Contents
Welcome to the World of Dragon Warrior IV
The Five Chapters
Controller Functions
Commands in the Option Screen
Beginning Your Quest
Places to Visit
Ending a Session Correctly
Windows
Commands in the Walkabout Mode
Character Status
Transfer and Equip
Commands in the Fighting Mode
Fighting Mode in Chapter 5
The Wagon
Casino
Losing your Team
Uncontrolled Characters
Itinerary for Chapter 1
Itinerary for Chapter 2
Itinerary for Chapter 3
Itinerary for Chapter 4
Questions & Answers
A Few Final Tips
The World of Chapter 5
Spell Chart
 
Welcome to the World of Dragon Warrior IV
 
The Five Chapters
The Dragon Warrior IV adventure will carry you through five chapters. The heroes of Chapters 1-4 will join forces in Chapter 5. 

Chapter 1: 
    The Royal Soldiers 

As Captain of the Royal Soldiers, Ragnar risks his life daily in the service of the King of Burland. Recently, children from all over the land have been disappearing. Anxious to know what tragedy has struck his kingdom, the King sends forth Ragnar. The mighty warrior knows no fear as he sets off. 

Chapter 2: 
    Princess Alena's Adventure 

The young Princess Alena possesses a strong and clever spirit. She wishes only to leave the sheltered castle of her father, the King of Santeem, so that she can taste the adventure of a free life. The King has refused to let her go, but his will cannot bind Alena. Dreaming of danger and excitement, she plans to escape. 

Chapter 3: 
    Taloon the Arms Merchant 

An ambitious man, whose greatest dream is to be independent, lives with his wife and child in the town of Lakanaba. Taloon works at the shop of a weapons merchant, and he has learned everything about the weapons trade. Unfortunately, Taloon does not have enough money to buy his own shop. So he sets off to find or earn a great fortune. 

Chapter 4: 
    The Sisters of Monbaraba 

When Loro, the world-renowned blacksmith, dies of mysterious causes, he left behind two daughters. Nara has studied the magic of fortune-telling and acquired great power. Mara began training as a dancer, in the ancient style, at a very young age. Her skill is unequaled. They are determined to find the cause of their father's tragic fate, no matter the peril. 

Chapter 5: 
    The Chosen Ones 

In Chapter 5, you, our Hero, arrive to lead the characters from earlier chapters. As a team of experienced and highly trained adventurers, you will challenge the enemy. He is a fierce demon who has secretly tracked the characters through Chapters 1-4. Now he will make a dramatic appearance. 
 

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Reading the Chapters
As with a good book, you cannot start this game from the middle or at the end. You will begin with Chapter 1, and work through Chapters 2, 3, and 4 in order. At last, you will reach the greatest challenge of all, Chapter 5.
 
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
 
 
 
 
Controller Functions
Control Pad: Press the Control Pad to move your character and team around the screen. It will also move the Cursor (a triangle) in the option windows. 

A Button: Push A to make the Command Window appear on screen. Once you have made a selection in one of the option windows, press A to enter. When the Cursor is flashing in the Text Window, it means there is more information. To read on, push the A Button. 

B Button: When you have made an incorrect selection, pushing B will cancel it. Also, press B to return to the previous window or screen. 

Start: Push Start at the Title Screen to skip the opening scene. 

Select: To change the message speed on a battle screen, push Select. 
 

Starting the Game

Read the NES control deck manual (included with the NES) for instructions on inserting Game Paks. Following the directions, load the Dragon Warrior IV game. The Title Screen will appear, followed by the Opening Scene. To bring up the Option Screen, push Start or A. If this is the first time the Dragon Warrior IV game has been played, only "BEGIN A NEW QUEST" will appear on the Option Screen. 
 

 
Commands in the Option Screen
 
When the Title Screen appears, push Start to access the Adventure Logs. The options listed below will then be available for you to choose from. Move the Cursor next to the option you would like, and push A. Push the B Button to cancel a choice.
Continue a Quest 
This lets you resume games that you've saved on the Adventure Log. 
 
Begin a New Quest 
Use this to start a new game. You can save three games in the Adventure Log. Once three games are saved, the option to Begin A New Quest will not appear. You would have to erase an existing quest in the Adventure Log to begin a new one. 
Copy a Quest 
You can duplicate one of your Adventure Logs with this option. To do so, however, you must have a blank Log available. 

Erase a Quest 
When you have finished a game, or all Adventure Logs are full and you want to start a new quest, use Erase to delete a Log. 

Caution: 
You cannot retrieve a Log once it has been erased. 
 

Change Message Speed 
If you would like the text in the game to move faster or slower, go into this option. The fastest message speed is 1, while the slowest is 8. 
 
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Important -- Saving the Game -- Important
 
Your game cannot be saved unless it has been recorded on the Imperial Scrolls of Honor. Only Healers and a few other characters in the lands have access to them, so you must visit one of these people before you can quit. REMEMBER to hold the RESET Button on the NES when you turn off the POWER, or else you could lose the game.
 
 
 
 
Beginning Your Quest
 
Move the Cursor to BEGIN A NEW QUEST and push A. Select an Adventure Log and use the next window to enter the Hero's name. Only the first four letters will appear on the screen. Use BACK to erase a letter. When done, select END and push A. Choose Male or Female and the message speed. Push B to start over.
Understand Your Current Mission 
 
As Captain of the Royal Soldiers of Burland, you are the King's right hand man. That is why he asks you to explore the mystery of the vanishing children, you vow to solve it. No one else has the skills or experience to track these alarming disappearances -- but the mission will push you to your farthest limits.
Get Clues: Talk to Everyone 
 
The King's many spies have learned nothing, but gossip is always useful. So talk to people in the castle, then go into the city of Burland and speak to the townsfolk. You may get some good ideas about how and where to start this quest. Also explore the Shops for weapons and tools you will need to accomplish this mission.
Venturing Forth 
 
Once you have enough information, you should leave town. Beware, for the countryside has become very dangerous. While you are exploring, practicing, and fighting monsters, stay close to town. Then, when you need to recover your Hit Points, try Medical Herbs or return to Burland and visit the Inn.
 
 Places to Visit

Shops, Weapons Stores, Houses of Healing, and Inns manage somehow to stay open. Look for them in towns and villages, and in a few odd places. Visit every Shop and Store to find necessary items. 
 

Item Shops
In these Shops you may purchase Medical Herbs and other helpful items. Or you could sell items you no longer need. If you enter with a group, announce who is buying or selling. The number of Gold pieces in your purse is displayed in the upper right of the screen. 
 
Weapon Stores 
The owners of Weapon Stores like to know who they're selling to, so you must talk to them. Then they'll show you the weapons and armor for sale. Choose what you'd like to buy, or push B to leave. 
 
Inns
Inns are, of course, open at all times of the night and day. Visiting tan Inn will restore your entire team's Hit Points and Magic Power to the maximum. The price quoted will cover everyone in your group. 
 
Houses of Healing
When members of the team have been poisoned, cursed, or defeated, and you have no healing spells, visit a House of Healing. There your team can be DETOXICATED, UNCURSED, SAVED, INFORMED, or REVIVED for the right fee. 

The Vault 
In Endor, you will find the Vault in Neta's place. If you have at least 1000 Gold pieces, you can store them and any other belongings. Use the Control Pad to select the quantity of Gold you wish to leave. You will be charged for storing items. Depositing Gold is free.
 
 
Ending a Session Correctly

When you wish to save your current quest, find a House of Healing. Once there, see the Healer. That character has access to the Imperial Scrolls of Honor and will be able to save the game. You may discover that other characters can also record your game on the Scrolls. Keep in mind that saving the game periodically gives you the option of returning to the last saved point. This is a helpful option if your team is defeated. 
 

How to Save a Quest 

Stand beside the healer and select TALK. You will be told how many Experience Points each team member must earn to reach the next Level. Ask that your quest be recorded on the Scrolls, then choose to continue or not.

 
Important: How to Turn Off the POWER Properly 

If you choose not to continue after saving your quest, the Ending Instructions appear. Follow these instructions carefully, or you could lose your game. Turn off the POWER on the NES while holding tin the RESET button. Later, to return to a saved game, select CONTINUE A QUEST on the Option Screen.

 
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Copy Your Quest
 
If you have a spare Log, you may want to copy your game onto it before quitting. That way, should you forget to push RESET while turning off the POWER, or the Game Pak is removed with the POWER on, you will have an extra copy saved.
 
 
 
 
 
Windows

The Windows you will see and use most often in the game, besides the Text Window, are the Command Window and the Status Window. 

The Command Window 

This window will display the commands that are currently available to you. Read Commands in the Walkabout Mode to learn about them. You will use the Command Window to give your team orders when you are not engaged in battle. 

The Status Window 

On this information screen, H stands for hit Points, and M for Magic Power. The numbers in the bottom row indicate a character's level. Beside Level, the character's class is shown. 

Pay Attention to the Color of Windows 
 

White: Everything is normal.
Green: A member is seriously injured.
Orange: A member is deceased.
Blue: Night has fallen.
  

What are DE, PO, CR, SL, and CF? 

These are unusual conditions that can strike a team member. They will appear in place of the character's Level number. 

DE: The character is deceased. 

    Rush this teammate to a House of Healing and ask for REVIVE to bring him/her back. Or you may cast a revive spell, if a team member knows one.
PO: The character is poisoned. 
    If you do not treat the poisoned person, each step will reduce his/her number of Hit Points. Traveling to a House of Healing might be too costly, so use an Antidote Herb or cast a spell, if possible.
CR: The character is cursed. 
    Some weapons and armor carry a curse. A terrible fate may befall the character equipped with such an item. Only a visit to a House of Healing will expel the curse.
SL: The character has been put to sleep. 
    If you are in the middle of a battle, you must either defeat the enemies or disengage and escape before you can help the sleeping character. No known herb can cure this condition, but there is a spell that can awaken the dreamer.
CF: The character is confused and disoriented. 
    This condition is very similar to battle fatigue. The team should completely defeat the enemies in the current fight, or else escape.
Commands in the Walkabout Mode
 
Bringing Up the Command Window 

When you are in the Walkabout Mode (for example, traveling, exploring, or visiting places), pushing A will bring up the Command Window. 

Selecting and Entering Commands 

Use the Control Pad to move the Cursor to the command you desire. Then push the A Button to enter that command. 

Closing the Command Window 

When you would like to exit without making a selection, push B.

  

Talk 

Surprisingly, there is no place in the world gossip cannot reach. So speak with everyone you meet to gather important information. Stand next to a person, facing him/her, and push the A Button to begin a conversation.  

At Stores or Inns, TALK to the proprietors across the counter.
When visiting someone in jail, you can speak through the iron bars.
  

Status 

By selecting STATUS, you will be able to read INFO (information) about each character (see Character Status), review their current CONDITION, and change the team's FORMATION. 

Equip 

Because you never know when your team will need a specific weapon, each team member should collect a variety of swords, armor, shields, and items. To arm a character with a specific weapon, choose EQUIP. Once you select  a character, the windows for Weapon, Armor, Shield, and Helmet will appear consecutively. Pick one item from each window, (a tiny "E" appears beside the selected item). Some of your teammates do not know how to use certain weapons or items. 



Note: When you see an arrow in the upper left corner of a window, it means there are additional selections. Place the Cursor on the arrow and push A to scroll through the other windows. 


Door 
To open unlocked doors, use this command. Unfortunately, doors are often locked and require a specific key. As long as one member of your team is carrying the key, the door will open to you.  

To open a door, stand facing it and then choose the DOOR command. Remember, locked doors will not open for you.
  Spell 
Only Pilgrims, Wizards, Sages, and, of course, you can learn how to use magic spells. To cast a spell, select this option. See the Spell Chart to learn about the various spells. 

Item 
With this option, you can review the items a character is carrying and then USE, TRANSFER, or DISCARD any of them. Choose the character, then select the item you want and pick one of these options. For Merchants another option, APPRAISE, is available. 

Tactics 
In Chapters 1-4, TACTICS can only be used to change the order of your team members. The front character is in the best position to attack and to be attacked. In the Command Window, select TACTICS, then choose CHANGE ORDER. Next select characters in the order you'd like. 

Search 
You'd be amazed at what falls onto the ground -- things dropped by monsters, enemies, your own teammates. Use SEARCH to check around you. Or when you find a treasure chest, move onto it and select SEARCH. Your team is automatically given the treasure. Since each character can only carry eight items, when your arms are full the treasure is passed on to other members. If everyone is full, you'll have to decide whether to DISCARD something or to leave the treasure behind. 



Warning: Once you discard this treasure, it can never again be retrieved from the chest. 


 
Character Status

Level 

    As the number of Experience Points increases, so will the character's Level. Experience Points are gained by defeating enemies. The maximum possible HP and MP increases according to Level. A character's Level and class will determine what magic spells he/she can learn.
HP (Hit Points) 
    The number of Hit Points decreases whenever a character is injured in battle. HP also decrease if a character tries to walk while poisoned, or is moving through harmful terrain. When HP reach zero, a character is defeated.
MP (Magic Power) 
    Magic Power will decrease each time a character casts a spell.
G (Gold) 
    This shows many Gold pieces you have. As a team, you all pool your Gold.
Strength 
    This is a measure of the character's Attack Power in battle.
Agility 
    The more agile the character, the faster he/she is. Agility influences battle action.
Vitality 
    High vitality means a character can rapidly increase his/her HP.
Intelligence 
    It takes brains rather than brawn to work magic and learn new spells.
Luck 
    In this troubled land, everyone needs a least a little Luck to survive. A good dose of Luck can help a character successfully flee an enemy or escape the effects of a magic spell.
Max HP (Maximum Hit Points) 
    This indicates how many Hit Points a character can have at his/her current Level. Visiting an inn will restore everyone's HP to maximum.
Max MP (Maximum Magic Power) 
    Each character's maximum Magic Power will also be restored at an inn.
Attack Power 
    This indicates the amount of damage a character can inflict upon enemies with each attack. The Attack Power is the sum of a character's Strength plus the Attack Power of all equipped weapons.
Defense Power 
    Take half the amount of a character's Agility and add that to the total Attack Power of all equipped defensive weaponry to figure the Defense Power. This indicates how well a character can withstand injury.
EXP (Experience Points) 
    A character will earn Experience Points every time he/she defeats enemies. The number of points gained depends on the enemies' strength and whether the character defeated these enemies alone or with help. If the character received help, he/she will earn fewer points then if he/she had conquered the foe alone. Once a character wins a certain number of EXP, he/she will be promoted to the next Level.
Transfer and Equip

Many times you will want to switch weapons among your team members. For example, you have found a new item, the Broad Sword, and want to give your old weapon, the Iron Spear, to another teammate. To perform this action: 
 

Transfer the Iron Spear 

Bring up the Command WIndow, select ITEM, and push the A Button. The names of all the team members will appear. Choose your own name and press A. Now pick the item you wish to TRANSFER. In this case, move the Cursor next to Iron Spear and push A. 

 
The next window offers the options USE, TRANSFER,, and DISCARD. Select TRANSFER and push A. Again, the name of the team members appears. Pick the name of the character to whom you want to give the spear and push A. The spear is transferred. 
 

Equip the Iron Spear 

The character is not yet able to use the Iron Spear, he/she is just holding it. You will need to EQUIP this character with the spear. Bring up the window with the team members' names and select the appropriate character. When that character's items appear, move the Cursor next to the spear. Now he/she can wield the spear. This is the way you will equip all characters with whatever  weaponry you choose. 
 

 
 
Commands in the Fighting Mode
 
Ever eager, your team is constantly on the lookout for a chance to defeat enemies and gain enough Experience Points to advance to higher Levels. Therefore, when enemies approach, the team leaps into the Fighting Mode. 
 
In the Fighting Mode, the number of enemies and their species is displayed. The Fighting Command Window also appears. This is the moment to decide how you're going to handle the situation, using one of these options: 
Fight 
Choose this command to attack full force with your equipped weapons. When no weapon is selected, you'll battle the foe bare-handed. Indicate which enemy or enemies you plan to annihilate. 

Run 
A wise soldier knows when to fight and when to RUN. If you've reviewed your Hit Points and feel they are too low to risk attacking, try running. Beware however, the enemy is extremely persistent, and may block your escape attempts. 

Parry 
If a character's Hit Points drop dangerously low in the middle of a heated battle, use PARRY. This option allows the character to fight defensively so he/she can reduce the number of Hit Points lost. 

Item 
In battle, it is possible to USE a weapon or spell (instead of equipping or casting), against an enemy. To do this, choose ITEM from the Command Window, pick an item, then select USE. For example, if you USE the Sword of Malice, which normally has the same effect as the Fireball spell, you will be able to cast that spell at the enemy. Or if you USE the Medical Herb, you can restore Hit Points to a team member. You never know what an item will do until you USE it in battle -- the results may be astounding. 

Spell 
A number of spells are quite effective in combat. Some are good for attacking the enemy; others will defend members of your team. To review the list of spells available to a character, choose SPELL. Move the Cursor next to the spell you'd like to use, and push A. If the character has more spells than can be displayed on the screen, mover the Cursor up to the arrow in the upper left corner of the window and push A. Continue pushing A to scroll through all of the spell windows. When you decide to cast a spell in battle, select one and then indicate which enemies you wish to attack with this spell. 
 

If you are going to use a defensive spell, you must specify which member of the team should be protected., Do this by moving the Cursor to the arrow and pushing the A Button. The name of the team members will appear. Select one. 

NOTE: For some spells you will not need to choose a target. 

 
 



When you want to change a command that you have just entered, push the B Button. Push B repeatedly to scroll through the windows. 


Once you decide to fight, and make all of your command decisions, the enemy is engaged. The Agility of your characters will determine the order in which they fight. The battle continues until one side is completely vanquished. However, a round of battle may end before either side has won. In this case, the Fighting Command Window will reappear, and you can enter new commands for the next round of battle, The rounds of battle will continue until there is a complete victory for your team or the enemy. 



Note: Whenever a window has more selections than can be displayed, an arrow will appear in the upper left corner. Place the Cursor on this arrow and push A to scroll through the additional windows. 


 
Fighting Mode in Chapter 5

In Chapters 1-4, you will directly control each of the team members before and during battle. However, by Chapter 5 they have learned enough to act alone. Each will follow the strategy you choose, but in his/her own way. You will then control your character, the Hero. The other characters take whatever action is possible to win battles. 

Tactics 

When you select TACTICS from the Command Window, then choose STRATEGY, you have a choice of six possible strategies for the team members to follow. Be willing to change your strategy in a battle, for example, if the characters are losing too much MP. The name of the strategy you are currently using will be displayed in the upper left corner.
Member 
This command is used to change the order in which the team members fight. Or, if you have the Wagon, use CHANGE ORDER to switch a team member outside with one inside. For example, if someone were severely wounded or if you needed a spell caster, you could switch an appropriate outside character with an inside character. You can only make a change once during the Fighting Mode.
 
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Artificial Intelligence (AI)
 
Unlike the earlier games, Dragon Warrior IV offers you the chance to learn from your experiences in Chapter 5. Each time you try one of the six strategies, it improves. The internal AI planes each strategy based on information gained from the last time it was used.
 
 
 
 
  

Tactics 

In battle, the characters act independently according to the strategy you've selected. Therefore it is important that you monitor their condition. When the survival of your team is threatened, you may want to retreat. Or, if you have a Wagon, you could switch a wounded character for a healthy one. Remember, you can only switch characters once. Sometimes you may be better off using a spell later to revive an injured or defeated member. Whatever the case, be aware that flexibility is crucial in the midst of a tough battle. 
 

If the OFFENSIVE strategy is causing your team damage, try something else.
Change your strategy or bring a team member like Cristo out of the Wagon to help.
SUCCESS! Trying different strategies and methods in a battle is the way to win.
 
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The Strategies
Normal 
The NORMAL strategy balances both offensive and defensive tactics of your team. Use it in most battle situations. 

Offensive 
This is a dangerous, but effective, way to tackle a powerful enemy. When using this strategy, you don't care how the team is injured. 

Try Out 
An experimental strategy, constantly under development, the TRY OUT is always a surprise. You never know just what will happen. 

Save MP 
If you feel your team will need a lot of MP later on, you can fight with this strategy to conserve Magic Power. 

Defensive 
When battles occur often, and your team's HP is getting too low, select this strategy. This will allow your team to fight defensively. 

Use No MP 
You may find that in some battles, using magic is a bad idea. To prevent your team from casting spells on their own, use this strategy.

 
 
 
 
The Wagon 
Having a Wagon allows you to maintain up to ten members in your team. Four members will walk and fight with you outside the Wagon. Six of them will ride the Wagon, waiting and practicing. 

Switching Characters 
 

To switch characters between A and B, choose TACTICS in the Command Window. In TACTICS, select SWITCH, then pick up to four characters in the Wagon. The characters you choose will move outside the Wagon, and those that were outside will go in. During the switch, all outside characters must into the Wagon.
Commanding Characters 
 
This picture shows the characters that are positioned outside the Wagon. You can enter commands for each character starting with the one in front and going to the one in back, as the numbers indicate. This is also the order in which the characters line up for battle. Those in front, of course, are most vulnerable to enemy attack.
Earning Experience Points 
 
Riding inside the Wagon doesn't relieve the characters of certain duties. Each understands the need to be constantly preparing for whatever trouble may arise. Because the characters inside the Wagon are practicing while they await their turn outside, they also earn Experience Points. When enough experience Points are earned, all characters move up to the next Level.
 
Since they are working hard, those riding in the Wagon cannot restore their Hit Points. On the other hand, they will not lose Hit Points. The characters know their trade well enough to avoid harming each other while they practice magic, swordsmanship, dagger throwing, or whatever else their skill might be.
To the Rescue! 
 
Yours is a well-schooled, loyal and responsible team. Everyone understands the necessities of battle and the fact that emergency situations require drastic actions. Therefore, if all four characters outside of the Wagon are defeated, four characters from inside will leap out to replace them without waiting for your command. 
  

Switching Items 
 

Nothing prevents the characters from handing weapons, armor, or any other items to each other through the back flap of the Wagon. You can switch items from one character to another in the same method described in Transfer and Equip. Review each character's items by selecting TACTICS and SEE SPARES.
Visiting Towns 
 
The town streets are narrow and filled with holes and other hazards. The Wagon must be parked at the entrance, and the characters must remain inside. You can buy items for these characters, though, as long as you have Gold and they have room to carry more things. The Wagon rejoins you when you leave town.
Entering Caves 
 
The Wagon is far too large and heavy to drive into most caves, so you will have to park it at the entrances. Some caves will be wide enough to admit the Wagon. If you leave the Wagon at an entrance, be sure to exit from the same place or you will lose the Wagon. Use the Return spell to recover a missing Wagon.
Casino

You must buy tokens to play the Casino games. These coins can only be used in the Casino to bet for to buy rare items not available anywhere else. 
 

Poker Double-Up 

After the five cards are dealt, you have one chance to exchange your hand for an entirely new one. The kind of cards you're holding will determine the payout ratio. You can double the amount of your winnings by choosing the DOUBLE-UP option.

 
Slot Machine Payoff 

To win the slot machine, you need to get three pictures of a straight horizontal line or three pictures of a straight diagonal line at the same time. Lots of people put big money into the slot machines. You could win up to 5,000 coins.

 
Coliseum 

In this arena, you'll be watching two monsters battle it out. Bet on the creature you think has the best chance of surviving. If you guess right, you win coins which you can spend on another fight or use to buy unique items in the Casino Shop.

 
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Poker Score
 
You can keep track of how much you are winning and losing in Poker. After talking to the dealer, stay where you are and push the B, Start, and Select Buttons all at the same time. The Score Screen will appear. This is a back-door trick, since the management of the Casino frowns on giving away this kind of information to customers.
 
 
 
 
Losing Your Team

Your team, unfortunately, is not invincible. A number of monsters and ugly situations exist which could wipe out every character. To minimize your chances of being wiped out, be aware of the following dangers. 

Zero HP 
 

One type of danger to your team is a ferocious enemy who will destroy each member one by one. Then everyone's HP will be wiped out. This can also happen when you are traveling through the Damage Zone, where all characters could be lost. In either case, you'll have to go back to where you last saved this quest.
Mayhem 

In stressful situations of hard battle or high magic, confusion and paralysis can strike the entire team. Though they are still alive, they cannot take any action. You must return to the last saved version. 

Protective Measures 

Learn the locations of the strong, dangerous monsters, so that you may avoid them or seek them out when you are ready. Also keep a close watch on everyone's HP to make better battle decisions. 

All Members Lost 
 

When you've lost all of your characters, you must go back to the last House of Healing where you saved your game. The Hero will be revived by the time you get there.
 
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Save Frequently
 
It will cost you half the Gold you possess to get your teammates revived at the House of Healing. But if you save often, at least you will not have lost much ground. You can quickly regain the wasted time. This is why you should visit Houses of Healing whenever possible and have the quest recorded on the Imperial Scrolls of Honor.
 
 
 
 
Uncontrolled Characters
 
Uncontrolled Characters (UCs) are those which you cannot move or otherwise influence. They follow their own rules and participate as they choose. They are the ungoverned nomads of these lands. 

Single - Minded 

The UCs prefer to hunt for and collect their own kinds of items. They don't appreciate being told what to carry, and will not accept anything you try to give them. Nor can you take anything from them to give another member of your team. They are extremely stubborn, and nothing you do will change their minds. 

Independent 

Though it may appear that Artificial Intelligence controls UCs, it does not. They behave entirely as they please, refusing to accept any strategy commands. They hang around because they like you or because you have something that attracts them,, or because they're just bored. 

Introduction

Healie: He can't protect members, but he does know the Heal spell. 

Laurent: Uses a Venomous Dagger and casts Sleep and Firebal spells. 

Strom: He has no magic skills, but is a mighty fighter with good weapons. 

Orin: This strong man can use his huge muscles to break open some locked doors. 

Hector: He is building up power to use in a later battle. 

Panon: She is a brilliant star and is good to have with you in dark places. 

Lucia: A beautiful celestial woman with wondrous magic skills and power. 

Doran: This monster is deceptively powerful when it comes to attacking. 
 

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Irresponsible
Once all of your main characters have been defeated, no matter if some UCs are still alive, the team is considered annihilated. The UCs are absolutely no good in these situations.
 
 
 
 
 

Itinerary
For
Chapter 1
 
Ragnar should be sure to visit everywhere in the town of Izmit to collect clues. Also, he should look for his first UC, Healie, at the well.
 
 
Burland
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  • Level 1
 
Cave to Izmit
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  • Level 3
 
Izmit
a
 
  • Level 4
 
Bottom of an Old Well
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  • Level 5
  • Flying Shoes
  • Healie
 
Loch Tower
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  • Level 7
  • Missing Children
 
Burland
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  • Level 9
 
Burland
Izmit
Loch Tower
 

Itinerary
For
Chapter 2
 
Now you'll be commanding three team members. To plot good strategy, learn what each character's special talent is and use it in battle.
 
 
Santeem
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  • Level 1
 
Surene
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  • Level 1
 
Tempe
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  • Level 4
 
Frenor
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  • Level 7
 
Cave South of Frenor
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  • Level 8
  • Golden Bracelet
 
Bazaar
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  • Level 10
 
Birdsong Tower
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  • Level 11
  • Birdsong Nectar
 
Endor
a
 
  • Level 13
 
Santeem
a
 
  • Level 14

Itinerary
For
Chapter 3
 
Taloon's purpose in going on a quest is to find or earn lots of Gold. He should use his head when faced with traps or puzzles.
 
Lakanaba
a
 
  • Level 1
 
Cave North of Lakanaba
a
 
  • Level 3
  • Iron Safe
 
Bonmalmo
a
 
  • Level 7
  • Prince's Letter
 
Foxville
a
 
  • Level 7
  • A Dog
 
Endor
a
 
  • Level 10
  • Royal Scroll
 
Cave of Silver Statuette
a
 
  • Level 12
  • Silver Statuette
 
Tunnel Between Endor and Branca
a
 
  • Level 13
 
Lakanaba
Bonmalmo
Foxville
Endor

Itinerary
For
Chapter 4
 
Nara and Mara have dedicated their lives to their special talents -- which do not include fighting skills. They will need the help of strong UCs.
 
Monbaraba
a
 
  • Level 1
 
Kievs
a
 
  • Level 3
 
Cave West of Kievs
a
 
  • Level 4
 
Haville
a
 
  • Level 11
 
Keeleon
a
 
  • Level 11
 
Aktemto Mine
a
 
  • Level 13
  • Gunpowder Jar
 
Keeleon
a
 
  • Level 14
  • Boarding Pass
 
Monbaraba 
Kievs 
Haville 
Keeleon 
 
 
Questions & Answers
Chapters 1-4

Chapter 1
Q: The children of Izmit know of a well which they call "a secret playground." Where is its hidden entrance? 

A: Take the woman, Flora, back to her husband. Out of gratitude, she will tell you where to find the well. 
 

Q: I must have Flying Shoes to enter Loch Tower. I've looked all over, but can't find them. Now where should I search? 

A: Deep down in the damp, dark and awfully smelly well, you'll find an ancient and mysterious cave. Walk around this cave carefully. While exploring, watch for some valuable items and a familiar face. 


Chapter 2
Q: Alena's father, the King of Santeem, absolutely refuses to let her leave the castle. How can she make her escape? 

A: The first thing Alena should do is visit the people who live and work in the castle. They love good gossip and can give her some useful information. After talking to as many people as possible, Alena should return to her room and search the walls. She is resourceful and can probably find a good way out. 
 

Q: After grave dangers and great effort, I found the Shrine in the eastern part of the desert. How can I enter? 
 
A: First you must find and assist the King who lost his voice. To do this you will need a particular item. Once the forlorn King has regained his voice, you should return to the Shrine. You may find your good deed has benefited you.

Chapter 3
Q: Much to my disappointment, I have found that the bridge to Endor has fallen. What can I do about this problem? 

A: The first thing you should do is find Tom's missing son. When you return the boy, Tom will introduce you to a powerful ally. Go with this ally to the village in the woods of north Bonmalmo. 
 

Q: My greatest dream has always been to open a store. But the King refuses me a permit. What shall I do? 

A: You must try to get in to speak with the Prince of Endor - at night. Once you succeed, you will find that the unhappy prince desperately needs your help. After you have fulfilled his dearest wishes, you may go to see the King once again. You will find his attitude has changed. 
 


Chapter 4
Q: I have tried to get into the Castle of Keeleon, but the entrance is securely locked. How can I get inside? 

A: Have you found the Sphere of Silence? Obtain the Sphere, then try talking to the people once more. You may find that the Sphere loosens their tongues. Listen for a rumor about someone. 
 

Q: I scared the Minister with a Gunpowder Jar in the hall by his room, but he didn't lead me to Keeleon. Now what? 

A: After you blew up the Gunpowder Jar and frightened the Minister, did you follow him until he disappeared? He may have been spooked, but it takes more than that to make him lose his head. Go back to where he vanished and search the area carefully. 
 

 
a 
a 
Gold and Items
 
Once you've completed the first four chapters, you'll advance to Chapter 5. There, you'll be rejoined by all the characters you met in the earlier quests. But what about all the Gold you won and the items you bought while battling your way toward this last chapter? Your Gold is taken to pay the toll for beginning the final quest, but you will still have all the items you were carrying. You'll also have your token coins from the Casino.
 
 
 
 
A Few Final Tips

Open doors without a key: 
Monsters and other enemies can be pretty careless. Try every door, even if you have no key. A surprising number are unlocked. 

Visit the same people after dark: 
Nightfall does strange things to people. Someone you spoke to in the day might have something very different to say in the quiet night. 

A way out can always be found: 
Persistence is the important thing to remember when you're trapped or puzzled. Think hard and search carefully to find the solution. 

Clues are hidden in may things: 
Writing down what the people say can help. A notebook of possible clues will come in handy when you reach tricky spots. 

Use the keys everywhere: 
When you get possession of a key, return to all the doors you couldn't open before. This is the way to find wondrous items and weapons. 

Learn to geography of this world: 
The Dragon Warrior IV Map is very useful because you'll be visiting the same lands in several chapters. Knowing what to look for will help. 
 

a 
a 
Reminder:
 
*DO NOT remove or insert the Game Pak, and DO NOT unplug the NES when the POWER is on. 
*Before exiting your quest, be sure to visit a House of Healing and save your progress. Then push in and hold the RESET button while you turn off the POWER. 
*Never dismantle a Game Pak.
 
 
 
 
The World of Chapter 5
 
Born in a small mountain village, the child grew strong on the wild crags and played in the echoing valleys. Now, trained in the arts of a magician and gifted with the skills of a warrior, this child is ready to become a Hero. The time has come for our untried Hero to begin an incredible journey of peril and glory. 

The world of Dragon Warrior IV has four continents. These vast lands are composed of mountains, valleys, rushing streams, oceans, and countless dangers. The young Hero is inexperienced, but many allies will join the Hero's cause and lend their knowledge and assistance. Eventually, our Hero will bring a new order to this chaotic world.

 
 
Spell Chart
 
A
B
D
E
C
 
A. Spell Name B. Magic Point Cost C. Effects
D. Name and Level the Spell is Learned E. Description
 
 
Attack Spells (Direct Attack Type)
 
Blaze Family
BLAZE
2
Ma: 1
Hr: 3
With this spell, a little ball of fire appears at the fingertips. Fling it at one enemy to inflict 10 damage points.
One Enemy
BLAZEMORE
4
Ma: 19
To engulf one of the enemies in a huge billow of flame, try Blazemore. It will cause about 80 points of damage.
One Enemy
BLAZEMOST
10
Ma: 33
Again only effective against one enemy, Blazemost throws a gaint ball of fire. It costs the victim 180 damage points.
One Enemy
 
Incandescent Fire Family
FIREBAL
4
Ma: 7
Hr: 9
The caster of this spell draws down the power of lightning and forms a fire ball that sweeps over all enemies.
One Enemy G.
FIREBANE
6
Ma: 14
Utilizing the power of many lightning bolts, Firebane creates a scorching wall of flame around an enemy group.
One Enemy G.
FIREVOLT
10
Ma: 27
With this spell, hurl white-hot fire at a group of enemies. Each enemy will suffer at least 100 damage points.
One Enemy G.
 
Explosion Family
BANG
5
Ma: 11
The Bang spell causes an explosion inflicting about 20 damage points on all of the enemies in a battle.
All Enemies
BOOM
8
Ma: 23
Hr: 23
Bomm has nearly three times the power of the Bang spell, and can wipe out an entire gang of enemies in one use.
All Enemies
EXPLODET
15
Ma: 36
Incredibly powerful, Explodet creates an explosion that will cause around 140 damage points to each enemy.
All Enemies
 
Vacuum Family
INFERNOS
2
Na: 8
When the vacuum hole created by this spell tears through the enemies, each suffers at least 15 damage points.
One Enemy G.
INFERMORE
4
Na: 23
Not one enemy can escape the fury of an Infermore spell. All of them lose around 35 damage points.
One Enemy G.
INFERMOST
8
Na: 32
This spell builds a tornado that will suck up all the enemies in a group. Each enemy will lost around 60-130 points.
One Enemy G.
 
Lightning Family
ZAP
4
Hr: 25
Call upon clouds of thunder with this mighty spell and bring down a bolt of lightning on the head of one enemy.
One Enemy
LIGHTNING
15
Hr: 34
A supernaturally powerful blast of lightning strikes the entire group of enemies when you cast this spell.
All Enemies
THORDAIN
15
Hr: 37
Thordain combines the power of the hero and tree teammates. Enemies lose over 330 points and are entirely vaporized.
One Enemy
 
Frigid Family
ICEBOLT
2
Br: 1
Use IceBolt to fling a spear of ice at one of the enemies. Unable to dodge in time, it will suffer 13 damage points.
One Enemy
SNOWSTORM
5
Br: 11
With this spell, a whirling blast of ice crystals will sutrround the enemies, causing each one to suffer frostbite.
One Enemy G.
ICESPEARS
8
Br: 27
The IceSpears spell will rain down a hail of rapier-sharp icicles on the enemies. They will lose 70 points.
All Enemies
BLIZZARD
11
Br: 32
This spell summons a glacial blizzard that will overwhelm your enemies and cost them at least 100 damage points.
One Enemy G.
 
Defeat Family
BEAT
4
Cr: 18
Cast this spell onm an enemy and all of its body functions will be smothered. This spell does not always succeed.
One Enemy
DEFEAT
7
Cr: 24
This ancient spell is like Beat, only it affects all enemies in a group. Its chances of working, though, are less.
One Enemy G.
 
Others
SACRIFICE
1
Enemy
This spell is available to the enemy, never to your team. The one who casts this cursed spell instantly perishes.
All Allies
BEDRAGON
18
Ma: 30
Your team members can use this spell. The caster becomes a fire-breathing dragon until the battle is over.
Chanter


 
Defensive Spells
 
UPPER
3
Cr: 4
To protect a teammate, use this spell. He/she will then be shielded and suffer less damage than usual in a battle.
One Ally
INCREASE
4
Cr: 14
Use this spell to defend the whole team. The amount of protection, though is less than the Upper spell provides.
All Allies
SURROUND
4
Cr: 6
The Surround spell spreads a mist of mirages around the enemies. They will than attack the mist instead of you.
One Enemy G.
BOUNCE
4
Br: 8
To weave a mirror of light around you, cast this spell. The enemies' magic reflects from the light back onto them.
Chanter
FENDSPELL
2
Hr: 19
This spell creates a protective most that magic cannot pass -- either way. So the teammate still must defend himself.
One Ally
BARRIER
6
Na: 29
The barrier formed by this spell will shield the whole team from fire and snow storms summoned by your enemy.
All Allies
IRONIZE
2
Hr: 21
Ironize turns the team into an inert mass of iron. You cannot be harmed, but you cannot attack either.
All Allies


 
Miscellaneous Spells
 
RETURN
8
Hr: 7
Ma: 8
Br: 9
This will return your team to any site of choice that you have visited before. It does not work in towers or dungeons.
All Allies
OUTSIDE
8
Br: 7
Ma: 9
Hr: 13
Cast this spell to escape from a tower or dungeon. It is quite helpful if you are lost or your HP and MP are falling.
All Allies
X-RAY
3
Br: 23
Use X-Ray on treasure chests. If the chest glows blue it is safe, if red, beware of a dreaful enemy within.
One Treasure Chest
STEPGUARD
2
MA: 21
Many barriers are designed to inflict injuries. Use this spell to protect you and your team from costly damage.
All Allies
REPEL
8
Hr: 11
Repel keeps weaker enemies away, but does not work against enemies stronger than you or in towers and dungeons.
Limited Time
DAY - NIGHT
12
Br: 17
At times you may wish it were day or nighttime. Use this spell to change from one to the other.
-
CHANCE
20
Hr: 39
The Chance spell is unpredictable, so you should SAVE before trying it. This spell sometimes harms the caster.
?


 
Attack Spells (Indirect Attack Type)
 
EXPEL
3
Hr: 1
Use this to exile a group of enemies to another dimension. You do not earn EXP or Gold pieces with Expel.
One Enemy G.
SLEEP
3
Na: 5
This spell sends a group of enemies into a little nap. You should attack them fiercely before they awaken.
One Enemy G.
SLEEPMORE
3
Hr: 15
Na: 16
To send one enemy off to the Land of Nod for a long, deep slumber, cast the powerful Sleepmore spell.
One Enemy
STOPSPELL
3
Cr: 12
Use StopSpell to prevent an enemy from using magic on you and your team. Cast it when you fear the enemy's spells.
One Enemy G.
CHAOS
5
Br: 30
This spell severly confuses one enemy. He immediatly begins to attack his own allies.
One Enemy
ROBMAGIC
0
Ma: 16
Br: 25
Use RobMagic to steal MP from enemies. It doesn't cost the user any MP, so remember it when running low.
One Enemy
SAP
3
Br: 3
Ma: 3
The Sap spell is effective against enemies who are protected with a shell or armor because it bogs them down.
One Enemy
DEFENCE
4
Br: 21
This works like the Sap spell against a whole group of enemies, but its effects are less than Sap's.
One Enemy G.
SPEEDUP
3
Br: 14
Use SpeedUp to increase the agility of your team. With higher agility, you can make the first attack on enemies.
All Allies
BIKILL
6
Br: 14
This spell doubles the attack power of a chosen teammate. The effect will last throughout the battle.
One Ally
TRANSFORM
5
Hr: 30
To change the spell caster to another entity, use Transform. For example, change a Wizard into a Soldier.
Chanter


 
Healing Spells
 
HEAL
3
Na: 1
Cr: 1
This rather simple spell is a good one to learn. It will resore 30-40 points to the HP of one of your teammates.
One Ally
HEALMORE
5
Hr: 5
Na: 13
Cr: 16
The Healmore spell requires greater skill, but it will restore about 85 ponts to the HP of one teammate.
One Ally
HEALALL
7
Na: 26
Cr: 27
Hr: 27
When the HP of a teammate is getting dangerously low, use this spell to return his HP level to maximum.
One Ally
HEALUS
18
Cr: 30
This is a mos valuable spell when in a battle situation. It adds about 85 points to the HP of all teammates.
All Allies
HEALUSALL
36
Hr: 32
The Healusall spell requires a great deal of MP, but it will restore every team member's HP to maximum.
All Allies
ANTIDOTE
2
Cr: 8
When a teammate has been poisoned, try the Anitode spell. It will work to overcome many harmful curses.
One Ally
NUMBOFF
2
Na: 10
This handy spell can heal a teammate who has been striken down with numbness and immobility.
All Allies
AWAKE
2
Hr: 17
If a team member has been attacked by an enemy's Sleep spell or sweet breath attack, use the Awake spell.
All Allies
VIVIFY
12
Na: 20
Cr: 21
Hr: 28
This spell may revive a deceased team member. The chances of success are low, about 50%, but you should still try.
One Ally
REVIVE
20
Cr: 33
Unlike Vivify, this spell will always succeed in bringing back a teammate. Restore the teammate's HP to maximum.
One Ally
FAREWELL
Maximim MP
Na: 35
The caster of thi spell will sacrifice his or her own life to revive and heal all injured team members.
All Allies
 
The Stellar Core 
Console RPG Games
Illicit Consortium Books
Other Peoples Products
October 1997