Walkthrough


Rise & Fall

 Coneria Town was once called the Dream City. That was before the darkness and the rot began spreading upon the Earth. In those golden days four orbs of power controlled the four elements of Wind, Fire, Water and Earth, but then the light drained from the orbs and the balance was destroyed.
 As shadows lengthened and the ground shook with tremors, Lukahn the Prophet announced that four heroes would appear in time to grapple with this new evil. The Light Warriors he named them, and then he departed to join the Circle of Sages at Crescent Lake.
 In the Kingdom of Coneria, as in all the free world, the evil spread from day to day. Nightmarish creatures now roamed the forests and cities lay in ruins. The Dark Age had come at last, and leading the forces of shadow was a knight named Garland. It was he who had crippled the four orbs, and it was he, too, that kidnaped Princess Sara of Coneria. Only the coming of the Light Warriors could save them.



Coneria Castle


        In the castle you'll collect information and, later, when you have the Key you'll also obtain valuable treasures. After visiting the King, see the guard down and to the left of the King's room. Then talk to the wise men on the ground floor.

Treasure Chests

Iron Armor
Iron Shield
T.N.T.
Iron Staff
Saber
Silver Knife



  Locked Doors And Hidden Secrets


        On the ground floor of Castle Coneria you will reach the Treasure Vaults by following the path to the right of the castle's entrance. There you will find two wise men and two locked doors. Both repeat the same message--how 400 years ago the Treasure Vaults were locked with a mystic Key and how that Key was given to the Prince of Elfland for safekeeping.


     The King of Coneria Needs Your Help

        Everyone in Castle Coneria seems to have heard of the Light Warriors, including the King. Visit him on the second floor of the castle to learn how the legendary Light Warriors can help. It seems that the King can do nothing to save his daughter, who has been kidnapped by Garland. But he has faith in the Light Warriors. Therefore it is up to you to find Princess Sara and return her safely home.

        Having seen the King and Queen your quest should be clear. The Light Warriors must somehow rescue Princess Sara from Garland. You also know that you must seek her to the northwest. Put before setting out you'll need weapons armor and magic spells. In Coneria Town such items can be purchased.



Coneria Town


        In Coneria the Light Warriors prepare for their quest by purchasing weapons, armor and magic in the town shops. You'll also learn that to the east lies a port city called Pravoka and that Lukahn the Prophet has gone to Crescent Lake.

Level 1 Black Magic

FIRE
SLEP
LOCK
LIT

Level 1 White Magic

CURE
HARM
FOG
RUSE

Armor Shop

Cloth 10 G
Wooden Armor 50 G
Chain Armor 80 G

Weapons Shop

Wooden Staff 5 G
Small Knife 5 G
Wooden Nunchuck 1O G
Rapier 10 G
Iron Hammer 10 G

Item Shop

Heal Potion 60 G
Pure Potion 75 G
Tent 75 G



Garland's Castle


Before seeking battle with Garland your party must fight monsters in the outer world, gaining experience and gold. When you reach Level 3, it's time to fight Garland. Equip each Light Warrior with the best armor and weapons available.

Treasure Chests

Cabin
Heal Potion
Cap
Were Sword
Soft Potion
Rune Sword



The Light Warriors Prepare For Garland


At Level 3 your Light Warriors should have no difficulty defeating Garland. He is susceptible to SLEP and FIRE magic and the strong attack of Fighters. Make sure your party's HP is full before entering the room, however, as your foe can cause severe damage--up to 30 HP per attack. It's also a good idea to bring some Heal Potion along in case Garland's attack is fierce.


Fighting Garland


At Level 3, Garland will almost certainly fall to the Light Warriors. At Level 2 it's more of a challenge, but Garland can be defeated. Your Black Mage or Red Mage should use FIRE three times in a row if necessary while your Fighter, equipped with a Rapier, should attack. The White Mage and Black Belt or Thief should also attack. If one warrior is injured, the White Mage should give him the Heal Potion.

Upon entering  Garland's throne room you'll note Princess behind Garland, not to mention his pet bats Step forward and Garland will greet the Light Warriors threats and insults. His confidence is great, but your skill is greater still. At this point you cannot prevent battle or escape the room. You'll have to fight to the finish.


Princess Sara Is Saved


Princess Sara recognizes the Light Warriors and magically whisks them back to Castle Coneria. Sara demonstrates her gratitude by bestowing a very precious gift upon the Light Warriors--the Lute--which is used late in the game.


Castle Coneria


A Bridge Is Built


So great is the gratitude of the King that he has a bridge built spanning the northern channel to the mainland. Now your journey can truly begin. Before crossing, talk to the people again. Many have new messages. Learn about the Lute from a man in the castle.

Upon the bridge the title suddenly appears along with the game credits. Now at last the real challenge is laid before you.

Once Sara is safe, a woman in Coneria Town trusts the Light Warriors enough to tell them about Matoya, a witch who lives in a cave to the North. Follow the woman's advice and visit Matoya. You'll also learn a very special magic spell in the cave.



Matoya's Cave

Once Sara is safe, a woman in Coneria Town trusts the Light Warriors enough to tell them about Matoya, a witch who lives in a cave to the North. Follow the woman's advice and visit Matoya. You'll also learn a very special magic spell in the cave.

Treasure Chests

Heal Potion
Heal Potion
Pure Potion



Matoya Needs A Crystal Lens

To talk with Matoya, go around her desk and then talk in the normal manner. You'll learn that her Crystal lens was stolen and now she can't see very well. This is a clue to the wise. Find her Crystal she'll be one grateful witch.


The Talking Broom Knows A Magic Spell

Although it seems as if the Broom is speaking gibberish, it's actually giving you a magic spell. Translated it means PUSH B SELECT. Do this to bring up a map of the world.


Pravoka


The traveler in Coneria Town told you about his home in Pravoka where pirates roam and people hide in their houses. Here you battle the pirates, and if you defeat them you'll also win their pirate ship. The seaport also offers some good buys, including Level 2 magic spells.

Level 2 Black Magic

ICE
DARK
TMPR
SLOW

Level 2 White Magic

LAMP
MUTE
ALIT
INVS

Armor Shop

Wooden Armor 50 G
Chain Armor 10 G
Iron Armor 800 G
Wooden Shield 15 G
Gloves 60 G

Weapon Shop

Iron Hammer 10 G
Short Sword 550 G
Hand Axe 550 G
Scimitar 200 G

Potion Shop

Heal Potion 60 G
Pure Potion 75 G
Tent 75 G
Cabin 250 G


The Streets of Pravoka Aren't safe

After your dangerous journey from Coneria stop at the Inn before exploring Pravoka. This way you won't stumble onto the pirates with low HP. From the
town's entrance, walk directly north to the Inn.

Pummel the Pirates


Bikke the Pirate is not at all pleased to find four armored and experienced warriors on his turf. But although he may think you're just a scurvy dog, he'll sic his crew on you. Suddenly nine Pirates swarm to the attack. Each Pirate can sustain only sustain six HP of damage, so your entire party should be able to defeat them in hand to hand fighting.

The Pirates of Pravoka are not strong individually, but nine of them together can be a threat. If you're at Level 3, you are strong enough to attack them. It is important to watch your HP though. If all the Pirates attack one party member he could lose HP quickly. Have some Heal Potion on hand to prevent an untimely defeat.

If you have enough money, buy better weapons for use against the pirates. The Short Sword is your best buy, but the Scimitar is also a good alternative at less than half the price.



You've Won A Ship

Once you've freed Pravoka from the Pirates you'll find Bikke, their captain, is still in town. Talk to him. He'll admit defeat--rather graciously for a Pirate--and give you his ship. The ship will be waiting for you in the harbor just outside of town when you're ready to leave Pravoka. With the wind in your sails you'll be able to travel to lands previously beyond reach.


Pravokans Are No Longer In Hiding


Townsfolk are out in force now that the streets are safe. They have a lot to say, too, about the Elf Prince and Matoya's Herb, and also about the town of Melmond.


Summary Of Events


CASTLE CORNERIA

Meet the King and speak to the people You'll learn about your quest and the legend that foretold your coming.

CORNERIA TOWN

Get information and buy supplies for your adventures in the outer world. Return to the Inn to fill up your HP and to save your game.

TEMPLE OF FIENDS

At Level 2 or 3 enter the Temple, defeat Garland and rescue Sara. A number of rooms remain locked. Return later with a mystic key.

CASTLE CORNERIA

The Princess gives you the lute and the King builds a bridge across North Channel. Many people have new tales to tell.

CORNERIA TOWN

Here, as in the castle, the news of your victory over Garland has loosened the tongues of the good folk. You'll hear about Matoya.

NORTH BRIDGE

As you cross the bridge you'll learn more about the four orbs and the credits for the game will appear.

MATOYAS CAVE

The Broom tells you a cryptic spell--Push B Select. You'll also learn that Matoya needs a Crystal to see.

PRAVOKA

Defeat the Pirates and win the shop. Learn about the Elf Prince and Matoya's Herb. Buy better weapons and Level 2 Magic.



The Dark Elf

 Elfland resisted the growing darkness better than most of the world, in part due to their beloved Prince. His honesty, courage and wisdom were renowned throughout Elfland and in kingdoms as far away as Coneria. But there was one Elf, named Astos, a cousin of the Prince, who lived further north and west in a county that fell under the spreading shadow. Over the years his castle fell into ruins and creatures of darkness made it their abode. And as the shadows deepened on his land, Astos also fell under their gloomy spell. He began to brood and soon jealousy crept into his heart jealousy over the good fortune of his cousin.
 With his evil band Astos marched on the Castle of Elf, defeated the Elfish army and cast a sleeping spell upon the good Prince. In this way the shadow reached even into the heart of Elfland.
 On his return journey, Astos came upon an old woman in the forest who peered at him through a ball of crystal. "Wicked creature!" she shrieked, making gestures in the air as if to ward off evil spirits. Ignoring the curses, the Dark Elf stole the crystal and left her blind in the wilderness.



Castle of the Elf


In the Castle of Elf you will learn about the cruel fate of the Sleeping Prince, but you will also hear that an herb can awaken him and that Matoya has such an herb. By helping Matoya and the Prince you will earn entrance into the locked Treasure Vault.

The Sleeping Prince Holds The Key


Many years ago, the King of Coneria entrusted the Key to his treasure with the Elf Prince. To get this key the Light Warriors must somehow wake the Prince from his long sleep

Treasure Chests

Silver Hammer
400 G
330 G
Copper Gauntlet



Unlocking The Mystery

The pieces of the puzzle fit like this: to wake the Prince you need a magic Herb; the Herb is held by Matoya; bring Matoya the Crystal that Astos stole and she will give you the Herb; defeat Astos to claim the Crystal, but first you must find his Crown in the Marsh Cave and return it to him. The road is a long one.



Elfland

The village of Elfland is known far and wide for its excellent weapons and armor. You'll also find Level 3 and Level 4 Magic Shops. Many elves will tell you about the fate of their Prince and give clues to help you find Astos.

Level 3 Black Magic

FIR2
HOLD
LIT2
LOK2

Level 3 White Magic

CUR2
HRM2
AFIR
HEAL

Level 4 Black Magic

SLP2
FAST
CONF
ICE2

Level 4 White Magic

PURE
FEAR
AICE
AMUT

Armor Shop

Iron Armor 800 G
Copper Bracelet 1000 G
Iron Shield 100 G
Cap 80 G
Wooden Helmet 100 G

Weapon Shop

Iron Nunchuck 200 G
Large Dagger 175 G
Iron Staff 200 G
Saber 450 G
Silver Sword 4000 G

Item Shop

Heal Potion 60 G
Pure Potion 75 G
Tent 75 G
House 3000 G
Soft Potion 800 G



Northwest Castle

Visiting the ancient home of Astos is your next great task. At Level 4 or 5 you can reach the Northwest Castle. There a king claims that Astos has stolen his crown, but you are not yet strong enough to chase into the Marsh Cave after it. Wait until Level 8 or 9.



The Nameless King


An Elf in Elfland warned you that Astos is in disguise. It is true. At first he seems to be a lonely monarch who has lost his crown.

The only double-crossing going on here is by the mysterious king in Northwest Castle. His command is one you must obey, but his purpose is not noble in the least.

Treasure Chests

Power Staff
Falchon
Iron Gauntlet


The Dark Elf Exposed

Once you've battled through the Marsh Cave and recovered the missing Crown you'll return to Northwest Castle. Then Astos reveals him self wicked and powerful king and attacks the Light Warriors. As always, enter the fray with your maximum HP. The best attack strategy is to use FIR2, or FAST on Fighters and Black Belts.

When you defeat Astos you will receive the Crystal. Take this to Matoya and exchange it for the magical Herb that will wake up the Elf Prince.



Marsh Cave


Staying alive long enough to get in and out of the Marsh Cave with Astos' Crown is no easy task. Your Level 3 Magic spells will help. CUR2 FIR2, LIT2 and HRM2 are all excellent. Also stock up on Heal and Pure Potions--as many as you can carry.

You'll find Wizards protecting the Crown of Astos. LIT2 is your best magic attack, but your real strength is with weapons and defensive spells like MUTE and INVS.

Don't try to find all the treasure on your first trip. Take along a few Houses and use them just outside the cave entrance. Head back out when your HP gets low.

Treasure Chests

Empty
Large Dagger
Empty
620 G
680 G
Short Sword
Empty
Iron Armor
295 G
Copper Bracelet
House
Empty
Crown
385 G
Empty
Silver Bracelet
Silver Knife
1020 G



Dwarf Cave

The industrious Dwarves are busy in their subterranean home. Here you will find much treasure and information. This is also where you meet Nerrick, who can help you reach the Western Sea.

Treasure Chests

450 G
575 G
Cabin
Iron Helmet
Dragon Sword
Silver Knife
Wooden Helmet
Silver Armor
575 G
House



Nerrick needs T.N.T.


Nerrick, the Dwarfs' chief engineer, is opening a channel between the Western Sea and the Aldi Sea. It is the only way you will be able to reach Melmond in the far West.

The Blacksmith Needs Adamant


If you can bring a precious mineral called Adamant to the Blacksmith, he will forge for you the ultimate sword called Xcalber.


Summary of Events

CASTLE OF ELF

Learn what happened to the sleeping Prince when you visit the Castle.

ELFLAND

You'll find information about Astos in the village. You should buy better weapons and armor with gold won from Ogres.

DWARF CAVE

A quick trip to the Dwarf Cave reveals that Astos stole the Crystal from Matoya, which she needs to regain her sight.

NORTHWEST CASTLE

Meet the King who has lost his Crown. He commands you bring it back from the Marsh Cave.

MARSH CAVE

When the Light Warriors have reached Level 8 or 9 they should head to the Marsh Cave and explore cautiously.

NORTHWEST CASTLE

Return the Crown to the King who turns out to be Astos. Battle Astos and win the Crystal.

MATOYA'S CAVE

Return to the North bringing the Crystal. She rewards the Light Warriors with a special Herb

CASTLE OF ELF

Wake up the Prince using the Herb. In gratitude, he will give you the Key that opens the locked treasure vaults.

ELFLAND

Back in Elfland one of the citizens tells of a ship that flies through the air.

CASTLE CORNERIA

Open the treasure vaults with the Key. Here you will find gold and some special items including T.N.T.

NORTHWEST CASTLE

Return to the ruins of the Northwest Castle Unlock the locked doors and collect Astos' hidden Treasure.

DWARF CAVE

Meet Nerrick and give him the T.N.T. With the explosives he can blast a channel to the West Sea.



Dying Earth


On ages past the town of Melmond was known as a seat of learning, a city of peaceful traders and beautiful gardens on the Western border of civilization. But when the light was drained from the four orbs, Melmond suffered greatly, perhaps more than any other town. The rich soil underfoot turned to clay. The plants died. People moved away to seek a living in the more hospitable lands. Some of the braver citizens sought the source of the rot, wandering further afield until they reached the black mouth of a cavern far south of Melmond. There they heard of the coming of Lich, the
Fiend of the Earth but none returned to tell the tale.
For an age Lich had remained buried in the cold bosom of the earth waiting for his time of ascendance. When light drained from the orbs, Lich sensed it and he stirred. Creeping from his dark hole, the foul breath of his passing turned all it touched into poison. The rot spread across the land like a brush fire. It was the beginning of the end, and Lich rejoiced.


Melmond


Talk of Vampires and Titans is rampant in Melmond, but there is much truth in the words. Learn about Sarda, the Sage, and the Vampire who lives in the Earth Cave. The Steel Armor for sale here is one of the best buys anywhere for your Fighter. Also, be sure to meet Dr. Unne.

Level 5 Black Magic

FIR3
BANE
WARP
SLO2

Level 5 White Magic

CUR3
LIFE
HRM3
HEL2

Armor Shop

Steel Armor 45000 G
Silver Bracelet 5000 G
Iron Helmet 450 G
Copper Gauntlet 750 G
Iron Gauntlet 750 G

Weapons Shop

Iron Staff 200 G
Saber 450 G
Long Sword 1500 G
Falchon 450 G



Assist Dr. Unne And He Will Help You

Later in the game you will have a chance to help Dr. Unne in his language studies. Dr. Unne will then help you proceed to the final stage.


Titan's Tunnel


Once you have won the Ruby from the Vampire you should seek out Sarda, the Sage. To get there you must pass through the Titan's Tunnel. The only way to do this is to feed the Ruby to the hungry Titan.

It is impossible to fight your way past the Titan or to catch him napping. The Ruby is your key.


Getting Past The Titan


To bribe the Titan into letting you pass, you'll need the Ruby. The Ruby is kept by the Vampire in the Earth Cave. Find him on the 3rd Level of the Earth Cave and defeat him then bring the Ruby to the Titan.

Treasure Chests
Silver Helmet
450 G
620 G
Great Axe



Sarda's Cave


Having won the Ruby and passed through the Titan's Tunnel, you will find the cave of Sarda and the old sage inside. He will give you a Rod, which can be used as a lever on the Stone Plate in the Earth Cave.


The Rod Opens The Way


With the Rod, return to the Earth Cave and pry open the stone Plate. It is the only way to reach the lowest levels of the cavern.
Sarda describes how the Rod is used and hints at the presence of Lich, who has caused the rot.

Two major tasks await you in the Earth Cave, but the dangers are countless. First you must seek out the Vampire and win the Ruby. Second, Lich, the Earth Fiend, must be defeated. Sarda can help you with this final task. There is also a place to earn great wealth.



Earth Cave


Two major tasks await you in the Earth Cave, but the dangers are countless. First you must seek out the Vampire and win the Ruby. Second Lich the Earth Fiend, must be defeated. Sarda can help you with this final task. There is also a good place to earn some wealth.

Treasure Chests

1975 G
880 G
Heal Potion
Pure Potion
795 G
Coral Sword
Cabin
330 G
5000 G
Wooden Shield
575 G
3400 G
1020G
Heal Potion
Ruby
Tent
5450 G
1520 G
Wooden Staff
3400 G
1455 G
1455 G
1250 G
Silver Shield
Cabin



In this branching corridor you will encounter Giants at every step. With each victory you will earn 879 Gold (per Giant!) and 879 Experience Points.

Fighting Giants is easiest with the Giant Sword. You can find that in the Gurgu
Volcano and return to  earn Gold here.

Like all vampires, this one can be defeated through use of garlic, wooden stakes or fire. Unfortunatly there are no garlic cloves or stakes handy. Use FIR2 to inflict the greatest damage. Harm spells work well

The Dazzle magic of the Vampire can stun a warrior and put him of action. MUTE and SLEP work as a defense, but INVS will keep the Dazzle spell from being effective



An Immovable Stone Plate


To pry up the Stone Plate you'll need a sturdy rod to use as a lever. Sarda, who lives beyond the Titan's Tunnel has such a tool.

Using the Rod you'll be able to lift the heavy Stone Plate. Revealed below it, is a path to the deeper levels of the Earth Cave.



Lich, The Earth Fiend Has A Bag Of Tricks


Lich can use STOP, ZAP, NUKE and other strong spells. Your best move is to enter his room with full HP and boost your fighting warriors with FAST. Harm spells and Fire spells will also cause damage. AFIR is a good defensive spell to protect against NUKE while CUR2 will help warriors recover HP in battle

After defeating the Earth Fiend move forward and touch the black orb. You will be transported out of the Earth Cave.



Summary of Events


MELMOND

Gather information in this western port and buy strong armor. Bring plenty of Heal Potion from Coneria.

THE EARTH CAVE

Seek out the Vampire deep in the cave and do battle with him for the Ruby.

TITAN'S TUNNEL

Give the Ruby to the Titan, who loves them for lunch, and he will let the Light Warriors pass through the cave.

SARDA'S CAVE

Speak to Sarda, the sage he will give you The Rod that helps you lift the Stone Plate in the Earth Cave.

TITAN'S TUNNEL

Return to the Earth Cave via the Titan's Tunnel. Make sure to collect treasure in the treasure vault in the tunnel.

EARTH CAVE

Lift the Stone Plate and venture into the depths of the cave. Battle Lich, the Earth Fiend. If you win, an orb will shine again.



The Ancients


Hundreds of years ago a great civilization in the North created magical objects that could do wondrous things. One of these objects was the Floater Stone It was able to suspend gravity around a much larger object such as a castle or a ship. And indeed with the power of the Floater the ancients built castles in the sky and flying ships. But 400 years ago a terror appeared in the skies of the North. The wonderful ships and castle of men began dropping from the air like stones. Fearing that their magic would be utterly destroyed by this new force of evil, one brave bad set out in the last remaining airship. They flew to the South where the fiend of wind had not yet come, and there they hid their great treasure. The airship was buried in the dunes of the scorching desert while the Floater that powered the airship was taken to a cave of ice. As the men made their way back to the North, they were lost at sea, as was their precious knowledge.

The Silversmiths of Crescent Lake are renowned for their fine work. Both weapons and armor are available here. Most important are the Sages. Lukahn and the Sages have much to tell you about the four fiends afflicting the Earth, and Lukahn gives you the canoe.



Level 6 Black Magic

LIT3
RUB
QAKE
STUN

Level 6 White Magic

SOFT
EXIT
FOG2
INV2

Armor Shop

Silver Armor 7500 G
Silver Shield 2500 G
Buckler 2500 G
Silver Helmet 2500 G
Silver Gaulntlet 2500 G

Weapons Shop

Silver Knife 800 G
Silver Sword 4000 G
Silver Hammer 2500 G
Silver Axe 4500 G

Item Shop

Heal Potion 60 G
Pure Potion 75 G
Cabin 250 G
House 3000 G



The Wisdom Of The Sages


From the beginning of the game the fate of the four orbs held by the Light Warriors has been a mystery. Now, in the presence of these wise men, some of the truth is revealed Having defeated Lich already, you will have noticed that one of the orbs has regained its light. But the three other orbs remain dark. You will have to defeat each of the four elemental forces before each orb shines again, and even then your task will not be entirely complete. Also keep in mind that Lich is the weakest of the four fiends But don't let this knowledge dishearten you. Each time you defeat a fiend you recover some of the lost power of the orbs.

Here at last you learn how the four orbs lost their light. The four fiends seized the power and are now turning it to their own vile purposes. Aware that the Light Warriors are the one hope of the world, Lukahn gives you the Canoe to speed you on.

The only way to reach the interior of this region is by Canoe. Lukahn gives it to you, simply walk to the river and the Canoe will be launched.

The importance of EXIT magic will become apparent as you reach even more difficult mazes and dungeons. Once you have completed the Class Change return to Crescent Lake and buy EXIT



Gurgu Volcano

Just as you did at the Marsh Cave, use a House before entering the Volcano. If your party dies inside, you'll be able to come right back. The hot lava floors will drain HP with each step. Be prepared with a full load of Heal Potion.

Treasure Chests

795 G
750 G
Giant Sword
4150 G
Silver Helmet
1520 G
Silver Helmet
Silver Helmet
Heal Potion
Cabin
1760 G
1520 G
Silver Shield
1455 G
Silver Axe
1975 G
Pure Potion
Heal Potion
7340 G
Pure Potion
Flame Shield
Ice Sword
880 G
1760 G
2750 G
Soft Potion
1O G
155 G
House
2000 G
Empty
Wooden Staff
1250 G
Flame Armor
Empty
Empty
Empty


Watch Your Step


The heat of the Volcano is tremendous. Each step on the hot lava sections will drain HP from all four members of your party. Keep tabs on your HP levels as you delve deeper and plan each step to reduce the distance you have to cross on the hot lava flows.


Find Treasure


Much valuable treasure, including armor and weapons especially suited for use in the fiery realm of the Volcano, is to be found here. Take your time Kary the Fire Fiend
isn't going anywhere. If you bring several Houses along you can restore HP using magic. This saves your Heal Potions for the final assault.


Fighting Fire Monsters


As you might guess, the best way to defeat creatures of fire is with ice. Ice spells are particularly effective in the volcano. The Ice Sword is by far the best weapon for your Fighter. As for armor, in the Ice Cave you'll find the Ice Armor which protects you from the hot, scorching attacks of many monsters including Kary.

ICE2 is your best attack spell in the Volcano. For protection, use AFIR. Your magic is limited, however, so don't waste either of these spells on weaker foes. A conventional attack works fine against most of the enemies.



Predicting Enemy Attack


Many treasure rooms are guarded by powerful monsters who always appear in the same place. Knowing this you can be prepared for their attacks and, sometimes, you can avoid them altogether. Some monsters attack as soon as you enter the room. But others inhabit only a single spot inside. If you step into a treasure room and are not attacked straight away, try going around the edge of the room. By doing so you may avoid whatever guardian monster is lurking there.


Battling  Kary


As always, don't enter a fiend's lair until each Light Warrior has full HP. To conserve your magic, you should use only Heal Potions on the way down to Kary's room. Equipped with the Ice Sword and Ice Armor, a Fighter can inflict a lot of damage, but you can boost that by using FAST. Red and Black Mages get in their licks with Ice spells. The White Mage uses AFIR and INV2 to help protect his companions.

Once you succeed in putting out Kary's flame, it's time to recover her orb, the second of four. Walk forward and touch the orb. As before with Lich, the Light Warriors will be transported outside. Now two of your orbs have recovered their glow.



The Ice Cave


Northwest of Crescent Lake is an isolated cavern that has remained frozen since the last ice age. Equipped with Fire Armor and fire spells you'll face Frost Giants and other cold-hearted enemies. Your prize will be the Floater, which lies within.

Treasure Chests

Heal Potion
10000 G
9500 G
Tent
Ice Shield
Flame Sword
Cloth
Floater
Silver Gauntlet
Ice Armor
7900 G
5450 G
180 G
9900 G
5000 G
12350 G



Fighting Ice Monsters


Just as you attacked Fire monsters with Ice spells and weapons, Ice monsters are susceptible to attack by Fire. FIR2, and especially FIR3 (if you have it at this point) will melt the opposition. The Flame Sword is in the Ice Cave and should be equipped immediately


Taking the Plunge


In the room of pits you'll want to watch your step. Right off you'll notice a treasure chest in the middle of the room, inaccessible due to the holes. Of course the Floater is in the middle. Circle around the holes and drop through the hole at the upper left. Now you will be in a room with Undead monsters. Cross the maze leading to the next floor. In the room with a hole drop drop  down and you'll find the Floater.


Attack the Eye


Before you can get the Floater you will face the wrath of the Eye. Use FAST to boost your best fighter. Arm him with the Rune Sword.

Once the Eye is out of the picture nothing can stop you from getting the legendary Floater.



Ryukahn Desert


Since the fall of the great civilization in the North the Desert of Ryukahn has kept a secret buried beneath its burning sands. Now, armed with the Floater, the Light Warriors can seek out and raise the Airship. Their quest to become warriors of the skY is almost complete.


A Rumor in Elfland


Far to the West in Elfland tales are still told of the Floater Stone and the great Airship that can fly faster than an eagle.


The Airship revealed


Leave your ship at the mouth of the river and take the canoe to land. Hike to the middle of the desert and switch to your subscreen. Now use the Floater. The Airship will rise magically from the sands.


Summary Of Events


CRESCENT LAKE

Obtain valuable information from the Circle of Sages and the canoe from Lukahn. Buy Houses and Heal Potion.

GURGU VOLCANO

Collect treasure from the many vaults of the Volcano, then seek out Kary on the lowest level and defeat her.

CRESCENT LAKE

Back at Crescent Lake speak to the fellow who had been asleep to learn the whereabouts of the Floater Stone.

ICE CAVE

Brave the fierce cold of the Cave to claim the Floater. Use Fire attacks to keep the Ice monsters at bay.

ELFLAND

In Elfland you hear about the possible location of an Airship which you can raise from its secret hiding place.

RYUKAHN DESERT

Using the magic of the Floater, raise the Airship from the burning sands and board it to fly to new horizons.



The Dragon King

In the days when the rot began and the light of the orbs dimmed, the Dragonfolk lived on the peninsula east of the Cardia Islands. The Castle of Ordeal was then called Bahamut s Keep, but a legion of fearsome monsters swept down upon the castle from the North, and such were their numbers that Bahamut and his people had to flee. Taking refuge in the islands west of their ancestral home, the Dragons found safty but they began to know fear.
Seeing this King Bahamut looked for a way to insill courage in his people, a courage  that would be needed if the new forces in the world were to be held a bay. And so he devised the Trial of Courage. Bahamt was the first to go. Alone he traveled to the castle that was his home. Alone he entered the gate and, fighting loathsome creatures at every step, made his way to the Throne Room high on the third floor. There he laid a token in a treasure chest, then he fought his way back to the Islands.
In the days and years that followed, and Dragon or man who sought Bahamut's support was required to seek proof of his courage in the Castle. Many followed in the Dragon King's footsteps, but none returned with the token.



Cardia Islands


This is the home of the Dragons of Cardia. The dragons seem to have courage on their minds. Everywhere you go there is talk of testing and ordeals. That is the way of dragons; they respect bold and courageous humans and despise weakness. The Light Warriors must seek out King Bahamut and learn the task he has set for them.

Treasure Chests

Cabin
575 G
Soft Potion
1O G
House
500 G
160 G
9500 G
2750 G
l520 G
2750 G
1455 G
2000 G


The Dragon's Test

The Light Warriors are bidden to go to the Castle Of Ordeal and return with proof of their courage. But what is that proof? None of the dragons are willing to speak of it. Surely it must be a very terrible thing if the brave dragons will not even mention its name. Or perhaps part of the trial is to discover the object. In fact, that is exactly what is expected. The real trial lying ahead is to penetrate the castle and poke into every nook and cranny. Then bring back what you find.


Castle of Ordeal


The Castle Of Ordeal is aptly named-the inhabitants are fierce, the monsters are devious and the goal is unclear. Three floors of constant danger and battle await those who enter, but you have no choice. Make sure your health is full and that you have 99 Heal Potions.

Treasure Chests

Zeus Gauntlet
Gold Bracelet
Ice Sword
Iron Guantlet
Heal Staff
Empty
House
1455 G
7340 G
The Tail



Battle Tips


Many powerful magic users dwell in the Castle. Against some of these you'll have little defense. The INV2 spell helps the warriors dodge. MUTE works on many, such as the Medusas. AFIR is a must against the Mancats. Use these defensive spells at the start of an attack.


The Column Maze


The second floor of the Castle is a maze rooms If you touch a column, however, you will be transported to one of the other rooms.


Tell the Tail of Courage


In the most remote chamber at the top of the third floor of the Castle is a Treasure Chest containing the Tail. You'll have to defeat the Zombie Dragons first--no small detail. FIR2 and FAST are both effective. Then, to make a long trip short, step onto the throne. You'll be transported back to the first floor of the Castle. Now return to Bahamut. He rewards your courage by promoting the Light Warriors to a higher status.


Summary Of Events


CARDIA ISLANDS

Visit the dragons, collect their treasure and meet their king, Bahamut. He will present you with a trial of courage.

CASTLE OF ORDEAL

Travel to the Castle of Ordeal and challenge its three deadly floors On the top floor claim the Tail as a token of courage.

CARDIA ISLANDS

Bring the Tail back to Bahamut. Having proven yourself, he will transform your party into higher professional categories.



A Mermaids Tale


The storm that sank the Sea Shrine came on as a dawn of red skies and hot winds from the East. By noon dark clouds boiled overhead and 20-foot waves crashed against the marble walls of the Shrine. Inside, the Mermaids watched with apprehension. It had long been known that something was amiss in the world, but until now the sea had been their friend. They stowed their most valuable possessions on the top floor of the Shrine, then settled down to wait.

It soon became clear that the Shrine could not withstand the waves and wind for long. But the Mermaids worried more about the town of Onrac; for the people there could be swept into the sea and lost unlike the Mermaids. As the storm reached its peak of fury and the Shrine began to slide into the depths, one Mermaid escaped. She warned the people of Onrac, who went inland and were saved, but in doing to the Mermaid had lost her own home forever.



Gaia


Nestled in a narrow mountain valley, the town of Gaia is well protected from the troubles of the wide world beyond. Here you'll find specialized weapons and armor, Level 7 and 8 magic and a mysteriously empty pond in the woods behind the town.

Level 7 Black Magic

ICE3
BRAK

Level 7 White Magic

CUR4
HRM4

Level 8 Black Magic

STOP
ZAP!
XXXX

Level 8 White Magic

FADE
WALL
XFER

Armor Shop

Gold Bracelet 50000 G
ProRing 20000 G

Weapon Shop

Catclaw 65000 G

Item Shop

Heal Potion 60 G
Pure Potion 75 G
Cabin 250 G
House 3000 G


The Fairy’s Spring


At one time a Fairy lived in this quiet pond, but by the time the Light Warriors arrive on the scene she is gone. Clues are given both here in Gaia and in Onrac. To make use of this magical spring you must find the Fairy and return her to her home. Do so and she'll give you a present of Oxyale.


Onrac


In Onrac, the Light Warriors hear much about mermaids and robots and other fantastic beings. All of it is true. At the port you will find a submarine that can take you to the Sea Shrine where the mermaids live. You'll also meet Dr. Unne's brother from Melmond.

Level 7 Black Magic

SABR
BLND

Level 7 White Magic

ARUB
HEL3

Item Shop

Heal Potion 60 G
Pure Potion 75 G
Cabin 250 G
House 3000 G
Soft Potion 800 G



The Fate of Onrac


As people both in Onrac and in Crescent Lake tell you, until the coming of the Water Fiend 200 years ago, Onrac was part of a great civilization. Part of that power was derived from the good will of the Mermaids who lived nearby in a shrine, but now the shrine has been lost beneath the waves.


Caravan Clues


Onrac is still the place to hear news of the world. In speaking to the citizens, you will learn that there was something very strange being offered for sale at the Caravan.


How To Reach The Shrine


Since the Sea Shrine sank there is just one way to reach it-that's by using the Submarine in Onrac. But to do that you'll need Oxyale, and Oxyale must be given to you by the Fairy. Unfortunately, since the Fairy has been sold to a Caravan, she can’t help you unless you buy her back. If you go to the Western Desert, near an oasis, you'll find the Caravan. Buy the Bottle, as it contains the Fairy inside, and take the Bottle to the Fairy's Spring in Gaia. Release the Fairy and receive the Oxyale. Now take the Oxyale back to Onrac. Finally you'll be allowed entrance to the Submarine. Simply enter the Submarine and you'll be taken to the Sea Shrine.


UFO’s in Onrac


One man insists that he saw a shiny object fall from the sky and others have seen a robot to the north near the Great Waterfall. So what are these Unidentified Falling Objects?


Dr. Unne’s Brother


Near the Inn in Onrac you’ll come across Dr. Unne’s brother. He tell the Light Warriors that Dr. Unne has been unraveling the mysterious language of Lefeinish, but that a stone tablet with valuable translations is needed to finish the work. A woman in the town says that many treasures sank with the Sea Shrine and that one of them was a stone plate. Could this be the translation?


The Caravan


In the northern part of the desert west of Onrac, near the green oasis, the Caravan has set up for business. One specialty item is for sale that is of utmost importance to the Light Warriors.


Purchase the Bottle


Although unmarked, the Bottle commands a stiff price. Its contents must be very rare and valuable. In fact, the Bottle contains the Fairy from Gaia. Pay the 50,000 Gold pieces.


The Prize in the Bottle


Once you have possession of the Bottle, take it to the Fairy's Spring in Gaia and open it by selecting 'Bottle' from the Item subscreen. The Fairy, once released, will give you a supply of Oxyale which is an essential part of the Submarine in Onrac.

In Gaia make your way to the Fairy's Spring There by the shore open the Bottle to release the captive Fairy. After she gives you the Oxyale you're ready to tackle the Sea Shrine.



The Sea Shrine


The Submarine drops you off at the middle floor of the sunken Sea Shrine. Above are the Mermaids. Below is Kraken, the Fiend of Water. Seek out the Mermaids first. They have kept many treasures that will help you in the battles in the lower part of the Shrine.

Treasure Chests

9900 G
2000 G
110 G
450 G
Opal Armor
20 G
Mage Staff
Light Axe
12350 G
2750 G
l0000 G
l0 G
Opal Helmet
Opal Gauntlet o p.62
Slab
4l50 G
5000 G
9000 G
l760 G
Opal Bracelet
Pure Potion
Opal Shield
Light Axe
Ribbon
9900 G
7340 G
2750 G
5450 G
Power Gauntlet
385 G
7690 G
8135 G



The Lefeinish Slab


Visit each Mermaid and collect the treasure. Most important, however, is that you find the Stone Slab Dr. Unne needs to understand the Lefeinish. Follow the corridor at the upper left hand corner of Floor 5 to reach the room where the Slab is kept.


Battling Kraken, the Water Fiend

LIT3 is the best attack magic to use on the Fiend of the Water, and FAST will increase the attack of your fighting Knight, Ninja and Master. As always, enter the fiend's room only when your HP is full. You may also have to use LAMP if Kraken blinds a warrior with Ink.

Shock this overgrown octopus with a shot of LIT3 and dodge his attack with the INV2 spell.



The Waterfall


Behind the cascade of falling mist lies a deep cavern with many winding passages. Here you must go to solve the mystery of the U.F.O. seen in Onrac. If successful you will discover both the Robot and the Cube.

Treasure Chests

Wizard Staff
Ribbon
13450 G
6400 G
5000 G
Defense



Finding the Robot


The Robot is at the far end of a maze that is teaming with enemies. Some, like the Gas Dragon, are extremely dangerous. Others, like Mud Gol, are easy to run away from.

Just inside the Robot's room you'll face an attack. Fire will destroy the Mummies and ARUB or the ProRing protects you from the Perilisk's Squint attack.

The Robot gives you a mysterious object called the Cube. It is used in the Mirage Tower.



Summary of Events


GAIA

Get information from the people and buy specialty weapons and protective devices.

ONRAC

Learn about the Waterfall and Sea Shrine. Find Dr. Unne's brother Learn the whereabouts of the Caravan.

THE CARAVAN

Purchase the bottle from the Caravan Master near the oasis in the Western Desert.

GAIA

Release the Fairy at the Fairy’s Spring in Gaia she will give you a supply of Oxyale.

ONRAC

Show the Submarine owner that you have Oxyale and he'll let you enter the Submarine.

SEA SHRINE

Work your way to the top floor of the Sea Shrine. Collect the treasure and talk to Mermaids. Take the Slab. Then go to the lowest floor of the Shrine and battle Kraken for the third orb.

THE WATERFALL

See the Robot and get the Cube. Take the treasure in the Robot’s room.



The Floating Castle


In the early days of the technological ascendancy of Lefein, a debate raged over whether it was a good idea to build castles in the sky. Some people that argued that what goes up must come down, and as a result those people still on the ground when the castles eventually came down would get squashed. Others said that if man had been meant to build castles in the sky he would have been given nests, but no one really understood that argument and few supported it. A lack of support was, in fact, the problem most people had with floating architecture. Defying gravity was all well and good when it came to Airships. But castles were another thing altogether. Many of the Lefeinish believed that something terrible would happen if the castle was built.

But the castle was built, and a staff of robots was made to keep the place in order. The Sky Warriors made it their home and kept peace throughout the world until the coming of the Fiend of Wind. Then everything changed. An enemy force of cruel  monsters swept in like a tornado and the Sky Warriors escaped with a single Airship. The people of Lefein wondered if the had unwittingly set loose the horror. But no one took the blame and the problem only got worse.



Lefein


Lefein was once the home of the great civilization of the North. Their language is foreign, but with Dr. Unne's help you can learn it. Besides a great deal of information, you'll also find a hidden magic shop with two potent spells.

Level 8 Black Magic

NUKE

Level 8 White Magic

LIF2



Learn your Lefeinish

If you visit Lefein before taking the Slab to Dr. Unne, it could be a frustrating trip, The fact is that the people of Lefein speak an ancient language which has been forgotten everywhere else in the world.

Once you have learned the ancient language from Dr. Unne, travel to the town of Lefein. Whereas before the spoke only gibberish now you can understand every word. Here you will find the descendents of the brave souls who hid the Airship in the South. You will also learn that the people of Lefein once controlled a fantastic realm that reached into the sky.



Tiamat Now Controls The Sky


Four hundred years ago Tiamat, the Fiend of the Wind, stole the power of the wind from the Lefeinish Sky Warriors. Now he resides high above the Earth in the realm of stars. Perhaps the Lefeinish robots still operate the complex machinery that suspends the castle in space. The Light Warriors must find the entrance to the Sky Castle somewhere in the Mirage Tower.


The Fate of The Five


The five bravest warriors of Lefein went in search of the cause of the turmoil in the sky, knowing that some vast power was intent on the destruction of their civilization. They left their Airship and Floater in the South, but never returned to Lefein.

The legend of four warriors bearing orbs of power has preceded you. The Lefeinish give you the Chime with which you can enter the Mirage Tower.



A Secret Magic Shop


In the Northeastern corner of Lefein you will discover a breach in the wall. Pass through the hole and continue hiking eastward. There you will find the hidden magic shops. Each shop sells just one spell, but they are the powerful spells of LIF2 and NUKE.


The Mirage Tower


Rising from lhe center of the Great Eastern Desert like a horn of stone, the Mirage Tower is your path to the final fiend, Tiamat, who lives somewhere above in the floating castle of the Lefeinish. But the Tower itself holds many dangers.

Treasure Chests

Cabin
Aegis Shield
2750 G
3400 G
880 G
18010 G
Vorpal
Heal Helmet
13000 G
12350 G
Thor's Hammer
7900 G
8135 G
House
7689
Sun Sword
10000 G
Dragon Armor



The Chime Is The Key


Most adventurers discover the Mirage Tower long before they hear of the Chime. But if they hope to get inside they must speak Lefeinish and get the Chime from the man in Lefein.


Plundering the Tower


You'll find a great deal of treasure lying about in the Mirage Tower. Some of the weapons and armor you'll want to keep. Other pieces Mearly take up space.


Visit Each Robot


Like the Robot in the Waterfall, these robots have been programmed with messages. The messages are there for warriors who may not have ventured into the Waterfall yet to recover the Cube from the other robot.


Battling The Blue Dragon


The Blue Dragon is sitting just inside the door to the Transporter chamber and cannot be avoided. His Thunder spell can wreak havoc so use the Ribbon. FIR3 is the best attack spell.


Beam up To The Sky Castle


In the center of the top floor of the Tower you'll find the Transporter. Use the Cube to activate the Transport Beam. Instantly the Light Warriors are transported to the Sky Castle, home of Tiamat.


The Sky Castle


The first thing you'll notice is that the Sky Castle is obviously a product of high technology, and not just because it's miles above the Earth. Transporters and robots are everywhere. One of the guardians is high-tech, as well--the awesome WarMech.

Treasure Chests

9900 G
Heal Potion
4150 G
7900 G
5000 G
ProRing
6720 G
Heal Helmet
180 G
Bane Sword
Silver Helmet
House
Opal Gauntlet
880 G
13000 G
Ribbon
Opal Shield
Adamant
White Shirt
Black Shirt
9000 G
Heal Potion
ProRing
5450 G
Soft Potion
4150 G
3400 G
Katana
6400 G
Cloth
ProCape
Soft Potion
9500 G
8135 G



More Treasure Than You Can Carry?


If you run out of space, remember it's easy to use the EXIT spell, then go to Gaia and sell off the excess treasure. Always check the Tables Of Weapons & Armor before selling a piece as it may have a secret use.

If you don’t want to spend the time going all the way back to Gaia, you can Drop weapons and armor. But don’t drop a valuable item.



Making Use of Adamant


Once you  obtain Adamant take it back to the Dwarf Cave. There a Blacksmith will use the Adamant to Forge a fantastic sword called Xcalber, Which is second in power only to the Masmune.


A Window On The World


The robot invites you to look out over the world from the window. The window reveals an important clue for the end of the game. Four forces are flowing together into the center of the Temple of Fiends. When it comes time to seek out the Master of those four elemental forces, the Light Warriors will return to the Temple of Fiends.


Forth Floor Maze


Walking straight in any one direction will get you nowhere in this maze. Instead, walk LEFT until you reach an intersection, then UP until you reach a Transporter. The combination of walking RIGHT and DOWN also works.


WarMech’s Bridge


A combat robot called WarMech patrols the bridge that leads to Tiamat's inner sanctum. But your chances of meeting WarMech are slim--just 1 in 64. If you do have to fight, use AFIR and the Ice Armor.


Battling Tiamat


Tiamat's specialized attacks can be brutal. As with most fiends, use FAST to multiply the attack of your fighting warriors. INV2 is also good for protection. Later, when you meet him again in the Temple of Fiends, use STOP.


Return to Crescent Lake


Having sent Tiamat screeching into the void of oblivion it should become apparent that the game is not yet over. Only the Circle of Sages in Crescent Lake know what to do. Speak to them at once and learn about the power that controls the world from 2000 years in the past. The Temple of Fiends is revealed as a Time Gate that can be used if the four orbs shine.


Temple of the Fiends Revisited: The Past Becomes The Present


The time has come for the Light Warriors to rid the world of the cause of the decay. Only the strongest enemies are in the Temple now, including all four of the elemental fiends. Another point to remember is that the only way out is to use the EXIT spell.

Treasure Chests

ProRing
ProCape
Katana
26000 G
Masmune


No Place Left To Run


The strongest of the evil creatures have been gathered to prevent adventurers from penetrating the Temple of Fiends.


The Earth Floor


The Earth Floor is filled with creatures from the Earth Cave. Lich is waiting for you at the top of the stairway.


The Fire Floor


Here you’ll find Monsters similar to those from the Gurgu Volcano.


The Floor Of Water


He you will find monsters similar to those you fought while in the Sea Shrine. Kraken awaits you in the long passage in the lower right.


The Wind Floor


Three important elements are on this Floor. First is Masmune, the most powerful sword in the game which any warrior can weild with spectacular results. Next is Tiamat, who waits for you  in the corridor linking the top two square areas. Finally is the portal that brings you  to the lowest level where the final enemy awaits you.


Through This Door Is The Final Phantasm


At last, on this floor, is the ruler of the fiends. Chaos is staggeringly powerful and has virtually every useful magic spell in his bag of tricks. Before entering you should have full HP and close to full magic. Luck plays a big part.

Your Warriors should be at about Level 27 to have a good chance against Chaos. Even then your success will be determined by the random spells Chaos uses. You  wall to protect your White Wizard so he can restore HP and FAST on all Fighting Warriors.



Summary Of Events


MELMOND

Take the Slab to Dr. Unne and he will teach you to speak the ancient language of Lefeinish.

LEFEIN

Learn about the Sky Warriors and how the Chime will gain you access to the Mirage Tower in the Desert.

MIRAGE TOWER

Collect the Treasures of the Tower and talk to you robots. Using the Cube on the top floor you’ll reach the Sky Castle.

SKY CASTLE

Find the Adamant and take it to the Dwarf Cave for Xcalber, then return to the Sky Castle and Battle Tiamat, the Fiend of Wind.

CRESCENT

Revisit the Circle of Sages and learn about the Final task. You’ll also be told how to reach Chaos through the Temple of Fiends.

TEMPLE OF FIENDS

Return to the Temple of Fiends. With all four Orbs lit, you’ll be able to step through the Time Gate into the past.

TEMPLE OF FIENDS REVISITED

Put Princess Sara’s Lute to use in reaching the depths of the Temple. Find Masmune then go after Chaos.

THE END

After defeating Chaos you’ll learn how Chaos came to power, the meaning of time travel, and who was responsible.



Return to Main Page
1