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		DEATHLORD FAQ Version 0.41
			by Wilson Lau  <darktoshi@yahoo.com>


Copyright © 1999-2002 Wilson Lau

This FAQ is best viewed in Courier, 10 point font.  This FAQ may be 
distributed FREELY so long as it remains unaltered AND is the latest version 
(see below for where to obtain the latest version).  It is intended for 
PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, 
electronic, or any other means.  Do not try to sell it even if no profit is 
made off this work.  In addition, this FAQ may not be used for personal gain 
by submission to game magazines, web sites, etc.  Email any comments, 
changes, typos, etc. to me at darktoshi@yahoo.com.  Make sure that you are 
reading the latest version BEFORE you email me.

Deathlord is copyright © 1987-88 Electronic Arts, Al Escudero, and David 
Wong.


-----------------------------------------------------------------------------
 You may find this FAQ and all future revisions at:
-----------------------------------------------------------------------------
Dark Toshi's Home Page (me)        www.geocities.com/TimesSquare/Realm/4610/
GameFAQS                           www.gameFAQs.com

Because the FAQ is updated about every 5 months, you can find an mini FAQ at 
http://www.geocities.com/TimesSquare/Realm/4610/deathlord/deathnews.txt that 
is updated more often and contains information that overrides the FAQ.  Note 
that new version of this FAQ will incorporate all the info found in the 
deathnews.txt up to that point.

Deathlord discussion group at http://deathlord.listbot.com/


-----------------------------------------------------------------------------
   CREDITS
-----------------------------------------------------------------------------
The following people have helped with the Deathlord FAQ and/or script.  For 
specific details, see section XV below.

Andrew Schultz      <schultza@earthlink.net>
Chad Caldwell       <ccaldwe@CLEMSON.EDU>
Chris Anderson      <CAnderson@smdc.org>
Doom Golem
Eric the Barbarian
Hisamatsu Iuchi     <iuchi_hisamatsu@hotmail.com>
John Village        <nemesis77@hotmail.com>
Markus Brenner      <brenner@crab.biochem.mpg.de>
Michael G Finnegan  <mgfinnegan@juno.com>
Son Goten           <lockecole_98@yahoo.com>


=============================================================================
   CONTENTS
=============================================================================
I.         FAQ History
II.        Introduction
III.       Characters
IV.        Commands and Onscreen Activities
V.         Equipment
VI.        Spells    
VII.       Combat and Monsters
VIII.      Maps and the Terrain
IX.        More maps  --  Lorn, the World of Deathlord
X.         Main Walkthrough
XI.        The Ending
XII.       Miscellaneous Tricks
XIII.      Other Miscellaneous Information
XIV.       Frequently Asked Questions
XV.        Credits
XVI.       Disclaimer


=============================================================================
 I.  FAQ HISTORY
=============================================================================
Version 0.41 (March 13, 2002) [219k]
      Minor change to intro and credits

Version 0.40 (March 17, 2000) [219k]
      Croyo, Town Royal, Red Shogun's Castle/Dungeon, Greenbanks, Clearview, 
         Morningfrost, Snowraven, Twin Rivers, N&S Spindrift info.
      Chess dungeon, Sirion dungeon, Asagata, Sirion monsters.
      Updated monster info.

Version 0.30 (January 20, 2000) [184k]
      Added the ending verbatim in the new section (XI)
      New treasures
      New monsters (north and south versions are separate now)
      Monsters choice in abilities
      Added negotiate to monster list
      New location names
      Vorn added to map
      Linear Dungeon info
      Giluin info
      Skull Keep info
      7 Gates of Hell dungeon info
      Updated and corrected Troll Hole walkthrough
      Ruby Ring location method 2
      Sword of fire's use
      Added new tricks
      Added bugs and quirks
      Added more odds and ends
      Emerald Rod as random treasure
      Spell Max damage calculation
      Dragon breath damage calculation
      Map size explained
      Added corrections
      Added credits to the top of FAQ
      Contributors now up to date

Version 0.20 (August 24, 1999) [130k]
      New Section, More maps  --  Lorn, the World of Deathlord
      Updated Equipment lists
      Walkthrough for Cave of the Four Elements
      Walkthrough for Pirates Den
      Walkthrough for Red Shogun's Dungeon
      Walkthrough for Troll Hole
      New FAQ's
      New Miscellaneous Tricks
      New words added
      Deathlord discussion group
      URL of map downloads

Version 0.11 (July 31, 1999) [88.7k]
      Minor changes
      Addition of new words

Version 0.10 (March 13, 1999) [85k]
      The FAQ begins


=============================================================================
 II.  INTRODUCTION
=============================================================================

---------------------------
 A. Emperor’s Exhortation
---------------------------
Once, my kingdom knew peace.  Now it only knows evil.  Renegade forces have 
infested my realm, destroying Kodan’s second largest city.  Their 
provocations continue unabated, threatening the safety of my people and 
making travel unsafe in many parts on my kingdom.

They approach the seat of my power, lurking insolently in the catacombs under 
my castle.  At the head of the devilry is an outcast wizard.  Plans to 
dispatch him have failed, as he has set up magical barriers that have 
befuddled even my most experienced scouting parties.

As the ninth Emperor of the Kingdom of Kodan, I call upon you, brave 
adventurers, to seek out the source of this living malice and restore calm 
and civility to Kodan.  For you success, I promise these riches:  100,000 
pieces of gold and choice southern lands for each member of your party.  
Beyond these, you will bring honor to your family name, a name which will be 
repeated through the centuries with great reverence.

Whether you are driven by ancestral duty or adventurous desire, go forth with 
fortune in your future.  Be diligent in your journey.  Gird yourself for 
battle, recover from the setbacks that may befall you, and above all, 
pleasure in the nobility of your cause.  Remember, he who fights and dies is 
honored, but he who fights and lives is honored and rewarded.

Emperor Nakamoto

----------------------------------
 B. Greetings from the Deathlord
----------------------------------
Stupid adventurers!  Your weak party is not enough to stop even my most 
slack-spined drone.  I would encourage you to stay in the security of your 
little homes, but I thrive on misery and dread.  Your futile quest to stop me 
is sure to yield just that.  Even if you defeat my lowly pawn, you still must 
answer to me, face to face.

Should you insist on pursuing this fatal course, I offer these clues:  seven 
words, six items, and your ineptitude prevent us from meeting.

Go now.  And prepare to embrace your Emperor in my hell.
	
---------------
 C. Your goal
---------------
Your goal in Deathlord is to identify and defeat the source of evil loose in 
the world of Lorn.  If you succeed, you’ll earn the gratitude of the Emperor 
of Kodan and his promised reward.  To do this, you need to collect clues and 
articles.  You also need to build up your party, gathering strength and 
knowledge to help you accomplish your aims.



=============================================================================
 III.  CHARACTERS
=============================================================================
	
----------------------
 A. Creating a Party
----------------------
Assembling an effective party of adventurers is crucial for success.  Each 
party can have from one to six members.

 1.   Preset Party
--------------------
When you first start Deathlord for the first time, six adventurers await your 
command.  If you're an inexperienced player, you may want to use them to 
sample Deathlord before you send your newly-crafted characters into the lap 
of a demon.  Once you're familiar with how Deathlord works and know the types 
of adventurers you want, you can replace them.  Even if you're an experienced 
player, you can use this party to get an idea of the scope of the game.

-----------------------------
 B. Creating new characters
-----------------------------
When you create new characters, you choose such things as race, class, 
alignment, and sex.  As you assemble your group of adventurers, be sure that 
each character complements the party.  A proper mix of warriors and magic-
bearers makes a well-rounded party that has the option of using muscles or 
magic.  Add a thief to pick a lock or two, and the party could have the 
gratitude of the Emperor in no time.

 1. Races
-----------
The first step in creating a character is to pick from one of the eight 
races.

Human             Humans are hardy and strong, which, incidentally, makes 
                  them the predominant race in Lorn.  Of all the races, only 
                  Humans can be a member of any class.

Toshi             Toshis are intelligent, which makes them good magic users. 
                  They may be physically weak, but they've got long lives.

Nintoshi          The Nintoshi is a hybrid of Human and Toshi, being smarter 
                  than the former and stronger than the latter.

Kobito            This dour, durable race has magnificent stamina.  Although 
                  they aren't large, they are strong and tough.  Kobitos 
                  prefer to avoid the magic arts since they have a tough time 
                  casting spells.  They're best as fighters or thieves.

Gnome             The Gnome is like the Kobito but has a greater respect for 
                  nature and is more social.  Gnomes also like to use magic, 
                  with Genkai high on class potential.

Obake             The Obake is a darker and dumber version of the Toshi.  
                  Tiny and nimble, they make fine thieves and assassins.

Troll             These homely humanoids are strong but fairly slow-witted 
                  for spell casting.  Senshi is the best class for them, but 
                  if truly desired, you can make a Troll a Shisai.

Ogre              A hybrid species of Human and Troll, the Ogre is stronger 
                  than the Human and brighter than the Troll.  They're 
                  usually fighters and thieves, but can also become decent 
                  Shisais.

 2. Attributes
----------------
All characters have seven mental and physical attributes, each ranging from a 
value of 3 to 21.  While values are distributed randomly, you have a measure 
of control over each character's values when you create your party.  During 
the course of play, a character's attributes will rise and fall as events 
occur.

Strength          The amount of damage your character can inflict on an 
(STR)             opponent during combat.  You'll want to make your fighting 
                  character strong.

Constitution      Your character's health and, ultimately, his or her ability 
(CON)             to survive.  A character with a higher Constitution is 
                  tougher to kill.

Size              Fighters tend to be large while magic-users are small.  Big 
(SIZ)             characters are better at smashing down doors and doing 
                  other things where greater mass is an advantage.

Intelligence      A character's mental capacity.  High Intelligence for magic 
(INT)             users improves their spellcasting abilities and lets them 
                  recover Power faster.

Dexterity         Agility and nimbleness.  High Dexterity helps your 
(DEX)             character avoid hits and land the first blow during combat.  
                  Dexterity is also important to thieves for success in 
                  picking locks, avoiding traps, and stealing merchandise.

Charisma          Your character's physical beauty and persuasive abilities, 
(CHA)             which can affect transactions and negotiations.

Power             A character's magical aptitude.  It's important to 
(POW)             spellcasters since Power determines the number of spells 
                  that they can cast.  Power is consumed one a one-to-one 
                  ratio (i.e. a 4th level spell costs 4 power points).
	
 3. Classes
-------------
The classes you get to choose from depend on the character's race and 
attributes (see Options charts below).

Senshi            The ultimate mercenaries, Senshi hire out to any mission 
                  that pays well.  The combat-hungry Senshi can wear any 
                  armor and use any weapon.

Kishi             These noble warriors are dedicated to the principles of 
                  honor, justice, and order.  They also enjoy casting a 
                  Shisai spell or two.

Ryoshi            This solitary class of scouts and trackers is skilled with 
                  all types of weapons, although they favor bows and axes.  
                  For maximum mobility, they should wear light armor.  Ryoshi 
                  enjoy working with Shizen orders.

Yabanjin          Northern and primitive to the core, Yabanjin are 
                  instinctive survivalists and tough in a fight.  What they 
                  lack in technique, they make up for in sheer meanness.  
                  Yabanjin shun heavy armor.

Kichigai          Come battle time, Kichigais go into a frenzy which gives 
                  them great strength, but leaves them prone to attacks from 
                  opponents.  Like the Yabanjin, they avoid heavy, 
                  restrictive armor.

Samurai           Another honorable order, the Samurai takes pride in his or 
                  her fighting technique.  Samurais reach their skill peak 
                  with special weapons of honor.

Ronin             Ronins are corrupt brutes who look out only for themselves.  
                  They enjoy a kicking, gouging fight where they can employ 
                  dirty tricks.  A patron deity supplies the evil Ronin with 
                  a few Shisai spells.

Yakuza            The cunning Yakuza is best at lockpicking and trap-
                  neutralizing and not so good at fighting.  For 
                  extracurricular activities, the Yakuza enjoys stealing from 
                  merchants.

Ansatsusha        These assassins are better fighters than the Yakuza and 
                  also have a greater selection of weapons.  They possess 
                  limited thieving abilities.

Ninja             The Ninjas are specialists in hand-to-hand combat, as 
                  befits a secret order.  They also aren't too bad with 
                  conventional weapons.

Shukenja          These disciples of holiness resemble Ninjas in makeup, but 
                  train for enlightenment and not assassination.  Less 
                  skilled than the Ninja in combat, the Shukenja compensates 
                  with some spell-casting abilities.

Shisai            Shisai of different lands share common rituals and spells.  
                  They use medium-weight armor and smooth weapons, and can 
                  cast many curative and protective spells.

Shizen            A secretive class, Shizens like the outdoors, drawing from 
                  nature to cast spells.  Metal armor cuts their casting 
                  power, so they usually don leather armor.

Mahotsukai        This rare class is highly respected.  They may be weak 
                  fighters, but they have a variety of potent spells to 
                  neutralize and slay opponents.

Genkai            The Genkai confuses and befuddles opponents with a variety 
                  of illusions.  Their numbers are fewer than the Mahotsukai.

Kosaku            The peasant Kosakus are the untouchables of the realm--
                  mainly because nobody would care to touch them.
	
 4. Alignment
---------------
In most cases, there are three alignments to choose from:  good, neutral, or 
evil.  Alignment has some bearing on what characters can be put together in a 
group.  Characters who are innately good or evil will have their alignments 
assigned automatically.

 5. Sex
---------
The character's sex has little bearing on his or her abilities to carry out a 
task.  Female fighters are just as capable of handing a dragon its head as 
male fighters.
	
 6. Options charts
--------------------
The following charts contain information that will help you create your 
characters.
	
 A. Character Classes

Class             Type        Armor       Max #of weapons*  Hit Points
=============================================================================
Senshi            Fighter       3                3              10
Kishi             Fighter       3                3              08
Ryoshi            Fighter       2                3              09
Yabanjin          Fighter       1                3              12
Kichigai          Fighter       2                3              11
Samurai           Fighter       3                3              09
Ronin             Fighter       3                3              08
Yakuza            Thief         1                2              06
Ansatsusha        Thief         1                3              06
Ninja             Thief         0                2              07
Shukenja          Thief         0                2              05
Shisai            Priest        2                1              08
Shizen            Priest        2                1              08
Mahotsukai        Wizard        0                0              04
Genkai            Wizard        0                0              04
Kosaku            Peasant       1                2              06

	
 B. Minimum Statistics Required

Class       STR       CON       SIZ       INT       DEX       CHA       POW
=============================================================================
Senshi      11        -         -         -         -         09        -
Kishi       11        13        -         11        -         11        13
Ryoshi      11        13        -         11        -         11        -
Yabanjin    13        13        -         -         -         -         -
Kichigai    13        -         -         -         -         11        -
Samurai     11        11        -         -         -         13        -
Ronin       13        11        -         11        -         11        -
Yakuza      -         -         -         -         -         13        -
Ansatsusha  11        -         -         -         -         13        -
Ninja       11        13        -         -         -         15        -
Shukenja    11        13        -         11        -         13        -
Shisai      -         -         -         11        -         09        -
Shizen      -         -         -         11        -         09        11
Mahotsukai  -         -         -         11        -         09        -
Genkai      -         -         -         11        -         09        -
Kosaku      -         -         -         -         -         -         -


 C. Class Availability

Class       Human   Toshi   Nintoshi   Kobito   Gnome   Obake   Troll   Ogre
=============================================================================
Senshi        Y       Y        Y         Y        Y       Y       Y       Y
Kishi         Y       Y        Y         N        N       N       N       N
Ryoshi        Y       Y        Y         N        N       N       N       N
Yabanjin      Y       N        Y         Y        Y       Y       Y       Y
Kichigai      Y       N        Y         Y        Y       Y       Y       Y
Samurai       Y       Y        Y         N        N       Y       N       Y
Ronin         Y       Y        Y         Y        Y       Y       Y       Y
Yakuza        Y       Y        Y         Y        Y       Y       Y       Y
Ansatsusha    Y       Y        Y         Y        Y       Y       Y       Y
Ninja         Y       Y        Y         N        N       Y       N       N
Shukenja      Y       Y        Y         N        N       N       N       N
Shisai        Y       Y        Y         Y        Y       Y       Y       Y
Shizen        Y       Y        Y         Y        Y       Y       N       Y
Mahotsukai    Y       Y        Y         N        N       N       N       N
Genkai        Y       Y        Y         N        Y       N       N       N
Kosaku        Y       Y        Y         Y        Y       Y       Y       Y
	

 D. Racial Statistics Ranges

Class       STR       CON       SIZ       INT       DEX       CHA       POW
=============================================================================
Human       03-18     03-18     03-18     03-18     03-18     03-18     03-18
Toshi       03-13     03-13     03-12     08-19     08-19     07-18     08-19
Nintoshi    03-15     03-15     05-14     06-18     06-18     05-18     05-18
Kobito      08-19     08-19     03-08     03-16     03-16     03-16     03-16
Gnome       05-18     08-18     03-06     03-17     06-18     03-16     03-17
Obake       03-15     03-16     03-07     03-14     08-20     03-14     03-18
Troll       11-21     11-20     13-21     03-11     03-13     03-10     03-12
Ogre        08-19     08-19     11-19     03-13     03-13     03-12     03-14



=============================================================================
 IV.  COMMANDS AND ONSCREEN ACTIVITIES
=============================================================================
You can use the following commands almost anywhere.  In most commands, the 
program assumes that the party leader is performing the action unless you 
indicate that another character will act by entering his or her roster 
number.

-------------
A. Commands
-------------

Key         Command           Description
=============================================================================
A           Attack            Press this key and a direction to initiate 
                              combat.  During combat, just press "A" to 
                              return attack.

B           Board/Disembark   This command either helps your party leave land 
                              for a waiting (and friendly) ship or disembarks 
                              them onto dry land.  Follow up the command with 
                              a direction.

B           Break Camp        This removes your party from a pitched camp.

C           Cast              This puts your character into a spell-casting 
                              mode.  You'll be queried for a character number 
                              and then a spell name, which you must type in 
                              full.  You can also press <SHIFT> and "?" 
                              simultaneously to get a list of the spells that 
                              character can use.  Next to the word "cast" 
                              you'll see a value for Power.  The more spells 
                              you cast, the lower it gets.  You can't cast 
                              certain spells unless you have enough Power.

D           Drop E/F/G/T      Enter "D" and then the letter of the type of 
                              item you want dropped (E=equipment, F=food, 
                              G=gold, T=torches).  Once you drop something, 
                              it's gone for good; you can't change your mind 
                              and pick it back up.

E           Enter             Press "E" and a direction key to pass through 
                              something.  An area doesn't have to be visible 
                              to be enterable.

F           Search            Press "F" and then enter a direction to search 
                              the area for traps, secret doors, or anything 
                              unusual.

F           Flee              Use this if you'd like your party to make a run 
                              for it.  The sooner you use this command during 
                              combat, the better your chances are that you'll 
                              get to flee.

G           Get item          This command opens chests, coffins, and 
                              coffers, removes money from urns, and steals 
                              from a merchant's counter.  Press "G" and then 
                              a direction.

H           Hide              Hide may (or may not) successfully hide the 
                              party from monsters.  While hiding, any new 
                              actions will reveal the party and their 
                              position.

I           North             Use this to move your party up one space.

J           West              Moves your party one space left.

K           East              Moves your party one space right.

L           Light Torch       Type "L" and any character's roster number.  If 
                              the character you choose has a torch, he or she 
                              will light it.

M           South             This moves the party one space down.

N           New Leader        Type "N" followed by a character's roster 
                              number to establish a new party leader.  His or 
                              her shape now represents the party.

N           Negotiate         Lets a character negotiate with a monster.  Can 
                              range from offering food to unabashed pleading.  
                              The monster may leave, ask for money and then 
                              leave, or ask for money and still attack.

O           Orate             To communicate with a character outside the 
                              party, press "O" and a direction key.  (This is 
                              a great way to pick up clues for play.)  At the 
                              prompt "Type", enter one of the following 
                              options.

                              B)  Buy     purchases merchandise in a shop.

                              S)  Sell    sells excess or unwanted items in a 
                                          shop.

                              C)  Chat    stimulates casual conversation with 
                                          someone .

                              T)  Talk    attemps to get information from 
                                          someone.

                              I)  Inquire causes "Re" (short for "regarding") 
                                          to appear; type in the subject of 
                                          interest to get specific 
                                          information.

                              OG)OfferGold  offers a sum of money to someone 
                                            who says "Pay up".
                              OI)OfferItem  offers a piece of equipment or an 
                                            item to someone.

                              A character stays in the oratory mode until you 
                              press RETURN without entering information or 
                              press ESC.

P           Pick Lock         Enter "P" and then a direction to have a 
                              character (with the right tools) try to pick a 
                              lock.

CTRL-P      Pitch Camp        This lets you camp for 1 to 24 hours.  Time 
                              goes faster when you pitch camp, enabling your 
                              characters to recover hit points and Power 
                              quicker.  Use this also to wait out the night 
                              hours.  But don't sleep too soundly--you can 
                              still be attacked while you camp.

Q           Saving Game       Use this to save your game at any time except 
                              during combat (You should stick out your 
                              battles for experience, anyway).

R           Read              Press "R" followed by a direction key to read a 
                              sign.

R           Retreat           Moves the character whose turn it is to the 
                              back of the group on the next round.  Good for 
                              injured characters.

S           Smash             Press "S" and a direction to have your 
                              character try to smash against a surface (like 
                              a door).  There's a damage penalty for failure.

S           Skip              Causes the current character, and those after 
                              him or her, to skip their attacks.  Handy if 
                              your spellcasters (grouped together at the end 
                              of the roster) need a rest but the fighters 
                              want to keep battling.  In this case, press 
                              "S" when you get to the spellcasters.

T           Give E/F/G/T      This lets you pass an item.  Type "T" and then 
                              the letter of the kind of item you want to pass 
                              (E=equipment, F=food, G=gold, T=torch).  You're 
                              then asked who's getting the item and who's 
                              giving it.  Remember, you can only hold so 
                              much, so if you transfer something to someone 
                              who already carries a full load, he or she will 
                              automatically drop an item.

U           Use               Press "U" and return.  Then type in the number 
                              of the character whom you want to use 
                              something.  Next, you'll get a list of items 
                              that are available for use.  Choose a piece of 
                              equipment with the arrow keys.  A number after 
                              an item name indicates the number of charges it 
                              has.  Double asterisks (**) after a name mean 
                              that its use is unlimited.

V           View              Follow view with a direction to get information 
                              on the adjacent object or character.

W           Ready Weapons     Select "W" and then the letter of the type of 
                              weapon you want to ready (O for open hands, H 
                              for hand weapon, and M for missile weapon).

X           Exchange          Exchange lets characters swap equipment with 
                              each other.  Press "X", indcate who's getting 
                              and who's giving, and M for missile weapon).

Y           Yell              Enter "Y" and then any word that the character 
                              wants to say.  During your journey, you'll find 
                              special words that the characters will want to 
                              yell, sometimes in relation to a spell.

Z           Drink             Press "Z", a character number, and a direction 
                              to slake a thirst in a dungeon waterhole.

1                             Displays statistics for character 1.

2                             Displays statistics for character 2.

3                             Displays statistics for character 3.

4                             Displays statistics for character 4.

5                             Displays statistics for character 5.

6                             Displays statistics for character 6.

RETURN                        Displays statistics for the party leader.

ESC                           Aborts any action started but not completed.

CTRL-A                        Use this to assign macros (up to four).  A 
                              macro is a string of commands that can be 
                              executed by a single key stroke.  Type "CTRL-
                              A" and then assign the macro to a number from 1 
                              to 4.  Next, enter the commands you want in 
                              succession.  The comma(,) works as a <RETURN> 
                              within a macro command.  For example:  "C, 
                              NASU," would cause whoever was the party leader 
                              to cast a Nasu spell.  It would execute as 
                              follows:  "Cast-1" appears followed by "Name:" 
                              and then "NASU".  "C3NASU," is the same except 
                              that only the third character on the roster 
                              will cast the spell.  You can have up to 15 
                              characters in a macro string.

CTRL-S                        Toggles the sound on and off.

&                             Executes macro 1.

'                             Executes macro 2.

(                             Executes macro 3.

)                             Executes macro 4.

#           Reorder           Use this to change the order of the party 
                              characters.  Enter "#" followed by a number 
                              from 1 to 6.  The character is moved to 
                              wherever the highlighted box is.

$           Pool Gold         This lets you take the gold from other members 
                              of the party and add it to the sum of the 
                              character indicated (up to his maximum carrying 
                              capacity).  Any excess remains in the 
                              possession of the original character.  The 
                              character whose name is highlighted will give 
                              the gold.  Enter "$" followed by the number of 
                              the character who will get the gold.

:           Time Lag          Lets you set the length of the delay between 
                              the displaying of information in combat.  Enter 
                              any value from 0 to 255; the higher the slower.

Space Bar                     This key causes the party to wait and do 
                              nothing for one move, or forfeit a move in 
                              combat.

^                             This helps a character climb out of a pit after 
                              he or she has had the misfortune of faling into 
                              one.

-------------------------
 B. Onscreen Activities
-------------------------
When you're done creating characters and enter the world of Lorn, you'll see 
a screen full of information.  The upper right box shows the time, and the 
sun and moon cycles.  Underneath that box is your group's name.

The center right box lists the names of those in your party in their roster 
order.  Beneath that is the name of your location (i.e. indoor or outdoor).  
If you're engaged in combat, this area tells you what type of enemy your 
opponent is and how many there are.

The bottom right box shows information related to the commands your choose.  
If you're in the midst of a fight, it shows attacks made by you and your 
opponent.  To change the speed at which the messages scroll by, use the ":" 
command to change the time lag.


 1. Statistics
----------------
During the course of play, you can examine your character's attributes and 
the items he or she possesses.  Enter the number that represents the 
character's order in the party.  (If you hit <RETURN> without selecting a 
number, you'll see the party leader's statistics.)  First you'll see a 
general description of the character.  Press <RETURN> (or the space bar) to 
see the seven attributes.  Press <RETURN> again and you'll see the 
character's possessions.  (If he or she has no possessions, you'll bypass 
this screen.)  Press <RETURN> one last time to see the listing for armor, 
gold, torches, and food.  The maximum values for these four items are:  
armor=10, gold=10,000, torches=10, and food=100.

 2. Party Leader
------------------
To make playing a little easier, you designate a party leader who 
automatically performs all actions.  The party leader is the one whose name 
is highlighted on the roster.  You can change it by pressing "N" and then the 
number of the character you want to be the new leader.  Having a party leader 
doesn't mean that the fate of the group lies in the hands of one, because you 
can override the party leader and have any character perform any action at 
any time.

Let's say you want a lock picked.  There's two ways to do it.  1) Press "P" 
for Pick Lock and then enter a direction that the attempt will be made.  The 
party leader automatically picks the lock since you didn't designate a 
character to do it.  2) Press "P," enter a character number from 1 to 6, and 
then enter the direction that the attempt will be made.  The character you 
chose does the work in this case.

 3. Time
----------
Time passes at about one Deathlord hour for every five real minutes.  The 
more actions you perform, the faster time passes. (You can expedite matters 
by pressing the SPACE BAR repeatedly.)  At about 6:00 p.m. the sun begins to 
set.  When the sun goes down and darkness dims your way, you can either camp 
out for the night or light a torch and keep going.  Sunrise begins at about 
4:00 a.m.


=============================================================================
 V.  EQUIPMENT
=============================================================================
You'll come across many pieces of equipment, some mundane, some magical.  A 
few items are relics of exceptional power which the character must accumulate 
in order to solve the game.  These items are preceded by a double asterisk 
(**) and may not be sold.  Some have to be traded to receive a more powerful 
item.

Some equipment can't be used by certain individuals.  Note that although a 
character may not use certain equipment, he or she may still carry it.  Make 
use of this fact by giving any extra armor you find to a designated "holder" 
such as a Shisai or Mahotsukai.

A character can carry only one of each of the following items:
hand weapon (i.e. a sword)
missile weapon (i.e. a bow)
armor
shield
miscellaneous armor
miscellaneous item (i.e. lockpick or holy symbol)
jewelry
scroll

-----------------------
 A. Weapons and Armor
-----------------------
You can buy the following items in various weapon shops.  When a character 
buys armor, he or she automatically wears it.  If the character is already 
wearing armor, he or she is forced to drop it unless it's first given to 
someone else.  The table shows what class of characters can use which weapons 
and armor.  Magical items are not listed.

Any class surrounded by parentheses means that class can't equip the item.

 Class Abbreviations 
=======================
Senshi             Sen
Kishi              Kis
Ryoshi             Ryo
Yabanjin           Yab
Kichigai           Kic
Samurai            Sam
Ronin              Ron
Yakuza             Yak
Ansatsusha         Ans
Ninja              Nin
Shukenja           Shu
Shisai             Shi
Shizen             Shz
Mahotsukai         Mah
Genkai             Gen
Kosaku             Kos

 1. Weapons Table
-------------------

Class             Armor             Shield            Misc Armor     *Weapons
=============================================================================
Senshi            any               any               any              01
Kishi             any               any               any              01
Ryoshi            haramekido        any               any              02
Yabanjin          harame-do         any               any              02
Kichigai          haramekido        any               any              02
Samurai           marame-do         any               any              02
Ronin             any               any               any              01
Yakuza            harame-do         none              gloves           03
Ansatsusha        harame-do         none              gloves           03
Ninja             cloak             none              gloves           04
Shukenja          cloak             none              gloves           03
Shisai            ring mail         medium            jingasa          05
Shizen            harame-do         medium            jingasa          05
Mahotsukai        cloak             none              gloves           06
Genkai            cloak             none              gloves           06
Kosaku            harame-do         none              gloves           03

*Weapons:
01)   Tanto, bo staff, jo stick, sai, masakari, glaive, naginata, sling, 
      light bow, crossbow, heavy bow, great bow
02)   Tanto, bo staff, jo stick, sai, masakari, glaive, naginata, wakizashi, 
      katana, sling, light bow, crossbow, heavy bow, great bow
03)   Tanto, bo staff, sai, light bow, crossbow
04)   Tanto, bo staff, sai, nunchaku, light bow, crossbow, shuriken
05)   Jo stick, sling
06)   Tanto, bo staff

The shields come in small, medium, or large.  Miscellaneous armor includes 
gloves jingasa, gauntlets, and kabutoes.


 2. Weapon/Armor Glossary
---------------------------

Item              Description
=============================================================================
Bo staff          Walking staff
Do-maru           Full body armor
Glaive            Staff with long, curved blade
Hara-ate          Chest plate
Haramakido        Near full body armor
Harame-do         Studded leather
Jingasa           Open helm
Jo stick          Short fighting staff
Kabuto            Great helm
Katana            Long Samurai sword
Masakari          Heavy battle ax
Naginata          Staff with cleaver
Nunchaku          Two chain-connected blunt clubs
Sai               Long prong flanked by two shoter prongs (a pair)
Shuriken          Throwing stars
Tanto             Dagger
Wakizashi         Short Samurai sword
Yoroi             Full body armor over chain mail


 3. Hand Weapons
------------------

Name                    AC value         Equipped by
=============================================================================
Berserk Sword
Bo-Staff
Defender (Manijin)      +4               Sen, Ryo, Ron, (Shi), (Gen), (Mah)
Dragonslayer
Emerald Rod (Santate)   +6               Sen, Ryo, Ron, Shi, (Gen), (Mah)
Giantslayer             +1
Glaive
Holy Blade
Jo-stick
Katana
Masakari
Naginata
Nunchaku
Powerstaff              +4
Rod of Death            +1               
Rod of Light (Moakari)  +0               Shi, Mah
Runeblade (Korosu)      +2               Sen, Ryo, Ron, (Shi), (Gen), (Mah)
Sai
Sling
Sunspear                +3               Sen, Ryo, Ron, Nin, (Shi), Gen, Mah
Sword of Fire (Hitate)
Tanto
Thunderblade (Taiyohi?) +1
Unholy Blade                             Ron
Wakizashi


 4. Missile Weapons
---------------------

Name                    AC value         Equipped by
=============================================================================
Crossbow
Greatbow                +1
Heavy bow               +1
Kobito Hammer           +2               Ryo
Light bow
Shuriken
Sling
Toshi Bow


 5. Armor
-----------

Name                    AC value         Equipped by
=============================================================================
Cloak                   +1               Sen, Mah
Do-maru                 +5
Do-maru+1               +6               Shi
Do-maru+2               +7               Sen, Ryo, Shi
Golden Yoroi            +10              Sen, Ryo, Ron, Nin, (Shi)
Hara-ate
Hara-ate+1
Haramakido              +3
Haramakido+1            +4               Sen, Shi
Harame-do               +3               Sen, Ryo
Harame-do+1             +4               Sen, Ryo
Sable Cloak             +3               Sen, Ryo, Ron, Mah
Toshi Cloak             +2               Nin, Mah
Yoroi                   +6               Sen, Ron, (Shi)
Yoroi+1                 +7               Sen, Ron, (Shi)
Yoroi+2                 +8               Sen, Ron, (Shi)


 6. Shields
-------------

Name                    AC value         Equipped by
=============================================================================
Bronze Shield           +3               Ryo, Shi
Golden Shield           +5               Sen, Ryo, Ron, Nin, Shi
Great Shield            +3               Sen, Ron, Nin
Medium Shield
Silver Shield           +4               
Skull Shield            +6               (Sen), Ron
Small Shield


 7. Gauntlets
---------------

Name                    AC value         Equipped by
=============================================================================
Gauntlets               +2               Ryo
Gloves
Golden Gloves           +3               Sen, Ron


 8. Helmets
-------------

Name                    AC value         Equipped by
=============================================================================
Falcon Helm             +4               Sen, Ron
Gold Jingasa            +2               Ryo, Shi, (Mah)
Golden Crown            +3               Sen, Ryo, Nin 
Jingasa                 +1
Kabuto                  +2               Nin, (Mah)

-----------
 B. Items
-----------
Besides weapons and armor, your characters also carry miscellaneous items.  
They are Gold Pieces, Food, and Torches.  The maximum amount of money one 
character may carry is 10,000 GP.  Maximum food supplies may not exceed 100.  
Although characters do not die of hunger, you should not ignore low food 
supplies.  Food allows characters to slowly gain lost hit point through the 
passage of time.  In addition, magic users' power points (POW) are regained 
in time.

There are many items to be found in Deathlord.  Some more valuable than 
others.  

 1. Item list
---------------
Lockpick
Holy symbol
Scroll-Cure
Scroll-Heal
Scroll-Raise
Scroll-Ward
Torch

--------------------------------
 C. Six Relics and Seven Words
--------------------------------
In order to complete Deathlord, you will need to find 6 relics and 7 words.  
The relics are found around the world and are needed to win the game.

Found in dungeons, the words are distinct from other messages because they
are centered in the text box.  7 words are required to pass through the gates 
of Hell.  The words are hidden deep within 7 different dungeons, each 
offering its own tricks and traps.  Be warned as these words are usually 
located in an obscure location inside the dungeon.  Miss anything and you 
will be unable to finish the game.  There is also the 7th relic that is the 
proof of your final victory.

 7 Relics
-----------
Name                  Location
=============================================================================
Black Orb             Skull Keep.  Fight the Deathlord for it.
Blue Crystal          Lost Lagoon (search the ground around the mahotsukai 
                           that says "Look at all the crystals!")
Emerald Rod           Sultan's Palace on Akmihr.  Search the southeast tower.
Lantern               Greenbanks (search around a tombstone)
Ruby Ring             Red Shogun's Castle (need blue crystal)
Sharktooth            Malkanth (search the Shrine of Chaos)
Sunspear              Twin Rivers (exchange a blue crystal to Senju)

7 relics' uses
----------------
Black Orb         Given to the Emperor.  End game sequence will begin.
Blue Crystal      Permits passage through Rakhammon's curtain.  Curtain will
                       still do 4 dmg to all members though.
Emerald Rod       Casts "Santate".  Effective against demons.
Lantern           Illuminates lvl 1-4 of the 7 Gates of Hell dungeon.  All
                       other light sources will fizzle in those lvls.
Ruby Ring         Casts "Hitate".
Sharktooth        Permits party to locate Hell Island on the map.
Sunspear          Only weapon capable of hurting the Deathlord

 7 Words
----------
Word              Dungeon                             Continent
=============================================================================
Chijoku           Clearview Canyon dungeon lvl 3      Sirion
Daraku            Red Shogun's Castle lvl 7           Black Isles
Fushin            Troll Hole lvl 4                    Chigaku
Nikumu            Kobito Mines lvl 4                  Akmihr
Osoreru           Cave of the Four Elements lvl 4     Lost Isles
Seiyoku           Isle of the Dead's Pyramid lvl 8    Isle of the Dead
Yokusei           "Chess" dungeon lvl 6               Sirion


---------------------
 D. Items won/found
---------------------
The following is a list of all the items in Deathlord and the monster they 
can be won from.  The items may also be found in chests/coffers/etc.

Chests may have traps on them.  They include:  Acid Trap (dmg to all), Blade 
Trap (dmg to leader), Crossbow Bolt (dmg to leader?), Exploding Box (dmg to 
all), Poison Needle (poisons leader?).

Name                                Monster won from
=============================================================================
Berserk sword                       Ogre-Mages, Guards, Kraken
Black Orb                           Deathlord
Blue Crystal                        Found
Bo-Staff                            Kaibu, Hobake, Brigands, Lizard Men
Bronze Shield                       Minotaurs, Ogres
Cloak                               Lost Souls
Crossbow                            Yakuza, Skeletons, Wolves
Defender                            Diamyo
Document                            Kawahara
Do-maru                             Trolls
Do-maru+1                           Undead Ronin, Purple Worms
Do-maru+2                           Sea Dragons, Guards, Acid Demons
Dragonslayer                        Wraiths, Mermen, Golems
Emerald Rod                         Found.  Akhamun-Ra?
Falcon Helm                         Sea Dragons, Molochai, Banshees
Gauntlets                           Brigands, Yakuza
Giantslayer                         Ogre-Mages, Firebats, Minotaurs, 
                                    Guardians, Guards
Glaive                              Shadows, Skeletons
Gloves                              Kaibu, Wolves, Lost Souls
Gold Jingasa                        Ogres
Golden Crown                        Smoke Demons, Guards
Golden Gloves                       Kawahara, Dark Demons, Slime Demons
Golden Shield                       Sea Dragons, Slime Demons, Flame Lord
Golden Yoroi                        Beholders
Great Shield                        Ryoshi, Senshi, Yakuza
Greatbow                            Minotaurs, Senshi
Hara-ate                            Lost Souls, Obake
Hara-ate+1                          Guardians
Haramakido                          Yakuza, Kaibu, Skeletons, Zombies, 
                                    Brigands, Lizard Men, Senshi
Haramakido+1                        Blaze Demons, Behemoths
Harame-do                           Kaibu, Obake, Brigands
Harame-do+1                         Niatama, Blaze Demons, Trolls, Wraiths
Heavy bow                           Yakuza, Skeletons
Holy Blade                          Shades, Molochai, Vampires, Vapor Demons,
                                    Ogre-Mages
Holy Symbol                         Wraiths, Kichigai, Kobito
Jingasa                             Yakuza, Skeletons, Zombies, Hobake, 
                                    Brigands
Jo-stick                            Lost Souls
Kabuto                              Skeletons, Hobake, Ghouls
Katana                              Ninja, Wraiths, Trolls
Kobito Hammer                       Dark Toshi
Lantern                             Found
Light bow                           Yakuza, Skeletons, Kobito
Lock Pick                           Skeletons, Brigands, Yabanjin
Masakari                            Wolves, Hobake, Kobito
Medium Shield                       Yakuza, Hobake
Naginata                            Ghouls, Gorgons
Nunckaku
Powerstaff                          Acid Demons, Undead Ronin
Ring of Life                        Wraiths, Dark Demons, Fire Giants
Rod of Death                        Dark Demons, Slime Demons, Guardians
Rod of Light                        Sailors
Ruby Ring                           Found
Runeblade                           Gorgons
Sable Cloak
Sai                                 Kaibu, Lizard Men, Lost Souls
Scroll-Cure                         Guards, Smoke Demons, Fire Giants, 
                                    Guardians
Scroll-Heal                         Trolls?, Guardians
Scroll-Raise                        Ghosts, Molochai, Guards, Fire Giants, 
                                    Ice Giants
Scroll-Ward                         Fire Giants
Sharktooth                          Found
Shuriken                            Minotaurs, Wraiths
Silver Shield                       Sea Dragons, Vapor Demons, Molochai
Skull Shield                        Sea Dragons, Acid Demons, Vampires, 
                                    Werebears
Sling                               Kaibu, Wolves
Small shield                        Kaibu, Lizard Men, Lost Souls, Obake
Sunspear                            Found
Sword of Fire (Hitate)              Behemoths, Dark Toshi, Vapor Demons, 
                                    Guards, Sphinxes
Tanto                               Lost Souls
Thunderblade                        Sea Dragons
Toshi Bow                           Blaze Demons, Vapor Demons, Guards 
                                    (south)
Toshi Cloak                         Trolls
Unholy Blade                        Guards, Good Wizard
Wakizashi                           Kishi, Kobito, Minotaurs
Yoroi
Yoroi+1                             Sea Dragons, Acid Demons, Undead Ronin, 
                                    Knight
Yoroi+2


=============================================================================
 VI.  SPELLS
=============================================================================
Each of the four character classes of magic users has a large repertoire of 
spells.  The spells that a magic user can cast depend on his or her level.  
The following chart shows what level a magic user must be in order to cast 
any spells at that level or lower.  The fighter-mages learn spells at a 
slower rate than the mages.

            Magic User’s Level            Highest Accessibility Spell Level
                  1                                      1
                  3                                      2
                  6                                      3
                  10                                     4
                  14                                     5
                  19                                     6
                  24                                     7

Power is an extremely important aspect of spellcasting.  You’ll notice that 
when you press "C", Power appears in brackets next to the word "cast."  The 
more spells you cast, the lower this number gets.  Be sure to keep an eye on 
it; you may need to cast a healing spell worth four Power points, but to your 
surprise find you only three points left.  Remember, power regenerates with 
time and rest.

-------------------
 A. Shisai Spells
-------------------
The Shisai spells are mostly protective and curative in nature.

Level       Spell       Description
=============================================================================
1           Nasu        Calls on power of patron diety to repair 1 to 8 hit 
                        points of damage on a character, including the 
                        caster.  Does not cure the dead or petrified, nor 
                        will it cure diseases.

            Akari       Causes the air around the caster to give off a pale 
                        blue glow.  Allows players to see more than a torch 
                        would show.  Only effective in the still air of 
                        dungeons.  Lasts roughly 195 "waits."

            Katai       Provides selected character with protective aura 
                        during combat, making him or her harder to hit.  
                        Effects are cumulative.

2           Motu        Paralyzes 1 to 3 opponents for a time dependent on 
                        the caster.  Each monster gets a chance to resist the 
                        spell.

            Dosoi       Slows effects of poison.  Halves hit point loss until 
                        poison is neutralized or character dies.

            Tsuiho      Causes undead (ghouls, zombies, skeletons, etc.) in
                        vicinity to flee.  Creatures may try to resist the 
                        spell’s influence.  One of the few offensive Shisai 
                        spells.

3           Moakari     Lights up a larger area than the Akari spell.  Works 
                        only in still air of dungeons.  Lasts roughly 300 
                        "waits."
	
            Motunasu    Helps paralysis victim recover limb use.  A Shisai 
                        who is paralyzed will not be able to cast this spell.

            Onkei       Blesses entire party during combat and endows 
                        adventurers with better fighting ability.

4           Donasu      Eradicates toxins from recipient’s body.  Subdues 
                        strongest poisons but doesn’t restore points lost to 
                        the venom strike.

            Monasu      Restores from 17 to 32 hit points of damage.  Monasu 
                        works like Nasu, only better.

            Makatai     Casts a globe of defensive aura around the party, 
                        affording them some protection from attack for the 
                        duration of the melee.

5           Hinagu      Shoots tower of flames into air and burns offending
                        monsters.  Potency of spell depends on caster’s 
                        level.

            Inochi      Restores life--but not vitality--in a slain 
                        character.  Those restored permanently lose a point 
                        of constitution and are restored to one hit point.  
                        Success of spell depends on character’s constitution.  
                        Try Moinochi if this fails.

            Honasu      Restores from 33 to 64 hit points to a character.  A
                        stronger version of Monasu.

6           Alnasu      Most powerful curative spell available.  Heals all 
                        damage a character has sustained.  Top of the Shisai 
                        line.

            Kurenza     Blasts all enemies to pieces at the very intonation 
                        of the word.  Damage inflicted depends on the level 
                        of the caster.

            Kaeru       Choose a place that the party can later be 
                        transported to in case of danger.  Cast the spell and 
                        enter any secret word.  At any time, use the "Yell" 
                        command, type in the secret word, and the party will 
                        immediately be transported to the location your 
                        previously staked out.

7           Shinseigo   Causes enemies to be swallowed by the ground and 
                        delivered to Hell’s chambers to suffer eternal 
                        torment.

            Moinochi    Restores life and vitality to a character, except in 
                        cases of petrification.  Causes no loss in 
                        constitution.  Can be repeated if fails it fails at 
                        first.

            Yawarishi   Last chance for a character turned to stone to be 
                        turned back to flesh.

-------------------
 B. Shizen Spells
-------------------
Like those of the Shisai, the spells available to the Shizen are mainly of a 
curative or protective nature, but they tend towards the outdoors.  The 
Shizen also have a few more offensive spells they like to use.

Level       Spell       Description
=============================================================================
1           Kusamotsu   Uses plant life to entwine enemy, holding 1 to 4 
                        monsters fast for warriors to finish off.  Works only 
                        on grass, bushes, or trees.

            Hikakomu    Bathes the opponent in flickering flames for the 
                        duration of the melee and gives a character a bonus 
                        on his chance to strike the monster.

            Ichihan     Lets Shizen question the stones of the dungeon to 
                        determine how far underground the party is.  Useful 
                        after being teleported.

2           Kino        Causes the skin of the recipient to stiffen and 
                        become as hard as tree root.  This cumulative spell 
                        can be cast on anyone.

            Dunasu      Cures 1 to 8 points of damage on any character, 
                        including the caster.  Does not cure dead or 
                        petrified players and does not cure diseases.

            Moya        Raises a thick mist around the party, shielding them 
                        while they try to escape combat unscathed.  Chance of 
                        escape depends on level of opposing monsters.

3           Byokinasu   Cures most illnesses and diseases, including the foul 
                        touch of the dreaded mummy.  Does not restore lost 
                        hit points.

            Konpasu     Helps you find land when you’re at sea.  "Below" is 
                        used only when land is very close or if the water 
                        below is extremely shallow.

            Yobuzuma    Bolt of lightning strikes down from the heavens and 
                        smites enemies.  Nasty offensive spell.

4           Hitate      Causes the group to become impervious to regular fire 
                        and heat.  Does not work on magical sources of fire.  
                        Lasts for 32 steps.

            Santate     Protects party from most common types of corrosive 
                        liquids.  While it doesn’t protect against all types 
                        of acids, it will reduce the damage inflicted.  Lasts 
                        for 32 steps.

            Tabemono    Changes vegetation into edible food (a synthetic 
                        bread that lasts and lasts).  The amount of food 
                        created depends on the vegetation the spell’s casted 
                        on.

5           Hikabe      Creates a wall of indigo flames around offending 
                        monsters.  Damage depends on the caster’s level.

            Drunasu     Similar to the lower-level Dunasu spell, except that 
                        it heals from 17 to 32 points of damage.

            Jishin      Causes the ground beneath monsters to buckle and 
                        split, dropping the less agile ones into the earth, 
                        where they will perish.

6           Hiarashi    Rolls a giant, billowing cloud of flames from the 
                        hand of the caster, scorching any monsters in its 
                        path.

            Kyoki       Causes monsters to go insane.  Most will wander 
                        aimlessly and die, but some, spurred by madness, 
                        fight with greater ferocity.

            Tsukakusu   Lets the party take on the form of the terrain around 
                        them so they can walk unseen through the wilds.  
                        Creatures are oblivious to their presence.

7           Konran      Monsters who fail to resist this spell will stand 
                        still and gape stupidly until they are slain.

            Komaru      Point at foe, intone spell, and foe dies instantly.  
                        A single-digit assault with an excellent success 
                        rate.

            Druinochi   Restores life--and possibly vitality--to a slain 
                        character.  Those raised will have one hit point and 
                        constitution will be lowered permanently by one.

-----------------------
 C. Mahotsukai Spells
-----------------------
Mahotsukai are the fighters of the spellcasting bunch.  Their spells are 
wickedly offensive.

Level       Spell       Description
=============================================================================
1           Todo        Pelts one opponent with small, fiery red bolts.  The 
                        number of missiles depend on the caster’s level, with 
                        four being the maximum.

            Neru        Puts opposing creatures with relatively low levels 
                        into deep sleep.  Length of sleep depends on the 
                        caster’s level.

            Tate        Shields recipient of spell against enemy blows during
                        combat.  Effects are cumulative.

2           Chikara     Fills party with a surge of strength to better 
                        inflict damage on foes.  Effects are cumulative.

            Yowameru    Weakens monsters and reduces the damage that they can
                        inflict on your party during combat.  Has cumulative
                        effects.

            Kowa        Strikes fear into the heart of one opponent.  If that
                        creature fails to resist, it will flee in blind 
                        panic.

3           Zuma        Intone spell to cause a sheet of lightning to spread 
                        from the caster’s outstretched hands, cutting down 
                        the opposing ranks.

            Isogu       Living members of the party will have their movements
                        accelerated, enabling them to get in an extra attack 
                        in every round of combat.

            Kumo        Creates strands of thick, sticky webs from air and
                        entangles monsters in the area.  Holds them fast 
                        until they manage to break free.

4           Hitama      Ball of rosy flames rise upon casting and then 
                        explodes among monsters.  Damage depends on the 
                        experience level of the caster.

            Ugoku       Sends adventurers fleeing randomly from danger, 
                        moving them 1 to 8 squares away.  Fails if wall or 
                        object is in the square to be landed on.

            Mokowa      Wave of fear sweeps the ranks of the opposing 
                        creatures.  Those who fail to resist flee in panic, 
                        dropping anything they are carrying.

5           Dokumo      Thick, black smoke forms a suffocating cloud around 
                        the enemy.  Kills all but the strongest.

            Koori       Pummels monster with fist-sized chunks of ice.  The 
                        severity of the spell depends on the level of the 
                        caster.

            Hohyo       Causes the caster and those with him to become 
                        transparent for the duration of the melee, making 
                        them harder to hit.

6           Korosu      When this spell is intoned, those of an unfriendly
                        disposition must resist or are slain instantly.

            Unmei       Lets the caster point a finger at the opponent and 
                        speak a word of power to destroy that enemy.

            Arashi      Sweeps the monsters with sheets of blazing blue fire 
                        that burn like the fires of hell.  Provides a 
                        thorough roasting.

7           Toki        Freezes opponents in time, rendering them helpless 
                        while you escape or move around unhindered.

            Unpan       Escape spell that teleports a party directly up or 
                        down in a dungeon, up to four levels.

            Taiyohi     Opens a gate between the sun and offending monsters, 
                        raking them with mortifying flames.  Most damning.

-------------------
 D. Genkai Spells
-------------------
Genkais have a batch of spells that create illusions and are predominantly 
defensive.

Level       Spell       Description
=============================================================================
1           Kiri        Places a sphere of darkness around the party, helping 
                        them to escape unnoticed from enemies.

            Hibana      Showers of scintillating sparks shoot forth from the
                        caster’s hand, damaging all those in its path.

            Shoten      Enhances a character’s vision during combat, making 
                        it easier for the fighter to hit opponents.

2           Nikko       Creates a brilliant silvery light about caster so 
                        party can see better in dungeons.  Only works 
                        indoors, where the air is calm.

            Nijin       Makes a character blurry and translucent, and harder 
                        for creatures to hit during combat.

            Mekura      Fills opponent’s mind with roaring sounds and dancing 
                        motes of lights.  Those who can’t resist the spell 
                        are impaired and can’t effectively fight.

3           Kawa        Strikes overwhelming terror into the hearts of 1 to 3
                        monsters, causing them to flee.

            Nigeru      Pours thick fog around party, obscuring them from 
                        view and giving the party a chance to escape.

            Mamotu      Paralyzes any number of creatures and offers a good 
                        target for a fighter’s solid thrust.

4           Manijin     Makes all living members in the party invisible, 
                        reducing their chances of getting hit.

            Kakusu      Blends the party in with the environment so they 
                        become undetectable.  Lasts as long as characters do 
                        not move or make noise.

            Geneitodo   Pelts opponent with sheets of phantom missiles.  
                        Those who resist suffer less damage.

5           Meiro       Spins a ball of colored lights before the monsters, 
                        leaving them mesmerized and vulnerable.

            Manigeru    Covers opponent with nausea-inducing grey smoke and 
                        loud booming sounds, enabling the party to escape.

            Yujo        Beguiles creatures into seeing adventurers as their
                        friends.  Instant enemy impotence.

6           Uku         Causes party to enter an “unreal” state that allows 
                        them to pass over water as if it were solid ground.

            Makawa      Strikes terror into the hearts and bowels of all 
                        opposing monsters.  A refined version of Kawa.

            Kotoba      Intone this word of power to blast the life from 
                        creatures that the party is fighting.  Some opponents 
                        may suffer little effect from this spell.

7           Honigeru    Creates an illusory duplicate of the party so 
                        adventurers can slip away unnoticed.  Most monsters 
                        are fooled by this spell.

            Yurei       Sends party into dimension of shadows and illusion;
                        creatures see them as acquaintances or cousins.

            Tsukihi     Creates a cascade of blinding silvery fire that 
                        engulfs the nemeses with its hungry flames.

----------------------
 E. Max Spell Damage
----------------------
Here's something that might be interesting;  it is about wide-range spells 
and the damage they can do.

Class       Spell Lvl     Name                     Max Damage
=============================================================================
Genkai         1          Hibana                   6
               4          Geneitodo                30
               6          Kotoba                   75
               7          Tsukihi                  105
Mahotsukai     3          Zuma                     30
               4          Arashi                   50
               5          Koori                    75
               6          Hiarashi                 105
               7          Taiyohi                  140
Shisai         5          Hinagu                   30
               6          Kurenza                  50
Shizen         3          Yobuzuma                 30
               5          Hikabe                   50


=============================================================================
 VII.  COMBAT AND MONSTERS
=============================================================================

------------
 A. Combat
------------
Combat is inevitable when you meet the monsters that ply the highways and 
byways of Deathlord.  You needn't fear combat, provided your warriors are 
well-equipped with armor and weapons and your offensive spellcasters are 
ready.

Warriors are your best attackers and least vulnerable to monster-inflicted 
damage.  Magic users, on the other hand, are most vulnerable but can protect 
themselves with defensive spells.  Retreating is a good way to shield weaker 
party members.  Negotiating is an option with some monsters, though others 
will dismiss entreaties with carnivorous disdain.  Sometimes it's wisest to 
have individuals retreat or have the entire party flee.

Getting bloodied a few times gives you insight about the strengths of 
different monsters.  It's a general rule that the serious foe is neutralized 
by a combination of repeated warrior attacks and weighty magician's spells, 
while the lightweights may fall under the force of a single spell or a few 
solid hits.  Successful combat has its benefits.  You can reap much in moneyu 
and armor.  You can gain experience.  You can live to see a new day.  The 
bigger the kill, the bigger the reward.

 1. Money
-----------
The monetary system in Lorn is based on the gold piece, or GP.  You can buy 
the goods, services, and information that you need with gold pieces.
	
 2. Experience
----------------
Gold and armor have their material charms, but experience is just as valuable 
to your character.  The more combats you enter and the more monsters you 
attack, the more experience you'll gain.  And as you gain more experience, 
you become more capable of handling the next mess you get into.  Sorry, but 
fleeing from combat or negotiating with monsters won't give you experience.

Another important aspect of experience is that the more your acquire, the 
closer you get to advancing another level.  The higher your level, the more 
powerful and effective you are in your role.  Fighters fight better, thieves 
thieve better, and spellcasters cast more powerful spells.  When a character 
has amassed enough experience points to advance a level, you'll see a plus 
(+) next to the character's name.  All the character has to do is find a 
training center and pay a fee to advance a level. (This fee is necessary to 
cover expenses such as supplies, training costs, spell books, religious 
articles, etc.)

You may only have a maximum of 2 pluses (+) for level advancement.  
Therefore, you should train for the next level as soon as the plus appears.

 3. Healing
-------------
Your characters can expect to be injured in combat or from trying to force 
entry into certain areas.  Time usually heals these wounds, but certain 
spellcasters can hurry the process along with curative spells.  If 
spellcasters lose too much power, they may temporarily lose their ability to 
use certain spells.

The more exotic forms of damage, like poison and disease, require more than 
rest to overcome.  Sometimes it takes a spell.  Other times a drink from a 
magical spring is the cure.  There are also a number of temples throughout 
Lorn offering healing services--with a proper donation, of course.

 4. Life after Death
----------------------
Death is not necessarily the end.  For those unfortunate ones who die in the 
early stages of the game, resurrections are offered in a number of temples 
and religious establishments for a fee.  For those more experienced, there 
are high level spells which restore life.  There are also rumors of items 
which possess great magical power that can bring back the dead.

Should the same deadly fate befall your entire party, the game stops.  Remove 
the scenario disk, insert the boot disk, and reboot the computer.  You can 
then disband the characters using the Character Options and use another 
character (who's alive) to resurrect them.

Another option, although, not the most honorable, is to copy the characters 
from the last backup disk you made of your group.  A final alternative is to 
assemble an entirely new group of characters and head out anew.

--------------
 B. Monsters
--------------
While you will encounter many people during your adventure, you will also run 
into monsters.  There are over 128 different kinds of them each eager to send 
you to an early grave.  You can easily identify most monsters because they 
will be colorful as opposed to your one color of white.  The undead are 
usually white and grey.

While the townsfolk are normally docile, if you attack a townsperson, the 
guards will become your enemy.  If you are attacked first though, the guards 
will not bother you.

Monsters that have special abilites like drain lvl and 2x hits can only do 
one or the other.  For example, ghouls can paralyze or hit 2x.  If you see 
only 1 miss, that means it tried to paralyze you but missed.  If you see 2 
misses or 1 hit and 1 miss, that means that it was trying to hit you 2x and 
you won't get paralyzed.

 Complete Monster List (125 of 128 found)
-------------------------------------------
The format will be as follows:

Name   (names prefixed with an asterisk (*) indicates a unique/major enemy.
Rating (E = easy, M = medium, H = hard)
~HP    (approximate HP)
Attacks/Special Abilities/Misc info
       Special abilities include PAR (paralysis), TOX (poison), ILL 
       (disease), RIP (slaying), drain lvl, stone, summon help, breath (dmg 
       to all), casting spells.

If a monster can be negotiated with, in the description, there will be a "Y" 
followed by the general price. Otherwise an "N" will be present.  A "?" is 
for monsters that haven't been negotiated with yet or if they can be 
negotiated with but the price is unknown.

Name                Rat   ~HP      Attacks/Special Abilities/Misc info
=============================================================================
Acid Demons                        1x hits, Y:1330
??Acid Dragons??                   Breath (?? dmg all), ?
*Acid Lord (Jhelag)       135+     4x hits, 13-33 dmg per hit.  Drain lvl?
                                   (only hits once), casts Korosu, Y:4000
*Akhamun-Ra               135+     casts spells (Korosu, Zuma), N
Ansatsusha                         Poison, Y:525
Apparitions                        1x hits, drain lvl,?
Banshee                            Scream (Korosu), ?
Barlican                           2x hits, Y:776-885
Behemoths (sea)                    Summon help, N
Beholders                          Stone, casts spells (Korosu), ?
Blaze Demons                       Poison, Y:?
Brigands                           1x hits, Y:274-383
Centaurs                           3x hits, Y:1047
*Cerebus                  100      Breath (10-50 dmg all), ?
Couatl                             casts spells, ?
Cyclops                            1x hits, Y:1811-1846
Dark Demons               60       2x hits.  Drain lvl.  looks like 
                                   "darkness", Y:?
Dark Toshi                30       2x hits, Poison, Y:1083-1131
*Dark Lord (Malokorai)    100+     50 dmg per hit, casts spells (29 dmg all,
                                   Korosu), ?
*Deathlord                225+     1x hits, 5-66 dmg per hit.  Drain lvl, 
                                   casts spells (Korosu).  Only Sunspear can
                                   hurt him.  Todo also works.  Most other
                                   spells have no effect., N
Demonguard                         2x hits, Y:1330-1364
Diamyo                    70       2x hits, Slaying, ?
Djinni                             casts spells, ?
*Emperor                  140      2x hits, 1-50 dmg per hit, ?
Evil Spririts                      ?
Evil Trees                         1x hits, N, look like trees with fangs
Fire Giants                        2x hits, Y:2058-2128
Fire Spirits                       ?
Firebats                  65       Breath (1-29 dmg all), Y:1400
Firedrakes                         1x hits, breath, Y:1352-1387
*Flame Lord (Frasaak)     135+     2x hits, 30 dmg per hit, casts spells
                                   (Korosu, Taiyohi? for 30 dmg all)., Y:3500
Genkai                             ?
Ghosts                    60       2x hits, drain lvl, ?
Ghouls                             Paralyze, N
Golems                             ?
*Good Wizard (Senju)      ~130 HP  casts spells (Taiyohi, Korosu), Y:3847-
                                   3930
Gorgon                             ?
Green Slimes                       Poison, ?
Gremlins                           Summon help, ?
Guardians                          2x hits, disease, N
Guards (North)            75       Y:?
Guards (South)                     Y:1280-1405
Harpies                            Disease, ?
Hobake                             ?
Ice Giants                         1x hits, Y:1820
Ice Toads                          ?
Ice Wolves                         ?
Kaibu                              Y:256-383
*Kawahara                 65-80    Drain lvl, casts spells (Motu, Korosu, 
                                   10-30 dmg all).  Looks like a necromancer
                                   with a crown.  N
Kichigai                           2x hit, summon help, Y:
Kishi                              Y:563
Knight                             1x hits, drain lvl, N
Kobito                             Y:597-616
Kosaku                             ?
Krakens (sea)                      8x hits, ?
Lich                      100      Drain lvl, casts spells (Korosu, Taiyohi:
                                   3-49 dmg all), ?
Lizard Men                         Y:269-376
Lost Souls                5        Summon help, Y:0-10
Mahotsukai                         casts spells (Todo, Zuma), ?
Manticores                         ?
Master Ninja                       Slaying, ?
Medusas                            ?
Merchants (North)                  ?
Merchants (South)                  Y:97
Mermen (sea)                       ?
Mimics                             looks like the square you're walking on., 
                                   ?
Minotaurs                          Y:774-883
Mist Dragons                       1x hits, breath, Y:1910
Molochai                  50       Drain lvl, 2x hits, ?
Mummies                            ?
Necromancers                       casts spells (Korosu, ?-?? dmg all), ?
Niatama                            2x hits, ?
Ninja                              critical hits to low lvl characters, ?
Nintoshi                           ?
Obake                              Y:289-366
Ogre-Mages                         casts spells (Zuma?, 1-40 dmg all), 
                                   Y:1317-1407
Ogres                              1x hits, Y:816-843
Phantoms                           ?
Purple Worms                       1x hits, Slaying, ?
Raiders                            Y:546-563
*Red Shogun                        ?
Rock Spirits                       ?
Ronin                              ?
Rook                               1x hits, stone, N
Ryoshi                             ?
Sailors                            Summon help, ?
Samurai                            ?
Sand Dragons              ~75      Breathe (22-44 dmg all), Y:1805
Sand Squids                        found in desert continents, ?
Sea Dragons (sea)         60       Breath (1-39 dmg all), ?
Sea Serpents (sea)                 Poison, ?
Sea Spirits                        2x hits, ?
Senshi                             1x hit, Y:574-622
Shades                             Drain lvl, ?
Shadows                            Paralyze, ?
Shisai                             casts spells (Motu), ?
Shizen                             ?
Shukenja                           2x hits, ?
Skeletons                          N
Slime Demons                       4x hits, Y:?
Smoke Demons                       casts spells (Motu), Y:1200
Sphinxes                           ?
Stone Giants                       ?
Stonebrows                         Summon help, Y:6-115
Sultan                             N
Tomb Robbers                       Y:610-633
Toshi                              3x hits, Y:879
Trappers                           looks like red floor bricks, ?
Triclops                           3x hits, Y:1364
Trolls                             3x hits, ?
Undead Ronin              90       2x hits for 20-40 dmg per hit, N
Unicorns                           ?
Vampires                           Drain lvl, casts spells (Korosu, 10-20 dmg 
                                   all), N
Vapor Demons                       casts spells (Motu, 20 dmg all), Y:1200-
                                   1344
Vipers                             Poison, ?
Werebears                          ?
Whorls (sea)                       4x hits, ?
Will O Wisps                       1x hits, Paralyze, Summon, N
Wind Dragons                       1x hits, breath, Y:2124
Wind Spirits                       ?
Wolves                             N
Wraiths                            Drain lvl, N
Yabanjin                           ?
Yakuza                             ?
Yeti                               ?
Zombies                            ?


---------------------------
 C.  Continents' Monsters
---------------------------

Osozaki monsters
-----------------
Brigands
Hobake
Kaibu
Niatama
Trolls
Vipers

Giluin monsters
---------------
Brigands
Hill Giants
Niatama
Trolls
Vipers

Isle of the Dead monsters
-------------------------
Apparitions
Ghosts
Ghouls
Skeletons
Will O Wisps
Zombies

Asagata monsters
----------------
Brigands
Kobito
Raiders
Sandsquids

Sirion monsters
---------------
Hobake
Kaibu
Niatama



=============================================================================
 VIII.  MAPS AND THE TERRAIN
=============================================================================

----------
 A. Maps
----------
As your party moves through the many dungeons, caverns, and labyrinths, you 
can map their movements so your characters don't have this nagging sense of 
deja vu.  Dungeons are laid out one screen block per one graph paper block, 
with each dungeon layer fitting on a single sheet of standard 8 x 11 sheet of 
graph paper.  Look at your maps with a critical adventurer's eye.  You may 
notice an unmarked area in an otherwise packed map.  Could that be the stairs 
to a lower level?  Or you'll notice something unusual about a corridor.  A 
hidden room, perhaps?

A word about teleporters.  A quick blink of the screen combined with the fact 
that you're somewhere entirely different or not getting anywhere at all 
suggests that you've been teleported.  For instance, you may be walking down 
a corridor that never seems to end.  In fact, you may be getting repeatedly 
teleported a few steps back in the corridor, so you're trekking the same path 
over and over.  As soon as you catch on to the fact you've been teleported, 
correct your map, if necessary.

"Dungeon" maps are usually 32x32, 33x33, 34x34, or a mixture of the three.  
"Indoor" maps are 64x64.

For maps, see section IX. below or go to
http://www.geocities.com/TimesSquare/Realm/4610/deathlord/maps.html

-----------
 B. Areas
-----------
The world of Lorn possesses a variety of climatic zones.  The temperate 
regions have forests, plains, and swamps.  The arid regions are made up of 
desert sands and scrub.  The frozen regions to the north have tundra, frozen 
marshes, and some forests.

To travel between these varied continents, you'll need to sail the great 
seas.  You'll find ports where you can engage the services of a friendly ship 
in exchange for some gold.  An alternative is to forcibly engage the services 
of an unfriendly ship by attacking it.  Seafarers be advised--oceans are 
especially dangerous places.

--------------------------
 C. Buildings and Places
--------------------------

Certain buildings and places in Lorn hold clues and items vital to your 
quest.  The more you investigate, the more you'll find.

Place                   Description
=============================================================================
Castles                 The only known castle belongs to Emperor Nakamoto in 
                        Kodan.  Rumor is that another strongly fortified 
                        castle exists on an uncharted island east of Kodan.

Cities                  Most commerce happens in the cities and the prices 
                        are usually lower here than in other areas.

Dungeons                These labyrinthed caverns and natural catacombs can 
                        be found in any region.  Look for a cave mouth or 
                        grotto, take a deep breath, and enter.

Fortresses              These fortifed strongholds guard mountain passes from 
                        invasion.

Pyramids                These buildings in the great southern deserts house 
                        long-dead kings and are protected by curses on the 
                        living.

Ruins                   The remnants of a town, city, or village may house 
                        ferocious monsters or precious treasure and valuable 
                        clues.

Skull Keep              There is only one skull keep and it belongs to the 
                        Deathlord in "Hell."

Temples                 Found in remote areas, these places are set up by 
                        non-human cults.  Caution is advised around temples.

Towers                  Towers are inhabited by Wizards and Necromancers of 
                        ill repute who chose to remove themselves from 
                        society in order to perform ghastly experiments and 
                        rituals.

Towns                   These are smaller settlements than cities.  While 
                        mostly residential, there are shops for the wandering 
                        traveller to restock his or her dwinding supplies.  
                        Be sure to talk to the townsfolk for the latest 
                        kingdom gossip.

Villages                These peasant communities can offer food and lodging 
                        to the weary adventurer.  Some are rumored to offer 
                        much more...

-------------
 D. Objects
-------------
Knowing the following common items can help you in your quest.

Object                  Qualities
=============================================================================
Acid                    Burns living characters

Arkhan's Wall           Magic wall that saps strength of those who try to 
                        pass through (exactly 1/2 of remaining hit points)

Boat                    Water transportation

Bush/Tree               Hides party

Chest                   Store coins and equipment

Chute                   Drops characters into a lower level of the dungeon

Coffer                  Holds valuable treasures

Coffin/Sarcophagus      Holds rare treasures and undead terrors

Darkness                Light-consuming void

Door                    Must open or smash to pass through

False Door              Does not open

Fire                    Provides light or deters intruders

Illusory Wall           Looks like normal wall but can be passed through

Illusory Object         Deceives characters

Mausoleum               Houses the dead (and maybe undead)

Pit Trap                Concealed pit possibly spiked; can be climbed out of

Pool                    May contain good or bad magic

Portcullis              Iron gates preventing passage; can be raised with 
                        force

Rakhammon's Curtain     Magic curtain of force that gives powerful electrical 
                        jolt to those who pass through (4 dmg to all 
                        members).  May be passed through only with a special 
                        item (blue crystal)

Secret Door             Hides doorways

Sign                    Warns adventurers or offers a clue

Signpost                Advertises something

Sinkhole                Dumps adventurers to lower level of dungeon

Stairway                Allows ascent and descent

Swamp                   Contains unsavory predators; may be contaminated

Teleporter              Transports adventurers to other part or level of 
                        dungeon

Urn                     Holds money and treasures

Water                   Most safe to drink


=============================================================================
 IX.  MORE MAPS  --  LORN, THE WORLD OF DEATHLORD
=============================================================================

-----------------------
 A. The 16 Continents
-----------------------
The world of Deathlord consists of 16 continents.  The grid below is 16x16 
and represents the entire world.  Each continent/land is numbered 1-16.  
Every "block" on the grid represents one disk sector (56x56 size).  Some 
continents span more than 1 disk sector.  The block borders are where the 
disk drive will spin.

After each number is the name of the continent, followed by any towns and/or 
dungeons found.  Any dungeons inside of towns are surrounded by parentheses.

.  indicates sector is nothing but water.

     A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P

01   1  1  .  .  .  .  .  .  .  .  .  .  .  .  .  .   01
02   1  .  .  .  .  2  .  .  .  .  .  .  .  .  .  .   02
03   .  .  .  .  .  .  .  .  .  .  .  .  .  3  .  .   03
04   .  .  .  .  .  .  .  .  4  .  .  .  .  .  .  .   04
05   .  .  .  5  .  .  .  .  .  .  .  .  .  .  .  .   05
06   .  .  .  .  .  .  .  .  .  .  .  6  .  .  .  .   06
07   .  .  .  .  .  .  .  7  .  .  .  .  .  .  8  .   07
08   .  .  .  .  .  .  .  7  .  .  .  .  .  .  .  .   08
09   .  .  9  .  .  .  .  .  .  .  .  .  .  .  .  .   09
10   10 .  .  .  .  .  .  .  .  .  .  .  .  .  .  10  10
11   .  .  .  .  .  .  .  .  .  .  11 .  .  .  .  .   11
12   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .   12
13   .  .  .  .  .  .  .  .  .  .  .  .  .  .  12 .   13
14   .  .  .  .  .  .  .  13 .  .  .  .  .  .  .  .   14
15   .  .  .  14 .  .  .  .  .  .  .  .  .  .  .  .   15
16   .  .  .  .  .  .  .  .  .  .  15 .  .  16 .  .   16

     A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P

1.  Kodan: dungeon east of Kawa
           Emperor's palace (palace caverns)
           Kawa (yakuza guild)
           Tokugawa
           Tokushima
           Yokahama

2.  Osozaki:  Deepingdale
              Telegrond
              Vorn in the SW

3.  Asagata:  Croyo
              Hill giants' dungeon in the east
              Towne Royal (named Makimura on the map)

4.  Deserted desert island 

5.  Akmihr:  Akhamun-Ra's pyramid
             Desert Flower
             Kobito Mines
             Oasis
             Sultan's palace 

6.  Isle of the Dead:  Pyramid of the Old Ones

7.  Giluin:  Kobar in the SE
             Linear Dungeon in the northern mountains
             Shupan in the NE
             Temple of Oceanus in the west

8.  Narawn:  Fort Demonguard
             Kashiwa (on an island)
             The Lost Lagoon
             Malkanth (behind Fort Demonguard)

9.  Deserted forest island 

10. Sirion:  Clearview to SE
             Chess dungeon to NW
             Greenbanks in the west

11. Tsumani:  dungeon to NE
              Morningfrost
              Snow Raven in SW

12. Nyuku:  dungeon
            North Spindrift
            South Spindrift
            Two Rivers

13. Hell Island:  Skull Keep

14. Chigaku:  Crystalmist
              Fort Wintergreen
              Tower of Shumi
              Troll Hole

15. Black Isle:  Red Shogun's Castle
                 "Decoy islands" here

16. Lost Isle:  Cave of the Four Elements
                "Decoy islands" here

----------------------------
 B. Buildings and Dungeons
----------------------------
Below is information about every town and dungeon in Deathlord.  Towns will 
have their location next to their name.  The information is presented as 
follows.

Towns  [continent]

Type    :  Towns and ruins are of type "Indoor".  Pyramids are also Indoor.
Keywords:  These are the words you type when inquiring a townsfolk.
Monsters:  Number of Groups of monsters found.  This doens't include non-
           aggressive monsters (ie. townsfolk).
Shops   :  Every shop and their prices
Secrets :  Any secrets/unusual information

Dungeons

Type    :  Dungeons are always of type "Dungeon"
Size    :  Dungeon sizes range from 1-16 lvls
Treasure:  Only major treasure listed (7 words, 6 items, document, etc)
Monsters:  Monsters found and the lvl(s) found in.

Monsters' names prefixed with an asterisk (*) indicates an unique/major 
enemy.


-----------------------------------------------------------------------------
  Kawa  --  town in the heart of the northern side of Kodan
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  bone island, cavern, dungeon, ruins, tokushima, wakiza, yakuza, 
           yokahama
Monsters:  1 Diamyo, ? Yakuza, 1 Vampires
Shops   :  The Weapon Shop
                Item           Price
               ======================
                Tanto           011
                Bo-staff        029
                Jo-stick        044
                Sai             059
                Masakari        091

           The Armor Shop
                Item           Price
               ======================
                Cloak           021
                Hara-ate        069
                Harame-do       124
                Haramakido      219

           Supplies
                Item           Price
               ======================            
                Torches           5
                Lock Pick       089
                Holy Symbol     114

           The Mist Dragon Inn
                Item           Price
               ======================
                Food            003

Secrets :  Yakuza Guild:  Search the 9th right wall above the doors of the 
                southwest tower.

           The yakuza are behind the door leading to the Yakuza Guild.
           The vampire is in the Diamyo's Residence.
           Guards and the Diamyo reappear when you reeenter.


-----------------------------------------------------------------------------
  Yakuza Guild  --  inside Kawa [Kodan]
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  none
Monsters:  Ansatsusha, 1 *Master Ninja, ? Ninja, ? Yakuza
Shops   :  none
Secrets :  teleporters in the fire lead to treasure chambers.  Master Ninja 
           is located in the southern room.


-----------------------------------------------------------------------------
  Emperor's Palace  --  West of Kawa [Kodan]
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  cavern, dungeon, emperor, kawa, spy, tokushima, yokahama  
Monsters:  3 Brigands, 1 Kaibu, 1 Lich, 1 Shades
Shops   :  Palace Kitchen
                Item           Price
               ======================
                Food            003

           Healer
                Item           Price
               ======================
                Deparalyze      100
                Detoxify        150
                Healing         200
                Cure Disease    250
                Raising         300
                Resurrection    500

Secrets :  Palace Caverns:  In the southeast tower
 
           The brigands and kaibu are all in the prison.
           The lich is in the 2nd coffin from the right inside the royal 
           crypt behind the emperor.
           The shades are locked up inside the emperor's private garden.
           Guards do not reappear when you reenter.


-----------------------------------------------------------------------------
  Tokugawa  --  city on the NW tip of Kodan
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  kawa, kiyoshi, mages, necromancer, palace, ship, yakuza
Monsters:  1 Ghouls, 1 Necromancers, 2 Zombies
Shops   :  Goro's Quality Weapons & Armor
                Item           Price
               ======================
                Tanto           013
                Bo-staff        025
                Jo-stick        030
                Sai             063
                Masakari        090
                Glaive          127
                Naginata        258

                Item           Price
               ======================
                Cloak           023
                Hara-ate        065
                Harame-do       110
                Haramakido      223
                Do-maru         420
                Yoroi           617

           Missile Weapons
                Item           Price
               ======================
                Sling           033
                Shuriken        075
                Light Bow       110
                Crossbow        163
                Heavy Bow       220
                Great Bow       307

           Tai's Rice Shop
                Item           Price
               ======================
                Food            003

           The Shipyards
                Item           Price
               ======================
                Ship           10000 

           The Academy
                Item           Price
               ======================
                Training       varies

Secrets :  Kiyoshi's Residence:  Enter the city through the north by ship.  
                Upon entering, head 1 space north and then east until you see 
                a place to land.

           Search the northeast tower located in Kiyoshi's Residence to find 
                a passage leading to a treasure chamber which is blocked by a 
                Rakhammon's curtain.
           The zombies are found behind the door of the dark passage to the 
                coffin rooms inside Necromancer Yang's home.
           The ghouls are in the upper left coffin in the right side coffin 
               room inside Necromancer Yang's home.
           Necromancer Yang's chamber is found by searching the north wall 1 
                square to the left of the door of the left coffin room.
           Guards reappear when you reenter.


-----------------------------------------------------------------------------
  Wakiza  --  ruins on the southwest coast of Kodan
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  cave, dungeon, gates, great land, kawahara
Monsters:  4 Lizard Men
Shops   :  none
Secrets :  Pirates Den:  Enter from the east and head north to the stone 
                wall.  Then "hug the wall" westward and northeastward through 
                secret walls until you see the stairs.  It's on the NE 
                corner.

           The lizard men appear to be 4 preset groups.


-----------------------------------------------------------------------------
  Tokushima  --  village on the east coast of Kodan
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  bone island, dungeon, noise, senju, tokugawa, wizard, yokahama
Monsters:  2 Kosaku, 2 Yakuza
Shops   :  Kosaka Brothers Foundry & Armor Supply Shop
               Left Side
                Item           Price
               ======================
                Cloak           035
                Hara-ate        068
                Harame-do       117

               Right Side
                Item           Price
               ======================
                Small Shield    045
                Medium Shield   088

           Tokushima Bakery
                Item           Price
               ======================
                Food            003

           Tokushima Healer
                Item           Price
               ======================
                 Deparalyze     100
                 Detoxify       150
                 Healing        200
                 Cure Disease   250

Secrets :  Bone Island:  Enter from the east via ship.  Head south until you
                see it.

           The 2 groups of Kosaku are in the back of the Tokushima Bakery 
                and, they will reappear when you reenter.
           Guards are Kosaku and reappear when you reenter.


-----------------------------------------------------------------------------
  Yokahama  --  ruins southwest of Tokushima [Kodan]
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  crystal, evil ones, kawahara, palace, senju
Monsters:  12 Skeletons
Shops   :  none
Secrets :  The skeletons will reappear when you reenter.


-----------------------------------------------------------------------------
  Pirates Den  --  inside Wakiza [Kodan]
-----------------------------------------------------------------------------
Type    :  Dungeon
Size    :  8 lvls
Treasure:  none
Monsters:       

Name                   lvl
=============================================================================
Brigands               1-4
Dark Toshi             4-8
Ghosts                 8
Ghouls                 5-8
Green Slimes           3-6
Gremlins               3,4
Hobake                 1-4
Kaibu                  1-4
Lizard Men             1-4,6,7
Mermen                 2-4
Niatama                5-8
Obake                  1-2,4
Ogre-Mages             5,8
Ogres                  2,4,5
Sea Dragons            5-8
Shadows                5-8
Skeletons              1-4
Trappers               5,7
Will O Wisps           5,6,8
Zombies                2-4

Walkthrough:

Level 1:  Follow the path SE.  When you hit the bottom go west about 10
          paces.  Then follow the path north and when you reach a split in
          the path, take the NW branch and follow it north to the stairs.

Level 2:  Take any of the 3 ships available to the south shore.  You will
          have to land next to the swampy shore where there is a ship already
          anchored.  Follow the dirt path westward until you reach another
          ship.  Take this ship south and dock next to the ship already on
          the shore.  Follow the trail eastward where yet another ship will
          be waiting.  Take this ship east to the stairs down to lvl 3.

Level 3:  Board the ship and head west.  Go west until you reach the 2nd room
          with acid in the middle.  Head north through the secret walls until
          you hit a real wall.  Now search north to reveal a hidden door.
          Search the westmost wall in the room to reveal another hidden door.
          Go north to the stairs.  Note there is another set of stairs east
          of the room with the first hidden door.  These stairs lead to a
          dead end in lvl 4.  The correct set of stairs is the one through
          the 2 hidden doors.

Level 4:  There are 2 routes to the stairs: land or sea.  The land route is
          full of pits.  Be careful to search each spot before you step on
          it.  Follow the path which goes in a clockwise direction to reach
          the stairs down.  The sea route avoids all the pits and is the only
          way to reach the treasure chests with the teleporters.  There are
          also 2 hidden doors on the NE corner of the water which lead to
          treasure rooms.  There is also a secret wall to the left of the
          water next to the stairs down.

Level 5:  Take the ship east and follow the water until you can't go north
          any more.  Disembark and head north to another ship.  Board it and
          follow the water to the southeast until you see another ship docked
          in the corner of water that zigzags NE.  Board that ship and when
          you reach the middle of the zigzagging water, you will be
          teleported to the middle south part of the dungeon.  The same spot
          that you are teleported to is also another teleporter so you must
          step off immediately or you will be teleported to lvl 8.  The
          stairs down are in southeast corner.

Level 6:  If you teleported here from lvl 5, then stay on the same spot to 
          get teleported to lvl 7.  If you took the stairs from lvl 5, then
          board the ship and follow the water north until you see another
          ship.  Board that ship and head due south taking the east branches,
          until you see another ship on the south.  Board that ship to the
          stairs down.

Level 7:  If you teleported here from lvl 6, stay on the same spot to get
          teleported back to the square that you first got teleported on in
          level 5.  Step off it otherwise you will reenter the 5,5,8,5,6,7,5
          teleporter loop.  If you took the stairs from lvl 6, then just take
          the ship and follow the water around to the stairs.

Level 8:  If you teleported here from lvl 5, follow the water west until you
          reach the wall.  Then head south until you reach the wall.  Then go
          all the way east to get teleported to lvl 5 in the southeast area,
          which is just above the area where the first teleporter in lvl 5
          sent you to.  If you took the stairs from lvl 7, then board the
          ship and head north to read the sign.  The portcullis can't be
          raised by brute force.  The stairs down behind it are fake.  There
          is no lvl 9.  If you want, you can disembark into the darkness and
          follow the path to a treasure "room" with ghosts (drain lvl).

Note:  The Sea Dragons are preset at first in lvls 5-8.  They can do BIG
       dmg with their breath attack.  Avoid them if you can.


-----------------------------------------------------------------------------
  Palace Caverns  --  inside Emperor's Palace [Kodan]
-----------------------------------------------------------------------------
Type    :  Dungeon
Size    :  6 lvls
Treasure:  document
Monsters:

Name                   lvl
=============================================================================
Behemoths              3
Brigands               2-6
Ghouls                 2-6
Green Slimes           6
Gremlins               4
Hobake                 2-6
Kaibu                  1-6
*Kawahara               
Mahotsukai             6?
Minotaurs              4
Obake                  2-6
Ogre-Mages             6
Ogres                  3-6
Shadows                5-6
Skeletons              2-6
Stonebrows             2-6
Will O Wisps           6
Wraiths                5-6
Zombies                2-6


-----------------------------------------------------------------------------
  Kodan Dungeon  --  east of Kawa [Kodan]
-----------------------------------------------------------------------------
Type    :  Dungeon
Size    :  4 lvls
Treasure:  none
Monsters:

Name                   lvl
=============================================================================
Ghouls                    
Gremlins                  
Harpies                   
Kobito
Niatama
Ogres
Skeletons
Stonebrows
*Vampire               3
Zombies


-----------------------------------------------------------------------------
  Cave of the Four Elements [Lost Isles]
-----------------------------------------------------------------------------
Type    :  Dungeon
Size    :  4 lvls
Treasure:  word (see walkthrough)
Monsters:

Name                   lvl
=============================================================================
Couatl                 2
Djinni                 2
Fire Spirits           3
Purple Worms           1-2
Rock Spirits           2
Sea Spirits            4
Stone Giants           2
Wind Spirits           2

Walkthrough:  There are no stairs up except to leave the dungeon, only down.  
              The first level is earth, then air, then fire, then water.  You 
              can also go roughly near the center and cast UNPAN down 3 
              levels to get right to the word.  Save the game first and so on 
              if you want to see the word really quickly.  Monsters are tough 
              and do up to 25 damage.

Level 1:  Earth.  8 squares south of the entrance there's a barrier to the 
          south.  From this point go WSWSSESSWWSSWSWSSESESSEEN (you should 
          hit a secret door here) NNNN (hit a teleporter to the second 
          level).  Even if you get lost remember there's a whole huge area 
          surrounded by walls that you can't map out.  You can circle around 
          that area and you'll find the illusory wall at the south.

Level 2:  Air.  Go all the way east until you hit a wall (all walls except 
          boundaries are illusory here!).  Go 1 square west and then go north 
          until you see the stairs down 1N and 1E from where you are.  Go 
          east and then north, or you'll hit a teleporter.

Level 3:  Fire.  I stumbled on the stairs down pretty quickly. What I did was 
          to go southwest, northwest, and so on until I got to the upper 
          left.  Then I slowly worked my way east; a lot of the walls are 
          illusory.  I found the stairs that way.

Level 4:  Water.  This is the easiest to map.  Basically, you get on a boat 
          and go in a spiral towards the center.  When you get there, there's 
          an island.  As you've mapped everything else, it's the only place 
          left the word can be, but it has no illusory walls--on the outside.  
          Search the southernmost tip for a secret door.  Enter it and go 
          north UNTIL you can see the word to the north.  Then step west or 
          east (more illusory walls) to avoid the teleporter to the first 
          level, which is the first square to the north that's NOT an 
          illusory wall.  

          Read the word, OSORERU, and hit the teleporter which is now very 
          convenient--it takes you to the sign just south of the dungeon 
          entrance.


-----------------------------------------------------------------------------
  Troll Hole [Chigaku]
-----------------------------------------------------------------------------
Type    :  Dungeon
Size    :  4 lvls
Treasure:  word (see walkthrough)
Monsters:

Name                   lvl
=============================================================================
Hobake                 1-4
Kaibu                  1-4
Skeletons              1-4
Trolls                 1-4

Walkthrough:  The main sources of damage in this dungeon aew from the swamps 
              so make sure you have a Shisai who can cast Alnasu.  The word 
              is on level 4, and you can read it from 11 squares west of 
              where you enter.  You can not Unpan directly to this location 
              without using Uku.  However, you can get close to the word and 
              then uncover hidden doors to work your way to the word.

Level 1:      From the stairs go 3E, 2S, 5E, 2N, 6E, 7S, 9W, 3S, 20W, 19S, 
              26E, 4N.

Level 2:      From the stairs go 3W, 2N, 14W, 8N, 2E, 3S, 2E, 3S, 8E, 10N, 
              8E, 11N, 1W, 1N, 12W, 1S, 1W, 7S, 9W, 7N, 4W, 1N.

Level 3:      From the stairs go 1S, 3E, 17S, 5W, 6S, 6E, 3S, 4E, 1S, 14E, 
              3N.

Level 4:      From the stairs go 2W, 1N, 1W, 3N, 2W, 1N, 10W, 1N, 3W, 1S, 6W, 
              7N, 4E, 9N, 3W, 2N, 3E, 2N, 1W, 1N, 1W.  Now search west to 
              find a secret door.  Search north 2 times to find 2 more hidden 
              doors.  Search east 2 times to find 2 hidden doors.  You will 
              now be left of the sign with the word FUSHIN.

              Short solution?

              Using Uku:  3W, 2S, 2W, 2N, 5W.  Cast Uku.  1W.  Cast Unpan, 
              down 3.  Read north.  Cast Unpan, up 3.  Retrace steps (6E, 2S, 
              2E, 2N, 3E, 1N).

              Without Uku:  3W, 2S, 8W.  Cast Upan, down 3.  1W, 1N, 1W (fake 
              wall).  Now search west to find a secret door.  Search north 2 
              times to find 2 more hidden doors.  Search east 2 times to find 
              2 hidden doors.  You will now be left of the sign with the 
              word.  Backtrack out by going 2W, 2S, 2E, 1S, 1E.  Cast Unpan, 
              up 3.  8E, 2N, 3E, 1N.


-----------------------------------------------------------------------------
  Dungeon behind Red Shogun's Castle [Black Isles]
-----------------------------------------------------------------------------
Type    :  Dungeon
Size    :  8 lvls
Treasure:  word (see walkthrough)
Monsters:

Name                   lvl
=============================================================================

Walkthrough:  The first two levels consist of doors and illusionary doors.  
              Starting on the space between the stairs out and the sign, the 
              fastest route to the word is as follows.

Level 1:  Take one step east then five steps south (the first three doors are 
          already open.  After that you have to start picking/smashing)Then:  
          1W, 5S, 1W, 3S, 1W, 2S, 1E, 1S, 1E, 5S, 1E, 2S, 1E, 1S, 2E, 1N, 2E, 
          6S, 2E, 1N, 1E, 4N, 2E, 1S, 2E, 3S, 1W, 3S, 2E, 1N, 1E, 3N (you are 
          now on level 2 even though there was no sign.  Backtrack 7 steps 
          and you're back on level 1.)

Level 2:  2E, 2N, 2W, 4N, 2E, 1S, 1E, 1S, 2E, 3N, 1E, 1N, 1E, 5N, 1E, 6N, 1E, 
          1N, 1E, 3N, 1E, 2N, 2E, 3S, 2E, 1S, 2E, 1S, 2E.  To the south lies 
          a 3x3 square of open doors.  The center of these nine door is a 
          teleporter to the 5th level.  Take it.

Level 5:  Level 5 consists of nothing but a NW-SE corridor.  Moving one 
          diagonal step NW (either N then W of the other way around) 
          teleports you back to the start of this level so the corridor seems 
          endless.  21 diagonal steps SE teleports to level 8 (an identical 
          corridor, NW teleports you back to level 5 so there is no obvious 
          transition) 

[a side trip:*]  Take 21 diagonal steps SW from the teleport that took you to 
          the eighth level.  This leads to a teleport to the 7th level.

[another side trip:**]  Take ten diagonal steps SW, two steps east, two steps 
          east through illusionary walls.  There is a secret door to the 
          east.  5 steps east is a crossroad in darkness.  The three passages 
          lead to 3x3 rooms with chests.  Go south.  In the south wall of the 
          southeast corner is a secret door.  There is another secret door to 
          the east of this.  This door opens into the room with the word, 
          DARAKU.  To leave, go back to the NW-SE corridor, ten diagonal 
          steps SE teleports you to the 6th level.  24 diagonal steps SE 
          brings you to the end of the main corridor and a teleport back to 
          level 1 (between the stairs out and the sign). 

*Level 8 side trip:  There are illusionary walls that can be stepped into on 
          the east side of the corridor 1 step south of the teleport and 9 
          steps south of the teleport.  Both lead east to another illusionary 
          wall, then a secret door, a passage to a crossroads in darkness:  
          each of the other three passageways lead to 3x3 rooms.  The second 
          set of three rooms (9 steps south in the main corridor) contain 
          treasure chests.  A similar set up occurs one step east and three 
          steps south of the teleport:  two illusionary walls to the south, a 
          secret door, passage south to crossroads in darkness and three 3x3 
          rooms containing urns.  The central portion of the west wall of the 
          southern room is illusionary and opens to a short passage to a 
          portcullis through which you can see the chamber with the word.  
          Unfortunately, you cannot get through the portcullis so you can 
          skip all this.

**Level 7 side trip:  Immediately to the east of the teleport to level 7 are 
          an illusionary wall, another illusionary wall, a secret door, a 
          crossroads in darkness and three rooms of coffins.


-----------------------------------------------------------------------------
  Crystalmist  --  town in the NE of Chigaku
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  dungeon, lagoon, kasumi, shumi, tower, troll hole
Monsters:  3 Ansatsusha, 2 Guards, 1 Kobito
Shops   :  Wai's Weapon Warehouse
               Left Side  
                Item           Price
               ======================
                Tanto           011
                Bo-staff        028
                Jo-stick        044
                Sai             058
                Masakari        085
                Glaive          129
                Naginata        260

               Right Side  
                Item           Price
               ======================
                Sling           031
                Shuriken        078
                Light Bow       124
                Crossbow        158
                Heavy Bow       215
                Great Bow       309

           Welcome to Toni's Armor Emporium
               Top
                Item           Price
               ======================
                Cloak           021
                Hara-ate        068
                Harame-do       124
                Haramakido      218
                Do-maru         415
                Yoroi           619

               Bottom
                Item           Price
               ======================
                Gloves          011
                Gauntlets       078
                Jingasa         114
                Kabuto          188

           Adventurers Guild
                Item           Price
               ======================
                Training       varies

Secrets :  The ansatsusha are in Sotashi's home.
           The kobito is in the first room above the guards on the east side.
           The guards are in the storehouses.
           Guards reappear when you reeenter.


-----------------------------------------------------------------------------
  Fort Wintergreen  --  fortress in the NW of Chigaku
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  dungeon, hole, pools, senju, troll hole, word
Monsters:  5 Senshi, 1 Merchant, 1 Kaibu
Shops   :  The Helmet Shop
                Item           Price
               ======================
                Gloves          018
                Gauntlets       072
                Jingasa         106
                Kabuto          181

           Shield Shop
                Item           Price
               ======================
                Small Shield    038
                Medium Shield   082
                Great Shield    126

           Wintergreen Armor Store
                Item           Price
               ======================
                Cloak           028
                Hara-ate        062
                Harame-do       116
                Haramakido      211
                Do-maru         416
                Yoroi           619

Secrets :  The merchant is in the room left of the helmet shop.
           Two senshi are in the stockade.
           Three senshi are in the vault.
           The kaibu is in the stockade.
           Guards reappear when you reeenter.


-----------------------------------------------------------------------------
  Sultan's Palace  --  castle of Akmihr
-----------------------------------------------------------------------------
Type    :  Indoor
Keywords:  garden, gu