Strategy Guide
Dugeons and Dragons Warriors of the Eternal Sun
This Strategy Guide was writen by: Martin Barrett(superxero044@hotmail.com)
Jan 02, 2000-July 27, 2000
Version 2.5-May 13, 2002
http://www.geocities.com/wotes

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WWWWWW WWW      WWW WWW    OO     OO       TTT      EEEEEEE       SS
WWWWWWWWW        WWWWWW     OO   OO        TTT      EEEEEEE  SSSSSSS
WWWWWWWW          WWWWW      OOOOO         TTT      EEEEEEE  SSSSSSS

Version 2.5-May 13, 2002
Changed E-mail Address

Version 2.4-July 27, 2001
Added basic information. Rearranged things. Added to starting out.

Version 2.3-July 12, 2001
Added Bestiary from shininglair.com, added asci art.

Version 2.2-Jan 1, 2001.
Finished Spell info, Edited lots of things.

Version 2.1-Dec 31, 2000.
Added Monster list, and some spell info.

Version 2.0-Dec 29, 2000.
Edited some more. Added charts and some cave info.

Version 1.5-July 27, 2000.
Edited out some things I found to be wrong, added more.

Version 1.0-Jan 02, 2000.
Simple, many things wrong.

Upcoming- I'll try to get this stuff done this summer.
Locations: Descriptions, Monsters, Av. Lvl Neccissary.
Monsters: Where they are located.
Organization: PUT THINGS IN AN ORDER THAT MAKES SENSE.
Walkthrough: Redo in a way that isn't retarded.
FAQ: ADD new questions.
Sections: Add Basic info on the section to the beginning of it.
Anything else I can think of or am suggested to do.

Index
Foreword

=================================
Section 1, The Basics
=================================

=================================
Section 2, Starting Out
=================================

=================================
Section 3, Walkthrough
=================================

Chapter 1, Starting Out
Chapter 2, The Castle
Chapter 3, Level-Up Strategy (Optional)
Chapter 4, The Beastman Camp
Chapter 5, The Beastman Caves
Chapter 6, The Swamp
Chapter 7, Levels (Optional)
Chapter 8, The Caves (Optional)
Chapter 9, The Azcan Cave
Chapter 10, The Jungle
Chapter 11, The Azcan Temple
Chapter 12, Going Back
Chapter 13, Fire Plain
Chapter 14, Oltec Tradeway
Chapter 15, Gettin Ready
Chapter 16, Schattenalfen Elven Cavern
Chapter 17, Schattenalfen Elven City
Chapter 18, The Immortal Cavern
Chapter 19, Afterword

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Section 4, Characters
=================================

Chapter 1, Special Abilities
Chapter 2, Spell Charts
Chapter 3, Experience Tables

=================================
Section 5, Items
=================================

Chapter 1, Weapons
Chapter 2, Armor
Chapter 3, Items
Chapter 4, Magical Scrolls

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Section 6, FAQ
=================================

=================================
Section 7, More on Caves
=================================

Chapter 1, The Web Palace
Chapter 2, Cave Bear Lair
Chapter 3, Winding Cavern
Chapter 4, The Warrens
Chapter 5, The Pits
Chapter 6, Ant Nest
Chapter 7, Passageway Cavern
Chapter 8, The Catacombs of Doom
Chapter 9, Hidden Forest Halls
Chapter 10, Elven Underground

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Section 8, Strategies
=================================

Chapter 1, Level up Strategies
Chapter 2, Battle Strategies
Chapter 3, Cave Strategies

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Section 9, Mastering
=================================

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Section 10, Monster Guide
=================================

List of monsters and information

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Section 11, Misc
=================================

My party
Game won't save
Codes

=================================
Section 12, Credits
=================================

FOREWORD:

Well, hear I am, though this is the foreword, I am writing this when it is 
almost complete. I hope to explain any questions you may have with this game. 
This guide is prepared for anyone who loves RPGs, a novice, or a master, either 
way, you'll learn a lot of new ideas for playing D&D WOTES

I've put a lot of work into this, enjoy!

Version 1.0-Jan 02, 2000.
Simple, many things wrong.

Version 1.5-July 27, 2000.
Edited out some things I found to be wrong, added more.

Version 2.0-Dec 29, 2000.
Edited some more. Added charts and some cave info.

Version 2.1-Dec 31, 2000.
Added Monster list, and some spell info.

Version 2.2-Jan 1, 2001.
Finished Spell info, Edited lots of things.

Version 2.3-July 12, 2001
Added Bestiary from shininglair.com, added asci art.

Version 2.4-July 27, 2001
Added basic information. Rearranged things. Added to starting out.

Upcoming-
Locations: Descriptions, Monsters, Av. Lvl Neccissary.
Monsters: Where they are located.
Organization: PUT THINGS IN AN ORDER THAT MAKES SENSE.
Walkthrough: Redo in a way that isn't retarded.
FAQ: ADD new questions.
Sections: Add Basic info on the section to the beginning of it. Add item list 
to each section.
Anything else I can think of or am suggested to do.

=================================
Section 1, The Basics
=================================

If you've never played pen and paper D&D, you may not understand the system 
on which this game runs, but it is very simple, and easy to learn. Before 
I explain the rules of D&D, I will explain many of the simple yet important 
elements that you acctually see in the game.

Name: Well duh!

STR: Stregnth    : Effects your to-hit-AC-0 (THACO) and your damage.
INT: Intelligence: Effects the Magic-User's spells.
WIS: Wisdom      : Effects the Cleric's spells.
DEX: Dexterity   : Gives an AC bonus, and a ranged weapons bonus.
CON: Constitution: Gives an HP bonus until LVL 9.
CHA: Charisma    : Effects how good your character looks.

Class  : Your character's class.
Level  : Your character's level. Levels gained with exp.
HP/MAX : Your current hp/your max HP.
AC     : Your armor class. The lower the better.
Nxt LVL: How many exp you need for your next level.
Gold   : The ammount of gold this character has. X4 for party gold.

Items Carried: The items this character has.

Abilities/Spells: Where the spells the character has memorized are.

Everything else should be self explanatory in the menu.

Now I haven't played the old version of D&D (which this game was based on) 
in a while, but it is based on the 20 sided die system.

1d4 : Roll one four-sided die.   You can get 1 to 4.
1d6 : Roll one six-sided die.    You can get 1 to 6.
1d8 : Roll one eight-sided die.  You can get 1 to 8.
1d10: Roll one ten-sided die.    You can get 1 to 10.
1d20: Roll one twenty-sided die. You can get 1 to 20.
2d4: Roll two four sided die.    You can get 2 to 8.
2d6; Roll two six sided die.     You can get 2 to 12.
ECT.

thAC0: To hit AC 0. This means the chance you have 1d20 to hit something with 
AC 0. So it rolls a 20 sided die and whatever you come up with has to be higher 
than your thAC0 - the enemies AC. The lower your thAC0 the better.

Example: You're a lvl 1 fighter with a STR less than 16 so you have no bonuses, 
and your thAC0 is 20. You attack a female beastman which has an AC of 6. So 
you subtract 6 from 20. You get 14, so you have to roll higher than 14 on 
the 20 sided die.

Thankfully the game does all this for you.

Also, each of the characters have a hit die, (which I am not sure about because 
I don't have my old D&D players guide in front of me, but basically, the 
Magic-User has the lowest hit die and the Fighter has the Highest, so no matter 
what their Constitution bonuses are, the Fighter is always going to have more 
hit points because he rolls a 1d10 and the Magic-User rolls a 1d4.

So its a good idea that if you know you are going to lvl up soon, to save, 
and repeatedly load the game until you get a good HP gain.

There are two engines in the game. The first is the outside, with a 
third-person point of view. Battles are turn based here and only one 
person/enemy can go at a time. The second is in caves and dungeons and adds 
a lot to the game. It is first person, and a round is however fast you can 
hit the button to attack.

Now that you know the basics of how the game works read on to find out how 
to build your party well.

=================================
Section 2, Starting Out
=================================

Building a balanced party is one of the most important parts of the game. 
Taking your time rolling is also important. If you rush through it and leave 
your skills low, for the most part, you will never be able to bring them up.

Cleric: Give the Cleric a high strength to beef up their combat skills. It 
will increase damage and hit probability with melee weapons. Typically, in 
D&D a cleric is like a holy fighter, but in this game they can only use blunt 
weapons.

Fighter & Dwarf: Have high strenght so they lead the party to a victory, high 
constitution so that they survive when others fail(Gives them more HP). 
Dwarves have advantages in Pen & Paper D&D but none in this game that are 
important enough to use them.

Magic-User: Since he cannot wear any aromor it is very important that you 
give him good dexterity so that he can lower his AC at least a little bit.

Theif: I never use him so I don't know. They can't steal anything, and they 
are weak, and can't use magic, so what's the points.

Halfling: Just like the Theif but worse.

Elf: To create a spell-casting warrior, give the Elf high strenght and 
constitution.

Strength: High points with this will add a bonus to both an the attack roll 
and with a hand to hand weapon.

Dexterity: This gives you an AC bonus, and a ranged weapon bonus.

Constitution: This adds a bonus to the HP you recieve at each level. It ends 
at level 8 (level 9 for halflings).

You will definately want to balance out your characters flaws and advantages. 
I highly suggest a cleric in every party that you make. I would also say, 
if poison really annoys you, just replace your fighter with a Dwarf. A good 
party never focusses on one person. You will want to give everyone an equal 
chance to gain their levels. In the attributes listed above, the character 
should have at least 16 in the ones that I noted. He/She should also have 
at least 13 in all other statistics. With the exception of a fighter, who 
does not need INT or WIS. As I mentioned before, my favorite party is Fighter, 
Elf, Cleric, Magic-User. My cousin is equally enthusiastic as me about this 
game. I don't know if he is quite as good at navigating the caves though. 
He thinks that the Theive's and Halfling's special ability is good. I have 
never even tried them out myself. I don't really think that it is needed. 
I would say that Elves have several problems though. They can only get up 
to level 10, and they need a ton of EXP for each level. Also, different classes 
have different base thAC0 (hit rate).

I think that one of the best party combinations is a Figter, Fighter, Cleric, 
Magic-User.

Also, Figter, Cleric, Magic-User, Magic-User would be great in the game.

If you are new at the game, the best way to be able to be good through the 
game is to use Fighter, Elf, Cleric, Magic-User.

I would have to say that the stregnth statistic is unimportant. "Why", you 
ask, because late in the game you can buy gauntlets of Ogre Power, you can 
get max strength.

The most important stat is constitution, especially on magic-users. Also, 
high dexterity is important. And charisma never hurts.

=================================
Section 3, Walkthrough
=================================

Chapter 1, Starting out.

Items: Depending on your class you have specific starting weapons/armor.

You will want to choose your party wisely, but whatever you do, don't let 
the computer choose a party for you. My favorite party is a Fighter, Elf, 
Cleric, and Magic-User. You should make sure that the Elf has a very high 
constitution. You can give 1 of the characters a very low Strenght(You can 
equip him/her with the gauntlets of ogre power). Also, dexterity is like 
defense. The 3 most important stats are Constitution, Strength, and dexterity. 
If you have low charisma, you may not be able to recieve all the weapons. 
Finnally, don't give up. Just keep rolling until you get at least a 16 in 
strength, and charisma, and a 17/18 in dextarity and charisma. I suggest that 
you have 2 strong characters, like Fighter, Elf, Dwarf; and 2 weak characters, 
like magic-users, and clerics. But I highly recomend that you ALWAYS have 
a cleric, and NEVER use people like theives and halflings, they may look cute, 
but they suck.

Chapter 2, The Castle

Items: Sleep scroll, Wand of lightening, Wand of healing, 

I will start by telling you how to get through the game. You start out in 
the castle. You are pretty bad off in your current condition. You should 
search the dungeons for really good items/weapons/armor. In the top right 
tower in the throne room, you can get the Gauntlets of Ogre Power. In the 
corner of the magic shop, you can find the wand of lightening, and the scroll 
sleep. In the NE corner of town, you can get a +1 sword. In the northwest 
corner of town you get an +1 axe or something. Also search the southeast corner, 
and above the church(inside the fence).

Chapter 3, Level Up Strategy

After you collect all of these items, I suggest that you buy everyone a sling. 
Now, you may talk to several other people, and they will say to do a totally 
different thing than what I am about to say. This is a strategy that will 
make this game incredibly easy. My grandfather and I figured it out a long 
time ago. What you wanna do, is go SouthWest of your castle, to the bridge, 
and save your game. Now equip your Elf if you have one, if you don't, then 
your magic-user with the lightening rod. Select your Elf/Magic-User and wait 
for a battle. When it comes, ensure that it is far away from you, as the 
lightening rod will effect your own party memebers if you are not carefull. 
After you defeat the enemy make sure that you did NOT lose the wand of 
lightening. If you did, load your game back before the battle, if you still 
have it, save your game, and wait for the next battle. After your 
Elf/Magic-User is up to about Lv 3, see if anyone else in your party can use 
the Wand of Lightening. If not, you should continue with the same strategy 
as before, but instead of your Elf/Magic-User always defeating the enemy, 
have your other characters kill them.

Chapter 4, Beastmen Camp

After most of your characters have gained a couple of levels, you are ready 
for the beastmen camp. It is NW of the castle, and you DO NOT have to cross 
the bridge to get to it. The other people in the castle seem to claim that 
the beastmen are some terrible beasts. This is not true. They are just weak 
unevolved humans and their camp will provide no threat to you whatsoever. 
Now you should be able to buy bows from the castle shops. Equip them on your 
Fighter, Dwarf, Elf, and all the other characters that can use them. Note: 
Weak characters like Clerics and Magic users cannot use bows. Also, buy the 
best armor possible for everyone.

Chapter 5, Beastmen Caves

Now, you should continue to raise your characters levels. You will probably 
want your strong characters to have between 30-40 HP, and your weak characters 
to have between 20-30 HP. Now you can proceed to the beastmen caves. Go through 
all of them collecting everything you find. If you followed all the 
suggestions that I have given you so far, you will blow through this place. 
The only challenge is the center cave on the top level. You don't have to 
do much right now, and what you have to do won't provide much of a challenge. 
After you defeat all of your enimies, collect the items, and find a vine that 
blocks your path. It is time to talk to Marmilian. After doing so, you should 
be able to buy some new weapons and armor. YOU REALLY NEED TO BUY THIS!!!!! 
I have noticed that sometimes going through the game, it can be much harder 
than other times. The beastman caves can sometimes be easier than others. 
I don't know if there is a special attribute that effects this, but I have 
been slautered towards the end of the cave, and other times I have defeated 
it with little chalenge. I am playing the game right now, and am writing these 
articles right after playing it, and it seems that I have gotten stuck in 
a VERY chalenging game. It appears that at the end of the cave, after the 
large hall of trogloyte, there is sometimes a dragon(I can't remember what 
kind, but it is a green one that looks more like an aligator than a dragon.) 
and after that, there is another terrible beast, I have only met it once though. 
To defeat all large beasts in this cave, I suggest that you cast entangle 
on them. To do so, you will have to have at least 2 entangle, but it is good 
to have 4. There are several scrolls in this cave, but I suggest that you 
either go through the cave and get the scrolls first, or beat it, and the 
swamp, and go back and get the scrolls. (At a later date, I may post 
instructions on how to get through the cave.)

Chapter 6, The Swamp

After getting through the cave, you realize that you have not found an alli, 
but a foe. You must now find your way through the swamp, and find the 
trogoloyte's home base. (When you talk to the people in the castle, and they 
speak of The Swamp, this is not what they are talking about. They are talking 
about the one to the SE of the castle.) Note: If you have any injured members, 
there are two things to do, there is a tree and a lake. One heals your party 
members, and one revives him from the dead. Look through all of the huts, 
and get some crap for Marmilian. There is not much else to say except that 
you should save a lot, and this place won't be too hard. You can find several 
hints from the lizard men, that would be important in real life, but since 
there is a set plot, you can't tell the king what to do. I don't wanna give 
anything away, but later on in the game, after the town people go nuts, you 
can come here to save. Now there is nothing else to do, but go back to the 
castle. You will be able to buy several weapons now. I suggest you get new 
missile weapons. I.E. +1 Bow. If you do not read the next 2 optional sections, 
I suggest that you sell all of your extra items. Also, you will probably want 
to buy the best weapons and armor you can before you go to the Azcan Cave.

Chapter 7, Levels (Optional)

Though this is probably not needed, most people like being really strong when 
they go through a game, so do I, so I will give you the next "Level-Up Trick". 
You will need to have the lightening rod, and some very strong characters 
to pull this off, so don't try doin it without the things I suggest. You will 
want your strong characters to have between 40-50 HP, have at least +1 weapons, 
and about 0 AC. Your Weak characters should have between 30-40 HP, and they 
should also have +1 weapons, and the best armor that they can get. Now, head 
towards the beastmen caves, then head as far east as you can. The cave to 
the north is the Azcan Cave. This is the next place you will go. But for now 
head south. Continue until you get to a ridge with a cave below it. From here 
on south you can fight dragons. The Green Dragon should be the best one you 
can fight here. They give you about 1000 GP per fight. The best strategy is 
to set up your Magic-User with the lightening rod, and have him be the first 
person to attack. Have him use the lightening rod on the beast, and if your 
men are strong enough just have them go up to the beast and beat on him. If 
they are still a little on the weak side, have 'em back up and use their Magical 
Bows/Slings(+1 Bow/Sling). Continue until you have plenty of GP and are 
plenty strong. The next thing that you will do can either be go to the Azcan 
Cave, or to search through the caves around the Valley.

Chapter 8, The Caves (Optional)

There is much more information on the caves below, in the "more on caves" 
section. The only cave that you shouldn't be able to enter at this point is 
Elven underground.

Chapter 9, The Azcan Cave

Yes, once again we go in search of friends, and do we find any??? I would 
say the answer is no; unless the rock man in the entrance way is there to 
greet you with his missles of death, or he is just trying to kill you, either 
way you will wind up dead here if you aren't careful. If you have been doing 
any of the above optional adventures though, it shouldn't be too tough. The 
scrolls you find in here aren't the best, but they are a lot better than the 
scrolls you found in the beastman caves. I found most of the scrolls in the 
cave, I found Bliss, Cure light wounds, and cure serious wounds. You will 
also find fireball and a ring of regeneration towards the end of the cave. 
There are some undead enemies here, but there isn't much of a challenge. Just 
find your way to the exit, which should be to the east. The exit is in the 
Northeast corner, and the good scrolls are all the way down in the Southeast 
corner. If you are really bad off, I would suggest that you just get out of 
the cave, and come back later. I would say that the cave is pretty easy, but 
watch out for the scorpions. Now I beleive that going back through the 
Beastmen Cave was much easier than when you went in. But for the Azcan Cave, 
I would say that since you start out with so little room to work with, and 
all the enemies after you from the beginning, you are in some serious trouble 
if you're not carefull.

Chapter 10, The Jungle

I don't know why I am even making a seperate chapter about this, but there 
are a couple of things that you will find here. You will come out in the middle 
of the Jungle, in a clearing. To the east is the entrance to the cave. To 
the west is everything that you will need to find. Go west for a bit, and 
the trees will open up. If you head north right away, you will find the Azcan 
Temple, I.E. Next Chapter. To the NW is 2 ponds. The small pond, which is 
farther to the west, will heal your members, and revive any dead members. 
After you heal your members, and get your fill of killing Azcans, head to 
the NorthEast and the Temple. When you walk towards it, you will be ambushed 
by some Azcans. You will easily defeat them and continue on through the 
temple.

Chapter 11, The Azcan Temple

Here you are, in a strange land, going through a cave, then through a Jungle, 
to find this! Man, they will give you crap when you get back to the castle. 
Well, all that I can really tell you is that you should hope to hell that 
you either have a Map of this place, or an Elf or a theif. There are many 
traps, and the Elf should be able to find the secret doors to get around the 
traps, whereas a theif will find and disarm many of the traps. Well, I have 
just tryed to go through the temple, and I don't think that the Elf is much 
of a help. The first level contains some scrolls and other items. If you don't 
yet have all +2 weapons, or even +1 weapons, some enimies will drop +1 swords. 
The only thing is, if you are upgrading to a +1 sword, I would say you are 
in trouble. There isn't too much items until you get the the final fifth level. 
Here you will find some rings of fire protection.

Chapter 12, Going Back

Once you get back to town, the people will be extremely insane, and have no 
repect for you whatsoever. You'll even be mocked when buying weapons and armor. 
You'll wanna stock up on weapons and armor because this may be your last trip 
to town. If there are some weapons which you can't get, you'll have to gain 
levels before you can buy the stuff.

Chapter 13, Fire Plain

With your new-found Rings of Fire Protection, you can now get on that plain 
of fire. This is going to be your new place for getting your levels up. The 
Fire Dragons really do pay off. The only thing is that the other enemies aren't 
that great, but that happens everywhere in this game. There is a large amount 
of gold, weapons, armor, and scrolls to find here. There are also some caves 
that you should find. The Eastern/Southern side of the fire valley has a 
couple of cave entrances. There is one cave that has 3 entrances, and 1 is 
outside of the Fire Valley. The main cave is in the northern part of the fire 
plain. This cave will lead you to exactly what you wanted, allys.

Chapter 14, Oltec Tradeway

Yah!!! We get to go into another cave, to find enemies. I'm so happy. Well, 
if that's what you're saying right now, you should be a little more sarcastic. 
You will find friends, but it won't do you much good. All of the allies in 
the world can't help you. Well, I guess I should explain a little about the 
cave. This cave is about 10X easier with a map, but hey you don't have one, 
so I will tell you that you need to be really strong to get anything done. 
On the first floor, you will find a Godsend. A treasure trove. Your Magic-User 
will jump with joy! Give him the Displacement cloak, the Ice-Storm, the 
Lightening, and Cloud kill. If you are pretty weak, then just stay away from 
here. You should be able to level up really easily now. I would suggest that 
if you should be around level 6 or 7 if you have a map, and if you don't have 
a map, you should be on level 8 or 9. The enemies can really hurt you if you're 
not carefull. I would say it would be a good idea to just play it floor by 
floor. Clean out the first floor then leave. Come back, clear out second floor, 
leave. And so on. You will finally find allies on the 3rd floor in the top 
right floor. Take the medallion with you, so that you can prove you've met 
up with friends.

Chapter 15, Getting Ready

Now that you have found allies, it is time to go back to the castle, and show 
them what you have done. O, they will be so happy. You finally get back to 
the castle, and what's this??? They have destroyed the castle. It must be 
that eternal sun as Marmilan would say. No more stupid quotes like "Don't 
talk to me, I've taken a vow of deafness." or "Why is it that we wash up and 
scrub down?" to laugh at. The only person left is Marmilian, so go talk to 
him.

Now that you've talked to Marmilian, you know what you need to do. You must 
go to the southeast corner of the world where there is a large open visible 
cave that you could not before enter.

-Shortcut... I do not recomend this to anyone who does not have a very strong, 
well prepared team.

     To get to the swamp a lot faster than normal, (and find some gold that 
you can't use...you can't get here any earlier in the game either...) well, 
go to the graveyard, and walk by a grave on the western side. You will enter 
a dungeon. Right now, you think this is just another dungeon of the castle. 
Trust me. Its not. If you have the sega official strategy guide, unkown caves 
are merely mentioned, though I took it upon myself to find them.... Well this 
is it. Be careful or you'll die. It is easy at the beginning, but gets harder 
as you go on. I have only made it through a couple of times, and once entering 
from the castle side. Without the map, it is nearly imposible(but not 
imposible, because I've done it). I recomend haveing lots of ice spells ready. 
A wand of cold couldn't hurt, but you probably wouldn't even have room for 
it anyway, and if you did you wouldn't want to lose it. The next paragraph 
will tell you how to get through, from a map that I made by writing the "view 
map" down, so I can't tell you where certain monsters are. (DO NOT DO THIS 
IF YOU SUCK).

Note: If I have directions wrong on this map, (which I easily could have gotten 
the map turned around, as I wrote notes just to find my way through) just 
exchange the north with east or somethin like that.

It starts out easily enough. You just need to travel east and then to the 
farthest southeast you can go. Now, go North through a secret door. Move one 
spot north, then all the way east into the wall. Now travel one south, one 
east, two south, and two east, finally three north to get around a trap. Now 
travel east and then south. If you want some money, (which you don't need 
there's a room to the east with some ogres. In the middle of the North wall, 
there's a secret door. Go through to find 752 gold pieces. Now travel south 
and once you reach a spot where you can turn west, move one spot west, then 
turn south, and go through a secret door. Somewhere around here you'll find 
some bloodthirsty dragons, so be prepared. Travel south a step or two, then 
east all the way, south all the way, then east til you can turn south. Travel 
south three steps. Now you are in the main room. If you want some gold, you 
can get 2000 gp if you travel all the way east, and face north and go through 
a scret door. Now you must Travel all the way south, manovering around the 
columns. Once you cannot go any farther south, go to the east side of the 
secondmost eastern columb, to find a secret door. You are now in a small room 
hopefully. Travel south and then east. Face south and go the the secret door. 
Now move west 2 spots, then south one. Next, travel as far west as you can. 
Now travel north one. Travel west two, then south two, east one, and south 
three. Turn east. Walk right through the wall. Walk as far east as you can. 
Travel one north, then as far you can east, going right through another secret 
door. Continue walking east until you hit a solid wall. Travel south two steps, 
east three steps, and south three steps. Now you will have a fight with a 
dragon in the next room, so be prepared. Try to backtrack and rest. Its in 
a VERY small room, so if you use lightening you WILL die. Get several ice 
storms ready. Now go as far south as you can, turn east and walk through the 
door. If you survive the dragon, walk through the door, and you will see the 
light.

Now you must travel just a little ways northeast. If you survived that, you 
should be able to beat the game easily.

Chapter 16, Schattenalfen Elven Cavern

Mainly here you just want to travel to the Northwest corner of the map. Then 
go south a ways to find some treasure and the exit.

Chapter 17, Schattenalfen Elven City

Walk up 1 or 2 steps and turn left. Take another two steps, then turn right. 
Walk East past 7 hallways. The one you want to turn onto a hall that goes 
North. You will find some stair cases. Climb all the way up and then turn 
west and you should find a door at the top.

Note: To beat this you will not want to enter any doors, or you'll end up 
doing way more fighting than you want to.

If you feel really adventourous there are 2 scrolls here, but require much 
work to find unless you map out the entire city, which I did. There is a stone 
to flesh scroll and a flesh to stone scroll. There is no other treasure here.

Also, unless you go on a killing spree, you will not be able to rest on this 
level, because there are so many enemies.

Chapter 18, The Immortal Cavern

Finally, floor 3 is pretty easy. Just follow the winding, and kill whatever 
you see. I want the end to be a surprise, so I can't say anymore....

No speakable treasure lies in this cavern.

Chapter 19, Afterword

Well, there's everything and more you need to know to beat the game, but wait 
there's more. Much, much more. See index for more information.

=================================
Section 4, Characters
=================================

Chapter 1, Special Abilities

The Cleric: The Cleric is basically a healer. He can cast spells to heal the 
party, or to harm monsters, mostly the undead. A Cleric will drastically cut 
the amount of time it takes your party to heal. Can use any type of armor, 
but only blunt weapons. Also, learns spells with levels, not with scrolls.

The Fighter: Best in hand to hand combat. No magic. A fighter with a decent 
constitution will easily have 70 hitpoints on a high level. Hits and hits 
hard. Can use any weapon, or armor.

The Magic-User: Uses magic, well. Unlike clerics, Magic-users learn spells 
from scrolls. Cannot use any armor, except rings and a cloak hidden in the 
Oltec Tradeway. Also, can only use blunt weapons.

The Thief: Can hide to sneak up and attack monsters. Only leather armor. Can 
use any weapon though. After level ten, theives can cast spells from scrolls.

The Dwarf: Cannot use spears or bows, but otherwise are equals to fighters 
in combat. Are strong against poison, magic, and other special attacks.

The Elf: The race every party needs. Blending the best parts of a fighter 
with the best of a magic user, add the ability to find secret doors, and you've 
got an awesome characters. Though they have a lower max level, and require 
more exp per level than a magic-user or fighter, they are still great. My 
favorite class.

The Halfling: Don't use them. That's all I have to say.

Chapter 2, Spell Charts

Cleric
       Spell Level
Level  1  2  3  4  5  6
1      -  -  -  -  -  -
2      1  -  -  -  -  -
3      2  -  -  -  -  -
4      2  1  -  -  -  -
5      2  2  -  -  -  -
6      2  2  1  -  -  -
7      3  2  2  -  -  -
8      3  3  2  1  -  -
9      3  3  3  2  -  -
10     4  4  3  2  1  -
11     4  4  3  3  2  -
12     4  4  4  3  2  1
13     5  5  4  3  2  2
14     5  5  5  3  3  2

Magic-User
      Spell Level
Level 1  2  3  4  5  6
1     1  -  -  -  -  -
2     2  -  -  -  -  -
3     2  1  -  -  -  -
4     2  2  -  -  -  -
5     2  2  1  -  -  -
6     2  2  2  -  -  -
7     3  2  2  1  -  -
8     3  3  2  2  -  -
9     3  3  3  2  1  -
10    3  3  3  3  2  -
11    4  3  3  3  2  1
12    4  4  4  3  2  1
13    4  4  4  3  2  2
14    4  4  4  4  3  2

Elf
      Spell Level
Level 1  2  3  4  5  6
1     1  -  -  -  -  -
2     2  -  -  -  -  -
3     2  1  -  -  -  -
4     2  2  -  -  -  -
5     2  2  1  -  -  -
6     2  2  2  -  -  -
7     3  2  2  1  -  -
8     3  3  2  2  -  -
9     3  3  3  2  1  -
10    3  3  3  3  2  -

Chapter 3, Experience Tables

Cleric
Lvl     Experience Needed
1       0
2       1500
3       3000
4       6000
5       12000
6       25000
7       50000
8       100000
9       200000
10      300000
11      400000
12      500000
13      600000
14      700000

Fighter
Lvl     Experience Needed
1       0
2       2000
3       4000
4       8000
5       16000
6       32000
7       64000
8       120000
9       240000
10      360000
11      480000
12      600000
13      720000
14      840000

Magic-User
Lvl     Experience Needed
1       0
2       2500
3       5000
4       10000
5       20000
6       40000
7       80000
8       150000
9       300000
10      450000
11      600000
12      750000
13      900000
14      1050000


Theif
Lvl     Experience Needed
1       0
2       1200
3       2400
4       4800
5       9600
6       20000
7       40000
8       80000
9       160000
10      280000
11      400000
12      520000
13      640000
14      760000

Dwarf
Lvl     Experience Needed
1       0
2       2200
3       4400
4       8800
5       17000
6       35000
7       70000
8       140000
9       270000
10      400000
11      530000
12      660000



Elf
Lvl     Experience Needed
1       0
2       4000
3       8000
4       16000
5       32000
6       64000
7       120000
8       250000
9       400000
10      600000

Halfling
Lvl     Experience Needed
1       0
2       2000
3       4000
4       8000
5       16000
6       32000
7       64000
8       120000

=================================
Section 5, Items
=================================

Chapter 1, Weapons

The Cleric can use: Mace, sling, staff, and war hammer
The Fighter can use: Axe, Bow, Dagger, Sling, Spear, Staff, Sword, and War 
Hammer
The Magic-User can use:Dagger, Sling, Staff
The Theif can use: Same as Fighter
The Dwarf can use: Everything but Spear
The Elf can use: Everything
The Halfling can use: Axe, Dagger, Sling, Sword

Axe: 1-6
Bow: 1-6
Dagger: 1-4
Mace: 1-6
Sling: 1-4
Spear: 1-6
Staff: 1-6
Sword: 1-6
War Hammer: 1-6

*+# Weapons add on their number to their stats, so +3 Sword would be 3-9

Chapter 2, Armor

Cleric can use: Leather, Chain Mail, Plate Mail, Shield
Fighter can use: Everything
Magic-user can use: Some Magical Armor not found in store*
Theif can use: Leather Armor
Dwarf can use: Everything
Elf can use: Everything
Halfling can use: Everything

Leather: -2 AC
Chain Mail: -4 AC
Plate Mail: -6 AC
Shield: -1 AC

*Everyone can use it... like displacer cloak or ring of protection

Chapter 3, Items

Withered Vine,                                    Untangels normal vines
Healing Potion,                                   Heals Damage
Potion of Cure Poision,                           Cures Poison
Gauntlets of Ogre Power,                          Raises Strength to 18

Chapter 4, Magical Items

Ring of Regeneration                              Heals wearer randomly
Ring of Fire                                      Protection from fire
Wand of Lightening*                               Casts ligtening spell
Wand of Fireball*                                 Casts fireball spell
Wand of Cold*                                     Casts Ice Spell
Wand of Fear*                                     Cone of fear

*-Randomly disapear

Chapter 5, Magic-User Scrolls

Level 1 Scrolls,

Darkness 
Range: Far
Duration: Long
Affects: One Creature
Can blind the target, and can also cancel the effect of a light spell. The 
target can resist the effect of the spell.

Detect Magic
Range: 0
Duration: Long
Affects: Large Area
Foes with magical abilities will flash, when this spell is cast.

Light
Range: Far
Duration: Long
Affects One Creature
Can blind the target, stopping it from attacking while the spells effects 
last. Also cancles the effects of the Darkness spell. The target may resist 
the effects of the spell.

Magic-Missile
Range: Far
Duration: Short
Affects: One Creature
It is just what it says, a magical missile.

Protection from evil
Range: 0
Duration: Long
Affects: Spellcaster
The spellcaster gains an armor bonus against all attacks.

Shield
Range: 0
Duration: Long
Affects: Spellcaster
Makes the spellcaster harder to hit.

Sleep
Range: Far
Duration: Long
Affects: Large area
In the effected area, low-level creatures will fall asleep to be easily 
attacked

Level 2 Scrolls,

Continual Darkness
Range: Far
Duration: Permanent
Affects: One Creature
May permanently blind the enemy, stopping it from attacking. Also cancles 
Continual light.

Continual Light
Range: Far
Duration: Permanent
Affects: One creature
May permanently blind the enemy, stopping it from attacking. Also cancles 
Continual darkness.

Entangle
Range: Medium
Duration: Long
Affects: One Creature
Many vines are shot at the target and entangle it unless it resists the attack. 
This is a good way to defeat monsters which can easily kill you. Just cast 
this, and pound it to death.

Web
Range: Near
Duration: Long
Affects: Small Area
A web is shot at a small areas of monsters. Strong monsters may break free.

Level 3 Scrolls,

Dispell Magic
Range: Far
Duration: Permanent
Affects: Small Area
May reverse the effects of hostile magical spells, and their effects, in the 
effected area.

Fireball
Range: Far
Duration: Instantaneous
Affects: Large Area
The spellcaster shoots out a missile of fire, which upon reaching its explodes, 
and causes an amount of damage that varies with the level of the spellcaster. 
A higher level spellcaster will cause more damage. If the target sucessfully 
resists the attack, less damage will be done.

Haste
Range: Far
Duration: Long
Affects: Large Area
Characters under the effects of this spell are allowed to attack and move 
twice as much as normal. But spellcasters can still only cast one spell per 
round.

Slow
Range: Far
Duration: Long
Affects: Large Area
Oppisite of haste. Targets may be slowed to 1/2 normal attacking and movemnt. 
Spellcasting cannot be slowed.

Lightening Bolt
Range: Far
Duration: Long
Affects: Large Area
This spell really good if used correctly. If in a dungeon's small room I highly 
suggest you do not use this unless you can move really quickly. If used 
correctly, you can hit your target twice, as the spell ricochets off the wall, 
and will come back, but must move quickly, or you'll get hit with it yourself!

Protection from evil 10' Radius
Range: 0
Duration: Long
Affects: Party
Just like proctection from evil, but protects your whole party.

Protection from Normal Missiles
Range: Medium
Duration: Long
Affects: One Character
The character whom this spell is cast upon cannot be hit by normal, non magical 
missiles for the duration of the spell.

Level 4 Scrolls,

Confusion
Range: Far
Duration: Medium
Affects: Large Area
This will cause most creatures to wildly flail about, attacking nothing, and 
making them easy to defeat.

Ice Storm
Range: Far
Duration: Short
Affects: Small Area
This spell is great, especially on the bridge of fire. The spell summons 
hallstones to pelt the target, damage greater for higher level spell-casters. 
Shoots very far in caves.

Level 5 Scrolls,

Cloudkill
Range: Near
Duration: Instantaneous
Affects: Large Area
Depending on level, all targets will either be killed, or hit for 1. It's 
very fun to watch a whole bunch of hellhounds go down from one hit of cloudkill, 
but this won't touch dragons.

Feeblemind
Range: Far
Duration: Permanent, until Dispelled
Affects: One Spellcaster
May reduce the targets Intelligence to two. Only magical spellcasters are 
effected. The target cannot use spells while feebleminded. A dispel magic 
or cureall spell will cure this condition.

Level 6 Scrolls,

Anti-Magic Shell
Range: 0
Duration: Long
Affects: Spellcaster
This spell protects the spellcaster from all spells.

Death Spell
Range: Far
Duration: Instantaneous
Affects: Large Area
This will kill anything in its area of effect with the exception of the undead, 
and high level creatures.

Disintegrate
Range: Medium
Duration: Instantaneous
Affects: Large Area
The target crumbles into dust, unless it successfully resists the spells 
effects.

Flesh to Stone
Range: Far
Duration: Permanent (Unless Dispelled or Reversed)
Affects: One Creature
The target of this spell is turned to stone unless it successfully resists 
the effects of the attack. The effects of this spell can be reversed with 
stone to flesh.

Stone to Flesh
Range: Far
Duration: Permanent
Affects: One Character or Creature
It turns a stone character or creature to flesh.

Chapter 6, Cleric Scrolls

Level 1 Scrolls,

Cause Fear
Range: Far
Duration: Long
Affects: One Creature
The target of the spell may flee in terror.

Cause Light Wounds
Range: Touch
Duration: Permanent
Affects: One Creature
Hits the victim for 2-7 points.

Cure Light Wounds
Range: Touch
Duration: Permanent
Affects: One Character
Heals the characters wounds for 2-7 hp, but never above the maximum hp of 
the character.

Darkness
Range: Far
Duration: Long

Affects: One Creature
Can blind the target, and can also cancel the effect of a light spell. The 
target can resist the effect of the spell.

Detect magic
Range: 0
Duration: Long
Affects: Small Area
Any nearby spellcasting enemy will flash after the spell is cast.

Light
Range: Far
Duration: Long
Affects: One Creature
Can blind the target, and can also cancel the effect of a darkness spell. 
The target can resist the effect of the spell.

Protection From Evil
Range: 0
Duration: Long
Affects: Spellcaster
The spellcaster gains an armor bonus against all attacks.

Remove Fear
Range: Touch
Duration: Long
Affects: One creature
Helps a character fleeing with fear.

Resist Cold
Range: 0
Duration: Long
Affects: Large Area
Protects all effected characters from cold based attacks.

Level 2 Scrolls,

Bless
Range: Medium
Duration: Long
Affects: Large Area
Adds a bonus to the attack and damage rolls for all characters in the affected 
area.

Blight
Range: Medium
Duration: Long
Affects: Large Area
The opposite of bless. It subtracts from the target's attack rolls and damage.

Resist Fire
Range: Medium
Duration: Long
Affects: One character
Protects all effected characters from fire attacks. Also, protects the 
effected characters from the bridge of fire.

Silence 15' Radius
Range: Far
Duration: Long
Affects: Small Area
Any enemy in the effected area of the spell can cast spells.

Level 3 Scrolls,

Cause Disease
Range: Medium
Duration: Permanent
Affects: One Creature
Effected enemies will suffer a penalty to all attack rolls.

Continual Darkness
Range: Far
Duration: Permanent
Affects: One Creature
May permanently blind the enemy, stopping it from attacking. Also cancles 
Continual light.

Continual Light
Range: Far
Duration: Permanent
Affects: One Creature
May permanently blind the enemy, stopping it from attacking. Also cancles 
Continual darkness.

Cure Disease
Range: Medium
Duration: Permanent
Affects: One Character
Will cure a character of any disease caused by a monster.

Striking
Range: Medium
Duration: Long
Affects: One Weapon
Can add a damage bonus to any character's weapon from +1 to +6 (chosen randomly) 
for the effects of the spell.

Level 4 Scrolls,

Cause Serious Wounds
Range: Touch
Duration: Permanent
Affects: One Creature
Hits the target for 4 to 14 points of damage.

Create Poison
Range: Touch
Duration: Permanent
Affects: One Creature
If the target doesn't successfully resist this spell, it will be instantly 
killed.

Cure Serious Wounds
Range: Touch
Duration: Permanent
Affects: One Character
Cures the target for 4 to 14 hit points.

Dispell Magic
Range: Long
Duration: Permanent
Affects: Large Area
Can prevent hostile spells in the effected area.

Neutralize Poison
Range: Touch
Duration: Permanent
Affects: One Character
Cures a character who has been poisened.

Protection from Evil 10' Radius
Range: 0
Duration: Long
Affets: Entire Party
Protects entire party from special attacks for the duration of the spell.

Level 5 Scrolls,

Cause Critical Wounds
Range: Touch
Duration: Permanent
Affects: One Creature
Hits the enemy for 6 to 21 points of damage.

Cure Critical Wounds
Range: Touch
Duration: Permanent
Affects: One Character
Cures the character for 6 to 21 hit points.

Dispel Evil
Range: Medium
Duration: Long
Affects: Enchanted or Undead Monsters
All enchanted or undead monsters will either be destroyed, or flee with 
terror.

Level 6 Scroll,

Cureall
Range: Touch
Duration: Permanent
Affects: One Character
Cures character all but 1 to 6 hit points, and also cures blindness, poison, 
paralysis, disease, and feeblemind.

=================================
Section 6, FAQ
=================================

These are some things that I thought people might have trouble with.

Can anyone tell me how CHA effects this game? I know in pen and paper D&D 
it makes you better looking, but I don't see anywhere that it effects at all. 
Please e-mail me if you know how it effects it.
Thanks!


Q.I talked to the duke late in the game, and I was locked out of the castle, 
what can I do?

A.Nothing.... I think

Q.This question may sound very stupid, but I must ask it anyway. What is the 
difference in attacks between a regular sword and a regular axe? In my 
strategy guide from Sega, it says that they both attack between 1-6. This 
also occurs with several other weapons.
A.I beleive that the sword's hit rate is higher

Q.Hey!!!! If Sega really made a good game, and I am sure that they did, they 
would've made a way so that you can beat the game an alternative way. I think 
it might have something to do with if you get yourself locked out of the castle. 
I think that if you do this, after you go up to the Fire Bridge, and beat 
it, you will be able to go back to the castle, via the cave in the dead stump, 
and buy the weapons that you can't seem to purchace any other way!!! I am 
not sure if this will work, but if it does, it will really be worth your 
time!!!!!
A.I also thought that, tried it, and it does not work. Even if you get locked 
out, when you beat Oltec Tradeway, the town is still desrtoyed.

Q.Does anyone know how to get the final set of weapons? The book that I have 
shows all of the things that each shop sells. The entire list includes

WEAPON:
Axe/+1 Axe/+2 Axe
Bow/+1 Bow
Dagger/+1 Dagger/+2 Dagger
Gauntlets of Ogre Power
Mace/+1 Mace/+2 Mace/+3 Mace
Sling/+1 Sling
Spear/+1 Spear/+2 Spear/+3 Spear
Staff
Sword/+1 Sword/+2 Sword/+3 Sword
War Hammer/+1 War Hammer/+2 War Hammer/+3 War Hammer

ARMOR:

Leather Armor/+1 Leather Armor/+2 Leather Armor/+3 Leather Armor
Chain Mail/+1 Chain Mail/+2 Chain Mail/+3 Chain Mail
Plate Mail/+1 Plate Mail/+2 Plate Mail/+3 Pleate Mail
Shield/+1 Shield/+2 Shield/+3 Shield
Ring of Protection +1
Ring of Regeneration

Magical Items and Scrolls:

Shield
Magic Missile
Sleep
Entangle
Web
Protection from normal missles
Fireball
Confussion
Wand of Fireballs
Flesh to Stone
Ice Storm
Stone to Flesh
Cloudkill
Feeblemind
Disintegrate
Wand of Cold
Anti-Magic Shell
Death Spell
Wand of Fear

A. To get the entire list of weapons, you must get max level.

Q. I hear lots of people talking about roms. What are they?

A. Roms are run on things called emulators. You can use your computer to 
emulate many things, like a nintendo to a printer to a 386(old computer) to 
a sega. I do not condone emulation unless you own the actual cartridge.

Q. Some of the items in caves are missing, because I've played before, and 
I know they were there, but they aren't there now. Including Ice Storm which 
is very important. What should I do?

A. Well, I'm sorry that's happened to me too, but there is 2 solutions. The 
first one is grim(what I chose...) start the game over, but you can also just 
buy the items in the magic shop late in the game.

Q. Where can I find the game D&D WOTES?

A. I'm sorry, but unless you own a copy of the game, or know someone with 
it who's selling the game its pretty much impossible to find. Try e-bay.

=================================
Section 7, More On Caves
=================================

Throughout the valley there are many large caves that are visible with the 
naked eye, but there are many that you have to searh for. Most are along the 
cliff walls, but some are not.

These caves are not neccessary to beat the game but some provide good treasure, 
some provide decent treasure, some provide no treasure, some provide 
shortcuts, but worst of all some provide worthless treasure. Let me explain. 
The elven underground is only accessible after the townspeople go beserk and 
destroy the town. It contains gold. Tell me why the hell they have gold in 
a cave you can't go into until the place you use gold at is destroyed?

Chapter 1, The Web Palace

Many Black Widow Spiders prey on travelers from their lair here. There are 
treasures here.

Chapter 2, Cave Bear Lair

Just a couple of cave bears.

Chapter 3, Winding Cavern

There are a couple of owl bears here. They guard 752 Gold.

Chapter 4, The Warrens

This Cavern has 3 entrances. Just a bunch of bears and large cats. The Azcans 
fear this cave. Nothing of value here.

Chapter 5, The Pits

Just a rat infested cave. Really easy, no treasure.

Chapter 6, Ant Nest

Just lots of ants. They guard a large amount of gold. 2512 to be exact.

Chapter 7, Passageway Cavern

You can get to this cave from the Fire Bridge, or the outside valley. There 
are Hellhounds, and a Fire Dragon Guarding the Treasure. In the center of 
the cave, There is a secret entrance, that opens up another secret entrance 
to 1504 Gold. In the southern part of the cave, there is a +1 Plate Mail, 
+2 Sword, and +1 Bow. There are also, "Mounds of Jewels," and "Stacks of Gold." 
This cave is well worth it, and is very easy, for an experienced gamer. The 
strategy that you need to use is to defeat several enemies and back off to 
the entrance so you can heal.

You should be packing high level magic. The most important is ice storm. Stay 
away from fire. You can use lightening if you're careful. Make sure that the 
hellhounds do not back you into the treasure room.

"There are 2 hidden doors in the middle that lead to treasure, but the better 
part of the loot is in the soutern part.

Chapter 8, The Catacombs of Doom

This is a very mean 2 level cave. Snakes, bears, scorpions, carrion crawlers, 
and undead creatures all await those brave enough to venture within. Some 
say that it is a natural cavern, and some say that it was carverd from living 
rock. Either way, it is pretty hard. 

I would stay clear of this... the exit leads to a hidden cave on top of the 
plataue that many consider to be unexitable.
If you're gonna come up here remember exactly what the tree that you came 
out of looked like, and go back in right away so you know where to go.

Chapter 9, Hidden Forest Halls

This is the hardest to find cave in the game. Its in the forest in the southwest 
courner of the valley. All that I can explain is that its behind a tree.

Here you will find a sword, +1 Chain mail, +1 sword, and +2 Chain Mail.

The treasure is guarded by Medusa's, which will not put up much of a fight.

Chapter 10, Elven Underground

You cannot enter this cave until you have gotten the Medalion from the Oltec 
Tradeway.

This cave has two entrances, from the log in the swamp, and from an open grave 
in the graveyard.

If you have a map, and you are strong, this cave can make a major shortcut 
for you on your way to the final cave. The treasure isn't worth anything, 
as it is only gold, and you will have no use for gold at this point in the 
game.

It starts out easily enough. You just need to travel east and then to the 
farthest southeast you can go. Now, go North through a secret door. Move one 
spot north, then all the way east into the wall. Now travel one south, one 
east, two south, and two east, finally three north to get around a trap. Now 
travel east and then south. If you want some money, (which you don't need 
there's a room to the east with some ogres. In the middle of the North wall, 
there's a secret door. Go through to find 752 gold pieces. Now travel south 
and once you reach a spot where you can turn west, move one spot west, then 
turn south, and go through a secret door. Somewhere around here you'll find 
some bloodthirsty dragons, so be prepared. Travel south a step or two, then 
east all the way, south all the way, then east til you can turn south. Travel 
south three steps. Now you are in the main room. If you want some gold, you 
can get 2000 gp if you travel all the way east, and face north and go through 
a scret door. Now you must Travel all the way south, manovering around the 
columns. Once you cannot go any farther south, go to the east side of the 
secondmost eastern columb, to find a secret door. You are now in a small room 
hopefully. Travel south and then east. Face south and go the the secret door. 
Now move west 2 spots, then south one. Next, travel as far west as you can. 
Now travel north one. Travel west two, then south two, east one, and south 
three. Turn east. Walk right through the wall. Walk as far east as you can. 
Travel one north, then as far you can east, going right through another secret 
door. Continue walking east until you hit a solid wall. Travel south two steps, 
east three steps, and south three steps. Now you will have a fight with a 
dragon in the next room, so be prepared. Try to backtrack and rest. Its in 
a VERY small room, so if you use lightening you WILL die. Get several ice 
storms ready. Now go as far south as you can, turn east and walk through the 
door. If you survive the dragon, walk through the door, and you will see the 
light.

Just wind your way through here, blast a couple of dragons, and you'll be 
in the southern swamp.

=================================
Section 8, Strategies
=================================

Though throughout this strategy guide, I have writen many of my strategies, 
but since many people will not read the entire guide, I will make this section.

Chapter 1, Level up Strategies

1.At different points in the game you will need to use different strategies. 
First off, after you gather all items in castle, this being important to the 
strategy. You need an elf or magic-user to hold the lightening rod. What you 
should do is travel southwest of the castle, to the river, and south to the 
bridge. Cross the bridge. It will say your 2 weaker characters are worried 
about crossing the bridge. Cross it anyway. Press "C" to get the green arrow 
on your character that has the lightening rod. I would set it in the "a" 
position. Now you can walk directly west of the bridge, and return back in 
a sort of patrolling motion. Whenever you see an enemy, press the button that 
will cast the lightening rod. It should then bring up a red crosshair kinda 
thing, you want to center this on your enemies so that its far away enough 
from your characters, but it will still effect the enemies. You also want 
to make sure you kill the largest enemies like beastman, as after a while 
you should be able to easily defeat the tigers and bears.

The actual strategy to this is the fact that you save after every battle which 
you still have your lightening rod. If you lose it make sure you do NOT save. 
You may want to set up backup copies of your save just so that you don't 
accidentally lose your lightening rod.

-Suggested to use:
At the beginning of the game-until you beat the beastman cave or later.

2. The second one is a little harder...

First of all, travel southwest, and cross the bridge from the castle. Then, 
head north/north-west, until you can go east. You want to go around the finger 
of the river. Once you get far enough north, you travel east crossing a bridge 
right away, or after a long time when you had to go around a ridge, depending 
on which way you went. Either way you should be just south of the Azcan cave. 
Instead of going to the Azcan cave, you should head as far south as you can 
go.

Here you will meet black dragons, yellow dragons"hydra's", and the best Green 
dragons. For all these you will get large amounts of experience, and for the 
green dragon between 1000 and 2000 gold peices. This is a great place to get 
up levels.

You will want to try and stay at a distance and use the previous lightening 
rod strategy, and use all spells that you have access to.
-You can do this anytime in the game, but i recomend that you wait until after 
you defeat the beastman cave as it is moderately hard.

3. Finally, Oltec Tradeway level up strategy,

You'll want to have this spell, and this is incredibly easy. Continual light. 
There is a red dragon directly inside the Oltec Tradeway(fire cave). First 
of all, Blast him with ice storm 2 times. Then hit it with continual light. 
Now the mighty dragon will just walk in a circle. This makes it posible to 
have any weak character like a cleric just beat on it. The character which 
kills it will get 5000 exp.

If you want to get up your magic-user/elf just blast it to pieces, with your 
spells.

Chapter 2, Battle Strategies

Mainly what you want to do in a battle, is stay away if you can, but if its 
a weak enemy or if the enemy caught you by surprise make sure that you don't 
hit your party members when casting spells on the enemies. You should keep 
your characters with low ac/high hp in close range, and your weaker characters 
farther away.

Though you may think a Theive's/Halflings hide ability would be useful in 
battle, if really isn't. Usually you can beat the enemies with missile weapons 
and spells, 

Always make sure to be rested, and to SAVE A LOT. Try to kill as many enemies 
as you can with magic. And stay as far away as you can.
Something that is important that I always do. Put all close range weapons 
in "a" slot, and put all melee weapons into "b" slot. Usually put spells/rods 
in "a" slot.

Chapter 3, Cave Strategies

Try and hit enemies from far away if you can. Use bows and slings until enemy 
is right on top of you. Then hit them hard with weapons. Use spells sparinly 
or when you know you'll be able to rest and bring them back right away. You 
can use ligthening in long halls or if you get out of the way, but be careful. 
Try to find all gold. If you can't rest move to another area. If there are 
big enemies, like dragons hit them with entangle, and run up and kill them. 
Even the strongest enemies in the game don't have a chance.

=================================
Section 9, Mastering
=================================

If you're a true rpg maniac, like most of us are, you want to master every 
game you play.

"But I don't have the time"-You pitifully cry out.

To that I say, "It's easier than you think!"

Ok, first off, if you want to master the game you need a good party with good 
rolls either 2 Fighters, Cleric, Magic-User; or Fighter, Cleric, 2 
Magic-Users will do. 

If you are purely attempting to master the game, ignore the stregnth stat. 
It doesn't matter if its 9. You should have Con/Dex 17 or 18 each  for all 
your characters. The cleric should have decent wisdom and the magic-user 
should have decent intelligence.

Now you'll need the lightening rod. Save to back-up your game all the time. 
Before you even do anything you can have your characters up to lvl 10. (Not 
suggested, but its possible).

"How do I do this?" You ask.

Well, start off by killing the huge beastmen across the bridge from the castle 
with your lightening rod. Save after each battle and if you lose your 
lightening rod then you'll need to load to your previous save.

Also, right away you can get into a secret cave which has some nice stuff 
in it. It is hidden behind a tree in the southwest corner of the world. To 
get more info on this go to my site at www.geocities.com/wotes and go to the 
more on caves section. It will show the exact location of this cave and give 
many pictures to you also.

Once you get to level 5 or 6 you will be ready to go to the swamp. Not the 
swamp that you need to go through the cave to get through, but the swamp in 
the very southeast corner of the map. Every once in a while you'll run into 
dragons. You'll end up getting between 1000 and 2000 gold from each if you're 
lucky. And also lots of cash. Get up to whatever level you want, though you 
shouldn't need to level up too much, return to the castle and buy some new 
weapons and armor, and spells if there are any good ones there yet (there 
probably aren't).

Now beat the beastman camp, the beastman caves, the azcan caves, and the azcan 
temple (see walkthrough above). 

In the azcan temple you will find 4 rings of fire resistance. Equip one on 
each of your characters. This will keep a constant spell of fire protection 
cast on all of your characters. Great fire based enemies hit you for 
less---WHOOPDIEDOO. But wait it allows you to do something else. You can now 
walk on the bridge of fire.

NOTE: THIS METHOD IS VERY CHEAP-On my guy I could run up to him and beat him 
to death with my weapons.(Not suggested)
Now you can fight the Red Dragon, the enemy that gives more experience than 
any other enemy in the game and you can kill him once in about 20 seconds 
and kill him again.

All that you need to do is enter the Oltec Tradeway, the cave in the northwest 
most part of the bridge of fire. Just setup your Magic-User with at least 
two entangle spells, but you should only need one cast the entangle on him 
and beat him to death. I did it without entange... You try that. HEHE.

Now level up till you're on max level. You'll want to reset when you go up 
a level to see if you can get more hit points out of the level up (read section 
1 for more information). Every couple of level ups, check back with the shops 
at the castle to see if they have anything new to sell.

When you get to your max level the shops will consist of:

WEAPON:
Axe/+1 Axe/+2 Axe
Bow/+1 Bow
Dagger/+1 Dagger/+2 Dagger
Gauntlets of Ogre Power
Mace/+1 Mace/+2 Mace/+3 Mace
Sling/+1 Sling
Spear/+1 Spear/+2 Spear/+3 Spear
Staff
Sword/+1 Sword/+2 Sword/+3 Sword
War Hammer/+1 War Hammer/+2 War Hammer/+3 War Hammer

ARMOR:

Leather Armor/+1 Leather Armor/+2 Leather Armor/+3 Leather Armor
Chain Mail/+1 Chain Mail/+2 Chain Mail/+3 Chain Mail
Plate Mail/+1 Plate Mail/+2 Plate Mail/+3 Pleate Mail
Shield/+1 Shield/+2 Shield/+3 Shield
Ring of Protection +1
Ring of Regeneration

Magical Items and Scrolls:

Shield
Magic Missile
Sleep
Entangle
Web
Protection from normal missles
Fireball
Confussion
Wand of Fireballs
Flesh to Stone
Ice Storm
Stone to Flesh
Cloudkill
Feeblemind
Disintegrate
Wand of Cold
Anti-Magic Shell
Death Spell
Wand of Fear

Best Inventory for each character:

Fighter/Elf/Dwarf:
+3 Magical Sword
+1 Magical Bow
+3 Magical Shield
+3 Magical Plate Mail
+1 Magical Ring of Protection
Ring of Regeneration
Ring of Fire Protection
Gauntlets of Ogre Power

Cleric:
+3 Magical War Hammer
+1 Magical Sling
+3 Magical Shield
+3 Magical Plate Mail
+1 Magical Ring of Protection
Ring of Regeneration
Ring of Fire Protection
Gauntlets of Ogre Power

Magic-User:
+2 Magical Dagger
+1 Magical Sling
Displacer Cloak
+1 Magical Ring of Protection
Ring of Regeneration
Ring of Fire Protection
Gauntlets of Ogre Power
*

Elf:
+3 Magical Sword
+1 Magical Bow
+3 Magical Leather Armor
+1 Magical Ring of Protection
Ring of Regeneration
Ring of Fire Protection
Gauntlets of Ogre Power
*

Halfling:
+3 Magical Sword
+1 Magical Sling
+3 Magical Plate Mail
+3 Magical Shield
+1 Magical Ring of Protection
Ring of Regeneration
Ring of Fire Protection
Gauntlets of Ogre Power

* In these slots you can either put a whithered vine or the medallion, or 
an item of your choice.

Spells of choice:

Magic-User:
LVL 1: X4 : Magic Missile
LVL 2: X4 : Entangle*
LVL 3: X4 : Fireball/Lightening*
LVL 4: X4 : Ice Storm*
LVL 5: X3 : Cloudkill*
LVL 6: X2 : Your choice

Elf:
LVL 1: X3 : Magic Missile
LVL 2: X3 : Entangle*
LVL 3: X3 : Fireball/Lightening*
LVL 4: X3 : Ice Storm*
LVL 5: X2 : Cloudkill*

Cleric:
LVL 1: X5 : Cure Light Wounds
LVL 2: X5 : Bless*
LVL 3: X5 : Striking*
LVL 4: X3 : Neutralize Poison
LVL 5: X3 : Cure Critical Wounds
LVL 6: X2 : Cureall*

*Spells that are especially good.

With this information, you should be able to beat the game quite easily and 
have some fun mastering the game.

=================================
Section 10, Monster Guide
=================================

Thanks to Henry at www.shininglair.com for more great information on Warriors 
of the eternal sun and many other great Genesis games too.

There is a great variety in the enemies that you will come across throughout 
D&D WOTES. Some enemies drop items. Some just give you the experience of their 
battle to ensure you survive furture battles.

A

ALLOSAURUS
Armor Class: 4
Hit Points: 16 to 96
Attacks: 1
Damage: 3 to 24
Special: -
XP: 2300 

ANKYLOSAURUS
Armor Class: 0
Hit Points: 7 to 42
Attacks: 1
Damage: 2 to 12
Special: -
XP: 450 

ANT, GIANT
Armor Class: 3
Hit Points: 4 to 24
Attacks: 1
Damage: 2 to 12
Special: -
XP: 125 

AUROCHS
Armor Class: 5
Hit Points: 6 to 36
Attacks: 1
Damage: 2 to 12
Special: -
XP: 275 

B

BASILISK
Armor Class: 4
Hit Points: 7 to 37
Attacks: 1
Damage: 1 to 10
Special: Petrification
XP: 950
 When a basilisk hits a character, the character may be petrified. The 
character has a chance to resist this effect.

BAT, GIANT
Armor Class: 6
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 4
Special: -
XP: 20 

BEAR, CAVE
Armor Class: 5
Hit Points: 7 to 42
Attacks: 3 (claw / claw / bite)
Damage: 2 to 8 / 2 to 8 / 2 to 12
Special: -
XP:450  

BEAR, GRIZZLY
Armor Class: 8
Hit Points: 5 to 30
Attacks: 3 (claw / claw / bite)
Damage: 1 to 8 / 1 to 8 / 1 to 10
Special: -
XP: 175 

BEASTMAN
Armor Class: 6
Hit Points: 2 to 12
Attacks: 1
Damage: 2 to 9
Special: -
XP: 20

BEASTMAN, BIG
Armor Class: 5
Hit Points: 5 to 25
Attacks: 2 (claw / claw)
Damage: 1 to 8 / 1 to 8
Special: -
XP: 125 

BEASTMAN CAPTAIN
Armor Class: 4
Hit Points: 5 to 30
Attacks: 1
Damage: 3 to 8
Special: -
XP: 175 

BEASTMAN, FEMALE
Armor Class: 6
Hit Points: 2 to 7
Attacks: 1
Damage: 1 to 8
Special: -
XP: 15 

BEASTMAN, HUGE
Armor Class: 4
Hit Points: 9 to 39
Attacks: 3 (claw / claw / bite)
Damage: 1 to 6 / 1 to 6 / 1 to 10
Special: -
XP: 650

BEASTMAN LIEUTENANT
Armor Class: 5
Hit Points: 4 to 24
Attacks: 1
Damage: 2 to 7
Special: -
XP: 75 

BEASTMAN, SMALL
Armor Class: 7
Hit Points: 1 to 5
Attacks: 1
Damage: 1 to 8
Special: -
XP: 5 

BEASTMAN, TINY
Armor Class: 7
Hit Points: 1 to 4
Attacks: 1
Damage: 1 to 7
Special: -
XP: 5 

BEASTMAN, YOUNG
Armor Class: 6
Hit Points: 1 to 6
Attacks: 1
Damage: 1 to 8
Special: -
XP: 10

BEASTMAN, WARRIOR
Armor Class: 5
Hit Points: 4 to 19
Attacks: 1
Damage: 2 to 7
Special: -
XP: 35 

BEETLE, FIRE
Armor Class: 4
Hit Points: 3 to 8
Attacks: 1
Damage: 2 to 8
Special: -
XP: 15 

BEETLE, TIGER
Armor Class: 3
Hit Points: 4 to 19
Attacks: 1
Damage: 2 to 12
Special: -
XP: 50 

BOAR
Armor Class: 7
Hit Points: 3 to 18
Attacks: 1
Damage: 2 to 8
Special: -
XP: 50 

BUGBEAR
Armor Class: 5
Hit Points: 4 to 19
Attacks: 1
Damage: 2 to 9
Special: -
XP: 50   

C

CAECILLA
Armor Class: 6
Hit Points: 6 to 36
Attacks: 1
Damage: 1 to 8
Special: -
XP: 500 

CARRION CRAWLER
Armor Class: 7
Hit Points: 4 to 19
Attacks: 8
Damage: -
Special: Paralysis
XP: 75
 A carrion crawler's eight tentacles may paralyze a character who has been 
hit. The character has a chance to resist this effect. 

CHIMERA
Armor Class: 4
Hit Points: 9 to 54
Attacks: 5 (claw / claw / bite / bite / bite)
Damage: 1 to 3 / 1 to 3 / 2 to 8 / 1 to 10 / 3 to 12
Special: Fire breath (3 to 18)
XP: 2300
 Each of the chimera's three heads - dragon, goat, and lion - gets to make 
an attack. The dragon head may either bite for 3 to 12 points of damage or 
breathe fire for 3 to 18 points of damage.

COBRA, SPITTING
Armor Class: 7
Hit Points: 1 to 6
Attacks: 1
Damage: 1 to 3
Special: Poison and blindness
XP: 13
 If a spitting cobra's attack is successful, the victim may be blinded by 
the poison. The character has a chance to resist this effect. 

CRAB, GIANT
Armor Class: 2
Hit Points: 3 to 18
Attacks: 2 (claw / claw)
Damage: 2 to 12 / 2 to 12
Special: -
XP: 35 

CROCODILE
Armor Class: 5
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 8
Special: -
XP: 20 

CROCODILE, LARGE
Armor Class: 3
Hit Points: 6 to 36
Attacks: 1
Damage: 2 to 16
Special: -
XP: 275  

D

DRAGON, BLACK
Armor Class: 2
Hit Points: 7 to 42
Attacks: 3 (claw / claw / bite)
Damage: 2 to 5 / 2 to 5 / 2 to 20
Special: Acid breath
XP: 1250
 A black dragon can breathe a long stream of acid. The damage caused equals 
the dragon's current number of hit points. Each victim has a chance to cut 
this damage in half. 

DRAGON, GREEN
Armor Class: 1
Hit Points:  8 to 48
Attacks: 3 (claw / claw / bite)
Damage: 1 to 6 / 1 to 6 / 3 to 24
Special: Gas breath
XP: 1750
 A green dragon can breathe a large cloud of chlorine gas. The damage caused 
equals the drapon's number of hit points. Each victim has a chance to cut 
this damage in half. 

DRAGON, RED
Armor Class: -1
Hit Points: 10 to 60
Attacks: 3 (claw / claw /bite)
Damage: 2 to 8 / 2 to 8 / 4 to 32
Special: Fire breath
XP: 2500
 A red dragon can breathe a long cone of fire. The damage caused equals the 
dragon's current number of hit points. Each victim has a chance to cut this 
damage in half.  

E

EFREETI
Armor Class: 3
Hit Points: 10 to 60
Attacks: 1
Damage: 2 to 16
Special: Enchanted
XP: 1750
 An efreeti is subject to all spells that affect enchanted monsters. 

ELEMENTAL, FIRE
Armor Class: 2
Hit Points: 8 to 48
Attacks: 1
Damage: 2 to 8
Special: Enchanted
XP: 650
 An fire elemental is subject to all spells that affect enchanted monsters.

ELF CAPTAIN
Armor Class: 0
Hit Points: 20 to 70
Attacks: 1
Damage: 4 to 11
Special: -
XP: 1600 

ELF LIEUTENANT
Armor Class: 2
Hit Points: 14 to 44
Attacks: 1
Damage: 2 to 9
Special: -
XP: 650 
ELF 2ND 

LIEUTENANT
Armor Class: 3
Hit Points: 12 to 37
Attacks: 1
Damage: 2 to 9
Special: -
XP: 500 

ELF MAGIC-USER
Armor Class: 9
Hit Points: 10 to 25
Attacks: 1
Damage: 1 to 4
Special: Spells: PROTECTION FROM MISSILES, WALL OF FIRE, WEB (x2)
XP: 850
 
ELF WARRIOR
Armor Class: 3
Hit Points: 10 to 30
Attacks: 1
Damage: 2 to 9
Special: -
XP: 275 

ELF WIZARD
Armor Class: 3
Hit Points: 16 to 46
Attacks: 1
Damage: 1 to 4
Special: Spells: FIREBALL (x2), WALL OF FIRE
XP: 1650 

ELF WIZARD
Armor Class: 3
Hit Points: 16 to 46
Attacks: 1
Damage: 1 to 4
Special: Spells: LIGHTNING BOLT (x2), WEB
XP: 1650    

F

FLAPSAIL
Armor Class: 2
Hit Points: 8 to 48
Attacks: 3 (claw / claw / bite)
Damage: 1 to 8 / 1 to 8 / 3 to 18
Special: Fire breath
XP: 1200
 A flapsail inflicts 30 points of damage with its fire breath. Each victim 
has a chance to cut the damage in half.    

G

GARGOYLE
Armor Class: 5
Hit Points: 4 to 24
Attacks: 4 (claw / claw / bite / horn)
Damage: 1 to 3 / 1 to 3 / 1 to 6 / 1 to 4
Special: -
XP: 175 

GECKO
Armor Class: 5
Hit Points: 4 to 24
Attacks: 1
Damage: 1 to 8
Special: -
XP: 50 

GELATINOUS CUBE
Armor Class: 8
Hit Points: 4 to 24
Attacks: 1
Damage: 2 to 8
Special: Paralysis
XP: 125
 The victim of a successful attack from a gelatinous cube suffers damage and 
may become paralyzed. Each victim has a chance to avoid the paralysis effect. 
A gelatinous cube is not affected by cold-based spells or electrical effects 
(LIGHTNING BOLT, for example).

GHOUL
Armor Class: 6
Hit Points: 2 to 12
Attacks: 3 (claw / claw / bite)
Damage: 1 to 3 / 1 to 3 / 1 to 3
Special: Undead; paralysis
XP: 25
 The victim of a successful attack from a ghoul suffers damage and may become 
paralyzed. Each victim has a chance to avoid the paralysis effect. A ghoul 
is immune to the SLEEP spell, but it can be TURNED by a cleric. 

GIANT, FIRE
Armor Class: 4
Hit Points: 13 to 68
Attacks: 1
Damage: 5 to 30
Special: -
XP: 2125
 A fire giant is not affected by fire-based attacks. 

GIANT, HILL
Armor Class: 4
Hit Points: 8 to 48
Attacks: 1
Damage: 2 to 16
Special: -
XP: 650 

GIANT, STONE
Armor Class: 4
Hit Points: 9 to 54
Attacks: 1
Damage: 3 to 18
Special: -
XP: 900 

GRULAPP (BEASTMAN)
Armor Class: 7
Hit Points: 3 to 18
Attacks: 1
Damage: 1 to 6
Special: Spell: CAUSE FEAR
XP: 45
 This beastman is a shaman (cleric). 

H

HELLHOUND
Armor Class: 4
Hit Points: 5 to 30
Attacks: 1
Damage: 1 to 6 or breath
Special: Enchanted; fire breath
XP: 425
 A hellhound is subject to all spells that affect enchanted monsters. The 
hellhound's breath weapon damages only one character; it causes 5 to 30 points 
of damage. the victim has a chance to cut this damage in half. 

HYDRA, FIVE-HEADED
Armor Class: 5
Hit Points: 5 to 30
Attacks: 5 (bites)
Damage: 1 to 10 (x5)
Special: -
XP: 175 

HYDRA, NINE-HEADED
Armor Class: 5
Hit Points: 9 to 54
Attacks: 9 (bites)
Damage: 1 to 10 (x9)
Special: -
XP: 900 

HYDRA, PYRO
Armor Class: 5
Hit Points: 12 to 72
Attacks: 12 (bites)
Damage: 1 to 10 (x12)
Special: Fire breath
XP: 2125
Each of the pyro hydra's 12 heads attacks separately. Each head may breath 
fire (instead of attacking with a bite) for 8 points of damage. 

K

KACANTIZU (AZCAN)
Armor Class: 6
Hit Points: 4 to 24
Attacks: 1
Damage: 1 to 6
Special: -
XP: 125
 This female Azcan warrior resides in the beastman caves in the northwestern 
corner of the valley. She is said to be the mate of Uklangor, the beastman 
leader.    

L

LEECH, GIANT
Armor Class: 7
Hit Points: 6 to 36
Attacks: 1
Damage: 1 to 6
Special: Sucks blood after hitting
XP: 275
 Once a giant leech hits a character, it attaches itself to that character 
and sucks blood for an automatic 1 to 6 points of damage every round thereafter. 
This continues until either the leech or its victim is dead. 

LION
Armor Class: 6
Hit Points: 5 to 30
Attacks: 3 (claw / claw / bite)
Damage: 2 to 5 / 2 to 5 / 1 to 10
Special: -
XP: 175 

LIZARD MAN
Armor Class: 5
Hit Points: 3 to 13
Attacks: 1
Damage: 2 to 9
Special: -
XP: 25  

M

MEDUSA
Armor Class: 8
Hit Points: 4 to 24
Attacks: 1
Damage: 1 to 6
Special: Enchanted; poison; turn to stone
XP: 175
 A medusa is subject to all spells that affect enchanted monsters. A 
successful attack from the medusa (actually from the snakes that serve the 
medusa as hair) may poison its victim. The victim has a chance to avoid this 
effect. In addition, one character per turn (chosen randomly) may be turned 
to stone. The chosen character has a chance to avoid this effect.

MINOTAUR
Armor Class: 6
Hit Points: 6 to 36
Attacks: 1
Damage: 3 to 8
Special: -
XP: 275 

MINOTAUR CHIEF
Armor Class: 4
Hit Points: 8 to 43
Attacks: 1
Damage: 5 to 12
Special: -
XP: 550 

MINOTAUR LIEUTENANT
Armor Class: 4
Hit Points: 7 to 37
Attacks: 1
Damage: 3 to 8
Special: -
XP: 350 

MUMMY
Armor Class: 3
Hit Points: 6 to 31
Attacks: 1
Damage: 1 to 12
Special: Undead; paralysis; disease
XP: 575
 Each player character has a chance to be paralyzed with terror when a mummy 
is encountered. the victim of a successful mummy attack automatically 
contracts a disease that prevents magical healing until the victim is cured. 
A mummy can be damaged only by spells, fire, or magical weapons, all of which 
inflict only half their usual damage. A mummy is immune to the SLEEP spell, 
but it can be TURNED by a cleric.    

O

OGRE
Armor Class: 5
Hit Points: 5 to 25
Attacks: 1
Damage: 3 to 10
Special: -
XP: 125 

OWL BEAR
Armor Class: 5
Hit Points: 5 to 30
Attacks: 3 (claw / claw / bite)
Damage: 1 to 8 / 1 to 8 / 1 to 8
Special: If both caws hit, crush for 2 to 16
XP: 175
 If both of the owl bear's claws successfully hit its target, the victim 
receives an additional 2 to 16 points of damage from a bone-crushing hug. 

OWL BEAR, YOUNG
Armor Class: 5
Hit Points: 2 to 12
Attacks: 3 (claw / claw / bite)
Damage: 1 to 4 / 1 to 4 / 1 to 4
Special: -
XP: 20  

P

PANTHER
Armor Class: 4
Hit Points: 4 to 24
Attacks: 3 (claw / claw / bite)
Damage: 1 to 4 / 1 to 4 / 1 to 8
Special: -
XP: 75    

R

RACER, GIANT
Armor Class: 5
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 6
Special: -
XP: 20 

RACER, YOUNG
Armor Class: 5
Hit Points: 1 to 6
Attacks: 1
Damage: 1 to 3
Special: -
XP: 10 

RAT, GIANT
Armor Class: 7
Hit Points: 1 to 4
Attacks: 1
Damage: 1 to 3
Special: Disease
XP: 5
 A giant rat has a small chance of carrying a disease. If the rat bites a 
player character, that character may contract a disease.

ROBBER FLY
Armor Class: 6
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 8
Special: -
XP: 20 

ROCK PYTHON
Armor Class: 6
Hit Points: 5 to 30
Attacks: 1
Damage: 1 to 4
Special: Squeeze for 2 to 8 if bite hits
XP: 300
 If a rock python hits with its bite, it inflicts an additional 2 to 8 points 
of damage with a squeeze. 

ROCK STATUE
Armor Class: 4
Hit Points: 5 to 30
Attacks: 2 (fists)
Damage: 2 to 12 / 2 to 12
Special: Enchanted
XP: 300
 A rock statue is subject to all spells that affect enchanted monsters.   

S

SALAMANDER, FLAME
Armor Class: 2
Hit Points: 8 to 48
Attacks: 3 (claw / claw / bite)
Damage: 1 to 4 / 1 to 4 / 1 to 8
Special: Radiates heat for 1 to 8
XP: 1200
 All characters within 20 feet of a flame salamander suffer 1 to 8 points 
of damage from the monster's body heat. A flame salamander is immune to fire 
damage.

SCORPION, GIANT
Armor Class: 2
Hit Points: 4 to 24
Attacks: 3 (claw / claw / sting)
Damage: 1 to 10 / 1 to 10 / 1 to 4
Special: Poison
XP: 125
 If either claw hits, the stinger gains a bonus to its attack roll. If the 
stinger hits, the victim suffers 1 to 4 points of damage and may become 
poisoned and start losing 1 hit point per turn. 

SHADOW
Armor Class: 7
Hit Points: 4 to 14
Attacks: 1
Damage: 1 to 4
Special: -
XP: 35
 A shadow can be damaged only by magical weapons. it is immune to the SLEEP 
spell, and it CANNOT be TURNED by a cleric. 

SKELETON
Armor Class: 7
Hit Points: 1 to 6
Attacks: 1
Damage: 1 to 8
Special: Undead
XP: 10
 A skeleton is immune to the SLEEP spell, but it can be TURNED by a cleric. 

SPECTRE
Armor Class: 2
Hit Points: 6 to 36
Attacks: 1
Damage: 1 to 8
Special: Undead; double energy drain
XP: 725
 A spectre is immune to the SLEEP spell, but it can be TURNED by a cleric. 

SPIDER, BLACK WIDOW
Armor Class: 6
Hit Points: 3 to 18
Attacks: 1
Damage: 2 to 12
Special: Poison
XP: 50
 A character bitten by a black widow may become poisoned. The character has 
a chance to resist this effect. 

SPIDER, CRAB
Armor Class: 7
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 8
Special: Poison
XP: 25
 A character bitten by a crab spider may become poisoned. The character has 
a chance to resist this effect. 

STIRGE
Armor Class: 7
Hit Points: 1 to 6
Attacks: 1
Damage: 1 to 3
Special: Sucks blood after hitting
XP: 13
 Once a stirge hits a character, it attaches itself to that character and 
sucks blood for an automatic 1 to 3 points of damage every round thereafter. 
This continues until either the stirge or its victim is dead. 

T

TIGER
Armor Class: 6
Hit Points: 6 to 36
Attacks: 3 (claw / claw / bite)
Damage: 1 to 6 / 1 to 6 / 2 to 12
Special: -
XP: 275 

TIGER, SABRE-TOOTH
Armor Class: 6
Hit Points: 8 to 48
Attacks: 3 (claw / claw / bite)
Damage: 1 to 8 / 1 to 8 / 2 to 16
Special: -
XP: 650 

TOAD, GIANT
Armor Class: 7
Hit Points: 4 to 14
Attacks: 1
Damage: 2 to 5
Special: -
XP: 25 

TROGLODYTE
Armor Class: 5
Hit Points: 2 to 12
Attacks: 3 (claw / claw / bite)
Damage: 1 to 4 / 1 to 4 / 1 to 4
Special: Stench
XP: 25
 Characters fighting troglodytes may be affected by the troglodytes' stench 
and suffer a penalty to their attack rolls. Each character has a chance to 
resist this effect.
 
TROGLODYTE CHIEF
Armor Class: 4
Hit Points: 5 to 30
Attacks: 3 (claw / claw / bite)
Damage: 1 to 8 / 1 to 8 / 1 to 8
Special: Stench
XP: 175
 Characters fighting troglodytes may be affected by the troglodytes' stench 
and suffer a penalty to their attack rolls. Each character has a chance to 
resist this effect.

TROGLODYTE SUB-CHIEF
Armor Class: 5
Hit Points: 4 to 19
Attacks: 3 (claw / claw / bite)
Damage: 1 to 6 / 1 to 6 / 1 to 6
Special: Stench
XP: 50
 Characters fighting troglodytes may be affected by the troglodytes' stench 
and suffer a penalty to their attack rolls. Each character has a chance to 
resist this effect. 

TROGLODYTE, YOUNG
Armor Class: 6
Hit Points:  1 to 6
Attacks: 3 (claw / claw / bite)
Damage: 1 to 3 / 1 to 3 / 1 to 3
Special: Stench
XP: 10
 Characters fighting troglodytes may be affected by the troglodytes' stench 
and suffer a penalty to their attack rolls. Each character has a chance to 
resist this effect. 

TROLL
Armor Class: 4
Hit Points: 9 to 39
Attacks: 3 ( claw / claw / bite)
Damage: 1 to 6 / 1 to 6 / 1 to 10
Special: Regenerate 3 HP / round
XP: 650
 A troll regenerates 3 hit points per round after it has been damaged. 

TROLL CHIEF
Armor Class: 4
Hit Points: 8 to 48
Attacks: 3 (claw / claw / bite)
Damage: 2 to 7 / 2 to 7 / 2 to 11
Special: Regenerate 3 HP / round
XP: 1200
 A troll regenerates 3 hit point per round after it has been damaged. 

TUATARA
Armor Class: 4
Hit Points: 6 to 36
Attacks: 3 (claw / claw / bite)
Damage: 1 to 4 / 1 to 4 / 2 to 12
Special: -
XP: 275   

U

UKLANGOR (BEASTMAN)
Armor Class: 3
Hit Points: 6 to 36
Attacks: 1
Damage: 4 to 9
Special: -
XP: 275
 Uklangor is the chieftain of the valley's beastmen.    

V

VAMPIRE
Armor Class: 2
Hit Points: 9 to 54
Attacks: 1
Damage: 1 to 10
Special: Undead; energy drain; regenerate 3 HP / round
XP: 2300
 A vampire regenerates 3 hit points per round after it has been damaged. It 
can be damaged only by magical weapons. A vampire is immune to the SLEEP spell, 
but it can be TURNED by a cleric. Each successful attack by a vampire inflicts 
1 to 10 points of damage and causes the victim to lose 2 levels of experience 
(the victim's hit points, attack roll, spells, etc., change to reflect this 
new level). 

VIPER, FLYING
Armor Class: 6
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 6 or 1 to 4
Special: Poison
XP: 30
 The flying viper's damage results from a weak poison that is delivered either 
via a bite (1 to 6 points of damage) or via spitting (1 to 4 points). The 
victim has a chance to cut this damage in half.   

W

WIGHT
Armor Class: 5
Hit Points: 3 to 18
Attacks: 1
Damage: -
Special: Undead; energy drain
XP: 50
 A wight can be damaged only by magical weapons. A successful attack by a 
wight drains 1 level of experience from its victim (the victim's hit points, 
attack roll, spells, etc., change to reflect this new level). A wight is 
immune to SLEEP spell, but it can be TURNED by a cleric. 

WOLF
Armor Class: 7
Hit Points: 4 to 14
Attacks: 1
Damage: 1 to 6
Special: -
XP: 25

WOLF, DIRE
Armor Class: 6
Hit Points: 5 to 25
Attacks: 1
Damage: 2 to 8
Special: -
XP: 125 

WRAITH
Armor Class: 3
Hit Points: 4 to 24
Attacks: 1
Damage: 1 to 6
Special: Undead; energy drain
XP: 175
 A wraith can be damaged only by magical weapons. A successful attack by a 
wraith drains 1 level of experience from its victim (the victim's hit points, 
attack roll, spells, etc., change to reflect this new level). A wraith is 
immune to SLEEP spell, but it can be TURNED by a cleric. 

Z

ZOMBIE
Armor Class: 8
Hit Points: 2 to 12
Attacks: 1
Damage: 1 to 8
Special: Undead
XP: 20
 A zombie is immune to the SLEEP spell, but can be TURNED by a cleric. 


=================================
Section 11, Misc.
=================================

Things that don't exactly fit anywhere else, but I don't want to make a section 
for them.

This is one of the better partys that I have beat the game with. It's not 
the best, but my best save erased on me, and I never wrote the stats down.

Name:Mike
Str:18*     Class: Fighter
Int:13      Level: 10
Wis:12      HP: 80
Dex:16      AC: -7
Con:18      
Cha:11      
            
Name:Marty  
Str:18      Class: Elf
Int:17      Level: 10
Wis:15      HP: 54
Dex:11      AC: -5
Con:16
Cha:14

Name:Gina
Str:18*     Class: Cleric
Int:11      Level: 14
Wis:17      HP: 53
Dex:18      AC: -8
Con:16
Cha:16

Name:Cody
Str:18*     Class: Magic-User
Int:16      Level: 14
Wis:12      HP: 46
Dex:16      AC: 5
Con:16
Cha:14

Note, AC is while equiped.

Also, This is my party shortly before beating the game. I made this party 
all in one day, but have worked on a slightly longer ammount to master the 
game.

*-Str With Gauntlets of Ogre Power



The battery backup has gone out in a lot of old sega rpgs. All i can recomend 
for you to do is either take it apart and replace the battery, or keep the 
game, and legally download the rom so that you can still play this classic 
game.


Codes:

Note: I DO NOT WANT ANY EMAIL ABOUT CODES. IF YOU CAN'T FIGURE OUT HOW TO 
DO IT YOURSELF THEN YOU SHOULDN'T USE THE CODE. PLUS THIS GAME IS REALLY EASY 
TO BEAT WITHOUT CODES.

Thankyou

There are two codes for D&D Warriors of the Eternal Sun.

For the first code, you must hold the start button on the second player paddle 
while hitting down, B, right, up, C, left, A.

Now enter your game and go to camp (press start) go down to options then you'll 
see a new option of "special". Enter this, and you'll be able to listen to 
any music from the entire game, turn monsters on/off, or give yourself as 
much gold as you want.

Then second code is a little bit more challenging. First you cannot have any 
save files (which is a little complicated to do. Either you must remove the 
battery, not recommended, or download the Rom, and Emulator, and delete all 
the save files). Also the code is pretty much impossible to do in the time 
you are given with 2 Genesis paddles. On a keyboard one person can easily 
do it if you set up the keys right.

First you must do the code above in the same way, and then when the Next screen 
comes up, you hold start on player 1 paddle and then hit up, A, B, left on 
player 2 paddle.

Enter the options menu as above, and you'll find "Turn Coords off" if you 
turn this on it will give you coordinates of where you are at. Boost players 
will give you lots of experience. Game level will take you to certain points 
in the game and give you key items necessary to beat certain parts of the 
game. Collisions seems to just screw up the colors.

With Game level, Boost Players, and create enemies on/off, I was able to beat 
the game in under 10 minutes.

=================================
Section 12, Credits
=================================

This entire Strategy Guide was written by: Martin Barrett*

If you have a problem with this Strategy Guide, I have something to tell you, 
"I have taken a vow of deafness, so don't talk to me."

If you want to post this Strategy Guide on your site, contact me. I have put 
a lot of work into this, so please don't steal it.

Thankyou to Sega, for such a great game!!!

*Henry at www.shininglair.com/ for the bestiary!!


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Contact me at superxero044@hotmail.com
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