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.