-= Falconer's The King of Dragons FAQ: Version 1.0 =-

-= Trademarks =-

The King of Dragons is a trademark of Capcom.

-= Legal Crap =-

This FAQ is Copyright (C) Scott Faulkner/Falconer (sfaulk@earthlink.net).
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if you spam and/or decide to rip-off parts of my FAQ.

--
The King of Dragons (abbreviated as KoD from this point forward), is one of
the few side-scrolling beat-em-ups that I still like playing.  Even though it
is several years old and several 'superior' beat-em-ups have since come and
gone, there's something about KoD that keeps me playing it whenever I visit
the arcade (somewhat) nearby.

What I intend to supply by the time I complete this FAQ is a way through KoD
with as few casualties on your part as possible.  This relates to how to
best approach certain bosses, how to make food last, when to use magic, and
so on.  I also intend to have detailed information about the five characters
you can control, and how to best utilize their strengths/weaknesses.  More
middling stuff like how much 'EXP' the various monsters are worth, how much
'EXP' various items are worth, what exactly the various armor and weapon
upgrades look like and what good armor does will also be in here.

This FAQ walks through the 'World' arcade edition of King of Dragons.  Any
differences between it, the Japanese arcade version and the SNES version
will be listed to the best of my knowledge.  At times I will add in personal
opinions of my own; I don't expect anyone to treat them as fact.

-= Index =-

Zero)  Getting Started
       1.)  How to Play KoD
       2.)  Known Differences Between Versions

  I.)  Characters
       1.)  The Cleric
       2.)  The Dwarf
       3.)  The Elf
       4.)  The Fighter
       5.)  The Wizard
 II.)  Items, Armor and Weaponry
       1.)  Items
             i.)  Gems and Gold
            ii.)  Magic Crystals
           iii.)  Food
       2.)  Armor
             i.)  The Cleric
            ii.)  The Dwarf
           iii.)  The Fighter
            iv.)  The Wizard
       3.)  Weaponry
             i.)  The Cleric
            ii.)  The Dwarf
           iii.)  The Elf
            iv.)  The Fighter
             v.)  The Wizard
III.)  Monsters
       1.)  Normal Monsters
             i.)  Orcs
            ii.)  Wolven Archers
           iii.)  Slimes
            iv.)  Harpies
             v.)  Skeletons
            vi.)  Lizard Men
           vii.)  Mummies
          viii.)  Cutpurses
            ix.)  Mermen
             x.)  Traps
            xi.)  Archers
           xii.)  Flying Imps/Devils
IV.)  The Stages
       1.)  The Orc Village
       2.)  Treasure in an Old Castle
       3.)  Battle on a Mountain Peak
       4.)  Cave of the Hydra
       5.)  To the Norde Isle
       6.)  The Giant in the Shrine
       7.)  Trent Woods
       8.)  To the Castle
       9.)  In the Castle
      10.)  Underground Pass
      11.)  Battle in the Fortress
      12.)  Castle Garenos
      13.)  The Dark Wizard
      14.)  A Cave in the Woods
      15.)  The Underground Labyrinth
      16.)  A Limestone Cave
 V.)  Miscellaneous
      1.)  EXP Listing
      2.)  Damage Listing
      3.)  History
      4.)  Thanks and Mentions
      5.)  Random Crap

-= Getting Started =-

1.)  How to Play KoD

How the joystick works is self-explanitory.  The character will, if possible,
move in whichever direction you point them at.  The attack button swings,
zaps or shoots your weapon.  The jump button...  makes you jump.  Pressing
both buttons at the same time will summon blasts of either fire or lightning,
depending on the character.  The cleric, dwarf and fighter have shields,
which can be used to block most any non-grab/impale move by pressing away
from the enemy about to hit you just before the attack lands.  If successful,
they will raise their shield in a blocking stance, taking no damage at all.

What this means is if an enemy on your right (say, an Orc), is about to cave
in the skull of the dwarf with their mace, if you press left on the joystick
before the attack lands, the dwarf will crouch slightly and raise his shield
to block the blow, which makes an audible clanking sound.

2.)  Known Differences Between Versions

- The SNES version has an item that will add a credit to your total, while
  neither the World nor the Japanese version has such an item.

- In the arcade versions, gaining certain amounts of EXP will add an extra
  life to your characters' current amount.  The SNES version does not.

- The arcade versions support up to three players, while the SNES version
  supports up to two.
  
- The SNES version makes it possible to have one button for magic and/or one
  button for blocking.  This makes it easier for a cleric/dwarf/fighter to
  use their shields, something I don't much like.

- Several features found only in the Japanese arcade version:  A green lizard
  spearman and dark red lizard swordsman, a gold gauntlet treasure worth 800
  EXP, a standing triple fireball attack for the Green Dragon, an attack for
  the Hydra where any of the heads jerk backwards and spit a fast glob at a
  sharp angle, not all fruit restores 16 health, the order you get upgrades
  is reversed (armor followed by weaponry), the characters gain max HP at
  different levels, and a different sound effect is used when a character
  gains a level, enters a stage or is revived.

-= Characters =-

I'm not sure if Capcom ever gave these guys actual names, or if they do
only go by Elf, Cleric, Dwarf and so on.  With that in mind...

1.)  The Cleric

"Although it is against his creed to used (sic) sharp weapons, he has
powerful defensive abilities and, his god willing, his level can
advance quickly."

Height:  203 cm
Weight:  109 kg
   Age:  34

-= HP: 2nd  Attack: 3rd  Defense: 1st  Speed: 3rd  Magic: 3rd  Range: 4th =-

My personal favorite of the characters.  He has the best starting defense,
possibly the best overall by game's end, and as his description states, he
has the easiest time gaining levels.  He gains HP rather quickly, further
enforcing his 'tank' persona.  He has no serious drawbacks, aside from being
a little unfleet of foot.  He makes a solid partner, and is a good choice for
someone just starting out.  He starts with an iron cudgel and a wood shield.

He gains HP upgrades at the following levels:

2.)  The Dwarf

"Although small, he is 100% pure muscle and can handle the harshest
punishment.  Kind of a slow study his level does not advance too quickly."

Height:  120 cm
Weight:  70 kg
   Age:  Unknown

-= HP: 3rd  Attack: 1st  Defense: 2nd  Speed: 4th  Magic: 4th  Range: 5th =-

Eh.  He's OK, but early on it can be a pain to keep him intact.  He's got
the worst reach of the five, so you have to get much closer than you may
want to in order to hit enemies, and Ice Traps are hard to avoid until you
get some of the higher class weapons.  It takes him awhile to advance in
level, so getting health from food and killing bosses becomes more of an
issue.  On the bright side, he's got high attack power and it takes a bit
more to kill him off.  Later on he gets to be quite good, but he's definitely
not a character I'd suggest you choose for your first run through the game.
He starts with a hand axe and a leather shield.

He gains HP upgrades at the following levels:

3.)  The Elf

"Ever nimble, he can often pick off the enemy from a distance with his bow.
If it comes to close range, however, he can't handle too much abuse."

Height:  175 cm
Weight:  60 kg
   Age:  Unknown

-= HP: 4th  Attack: 5th  Defense: 5th  Speed: 1st  Magic: 2nd  Range: 1st =-

Truer words were never spoken than those for the Elf's description.  He's
got speed flying out of every pore, and he can shoot twice in the time that
the other characters swing/zap once.  He has the hardest time doing damage,
but when it comes to fighting bosses, this usually turns out meaning he gets
a lot more experience.  However, his one terrible, TERRIBLE weakness is that
he seriously can't take damage worth anything.

A strong wind bruises this guy, that's how easy it is to find yourself won-
dering where all of the Elf's health went to.  From what I can tell, he's the
only character who gets no defensive boosts from anything, since both of his
upgradable items deal with offense.  This is especially troubling since he
doesn't gain HP as fast as any of the other characters.  If you're interested
in fighting from a range where getting hit is kept to a minimum, noone does
it better than the Elf.  Otherwise, avoid him like the plague.  He starts
with a short bow and a quiver of wooden arrows.

He gains HP upgrades at the following levels:

4.)  The Fighter

"His fiercest ally is his sword but when it comes to magic, he prefers to
leave that to the guys in the bathrobes."

Height:  183 cm
Weight:  90 kg
   Age:  26

-= HP: 1st  Attack: 2nd  Defense: 3rd  Speed: 2nd  Magic: 5th  Range: 3rd =-

He won't be confused with a master of magic anytime soon.  He does the least
damage with magic, so unless you're playing solo, leave all magic crystals
except Jewelry to your partner.  Where the Fighter shines is in close-range
combat.  He has the best mix of damage and attack speed of the three melee
combatants.  His mobility and defense are up there as well, so taking or
avoiding a hit aren't pressing issues.  He levels at a good clip and gains
HP almost as well.  In my opinion, he's the best choice for someone playing
for the first time.  He starts with a short sword and a leather shield.

He gains HP upgrades at the following levels:

5.)  The Wizard

"He may be a slow mover and not be too handy with a sword, but after he's
garnered a little experience, only the foolish dare to hazard his mean side."

Height:  169 cm
Weight:  56 kg
   Age:  28

-= HP: 5th  Attack: 4th  Defense: 4th  Speed: 5th  Magic: 1st  Range: 2nd =-

He's nothing special when you first start out.  He has slow attack speed,
below average damage, slow on his feet and he takes more damage than everyone
except the Elf.  As time goes by, though, every problem except his foot speed
fade away.  By game's end, he might have better defense than the cleric, hits
hard at a fast rate and has magic powers beyond those of any other character.
His initial difficulties are the only thing keeping me from picking him ahead
of the Fighter for newcomers.  He starts with a small curled staff and a
purple-gemmed ring of protection.

He gains HP upgrades at the following levels:

 Level 3 (40 max HP)
 Level 6 (48 max HP)
 Level 9 (56 max HP)
Level 12 (64 max HP)
Level 15 (72 max HP)
Level 18 (80 max HP)

-= Items, Armor and Weaponry =-

1.)  Items

Throughout the game, various gems and items will be found in chests and off
of monsters.  Some monsters drop more than one type of item, although certain
drops are rarer than others.  Some restore health, some add EXP, some can do
both and others still are used to attack enemies.

  1i.)  Gems and Gold

Cutpurse's Sack: A very small sack of gold with a light blue question mark.
                 Only dropped by Cutpurses after they get hit.
Small Gold Sack: A small sack of gold with a red G on the side.  Found in
                 chests and dropped by several monsters.
Large Gold Sack: A large sack of gold with a wide red G on the side.  Found
                 in chests and dropped by fewer monsters than the small sack.
     Purple Gem: A smooth oval-shaped gem.  Usually found in chests, although
                 some monsters drop it upon death.
     Yellow Gem: A rectangular gem with the corners cut off.  Also usually in
                 chests, but slightly more common as a monster drop than the
                 purple gem.
           Ruby: A flat orangish-red gem, like the Yellow Gem on its side.
                 Somewhat uncommon; almost more likely as a monster drop than
                 as a chest reward.
        Diamond: Blue in color, with the standard pentagonish diamond shape.
                 Rarest of the gems; very few monsters drop this.

 1ii.)  Magic Crystals

 Meteor:  Sends meteor chunks crashing upon random parts of the screen,
          but it looks like all enemies will get it, even if no chunks
          land by them.  Possibly the strongest of the magic attacks, but
          somewhat rare.

Thunder:  Three bolts of lightning crash to the ground, seeking out any
          enemy nearby.  From what I've seen it's the weakest of the
          three attack magics, but the heat seeking property serves it
          well.  The dwarf and fighter drop this after losing all of their
          lives.

   Fire:  Four blasts of fire burst from the ground, seeking out any
          enemy nearby.  Stronger than Thunder, but weaker than Meteor.
          The cleric, elf and wizard drop this after losing all of their
          lives.

   Frog:  Turns some enemies into frogs, which become harmless and then hop
          offscreen.  Personally, I consider it the worst magic there is.
          It can do damage to bosses, although it's rare you get a Frog Gem
          to use against a boss.

Jewelry:  Turns up to four enemies into rubies.  If the enemies you're about
          to transform are worth less than 2,000 EXP, then go ahead and use
          this magic to come out ahead without getting damaged.  It can do
          damage to bosses, but if that opportunity comes to pass, it's a
          total waste in my opinion.  This Gem is for getting EXP, not for
          doing damage.

All five characters can use either thunder or fire magic (it depends on the
character) without a crystal by pressing the Jump and Attack buttons at the
same time.  However, this takes away 8 life (10 for the dwarf and fighter)
and isn't as strong.

1iii.)  Food

    Fruit:  These can be a strawberry, a bunch of bananas, a bunch of grapes
            or a green apple.  These restore 16 HP.

Red Apple:  This is rare; the only place I've seen it is in stage 15.  It's
            much bigger than the green apple and restores 24 HP.

 Elixir 1:  This looks like a yellow flask with two handles on the side.  It
            restores 24 HP.

 Elixir 2:  This is the ultimate in healing, restoring 32 HP.  It looks
            similar to Elixir 1, but with a purple bottle enclosed in the
            center.

2.)  Armor

As you beat bosses and open certain gold chests, you will find upgrades for
the armor of your character.  Unless, as noted above, you're using the Elf.
These upgrades will make it so your character takes less damage, up to the
point where some enemies can only do 1 damage to you.  It IS possible to
avoid picking up these upgrades, but I don't suggest it unless you're trying
to increase the difficulty of the game.

  2i.)  The Cleric

    Level 1:  Wood Shield
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

 2ii.)  The Dwarf

    Level 1:  Leather Shield
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

2iii.)  The Fighter

    Level 1:  Leather Shield
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

 2iv.)  The Wizard

    Level 1:  Purple-Gemmed Ring
    Level 2:  Silver Ring with an Orange Gem
    Level 3:  Purple Scarab Armlet
    Level 4:  Bronze Amulet
    Level 5:  Bronze Jewelled Necklace with Pearls
    Level 6:  Golden Armlet with Purple Gem
    Level 7:  Necklace with Crystal Shards
    Level 8:  Golden Coronet with Purple Gems

3.)  Weaponry

Like with Armor, certain bosses and gold chests hide superior weaponry than
what you currently have.  For the most part, this means increased power,
speed and range.  The Elf has the distinction of getting two separate boosts
to his weaponry.  He gets boosts for his arrows and his bow.

  3i.)  The Cleric

    Level 1:  Iron Cudgel
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

 3ii.)  The Dwarf

    Level 1:  Hand Axe
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

3iii.)  The Elf

    Level 1:  Wood Bow and Wooden Arrows
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

 3iv.)  The Fighter

    Level 1:  Short Sword
    Level 2:  
    Level 3:  
    Level 4:  
    Level 5:  
    Level 6:  
    Level 7:  
    Level 8:  

  3v.)  The Wizard

    Level 1:  Wood Staff/Orange Fireballs
    Level 2:  Wood Staff with Purple Gem/Blue Fireballs
    Level 3:  Gnarled Staff with Blue Gem/Blue Force Waves
    Level 4:  Gnarled Staff with inset Blue Gem/Green Force Waves
    Level 5:  Wood Staff with Metal Headpiece and Red Gem/Orange Flame
    Level 6:  Wood Staff with Crescent Moon Headpiece/Blue Flame
    Level 7:  Wood Staff with Jagged Headpiece and Red Gem/Green Flame
    Level 8:  T-shaped Staff with Purple Gem/Blue Lightning Bolt

-= Monsters =-

1.)  Normal Monsters

Gildiss has amassed a small army to help keep the populous intimidated and in
line.  It's your job to stab, shoot and zap everything that gets in your way.
Some of them will be pitifully easy to defeat, some will require that you pay
attention, some will merely be annoying.

   1i.)  Orcs

The common grunts of KoD.  They wear a grey metal helmet, brown clothes and
brown felt boots.  They have an annoying fondness for making noises and
hopping about.  They come in green, blue and red versions, with increasing
amounts of musculature and, in the case of the blue and red orcs, shields
that are occasionally used.

  1ii.)  Wolven Archers

The first of many enemies that apparently have fractional HP, since it takes
nothing more than a single hit to kill them.  They'll shoot three to six
arrows at you, and if given the chance, run away afterwards.  You can shoot
or hit their arrows to get free EXP.  It might be worth it to let them fire
all of their arrows for the EXP, then kill them to get even more EXP out of
them.  They come in brown, blue and yellow versions, with the yellow archers
firing arrows in bunches of two.

 1iii.)  Slimes

There are two types, green and red.  From what I can tell, they both explode
into giblets after one hit and are only threatening if you let them wrap 
themselves around your legs.  The dwarf is short enough to hit them whether
they're airborne or slithering along the ground, and the wizard has two
weapons (level 3 and 4) that give him this ability as well.

  1iv.)  Harpies

They only show up on one level, and all they do there is flutter about in the
air, occasionally going offscreen and then diving down in the hopes that they
can grab you and drop you.  One hit sends them crashing to the ground for a
dirt nap.  While they're floating around in range of you, they can hit you
for negligible damage, so don't let them flit about in front of you.

   1v.)  Skeletons

In possession of a healthy amount of attack power, these undead sport a metal
buckler and battle-scarred long sword.  They enjoy slashing living things a
good deal.  They tend to freeze in place after burying their sword in your
shoulder, giving you a free hit if you react quickly.  They bounce backwards
after getting hit, making it easy to 'lock' them in place with attacks timed
to hit when they land from the previous attack.  They come in two versions:
grey sword and shield, and blood-red sword and shield.  On some occasions,
skeletons will introduce themselves by walking on screen and throwing a spear
in your general direction.  These tend to hurt.

  1vi.)  Lizard Men

- Swordsmen

The best non-boss sword and shield enemies you'll have the dubious honor of
facing.  They like to block almost to the point of excess.  Unlike orcs, they
don't always try to counterattack after blocking you.  Sometimes they'll just
back away and set up another attack, or block your next hit as well.  It's
not much fun getting hit by them either, since they can knock you down after
an attack, despite 'freezing' like the skeletons do.  They come in green and
orange varieties.

- Spearmen

These monsters are not terribly bright, if you ask me.  If you stand directly
across from them, they will break into a straight line run and try to spear
you.  This would be problematic if it weren't easy to move out of the way
and/or hit them before they get the chance, causing them to fall flat on
their face, leaving them vulnerable to a free hit as they stand.  Up close,
they're mildly threatening, but their attack speed is lacking.  They come in
red and blue varieties.

 1vii.)  Mummies

They show up twice, and do nothing except lumber towards you, try to choke
you to death, and occasionally stagger around with their head nearly torn off
after you hit them.  They have an unusual defense system that consists of 
bouncing backwards with their arms crossed, giving you more chances to hit
them as they try to lumber back up to your face.

1viii.)  Cutpurses

They're not enemies as much as they are annoying guys who try to steal food
and gems left onscreen.  Smack them once to make them drop whatever they've
picked up, as well as a small bag of gold.  They can't hurt you, unless you
consider losing food and/or EXP as a method of receiving pain.

  1ix.)  Mermen

They show up twice and in two varieties, blue and green.  They like to hop
around and stab you when you get too close.  If you hit them, they flop to
the ground, then bounce up, jump into the air and try to spear you.  The only
problem with this is that all you have to do is jump backwards and attack to
send them down again.  Repeat until they stop getting up.

   1x.)  Traps

There are two types of traps:  The Mimic and the Ice Trap.  The Mimic looks
like a metal chest which twitches nervously on occasion.  When you get close
to it, it jumps up in the air, teeth bared in hopes of latching on to you and
whittling away your health.  One hit while they're airborne, twitching or on
the ground will destroy them.  If they happen to latch on, shake the joystick
back and forth to forcibly remove them.  Ice Traps emit five blasts of ice to
the left, a 45 degree angle, a 90 degree angle, a 135 angle and to the right
for a short distance.  If you're within their range, you get encased in ice,
open to any attack that a nearby monster wishes to bestow upon you.  If no
monster is nearby, the ice will, after a few seconds, whittle your health.
If you wiggle the joystick fast enough upon being encased, you can break free
and lose no HP.

  1xi.)  Archers

They pop up in a few stages, decked in shiny black armor from head to toe.
Said armor must be made from tissue paper, because it takes only one hit to
kill them.  Given the chance to fire after hopping on screen, they fire a
VERY fast arrow which will drop your character on their butt.  After firing
once, they hop offscreen.  Oddly enough, they don't try to get lined up with
you.  You could be at the bottom of the screen as one hops at the top and he
will fire his arrow anyways.

 1xii.)  Flying Imps/Devils

They show up in one stage only and serve the purpose of trying to run into
you and occasionally drop really nice items as you kill them with one hit.

-= The Stages =-

This stage walkthrough makes the assumption that you pick up armor and weapon
upgrades as you come across them.  If you ignore one along the way, you may
find that where I say a chest spits out the level 4 weapon for a character,
it instead spits out the level 4 armor.  So, if you've decided to make things
tough on yourself by not picking up armor and weapon upgrades, gold chests
and boss drops will not conform to what I list from this point forward.

 1.)  The Orc Village

The first stage serves as a place to get used to the controls and possibly
practice your blocking on the green orcs that pop up from time to time.  Not
long after starting the stage, you'll run into a chest that usually carries a
large bag of gold, but occasionally has a purple gem.  A few green orcs get
in your way before you reach the next chest, which contains either a Fire or
Lightning Crystal.  If you want, use it on anything that is still alive, or
bounce it off your character further along the stage until you get enough
targets.  On the way to the next chest, some wolven archers, green orcs and
blue orcs await your presence.  The next chest, like the first, has either a
large bag of gold or a purple gem inside.  Move to the right, running into
another blue orc and a gold chest which contains fruit.  A little further to
the right of those is:

Stage 1 Boss:  The Orc King

I'm personally insulted by this guy.  All you have to do is stand directly in
front of him and he can't hurt you.  He can swing his twin extendable maces
all he wants, he's not going to deal a single point of damage to you.  Beat
him into the ground, pick up the gold and food he drops and acquire the first
of many weapon upgrades to come.

 2.)  Treasure in an Old Castle

Just to the right after starting the stage is a chest with a Lightning or
Fire Crystal.  Use it on the incoming enemies.  A little to the right of
the Crystal are two chests.  The upper one contains an ice trap, ignore it
or trip it after beating up the green and blue orcs that jump in to greet you
so you can get in some joystick wiggling practice.  At the end of the stage
is a chest with a yellow gem and the second boss:

Stage 2 Boss:  The Minotaur

A boss that you can't sleepwalk through is always a good thing to see.  Try
to stay somewhat close to him, or else he'll constantly run back in both,
hoping that you'll get in his way and be lodged on his horns.  Aside from
the aforementioned gore attacks, he likes to swing his axe twice, which then
creates waves of force.  If he swings four times, he's about to unleash his
long range waves.  The key to winning this battle with minor casualties is to
time your attacks to where you get your hits in while he's swinging (and
missing), but have enough time to get out of the way of the resulting shock
waves.  An interesting quirk of the Minotaur is how if he starts swinging his
axe and you move out of the way, sometimes he'll hop up or down to get back in
front of you.  You can hit him once, move out of the way, have him hop after
you, hit him again, hop again, hit, hop...  but eventually he stops pursuing
and just swings away.  After you drop him to half health, the floor falls out
from under the both of you, sending you hurtling down to the lower level of
the castle.  Try to get yourself lined up with him before this happens, so
you can get in some free hits in before you land.  After that, repeat the
tactics you used before and you'll be picking up gold and getting your first
armor upgrade in no time.

For fun, use some magic on him and watch him get blasted into the air with
each shot, then drop to the ground and shake his head to clear the cobwebs.
For Street Fighter fans, see what happens if you gain a level while standing
right next to the Minotaur.  It's probably just me, but I'm reminded of Ken
and a certain super move of his.  Hitting the Minotaur with many attacks in a
short period of time will knock him back a step, so aggression is not frowned
on, provided it's not overdone.

 3.)  Battle on a Mountain Peak

The first chest you run into here has some fruit in it.  Eat up then move
onwards and upwards.  Several green orcs get in your way to the next chest
as do some blue and red orcs.  Your reward for beating off the orcs is a
purple gem.  A few monsters and a short trek further, you'll find another
treasure chest, this one containing a small bag of gold.  After the chest
lies:

Stage 3 Boss:  The Wyvern

A fairly strong boss, given the locale, but he telegraphs his moves in the
air far too often.  If you see him hover in place, he's getting ready to
dive down at you, possibly to pick you up.  If he does pick you up, you can
shake the joystick to make him drop you and escape any damage.  If you don't
shake fast enough though, you're getting dropped, and it'll hurt.  If all he
does is claw at you though, then you're going to have to either block him,
avoid him, or take the damage.

When you drop him to six bars of health, he will fly high into the sky, then
come down to the ground, flapping his wings furiously, which creates a wind
that blows you backwards.  Once he's on the ground, he'll start walking on
his legs.  At this point, he has two attacks:  breathing a ball of fire at
you or dropping his head near the ground and spitting out three fireballs.
Hit him hard and fast, he winces after each hit, making it possible to get in
several hits at once before he manages an attack of his own.  Once you get
him to four bars of health, he runs offscreen into the sky, diving down at
you and resuming his aerial show.  Knock another bar off his health and he
lands again.  Drop him to one bar and he takes to the air for the last time.
Put him out of his misery and he descends offscreen and audibly crashes.  No
armor or weapon upgrades this time, just gold.  Make sure to pick up all of
it as fast as you can; you move onto the next stage almost immediately after
he crashes.

 4.)  Cave of the Hydra

Greeting you at the start of this stage is another weapon upgrade and a few
brown wolven archers.  Dispose of the archers and get your new weapon.  A
little further on are some blue and green orcs, as well as the first Mimic.
Get rid of them and open up the chest to the right to find another Magic
Crystal (from this point forward, if all I say is Magic Crystal, that means
either a Fire or Lightning Crystal).  Save it to dispose of the upcoming
slimes and blue orcs.  Blow up the skeleton at the top of screen to get a
small bag of gold.  A little more to the right are two chests.  The bottom
one is an ice trap while the top one has fruit.  Many green and blue orcs
introduce themselves at this point.  Beat them down and break loose another
dead adventurer to get a large bag of gold.  A little to the right are more
blue orcs and a chest with a yellow gem.  At the end of the stage is a chest
with a purple gem and:

Stage 4 Boss:  The Hydra

Three heads, all of which use the same types of attacks.  If you get in front
of a head, it'll spit a glob of something at you.  The green head spits acid,
the red head spits fire and the blue head spits ice.  If you get too close or
start hitting a head too often, it'll rear back and try to headbutt you.  It
is not too hard to avoid either attack, since all three heads pause before
spitting at you and seeing a head go offscreen is as blatant a tipoff there
can be.  They all share the same life meter; after you do about three bars
worth of damage to a head it dies and rips itself off of the body and spits
up treasure.  Concentrate all of your attacks on a single head to give as
much maneuvering room as possible to yourself.  After lopping off all three
heads, a badly beaten soldier shows up and informs you of what Gildiss has
been up to.  Turns out you'll be heading north to save the folks from evil
critters of all kinds.  The only way there is by ship though, so...

 5.)  To the Norde Isle

...off we go.  The entire ship, which is about two screens long, is all the
stage you get here.  To the left is an armor upgrade, a Frog Crystal and some
fruit.  To the right is more fruit.  Your uninvited guests for the trip are a
small army of skeletons brought in by harpies, and after about a minute, a
few green mermen.  After you fend off all of these, the stage is over.  No
boss at all.

 6.)  The Giant in the Shrine

The first thing you'll find upon landing on the beach before the shrine is a
chest with a Magic Crystal.  Not long after that you'll run into harpies.
Pick them out of the air with an attack to keep them from being a nuisance.
Not far from the Crystal chest are two barrels.  The top one contains an ice
trap and the bottom one has fruit.  A combined horde of blue wolven archers,
blue orcs, green orcs and harpies get in your way before you reach the next
treasure location, which has a purple gem inside.  Collect the gem, beat off
the horde of critters and advance within the shrine itself.

Not long after entering the shrine you'll find a chest with a weapon upgrade,
as well as some green orcs to test it on.  A few blue wolven archers, blue
orcs and red orcs get in your way before you reach the next chest which has a
small bag of gold.  After killing all of these thugs and acquiring the booty,
some skeletons walk onscreen and try to throw their spears into and through
your abdomen.  Shatter them to pieces and a bunch of their buddies will dig
out from under the ground and pick up where their undead buddies left off.
After you send the gravediggers to the bone yard, you'll find a gold chest
with a piece of fruit and the first mini-boss:

Stage 6 Mini-Boss:  The Minotaur

Apparently Gildiss is willing to give this mythical beast a second chance,
even if you happened to severely clean his clock.  He's slightly weaker than
when you last fought him, but if you've been picking up every single weapon
and armor upgrade, you're stronger than last time.  Swat him like a bug and
advance further inside the shrine.

The orcs are starting to get organized, as shown by two sets of two green
orcs with a blue orc in the center drop down from the sky and try to pound
you into submission.  Beat them into the ground and move onwards, cracking
open a chest with a purple gem inside.  Not long afterwards, a pair of red
orcs and a pair of blue orcs run onscreen to fight you.  Fend them off, and a
wood chest with a small bag of gold and a Mimic await you.  Smash the mimic
to get another purple gem, but be wary of skeletons who like to drop down
from the sky and try to cut you in half.  About five skeletons in a row make
this their initial move, so look for their shadows when moving forward.  Turn
them into a mess of bones, then fight against a blue orc, a red orc and some
skeletons who decide to introduce themselves while still on the ground.  A
red orc will try sneaking up from behind after you clean up the massive bones
left from your last assault.  Wipe it out, then look for the edge of a chest
behind a pillar.  Most of the time it has a yellow gem, but occasionally it
will have fruit inside.  Reach the top of the shrine and fend off the red orc
forces that show up, with occasional support from spear-chucking skeletons, 
divebombing skeletons and normal skeletons.  Once you beat them down, walk to
the right so you can properly greet:

Stage 6 Boss:  The Cyclops

Melee fighters will have a somewhat hard time with this guy unless they're
good at blocking.  The wizard and the elf can hit them from their maximum
range without fear of getting hit by his normal attack.  The wizard barely
has any leeway with his best weapon at this point, so it'd be better to hit
and run.  Hit and run is a good tactic overall, especially when he charges
up for a mighty swing that moves him across half of the screen.  Getting in
hits when he tears off a piece of pillar is a good tactic to employ as well.
Try to shake him off if you get grabbed and he won't get the chance to bite
you once, nevermind twice.  Just whittle away at him until he falls for good,
then pick up your new armor upgrade.

 7.)  Trent Woods

A small swarm of red slimes show up right around when you find the first
chest in this level, which happens to have a slime-unfriendly Magic Crystal
inside.  Use it at your leisure and advance to the next chest once all of the
slimes are dead to acquire a piece of fruit.  A variety of skeletons show up
next, throwing spears, digging from out of the ground and merely walking on
screen for battle.  Beat them to bone meal and face off against a blue wolven
archer who is guarding a Mimic that swallowed a yellow gem.  The first lizard
swordsman encounter comes up next, so get used to their battle tactics.  More
skeletons come next, then a chest with an Elixir 1, and finally a chest with
a yellow gem.  After picking up all of this, face off against:

Stage 7 Boss:  The Giant Spiders

Constantly be on the move.  There's only one direct attack the spiders have,
which is to swoop down, grab you, haul you into the air and then drop you to
do notable damage.  If you're always on the move, they'll never catch you.
The only other way it can do damage is when it spits a few small pools of
acid that quickly whittle away your health.  Get your hits in when it drops
down, whether it is to try (and fail) to grab you, to spit its pools of acid,
or to dangle there for a second, doing nothing but let you hit them.

When you drop them to four bars of health, two spiders will start attacking
you at a time.  Keeping mobile becomes more important; only take the time to
deliver hits when there's no way for a spider to sneak up and grab you while
you're busy hitting one that's dangling about.  Once you get rid of all of
their energy, all six spiders crash to the ground, dead as a doornail.  Trent
itself will revive afterwards and thank you for killing the spiders.  As a
reward, it'll give you another weapon upgrade and tell you where to head to
next.  Namely, the northern castle, where Trent suspects Gildiss lurks.

 8.)  To the Castle

The road to the castle is a long one, and unfortunately, not devoid of lizard
swordsmen and spearmen trying to cut/poke you with great fervor.  No monsters
show up before you reach the first chest of this level, containing a diamond.
Pick it up and brace yourself for a fight against some skeletons and a green
lizard swordsman.  Beat them and two red spearmen show up, accompanied by
some green lizard swordsmen and an orange swordsman.  Cross a small bridge to
find a chest with a Meteor Gem inside.  Walk along until you reach a small
barrel, which has fruit inside.  After reaching it, five Armored Archers show
up and try to shoot you.  Now would be a good time to use that Meteor.  Move
a little farther along and another five Archers show up.  Kill a few of them
so that you have a clear path to avoid the fire of the rest, or just shoot a
few arrows out of the air for EXP, which serves the same purpose.  After the
run-in with the archers, a barrel with a ruby inside awaits, as do a few
green lizards.  An orange lizard shows up from the left after you beat back
some of the green swordsmen, accompanied on the right by some skeletons and a
gold chest with an Elixir 1.  Once you destroy all of those, a red spearman
and two more green lizards show up.  Beat THOSE and you face off with:

Stage 8 Boss:  The Dragon Rider

You'll see this guy a lot in the future.  He carries a big bec-de-corbin and
rides upon a dragon all too eager to spit fireballs and fire trails at you.
None of their attacks can hit you in the air, unless you happen to jump in
front of the Dragon's mouth when it spits out a fireball.  Otherwise, it's a
matter of timing your jumps to go over the stabs that the rider does with his
weapon.  Up close the dragon itself almost never attacks.  Being slightly
above the dragon will keep you out of the way of all possible attacks, but
its mobility makes this a hard position to maintain.  Just keep jumping and
moving, making sure not to leave yourself vulnerable to one of the rider's
stabs.  After you beat the life out of his dragon, the rider will retreat off
to the castle, ending the fight for now.  Pick up your newest armor upgrade
and head into the castle ahead for your next battle.

 9.)  In the Castle

Hidden behind a pillar before a barrel is another barrel with a yellow gem.
Within the unhidden barrel is a Jewel Crystal.  Bounce it along until a set
of armored archers try to ambush you.  Break the jewel to make four rubies
and then take out the archer who escaped transformation.  Another set of
archers show up afterwards, so defeat them, or just shoot their arrows for
better EXP.  The Dragon Rider shows up again to harass you, with a stream of
blue orcs that back him up.  Two chests, one with fruit and one with an ice
trap, sit in the same area that the Rider guards.  Once you beat the Rider
again, pick up the fruit and don't get caught in the ice.

A red orc and some green lizard swordsmen show up next; defeat them and move
forward to the next encounter.  A chest with a ruby lies ahead, guarded by an
orange swordsman.  Collect the gem, defeat the swordsman and fend off a red
spearman and two green swordsmen.  The Dragon Rider is back AGAIN, joined by
a small army of red spearmen.  Two blue orcs apparently got lost and stumbled
into this sudden rematch with the Rider.  Beat all of them up and make sure
to collect the Elixir 1 within a barrel at the bottom of the screen.  There's
also a barrel near the top of the screen nearby, but it contains an ice trap.

After a short walk, a green swordsman and an orange swordsman confront you.
Try not to move much further to the right until they're dead, or else you'll
have to fend with a few armored archers as well.  Once you kill the archers
and swordsmen, prepare to fight two blue spearmen, another line of archers,
and a green swordsman.  Fight your way through all of those, and a few more
spearmen and swordsmen take their place.  Kill THOSE, and finally you will be
able to fight:

Stage 9 Boss:  The Black Knight

I really, really, REALLY hate this guy.  He's agile, he has a long reach, he
hits hard, and when you take off a few bars of his health, he has a blue
dragon assist him on each side, which have the same attacks as the Dragon
Rider's pets.  You can hit the dragons to momentarily stagger them offscreen,
but you'd be better off concentrating on keeping the one closest to your side
of the screen away.  They won't attack if you're too far away, so having half
of the screen to work with against the Knight is all that's important.

The Knight himself can block your attacks with his sword.  Immediately after
blocking an attack, he'll slash at you.  Sometimes he'll flip into the air,
land, and slash.  It takes him long enough to pull this off in order to get
out of his range.  He has an aerial attack where he flips over you and tries
to split open your head with a mighty slash.  If you're too far away, he may
decide to throw shuriken at you, which you can knock out of the air with a
well-timed attack.  Also, as if his normal mobility isn't bad enough, he has
the ability to double his speed, leaving a trail of afterimages behind him.
He'll home in your position and try to slash you during this, and rendered
untouchable by normal attacks.  Jumping away from him before he gets in front
of you will keep you safe from this attack.  The wizard's fifth weapon can
eat through his health very fast; it's one of the few times you may want to
be aggressive and act like a melee character with the magic nut.

Once you finally put him down for the count, a knight from the castle shows
up and thanks you, informing you that Princess Mari, who had been inside the
fortress north of this castle, has been abducted by monsters.  It's time to
fulfill one of the requirements of being a hero:  rescuing a princess.  In
order to reach her, you must first...

10.)  Underground Pass

...travel through this underground tunnel.  Compared to earlier areas, the
amount of monsters is somewhat sparse.  Greeting you not long after entering
the level is yet another weapon upgrade.  Slightly further along is a chest
with a large bag of gold.  A short jog from there is an adventurer's corpse
which has a diamond inside.  A few skeletons and mummies show up around this
time though, so you'll have to fend them off in order to get it.  A pair of
mimics come next, one with a ruby, one with a purple gem.  Some skeletons try
to prevent you from moving on, so show them the error of their ways.  Two
wooden crates lie just ahead of the skeleton mini-army, one with an ice trap,
one with an Elixir 1.  A short walk later, another unfortunate adventurer
will surrender a small bag of gold.  He also signifies the end of the level,
where you fight against:

Stage 10 Boss:  The Wraiths

They're kind of creepy.  Other than an occasional toss of a hand scythe, all
they do is silently rotate in a circle, causing you damage upon touching you.
Try to stay in the middle of their circle and attack each one you can get in
range.  Each time they lose a bar of health, they'll float up into the air
and come down to start circling lazily once more.  When they drop to one bar
of health, they turn bright red and start circling twice as fast.  Quickly
dispose of that last bar of health and they'll turn into random gems.  You'll
also recieve an armor upgrade.

11.)  Battle in the Fortress

A trio of skeletons greet you at the entrance of the fortress.  Turn them to
shattered bones and head further along to find a chest with a yellow gem, and
some green and orange lizard swordsmen.  A several waves of armored archers
come onscreen from each side, so the screen may become filled with projectile
death.  After you survive that onslaught, a few chests with a small bag of
gold, a yellow gem and a purple gem, lie ahead.  More green swordsmen arrive
afterwards, as well as another set of archers on each side.  Get through all
of those, and two orange swordsmen appear.  Once those die, some red spearmen
will arrive.  Take care of them to face:

Stage 11 Boss:  The Draconian

This guy looks intimidating, but he's not too hard to take down.  He has a
charging attack like the Minotaur, which is just as easy to see coming and
thus avoid.  He has a few sword attacks, one of which he does at long range
(his sword stretches into several segments and can hit you from afar).  The
other is a normal sword slash.

If you plan to fight up close, make sure your blocking/evasion skills are up
to snuff, because the normal slash comes out quickly.  He also has an attack
where he spins his sword, then slashes.  I think it's a total waste, because
it gives you a lot of time to get out of the way.  Finally, he can take to
the air and try to divebomb you.  The only drawback is that upon impact he
bounces, leaving you the chance to smack him several times before he manages
to recover.  He has the most dramatic death of any boss in the game, dropping
to one knee, screeching and getting zapped with a big bolt of lightning.  He
is covered by blue flame, and leaves nothing but bones after the fire abates.
The princess is overjoyed at her freedom, informing you that the northern
castle has fallen to monsters...  which you learned from Trent back in his
woods.  Nonetheless, off you go to finally liberate said castle.

12.)  Castle Garenos

Upon entering the castle proper, you'll find a barrel with a large bag of
gold inside.  Pick it up and move forward to run into the new generation of
skeletons, complete with blood red swords and shields.  You'll also run into
an old friend, the Dragon Rider.  He still uses the same tactics as when you
first met him, so deal with him as needed.  After he's dealt with, several
skeletons and a few yellow wolven archers appear.  A few waves of these two
enemies later, and you'll advance to the end of the castle, where a vase with
some fruit awaits.  A few more skeletons show up at this point.  After you
get rid of them, the bosses for this stage show up, and if you thought one
black knight was bad, wait until you fight:

Stage 12 Boss:  The Royal Knights

They attack just like the Black Knight.  They look almost exactly like him
too, wearing the same style of armor, except with a helmet and in a different
color (one is red, the other is green).  They share the same life bar, so it
only looks like they're harder to hurt than the Black Knight.  They both give
fruit among their death spoils, which helps a bit.  As with the Hydra, focus
your attacks on one of them, to both give yourself more room and to keep the
number of shurikens and swords headed your way to a minimum.  Pick up another
weapon upgrade after the dust settles and continue your quest to purify the
castle of evil.

13.)  The Dark Wizard

After entering the stage, walk across the bridge, blowing away the incoming
devils/imps and picking up anything they drop, opening any chests along the
way.  They contain, in order:  fruit, Magic Crystal, ruby and a large bag of
gold.  After the rain of flying mobs stops, a pair of green swordsmen, a pair
of orange swordsmen and a blue spearman show up.  Three chests are in their
vicinity.  The rightmost chest has a small bag of gold, the leftmost is a
mimic and the middle one has fruit.  After you kill them, the apprentice of
the dark wizard starts showing off his teleportation ability.  After a few
dozen of them, he starts his attack.  He'll appear in a random location on
the screen and then either shoot a gout of flame from his staff, or summon
two energy balls which shoot a bolt straight across the screen.  If you hit
him or let him complete an attack, he teleports again.  After a few hits, he
dissolves into a pile of orange dust.  With him out of the way, you can face
off against:

Stage 13 Boss:  The Dark Wizard

Before the start of the fight, he has a small speech prepared for you, more
or less saying "For rebelling against Gildiss, I'll reduce you to component
atoms with my black magic."  Don't let him talk to you like that; let your
actions show that you're not the one dying this day.  He hovers around the
room, pausing from time to time to flash and release a fireball which will
explode several times and head in the general direction of where you were
last standing when he started casting.  If you get upclose, he will cast a
fireball which scatters in mid-air, exploding in a circular pattern around
the wizard.  After you get him to around three bars of health, he will summon
a cluster of energy balls to rotate around his body and start moving up and
down the screen, releasing them at you once you're directly across from him.

It's easy to avoid the first two attacks, since he flashes for two seconds
before releasing his spell.  If he DOES connect with the homing fireballs,
you're going to get seriously hurt.  The spreading fireballs are very weak in
comparison.  Be very aggressive, making sure to dodge out of the way before
he finishes his spells, and back off once he summons the energy balls, so you
have as much room as possible to avoid them.  There are also four golden
chests in the room, three of which have treasure, with the last one having
fruit inside.  Usually, the top left chest has the fruit, so keep that one
closed unless you really need the health.  Upon death, the Wizard is reduced
to a cloud which dissolves into several frogs.  Pick up the armor upgrade
left behind as a result and head towards the next area.

14.)  A Cave in the Woods

Move right until the screen stops scrolling.  You'll have found two vases and
three blue mermen.  Deal with them the same way you did against their weaker
brethen, making sure to collect the large bag of gold in the rightmost vase,
while dodging the ice trap in the leftmost vase.  After you defeat the three
mermen that initially showed up, two more jump in to take their place.  Four
chests of varying quality lie ahead, one of which contains the final weapon
upgrade you'll get.  The rest are a mimic with a diamond (bottom left), fruit
(top middle) and a ruby (top right).  Pick these up and you'll eventually be
reunited with your old friend, the blue orc.  Kill them and blue spearmen and
a yellow archer will appear, followed by a few more blue spearmen and one red
spearman.  Kill them and you'll find a vase with a ruby.  A short distance
past that, you'll find a vase with another ruby.  Pick that up, then prepare
to fight:

Stage 14 Boss:  The Blue Wyvern

Attacks exactly like the Wyvern, but it uses ice instead of fire.  This is a
slight perk, seeing as how the ice balls themselves do no damage at all.  The
physical attacks are more powerful than the Wyvern's, so avoiding contact is
even more important.  When you drop it to six bars of health, an army of blue
spearmen, one at a time, join in on the fun.  Try to avoid them as best you
can; taking out the Blue Wyvern should be your top priority.  It takes to the
air and lands at the same health levels as the Wyvern, so if you absolutely
must kill some of the blue spearmen, do so while the Blue Wyvern is up in the
air.  Occasionally, you may see a red spearman appear instead of a blue one.
All that means is less hits to be rid of it before you can continue attacking
the Blue Wyvern.  Pick up the gold that it drops upon death and have a hearty
discussion with the denizens of these woods who were forced into hiding when
Big Blue took residence outside.  They direct you to the cave to their right,
saying that's where they believe Gildiss is hiding.

15.)  The Underground Labyrinth

Similar in decor to the Underground Pass you met the Wraiths in, it's just as
scarce in monster population.  Just to the right of where you start is the
final piece of armor; from this point forward any gold chests will have fruit
or gold inside.  Some red slimes are attached to the far wall, and will drop
down once you get close enough.  Splatter them and move onwards, collecting a
diamond and a purple gem from the vases in their vicinity.  A vase lies just
past where the slimes lurk, containing a ruby.  A barrel is next up, guarded
by a few mummies.  Deal with them as you see fit and collect the yellow gem
from the barrel.  Several 'red' skeletons appear next, some with spears.  Get
rid of them and break open the body of a slain adventurer to get a ruby.  Yet
another barrel is next, as well as several wallclinging red slimes.  Within
the barrel is the first and likely last big red apple you'll see.  Once you
move far enough so that the slimes drop to the ground, a barrel with a yellow
gem comes into view.  Squash these slimes, collect your gem, then fight the
bosses of the labyrinth:

Stage 15 Boss:  Twin Cyclops

Aside from having to fight two at once and that everything except the pillar
toss do more damage, this is just like the fight you had back at Stage 6.  If
possible, get both cyclops on the same side of the screen so that you've got
a lot of room to fight.  Being caught in the middle makes it harder than it
has to be, but it's not a fatal drawback.  Each Cyclops will drop fruit upon
death, so try to be at full health each time to get EXP from them.  After
both Cyclops are dead, it's time to investigate the cave beyond.

16.)  A Limestone Cave

There are no monsters to fight here except for Mimics.  Aside from those, you
have nothing stopping you from looting every single chest you see.  Collect
all the food and treasure you desire, including the first and last Elixir 2
you'll see.  Some of the golden chests may have an armor or weapon powerup,
should you not have the best the game offers by this point.  Once you have
acquired everything, move all the way into the gold-lined cave.  You'll hear
a voice and see a dragon's head, who effectively says to you:  "You puny sack
of flesh, I'm going to make toothpicks out of your bones."  Once the speech
is done, it's time to drop the gloves and fight:

Final Boss:  Gildiss, the Red Dragon

For the most part, all he will do is glare at you, followed shortly by a big
breath of flame which reaches across half of the screen.  If this hits you,
you're getting smoked, flung to the edge of the screen and relieved of a lot
of health.  This is the strongest attack in the game, so avoiding it would be
in your best interest.  If you stay in front of his face too long, his hand
will reach out and pick you up, then toss you away.  To my knowledge, there's
no way to escape this once grabbed, so walk/jump away from him once you see
his hand wander out to the middle of the battlefield.  If you get out of range
fast enough, he will relax and move it back to the top of the screen and try
to light you on fire again.  Sometimes he'll emit a few fireballs which fly
off in random directions.  On rare occasion, he'll rear back, breath a gout
of fire, and advance up, down and towards you.  Magic can knock him out of
this attack, but unless you don't mind losing the health required, trying to
a find a safe spot is the best course of action.

As you whittle away at his health, he will jump into the air and change the
direction he's facing.  He does this at six, four, two and one bar of health.
All this means is that you occasionally need to switch the direction you're
pointing your weapon at.  Finish him off and he'll flop up into the air and
crash onto his side, which results in gems and bags of gold bursting from his
neck and head.  This also causes a shower of gems, necklaces and gold to rain
down in the foreground.  Pick up everything you can and your character will
walk to the center of the screen and raise their weapon in celebration.  Sit
back and watch the ending unfold, content in the fact you've freed the land
from Gildiss' iron fist...  er, claw:

     "Although the heros (sic) received many wounds, they were finally able
     to defeat the red dragon.  Now their country would know peace again.

     Standing in the cavern of Gildiss' treasure hoard, they were nearly
     blinded by the sparkle of gold.

     As they stood looking at their hard won haul, they looked as though they
     could see new adventures reflected in each precious gem."

-= Miscellaneous =-

1.)  EXP Listing

        Name              Amount
---------------------------------------
        Cutpurse's Sack:  100*
        Small Gold Sack:  200
        Large Gold Sack:  500
             Purple Gem:  800
             Yellow Gem: 1000
                   Ruby: 2000
                Diamond: 5000
                   Food: 5000**
                  Mimic: 1800
               'Chests':  300
              Green Orc:  800
               Blue Orc: 1200
                Red Orc: 1600
      Brown Wolf Archer:  800
       Blue Wolf Archer: 1300
     Yellow Wolf Archer:
             Skeleton 1: 1600
             Skeleton 2:
            Green Slime:
              Red Slime: 1600
 Green Lizard Swordsman: 1800
Orange Lizard Swordsman: 2500
    Red Lizard Spearman: 1800
   Blue Lizard Spearman: 2500
        Armored Archers:  100
                  Harpy: 1000
           Green Merman: 3200
            Blue Merman: 3800
                  Mummy: 2800
       Flying Imp/Devil:
    Wolven Archer Bolts:  800
  Armored Archer Arrows: 1000
          Thrown Spears: 1000
    The Dark Apprentice: 3500
           The Orc King:  500 per hit
           The Minotaur:  500 per hit
             The Wyvern:  600 per hit
              The Hydra:  600 per hit
            The Cyclops:  500 per hit
      The Giant Spiders:  500 per hit
       The Dragon Rider: per hit
       The Black Knight:  600 per hit
             The Wraith:  500 per hit
          The Draconian:  700 per hit
      The Royal Knights:  700 per hit
        The Evil Wizard: 1000 per hit
        The Blue Wyvern: 1000 per hit
           Twin Cyclops: 1000 per hit; either Cyclops
The Red Dragon, Gildiss: 2000 per hit

 * I'm not sure if there's a trick to making these little bags of gold with a
blue question mark give more than 100 EXP.  Maybe let multiple cutpurses run
onscreen so that multiple bags are dropped?
 
** Food, when eaten at full health, acts like you picked up a diamond.  Try
not to use food unless you really need to; memorize which chests have food
in them so that you can fight off all the mobs and then open the chest, thus
making it possible to pick up the food without worrying about it vanishing
as you fight off mobs.

2.)  Damage Listing

A listing for the five characters, showing how much damage they take from
the monsters in the game with their varying amounts of armor.  In the case
of the Elf, there's only one listing.  Some monsters don't have any actual
attacks; all they do is grab you and gradually eat away at your HP (Mimics
and Slimes), and thus armor has no influence on their damage.

These damage listings are based on the Normal difficulty level.  The lower
difficulty levels result in weaker and less aggressive monsters.  Similarly,
higher difficulty results in stronger and more aggressive monsters.

For some odd reason, when continuing, I'd notice that all attacks did one
less damage to me.  If during your playing you find an attack that I list
doing 15 damage with a certain character and piece of armor, but it does
16 damage to you, this quirk would likely be the reason why.

Cleric:

       Monster            L1  L2  L3  L4  L5  L6  L7  L8
--------------------------------------------------------

              Green Orc
        - Normal Attack
       - Lunging Strike

               Blue Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

                Red Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

      Brown Wolf Archer
        - Normal Attack

       Blue Wolf Archer
        - Normal Attack

     Yellow Wolf Archer
        - Normal Attack

             Skeleton 1
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

             Skeleton 2
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

 Green Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

Orange Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

    Red Lizard Spearman
        - Normal Attack
       - Running Impale

   Blue Lizard Spearman
        - Normal Attack
       - Running Impale

        Armored Archers
        - Normal Attack

                  Harpy
     - Physical Contact
        - Grab and Drop

           Green Merman
        - Normal Attack
       - Leaping Attack

            Blue Merman
        - Normal Attack
       - Leaping Attack

       Flying Imp/Devil
     - Physical Contact

    The Dark Apprentice
          - Staff Flame
          - Energy Bolt

           The Orc King
        - Normal Attack
         - Triple Swing

           The Minotaur
        - Normal Attack
    - Quick Horn Charge
          - Horn Charge
     - Short Force Wave
      - Long Force Wave

             The Wyvern
                - Lunge
       - Sky High Lunge
            - Fire Ball
     - Triple Fire Ball
       - Lunge and Grab

              The Hydra
             - Head Ram
             - Ice Ball
            - Fire Ball
            - Acid Glob

            The Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

      The Giant Spiders
        - Grab and Drop

       The Dragon Rider
        - Normal Attack
           - Fire Trail
            - Fire Ball

       The Black Knight
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
          - Dragon Fire
             - Shuriken

             The Wraith
     - Physical Contact
   - Thrown Head Scythe

          The Draconian
        - Normal Attack
 - Spinning Sword Slash
        - Shield Charge
       - Sky Drop Slash
      - Segmented Sword

      The Royal Knights
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
             - Shuriken

        The Evil Wizard
  - Exploding Fireballs
- Surrounding Fireballs
 - Rotating Magic Orbs*

        The Blue Wyvern
                - Lunge
       - Sky High Lunge
       - Lunge and Grab

           Twin Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

The Red Dragon, Gildiss
          - Fire Breath
           - Fire Balls
        - Grip and Toss

Dwarf:

       Monster            L1  L2  L3  L4  L5  L6  L7  L8
--------------------------------------------------------

              Green Orc
        - Normal Attack
       - Lunging Strike

               Blue Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

                Red Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

      Brown Wolf Archer
        - Normal Attack

       Blue Wolf Archer
        - Normal Attack

     Yellow Wolf Archer
        - Normal Attack

             Skeleton 1
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

             Skeleton 2
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

 Green Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

Orange Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

    Red Lizard Spearman
        - Normal Attack
       - Running Impale

   Blue Lizard Spearman
        - Normal Attack
       - Running Impale

        Armored Archers
        - Normal Attack

                  Harpy
     - Physical Contact
        - Grab and Drop

           Green Merman
        - Normal Attack
       - Leaping Attack

            Blue Merman
        - Normal Attack
       - Leaping Attack

       Flying Imp/Devil
     - Physical Contact

    The Dark Apprentice
          - Staff Flame
          - Energy Bolt

           The Orc King
        - Normal Attack
         - Triple Swing

           The Minotaur
        - Normal Attack
    - Quick Horn Charge
          - Horn Charge
     - Short Force Wave
      - Long Force Wave

             The Wyvern
                - Lunge
       - Sky High Lunge
            - Fire Ball
     - Triple Fire Ball
       - Lunge and Grab

              The Hydra
             - Head Ram
             - Ice Ball
            - Fire Ball
            - Acid Glob

            The Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

      The Giant Spiders
        - Grab and Drop

       The Dragon Rider
        - Normal Attack
           - Fire Trail
            - Fire Ball

       The Black Knight
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
          - Dragon Fire
             - Shuriken

             The Wraith
     - Physical Contact
   - Thrown Head Scythe

          The Draconian
        - Normal Attack
 - Spinning Sword Slash
        - Shield Charge
       - Sky Drop Slash
      - Segmented Sword

      The Royal Knights
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
             - Shuriken

        The Evil Wizard
  - Exploding Fireballs
- Surrounding Fireballs
 - Rotating Magic Orbs*

        The Blue Wyvern
                - Lunge
       - Sky High Lunge
       - Lunge and Grab

           Twin Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

The Red Dragon, Gildiss
          - Fire Breath
           - Fire Balls
        - Grip and Toss

Elf:

       Monster            L1  L2  L3  L4  L5  L6  L7  L8
--------------------------------------------------------

              Green Orc
        - Normal Attack
       - Lunging Strike

               Blue Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

                Red Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

      Brown Wolf Archer
        - Normal Attack

       Blue Wolf Archer
        - Normal Attack

     Yellow Wolf Archer
        - Normal Attack

             Skeleton 1
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

             Skeleton 2
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

 Green Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

Orange Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

    Red Lizard Spearman
        - Normal Attack
       - Running Impale

   Blue Lizard Spearman
        - Normal Attack
       - Running Impale

        Armored Archers
        - Normal Attack

                  Harpy
     - Physical Contact
        - Grab and Drop

           Green Merman
        - Normal Attack
       - Leaping Attack

            Blue Merman
        - Normal Attack
       - Leaping Attack

       Flying Imp/Devil
     - Physical Contact

    The Dark Apprentice
          - Staff Flame
          - Energy Bolt

           The Orc King
        - Normal Attack
         - Triple Swing

           The Minotaur
        - Normal Attack
    - Quick Horn Charge
          - Horn Charge
     - Short Force Wave
      - Long Force Wave

             The Wyvern
                - Lunge
       - Sky High Lunge
            - Fire Ball
     - Triple Fire Ball
       - Lunge and Grab

              The Hydra
             - Head Ram
             - Ice Ball
            - Fire Ball
            - Acid Glob

            The Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

      The Giant Spiders
        - Grab and Drop

       The Dragon Rider
        - Normal Attack
           - Fire Trail
            - Fire Ball

       The Black Knight
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
          - Dragon Fire
             - Shuriken

             The Wraith
     - Physical Contact
   - Thrown Head Scythe

          The Draconian
        - Normal Attack
 - Spinning Sword Slash
        - Shield Charge
       - Sky Drop Slash
      - Segmented Sword

      The Royal Knights
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
             - Shuriken

        The Evil Wizard
  - Exploding Fireballs
- Surrounding Fireballs
 - Rotating Magic Orbs*

        The Blue Wyvern
                - Lunge
       - Sky High Lunge
       - Lunge and Grab

           Twin Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

The Red Dragon, Gildiss
          - Fire Breath
           - Fire Balls
        - Grip and Toss

Fighter:

       Monster            L1  L2  L3  L4  L5  L6  L7  L8
--------------------------------------------------------

              Green Orc
        - Normal Attack
       - Lunging Strike

               Blue Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

                Red Orc
        - Normal Attack
       - Counter Strike
       - Lunging Strike

      Brown Wolf Archer
        - Normal Attack

       Blue Wolf Archer
        - Normal Attack

     Yellow Wolf Archer
        - Normal Attack

             Skeleton 1
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

             Skeleton 2
        - Normal Attack
        - Counter Slash
        - Leaping Slash
          - Spear Throw

 Green Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

Orange Lizard Swordsman
        - Normal Attack
        - Counter Slash
        - Lunging Slash

    Red Lizard Spearman
        - Normal Attack
       - Running Impale

   Blue Lizard Spearman
        - Normal Attack
       - Running Impale

        Armored Archers
        - Normal Attack

                  Harpy
     - Physical Contact
        - Grab and Drop

           Green Merman
        - Normal Attack
       - Leaping Attack

            Blue Merman
        - Normal Attack
       - Leaping Attack

       Flying Imp/Devil
     - Physical Contact

    The Dark Apprentice
          - Staff Flame
          - Energy Bolt

           The Orc King
        - Normal Attack
         - Triple Swing

           The Minotaur
        - Normal Attack
    - Quick Horn Charge
          - Horn Charge
     - Short Force Wave
      - Long Force Wave

             The Wyvern
                - Lunge
       - Sky High Lunge
            - Fire Ball
     - Triple Fire Ball
       - Lunge and Grab

              The Hydra
             - Head Ram
             - Ice Ball
            - Fire Ball
            - Acid Glob

            The Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

      The Giant Spiders
        - Grab and Drop

       The Dragon Rider
        - Normal Attack
           - Fire Trail
            - Fire Ball

       The Black Knight
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
          - Dragon Fire
             - Shuriken

             The Wraith
     - Physical Contact
   - Thrown Head Scythe

          The Draconian
        - Normal Attack
 - Spinning Sword Slash
        - Shield Charge
       - Sky Drop Slash
      - Segmented Sword

      The Royal Knights
        - Normal Attack
   - Leaping Spin Slash
       - Illusion Slash
             - Shuriken

        The Evil Wizard
  - Exploding Fireballs
- Surrounding Fireballs
 - Rotating Magic Orbs*

        The Blue Wyvern
                - Lunge
       - Sky High Lunge
       - Lunge and Grab

           Twin Cyclops
        - Normal Attack
        - Charged Swing
  - Grab and Bite (1st)
  - Grab and Bite (2nd)
         - Pillar Throw

The Red Dragon, Gildiss
          - Fire Breath
           - Fire Balls
        - Grip and Toss

Wizard:

       Monster            L1  L2  L3  L4  L5  L6  L7  L8
--------------------------------------------------------

              Green Orc
        - Normal Attack    5   3   1   1   1   1   1   1
       - Lunging Strike    5   3   1   1   1   1   1   1

               Blue Orc
        - Normal Attack   12  10   7   3   1   1   1   1
       - Counter Strike   12  10   7   3   1   1   1   1
       - Lunging Strike   12  10   7   3   1   1   1   1

                Red Orc
        - Normal Attack   17  15  12   8   5   2   1   1
       - Counter Strike   17  15  12   8   5   2   1   1
       - Lunging Strike   17  15  12   8   5   2   1   1

      Brown Wolf Archer
        - Normal Attack    5   3   1   1   1   1   1   1

       Blue Wolf Archer
        - Normal Attack   15  13  10   6   3   1   1   1

     Yellow Wolf Archer
        - Normal Attack   19  17  14  10   7   4   2   1

             Skeleton 1
        - Normal Attack   22  20  17  13  10   7   5   3
        - Counter Slash   22  20  17  13  10   7   5   3
        - Leaping Slash   25  23  20  16  13  10   8   6
          - Spear Throw   20  18  15  11   8   5   3   1

             Skeleton 2
        - Normal Attack   29  27  24  20  17  14  12  10
        - Counter Slash   29  27  24  20  17  14  12  10
        - Leaping Slash   31  29  26  22  19  16  14  12
          - Spear Throw   26  24  21  17  14  11   9   7

 Green Lizard Swordsman
        - Normal Attack   21  19  16  12   9   6   4   2
        - Counter Slash   21  19  16  12   9   6   4   2
        - Lunging Slash   21  19  16  12   9   6   4   2

Orange Lizard Swordsman
        - Normal Attack   24  22  19  15  12   9   7   5
        - Counter Slash   24  22  19  15  12   9   7   5
        - Lunging Slash   24  22  19  15  12   9   7   5

    Red Lizard Spearman
        - Normal Attack   19  17  14  10   7   4   2   1
       - Running Impale   21  19  16  12   9   6   4   2

   Blue Lizard Spearman
        - Normal Attack   21  19  16  12   9   6   4   2
       - Running Impale   23  21  18  14  11   8   6   4

        Armored Archers
        - Normal Attack   25  23  20  16  13  10   8   6

                  Harpy
     - Physical Contact    5   3   1   1   1   1   1   1
        - Grab and Drop   30  28  25  21  18  15  13  11

           Green Merman
        - Normal Attack   15  13  10   6   3   1   1   1
       - Leaping Attack   17  15  12   8   5   2   1   1

            Blue Merman
        - Normal Attack   32  30  27  23  20  17  15  13
       - Leaping Attack   34  32  29  25  22  19  17  15

       Flying Imp/Devil
     - Physical Contact   18  16  13   9   6   3   1   1

    The Dark Apprentice
          - Staff Flame   27  25  22  18  15  12  10   8
          - Energy Bolt   30  28  25  21  18  15  13  11

           The Orc King
        - Normal Attack    7   5   2   1   1   1   1   1
         - Triple Swing    7   5   2   1   1   1   1   1

           The Minotaur
        - Normal Attack   13  11   8   4   1   1   1   1
    - Quick Horn Charge   15  13  10   6   3   1   1   1
          - Horn Charge   15  13  10   6   3   1   1   1
     - Short Force Wave   13  11   8   4   1   1   1   1
      - Long Force Wave   13  11   8   4   1   1   1   1

             The Wyvern
                - Lunge   24  22  19  15  12   9   7   5
       - Sky High Lunge   24  22  19  15  12   9   7   5
            - Fire Ball   24  22  19  15  12   9   7   5
     - Triple Fire Ball   24  22  19  15  12   9   7   5
       - Lunge and Grab   24  22  19  15  12   9   7   5

              The Hydra
             - Head Ram   22  20  17  13  10   7   5   3
             - Ice Ball   15  13  10   6   3   1   1   1
            - Fire Ball   15  13  10   6   3   1   1   1
            - Acid Glob   15  13  10   6   3   1   1   1

            The Cyclops
        - Normal Attack   22  20  17  13  10   7   5   3
        - Charged Swing   22  20  17  13  10   7   5   3
  - Grab and Bite (1st)   17  15  12   8   5   2   1   1
  - Grab and Bite (2nd)   26  24  21  17  14  11   9   7
         - Pillar Throw   22  20  17  13  10   7   5   3

      The Giant Spiders
        - Grab and Drop   28  26  23  19  16  13  11   9

       The Dragon Rider
        - Normal Attack   25  23  20  16  13  10   8   6
           - Fire Trail   32  30  27  23  20  17  15  13
            - Fire Ball   32  30  27  23  20  17  15  13

       The Black Knight
        - Normal Attack   24  22  19  15  12   9   7   5
   - Leaping Spin Slash   24  22  19  15  12   9   7   5
       - Illusion Slash   24  22  19  15  12   9   7   5
          - Dragon Fire   32  30  27  23  20  17  15  13
             - Shuriken   20  18  15  11   8   5   3   1

             The Wraith
     - Physical Contact   23  21  18  14  11   8   6   4
   - Thrown Head Scythe   21  19  16  12   9   6   4   2

          The Draconian
        - Normal Attack   23  21  18  14  11   8   6   4
 - Spinning Sword Slash   25  23  20  16  13  10   8   6
        - Shield Charge   31  29  26  22  19  16  14  12
       - Sky Drop Slash   28  26  23  19  16  13  11   9
      - Segmented Sword   28  26  23  19  16  13  11   9

      The Royal Knights
        - Normal Attack   24  22  19  15  12   9   7   5
   - Leaping Spin Slash   24  22  19  15  12   9   7   5
       - Illusion Slash   24  22  19  15  12   9   7   5
             - Shuriken   20  18  15  11   8   5   3   1

        The Evil Wizard
  - Exploding Fireballs   42  40  37  33  30  27  25  23
- Surrounding Fireballs   19  17  14  10   7   4   1   1
 - Rotating Magic Orbs*   11  11  11  11  11  11  11  11

        The Blue Wyvern
                - Lunge   35  33  30  26  23  20  18  16
       - Sky High Lunge   35  33  30  26  23  20  18  16
       - Lunge and Grab   35  33  30  26  23  20  18  16

           Twin Cyclops
        - Normal Attack   33  31  28  24  21  18  16  14
        - Charged Swing   33  31  28  24  21  18  16  14
  - Grab and Bite (1st)   33  31  28  24  21  18  16  14
  - Grab and Bite (2nd)   42  40  37  33  30  27  25  23
         - Pillar Throw   22  20  17  13  10   7   5   3

The Red Dragon, Gildiss
          - Fire Breath   52  50  47  43  40  37  35  33
           - Fire Balls   30  28  25  21  18  15  13  11
        - Grip and Toss   32  30  27  23  20  17  15  13

* These do up to eleven hits, depending on whether or not your health holds
out for all of the hits.  You get knocked down after the last hit, as well.
If you're airborne when they hit, they do all eleven hits instantly.

3.)  History

July 28th, 2002:  I start work on v1.0 of the KoD FAQ.

August 8th 2002:  I finish the meat of v1.0, and send it out to pre-readers.

August 10th, 2002:  I fix minor details related to spelling and the random
crap section.  After feedback from the pre-readers and changes made necessary
by said feedback, v1.0 will be ready for submission.

4.)  Thanks and Mentions

- Capcom, for making this game.

- gameover.com and GameFAQs for hosting this.

5.)  Random Crap

-= Extra Lives =-

Depending on how the arcade operator sets the machine, you get extra lives at
different EXP levels.  The ones I'm aware of are:

- 80k and every 400k afterwards.
- 100k and every 450k afterwards.
- 160k and every 450k afterwards.
- None at all.

For all three settings involving getting extra lives, they apply for as long
as you don't continue.  The moment you lose all of your lives and continue,
the counter, for lack of a better term, is reset.  So, if you get up to 520k
EXP in the first setting before continuing, you get two extra lives.  When
you reach 600k, you'll get another extra life, instead of waiting until 880k.

So in a way, you're rewarded for taking risks that may end up getting you
killed earlier than normal (less EXP needed for an extra life as a result),
as opposed to being cautious since it'll take you at least 400k to get your
next extra life.  There appears to be no penalty for continuing in terms of
a high score either.

-= Keys to Getting the Highest of Scores =-

- Whenever possible, eat food when at full health.  The 5000 XP reward will
  add up after a while.

- Avoid using magic on bosses.  You get EXP with every hit you land on a boss
  no matter how weak the hit is.  Just because the Orc King dies whenever you
  break a Magic Crystal in its vicinity doesn't mean you HAVE to.

- Ignore weapon powerups.  Fact:  Bosses and mini-bosses give EXP per hit.
  Fact:  It doesn't matter how strong the hit is; you'll get the same amount
  of EXP.  So, with these two facts established, ignoring powerups for your
  weapons means that it takes more hits to kill bosses.  That means more EXP
  than if you'd picked up those new weapons.  This also means that normal
  monsters, which only spit up EXP when dead, will take longer to kill and
  thus leave you open to more attacks.
  
- Be greedy in two-player mode.  I don't personally endorse this tactic, but
  it will nonetheless get you a healthy amount of EXP.  If a monster comes
  onscreen, be the one who blows it up.  If a chest drops gold or gems, be
  the one who pockets them.  If a wolven archer begins target practice, make
  sure you're the one who breaks his ammo.  If a boss shows up, be the one
  who lands as many blows as humanly possible at the expense of the safety of
  your partner.
  
  When using this tactic, don't expect whoever you're playing with to help
  you out when you get into trouble, unless they're letting you kill and pick
  up everything on purpose.

- Shoot down every single arrow and spear you can get at.  You get 800 EXP
  each time you shoot down the bolt of a Wolven Archer.  You get 1000 EXP for
  each spear a Skeleton throws at you and for each arrow an Armored Archer
  fires.

- Be the one who kills the bosses.  The one who kills the boss gets the time
  related EXP bonus.

- At all costs, don't let Cutpurses steal your stuff.  It may not seem like a
  big deal, but letting them get away with the treasure you just acquired
  from your orc-related blood bath one too many times will show up when you
  enter your initials at game's end, if you get the chance at all.

-= Additions Intended for the Next Version =-

- Fill in the EXP listings I missed during my Wizard's run through the game.

- Complete the Damage list; the Wizard shall not stand alone.

- Add/fix anything that readers of the FAQ happen to spot.