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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.
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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, guild, mi