. Scenarios can be repeated, and taken in any order. (Although it may be impossible to complete if the party is too weak.) A party must first be organized. ADVANCE TIME: Passes one year. VIEW PARTY: View the status of party members. A party must first be organized. VIEW CHARACTER: Same as VIEW PARTY but works with disbanded members instead. ORGANIZE PARTY: Choose up to four members to be in a party. A member must be fully equipped in order to join. Some scenarios only allow parties with up to 3 members, because you will be joined by an NPC. CREATE CHARACTER: Begin character generation process. (See below.) The maximum number of characters is 10. DISBAND PARTY: Un-organizes a party, if one exists. REMOVE CHARACTER: Permanently deletes a character. GO TO TOWN: Characters can do business in town. The party must be disbanded. CHANGE OCCUPATION: Choose a different job for a character, which determines the annual income, exp, and stat modifications. The available jobs depend on the class, age, and sex of the character. SAVE CHARACTERS: Save the state of all characters to one of slots from 1-9. The save files are created in the directory ./USER/ and are named SAVE# where # is 0-9. There is a sample set of characters provided in slot 0, which can't be overwritten. Of course, you can copy, rename and remove save files through your filesystem. LOAD CHARACTERS: Load character state from one of 10 slots from 0-9. QUIT (CTRL-Q) FIGHT DRAGON: Starts a mini-scenario in which you must fight some powerful dragons. This option only appears if all members of the organized party have completed all 5 scenarios of one of the mission suites. The dragons can deal damage extremely fast and can take a lot of damage in return. The dragons you fight are: -pair of Hydras (from 1-1. THE STOLEN SCEPTER) -Blue Dragon (from 2-4. THE DARK MAGICIAN) -Vadis (from 2-2. THE DRAGON KING; remember to attack tail-first) -a unique Red Dragon Some of your abilities are disabled for this scenario. You cannot: -Sprint (shift key) -See monster info (M key) -See inventory (I key) -Save or Load -Leave the level The only way to leave is to win, and there is no exp or treasure reward. *************************************** "dru philbin" gives this advice: For the actual dragon battle, I found the following to be helpful: -The "Hero's Shield" from "Riddle of the Red Jewel" has an 'Add to Life' spell on it; this or a similar item will just about double HP. Using this and having a lead character with a modest STR stat value (I.E., above 25) will make the dragon battle fairly moderate in difficulty, so long as one also has two spellcasters who use Crystal Rings to heal constantly. -Using the above in conjunction with a Dragonslayer item (like the Gladius from "The Water of Life") will make the battle very easy. -The 3rd dragon will not move left of a certain pillar, nor will it swoop down until the party moves beyond that pillar. With the right timing and the Dragonslayer spell, it's possible to pick away all the segments and avoid being hit until only the head is left and physical attacks are required. -The 4th dragon only lowers its head when the part approaches closely. With lots of HP the characters can simply move in and hack away, retreating to heal when required. *************************************** 3. CHARACTER GENERATION After entering a name, you need to choose a race and sex; These determine the initial stats of the character: Fighter | Wizard | Dwarf | Elf Male Female | Male Female | Male Female | Male Female STR 8 7 | -3 -4 | 10 9 | 0 -1 INT 0 0 | 10 9 | -10 -9 | 4 5 PRT 9 8 | 6 5 | 10 9 | 7 6 MGR 4 5 | 9 10 | 7 8 | 6 7 VIT 8 7 | 5 5 | 10 9 | 6 5 DEX 4 5 | 5 6 | 8 9 | 7 7 KRM 2 3 | 3 4 | 2 2 | 5 6 Characters get a random number of bonus points from 3-5. Select a stat and deduct points with Space and increase with Enter. To discourage excessively specialized characters, reducing a stat below its initial value costs two points per single bonus point yielded. Stats cannot be reduced beyond 0 or increased beyond 10, which is the maximum for level 0 characters. Bonus points can also be gained by aging the character; each increment yields one point. (See the below table on Age for information on increments.) Aging a character should be considered a handicap, as stats can be gained faster (in game years) by training. The initial stats are largely trivial for this reason. More important is the racial makeup of the party. Fighters and Wizards live the shortest but level the fastest, while the opposite is true of Elves. (See section below.) Further, the Fighters and Dwarves equip weapons, armor and shields, while Wizards and Elves wear staffs, robes and rings. This is important because the treasures found in the scenarios can only be used by some characters. All characters start with no items, at level 0 with 0 exp and 50 gold. 4. CHARACTER PARAMETERS HP Determines how much damage a character can take. In scenarios, HP can be regenerated by standing still and not using weapons or magic for awhile. MP All spells except the version of Flame on the Wooden Cane cost MP to cast. When not full, MP constantly regenerates. Max HP and MP depend on level. STR (Strength) Determines weapon damage; characters with STR 0 or less cannot swing weapons INT (Intelligence) Determines magic damage; characters with INT 0 or less cannot use magic PRT (Protection) Reduces damage from physical attacks MGR (Magic resistance) Reduces damage from magic attacks VIT (Vitality) Required to open doors; only the party leader needs it DEX (Dexterity) Helps avoid traps; only the party leader needs it; Not necessary with Traps knowledge. KRM (Karma) Reduces exp required for level-up; lowers cost of goods and services in town; reduces time required to enchant items with magic; determines disposition of store owners; decreases annual income; plays a role in whether the character can be resurrected at the Temple MAX (Maximum) Determines how high stats can go. The negative of MAX is the minimum value. Enchantments can bring the stats above the maximum. MAX depends on level. Scenario number Required VIT to open doors 1 5 2 10 3 15 4 20 5 25 Character's KRM Alignment Enchantment time Proprietor's appearance 16 and above "Good" 1 year Beaming with eyes closed -15 to 15 "Neutral" 3 years Ordinary -16 and below "Evil" 5 years Strongly displeased Level: Level determines the character's max HP and MP, and the MAX stats. Max HP = 200 x level, except for 100 HP at level 0 Max MP = 25 x (2 + level) up to 250 at level 8 MAX stats = 5 x (2 + level) up to 50 at level 8 The exp required to reach the next level is: exp = N x (1 + current level) x (100 - KRM) where is N is 2 for Fighters and Wizards, 3 for Dwarves, and 6 for Elves. Note that level-ups do not occur automatically, but must be recieved from the Throne Room in town. The exp needed to level up is deducted from the amount shown in the status screen when the level-up occurs. This means that the shown exp is less than the total earned exp. Knowledge: There are four Knowledge skills learned at the Training field. Items: The character can Appraise items found in scenarios. Traps: The character defeats all traps when leading the party. Monsters: Get information on monsters with the M key when leading the party. Herbs: If the character uses a potion and has the herbs necessary to make another potion of the same type, then the herbs are spent and another potion is created. This makes it possible to use potions multiple times. -Characters can learn more than one of the Knowledge skills. -Getting hit by a Memory Loss trap causes all Knowledge to be lost. The inventory is arranged like this: Item no. Type Color 1 Arm or Staff Bright 2 Armor or Robe Bright 3 Shield or Ring Bright 4 Potion Bright 5 Equipment or potion Dim 6 Equipment or potion Dim The bright colored items are active (equipped). In scenarios, they can be used to cast magic and affect stats if they are enchanted. To equip a backup item, select the equipped item of the same type and press Enter. Press Enter over the item to drink it or make it activate its magic, when the magic button is pressed in combat. You can also choose to use no magic. Note that using potions gives the benefit to the entire party. However, items and gold cannot be passed between characters. Age chart: Increment Young Middle-aged Old Fighter/Wizard 2 16-39 40-59 60+ Dwarf 4 16-59 60-99 100+ Elf 9 16-99 100-199 200+ Characters start at age 16 (or higher, if you choose) and naturally get older as time passes. The races have different life spans and enter middle and old age at different times. The races are also aged by different amounts if you wish to gain additional stat points during character generation. (This is the increment.) Age is responsible for the character portait and affects which jobs can be taken. Old characters lose one point per year in a random stat, and have a random chance of permanently dying each year. If an old character passes away, you have the option of creating a replace- ment character of the same race but either sex. This new character has all of the belongings and even stats of the deceased, but starts at level 0 with 0 exp and thus is limited to MAX 10. Presumably the replacement is a descendant. Age can be reversed: The Rejuvenate spell, which costs 200 MP, reduces the age of the party leader by 1 year, and stats by 3, for each casting. There is also a way to achieve immortality, in which the character's age never increases, stats don't atrophy due to old age, and spontaneous death never occurs. (See the Magician entry in the Town Menu section.) Due to the stat penalty for Rejuvenation, it really should not be used except on immortal characters. At the bottom is the character's Occupation. The available jobs depend on race, sex, age and stats. Every year spent working causes a character to undergo changes to the stats (within the bounds MAX) and gain a specific amount of exp and annual income. (See section below for details.) These things occur only when the character is not organized in a party and not in the midst of training. For example, if a character sells off his equipment at the end of a scenario (which would cause him to be disbanded), or is completing the second year of training, the annual changes do apply. If with the passage of time a character no longer qualifies for a job (e.g., due to aging) he will be "dismissed" (fired) and reverts to Farmer. Jobs are mostly just for gradually raising stats, but in one mission, 2-2, certain jobs are required complete the objectives. 5. CHARACTER OCCUPATIONS Adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/job/job1.html This table lists each job along with the allowed races, ages and sexes that can take the job. The first row of stats show what the required stats are to take the job. The second row shows the changes that occur to the stats each year, along with annual income and exp earned. Note that all jobs offer an annual net gain of 1 point to stats. Annual income given is for a character with 0 KRM. Higher KRM will DECREASE the income. Occupation Race Age Sex STR INT PRT MGR VIT DEX KRM Gold Exp FARMER FWDE YMO MF +1 10 50 DRIVER F D YMO MF 2 -2 +2 +1 5 55 WRITER W E O M 20 -1 +2 10 50 SPINNER D YMO F 3 -1 +2 6 54 SINGER FW E YM F 1 +1 -1 +1 6 54 THIEF FWDE YMO MF -5 +2 -1 20 40 PRIEST W YMO MF 3 0 -2 +1 +2 2 58 MERCHANT FW E YMO MF -5 -1 +2 12 48 SAILOR F D YM M 3 -2 +2 +1 8 52 FIGHTER F DE Y MF -4 +2 -1 +1 -1 15 45 CLOWN W E Y MF 1 0 -2 +1 +2 5 55 BARBER* WD O MF 15 18 +1 10 50 COOK W E YMO MF -3 1 +1 4 56 HUNTER F DE YMO M -3 +2 -1 10 50 SHAMAN W E YMO M 1 0 -1 +2 -1 +1 15 45 EXORCIST W YMO M 4 3 -1 +1 +2 -1 10 50 SPY FW E YM M -10 1 -5 -2 +2 +1 20 40 DOCTOR FW E YMO M 8 -2 +2 +1 16 44 NURSE FW E YMO F -5 1 -1 +1 -1 +2 8 52 BAKER FW E YMO MF -5 -1 +1 +1 5 55 Occupation Race Age Sex STR INT PRT MGR VIT DEX KRM Gold Exp FISHERMAN F D YM MF 2 -1 +2 8 52 CARPENTER F D YMO M -15 3 +1 +1 -1 8 52 SCULPTOR FWDE O MF 10 +1 15 45 BLACKSMITH F D YMO M -15 3 +1 +2 -2 8 52 PHARMACIST FW E MO MF 10 -1 +2 8 52 WOODCUTTER F D YM M 3 +2 -1 +1 -1 6 54 MISSIONARY W YMO MF 3 0 -1 +1 +1 2 58 MORTICIAN FW O M +1 3 57 BODY GUARD F DE Y M -3 1 +2 -1 +1 -1 15 45 MINSTREL W E YMO M -3 0 -2 +2 +1 8 52 ALCHEMIST W YMO M 4 -2 +3 6 54 WINE MAKER FWDE YM MF +2 -1 4 56 MERCENARY F DE YM M -3 1 +1 -2 +2 +1 -1 8 52 GRINDER F D YM MF 2 -1 +2 4 56 BEGGAR FWDE YMO MF +1 +1 -1 8 52 DANCER E Y F 3 1 -1 +2 8 52 FLORIST FW E YMO F -5 +1 4 56 LOCKSMITH D MO MF 15 +1 6 54 MIDWIFE FW MO F 5 8 -1 +1 -1 +2 12 48 TAILOR WDE YMO F 2 -1 +2 10 50 Occupation Race Age Sex STR INT PRT MGR VIT DEX KRM Gold Exp FORTUNE-TELLER W E YMO MF -3 -2 +1 +2 6 54 MINE WORKER F D YM M 3 -1 +2 10 50 FABRIC MAKER WDE YMO F -15 +1 5 55 TRANSLATOR DE YMO MF -15 +2 -1 12 48 CHARCOAL BURNER F D YMO MF 2 -1 +2 4 56 BAMBOO WORKER D O MF 20 -1 +2 12 48 FERRY MAN FW YM M 1 +2 -1 8 52 HERB PICKER W E YMO MF -3 1 -1 +2 6 54 SHEPHERD BOY FWDE Y MF -1 +2 8 52 GRAVE KEEPER FWDE O M +1 3 57 HOUSEKEEPER FWDE YMO F +1 6 54 HORSE TRAINER DE M MF +1 +1 -1 10 50 JEWELRY ARTIST D O MF 20 -1 +2 15 45 BASKET MAKER F D O MF 18 +1 8 52 STONE MASON D YM MF 3 -1 +2 8 52 SHOE MAKER F DE O MF 5 15 -1 +2 6 54 STUFFED TOY MAKER F D O MF 18 -1 +2 8 52 BOWMAKER, BOWYER F E O MF 15 18 -2 +1 +2 10 50 CHEESE MAKER F D YMO F -1 +1 +1 6 54 HAIR DRESSER FWDE MO F 8 +1 6 54 * Evidently, "Barber" was a mistranslation of "Paper maker." 6. TOWN MENU WEAPON SHOP: Here you can buy basic equipment. There is no selection--only the basic goods are available. Fighters and Dwarves take a weapon, armor and shield while Wizards and Elves take a rod, robe and ring. However, it should be noted that the Wizard and Elf equipment can cast spells, even though they are unenchanted. Enchanting these goods will cause the free spell to disappear. Wooden Cane Special weak version of Flame which costs no MP to cast Cotton Robe Shield Crystal Ring Heal MAGICIAN ENCHANT THIS ITEM: You can imbue your equipment with magic of any of the 7 gods. The purpose is to increase the wearer's stats and to impart magic spells. The boost to the stats takes place immediately, but imbuing the spell takes a number of years. (See KRM discussion above.) Each character can only have one piece worked on at a time. The base cost of enchantment, prior to KRM adjustment, is: Cost in gold = 10 x (1 + Sum of existing enchantments) Wearing an enchanted item increases your stats, and it is possible to go beyond the maximum in this way. (However, the effect only takes place during scenarios, which means that KRM bonuses cannot be exploited.) Each god increases a particular stat, (see the Elder section for details) and the item can be enchanted multiple times by the same god, but complications arise when one or more gods are present on the item when it is enchanted. No interference: There is no heterogenous enchantment on the item. This includes the case of an unenchanted item. The result is simply to add +1 to the god in question. Single interference: There is one heterogenous enchantment. Most combina- tions give the ordinary result (indicated by the . in the tables below), but some have unusual effects. The following two tables are equivalent; the top shows changes made to the initial state (indicated by + and -) while the bottom instead shows the final state, assuming the initial state had 1 level of the prior god. An X indicates a loss of the prior god with no gain. (Prior enchantment is vertical on the left, added is horizontal on the top.) Mars Mercury Jupiter Moon Sun Venus Saturn Ma . . -Ma +2Ju . -Ma +2Su . . Me -Me +2Sa . . -Me +2Mo . -Me . Ju . +Ma . . . . -Ju Mo -Mo . . . -Mo+Su+Ve . . Su . +Me-Su+Ve . . . +Ju . Ve +2Ma -Ve . +Ju+Mo-Ve . . . +Ma-Ve+Sa Sa +Sa . . . . . . Table adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/town/esther.html Ma Me Ju Mo Su Ve Sa Ma . . Ju2 . Su2 . . Me Sa2 . . Mo2 . X . Ju . MaJu . . . . X Mo X . . . SuVe . . Su . MeVe . . . JuSu . Ve Ma2 . JuMo . . . MaSa Sa Sa2 . . . . . . Multiple inferference: There is more than one heterogenous enchantment. These are handled on a case by case basis in the table below. This assumes you are starting with 1 each of the prior enchantments. Note that the table can be partially predicted by superposing the results from multiple single interference enchantments. (i.e. regard them as simultaneous) Table adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/town/esther.html Prior: Added: Change: Result: Net: . Me. Mo. . . Ma -Me-Mo+2Sa Sa2 0 . Me. . . Ve. Ma +Ma-Me-Ve+2Sa Ma Sa2 +1 . Me. . . . Sa Ma -Me+2Sa Sa3 +1 . . . Mo. Ve. Ma +Ma-Mo-Ve Ma -1 . . . Mo. . Sa Ma -Mo+Sa Sa2 0 . . . . . VeSa Ma +Ma-Ve+Sa Ma Sa2 +1 . Me. Mo. Ve. Ma -Me-Mo-Ve+2Sa Sa2 -1 . Me. Mo. . Sa Ma -Me-Mo+2Sa Sa3 0 . Me. . . VeSa Ma +Ma-Me-Ve+2Sa Ma Sa3 +1 . . . Mo. VeSa Ma -Mo-Ve+Sa Sa2 -1 . Me. Mo. VeSa Ma -Me-Mo-Ve+2Sa Sa3 -1 . . Ju. Su. . Me +Ma-Su+Ve Ma Ju Ve +1 Ma. . . . Ve. Ju -Ma+2Ju+Mo-Ve Ju2 Mo +1 Ma. . Mo. . . Su -Ma-Mo+2Su+Ve Su2 Ve +1 . Me. . Su. . Ve -Me+Ju Ju Su 0 . . Ju. . Ve. Sa -Ju-Ve+Ma Ma -1 As for maximum enchantment, the limit seems to be 3 for any god if done directly and 5 if done indirectly (via single or double interference). However, many treasures can be found with initial levels above these limits. Examples: Prior enchantment: Magician adds: Result: Net: (nothing) +X X1 +1 X3 +X X3 0 Ma1 +Venus Ma1 Ve1 +1 Me1 +Venus (nothing) -1 Su2 +Mercury Me1 Su1 Ve1 +1 Ma3 Ju3 +Jupiter Ma2 Ju5 +1 Me3 Ju3 Ve4 +Mars Ma1 Me2 Ju3 Ve3 Sa2 +1 Here is a more involved example, starting from scratch and producing a Dragon Slayer item: Add: Result: Ma x3 Ma3 . . . . . . Su x3 . . . . Su5 . . Ma x3 Ma3 . . . Su5 . . Mo x3 Ma3 . . Mo3 Su5 . . Sa x3 Ma3 . . Mo3 Su5 . Sa3 Me x3 Ma3 Me3 . Mo3 Su2 Ve3 Sa3 Ju x1 Ma2 Me3 Ju2 Mo4 Su2 Ve2 Sa3 It's possible to keep going from there, but you get the idea. REMOVE A SPELL: Cures a curse, same as Un-curse potion. RESURRECT THE DEAD: Raises a dead character for a fee. Another character must do this on the dead one's behalf. This costs a fee, which depends of the deceased character's age, level, and time dead, and is unaffected by KRM. The resurrection has a chance of failure, which increases as the years go by and also depends on the age of the deceased, with young characters having the best outlook, and Old the worst. Tables adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/town/esther.html Chance of resurrection Years dead YOUNG MIDDLE-AGED OLD 1-3 100% 100% 100% 4-9 90% 80% 50% 10-19 80% 60% 20% 20-29 70% 30% 10% Failure to resurrect obliterates the character. Successful revival, on the other hand, confers various side effects depending on the age and time dead. Side effect of resurrection Years dead YOUNG MIDDLE-AGED OLD 4-9 none Random stat -1 Max HP -20% 10-19 Random stat -1 Max HP -20% Negative stats set to 0 20-29 Max HP -20% Age -10 years Immortality Immortality means the character will no longer increase in age and will not perish from old age. The age can still be decreased by the Rejuvenate spell. GIVE ME BACK ITEM: Takes back the item being enchanted. If you interrupt the process before it's done the god's bonus still remains--in other words, that part is added instantly. The spell, however, will not be ready. Instead it will be present as a locked spell. HERBALIST SHOP PLEASE PREPARE THESE HERBS: Select herbs in the character's inventory with which to make a potion. See the CHARTS section for all formulas. I WANT TO BUY A POTION: Buy a premade potion. The pre-KRM costs are: Heal 20 Resurrect 50 Cure 20 Melt 20 Un-Curse 20 Stone-Flesh 20 Senility 10 Still 100 TEMPLE Adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/town/temple.html I WANT TO MAKE A CONFESSION and I WILL DONATE 20 GOLD Doing both in one year will raise KRM by 1 point, but only if it is negative. This only works once per year. I WANT TO PRAY This affects a character's ability to resurrect a dead comrade with the option below. A character's prayer count is tracked in the save file; Praying more than once a year offers no additional benefit. RESURRECT THE DEAD This option can raise a dead member with no chance of failure and no side effects. However, certain conditions, which are not entirely known at this time, must be met. Aside from the supplicant's prayer count, the KRM of deceased also plays an apparent role. ELDER'S HOUSE: The Elder will appraise any piece of equipment (not potions) for a fee. The cost is the same as what the magician charges for enchantments. This tells you the enchantment level for each of the seven gods and what spell effect it has, if any, when equipped. Although the Elder correctly identifies the gods, he mixes up most of the bonus effects that the gods give: Enchantment Bonus (Elder) Bonus (actual) Mars INT STR Mercury STR INT Jupiter MGR PRT Moon PRT MGR Sun DEX VIT Venus VIT DEX Saturn KRM KRM If there is a locked spell on the item the Elder offers to release it, for a high price. The elder will also offer a magic formula as part of the deal. See the CHARTS section for all formulas. THRONE ROOM: Once you have enough exp to level up, you must go to the king to make it happen. The king also informs you how many exp you need to advance to the next level. TRAINING FIELD: Here you can enter training to boost your stats or to gain Knowledge. Training programs last 2 years and cost a small fee. You cannot train to boost a stat if you are at your current maximum for that stat. Master Weapons: +5 STR Master Magic: +5 INT Master Defense: +5 PRT Magic Escapes: +5 MGR Gain Vitality: +5 VIT Trap Escapes: +5 DEX Conversational Skills: +5 KRM Study Items: Gain Items Knowledge Study Traps: Gain Traps Knowledge Study Monsters: Gain Monsters Knowledge Study Use of Herbs: Gain Herbs Knowledge MUSICIAN FIELD: This is a Sound Test. You can hear any of the 59 music tracks. 7. TIPS FOR BEGINNERS General: -Since you control the stats, you can make a strong party out of any combin- ation of characters, even 4 of the same race. -To get started quickly, use the prefab party. (load slot 0) -If the battles are too hard, train. -If the battles are too easy, stop training. -KRM is good to raise early for elves since it speeds up the leveling process. -Give characters healing, restoration, and resurrection items to avoid trouble later. Potions are good; Spells on your equipment is better. -Since one inventory slot is reserved exclusively for potions, there's no reason not to carry at least one potion. -Do not feel the need to put Dragon Slayer on every item. (It's not as good as you think.) Most treasures found in the scenarios have good spells on them. -An inexpensive way to unlock latent spells is to apply a single enchantment (one that doesn't change the configuration of the gods) and wait for the enchantment to finish. Tactics: -If you can, use a gamepad. Even better, bind the keyboard keys to the gamepad. -Change character order as needed. You will want to put different characters in front depending on the situation. Your Trap man should be the one opening doors, for example. -The sprint key (Shift) is of extreme importance. Use it to save time, escape monsters, make difficult jumps easier, and keep up with fast-moving bosses. -Bosses tend to be magic resistant. Therefore it's wise to some bring characters who are good with weapons. -On the other hand magic is very convenient for defense, support, and dealing with regular monsters. In particular, the Flame spell on the Wooden Cane can dispatch monsters on the early levels easily. -Characters with the most HP should be the the damage buffers for the weaker characters. As such, one should go in the front and another, to a lesser extent, should go in the back because these are the most vulnerable positions. -Defensive spells with a fixed radius work best if the caster is in the second position. -In order to win exp for fighting regular monsters, you have to keep fighting until all in the area are dead. This may be impossible if new monsters are showing up faster than you can kill them. -Save and load the game with F5 and F7. Each scenario has one save slot in the ./USER/ directory named SV##0, where the first # is the mission suite number minus 1 and the second # is the scenario number minus 1. As with the Main Menu saves, you can always manage these files from outside the game. Treasure hunting: -Monsters do not give good rewards for killing them. Thus it is often best to avoid fighting. Do not underestimate the value of defensive spells for this reason. -Some sites need to be persistently searched to yield treasure. -Much of the useful treasure (namely equipment) won't show up until the main objective is completed. Search for it before leaving the level. -A rapid method for accumulating gold is to load up on items in town, enter a scenario, find at least one treasure, leave and sell everything (see below). End of level process: (Saving before leaving the level is recommended, in case you make a mistake in the following procedures.) -First, if you have an item that can be given to the king as Tribute, you choose whether to give it. Some Tribute items are useful (to you) as equipment. -Each character is awarded the exp you earned during the level. -You get a gold bonus, 1/10 of the exp, which is added to the gold pool. -If you found at least one item you can DIVIDE/SELL/APPRAISE the item(s). DIVIDE: Gives the item to one of the members. Tools (items with no use) cannot be divided. Items cannot be given to characters who can't use or carry them. If more than one character can take items, they will be given first to the member closest to the front of the party. (You can control this by choosing the order in which you Divide them.) SELL: Sells the item. The price is 5 x (1 + sum of enchantments), which is quite low, and yields only 5 gold for tools. APPRAISE: A character with Items Knowledge can determine what use, enchantments and spell the item has. This is the same as the identification function that the Elder performs in town, but it costs nothing and can only be done during this phase. You cannot unlock latent spells with this skill. Sell personal items: You can also sell items of individual members. The sell price in this case is enormous, particularly for armor. This is by far the fastest way to get money. The gold from these personal sales goes directly to the character who sold the item, not the pool. -The proceeds from any sold treasures go into the gold pool. -When everything is finished, the gold is distributed among the characters. -Any treasure that is not divided or sold is forfeited. *************************************** "dru philbin" gives this advice: First, on another note: The Garateen from "The Tower of Thieves" doesn't appear to use MP for its Sun Ray spell. This spell is devastating against almost every enemy in the game except bosses. This made this play through the game particularly easy. I had it equipped on Tetsu and noticed this effect; I'm not sure if it's universal or not. I later found a spot that allows a cheap way to earn unlimited amounts of experience without even having to be at the keyboard! In "The Missing Magician", the first room you can enter past the first globe room has a mouse/rat hole next to the door. Robot-like mice/rats file slowly from the door and unlike other enemy rooms, they are in unlimited supply. They usually give 20-60exp per battle won as well. The Garateen works well--and may be required--for this trick because its Sun Ray spell doesn't use MP (at least when Tetsu has it equipped). I positioned my characters a short distance away from the mouse/rat hole, put a weight on the "enter" key and came back an hour later to 50,000exp--more than enough to level up and fight the dragons easily. *************************************** 8. SAVE HACKING Not quite hacking. You are limited to viewing only due to the implementation of an anti-tampering checksum at the end of the save file. You will not be able to load the edited save file unless you also generate the matching checksum. Nevertheless, the save file is a valuable source of information. The offsets below correspond to the character in the first position of the non-party roster; the party roster is at the front of the file. Parameter Offset Max MP 0x0405 Max stat limit 0x0406 Gold 0x040B-040C Exp 0x040E-040F Age 0x0414 Level 0x0417 Stats (STR..KRM) 0x0418-041E Name 0x0420-042A Max HP 0x042C-042D Prayer count 0x0431 Donation status 0x0439 Item name 0x0440-044C Item enchantments 0x0450-045D Next item add 0x0020 Next character add 0x0100 Security checksum 0x0FFE-0FFF II. WALKTHROUGH CONVENTIONS * Entrance and exit of the level ___ Floors | Vertical walls, stairs, ropes, waterways etc. Two-way travel is possible. ^ Indicates a one-way drop. [00] Rectangular door; Match up the numbers to see what leads where. (00) Roundish hole in the wall; Functions as door. Some holes are small. <00> One-way travel that leads to >00< >00< One-way travel that leads from <00> and cannot be entered - Links adjacent areas. (Only used in scenario 5.) x Small letters are treasures, switches, etc. See the notes. H Hyssop L Lavender G Sage S Savory V Verbena ? Random herb(s) The numbering of the doors is the order you can follow to get from beginning to end; however, since some levels do not require you to pass through every door, and many doors need to be passed through more than once, and there is more than one route through most scenarios, this is clearly not intended to be a rigid order. More important is the sequence of events, because triggers, such as throwing a switch, will need to be activated before other triggers become available. It is not possible to get stuck--for example by using up a tool or forgetting to pick one up, or going out of the order that the guide says. There's always a way to proceed. The only way to really get stuck is by losing an important character (e.g. your boss-killer or door opener) Every scenario has at least two objectives; these will be the chief exp earners for your characters. Since you can usually leave the level whenever you want, it's up to you (and the preparation of your characters) how many you want to do. There will be no mention of monsters and no discussion on fighting bosses. Some bosses require special procedures, which are always mentioned as part of the story. There are no plans to make maps for the other scenarios, because I have found full-color, animated maps at: http://homepage2.nifty.com/tkdate/Pc88_98/scenario/scenario.html This site also deserves credit for the location of most of the hidden treasures. 1-1. THE STOLEN SCEPTER *___a>07< >04< (12)__f [06]______d_____<07> ^ ^ ^ |__[01]__(08) c|__[05] >21<__[05]__|__[06] (13)__>10<__[11] [01]__[03]__[02]__[22] b__[02] [03]__<04> (08)__[09]e__n__[24] [09]__<10> [11]__(12) g[14]__(13) [14]____[15] [15]__[19]__h__[16] [16]__[17i]__p [17]__[18] [19]__k__[20] [24]__o__S [62]__[63]w [23]________m [20]_ | ^ [18]__j q__r? |__<21> [22]__[23]l a Get the Blue Ball to open the way downward. b Goran is here. Talk to him twice at any time and he'll tell you what you need to do next. c One of the Crystals is in the lower left corner, among the spikes. d Touch the blue switch (torch) to make door [11] appear below. e Insert the Blue Ball to open door [09]. You will need to come back for it at some point before getting the jewel. f The other Crystal is in one of the holes. g Get the Jar with Water here. h Drop your crystals into the empty jars to drain the acid-flooded room. i This door has an Anti-Magic trap. j Touch the gray switch to release the jewel. The acid must be drained first. k Put some water in the jar here to remove the barrier in the acid drip room. l Insert the Blue Ball to open door [23]. m Taking the Jewel from this demon statue sets off a Memory Loss trap. The gray switch must be pushed before you can take it. n Insert the Jewel into the demon statue to open door [24]. (Optional) o The Herb is guarded by a couple of Hydras. (250 exp) p Insert the Jewel into the demon statue to clear the way to the Scepter. q This blockage is opened by the previous note. r The Scepter is in a chest guarded by a bunch of orks. Keep searching it to get a Long Sword and an herb. Now proceed to exit the stage. After passing through door <07>, but before leaving, go back to room [02] to find Goran's Axe. Summary of Treasure: Use Enchantment Spell Savory Herb Random Herb Jewel Tool Crystal x2 Tool Jar with Water Tool Blue Ball Ring Ju4,Su4,Ve4 Resurrect Long Sword Arm Ma2,Su2 Flame (locked) Goran's Axe Arm Ma3 none Scepter Rod Me1,Ve1 Peace Sidequest Kill the Hydras 240 exp Tribute Give the Scepter 200 exp 2-1. MASTER OF THE DARK MARSH -Find Leeza (the frog princess) and talk to her until she asks you to get the Cauldron. (You have to put back the Wolfsbane, Mandragora and Beehive if you already picked them up.) -Get the Cauldron, bring it back, and put it on the stove. -Leeza will ask you to collect the Wolfsbane, Mandragora and Beehive. -The Wolfsbane and Mandragora are in the caves. -The Beehive is behind a sealed door which needs the Moonstone and Bloodstone to open. -The Moonstone and Bloodstone are on opposite sides of the maze, guarded by stone sentinels who say something different from the others. To get rid of the guard, talk to him, leave the area, and come back to find him gone. -Get the Jack's Flame. -Talk to Frajiore. (Optionally, fight him for 250 XP.) -Talk to Leeza and keep talking till she asks you to make the potion. Use the flame and do it. Then give it to her. -Find the Coin of Joy in a chest near the exit of the level. Give it away at the treasure screen for 200 exp (optional). Usable treasures: none Sidequest Kill Frajiore 250 exp Tribute Give the Coin of Happiness 200 exp 3-1. THE GARDEN OF THE GODS (3 character limit) -One of the houses has a Red Seed. -Proceed all the way to the right past the mountains until a god stops you. -Return to the first house and the man gives you wine. -Give it to the god and he'll open the gate, but Jupiter throws you out. -As you approach town, you'll drop the seed. -Leave and come back until a giant vine has grown. Climb it. -Find Hephaestos and he'll give you a task. -Bring him a Seed of Flame from Apollo he'll give you Golden Wine. -Give it to Dionysius and he'll tell you about the Red Fruit. -Get the fruit from the vine and bring it to Apollo. You'll get 20 gold... -Talk to Venus, then find Anna on the second level. -Bring Anna to get the Silver Harp, then let her play it for Zeus. (250 exp) -On the way back through the mountains, find the Shield in the leftmost crevice. -Talk to the wine man, then fight Adana. (250 exp) You'll get the Bracelet. -The wine man, and also the shopkeeper, will give you 10 gold. -Search the temple for 100 gold. -Return the Bracelet to Zeus. (200 gold, 50 exp, optional) Usable treasures: Bracelet Ring Me1,Mo1,Su1,Sa1 Barrier Shield Shield Ju4 none Main objective Allay Zeus's wrath 250 exp Main objective Kill Adana 250 exp Sidequest Give the Bracelet to Zeus 200 gold, 50 exp 1-2. THE LOST TALISMAN ______b______ _[13m] [13]__n | | | *__(01)__|_(23) (02)_|__[03]__l__|__(14) | [12]__[17]__|y [12]__>11<__k__>27< (01)__a c__(02) [03]__[04]_d? S_[24u]__[04]__e__<05> [21]__[09i]_h_[08i]__[07]_V (07)__>05<__[06f]__[18]__[20r]__[19p]_V [06]__g [08]__j [09]__(10j) [10]__<11> [14]__[15]__[25] [17]__[18] [19]__q [20]__s [21]__t__[22] [23]__[22] [24]__v [25]__w <27>__x__>26< o_<26>__[16] [16]__[15] a At the center of the shrine, the forest god will give you the Gold Pedestal. b Fight a battle with giants under the tree to get the Emerald Ring. c Get a Jar of Sap here. d Use the statue to open [04], setting off a Stoned trap. Search the statue again to get the herb. e Fight Destru here, and get the Diamond Staff (but 0 exp) after beating him. f This door requires the Emerald Ring to open. g Use the Jar of Sap to wake the man and unlock the talisman (and Sand Maribo). h The wall can be easily lowered (from either side) by examining the wall twice, then going into the nearby room and examining the sand trapdoor twice. i These doors have Anti Magic traps. j Sand trapdoors. You can pass through [10] once the sand is clear. k Ria is here. She will be your helper on this level. For now she wants you to save her uncle in the cabin. l Climbing up the well will cause you to drop the Gold Pedestal. Going back down to search for it will eventually reveal hidden door [16], and simultaneously unlock [17]. You cannot go DOWN the well from the surface until dropping the pedestal. m You can force door [13] by examining twice, but only after talking to Ria. n Uncle is here. o The Dungeon Key is here after saving Uncle the first time, but you won't find it until you to talk to Ria again. p Requires Diamond Staff AND Dungeon Key to open. q Rescue Uncle again. He'll give you the Shrine Key. r Requires Diamond Staff to open; this door has a Frozen trap. s Get back the Gold Pedestal and place your Dungeon Key to keep the door open. t Fight the Sand Maribo here, if you woke the old man. (500 exp, Optional) u Requires the Shrine Key to open. v Here is the Talisman. You can't get it unless you have the Gold Pedestal and have woken the old man. w Drop the Talisman into the bottomless pit. You can't leave with the Talisman! x It is possible to pass through the ceiling trap room, but only once, only after getting the Gold Pedestal, only before talking to Ria, and only from the direction of the guard post! y After the main objective is complete, you can find the Fog Robe at the bottom of the well. Summary of Treasure: Use Enchantment Spell Verbena x2 Herb Savory Herb Random Herb Jar of Sap Tool Dungeon Key Tool Shrine Key Tool Gold Pedestal Tool Emerald Ring Ring Mo6 none Diamond Staff Rod Me5,Su2 Gas Cloud (locked) Fog Robe Robe Me3,Mo4 Fog Bank Sidequest Kill the Sand Maribo 500 exp Main objective Destroy the Talisman 500 exp 2-2. THE DRAGON KING (3 character limit) -Try the pressure plates in the pool of water until you press them all down. -The man in the cave will let you through the gate if you pushed the plates. -Talk to the fairy Lili with a Fortune-Teller and you'll get the Golden Key. -Talk to the ill priest in town with a Doctor or Nurse to heal him. -Show the Golden Key to the healed priest and get the Hermit's Robe. -Talk to the man with the ill wife with a Doctor or Nurse to heal her. You get the Wise Man's Cane. -Talk to the priest in the far right building to get the Tree Medicine. -In the next area, enter the first open building and enter the far left house from underneath. -Give the medicine to the pig and get the Scroll. -Use the Wise Man's Cane to open the barrier just before the volcano. -Use the Golden Key to open the gate inside the cave. This frees Bibi. -Bring the robe to the reunited Lili & Bibi to power it up. -Bring the enchanted robe to king Caliph to heal him. -Princess Serina can now be freed from the prison past the throne room. -Escort Serina to the first building in the map. (100 gold, 500 exp) -Also recieve the Necklace from the princess as reward. -With the Hermit's Robe, you can dive into the volcano. -If Serina is rescued, the old man at the bottom gives you the Dragon Slayer. -If Serina is rescued, the other old man can use your Wise Man's Cane to bridge the path to Vadis. (You can get it back by asking the old man again.) -If you have the Dragon Slayer, Vadis can be killed. (600 exp) -Treasures are now available: *Talk to Caliph for the Sacred Shield. *Talk to the king for another 100 gold. Usable treasures: Wise Man's Cane Rod Me4,Ju3,Ve1 Sleep Hermit's Robe Robe Ju4,Mo2,Ve1,Sa2 Weaken (locked) Necklace Ring Ju2,Mo2,Su2,Ve2 Protect Sacred Shield Shield Ju6,Mo2 Anti-Magic (locked) Main objective Rescue Princess Serina 100 gold, 500 exp Sidequest Kill Vadis 600 exp 3-2. THE CAVERNS OF ICE -Where the path splits, keep going left. -Get the lever in the lowest room, and note what the skeleton's message says. -Find the 'ANGEL' sign and get one of the letters. -Find the 'HELL' sign and use your letter. -The ice under the 'DEMON' sign is now melted and you can swim down. -In the A B C room, take the doors in the order the skeleton's message said. -In the pipe room, turn off the flames. -Back in the icicle room, climb the now-frozen waterfalls. -Get one of the letters from the 'EVOKE' sign. -Touch the letter V to make a hidden door appear; go in it. -Kill Sokuram and get a letter from the now-changed sign in his room. -Find Kahzeh and use your letters to free her. She'll give Tears of the Wind. -Treasures are now available: *Shield: Bottom of the Demon/God lake *Robe: Pipe room *Armor: Skeleton in the room where you got the lever -Past Kahzeh's room you can fight Ekim (500 exp, optional) Usable treasures: Armor Armor Ju9 none Robe Robe Ju3,Mo4,Ve1 Exorcism Shield Shield Ju6,Su2 Heal (locked) Sidequest Kill Ekim 500 exp Tribute Give the Tears of the Wind 400 exp 1-3. LUCIFER'S FLOODGATE L__[14h]_ [16i]_[17]_[15] | *__[01]__[02]_| [01]__a [02]_b_[03] [06]_[03]_[04]_______[05]_[18]_L [04]_c_[21] [05]__d [07]__[06] [12]_b_[13] [13]__g__G__S__s [07]______ (08)_fL (09)_f |_ [24p]_[23] |__e(08)_(09)_(10)_(11)__[12]_L (10)_f (11)_f [15]__[14] [16]_j_[23] [17]__k [18]__[19] [19]___[20l] [20]__m G_[21]___[22n] [22]__o r[25]__[24] q__[25]__q a Get White Powder here. You can come back for more when you use it. b There's a message in the torch here. c Flip the switch (torch) here to unlock the rod in room [05]. d Read both torch messages and try pushing the rods. Eventually you will get a message while leaving the room to try the second rod from the right. You may have to come in and out and mess with the rods for awhile to trigger this. e These caves were covered by the waterfalls and revealed by pushing the rod. f These torches require a White Powder to extinguish. Only the torch in room (10) has the Rafael Sword. g One of the islands has the Gabriel Sword, and islands beyond have herbs. If you kill the Krakens here, you get 2000 exp. h This door requires the Rafael Sword to open. There is an Anti-Magic trap. i This door requires the Gabriel Sword to open. j Flip the switch (torch) here to reveal door [17]. k Line up the dim blocks with the flashing blocks to reveal the Silver Sword. l This door requires the Gabriel Sword AND the Silver Sword to open. It has a Frozen trap. m This torch needs two White Powders to extinguish and gives the Michael Sword. n This door requires the Michael Sword to open. o Line up the dim blocks with the flashing blocks to reveal the Crystal Sword. p This door requires the Michael Sword to open. q Place the Silver and Crystal Swords to open the floodgate. (1000 exp) You can retrieve all 5 swords on the way back to the exit. r Sprint-jump off one of the stairs to get up behind the torch and find the Ice Robe. The Silver and Crystal Swords must be placed for it to be there. s After the main objective is complete, search in the back corner of the lake to find the Armor Plate. Summary of Treasure: Use Enchantment Spell Lavender x3 Herb Sage x2 Herb Savory Herb White Powder Tool Rafael Sword Arm Ma6,Sa4 Death Arrow (locked) Michael Sword Arm Ma7,Sa3 Death Arrow (locked) Gabriel Sword Arm Ma8,Sa2 Death Arrow (locked) Crystal Sword Arm Ju6,Su8 Heal Silver Sword Arm Su7,Ve7 Cure Ice Robe Robe Me3,Ju3,Mo3,Su3,Sa2 Ice Wall Armor Plate Armor Ju12 none Sidequest Kill the krakens 2000 exp Main objective Open the floodgate 1000 exp 2-3. RIDDLE OF THE RED JEWEL -The first hut visible from the start has an elf who'll give you a Fairy Tears. (There's another Fairy Tears already placed in one of the fairy bridge slots.) -When you find a tall hut with a door on the lower level that you can't enter, go in the top door and wipe out the silkworms. Now you can enter the lower door. -The elf (Teto) will give you a letter. -In the lower right corner of the forest, dig down into the dark spot. -The elf (Nift) will let you pass if you have the letter. -Deactivate the magic elevator. -Enter the hut that the elevator was blocking. -The elf inside will tell you something important. -Now, if you search the nest at the far left of the second level you'll find a Fairy Tears. -At this point the elf in the hidden room over one of the fairy bridges will be willing to help you. Talk to him until he tells you to go to the scales. -The scales are now unbalanced, allowing you to get into the room on the right. -Kill the moth. (1000 exp) -The scales will now go the other way. In the other room is the Red Jewel. -Bring the jewel to the hut on the right side of the first level and wash it. -Treasures are now available: *Hero's Shield: In the deep grass by the elevator machine *Rod of Light: Bird's nest at the right side of the top level *Magic Armor: In the silkworm room *Robe: Bird's nest where you found the Fairy Tears Usable treasures: Rod of Light Rod Mo2,Ve10 Lightning Magic Armor Armor Ma1,Ju8,Ve2,Sa1 Death Sound Robe Robe Mo6,Su1,Ve4,Sa3 Demoralize (locked) Hero's Shield Shield Ma2,Ju10,Mo1,Su1 Add to Life (locked) Yellow Jewel Ring Ju6,Mo2,Ve6 Become Air (locked) Main objective Kill the Giant Moth 1000 exp Tribute Give the Yellow Jewel 1000 exp 3-3. THE CURSE OF MEDUSA (3 character limit) -Head to the right until you reach a rock wall and a hole in the ground. -Go down the hole and head to the left until you see the Medusa, then run away. -Go to the right, get the Mirror Shield, and continue until the rope is offered. -Climb the rope and meet Anna, who joins you. -Return to the petrified people and get the Antidote from the master (Arumos). -Enter the cave and go right until you see Medusa, then leave. -Head back across the bridge and there is now a hole in the big tree. -Talk to the people down the hole, then return to either medusa cave. -The span between the caves is now accessible; get the Blue Cord there. -Climb up Anna's rope and head right to the spring. Use the Blue Cord. -Finally, you can kill Medusa (1000 exp) -Try to leave the level and Anna leaves you. -Keep going left and get attacked by Medusa's Head. -Kill it and get the Medusa's Head item. -Treasures are now available: *Ring of Power: In the fireplace of the first house. *Armor: Dead end past the bottom of Anna's rope. *Laurel Rod: Left of middle region of Anna's rope. *Angel's Robe: Dead end past the spring where you used the Blue Cord. Usable treasures: Laurel Rod Rod Ma1,Me7,Ju3,Su1 Bolt Armor Armor Ju10,Su2,Ve2 Resurrect (locked) Angel's Robe Robe Mo5,Ve2,Sa7 Binding Ring of Power Ring Ju7,Mo1,Su6 Turn Spell (locked) Medusa's Head Shield Ju7,Mo4,Sa1 Stone Touch Main objective Kill Medusa 1000 exp Tribute Give Medusa's Head 1000 exp 1-4. THE CURSED OASIS Note: There are no actual doors in the level, so VIT 20 is not required. *_j_(01) (01)___m___(02) G_(02)__(03) (03)__[04] [06]__[05] [10b]__[09] [09]__[08] a__[07] [26k]__i__[08]_[07]_[12]_[14]__[06] [05]_ [25] [11] [10] _____[27] _[18] |_ ^ |_____c_____| o__l__| _| [15]___|__|__[04] [30] [28] G_d_[11] g__|___[19] [18]__[17] [17]__[16] [16]_f_[15] [12]__[13] [13]__e [14]__e [19]__[20]__[21] [21]__[22] [22]__[23]__[24] [20]__h? [23]__h? [25] [28] [30] | | | [24]_| [27]__[26] |_[29] [29]__n [31]__n [31]_| a Battle Ruwen and his dragon here. The dragon cannot be hurt, only the wizard. (1500 exp, Optional) b Go down the well. c Press down on the center blocks to change the walls and navigate this room. d There's unlimited Oil in this storeroom but you can only carry 1 at a time. e Oil the winches (with Fatigue traps) in rooms [13] and [14] to lower the cage. f If you turned both winches the cage will already be lowered and opened. g Once Kiala is free, talk to Olvana and get the Glasses to see in the dark. h This room is dark and requires Glasses. Examine the jar until you turn it. Jar [20] has a Spell trap, [23] has a Poison Gas trap. The herbs in these rooms can only be gotten once both jars are turned. i If you turned the jars the "Holy Water" should now be accessible. j Kiala points out that your "Holy Water" is actually Acid. When you have the Acid, go back to the kitchen. Olvana asks for Oasis Herbs. Get the Oasis Herbs from Kiala and bring them back to Olvana. k This door is not accessible until Olvana has the Oasis Herbs. l Your progress is blocked by a door. Talk to Olvana to learn about the key. m Examine one of the tall background pillars around the center to find the Magic Key. You can't get it until Olvana tells you about it. Use the key on the door at m. n Use Oil to turn the jar. You must use the Magic Key before you can do this. Jar [29] has a Poison Gas trap, [31] has a Spell trap. o If you turned both jars you can reach the real Holy Water now. Bring it back to Kiala for 50 gold and 1500 exp. Summary of Treasure: Use Enchantment Spell Sage x2 Herb Random Herb Oil Tool Glasses Tool Magic Key Tool Oasis Herbs Tool Acid Tool Holy Water Tool Sidequest Kill Ruwen 1500 exp Main objective Purify the oasis 50g, 1500 exp 2-4. THE DARK MAGICIAN (3 character limit) -Take the hidden door to the left of the waterfall. -Fight a battle with Dark Stalkers to get the Dungeon Keys. -Now you can unlock the upper door past the waterfall. -Find Orsa in the first cell. He'll join you. -Back in the room before the waterfall, in the first cell go to the odd wall and push up on it to find a door. -Get the Moon Stone, then find the teleport room. -Place the Moon Stone on the right-hand altar and teleport. (Katino) -Get the Star Stone. -Push down between the gold pillars. -At the altars, teleport with the Star Stone but without the Moon Stone. (Dios) -Push the stone button to lower the pyramid. -At the altars, teleport with both stones. (Barus) -Kill the Blue Dragon (1500 exp, Optional) -If you kill the dragon, you can also get the Steel Sword from the corner. -Teleport with Katino again and return to the now-lowered pyramid. -Through the door on the top of the pyramid is the room with the Sun Stone. (The barrier in front of it is gone if you pressed between the gold pillars.) -Treasures are now available: *Quartz Shield: In the room with the stone button (Dios) *Fire Rod: In the pool of fire (Katino) *Silver Armor: Between the gold pillars (Katino) (You can only get these after getting the Sun Stone but before killing Ghedis.) -With the Sun Stone in hand you can now fight Ghedis. Find him through the lower door past the waterfall. (1500 exp) Usable treasures: Steel Sword Arm Ma8,Ju1,Su6,Ve2 Sun Ray (locked) Silver Armor Armor Ju9,Mo5,Su1,Ve2 Protect (locked) Quartz Shield Shield Ju10,Mo4,Ve2 Become Air (locked) Fire Rod Rod Me8,Mo2,Su6 Fire Fox Sidequest Kill the Blue Dragon 1500 exp Main objective Kill Ghedis 1500 exp 3-4. THE MISSING MAGICIAN -Proceed until you reach a room with red/brown sludge at the bottom. Get the Flame Crystal from the sludge. -Go down one level and examine the spinning orb to find out how to stop it. Use the four small orbs to make it stop spinning. -With that done, go back up one level and get the Red Gemstone from the orb. -At the lava level, use the Red Gemstone in the slot to open the gate. -In the sub-lava area, free the fairy (Kaji) with the Flame Crystal and get the Energy Rod. Retrieve your crystal. -Head right from Kaji to fight the Fire Demon. (1500 exp, optional) -If you kill the demon look for the Chain Mail in the corner. -With the Energy Rod you can open the gate in the sub-lava region, which leads to the Morning Star. -Now smash two spinning orbs: one near the beginning of the level and another on the middle tower level. -Insert the Flame Crystal to unlock the gate at the left of the lava level. -The magician is now reachable. (1500 exp) -Treasures are now available: *Sacred Robe: Over the second grinding column at the beginning of the level (You have to use a Fly potion to reach the robe.) *Jade Ring: Search the first hole that was generating ogres Usable treasures: Morning Star Arm Ma8,Me6,Su2,Ve2 Meteor (locked) Energy Rod Rod Me6,Mo2,Su10,Ve1 Fist of Air (locked) Jade Ring Ring Me1,Ju5,Mo6,Ve4 Flame Burst (locked) Sacred Robe Robe Ma1,Mo8,Su3,Sa5 Fire Wall Chain Mail Armor Ju12,Ve3 Ascension (locked) Sidequest Kill the Fire Demon 1500 exp Main objective Free the Magician 1500 exp 1-5. THE TOWER OF THIEVES [47]___[27] [27]_ y____[47] | | >26<_| |____[28] __-_[28]_ ^ | <26>_ [29]_ ____-______|_-_[29] | | - |_[25] |_[30] |__-__[30] _[31o] [31]____-__p__ | | ^ _[25] ___-__|__-____-___| ^ | - ^ [24]_| [45]_ |__-__[48] [48]__z-____-__^__ | | ^ |_[46] [45]___-__|__-____-___x ^ - ^ __-_______[46] __f[15]__ [15]__| i__[18] [18h]___[24] ^ | | | ^ w?| [17]_g__[16] [16]___[13] [13]__|__d |_[17] ^ | ^ [12]_| _[12] ^ | ^ [10]__[14]__[11] [14]__e c__[09] [09]___[10] [11]_| ^ | ^ a__-____-____[06] [08]__[06]_ [08]_| ^ | ^ _[04] [04]____[05] [05]_| ^ | ^ [03]_| [03]__[19]_ [19]_ ^ | | ^ _[02] [02]_| |____<20j> <21l>__>20<__k__ ^ | ^ [01]_| [07]___[01] [07]_ >21< <32> | | ^ *____-__[22]_| |____|b [22]_ | [23]__n |____[23m] _[43] >32< [43]_ | ^ | [39]_ |_[42] [41]_ ^ [40]__[42]__[41] |_[44] | | ^ [36]__ |___[33]_ |__^ [44]_[35]_ [35]_ _s_ u_ | | | | | | | | - - - - |____| |_t__| | |______| | | | | | - - - - r__[34] [34]_q__[33] | ____| |_______________| | | [38]__ [38]__ - - | ^ |________| v__[37] [37]__|__[36] [39]__|__[40] a Get the Jug here. b Fill the jug with wine. c The man needs 3 loads of wine before you can get the key. d Talk to the elevator operator, Oram. e If you go back and talk to Zorak, then Oram will cooperate. f There's a man in this room. Murder him and take his Pass. g You need the Pass to get by the guard. h You need the Key to get open this door. i You can carry the Red or Blue ball, but not both at once. j You need the Red Ball to open this gate. You do NOT need to go through it. And if you do, the Red Ball will be returned to its starting place. k Poison Gas trap guarding nothing. l Press the wall to open it. m You need the Red Ball to open this gate. n Talk to Baron here. o You need the Blue Ball to open this door. p Talk to princess Zeyna; If you talked to Baron, you will get sent to the dungeon by Garok. q You can fight the Shadow Dragon here. (2000 exp, Optional) r This is one room of the puzzle. (Hint: You can press the plates.) s This is the other part of the puzzle. Approach the skeleton to read how to do it. The solution is at the end of this section. Also examine the skeleton carefully to get the Mark. t You can't pass here until the puzzle is solved. u Pressing this plate opens the escape tunnel in room [37]. v If you haven't solved the puzzle yet, this man is no help. And if you already did, you still have to let him have the Pass. (The escape tunnel behind him leads back to the 'winefall'.) w There are 3 random herbs in the pots. x Talk to Kuore to get another Pass. You need it to interrupt the ceremony at the chapel. (site a) y Watch the scene at the pinnacle of the castle. You can't kill it yet. Talk to Kuore again. z Get past the sleeping man and press the wall to fall back into the dungeon. (You must have the Mark to do this. If you don't, you have to go back down via the princess' room and make a round trip just to get the Mark.) Return to site s and search carefully for Garateen. Now return to site x and battle the demon. Summary of Treasure: Use Enchantment Spell Jug with Wine Random x3 Herb Pass Tool Mark Tool Key Tool Red Ball Tool Blue Ball Tool Garateen Arm Ma10,Ju3,Su6,Ve3 Sun Ray Sidequest Defeat the Shadow Dragon 2000 exp Main objective Slay the Major Demon 2000 exp Solution to the puzzle: Press down the right-hand plate in the room past the dragon (the western room). Press down both plates in the room with the skeleton. 2-5. THE CURSED SHIP (3 character limit) -Find the rooms of the sailors (Jeremiah, Andrew, Ezekiel) and talk to them. -Go to the crow's nest on the middle mast. Night falls. Get the St. Elmo's Fire from the end of the boom. (It doesn't show up in the inventory.) -Find the room of Jacob, the murder victim. -Search the desk to get the Hatchway Key. -Find the door that your key unlocks, and if you have the fire, you should be able to see in there. -At the end of the hold, try to catch the macaw. -Back on deck, catch the macaw at the end of the boom of the middle mast. -Bring the bird to Tom, and he will join you. -Escort Tom (aka Joshua) off the ship. (500 exp) -Talk to Jeremiah and Ezekiel. Then check the empty room below Andrew's room. -Check Ezekiel's room to find it empty. Find him in the crow's nest. -Check Jeremiah's room to find it empty. Find him in Jacob's room. -Go to the middle of the room below Andrew's to hear a sound. -Go to the room where you used the Hatchway Key to find Ezekiel. -Go back to find a body. Search it for the Desk Key. -Use it in Jeremiah's room to read the diary. -At the left end of the hold where you found the body, search to find a door. -Go in to find the Bloody Axe. -Tell the captain who the real killer is, and show the evidence. (500 exp) -Go to the middle of the room below Andrew's and the ship will move. -On the island, move all the way to the right to trigger some events. -Now go to the left and talk to someone to receive the Cabin Key. -Back on the ship, unlock Lucas's room and the desk to get the Auger. -Head back to the hatchway room, and talk to someone you meet on the way. -Use the Auger on the barrel in the upper left of the hatchway room to get the Holy Water. -Go back to the island, using the Holy Water on the way. -On the island, fight the Archdemon. (2000 exp) -Climb the rear (left) mast and the Golden Bottle will fall down. Usable treasures: none Main objective Escort Tom to safety 500 exp Main objective Discover who the murderer is 500 exp Main objective Kill the Archdemon 2000 exp Tribute Give the Golden Bottle 1000 exp 3-5. THE WATER OF LIFE -Take the first hole to fight the Pillar Demons (2000 exp, optional) -In the large chamber dripping slime (stomach) take the Fighter's Arm. -Navigate the guts until you find the cask. Here you and the arm part ways, and you recieve the Tuning Fork. -When you find a room with a tuning fork on the right, a blue orb on a colored ornament in the middle, and a slot on the left, if you use your tuning fork there, you hear a tone. Doing this unlocks the door with the same tone. Each of these doors leads to a Crystal Valve. You need to retrieve your fork each time to reuse it. However, you have to get them in a specific order or the door doesn't get unlocked. -First place the fork in the room with the green ornament (loud tone), and get the valve from the room above the acid lake. -To get back up from the stomach, you must take the muscle elevator. The elevator needs to be activated before each use by pushing the eye in the similar-looking room in the guts. -Place the valve in the heart, which is in the upper-right part of the level. -Use the fork in the room with the blue ornament (unclear tone). If this is done and you placed the previous valve, the door to the next valve should be unlocked. Get it. -Now arrange the valves in the heart so the left one is placed but the right one is removed. -Place the fork in the room with the yellow ornament (clear tone). The door to the last valve is unlocked if you did this and arranged the valves correctly. -Get the last valve and bring it back to the heart. Make only the middle slot occupied. This opens the path to the water but closes some holes. -Treasure is now available: Check the far side of the acid lake for the Gladius. -You will need to get to the Water of Life room by way of the clear tone door. -Once you have the water, a Potion is available where the cask is. -Remove all the valves from the heart to lower a barrier blocking the exit. Here is a table to help understand the locked doors and corresponding valves: Order Ornament color Tone Position in heart Arrange like this 1st Green Loud Right O O X 2nd Blue Unclear Left X O O 3rd Yellow Clear Middle O X O Usable treasures: Potion Potion Identical to Resurrect potion Gladius Arm Ma10,Me1,Ju1, Mo1,Su5,Ve1,Sa3 Dragonslayer Sidequest Kill the Pillar Demons 2000 exp Tribute Water of Life 2000 exp III. TABLES The following information was provided as 3 text files with the game. They have been left unmodified. Credit goes to someone calling himself Greybeard for providing them. 1. "MAGIC" INTRODUCTION In this book are written the secret principles which have been handed down from generation to generation in our Sorcerian household.As you hold this book in your hands,remember that you are a descendant of the Sorcerians. In times long past, the Sorcerians servedthe Gods of the seven planets and controlled many magical powers. In those times we lived among the Gods and never died. We were almost like gods ourselves. Long ages ago, as mortals count time, evil beings who opposed the will of Heaven escaped from captivity and came to make their home among the people of the earth At that time we acquired a new purpose; our ancestors were sent to earth by the Gods to annihilate the evil ones. But the earth is not like Heaven. Here the flame of life burns quickly,and they realized it would be impossible to destroy the evil in one generation. Thus the Sorcerians established themselves on earth as mortal beings and handed down their sacred purpose from generation to generation. When you have read this book, you who have inherited our blood must make a decision; deny your Sorcerian heritage and live as normal mortals, or become a Sorcerian adventurer, striving to achieve your ancestors' purpose and doing all you can to destroy the evil forces of the five elements that will array them- selves against you. The evil ones use powerful magic and the once-godlike Sorcerians are now only humans whose power is limited. Therefore you must learn the secrets of magic which have been handed down through the generations. Even though you are a Sorcerian, magic is not easy to control.It is a demanding art which taxes your whole body, mind and spirit. You should realize that unless your entire being has been trained, you will accomplish little but an early death. Many techniques of might and magic must be perfected by the true ad- venturer if the adventure is to achieve its purpose. Before you embark on an adventure, choose companions whose desires and goals are like yours, and who are likewise trained in the disciplines of body, mind and spirit. When you have such a group, united in determination and purpose, go forth and battle the powers of evil as we have been ordained to do. And may the protection of the Gods go with you. �����������������������������Ŀ �THE GODS OF THE SEVEN PLANETS� ������������������������������� THE SUN ������� The Sun, as the source of all life, controls the power of life, vitality, creativity, and regeneration. Sun magic is the power of creation. When combined with Mars, it is destruction. Sun magic also gives strength and vitality. THE MOON �������� As the moon drives away darkness, her magic has power over beings of the dark. As she reflects the light of the Sun, her magic also reflects other magics. As she controls the tides,so does her magic control the element of water. Moon magic gives resistance against magic spells. MERCURY ������� Mercury is the God in charge of intelligence, language and communication.He is also the God of speed and movement, and controlsthe power of the wind. Mercury magic bestows intelligence and the power of magical offense. VENUS ����� Venusis the Goddess of harmony, balance and peace.Hers is the power to avoid confrontation. Venus magic is essential for any sort of purification.She can unite the warring powers of other gods, and bestow dexterity. MARS ���� Mars is the God of battle, destruction and fire. Mars magic has the ability to combine the magic of other Gods into a strong destructive force. Mars' power is the power of offense. JUPITER ������� Jupiter is the God of justice, wisdom and luck.His power is second only to the Sun,and grows stronger when combined with sun Magic. Jupiter magic gives the power of healing and revival, and increases vitality. SATURN ������ Saturn is the God of darkness,destruction and death.He controls the forces of the earth. Saturn magic is an important offensive force �����������������������������Ŀ �MONSTERS OF THE FIVE ELEMENTS� ������������������������������� The elements which make up all life on Earth and in Heaven are earth, fire, water, AIR and spirit. All enemies you will enconter have their being in one of these elements. EARTH ELEMENT MONSTERS ���������������������� Every mortal thing that walks or crawls on the ground belongs to the earth element. This includes humans and humanoid monsters. Ground-dwelling animals also belong to this element. FIRE ELEMENT MONSTERS ��������������������� Those creatures born from heat and flame belong to the fire element. They frequently resemble fire in some way. Fire element monsters dislike water in any form. WATER ELEMENT MONSTERS ���������������������� Anything made of liquid, jelly or slime belongs to the water element. Monsters which inhabit the water are also water element creatures. All such creatures hate fire. AIR ELEMENT MONSTERS �������������������� Creatures that fly upon the wind belong to the air element. Most air element monsters are invisible, but may attack by means of wind, such as a tornado. SPIRIT ELEMENT MONSTERS ����������������������� Spirits and other non-physical cretures belong to the spirit element. Skeletons and Mummies are also sky creatures, since they have no real physical existence in our world. ���������������������������������Ŀ �ON THE EFFECTS AND USES OF MAGIC.� ����������������������������������� The magics available to you can be made into 120 different spells, by combining the powers of the seven planets. The full knowledge of this cannot be written here, for fear of this book falling into the wrong hands. However, here are three keys to guide you in your study of the uses of magic: THE FIRST KEY ������������� Magic may be locked into an item, such as a weapon or some other personal item. A person versed in enchantments can perform this task, granting powers to your possessions. The powers of the seven Gods combine in different ways, and not all of the Gods work well together, so care must be taken in combining the powers of the planets Magic can also be infused into potions made from the five sacred herbs. An herbalist knows how to prepare herbs properly to bring out their magic powers. THE SECOND KEY �������������� Since all magic is granted by the seven Gods, magic spells are characterized by those things governed by the Gods whose magic is being called upon. Some magics will be more effective than others against certain enemies, because of the nature of the enemy and the nature of the magic. The character of the enemy can be known by knowing its origins; the character of the magic can be known by observing its effects. Great care must be taken not to use the magic of one element against a creature of that same element, for fear of strengthening your enemy rather than weakening it. THE THIRD KEY ������������� The strongest and most powerful magics are those which partake of the powers of the most Gods. These are the best magics for defeating enemies of the spirit element. �����������������������Ŀ � THE FIVE SACRED HERBS � ������������������������� VERBENA ������� Verbena has been used in traditional magic ceremonies since ancient times. It is sometimes found growing in ruins and deserted places. LAVENDER �������� Since ancient times, Lavender has been used as a pain-killer and a sleeping medicine. It is often found in the woods. SAGE ���� Sage hasthe power to neutralize poisons. It grows mostly in the desert. HYSSOP ������ Since Hyssop is the symbol of the Gods, it has the power to purify mind, body, and spirit. It grows in the high mountains. SAVORY ������ The power of savory relates to vitality and life. It grows on wet land by banks of marshes. 2. "HERBS" Herbal Potions �������������� Herbs show their power only when made into potions by one who knows this art. An herbalist is specially trained to prepare these potions. �����������������������Ŀ � THE FIVE SACRED HERBS � ������������������������� VERBENA ������� Verbena has been used in traditional magic ceremonies since ancient times. It is sometimes found growing in ruins and deserted places. LAVENDER �������� Since ancient times, Lavender has been used as a pain-killer and a sleeping medicine. It is often found in the woods. SAGE ���� Sage hasthe power to neutralize poisons. It grows mostly in the desert. HYSSOP ������ Since Hyssop is the symbol of the Gods, it has the power to purify mind, body, and spirit. It grows in the high mountains. SAVORY ������ The power of savory relates to vitality and life. It grows on wet land by banks of marshes. �������������������������������������������������������������������������������� � ����������������������������������������������Ŀ � � � Magic Spells Made from the Five Sacred Herbs � � � ������������������������������������������������ � � Spell: .....AIRSBANE � � Effect: .....Sends a storm to disperse air monsters. � � Components: .Verbana, Sage, Hyssop, Savory � � � � Spell: .....ANTI-MAGIC � � Effect: .....Protects against all monsters. � � Components: .Verbana, Savory � � � � Spell: .....BECOME AIR � � Effect: .....Enables you to pass through air monsters. � � Components: .Lavender, Savory � � � � Spell: .....CURE � � Effect: .....Reverses the effect of poisons. � � Components: .Verbena � � � � Spell: .....DEATHBOLT � � Effect: .....Defeats creatures of the earth, fire, water and air elements. � � Components: .Sage, Savory, Hyssop � � � � Spell: .....EARTH CHAIN � � Effect: .....Stops the motion of earth monsters. � � Components: .Verbena, Lavender, Sage � � � � Spell: .....EARTHSBANE � � Effect: .....Dissolves earth monsters. � � Components: .Lavender, Savory, Hyssop, Sage � � � � Spell: .....FIRE WALL � � Effect: .....Protects you from earth and water monsters. � � Components: .Verbena, Hyssop � � � � Spell: .....FIRESBANE � � Effect: .....Destroys monsters of the fire element. � � Components: .Verbena, Lavender, Hyssop, Savory � � � � Spell: .....FLY � � Effect: .....Gives the power of flight. � � � � Components: .Verbena, Hyssop, Lavender, Savory, Sage � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell: .....FOG BANK � � Effect: .....Summons a fog to protect you from earth and fire monsters. � � Components: .Sage, Hyssop � � � � Spell: .....HEAL � � Effect: .....Summons the powers of the Gods to renew vitality. � � Components: .Sage � � � � Spell: .....ICE STORM � � Effect: .....Freezes earth, water and air monsters. � � Components: .Lavender, Sage, Savory � � � � Spell: .....ICE WALL � � Effect: .....Protects against earth, fire and air monsters. � � Components: .Lavender, Sage � � � � Spell: .....INVINCIBLE � � Effect: .....Makes all enemies powerless against you. � � Components: .Sage, Savory � � � � Spell: .....MELT � � Effect: .....Creates warmth to revive one who has been frozen. � � Components: .Lavender � � � � Spell: .....METEOR � � Effect: .....Calls stars down on enemies of the earth, fire, water and air. � � Components: .Savory, Hyssop, Lavender � � � � Spell: .....PROTECT � � Effect: .....Summon a shield of living metal to protect you from all monsters� � Components: .Lavender, Hyssop � � � � Spell: .....RESURRECT � � Effect: .....Restores life to a dead person. � � Components: .Savory � � � � Spell: .....SENILITY � � Effect: .....Causes rapid aging in earth, fire, water and air monsters. � � Components: .Verbena, Sage, Savory � � � � Spell: .....SHIELD � � Effect: .....Gives protection from earth monsters. � � Components: .Verbena, Sage � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell: .....STOP � � Effect: .....Stops the motion of ONE spirit monster. � � Components: .Verbena, Lavender, Savory � � � � Spell: .....SPIRITSBANE � � Effect: .....Purifies and destroys spirit element monsters. � � Components: .Verbena, Lavender, Sage, Savory � � � � Spell: .....STILL � � Effect: .....Stops the motion of all monsters. � � Components: .Savory, Hyssop � � � � Spell: .....STILL AIR � � Effect: .....Stops the movement of ONE air monster. � � Components: .Verbena, Lavender, Hyssop � � � � Spell: .....STILL FIRE � � Effect: .....Stops the movement of ONE fire monster. � � Components: .Lavender, Sage, Hyssop � � � � Spell: .....STILL WATER � � Effect: .....Stops the movement of ONE water monster. � � Components: .Verbena, Sage, Hyssop � � � � Spell: .....STONE FLESH � � Effect: .....Restores life to one who has been turned to stone. � � Components: .Hyssop � � � � Spell: .....STONE TOUCH � � Effect: .....Turns earth monsters to stone. � � Components: .Verbena, Hyssop, Savory � � � � Spell: .....UN-CURSE � � Effect: .....Reverses a spell put on you by an enemy. � � Components: .Verbena, Lavender � � � � Spell: .....WATERSBANE � � Effect: .....Uses fire to evaporate water monsters. � � Components: .Verbena, Lavender, Sage, Hyssop � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � � � � � � � � � ������� ��� ��� ������� � � ߱���� ��� ��� ������� � � ��� ������� ������ � � ��� ���߱�� ������ � � ��� ��� ��� ������� � � �� �� �� ������ � � � � � � ������ ������� ������� ��� ��� ������� ������� � � ���߱�� ���߱�� ���߱�� ��� ��� ���߱�� ������� � � ������� ��� ��� ��� ��� ������� ��� ��� ������ � � ��� ��� ��� ��� ��� ��� ���߱�� ��� ��� ������ � � ������� ������� ������� ��� ��� ������� ��� � � ����� ������ ������ �� �� ������ �� � � � � � � ������� ������� ������� ������� ����� ��� ������� ��� ��� ��� ������� � � ���߱�� ������� ������� ������� ��۱�۱�� ������� ��� ��� ��� ������� � � ��� ��� ������ ������ ������ ��� ߱��� ������� ��� ��� ��� ������ � � ��� ��� ������ ������ ������ ��� ��� ��߱�� ��� ������ ������ � � ������� ��� ��� ������� ��� ��� ������� ��� ���� ������� � � ������ �� �� ������ �� �� ������ �� �� ������ � � � � � � ����ܱ��� ������� ������� ��� ������� � � ��۱�۱�� ���߱�� ������� ��� ������� � � ��� �߱�� ������� ��۱��� ��� ��� � � ��� ��� ��� ��� ��� ��� ��� ��� � � ��� ��� ��� ��� ������� ��� ������� � � �� �� �� �� ������ �� ������ � � � � � � � � � � � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � ��������������������������Ŀ � � � MAGIC SPELLS FOR OFFENSE � � � ���������������������������� � � The spells in this book are to be used for ATTACK. These spells can be � � imparted to physical objects by one versed in the arts of enchantment. Each � � spell combines the powers of two or more planetary Gods to achieve its effect� � � � Spell:.....ABSORB � � Effect:....Consumes the life energy of earth, fire, water and air monsters. � � Powers: ...Mercury, Venus, Saturn, Jupiter � � � � Spell:.....ACID STORM � � Effect:....Creates acid to drive away earth monsters. � � Powers: ...Mars, Mercury, Jupiter, Saturn � � � � Spell:.....ACID BLAST � � Effect:....Dissolves earth, fire, water, and air monsters. � � Powers: ...Mercury, Jupiter, Moon, Sun, Saturn � � � � Spell:.....AIR BLAST � � Effect:....Sends the powers of the air to eliminate earth, fire, water and � � spirit monsters. � � Powers: ...Mars, Mercury, Jupiter, Moon, Venus, Saturn � � � � Spell:.....AIRSBANE � � Effect:....Enlists spirits of earth, fire, water and spirit to combat air. � � Powers: ...Mercury, Jupiter, Moon, Sun, Venus, Saturn � � � � Spell:.....ANGUISH � � Effect:....Gives excruciating pain to earth, fire, water and air monsters. � � Powers: ..Mars, Jupiter, Moon, Saturn � � � � Spell:.....ARROW STORM � � Effect:....Summons magical arrows to pierce all monsters. � � Powers: ..Mercury, Sun, Venus, Saturn � � � � Spell:.....ASCENSION � � Effect:....Causes spirit monsters to leave the vicinity. � � Powers: ..Jupiter, Venus � � � � Spell:.....ASTRAL FIRE � � Effect:....Sends a sacred flame to burn spirit monsters. � � Powers: ..Mercury, Moon, Venus, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell:.....ASTRAL WAVE � � Effect:....Summons a powerful magic to destroy spirit monsters. � � Powers: ..Mars, Moon, Venus � � � � Spell:.....BLAST BLADE � � Effect:....Summons a magic wind sword to cut earth monsters into pieces. � � Powers: ..Mars, Mercury, Moon, Venus, Saturn � � � � Spell:.....BLAZE � � Effect:....Creates a wave of fire against earth, water and air monsters. � � Powers: ..Mars, Jupiter, Moon � � � � Spell:.....BOMBARD � � Effect:....Summons magic missiles to defeat all monsters. � � Powers: ..Mercury, Jupiter, Moon, Sun, Venus � � � � Spell:.....CORROSION � � Effect:....Speeds up aging of earth, fire, water and air monsters. � � Powers: ..Mercury, Moon, Saturn � � � � Spell:.....CRUSH � � Effect:....Crushes earth monsters. � � Powers: ..Mars, Mercury, Jupiter, Moon � � � � Spell:.....DEATH � � Effect:....Annihilates all monsters of earth, fire, water and air. � � Powers: ..Mars, Moon, Sun, Venus, Saturn � � � � Spell:.....DEATH ARROW � � Effect:....Creates magic arrows which poison earth, fire, water and air. � � Powers: ..Mars, Saturn � � � � Spell:.....DEATHBOLT � � Effect:....Sends spirit flames to protect against earth, fire, water and air.� � Powers: ..Mars, Jupiter, Moon, Sun, Venus � � � � Spell:.....DEATHSOUND � � Effect:....Creates high frequency sound waves to destroy earth, fire and � � water monsters. � � Powers: ..Mars, Jupiter, Venus, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell:.....DEATH TOUCH � � Effect:....Summons spirits to destroy earth, fire, wwater and air monsters. � � Powers: ..Mars, Mercury, Moon, Sun, Saturn � � � � Spell:.....DEEP FREEZE � � Effect:....Locks earth, fire and air monsters into pillars of ice. � � Powers: ..Mars, Mercury, Jupiter, Sun, Venus � � � � Spell:.....DELUGE � � Effect:....Sends heavy rains against earth, fire and air monsters. � � Powers: ..Moon, Saturn � � � � Spell:.....DRAGONSLAYER � � Effect:....Combines the powers of ALL the planets against dragons. � � Powers: ..Mars, Mercury, Jupiter, Moon, Sun, Venus, Saturn � � � � Spell:.....EARTHSBANE � � Effect:....Combines the powers of fire, water and air against earth monsters.� � Powers: ..Mars, Mercury, Jupiter, Sun, Venus, Saturn � � � � Spell:.....ENGULF � � Effect:....Absorbs the power of spirit monsters. � � Powers: ..Mercury, Jupiter, Moon, Venus, Saturn � � � � Spell:.....ERADICATION � � Effect:....Brings strong magic to bear against all monsters. � � Powers: ..Mars, Moon, Sun � � � � Spell:.....EXPLOSION � � Effect:....Causes earth, fire, water and air monsters to explode. � � Powers: ..Mars, Jupiter, Sun, Saturn � � � � Spell:.....FIRE BLAST � � Effect:....Summons fire to destroy earth, water and air monsters. � � Powers: ..Mars, Mercury, Sun � � � � Spell:.....FIRE FOX � � Effect:....Summons a fire spirit to destroy earth, water and air monsters. � � Powers: ..Mercury, Moon, Sun � � � � Spell:.....FIRE STORM � � Effect:....Summons a fire spirit to defeat earth, water and air monsters. � � Powers: ..Mars, Mercury, Jupiter � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell:.....FIRESBANE � � Effect:....Summons spirits of earth, water, air and spirit to destroy fire. � � Powers: ..Mars, Jupiter, Moon, Sun, Venus, Saturn � � � � Spell:.....FIREWORKS � � Effect:....Creates fireworks to use against earth, water and air. � � Powers: ..Mars, Mercury, Moon, Sun, Venus � � � � Spell:.....FIST OF AIR � � Effect:....Summons an invisible fist for fighting earth monsters. � � Powers: ..Mercury, Moon, Sun, Venus � � � � Spell:.....FLAME � � Effect:....Summons a fire spirit to burn earth, water and air monsters. � � Powers: ..Mars, Sun � � � � Spell:.....FLAME BURST � � Effect:....Sends flames to burn up earth and water monsters. � � Powers: ..Mercury, Jupiter, Moon, Venus � � � � Spell:.....FLASH FLOOD � � Effect:....Creates water to use against earth and fire monsters. � � Powers: ..Mars, Moon, Sun, Venus � � � � Spell:.....FREEZE � � Effect:....Summons extreme cold to freeze earth, water and air monsters. � � Powers: ..Mars, Sun, Saturn � � � � Spell:.....GAS CLOUD � � Effect:....Creates a cloud of fire, water and air to defeat earth monsters. � � Powers: ..Mercury, Sun � � � � Spell:.....GOD THUNDER � � Effect:....Calls down rage of the Gods against all monsters. � � Powers: ..Mars, Mercury, Jupiter, Moon, Sun, Venus � � � � Spell:.....HAMMER � � Effect:....Sends the hammer of the gods against earth, fire, water and air. � � Powers: ..Mars, Jupiter, Moon, Venus, Saturn � � � � Spell:.....HOLY FLAME � � Effect:....Creates fire to battle earth, water and air creatures. � � Powers: ..Jupiter, Moon, Sun, Venus, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell:.....ICY WIND � � Effect:....Creates a freezing wind to defeat earth and fire monsters. � � Powers: ..Mercury, Jupiter,, Moon, Saturn � � � � Spell:.....IGNITE � � Effect:....Creates balls of flame to send against earth, water and air. � � Powers: ..Mars, Mercury, Moon, Venus � � � � Spell:.....LIGHT CROSS � � Effect:....Gathers the powers of the gods to fight all monsters. � � Powers: ..Mars, Mercury, Jupiter, Venus � � � � Spell:.....LIGHTNING � � Effect:....Summons lightning against earth monsters. � � Powers: ..Moon, Venus � � � � Spell:.....METEOR � � Effect:....Summons star power to defeat earth, fire, water and air monsters. � � Powers: ..Mars, Mercury, Sun, Venus � � � � Spell:.....NEEDLE � � Effect:....Summons magic needles to pierce earth monsters. � � Powers: ..Mars, Moon � � � � Spell:.....POISON � � Effect:....Poisons earth, fire, water and air monsters. � � Powers: ..Mars, Mercury, Jupiter, Venus, Saturn � � � � Spell:.....PROJECTILE � � Effect:....Creates magic projectiles to destroy earth monsters. � � Powers: ..Mercury, Moon, Venus � � � � Spell:.....PULSE STOP � � Effect:....Stops the hearts of earth monsters. � � Powers: ..Mercury, Jupiter, Sun � � � � Spell:.....RAGE � � Effect:....Brings down the anger of the gods against all monsters. � � Powers: ..Mars, Mercury, Sun, Venus, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell:.....ROCK RAIN � � Effect:....Causes a rain of rocks to fall from the sky on earth, fire, water � � ......... and air monsters. � � Powers: ..Mars, Jupiter, Sun, Venus, Saturn � � � � Spell:.....SACRED FIRE � � Effect:....Summons a powerful fire to burn monsters of earth, water and air. � � Powers: ..Mars, Mercury, Moon � � � � Spell:.....SPARKS � � Effect:....Sends fire to defeat earth, water and air monsters. � � Powers: ..Mars, Venus � � � � Spell:.....SOUL BLAST � � Effect:....Causes spirit monsters to explode. � � Powers: ..Mars, Jupiter, Moon, Sun, Saturn � � � � Spell:.....SPIRITSBANE � � Effect:....Sends the power of the Gods to neutralize monsters of the spirit � � .......... element. � � Powers: ..Mars, Mercury, Moon, Sun, Venus, Saturn � � � � Spell:.....SPIRIT CLAW � � Effect:....Sends the power of spirit against earth, fire,water and air. � � Powers: ..Mercury, Jupiter, Saturn � � � � Spell:.....SPIRIT FIRE � � Effect:....Sends a sacred flame to burn earth, water and air monsters. � � Powers: ..Mars, Mercury, Jupiter, Sun, Saturn � � � � Spell:.....STAR BLADE � � Effect:....Creates a magic sword to use against all monsters. � � Powers: ..Mars, Jupiter, Saturn � � � � Spell:.....STAR FLAME � � Effect:....Calls down star power against earth, water and air monsters. � � Powers: ..Jupiter, Sun, Saturn � � � � Spell:.....STONE SPIRIT � � Effect:....Calls the spirits of the stones to defeat earth, fire, water and � � ........ air monsters. � � Powers: ..Jupiter, Moon, Sun, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Spell:.....STONE TOUCH � � Effect:....Turns earth monsters to stone. � � Powers: ..Jupiter, Moon, Saturn � � � � Spell:.....STORM � � Effect:....Summons a storm to drive away earth and fire monsters. � � Powers: ..Mars, Mercury � � � � Spell:.....STORM BLAST � � Effect:....Creates a sudden storm against earth,fire and air monsters. � � Powers: ..Mercury, Moon, Sun, Venus, Saturn � � � � Spell:.....SUFFOCATE � � Effect:....Asphyxiates earth monsters. � � Powers: ..Venus, Saturn � � � � Spell:.....SUN RAY � � Effect:....Sends the lightof the sun to destroy all monsters. � � Powers: ..Mars, Jupiter, Sun, Venus � � � � Spell:.....THUNDER � � Effect:....Summons thunder against earth, fire, water and air monsters. � � Powers: ..Mars, Mercury, Jupiter, Moon, Sun � � � � Spell:.....THUNDERBOLT � � Effect:....Summons a bolt of sacred lightning against spirit monsters. � � Powers: ..Mars, Mercury, Jupiter, Moon, Saturn � � � � Spell:.....TORNADO � � Effect:....Summons a whirlwind to destroy earth, fire and water monsters. � � Powers: ..Mercury, Jupiter, Sun, Saturn � � � � Spell:.....VICTORY � � Effect:....Strengthens the spirit against earth, fire, water and air monsters� � Powers: ..Mars, Mercury, Sun, Saturn � � � � Spell:.....WATERSBANE � � Effect:....Vaporizes water monsters. � � Powers: ..Mars, Mercury, Jupiter, Moon, Sun, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � � � � � � � � � ������� ��� ��� ������� � � ߱���� ��� ��� ������� � � ��� ������� ������ � � ��� ���߱�� ������ � � ��� ��� ��� ������� � � �� �� �� ������ � � � � � � ������ ������� ������� ��� ��� ������� ������� � � ���߱�� ���߱�� ���߱�� ��� ��� ���߱�� ������� � � ������� ��� ��� ��� ��� ������� ��� ��� ������ � � ��� ��� ��� ��� ��� ��� ���߱�� ��� ��� ������ � � ������� ������� ������� ��� ��� ������� ��� � � ����� ������ ������ �� �� ������ �� � � � � � � ������ ������� ������� ������� ����� ��� ������� ��� ��� ��� ������� � � ���߱�� ������� ������� ������� ��۱�۱�� ������� ��� ��� ��� ������� � � ��� ��� ������ ������ ������ ��� ߱��� ������� ��� ��� ��� ������ � � ��� ��� ������ ������ ������ ��� ��� ��߱�� ��� ������ ������ � � ������� ������� ��� ������� ��� ��� ������� ��� ���� ������� � � ����� ������ �� ������ �� �� ������ �� �� ������ � � � � � � ����ܱ��� ������� ������� ��� ������� � � ��۱�۱�� ���߱�� ������� ��� ������� � � ��� �߱�� ������� ��۱��� ��� ��� � � ��� ��� ��� ��� ��� ��� ��� ��� � � ��� ��� ��� ��� ������� ��� ������� � � �� �� �� �� ������ �� ������ � � � � � � � � � � � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � ��������������������������Ŀ � � � MAGIC SPELLS FOR OFFENSE � � � ���������������������������� � � The spells in this book are to be used for DEFENSE. These spells can be � � imparted to physical objects by one versed in the arts of enchantment. Each � � spell combines the powers of two or more planetary Gods to achieve its � � effect. � � � � Spell:.....ANTI-MAGIC � � Effect:....Neutralizes the magic powers of ALL monsters. � � Powers: ..Jupiter, Moon � � � � Spell:.....BARRIER � � Effect:....Creates a barrier of light to protect you from earth and water � � ...... creatures. � � Powers: ..Mercury, Moon, Sun, Saturn � � � � Spell:.....BINDING � � Effect:....Binds ONE spirit element creature. � � Powers: ..Moon, Venus, Saturn � � � � Spell:.....BLIND � � Effect:....Causes blindness to creatures of ALL elements. � � Powers: ..Mars, Sun, Venus � � � � Spell:.....BOLT � � Effect:....Frightens away earth, fire, water and air creatures. � � Powers: ..Mars, Mercury, Jupiter, Moon, Sun � � � � Spell:.....CONFUSION � � Effect:....Creates confusion and loss of intelligence in ALL monsters. � � Powers: ..Mercury, Saturn � � � � Spell:.....DEMORALIZE � � Effect:....Causes monsters of ALL elements to run away from you � � ........ (also effective against magical creatures) � � Powers: ..Moon, Sun, Venus, Saturn � � � � Spell:.....DISPEL � � Effect:....Removes a spell that has stopped your motion. � � Powers: ..Mars, Jupiter, Moon, Venus � � � � Spell:.....EARTH CHAIN � � Effect:....Stops the movement of ONE earth element creature. � � Powers: ..Sun, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � Spell:.....EXORCISM � � Effect:....Banishes evil spirits from your body. � � Powers: ..Moon, Sun, Venus � � � � Spell:.....FEAR � � Effect:....Causes monsters of ALL elements to fear you. � � Powers: ..Mars, Mercury, Jupiter, Moon, Venus � � � � Spell:.....FIRE WALL � � Effect:....Sends a wall of flame against earth and water monsters. � � Powers: ..Mars, Moon, Sun, Saturn � � � � Spell:.....FOG BANK � � Effect:....Creates a magical fog that makes you invisible to earth and � � ........ fire monsters. � � Powers: ..Mercury, Moon � � � � Spell:.....FORGET � � Effect:....Causes monsters of ALL elements to wander aimlessly. � � Powers: ..Mars, Mercury, Venus � � � � Spell:.....GO MAD � � Effect:....Summons heavenly lights which drive earth, fire, water and air � � ........ monsters insane. � � Powers: ..Mars, Mercury, Moon, Sun � � � � Spell:.....HOLY WATER � � Effect:....Weakens the powers of spirit element monsters. � � Powers: ..Mercury, Jupiter, Moon � � � � Spell:.....HYPNOTIZE � � Effect:....Uses illusion against earth, fire, water and air monsters � � ........ causing them to wander away. � � Powers: ..Mars, Jupiter, Venus � � � � Spell:.....ICE WALL � � Effect:....Summons an ice spirit to form a shield against the elements of � � ........ earth, fire and air. � � Powers: ..Mercury, Jupiter, Moon, Sun � � � � Spell:.....ILLUSION � � Effect:....Weakens the powers of earth, fire, water and air creatures. � � Powers: ..Mars, Venus, Saturn � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � Spell:.....INVINCIBLE � � Effect:....Makes you more powerful than enemies of ALL elements. � � Powers: ..Mercury, Jupiter, Sun, Venus � � � � Spell:.....NEGATE � � Effect:....Stops the flow of time and movement for ALL monsters � � ........ (also effective against magical creatures). � � Powers: ..Mars, Mercury, Saturn � � � � Spell:.....PROTECT � � Effect:....Creates a living shield against monsters of ALL elements. � � Powers: ..Jupiter, Moon, Sun, Venus � � � � Spell:.....SHIELD � � Effect:....Creates a shield of power to protect from earth monsters. � � Powers: ..Moon, Sun � � � � Spell:.....TURN SPELL � � Effect:....Combines the powers and protection of all the gods against � � ....... ALL monsters. � � Powers: ..Jupiter, Moon, Sun � � � � Spell:.....PEACE � � Effect:....Calms monsters of ALL elements. � � Powers: ..Mercury, Venus � � � � Spell:.....SAND STORM � � Effect:....Creates a storm which reduces the speed of earth, fire, water � � ........ and spirit creatures. � � Powers: ..Mercury, Jupiter � � � � Spell:.....SCARE � � Effect:....Frightens away ALL monsters. � � Powers: ..Jupiter, Saturn � � � � Spell:.....SENILITY � � Effect:....Causes premature aging and weakening of earth, fire, water and air� � Powers: ..Sun, Venus, Saturn � � � � Spell:.....SLEEP � � Effect:....Causes a magical sleep to fall upon earth, fire, water and air. � � Powers: ..Mercury, Jupiter, Venus � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � Spell:.....SLOW � � Effect:....Reduces the speed of creatures of ALL elements, in relation to you� � Powers: ..Mercury, Jupiter, Sun, Venus, Saturn � � � � Spell:.....SPELLBOUND � � Effect:....Binds creatures of ALL elements. � � Powers: ..Jupiter, Venus, Saturn � � � � Spell:.....STILL AIR � � Effect:....Stops the movement of ONE air monster. � � Powers: ..Mercury, Sun, Saturn � � � � Spell:.....STILL FIRE � � Effect:....Stops the movement of ONE fire creature. � � Powers: ..Mercury, Venus, Saturn � � � � Spell:.....STILL WATER � � Effect:....Stops the movement of ONE water creature. � � Powers: ..Moon, Sun, Saturn � � � � Spell:.....TIMIDITY � � Effect:....Frightens creatures of ALL elements. � � Powers: ..Mars, Moon, Saturn � � � � Spell:.....TURN UNDEAD � � Effect:....Chases away creatures of the spirit element. � � Powers: ..Mars, Jupiter � � � � Spell:.....WEAKEN � � Effect:....Weakens the attack power of ALL monsters. � � Powers: ..Jupiter, Moon, Venus, Saturn � � � � � � � � � � � � � � � � � � � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � � � � � � � ������� ��� ��� ������� � � ߱���� ��� ��� ������� � � ��� ������� ������ � � ��� ���߱�� ������ � � ��� ��� ��� ������� � � �� �� �� ������ � � � � � � ������ ������� ������� ��� ��� ������� ������� � � ���߱�� ���߱�� ���߱�� ��� ��� ���߱�� ������� � � ������� ��� ��� ��� ��� ������� ��� ��� ������ � � ��� ��� ��� ��� ��� ��� ���߱�� ��� ��� ������ � � ������� ������� ������� ��� ��� ������� ��� � � ����� ������ ������ �� �� ������ �� � � � � � � ��� ��� ������� ������� ��� ��� ����� ��� ������� � � ��� ��� ������� ���߱�� ��� ��� ��۱�۱�� ������� � � ������� ������ ������� ��� ��� ��� ߱��� ��۱��� � � ���߱�� ������ ��� ��� ��� ��� ��� ��� ��� ��� � � ��� ��� ������� ��� ��� ������� ��� ��� ��� ������� � � �� �� ������ �� �� ������ �� �� �� ������ � � � � � � ����ܱ��� ������� ������� ��� ������� � � ��۱�۱�� ���߱�� ������� ��� ������� � � ��� �߱�� ������� ��۱��� ��� ��� � � ��� ��� ��� ��� ��� ��� ��� ��� � � ��� ��� ��� ��� ������� ��� ������� � � �� �� �� �� ������ �� ������ � � � � � � � � � � � � � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � Spell:.....ADD TO LIFE � � Effect:....Increases your life power for fighting powerful enemies. � � Powers: ..Mars, Jupiter, Moon, Sun � � � � Spell:.....CURE � � Effect:....Heals one who has been poisoned. � � Powers: ..Sun, Venus � � � � Spell:.....GIVE VIGOR � � Effect:....Increases the power of one monster. � � Powers: ..Mars, Mercury, Moon, Saturn � � � � Spell:.....HEAL � � Effect:....Brings back strength to one who is wounded. � � Powers: ..Jupiter, Sun � � � � Spell:.....MELT � � Effect:....Restores those who have been frozen. � � Powers: ..Mars, Sun, Venus, Saturn � � � � Spell:.....REJUVENATE � � Effect:....Restores youth. � � Powers: ..Mars, Jupiter, Sun � � � � Spell:.....RESURRECT � � Effect:....Revives those who have been killed. � � Powers: ..Jupiter, Sun, Venus � � � � Spell:.....STONE FLESH � � Effect:....Returns life to those who have been turned to stone. � � Powers: ..Jupiter, Sun, Venus, Saturn � � � � � � � � � � � � � � � � � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � � � ������� ��� ��� ������� � � ߱���� ��� ��� ������� � � ��� ������� ������ � � ��� ���߱�� ������ � � ��� ��� ��� ������� � � �� �� �� ������ � � � � � � ������ ������� ������� ��� ��� ������� ������� � � ���߱�� ���߱�� ���߱�� ��� ��� ���߱�� ������� � � ������� ��� ��� ��� ��� ������� ��� ��� ������ � � ��� ��� ��� ��� ��� ��� ���߱�� ��� ��� ������ � � ������� ������� ������� ��� ��� ������� ��� � � ����� ������ ������ �� �� ������ �� � � � � � � ������� ������� ������� ����� ��� ������� ������� ������� ������� � � ߱���� ���߱�� ���߱�� ��۱�۱�� ������� ������� ���߱�� ���߱�� � � ��� ������� ������� ��� ߱��� ������� ������ ��� ��� ������� ������ � � ��� ���߱�� ��� ��� ��� ��� ��߱�� ������ ��� ��� ���߱�� ���� � � ��� ��� ��� ��� ��� ��� ��� ������� ��� ������� ��� ��� � � �� �� �� �� �� �� �� ������ �� ������ �� �� � � � � � � ����ܱ��� ������� ������� ��� ������� ����� ��� � � ��۱�۱�� ���߱�� ߱���� ��� ���߱�� ��۱�۱�� � � ��� �߱�� ������� ��� ��� ��� ��� ��� ߱��� � � ��� ��� ��� ��� ��� ��� ��� ��� ��� ��� � � ��� ��� ��� ��� ��� ��� ������� ��� ��� � � �� �� �� �� �� �� ������ �� �� � � � � � � ����ܱ��� ������� ������� ��� ������� � � ��۱�۱�� ���߱�� ������� ��� ������� � � ��� �߱�� ������� ��۱��� ��� ��� � � ��� ��� ��� ��� ��� ��� ��� ��� � � ��� ��� ��� ��� ������� ��� ������� � � �� �� �� �� ������ �� ������ � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � � � Spell:.....BECOME AIR � � Effect:....Causes you to be invisible to ALL monsters. � � Powers: ..Jupiter, Moon, Venus � � � � Spell:.....EXIT � � Effect:....Returns you and your belongings to the city where you started. � � Powers: ..Mercury, Sun, Venus � � � � Spell:.....REDUCE LIFE � � Effect:....Reduces the life of one party member by half. Only used as a � � ........ last resort to free someone from a trap, so that they can be � � ........ revived later. � � Powers: ..Mars, Mercury, Venus, Saturn � � � � Spell:.....TURN TO STONE � � Effect:....Changes the spell caster's body to a stone idol. Can not be � � ........ reversed by the one who cast it. � � Powers: ..Mars, Moon, Venus, Saturn � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �������������������������������������������������������������������������������� 3. "CHART" �������������������������������������������������������������������������������� � � � � � � � � � � ۱������ ������� ������� ������� ������� ������� ��� ������� ����� ��� � ۱������ ���߱�� ���߱�� ������� ������� ���߱�� ��� ���߱�� ��۱�۱�� � ۱������ ��� ��� ������� ��� ������ ������� ��� ������� ��� ߱��� � � ��߱�� ��� ��� ���߱�� ��� ������ ���߱�� ��� ��� ��� ��� ��� � ۱������ ������� ��� ��� ������� ������� ��� ��� ��� ��� ��� ��� ��� � � ������ ������ �� �� ������ ������ �� �� �� �� �� �� �� � � � � � � � � � � ������� ������� ������� ��� ��� ������� � � ������� ���߱�� ������� ��� ��� ������� � � ������� ������� ������ ��� ��� ������� � � ��߱�� ������� ������ ��� ��� ��߱�� � � ������� ��� ������� ������� ������� ������� � � ������ �� ������ ������ ������ ������ � � � � � � � � � � ������� ��� ��� ������� ������� ������� � � ������� ��� ��� ���߱�� ���߱�� ߱���� � � ��� ������� ������� ������� ��� � � ��� ���߱�� ��� ��� ���߱�� ��� � � ������� ��� ��� ��� ��� ��� ��� ��� � � ������ �� �� �� �� �� �� �� � � � � � � � � � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Type Planets: Herbs: Effect: � �������������������������������������������������������������������������������� � D = Defensive Ma = Mars Hy = Hyssop E = Earth � � Hb = Herbal Me = Mercury La = Lavender F = Fire � � He = Healing Ju = Jupiter Sg = Sage W = Water � � O = Offensive Mo = Moon Sv = Savory A = Air � � T = Transform. Su = Sun Vb = Verbana S = Spirit � � Ve = Venus M = Magic � � Sa = Saturn � � � � Name Type Powers Effective � �������������������������������������������������������������������������������� � Absorb O Me,Ve,Sa,Ju E,F,W,A � � Acid Blast O Me,Ju,Mo,Su,Sa E,F,W,A � � Acid Storm O Ma,Me,Ju,Sa E � � Add to Life He Ma,Ju,Mo,Su N/A � � Air Blast O Ma,Me,Ju,Mo,Ve,Sa E,F,W,S+M � � Airsbane Hb Vb,Sg,Hy,Sv A � � O Me,Ju,Mo,Su,Ve,Sa A � � Anguish O Ma,Ju,Mo,Sa E,F,W,A � � Anti-Magic Hb Vb,Sv M � � D Ju,Mo N/A � � Arrow Storm O Me,Su,Ve,Sa All � � Ascension O Ju,Ve S � � Astral Fire O Me,Mo,Ve,Sa S � � Astral Wave O Ma,Mo,Ve S � � Barrier D Me,Mo,Su,Sa E,W � � Become Air Hb La,Sv A � � T Ju,Mo,Ve N/A � � Binding D Mo,Ve,Sa S � � Blast Blade O Ma,Me,Mo,Ve,Sa E � � Blaze O Ma,Ju,Mo E,W,A � � Blind D Ma,Su,Ve All � � Bolt D Ma,Me,Ju,Su E,F,W,A � � Bombard O Me,Ju,Mo,Su,Ve All � � Confusion D Me,Sa All � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Name Type Powers Effective � �������������������������������������������������������������������������������� � Corrosion O Me,Mo,Sa E,F,W,A � � Crush O Ma,Me,Ju,Mo E � � Cure Hb Vb N/A � � He Su,Ve N/A � � Death O Ma,Mo,Su,Ve,Sa E,F,W,A � � Death Arrow O Ma,Sa E,F,W,A � � Death Touch O Ma,Me,Mo,Su,Sa E,F,W,A � � Deathbolt Hb Sg,Sv,Hy E,F,W,A � � O Ma,Ju,Mo,Su,Ve E,F,W,A � � Deathsound O Ma,Ju,Ve,Sa E,F,W � � Deep Freeze O Ma,Me,Ju,Su,Ve E,F,A � � Deluge O Mo,Sa E,F,A � � Demoralize D Mo,Su,Ve,Sa All � � Dispel D Ma,Ju,Mo,Ve M � � Dragonslayer O Ma,Me,Ju,Mo,Su,Ve,Sa All � � Earth Chain Hb Vb,La,Sg E � � D Su,Sa E � � Earthsbane Hb La,Sv,Hy,Sg E � � O Ma,Me,Ju,Su,Ve,Sa E � � Engulf O Me,Ju,Mo,Ve,Sa S � � Eradication O Ma,Mo,Su All � � Exit T Me,Su,Ve N/A � � Exorcism D Mo,Su,Ve N/A � � Explosion O Ma,Ju,Su,Sa E,F,W,A � � Fear D Ma,Me,Ju,Mo,Ve All � � Fire Blast O Ma,Me,Su E,F,A � � Fire Fox O Me,Mo,Su E,W,A � � Fire Storm O Ma,Me,Ju E,W,A � � Fire Wall Hb Vb,Hy E,W � � D Ma,Mo,Su,Sa E,W � � Firesbane Hb Vb,La,Hy,Sv F � � O Ma,Ju,Mo,Su,Ve,Sa F � � Fireworks O Ma,Me,Mo,Su,Ve E,W,A � � Fist Of Air O Me,Mo,Su,Ve E � � Flame O Ma,Su E,W,A � � Flame Burst O Me,Ju,Mo,Ve E,W � � Flash Flood O Ma,Mo,Su,Ve E,F � � Fly Hb Vb,Hy,La,Sv,Sg N/A � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Name Type Powers Effective � �������������������������������������������������������������������������������� � Fog Bank Hb Sg,Hy E,F � � D Me,Mo E,F � � Forget D Ma,Me,Ve All � � � � Freeze O Ma,Su,Sa E,W,A � � Gas Cloud O Me,Su E � � Give Vigor He Ma,Me,Mo,Sa N/A � � Go Mad D Ma,Me,Mo,Su E,F,W,A � � God Thunder O Ma,Me,Ju,Mo,Su,Ve All � � Hammer O Ma,Ju,Mo,Ve,Sa E,F,W,A � � Heal Hb Sg N/A � � He Ju,Su N/A � � Holy Flame O Ju,Mo,Su,Ve,Sa E,W,A � � Holy Water D Me,Ju,Mo S � � Hypnotize D Ma,Ju,Ve E,F,W,A � � Ice Storm Hb La,Sg,Sv E,W,A � � Ice Wall Hb La,Sg E,F,A � � D Me,Ju,Mo,Su E,F,A � � Icy Wind O Me,Ju,Mo,Sa E,F � � Ignite O Ma,Me,Mo,Ve E,W,A � � Illusion D Ma,Ve,Sa E,F,W,A � � Invincible Hb Sg,Sv All � � D Me,Ju,Su,Ve All � � Light Cross O Ma,Me,Ju,Ve All � � Lightning O Mo,Ve E � � Melt Hb La N/A � � He Ma,Su,Ve,Sa N/A � � Meteor Hb Sv,Hy,La E,F,W,A � � O Ma,Me,Su,Ve E,F,W,A � � Needle O Ma,Mo E � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Name Type Powers Effective � �������������������������������������������������������������������������������� � Negate D Ma,Me,Sa All+M � � Peace D Me,Ve All � � Poison O Ma,Me,Ju,Ve,Sa E,F,W,A � � Projectile O Me,Mo,Ve E � � Protect Hb La,Hy All � � D Ju,Mo,Su,Ve All � � Pulse Stop O Me,Ju,Su E � � Rage O Ma,Me,Su,Ve,Sa All � � � � Reduce Life T Ma,Me,Ve,Sa N/A � � Rejuvinate He Ma,Ju,Su N/A � � Resurrect Hb Sv N/A � � He Ju,Su,Ve N/A � � Rock Rain O Ma,Ju,Su,Ve,Sa E,F,W,A � � Sacred Fire O Ma,Me,Mo E,W,A � � Sand Storm D Me,Ju E,F,W,S � � Scare D Ju,Sa All � � Senility Hb Vb,Sg,Sv E,F,W,A � � D Su,Ve,Sa E,F,W,A � � Shield Hb Vb,Sg E � � D Mo,Su E � � Sleep D Me,Ju,Ve E,F,W,A � � Slow D Me,Ju,Su,Ve,Sa All � � Soul Blast O Ma,Ju,Mo,Su,Sa S � � Sparks O Ma,Ve E,W,A � � Spellbound D Ju,Ve,Sa All � � Spirit Claw O Me,Ju,Sa E,F,W,A � � Spirit Fire O Ma,Me,Ju,Su,Sa E,W,A � � Spiritsbane Hb Vb,La,Sg,Sv S � � O Ma,Me,Mo,Su,Ve,Sa S � � Star Blade O Ma,Ju,Sa All � � Star Flame O Ju,Su,Sa E,W,A � � Still Hb Sv,Hy All � � Still Air Hb Vb,La,Hy A � � D Me,Su,Sa A � � Still Fire Hb La,Sg,Hy F � � D Me,Ve,Sa F � � Still Water Hb Vb,Sg,Hy W � � D Mo,Su,Sa W � � Stone Flesh Hb Hy N/A � � He Ju,Su,Ve,Sa N/A � � Stone Spirit O Ju,Mo,Su,Sa E,F,W,A � �������������������������������������������������������������������������������� �������������������������������������������������������������������������������� � Name Type Powers Effective � �������������������������������������������������������������������������������� � Stone Touch Hb Vb,Hy,Sv E � � O Ju,Mo,Sa E � � � � Stop Hb Vb,La,Sv S � � Storm O Ma,Me E,F � � Storm Blast O Me,Mo,Su,Ve,Sa E,F,A � � Suffocate O Ve,Sa E � � Sun Ray O Ma,Ju,Su,Ve All � � Thunder O Ma,Me,Ju,Mo,Su E,F,W,A � � Thunderbolt O Ma,Me,Ju,Mo,Sa S � � Timidity D Ma,Mo,Sa All � � Tornado O Me,Ju,Su,Sa E,F,W � � Turn Spell D Ju,Mo,Su All+M � � Turn to Stone T Ma,Mo,Ve,Sa N/A � � Turn Undead D Ma,Ju S � � Un-curse Hb Vb,La N/A � � Victory O Ma,Me,Su,Sa E,F,W,A � � Watersbane Hb Vb,La,Sg,Hy W � � O Ma,Me,Ju,Mo.Su,Sa W � � Weaken D Ju,Mo,Ve,Sa All � � � � � � � � � � � � � �������������������������������������������������������������������������������� For an alternative layout of the spells and herb combinations available, including MP costs, visit http://homepage2.nifty.com/tkdate/Pc88_98/magic/magiclist1.html and http://homepage2.nifty.com/tkdate/Pc88_98/herb/herblist.html CLOSING I hope this has been a valuable introduction to Sorcerian. http://homepage2.nifty.com/tkdate/index.html#MAIN I am indebted to the authors of this website, where I found a tremendous amount of information on the game mechanics and hidden treasures in the scenarios. Refer to the citations in the text to find what information was borrowed in the making of this FAQ. Also I owe "greybeard" for uploading the charts to the now-defunct HOTU. Aside from the citations given from the aforementioned website, and the text files from the manual given in section III, this document is my own work. Any questions, comments, corrections or complaints should be addressed to the address below, with clear indication in the subject line that the email is concerning this FAQ. Given that I prefer to write for obscure titles, I enjoy hearing from people who read my guides. If you've played the game and used the FAQ, feel free to drop me a line and tell me what you think. dammit9x at hotmail dot com