FAQ/Walkthrough by Dammit9x

Version: 1.1 | Updated: 08/02/06 | Printable Version

Dragon Crystal FAQ/Guide (Sega Master System & Sega Game Gear)
August 2, 2006 v1.1
dammit9x at hotmail dot com

Copyright 2006

    This document may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any unauthorized web site or as a part of any public display is strictly 
prohibited and a violation of copyright.


1. How to play
 1a. Controls
 1b. Subscreen
 1c. Passage of time
 1d. Food and eating
 1e. Dying and continuing
 1f. Objective
2. Character parameters
3. Level table
4. Items tables
 4a. Swords
 4b. Armor
 4c. Books/Scrolls
 4d. Rods
 4e. Potions
 4f. Rings
 4g. In-game messages
5. Monsters table
6. Floors table
7. Gameplay tips
8. Hacking table


1. How to play
  Dragon Crystal is a Rogue-style game: a turn-based crawl through 30 randomly 
generated dungeons (floors), each one harder than the last. The hero must find 
food and money to survive, and collect and identify equipment in order to fight 
the monsters that get in his way. His ultimate goal is to find the crystal ball 
on the 30th floor to escape his curse. Along the way he is followed by a 
mysterious dragon that hatches from a giant egg.
  The differences between the Game Gear (GG) and Sega Master System (SMS) 
versions are largely cosmetic. This guide explains the differences in detail.

1a. Controls
Direction pad moves the character or attacks enemies by running into them.
Button 1/A goes to the subscreen where you can change equipment or use items.
Button 2/B picks up items underfoot, and also waits for time to pass.
Start button, when pressed, toggles fast/slow animation in the SMS version.
Start button, while held down, makes slow animation fast in the GG version.

1b. Subscreen
  Press Button 1/A to toggle the subscreen. Here you can see the basic character
parameters (floor, rank, HP, PW, AC, money) and use items. See section 2 for 
details on parameters. 
  There is one submenu for each item type: Swords, Armor, Scrolls (SMS) or Books
(GG), Rods, Potions and Rings. Press button 2 to choose items and commands. 
Swords, Armor, and Rings are worn with the Equip command and change the 
character parameters. Sometimes equipment is cursed, and is impossible to take 
off without a Bless scoll/book. Cursed weapons and armor give no bonus to PW or 
AC, and cursed rings have other nasty effects. There is no way to tell a cursed 
weapon or armor without first equipping it.
  Scrolls/Books, Rods and Potions are consumed by the Use command. These are 
support items and perform such functions as healing and upgrading equipment. 
Some items have undesirable effects though. See section 4 for details. 
  All items can also be dropped (provided there's room at the feet) or thrown. 
Throwing things at monsters either does a small amount of damage or has some 
other effect, such as "boggling" them. Thrown items sometimes miss the target. 
In any case, thrown items are always lost, and dropped items are always 
  All items other than weapons and armor start out unidentified. They will have 
unhelpful descriptions such as "Mauve Potion." These labels will be different 
every game. There are two ways to find out what they are. The riskier way is to 
use them. The less risky way is to throw them. The thrown item doesn't actually 
have to hit anything. In any case, any item of the same type that is 
encountered again will be identified.

1c. Time
  Time is divided into increments known as ticks. Moving, attacking, picking 
up items and using items all take one tick. During this time, monsters move and 
attack, food is consumed and natural healing occurs. Status ailments other than 
Sluggishness wear off over time. Changing equipment and dropping items takes no 
time, however.
  You can choose to do nothing and let time pass by pressing button 2/B. There 
are several reasons to do this: You can try to get monsters to move into a 
position where you can shoot them with rods or throw things at them; you can 
wait repeatedly in front of a wall to search for a hidden passage; Or you can 
wait for a dangerous ailment to wear off before proceeding.

1d. Food and eating
  You need food to survive. Pick up bread for about 20 food units and meat for 
about 40. The maximum that can be carried is 99. Once every 10 ticks a unit of 
food is consumed, and once every 8 ticks HP is restored by an amount equal to 
the current level. These values can be changed by equipping certain rings. If 
you run out of food, healing stops and HP is consumed instead of food, 
eventually resulting in starvation.

1e. Dying and continuing
  If you get killed, you will be shown a summary of your performance and may 
have the opportunity to continue, provided you have enough money. When you 
continue you lose all items except the equipped weapon and armor. The 
character's level and other parameters are unchanged, except for the gold paid 
to continue. Identified items stay identified. You may continue up to three 
times, for a total of four lives.

1f. Objective
  Your goal on floors 1-29 is to find the exit to the next floor. This is 
always located in the vertical wall of a room, often at a corner. It's never on 
the edge of the map though.
  On floor 30 there is no exit. Instead you need to find and pick up the 
crystal ball. Picking it up ends the game. Your final goal will be easier if 
you prepare by clearing out each floor fully, getting all the treasure and 
slaying all the monsters for experience.

2. Character parameters

FL: The current Floor, besides indicating how far along the game you are, 
determines the monsters present, the items available, and the cost of 
continuing at death. At floors 11 and 21, the background music changes. See 
section 6 for details.

Exp: This is the total experience points earned from killing monsters. Kill 
monsters to gain exp and level-up. Note that Exp cannot be normally be seen 
during gameplay.

Level and Rank: The character increases in level as he gains exp. The level 
determines his rank, the healing rate, the damage done by rods, and the 
development of the dragon companion. Each level-up gives a bonus to base PW and 
max HP. It's also possible to lose levels from certain items and monsters. In 
this case max HP is lost but there is no PW loss. You can't see the level 
directly but you can figure it out from the Rank. See section 3 for more info.

HP: The character's health. The right number is the maximum and the left is the 
current amount. It goes down as monsters hit you; when it's 0 you die. The 
character normally heals damage over time. You can also drink healing potions. 
The max HP is increased by leveling up. It can also be decreased by leveling 
down or getting hit by the tree enemies. The formulas for max HP gain and loss 
are as follows:

Max HP gained at level up = (New level + Floor) x 2

Max HP lost at level down = Old level + Floor

PW: The power of your attack. A higher number will result in more damage. This 
is primarily determined by your weapon. Certain items can increase this 
temporarily or permanently. Leveling up also gives a bonus to your PW. Likewise 
it can be decreased by the Wither potion, and certain Snail enemies.

AC: This is the measure of your defense. A higher number will result in less 
damage taken. It is determined by your armor and like PW can be raised by items.
Unlike PW, however, it does not increase with level-ups, and the base AC can 
never go down.

Hit: Determines the hit rate of your attack. A higher number results in fewer 
misses, though it is not a percentage. This parameter is not directly 
observable in the game, and is solely dependent on the weapon.

Evd: Determines how often you dodge enemy attacks. A higher number results in 
more dodging, but it's not a percentage. Like Hit, this can't be observed 
directly and depends only on the armor.

F: This is the current food supply. Maximum is 99.

G: This is the amount of money carried. It's used to buy continues after death.

Window color: The color of the windows and text indicates the character's basic 
  White: normal
  Blue: poisoned
  Yellow: out of food
  Throbbing red: HP is at <25%

Status ailments: Status problems can be caused by certain potions or by the 
attack of certain enemies. All status ailments can be cured by advancing to the 
next floor.
  Paralyzed: The character can't do anything. Time automatically advances until 
it wears off. Caused only by a Freeze potion.
  Sluggish: The character takes twice as long to do anything. The only way to 
inflict is with a Slow potion. Can be cured with a rare Slowfix potion. 
Drinking a Slow potion typically proves to be a fatal mistake.
  Poisoned: Healing stops, but it doesn't hurt you. Caused by frog enemies. It 
wears off with time, or use a Cure potion.
  Fog: Vision is restricted to the adjacent tiles and fog persists outside this 
area. The explored areas become forgotten.  Caused by a Fog potion or the Mad 
Witch/Sorcerer monster. It wears off with time, or use a Cure potion.
  Dizzy: The character moves in random directions. The ability to use and throw 
items is unaffected though. Caused by a Daze potion, and by many enemies. It 
wears off with time, or use a Cure potion.

3. Level table

 1     Apprentice         0                         Egg
 2     Ranger            20           1     
 3     Soldier           70           1     
 4     Warrior          130           2     Baby Dragon
 5     Fighter          200           2     
 6     Swordsman        340           2     
 7     Veteran          560           2     
 8     Knight           860           3      Big Dragon
 9     Champion        1300           3     
10     Hero            2000           3     
11     Master          3000           3     
12     Paradin         4200           4     Gray Dragon
13     Warlord         5600           4     
14     Dragonlord      7400           4     
15     Avatar          9600           4     
16     Masterlord     14000           5     

4. Items Tables
  The ID numbers are used for codes. See section 8 for more info.

4a. Swords
ID#    GG name       SMS name        PW   Hit   Note
 01    Dagger        Dagger           2     0   Initial equipment; rusted weapon
 02    Short sword   Short sword      4     4
 03    Long Sword    Long Sword       8     8
 04    Broadsword    Broadsword      14    16
 05    Great Sword   Gladius         19    20
 06    Gladius       Flamberge       25    24
 07    Flamberge     Rune Blade      32    30
 08    Laser Blade   Laser Blade     40    40
 09    Magi Masher   Magi Masher     12    10   Strong vs. Magicians/Witches
 0A    Hardbreaker   Bushido Blade   13    40   Strong vs. Orbs/Mysts
 0B    Ninjakiller   Ghost Killer    13    30   Strong vs. Ninjas/Ghosts
 0C    Dragonblade   Dragonslayer    23    40   Strong vs. Dragons
 0D    Blood Blade   Blood Blade     14    20   Gain HP:  damage, rounded down
 0E    Masamune      Great Sword     18     0   Doesn't work on oozes
 0F    Death Blade   Death Blade     30    40   Lose HP:  damage, rounded down

4b. Armor
ID#    GG name       SMS name        AC   Evd   Note
 10    Robe          Robe             0     0   Initial equipment; rusted armor
 11    Leathersuit   Leathersuit      2     8
 12    Cuirass       Lamellar         5    12
 13    Chainmail     Cuirass          9    16
 14    Scale Armor   Chain Mail      15    20
 15    Plate Armor   Scale Armor     20    24
 16    Battle Suit   Plate Armor     28    29
 17    Cyber Suit    Battle Suit     36    35
 18    Dragon Suit   Dragon Suit     44    40
 19    Mystic Suit   Mystic Suit     16    40   Never rusts
 1A    Power Suit    Power Suit      50    50

4c. Books/Scrolls
  They are called Books in the GG version and Scrolls in the SMS version. The 
Daze, Cyber and Ninja Books in the GG are Mad, Gas and Ghost scrolls in SMS.

ID#    Name          Effect
 20    Blade         +1 PW until weapon change
 21    Shield        +1 AC until armor change
 22    Norust        Prevents armor (not weapons) fr. rusting until floor change
 23    Bless         Uncurses cursed arms and destroys cursed rings
 24    Map           Maps the whole floor
 25    Shift         Teleport to a random room
 26    Daze/Mad      Dizzies monsters on the floor until you get close
 27    Magi          Turns equipped weapon into Magi Masher
 28    Cyber/Gas     Turns equipped weapon into Hardbreaker/Bushido Blade
 29    Ninja/Ghost   Turns equipped weapon into Ninjakiller/Ghostkiller
 2A    Dragon        Turns equipped weapon into Dragonblade
 2B    Summon        Monster appears in front of you
 2C    Blank         Nothing
 2D    Potion        Turns all carried potions into Midheal Potions
4d. Rods        
ID#    Name          Effect
 30    Flame         Damage = 4x level
 31    Flash         Damage = 6x level
 32    Thunder       Damage = 8x level
 33    Travel        Advance one floor; does nothing on FL 30
 34    Wind          Monster disappears; no Exp earned
 35    Berserk       Damage = 2x current HP, but you lose  current HP
 36    Reshape       Turns the monster into a different monster
 37    Silent        Prevents added effects of the monster's attack
 38    Drain         Exchanges HP with monster
 39    Spirit        Monster appears in front of you
 3A    Wood          Nothing
 3B    Wither        Lose a level
4e. Potions        
ID#    Name          Effect
 40    Minheal       Restores  of max HP
 41    Midheal       Restores  of max HP
 42    Slow          Causes sluggishness
 43    Slowfix       Cures sluggishness
 44    Fog           Causes fog
 45    Daze          Causes dizziness
 46    Cure          Cures poison, dizziness and blindness
 47    Freeze        Causes paralysis
 48    Power         +1 PW permanently
 49    Reflex        +1 AC permanently
 4A    Maxheal       Restores all HP
 4B    Water         Nothing
 4C    Wither        Resets base PW to 0
4f. Rings        
ID#    Name          Effect
 50    Heal          6 ticks to eat, 2 ticks to heal
 51    Magic         Doubles damage from rods, including Berserk rod
 52    Food          18 ticks to eat, 4 ticks to heal
 53    Sight         Searching reveals hidden passages in only 1 turn
 54    Shield        +4 AC
 55    Ogre          +4 PW
 56    Cursed        6 ticks to eat, never heals; always cursed
 57    Hunger        4 ticks to eat, 4 ticks to heal; always cursed
 58    Toy           Nothing
 59    Shift         Uncontrollably teleport to random rooms; always cursed

4g. In-game messages
  A message in the game is given whenever you use an item. The message can be 
useful for figuring out what the item was that you just used, if it wasn't 
identified. If the item is used under circumstances that cause it to do 
nothing, such as pointing a rod at a wall, the message will instead report that 
nothing happened. Remember that the item type is identified for future 
reference in any case. The message is different for the GG and SMS versions.

Name        GG Description                     SMS Description
Blade       My weapon became sharper.          My weapon became
Shield      My armor got stronger.             My armor got stronger.
Norust      My armor won't rust.               My armor won't rust.
Bless       I awoke from the spell.            I awoke from the spell.
Map         I found the map.                   I found the map.
Shift       I feel lighter.                    I feel lighter.
Daze/Mad    The enemy is confused.             You've confused the monster! 
Magi        My sword transformed.              My sword changed!
Cyber/Gas   My sword transformed.              My sword changed! 
Ninja/Ghost My sword transformed.              My sword changed! 
Dragon      My sword transformed.              My sword changed!
Summon      Enemy!                             Enemy!
Blank       It's blank!                        It's blank!
Potion      The potions changed.               The potions changed.
Name        GG Description                     SMS Description
Flame       (Red flash)                        (Red flash)
Flash       (White flash)                      (White flash)
Thunder     (Yellow flash)                     (Yellow flash)
Travel      Time travel!                       You're slipping through time!
Wind        I blew the enemy away!             The monster is blown away!
Berserk     Oh! Berserk!!                      You go berserk!
Reshape     The enemy transformed!             The enemy mutates!
Silent      I warded off the enemy's magic!    The enemy spell is deflected!
Drain       We've swapped our hit points!      You've swapped hit points!
Spirit      Enemy!                             A monster is summoned!
Wood        Nothing happened.                  Nothing happened.
Wither      Oh! Backfire! My level went down.  You've dropped a level!
Name        GG Description                     SMS Description
Minheal     I feel better!                     Your health improves.
Midheal     I feel better!                     Your health improves.
Slow        I feel sluggish.                   You feel sluggish!
Slowfix     I can move faster!                 Your speed improves!
Fog         Oh, the fog... I can't see!        You're blinded by dense fog!
Daze        I'm dizzy...                       Your head spins in confusion!
Cure        I'm cured.                         You recover from the poison!
Freeze      I'm paralyzed.                     You're paralyzed!
Power       I gained strength.                 You feel a surge of energy!
Reflex      It got stronger.                   Your reactions are sharpened!
Maxheal     I feel better!                     Your health improves.
Water       Nothing happened.                  Your thirst is quenched.
Wither      I lost energy.                     You're strength decreases!
Name        GG Description                     SMS Description
Heal        I feel better!                     Your health improves.
Magic       I feel energized!                  You feel a surge of energy!
Food        I feel better!                     Your health improves.
Sight       I can see better.                  Your senses are enhanced!
Shield      Oh- A magic barrier.               You conjure a magic wall!
Ogre        I gained strength.                 Your strength improves!
Cursed      Oh, no! It's a cursed ring.        You've been cursed!
Hunger      Oh, no! It's a cursed ring.        You've been cursed!
Toy         It's just a plain ring.            No effect.
Shift       I feel lighter.                    I feel lighter.

5. Monsters table

  The following table gives the names of all monsters (both versions), the exp 
given, the monster's HP, the floors you'll encounter them on, color, movement 
type, attack type, and added effect. The added effect occurs when the monster 
attacks the character and can be prevented with a Silent rod. Monsters are 
grouped by sprite family.

Movement types:
slow: monster moves slowly and can move or attack only on every other tick
norm: monster moves at normal speed, the same as the character
fast: monster moves twice per tick but can only attack once per tick
tele: monster teleports a random number of spaces (but not through walls)
immo: monster is immobile and gives a 1 tick grace period before attacking

Attack type:
short: monster must be adjacent to the character to attack
long: monster can attack the character at range if it's on the same rank or file

GG name      SMS name      Exp   HP      Color  Move  Attack  Added effect

 Oozes: Blue and red species sometimes divide themselves
Green ooze   Ooze            1    2      Green  slow   short
Blue Slime   Blue ooze       3    6       Blue  slow   short
Red Jelly    Red ooze        5   38        Red  slow   short
Blob         Blob           30  160       Gold  fast   short

Green frog   Slimetoad       2    6      Green  norm    long  Poison
Blue toad    Lochtoad        6   24       Blue  norm    long  Poison
Giant toad   Bloodtoad      10   52        Red  norm    long  Poison

Scorpiox     Scorpion        6   10        Red  norm    long
Scorpila     Scorpius       20   96       Blue  norm    long

Flame bar    Krag           10    9        Red  fast    long  Dizzy
Ice bar      King Krag      22   50       Blue  fast    long  Dizzy

Ninja        Phantom         1   30       Gray  tele    long
Asassinja    Spectre        72   80       Blue  tele    long
Sasuke       Wraith        110  108        Red  tele    long

Siro me      Orb             8   40       Gray  slow   short
Medama       Blood orb      52   80       Blue  slow   short  Rust armor
Medaoyaji    Death orb      96  230        Red  slow   short  Rust weapon

Magician     Witch          25   60       Gray  tele    long  Dizzy
Sorcerer     Mad witch      60  160  Dark gray  tele    long  Fog

 Orbs: Passive until attacked
Metal orb    Myst           48   90       Gray  norm   short
Death orb    Death myst    150  220  Dark gray  norm   short

Killer bat   Demijaw        12   20      White  fast   short

Sand shark   Kraken         32  100       Gray  norm   short  Steal food
Sand jaws    Krakos        130  250       Gold  norm   short  Steal food

Drayad       Root           44   90        Red  immo    long
Hamadrayad   Blood root     78   95       Blue  immo    long  Lose max HP
Treant       Death root    140  100       Gold  immo    long  Lose max HP

Red shail    Red snail      62   64        Red  norm   short  PW -1
Blue snail   Blue snail    110   78       Blue  norm   short  PW -2
King snail   King snail    300  120       Gold  norm   short  Lose a level

 Mimics: Passive until approached
Mimic        Kameleon      120  130      (rod)  norm   short
Mimic        Kameleon      120  180    (sword)  norm   short

Dragon       Dragon        250  480      Green  norm    long

6. Floors table

  The following tables give the monsters present on each floor, in both 
versions, and give the gold cost for continuing after death for each floor.

Floor  Monsters (GG version)
 1     Green ooze, Green frog, Scorpiox
 2     Green ooze, Green frog, Scorpiox, Flame bar
 3     Scorpiox, Flame bar, Blue slime, Blue toad
 4     Scorpiox, Flame bar, Blue slime, Blue toad
 5     Blue slime, Blue toad, Ninja, Siro me
 6     Blue slime, Blue toad, Ninja, Siro me
 7     Ninja, Siro me, Red jelly, Giant toad
 8     Ninja, Siro me, Red jelly, Giant toad
 9     Red jelly, Giant toad, Magician
10     Red jelly, Giant toad, Metal orb
11     Magician, Metal orb, Killer Bat, Sand shark
12     Magician, Metal orb, Killer Bat, Sand shark
13     Killer Bat, Sand shark, Scorpila, Ice bar
14     Killer Bat, Sand shark, Scorpila, Ice bar
15     Scorpila, Ice bar, Drayad, Red shail
16     Scorpila, Ice bar, Drayad, Red shail
17     Drayad, Red shail, Asassinja, Medama
18     Drayad, Red shail, Asassinja, Medama
19     Asassinja, Medama, Hamadryad, Blue snail
20     Asassinja, Medama, Hamadryad, Blue snail
21     Hamadryad, Blue snail, Sorcerer, Death orb
22     Hamadryad, Blue snail, Sorcerer, Death orb
23     Sorcerer, Death orb, Treant, King snail
24     Sorcerer, Death orb, Treant, King snail
25     Treant, King snail, Sasuke, Medaoyaji
26     Treant, King snail, Sasuke, Medaoyaji
27     Sasuke, Medaoyaji, Blob, Sand jaws
28     Sasuke, Medaoyaji, Blob, Sand jaws
29     Blob, Sand jaws, Mimic, Dragon
30     Dragon

Floor  Monsters (SMS version)
 1     Ooze, Slimetoad, Scorpion
 2     Ooze, Slimetoad, Scorpion, Krag
 3     Scorpion, Krag, Blue ooze, Lochtoad
 4     Scorpion, Krag, Blue ooze, Lochtoad
 5     Blue ooze, Lochtoad, Phantom, Orb
 6     Blue ooze, Lochtoad, Phantom, Orb
 7     Phantom, Orb, Red ooze, Bloodtoad
 8     Phantom, Orb, Red ooze, Bloodtoad
 9     Red ooze, Bloodtoad, Witch
10     Red ooze, Bloodtoad, Myst
11     Witch, Myst, Demijaw, Kraken
12     Witch, Myst, Demijaw, Kraken
13     Demijaw, Kraken, Scorpius, King krag
14     Demijaw, Kraken, Scorpius, King krag
15     Scorpius, King krag, Root, Red snail
16     Scorpius, King krag, Root, Red snail
17     Root, Red snail, Spectre, Blood orb
18     Root, Red snail, Spectre, Blood orb
19     Spectre, Blood orb, Blood root, Blue snail
20     Spectre, Blood orb, Blood root, Blue snail
21     Blood root, Blue snail, Mad witch, Death myst
22     Blood root, Blue snail, Mad witch, Death myst
23     Mad witch, Death myst, Death root, King snail
24     Mad witch, Death myst, Death root, King snail
25     Death root, King snail, Wraith, Death orb
26     Death root, King snail, Wraith, Death orb
27     Wraith, Death orb, Blob, Krakos
28     Wraith, Death orb, Blob, Krakos
29     Blob, Krakos, Kameleon, Dragon
30     Dragon

Floor  Cost to continue
 1- 3  100
 4- 7  200
 8-11  300
12-15  400
16-19  500
20-23  600
24-27  700
28-30  800

Add 100 to continue the second time and another 100 for the third time.

7. Gameplay tips
  On the early floors, use or throw everything you find in order to identify 
as much as possible. You have little to lose if something goes wrong.

  The game gets harder as you go down floors. For this reason, you should play 
safer on the later floors: don't use strange items on yourself (especially 
potions) and don't wear new equipment unless a Bless scroll is handy. Drinking 
a Wither potion on the later floors will ruin your character.

  Try to clear every floor. If you skip floors the end of the game will be much 
harder. If you fight every battle you won't have to worry about running from 
strong monsters, and you should reach level 16 by the end of the game. 

  Throw useless or harmful items at monsters. For example, the Freeze potion 
paralyzes the target. Monsters will try to avoid letting you set up a throw, 

  Obviously, you should collect items that will help in difficult situations. 
When your hands are full you can drop something and pick it up again if you 
change your mind.

  Most of the rings are useful, but the best rings are the Ogre ring for 
fighting and the Food ring for exploring.

  Focus on offense. In other words, try to kill the enemy in as few ticks as 
possible. Most monsters either have crippling added effects or strong attacks 
which you really can't defend against.

  The dragon doesn't actually do anything for you, other than occupy the space 
behind you. This helps to avoid being attacked from behind.

  Try to collect each of the blue swords if you can. If you have the correct 
blue sword for a monster, always use it. It's better than any other weapon. 
Don't even try attacking orbs/mysts without the right blue sword.

  The Death blade and the Blood sword complement one another well.

  Figure out where the hidden passages are. They are always revealed by 
searching horizonally, never vertically. On later floors you may be forced to 
find passages to proceed. You will learn the layouts eventually.

  The eyeball enemies can ruin your equipment. While Norust scrolls and Mystic 
armor will help against the blue eyeball, there is no defense against the 
weapon rust of the red eyeball. However, since eyes move slow, it shouldn't be 
a problem. Remember: Never let the red eyeball get an attack on you.

  The blue and red ooze-type monsters sometimes divide instead of attacking. 
Since they are very weak, you can exploit this for easy exp by waiting for them 
to split and then harvesting them. The total amount of exp you can get from 
this is not high, but it's enough to make a difference on the early floors.

  It's possible to lose levels by using a Wither Rod or getting hit by a King 
snail. Since the amount of MHP lost at level down is less than MHP gained at 
level-up, and no PW is lost, you'll come out stronger by completing the round 
  When leveling down, exp is reduced to the minimum amount needed to reach the 
previous level. So if a level 7 character is brought down a level, his exp is 
set to 340. Since the exp required is much bigger at high levels, it's better 
to try this at low levels.

8. Hacking table
  The following table lists the addresses in RAM where key variables are stored.
Edit the contents of these addresses directly to manipulate the game. Or, use 
this information to make Game Genie or PAR codes. Use the ID numbers given in 
section 4 to place specific items for C900-C92F.
  Unless otherwise specified, enter all values in hexadecimal. Multi-byte 
quantities such as money need to be entered in reverse order (smaller digits 
first). If you don't understand, search for a guide on basic hexadecimal 
  If you try to put the game in an impossible state, such as placing a rod in 
your potion list, the game is very likely to freeze up. Use common sense.

Address    Function
C01A       Floor (GG version)
C01C       Floor (SMS version)
C617       Hit of equipped weapon
C618       PW of equipped weapon
C619       Evd of equipped armor
C61A       AC of equipped armor
C620       Food, in decimal
C621-C622  Current HP, reverse order
C623-C624  Max HP, reverse order
C625-C626  Exp., reverse order
C62B-C62D  Money, reverse order, in decimal
C62F       Base PW
C630       Base AC
C632       Paralysis ticks left
C633       Sluggishness status
C634       Poison ticks left
C635       Blindness ticks left
C636       Dizziness ticks left
C63C       Food timer
C63D       Healing timer
C63E       Continues spent
C900-C907  Swords
C908-C90F  Armor
C910-C917  Books/Scrolls
C918-C91F  Rods
C920-C927  Potions
C928-C92F  Rings

Example: 00C901:0D would put a Blood sword in your second weapon slot.


  This document is all my own work. Any questions, comments, corrections or 
complaints should be addressed to the address below, with clear indication in 
the subject line that the email is concerning this FAQ. 
  Given that I prefer to write for obscure titles, I enjoy hearing from people 
who read my guides. If you've played the game and used the FAQ, feel free to 
drop me a line and tell me what you think.

dammit9x at hotmail dot com