NES Gauntlet FAQ/walkthrough 1.0 22 September 2002 written by melvinwang ----- Legal ----- This guide copyright 2002 Alvin Liang (email@example.com) Read, print, or use it to play and win the game, but you may not alter it or use it in any other manner without my express written permission, including but not limited to distribution or posting on your web site. The only sites allowed to post this guide are mine (Alvin Liang's) and GameFAQS. Gauntlet is a trademark of Atari Games. NES is a trademark of Nintendo. Other trademarks not mentioned are also acknowledged. If you need to contact me, my address is above. It might change a lot. I'm willing to help you with the game if you write in a reasonably literate and polite manner (in plain English, ask nicely, no alternating caps, et cetera). I guess I could take Spanish or something as long as Babelfish can deal with it. Contributors always welcome and credited. This document is 78 characters wide and 1400 lines long, I hope. -------- Contents -------- Legal . . . . . . . . . . . . . . . . . . line 0005 Contents. . . . . . . . . . . . . . . . . line 0030 Introduction. . . . . . . . . . . . . . . line 0055 Description . . . . . . . . . . . . . . . line 0064 Basics. . . . . . . . . . . . . . . . . . line 0087 Characters. . . . . . . . . . . . . . . . line 0124 Items . . . . . . . . . . . . . . . . . . line 0186 Dungeon features. . . . . . . . . . . . . line 0268 Enemies . . . . . . . . . . . . . . . . . line 0305 Hints . . . . . . . . . . . . . . . . . . line 0386 Walkthrough . . . . . . . . . . . . . . . line 0467 World 1 . . . . . . . . . . . . . . . . line 0502 WOrld 2 . . . . . . . . . . . . . . . . line 0604 World 3 . . . . . . . . . . . . . . . . line 0778 World 4 . . . . . . . . . . . . . . . . line 0917 World 5 . . . . . . . . . . . . . . . . line 1042 Ending. . . . . . . . . . . . . . . . . line 1228 Passwords . . . . . . . . . . . . . . . . line 1253 Stuff for later (or never). . . . . . . . line 1364 Credits . . . . . . . . . . . . . . . . . line 1393 ------------ Introduction ------------ I wrote this because I was bored one weekend. So I beat Gauntlet and wrote about it. There's no good FAQ on GameFAQS either, although if you put the two others (at the time of writing) together they can get you through about two-thirds of the game. Hopefully this fills some tiny, tiny, useless void. ----------- Description ----------- Gauntlet is an adaptation of the arcade one changed to include a little more emphasis on exploring and finding hidden rooms, although there are still hordes of monsters to whack. You have to find all the ? rooms to win the game, as you lose instantly on the last level if you don't know a particular vault combination before you enter. I've played this game since it came out, and it's really freakin' hard, to say the least, unless you have two players. Even then it's barely beatable without a lot of skill and luck. This is false, of course, if you play on an emulator and use save states. Cheater. This game is finite unlike the arcade version. It takes about six hours to complete from start to finish. I can beat it on the console, but only by using the password feature repeatedly until I get lucky enough to make it through the last set of levels. It's a great game if you're looking for a challenge. There's so much to discover in this game, although the monster whacking gets tedious at times. ------ Basics ------ Some of this should be obvious. Use the control pad (+) to move. Use A to shoot. Use B to use a potion. You can also fight by simply trying to push against enemies. To enter a password, get to where the game asks you how many players you want. Point to your choice, then hold A and press Start. If you use a password make sure you remember the vault combination! Otherwise you'll never win unless you're really good at guessing, and all your work will go to waste. Again, be sure to write down your vault combination after each clue room (the ? rooms), since the game only displays the letter for that clue, not all the letters you've collected so far. So write them as you go. If you need to get a password, pause the game. The pause screen also shows you which power-up potions you've gotten and your current status and inventory. I think the password only updates if you successfully exit a treasure room. Different passwords have different vault combinations, unless they're from the same game (e.g. you continue from a password and get a new one) as far I as can tell. Advantages of two players: Ability to carry more total bombs/keys (twenty instead of ten) Ability to have one character draw fire for another Offset partner's weaknesses Disadvantages of two players: Not enough food to go around, especially in late-game Not enough items when you don't repeat levels Lack of power-up potions Problems in tight corridors ---------- Characters ---------- They have names but I hate them so I won't use them. HP refers to health, which is called power in the pause screen. This saves me typing and avoids confusion with attack power, magic power, and fight power. Warrior: Takes less damage, shot and fight power great (destroys everything in one shot). Unbearably slow, however, and cannot fire diagonally through gaps. Bombs really only effective on death and acid puddles. Low HP bonus, as if he doesn't already have trouble getting one. Has more HP at first but low HP bonus leaves him with less overall. Sucks ass in the treasure rooms. Probably the worst character, he is nothing without a speed potion. I can't beat the game by myself using him, but it's certainly possible. Valkyrie: Takes least damage, decent in other categories. No real weakness. Magic power needs another notch even after power-up to be really useful, since her bombs can't destroy generators easily. This is quite noticeable in the last levels. Overall, not a bad choice, but the elf is probably better for experienced players who get hit less. Wizard: Takes lots of damage, good shot power, decent otherwise. Bombs always clear screen except when shot without magic power-up. Has trouble surviving in later levels because of low HP and armor. A passable guy. Elf: Extremely fast; sometimes even hard to control, especially after speed power-up. Good magic, especially after magic power-up. Better fight power than expected. Passable armor. Outstanding in treasure rooms. Highest HP bonus, ends up with the most HP. Usually my pick because of speed. Comparison: Warrior Valkyrie Wizard Elf Armor 4 5 1 2 Fight 5 3 3 3 Magic 1 2 5 3 Speed 2 3 3 5 HPs 980 900 800 820 1600 pt HPs 1460 1500 1400 1540 HP bonus 80 100 100 120 Characters receive a HP bonus when score reaches 50, 100, 200, 400, 800, 1600. I've never gotten 3200 points, so I don't know if the trend continues. You could see for yourself by repeating levels. Two player strategy: Have one person be the warrior or valkyrie and the other be the wizard or elf. The warrior/valkryie takes a beating in front (a careful, measured beating, mind you--see below) while the other one supports from behind with potions and good shot power. It is possible to pick two valkyries or two elves and win, though. Just don't hog everything. It probably is less likely that you'll win with two wizards or two warriors, though. The wizards die too easily, and the warrior's low speed is quite a shortcoming. In the later levels it becomes more difficult to exit the treasure rooms, so you won't be getting health that way as a warrior, for example. Two warriors also can't shoot diagonally through walls. I've never won with both characters alive. Usually one of us falls in the last world due to lack of food and slower movement allowing many monsters to spawn. ----- Items ----- Treasure 1: Looks like a treasure chest, adds 1 to score. Treasure chests can only be destroyed by super shots; use this to your advantage. Treasure 2: Looks like a bag of gold; adds 5 to score. Key: Looks like what it is. Opens locked doors and chests when you run into them. Carry up to ten. Potion/Bomb: Looks like a bottle. Comes in neon yellow and grey varieties. Not to be confused with poison, which usually has a darker color. These attack every enemy on the screen. Its strength is dependent on your magic power. You can also shoot the grey ones for a lesser effect. Carry up to ten, press B to use. Food 1: Looks like a brown bottle; easily destroyed. Adds 100 HPS. Food 2: Looks like a bowl of yellow sludge. Can't be destroyed. Adds 100 HPS. Poison: Looks like a dark potion; easily destroyed. No other effects when shot. Takes away 100 HPs, sometimes causes loss of character control. Locked chest: Looks like a closed treasure chest. May contain any item, enemy, or dungeon feature (except wall, door, movable wall). Invisibility: Looks like a white box with three lines. Enemies no longer go out of their way to attack. Limited duration. Repulsion: Looks like a brown box with three lines. Enemies run away. Limited duration. Reflective shot: Looks like a white box with an arrow. Your shots reflect off walls (duh). The most annoying item in the game, since you can only have one shot on the screen at a time. Useful only to hit monster generators behind diagonal walls. Better when combined with super shot. Lasts to end of level. Super shot: Looks like a flashing/brown box with arrow. Your next ten shots destroy everything (except Death and acid puddles) until they hit a solid wall. This is also useful for opening doors without a key. Only lasts for ten shots. The "everything" includes movable walls and any items, including locked chests, so don't destroy a chest that contains something essential to exiting. Invulnerablilty: Take no damage from monsters, but timed HP drain speeds up. Limited duration. Extra armor: Bottle with shield. Decreases damage taken from monsters permanently (only works once). Shoot to use as bomb. Extra magic: Brown bottle with spot. Bombs permanently do more damage (only works once). Shoot to use as bomb. Extra shot power: White bottle with spot. Shots permanently do more damage (only works once). Shoot to use as bomb. Extra fight power: Brown bottle with knife. You permanently do more damage running into enemies. Only works once. Shoot to use as bomb. Extra speed: White bottle with arrow. You walk faster permanently. Makes the warrior an infinitely better character, but the first one doesn't appear for quite a few levels (unless I missed one). Shoot to use as bomb, only usable once. Sacred orb: Looks like an egg; appears only in level 100. Exit without it and you lose. ---------------- Dungeon features ---------------- Walls: You can't shoot or move through walls. Neither can the enemies, so use them as cover. Cracked walls: These walls are destroyed by your shots. Some look like the real walls. Some contain items, exits, etc. Other times they just block the way. Doors: Requires a key to be opened. Sometimes they don't have to be opened to exit. Teleporter: Looks like a pad with a star. Warps you to the nearest other teleporter. If one isn't in range, warps you to itself. You can control where you emerge by holding a direction. If two are the same distance away, it warps you to one or the other, which somehow depends on the color of the teleporter when you step on it (at least in the arcade). You can kick yourself out faster by pausing and un-pausing the game once or twice. Stun panel: Looks like a pukish green checkerboard. Extremely annoying. If you step on it, you can't move or shoot for about four seconds. You can remove this effect by pausing and un-pausing the game, which is still annoying. Flashing panel: Looks like a flashing checkerboard. Opens up certain walls elsewhere in the level. Most are useful but some only open up paths to enemies. Movable wall: Looks like a white block. You can move these by pushing against them. You can even move them along walls by pushing diagonally also. They generally get in the way but can sometimes cover you. ------- Enemies ------- * Overview * Enemies come in several types. Most of them also come in three varieties: easy, medium, and hard. Easy ones take one shot or hit to kill, hard ones take as many as three. The same goes for generators. Harder generators generally look more elaborate; for example, the hard type of brown box has a demon emblem on it. * The enemies * Ghosts: Easy to kill but can't be fought hand-to-hand. Generated by skeletons. A trick, if you hold down the shot button and stand still they can't hurt you a lot of the time. Grunts: The faster ones drain you life like crazy so try to shoot them. Generated by brown or gray boxes. Gray boxes can't be destroyed in hand-to-hand combat. The fat green things in level 100 are like them but are generated by green boxes. Demons: Most of these shoot. Like grunts they shoot/fight really fast in later levels. Sometimes they shoot things for you. Also generated by brown boxes. Lobbers: All of them shoot but you only get hurt where the little ball lands. Much less of a threat than grunts or demons, and usually less of a threat than ghosts also. They don't seem to participate in hand-to-hand combat, so you can just run up to them and whack them. They, like the demons, also shoot things for you sometimes. Not surprisingly, they are generated by brown boxes. Sorcerers: Can't be hit while invisible, but don't hit quite as fast as grunts/demons. Yet another enemy generated by brown boxes. The small green guys in level 100 fight like them and are also generated by brown boxes. Super sorcerer: Randomly appears and takes a shot at you. Extremely annoying and difficult to kill. Just be ready to dodge when it appears. More than one can appear at a time, but luckily they only shoot once per appearance. Looks like a regular sorcerer, don't be misled. If you stand in a corner of some sort they seem to appear less. Not generated. Death: Looks like a black thing with arms. Only hurt by potions. Disappears after taking about 100 HP away from you also. Quite fast, hard to outrun if you choose the warrior. Other characters can try to trap it behind a wall by backtracking and running in circles. Not generated. Acid puddle: Looks like a black blob. Does very little damage unless you stand on it or push against it. Only hurt by potions. Mostly annoying only when they block the path you have to traverse. Try to wait until they move unless it's a really narrow hallway, or use a bomb. Another reason not to be the warrior since you can't duck by easily. Not generated. Fat green thing: See grunt. Only appears in the last level. Thin green thing: See sorcerer. Only appears in the last level. Dragon: Only appears in the last level. Heads don't attack until you attack them, so only attack one at a time. Bombs put them back to sleep. To kill it, start by attacking the left or right head. Then run up to it on the other side (as close as possible), it can't hit you there. DON'T shoot any other heads. Wait for it to stop shooting, then run back over to the head that's awake and shoot it. Repeat for the head on the other side. Then attack the middle head by hiding around the corner or by running back and forth at the wide part of the room and shooting diagonally. Sounds harder than it is, just have enough health to last through the fight and to take a couple of hits, and a bomb or two for when you hit the wrong head. Not generated. If you have two players against the dragon, go one at a time, otherwise you get in each other's way. ----- Hints ----- * How to take a measured beating * If you only pick up one tip here, let it be this one: whenever you can, shoot through the diagonals of the walls (unless you're a warrior). With this tip you can get quite far the first time you play. Fighting diagonally is not just limited to gaps in walls. It also works well to pick generators off by popping out from around a corner. To kill things most efficiently, keep the generators offscreen where they don't work, then fire a shot and follow it until you can barely see the generator. Immediately back up and repeat. This doesn't always work due to level layouts, but it stops you from getting flooded with enemies when it does. You are almost REQUIRED to do this in the late-game. Inch forward when there are no generators in your path, so fewer enemies can appear at a time. But don't go too slow, as your health drops constantly, and if generators are on the screen, they could flood you with monsters for later. If you didn't see it above, if you step on a stun panel pause and un-pause to free yourself. The same applies to teleporters, since enemies can hit you as you teleport (really cheap). And pausing also causes shots (yours and those of the enemy) to disappear. Pausing on shots is only useful once in a while, like when a super sorcerer appears and there's nobody else around. Ghosts sometimes don't hurt you if you stand still and shoot by holding A. Sometimes you don't have to really stop and shoot; you can just run by and punch anyone on the way. But this doesn't always work. Learn to judge when it will and you can save a lot of time and health. Sometimes you don't have to conserve as much, like before a treasure room. But remember that you must exit the treasure room to be healed. If you can't destroy generators with your potions then try to use them right when you pass through an area with a lot of enemies and run by the generators before new enemies appear. Collecting things besides clues, keys, and potions is not always important. * On dungeon hopping * The shortest route is not always the best one. You'll miss out on items and treasure. Believe me, the impossible final levels are a lot easier when you have a bunch of bombs. And sometimes you'll get stuck without keys and have no choice but to die or reset; this version doesn't let you stall doors open. On a related note, the obvious exit is usually the wrong one. Not always, though. In some levels, the exits are random. At least they don't move. If you have time, shoot walls to find hidden things. Repeat levels to stock up on keys and potions and, in the two-player game, to pick up power-up potions for the other player. * Other notes * The maximum number of keys and the maximum number of bombs you can hold is ten. If you see another one, don't pick it up until you need it. This is only a problem in the mid-game, but will help you greatly at the end. The same thing goes for food when you have near-maximum HP. You can always go back for these items just before exiting if you plan on clearing out the level. Save your super shots, but not at the cost of a lot of your health. They can cut through lines of enemies in short corridors as well as save you keys. Finally, you probably won't win on your first try (on the console). But KEEP ON TRYING! You can use passwords and written-down combinations to cut the number of stages you have to repeat. Some places just require luck; it isn't your fault if you lose, like if you're low on life and can't find the exit in the damned world 4/5 treasure rooms. And it's easy to lose to even the smallest mistake--scrolling on one too many enemies, for example, or using a key by accident as the elf. Play some other music on a stereo when you play the game so you don't go insane listening to the extremely limited and obnoxious soundtrack. ----------- Walkthrough ----------- * Reading this section and navigating the dungeons * There are multiple exits in many levels (including the first). Many of them are either fake or take you to earlierlevels, but you won't always know which one in advance is the right one. One exit that I've seen is so dirty that it dumps you back several worlds (which is not a bad thing if you miss a clue). If you haven't read it elsewhere (in this FAQ, your manual, another FAQ) you have to have a certain combination to enter the last room. Otherwise you lose when you get to room 100. To find this combination you must visit every room marked on the map with ? before the number. Treasure rooms allow you to increase your score (and your maximum HP). If you exit before time expires (30 seconds) you also have your life refilled. In later treasure rooms your first priority should be to exit. These are marked with $ on the map before the number. Normal rooms have the digit 0 (zero) before the number. A line between rooms indicates that there is a path between them, not necessarily two-way. You start in the lowest-numbered room in each world. I used the elf to write this walkthrough, so sometimes you may not be fast enough to use some of these strategies as a different character (warrior). I have won with the valkyrie using a similar strategy. Maps are adapted from those given in Dragooneth's FAQ which is apparently not copyrighted. * World 1 * Four treasure rooms ($04, 08, 13, 19), one clue room (?16) Shortest path: 1-5-9-10-11-12-$13-14-15-?16-$19. My path: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-19. Shortest without clues: 1-5-9-10-11-12-$13-14, then any path directly to $19. Shortest is eleven rooms, mine is seventeen rooms, shortest without clues is eleven rooms. My path nets you much more treasure, especially good while it is easy to collect. In general, you can rush right through this world. Don't. Try to raise your maximum HPs, since treasure is scarce later. Also try to save up some potions and keys. $19-018-017 | | | ?16-015-014 | $08-009-010 012-$13 / | \ | / 007-006-005-$04 011 | \ 001-002-003 01: This level is easy. Be sure to collect the treasure in the middle room. If you want to go to level 5, shoot the little wall sticking out from the outside border of the level in the upper-right. Don't forget the potion in the lower-right also. 02: This level is also easy. Try to collect all the treasure you can. There's food in the upper right corner. 03: The exit is on the right side, but collect all the treasure first. 04: Treasure room. The exit is in one of the corners. There's a key on the left side. 05: If you collected a key in level 4, the upper-left corner is a great place to use it. The hidden exit to level 9 is in the upper part of the level where the three treasure boxes are. The normal exit is in the lower-right. 06: The locked chest contains food. There are two keys on this level. At the end where the path turns north, I usually just run for the exit. Even the elf can do this with his low fight power. 07: The locked chest contains invisibility. Try to explore this level, there's a bomb and a key here. 08: Treasure room. See description for level 4. 09: This level scrolls forever left-ro-right. The lower locked room contains food and reflective shot. The upper locked room contains a bomb, key, food, and a death. 10: You can avoid the first door by shooting the left part of the wall where it is located. The first three flashing panels only release monsters; the last one releases the exit and a bomb. 11: If you want to go to level 12, exit at the bottom by hitting the upper- left flashing panel. You'll also need to shoot at a solid wall. If you want to go to level 13, hit the other two. However, there is extra stuff to pick up by both exits, so you might want to hit all three panels. 12: There's hidden food in the fat parts of the wall near the start, be careful when revealing it not to shoot it. There's a lot of good treasure on this level, including extra shot power; don't let the demons shoot it. The exit is also hidden near the start, but you'll have to hit a flashing panel in a wall to reach it and another one in the locked chest to reach the aforementioned one. 13: Treasure room. See description for level 4. 14: There's a breakable wall on the right wall near the door out of the first room. The left exit goes to level 15, the right one goes to level 17. 15: Hit all the flashing panels to reach level 16. Otherwise exit early to level 18. The locked chest is just a standard treasure box. There's an armor potion hidden in a wall here! It's in a block below the room with six treasure chests. 16: Hope you have two keys. Open the chest to the left of the exit and the one to the right of the clue. You'll find a flashing panel and extra magic power. Then find the room with food and shoot the center wall inside. Finally, return to retrieve the clue and exit. The other chests contain a flashing panel that also goes to the food room and a poison. This level is time-limited since it's a clue room. 17: Opening four doors leads you immediately to the exit. Otherwise there isn't much of note in this level. The locked chest near the line of other chests is a standard treasure. The other one is food. A hidden wall lets you shoot the generator in the lower right. Both exits lead to level 18. 18: There are hidden super shots in the upper right part of the level. You might want to just run for the exit, though. Hit the panels near near the exit to open the path. 19: Treasure room. See description for level 4. My route to here: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-19. (17 total) * World 2 * Four treasure rooms ($24, 29, 36, 41), one clue room (?20) Shortest route: 20-21-(22)/(23)-$24-25-?26-27-28-$29-30-34-$36-37-38-40-$41. My route: 20-21-22-$24-25-?26-27-28-$29-30-31-35-34-$36-37-38-39-40-$41. Shortest without clues: 20-21-(22)/(23)-$24-25-27-28-$29-30-34-$36-37-38-40 -$41. Shortest is sixteen rooms, mine is nineteen rooms, shortest without clues is fifteen rooms. Going to 22 gets you some extra fight power, going to 31 and 35 gets you extra magic power, and going to 39 gets you some extra speed. And you can repeat 35 if you have two players. Don't skip levels here either, except 32 and 33. 020 037-038-039 | | \ | 021 $36 040-$41 | \ | 023 022 033-034-035 | / | | | $24 ?26 032-030-031 | / | | 025-027-028-$29 20: The locked chest contains a Death. There's a fake wall near the door, to the left. There's another extra shot power here, useful if you have two players; otherwise shoot it to use it as a bomb. Death is at the exit too. The first two panels open a generator only, the second group opens the path to the shot power. 21: The exit in the upper right leads to level 22. To go to level 23 hit all the flashing panels. If you don't mind dealing with another Death you can collect another bomb by shooting walls on the left border of the level. 22: Open the top door at the start only if you want a potion. Then grab the keys and open the bottom door. Follow the path to some flashing panels and eventually some extra fight power, food, and the exit. 23: This level pisses me off. Teleport around and collect stuff if you want, but I usually just try to leave. In the room to the right of the start there's a fake wall that leads more easily to an exit. You can also get a potion there. In all, there's two potions and a lot of food and Death. 24: Treasure room. The exit appears randomly, try to spot it first. There's a room with fifteen chests, try to hit it early. There's also a fake wall you can shoot but it only leads to another crappy treasure chest. 25: All the locked chests contain food, there's a fake wall with food, and there's food all over the place anyways. Don't wet yourself with hunger. Seriously, this is good if you failed to exit room 24 in time. Exit in the bottom exit to go to level 27, in the upper right to go to 26. Take the first teleporter you see to save a key by going around the door. Just run for it in the room with the exit to 26 unless you're the warrior. 26: You'll need one key here. As a reminder, this level is also time-limited. Shoot out through six walls on the left. If you want, open the door and grab the ten (yes, TEN!) bombs. Otherwise head for the teleporter, and hold down on the controller. Open the locked chest for the clue, then enter the teleporter and hold right to exit to 27. As for hidden items, in lone blocks in the middle of some of the rooms are a treasure bag (5 treasures), single chests, and an armor potion. 27: This is what I affectionately call the first "reset point" of the game. If you get a movable wall stuck in the wrong corridor, you'll see why. From the start, the lower-left corridor leads to three treasure boxes, and the lower-right one leads to the top. At the top, find the fake wall near the skeletons and shoot it to find the path to the exit. All five exits lead to 28, but grab the food. The other two paths lead to each other. The warrior is helped greatly by the invunerability. Just run to the exit. 28: Take the path on the right first, and hit the flashing panel on the way. You can shoot out the wall on the right near the end of the path, or you'll return to the start. You can either shoot out the wall or take the center path from the start to reach the fake wall a different way. There's a potion near the top; you can either use it to kill the puddles and hit the flashing panel or use it to go for the exit, which is surrounded by Deaths. If you hit the flashing panel, you can reach the exit from behind. There are also fake walls to help you avoid the Deaths if you so choose. 29: Treasure room. See description for level 24. 30: Upper exits lead to 32. Lower-left exit leads to 31. Lower-right exit leads to 34. There's food in the corner wall near the upper-left exit. Flashing panels seem to only release Death. Again, lots of food here in case you couldn't exit the treasure room (for warriors, basically). 31: Shoot the fat wall to get a key. Then find and hit the top flashing panel and follow the path it was on to find a locked chest with a flashing panel inside. Then find the path to the exit. The other path opened by the other panel only leads to some treasure and a locked chest containing a key, so it may not be worth your time and HPs. The first time I played this, I had no keys and didn't know about the one at the beginning. Quite frustrating. 32: First appearance of gray monster generators here. Top middle rooms have only food and treasure. Top corner rooms have only poison and treasure. Whether you enter or not, grab the key at the top. Bottom middle has four foods, but flashing panels in front of them release Death. Lower-left has two foods, four treasures, and an exit. Lower-right has no food and eight treasures, but you have to release grunts to get them. Both exits lead to level 33. 33: Another annoying level. Some exits are fakes, some lead back to level 32. Only one goes to 35. For me the real exit was the one with treasure around it, this may change from game to game. To start, shoot out the two fake walls directly south of you. Going back to level 32 could be useful if you are in need of food or keys, I guess. 34: The bottom exit leads back to level 30. I can see one use for this: to get the potion in 35 again. You can reach it and a key by going down from the start. To move on, go to the top until you see a door. Open it and hit the flashing panel. If you go for the food, be careful of Death. Then go down until you reach the teleporter and enter the other corridor, and go up for the exit to 36. 35: There are fake walls everywhere in this level. Some are only there to help you shoot generators, while others lead to treasure. There's one near one of the top teleporters that can save you some backtracking. Anyways, start by going right and hitting the flashing panel, then get to the second top teleporter to reach the bottom corridor. Be sure you collect the extra magic potion in the in the locked chest near the second flashing panel. I have no idea what the panel by the exit does. To reach it and the exit to 34, use the bottom teleporters holding right until you get there. 36: Treasure room. See description for level 24. 37: Straightforward level. Hit all the flashing panels. You don't have to hit the one in the door, so go down past the puddles before you open it. Hit the one by the locked chest instead, unless you really want four treasure boxes. The locked chest contains an extra speed potion, and the exit is in the wall above the bomb. If you have ten bombs and need to use one, use it on the left side. The warrior can now rejoice, as he sucks much less now. 38: Lots of locked chests and doors here. Lots of ways to waste your keys too. Grab the first key (if you need it). Then go to the upper right and open the door to three keys and a locked chest with food that you might want. Then you'll have to go to the middle room, which has a flashing panel in open. Open the door and hit it. Then go to the left, grab the key, and open the top door and the locked chest in the way. If you need potions, you can get the one in the upper left and get the key back. There's one in the locked chest right above where you start, but it takes a net of two keys to reach it, since you'll have to go to the lower right and open a door and a chest first, although you'll get a key in the process. There's one in the left chest surrounded by stun panels near the first key also. You'll probably use a potion or two to pass the acid puddles. Use keys wisely or you might have to reset. It is possible to get most of the useful things on this level if you plan ahead and know which chests only contain enemies or traps. Finally, the left exit leads to 39 (and an extra speed potion there), while the one on the right leads to level 40. 39: This is a maze. A maze packed with food. Don't be afraid to hit stun traps since you can use the pause trick to get away. You can kill the Death at the bottom by teleporting on top of him. Then you can get an extra speed potion. Continue to the exit or keep exploring. There are four treasure chests that you can't reach as far as I know, so don't sweat it. 40: The locked chest at the beginning contains Death. Super and reflective shots are at the bottom. The left wall of the room containing the monster generator that you can't shoot diagonally has a key. The upper-right locked chest has a potion. 41: Treasure room. See description for level 24. My route to here: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-19-20-21-22-$24-25 -?26-27-28-$29-30-31-35-34-$36-37-38-39-40-$41. (36 total) * World 3 * Three treasure rooms ($49, 55, 62), two clue rooms (?46, 54) Shortest route: 42-43-?46-47-48-$49-50-51-53-?54-$55-56-57-(58-61)/(60-59) -$62. My route: 42-43-?46-47-48-$49-50-51-53-?54-$55-56-57-58-61-$62. Shortest without clues: 42-45-44-$49-50-51-52-$55-56-57-60-$62. Shortest is sixteen rooms, mine is sixteen rooms, shortest without clues is twelve rooms. I choose 58-61 because you can stock up on keys and bombs, but if you're hurt and have one or two keys you might go the other way, maybe passing through 59 if you don't want to hack through 60. 61 also has magic power if needed. Look at you and your partner's status to decide. With two players you should usually go to stock up on other items, not to get the magic power. The hard part about this world for first-time players is that it's hard to know which path to take even with the in-game map. You have to take a certain two-level path to reach the clue rooms. 056-$55-?54-053 | \ | 059-060-057 052-051 \ | | | $62-058 050-$49-048 \ | | | 061 045-044 047 | | | 042-043-?46 42: At the first intersection, go left to reach 45 or right to reach 43 (and the clue). This level is quite straightforward but packed with enemies. Work fast so that more don't spawn. There's a hidden key near the six chests, and near the exit to 43 is a chest with extra fight power. 43: And yet another annoying teleport level. Teleport to the either of the two rooms below that have a Death inside and hit a flashing panel, then teleport to the halls. From the halls, find an open room and teleport from there to the exit to level 46. OR, teleport to a room with a Death, run to the teleport on the other side, and hope you go to the exit. If you fail, you have to take an outer exit, and you'll miss the clue, unless you hit a flashing panel first. 44: The flashing panels release enemies. You can avoid the first set by shooting a nearby wall. Also hidden in this level is a food at the corner near the right end of the zigzagging blocks. There's a Death in the wall that's the left tip of those blocks, so watch where you aim. After the second group of flashing panels you can shoot through the upper wall to avoid confrontation. Most of the locked chests contain food; one contains a key and another a bomb. 45: Avoid the flashing panels unless you like dealing with four Deaths. Clean out the enemies to the left first, picking up a repulsion item. Then hit them, and run away quickly. Other than that work your way to the exit to level 44. 46: This is pretty easy except for the enemies, which I usually run by using the repulsiveness at the start. Go to the tail of the arrow in the center, shoot out the wall, and open the locked chest for the clue. Then hit the flashing panel, leave the arrow, and go left to the exit. 47: Go right and hit the flashing panel. Then go left, opening the door, to exit. There's a potion in the lower-right, and keys in the top middle after hitting flashing panels in the bottom middle. 48: From the start go left for food and a locked chest with a bomb. The locked chest by the movable walls also contains a potion. All the exits lead to level 49. 49: Treasure room. Work your way outside. Sometimes the exit blocks the way to getting more treasure. If you're the warrior and don't have extra speed you have no time to lose unless you're lucky and the exit is in your face. 50: Work your way up to the exit using the teleporters. You can get some bombs here, and sometimes you don't have to teleport up if you want to get more stuff. The first locked chest has food. Hang around after you hit the flashing panels near the exit; the left room opened by the left panel has extra magic power hidden in one of the eyes of the happy face there. The right room has three Deaths in the mouth, though. Both rooms have super shots in the corners. 51: Some panels open the way to Death, some open the way to food in opposite corners, and one I don't know the purpose of. Run to the exits. Left exit goes to level 52, right exit goes to level 53 and towards the clue room. 52: Easy level if you don't open any doors. Instead head down, then towards either upper corner. Then head to the opposite upper corner to exit. Nothing of note at all except the four keys at the start. 53: The locked chest to the right of the exit contains extra fight power. Otherwise, run to the exit. In particular leave the center room as fast as possible to avoid getting swarmed. 54: You need one key at the start to exit and get the clue. If you have it, then grab the keys and head for the upper-right room, then the upper-left one. Then head to the lower-right room to exit. Super shots work well here also. 55: Treasure room. See description for level 49. 56: You cannot reach the treasure room near the start. Work your way down with help of cracked walls and flashing panels, then return to the center for the exit. Locked chest contains invunerability. 57: There is an exit immediately accessible near the bottom to level 58. Hitting the flashing panel opens the exit to level 60. Locked chests at the top and bottom contain a treasure box and a food, respectively. 58: Only one exit leads to level 61. Other exits lead back to 57. The pair of levels is worth repeating if you are low on items since there's food, keys, and bombs. You can reach level 62 from here also. At the start, be careful not to shoot out the last wall below you, as it contains Death. There's super shots in the upper-left. In general I never exit near the bottom of the level. 59: To exit quickly enter the teleporter and hold down-left on the controller. Continue in that direction. If you have no keys, failing this and ending up at the lower-right can make this level into a forced reset/death. Only go there if you want to enter the big treasure room on the far right. 60: Three exits here. You can reach the one on the right immediately by opening the locked chest and hitting the flashing panel that appears. Otherwise, get ready to battle a bunch of enemies and find a bunch of fake walls. From left to right, the exits lead to levels 57, 62, and 59. If you choose to go through the long way, the hidden paths follow a zigzag taking you through every large room. 61: All four exits lead to level 62, but they are opened by panels on the opposite side from them. There is extra magic power in the locked chest near the top exit. If you grabbed super shots in level 58 you can open many doors here. 62: Treasure room. See description of level 49. My route to here: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-19-20-21-22-$24-25 -?26-27-28-$29-30-31-35-34-$36-37-38-39-40-$41-42-43-?46-47 -48-$49-50-51-53-?54-$55-56-57-58-61-$62. (52 total) * World 4 * Three treasure rooms ($67, 71, 78), two clue rooms (?66, 70) Shortest route: 63-64-65-?66-68-69-?70-$71-72-75-$78. My route: 63-64-65-?66-$67-68-69-?70-$71-72-75-$78. Shortest without clues: 63-64-65-$67-68-69-?70-$71-72-75-$78. Shortest is eleven rooms, mine is twelve rooms, shortest without clues is eleven rooms. Shortening the path you take becomes a greater priority now, as you take much more damage per room. Make the call on whether to restock keys and potions at the cost of health. Hopefully you already have most of the stat potions. 063-064 | 065 / | $78-077 ?66-$67 | | \ | 074-075-076 068 | | | 073-072-$71-?70-069 63: Invisible walls! Almost as annoying as teleporters. Just feel around to find treasure, food, Death, a bomb, and the exit. There might be something in the walls, but I've never tried. Shooting can help you find a path. 64: Invisible walls again. This level is easier. Go left to the flashing panel, hit it, and go down to fight the ghosts, then left, down, and right to fight the grunts and collect food, then down and right to reach more ghosts. Go up and left from near the left side of the line of treasure to leave for level 65. Again, there might be something hidden, but I've never tried to find it. There's only more treasure around the level. 65: The invisible walls are diagonal this time. Head for the upper-left, then try to reach the lower exit to the clue room. Explore if you want. 66: Another easy clue room. The clue is in plain sight at the beginning. Enter the room with the clue, then use a bomb if you have ten. Go around to the exits. The one further away leads to the treasure room if you want to go there. You'll have to shoot an invisible wall near the bottom. Be sure to grab the fight power if neccessary. 67: Treasure room. And an incredibly frustrating one. You might never find the exit. Concentrate on doing it, though. Just make a beeline for the next teleport pad. This is where luck comes in. . . 68: Well, at least you can see the walls again. At the opening, start shooting as three grunts immediately attack. There are monsters on all four sides but luckily few generators on this level. You can also use stun panels for cover, and remember that lobbers can't go hand-to-hand; just run them down like a crazy truck driver. This place is divided into four corners. The upper-left locked chest has an enemy. The upper-right has two keys. The lower-left locked chest has a bomb. The lower-left chests contain a Death and an exit. Try to save your bomb by luring the Death out and then running around it. Running out of keys might force you to restart. 69: Go down and grab the food, but no further as a Death awaits you. Use the upper teleport until it dumps you on the right wall. Hit the flashing panel, then go aound and use the teleporter to the left of the one you first took until you emerge near the upper-left flashing panel. Go right for food or go left for the exit from there. Take your time and remember the tricks of following your shots and pausing on super sorcerer shots. 70: The first clue room you have no excuse for missing. This room is pretty difficult, luckily the next room is a treasure room. So don't worry too much about conserving life. (On the other hand, this world's treasure rooms are hard to exit.) Every room except the exit rooms has food, but it's located in an inconvenient, easily-shot place. To make matters worse, the exit location changes each game. Here are the directions you can go, clockwise from the top: An exit, four demons, initially blocked off. A food, two skeletons, and a hidden flashing panel in the lower-right that you must shoot. This panel opens the lower exit. Four acid puddles, a food, and a flashing panel that opens the path to the key at upper-left. THE CLUE is hidden in the upper-right corner here; shoot it to reveal it. Also two skeletons and a food. The other exit and four demons, initally blocked off. Two skeletons, a food, and the same flashing panel as the one by the acid. Two deaths, a locked chest with flashing tile that opens the top exit, a food. Two skeletons, a food, and a key, initially blocked off. Just run from room to room as fast as possible. Obviously go to the upper- right first. Then get the key if you think you have enough health and time, then open the bottom exit hoping to save the key. Finally open the top exit if you must. Time can be a problem here. 71: Treasure room. See description for level 67. 72: Avoid all the doors. Run and grab the key, then follow the narrow, door- lined path to the flashing panel (open that door) and then to the exit to level 75. Or, continue to the bottom wall and follow it to the exit to level 73. 73: It looks familiar, like level 64. But this time go left after killing the grunts to reach the line of treasure chests and then fight the line of skeletons to exit. 74: Another familiar level, like 39. The path's different with less/different treasures. You'll have to use a bomb to go past the damn puddles. 75: Finally, a different level. Try not to release Death unless you have to. At least kill them both using one bomb. Only release Death if you want an extra speed potion. Otherwise go all the way right to go to 76 or all the way left through the teleporters to go to 78. 76: Back to the familiar levels. Head to the lower right corner to exit. Plenty of food here. Where the key was hidden last time (top-middle room with generator, left wall against border) is a potion. 77: You can run right on to the exit by following the path with Death (bottom). Teleporting right first gets you a lot of food and treasure. 78. Treasure room. See description for level 67. My route to here: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-19-20-21-22-$24-25 -?26-27-28-$29-30-31-35-34-$36-37-38-39-40-$41-42-43-?46-47 -48-$49-50-51-53-?54-$55-56-57-58-61-$62-63-64-65-?66-$67-68 -69-?70-$71-72-75-$78. (64 total) * World 5 * Three treasure rooms ($83, 88, 92), two clue rooms (?81, 90). Shortest route: 79-82-?81-82-79-$83-84-86-87-$88-89-?90-91-$92-93-94-99-100 My route: 79-82-?81-82-79-$83-84-85-84-86-87-$88-89-?90-91-$92-93-94-99-100 Shortest without clues: 79-$83-84-86-87-$88-91-$92-93-94-99-100 Shortest is eighteen rooms, mine is twenty rooms, shortest without clues is twelve rooms. ?90-091-$92-093 | / | 088-089 095-094-097 | | | | 085 086-087 096 099 098 | / | 084 082-?81 100 | | | 083-079-080 This is 18 rooms if you want the clues. Ouch. This assumes you don't take any wrong turns ever and that you don't want the extra armor potion. However, if you know the combination already this becomes a bit easier. The most devious world yet. Many places where taking the wrong exit makes you repeat levels. Lots of them. And you will repeat level 79 at least once, and either 80 or 82 once also, if you want the first clue here. At least the treasure rooms improve a bit, because keeping health up is a HUGE problem. Even one crappy-ass but persistent grunt can wipe away 100-200 HP in less than five seconds. 79: Hope you have some super shots left over from 77 or 75. Use and follow them to reach the exits with minimal damage and using fewer keys. The upper-right exit leads to 80, upper-left leads to 82, and lower hidden exit leads to 83. Don't forget the key near the start. If you don't have super shots, you're out of luck. Take your time and inch forward as your shots leave the screen to take cheap shots. If you're headed to the treasure room 83 you could try running for it near the end. 80: Every time I'm here, the exits change on me. Try the upper locked chest for a different exit. So the first time, dash over to a visible exit. If it doesn't take you to the place you're going try the other set when you return. The exits are consistent from visit to visit as long as you haven't powered off the console, reset or died. Good luck, you might be playing this level and 79 over and over again. That's what the password is for, so I hope you found the exit in 78 (all a matter of luck for the last three!) One exit returns you to the title screen. (Or is it a bug?) 81: Once you pass this level then all you need is a password, which is easier to get in this world (one good thing). You need to open all four chests for the clue and three flashing panels. There's food here, but the grunts are VERY dangerous. Move fast so they don't have a chance to generate. Since I was dashing through 79 and 80 I still had a couple of super shots. I also had them one time from going through level 82 instead of level 80. If you do also, use them but be careful not to break the locked chests. After hitting the panels go to the right side and break the innermost wall where the walls disappeared to reveal Death and the path to the exit to 80. Do the same on the left to go to 82. You need to return to 79 now, so use the appropriate exit in whichever level you go to. 82: This level is probably easier than 80 since there are fewer exits and more items. Especially try to get the extra super shots and save them, and try not to kill Death with a bomb. There's also four foods in the bottom tri- angular room. A second exit is in the fat wall in the top of the room with a lone tele- porter. Carve a path through the wall to reach it. 83: Finally, a treasure room. The real exit is randomly placed, but at least there are no teleporters. Again, the first priority is exiting so you can refill your life. With the elf you have no excuse for not exiting in time. With the warrior, I'm surprised you're here if playing alone. 84: A million fake exits. All but one goes to 84. The right one is in the top left but you have to pass most of the level (ugh, sorcerers) to get to it. Remember, try to save bombs. But there is an easily collected one in the bottom left, and you can play 84-85 repeatedly with a bit of skill to save a few up. Just circle the wrong exits to shake Death off at the end. 85: A rare armor potion is here. In plain sight. DON'T SHOOT IT. Then follow the top path to the exit. To deal with the four deaths, try a bomb. Or lure the top one out since the others will be stuck behind a stun panel, and leave him in the room with six treasure chests, then return and approach the exit from the right and watch as the other three get stuck also. Obviously you have to be quick. 86: Straightforward but tough. Use hit-and-run tactics mixed in with some shot-following. Again, save your bombs unless you're totally screwed. Don't use one on the puddles, be patient. You'll have to rush in to grab treasures that protect the generators. Kill the demons using the pause trick; they cannot regenerate. The grunts surrounding the exit cannot either. Even with all these tricks it's easy to lose 400-500 HP here. Finally, keep moving so the lobbers miss. 87: If you can pass the middle without using a bomb then you are a freakin' god at this game, or you're using a patch code. Use the bomb from the twisty corridors for maximum effect. It helps a lot here to be the elf or wizard. Otherwise, save your health--you're almost to the treasure room! Use the same tactics as in 86, and go DOWN from the start to skip the dead end. 88: Treasure room. See description for level 83. If you fail to refill here you are probably screwed, sorry. 89: From where you start, go left a bit (after killing the opening rush of grunts) and you'll see a locked chest. Open that chest for 90. There are three keys visible from the same vantage point that you should also get. Use the diagonal shooting trick while you're there to free the keys, too. Otherwise, same old killing strategy: hit-and-run, follow, conserve. Other exits lead to 91, avoid them; we'll be there soon enough. 90: Last clue room! I recommend getting the bomb from the upper-left chest in the spiral, and grabbing the key there also. Then rush to the upper-right and take the hairpin up to the locked chest with the clue. Finally, follow the border then go up until you're to the left of the exit. Shoot the walls to reveal Death, whip out a bomb, and dive for the exit. Don't worry about keys unless you plan on going back to grab missed clues, there are almost no doors from here on out (except two in the final level). There are a lot of enemies here so stagger while shooting or use your fight power. Try not to get hurt too much as there's one more level until the last treasure room. 91: Grab the power-up boxes, then when the upper-left wall is destroyed by the suddenly-appearing ring of lobbers, run to the corners in search of the exits. I had 900 health as the elf and I had to run to all four corners, and I still made it with 400 left. Only run enough to see if the exit is actually there. Then run for the exit if it is. 92: The final treasure room. See description for level 83. You'd better not fail to leave on time. 93: Use the ghost/shot trick right off the bat (see Enemies), then search for the flashing panels behind the teleporters. Hit them to open the exits, one of which is completely fake, the other going to level 94. Use the same tactics as before. I usually get by with 400 damage. 94: Lower-right exit goes to 98. Lower-left exit goes to 95. The good exit is in the middle left but you have to go ALL the way around to reach it. Try to save bombs, again, but you might have to use one or two anyway. Shoot the wall by the demon generator to open the good exit. Try running by some of the enemies at the end before they spawn. 95: Plays exactly like a level from long ago. Even the enemies are easier. Quick recap: teleport right. Hit flashing panel. Teleport left. Hit panel. Bottom left corner has exit. 96: A hard battle. And then I can't find an exit. I shot every single wall, I swear. Sorry, but I think it's game over here. I even shot a bunch of air in case it was like level 70 when the stuff appeared out of thin air. Maybe the walls shaped like arrows mean something? 97: Too many exits to shake a stick at. The right one goes to 98. 98: This time, too many locked chests to shake a stick at. When I played the one furthest below the start contained an exit to level 32 (!). All the others contained grunt generators. 99: This is what I've been telling you to save bombs for. Bomb your way out of the middle. Turn left at the immense line of generators and go to the top, then spiral out to the exit in the lower-left. Bomb when neccessary. Once you pass the line you shouldn't need as many bombs. The theme here is HP conservation. If you start with five bombs you should be fine as the elf or wizard. One or two more for the other classes. Remember, you can just run by once the monsters are dead. Try to save one or two bombs and about 500 HP for the last battle. 100: The final battle. Before you enter you have to enter the combination. Any mistake and the room appears but you immediately die. Otherwise the room appears. Turn left and attack the green things. Then inch over and take on the others one at a time. Again, saving health is the main concern; the dragon (Guardian) appears in this level. I can usually reach the dragon losing less than 150 HP if I use my bombs early to clear out the Sacred Orb and at the same time protect myself. There's one food and one potion here. Save the bomb for the end, because there are a lot of little guys left too. Any leftover bombs from 99 are quite helpful also. After you kill the dragon (see Enemies section), hit the flashing panels and explore until you can retrieve the sacred orb. Don't leave without it unless you want to lose! * The Ending * It's not much of a spoiler to post it here. It plays some dumb music, says: VICTORY YOU HAVE SAVED RENDAR (combination) (password) then scrolls the following: VICTORY IS YOURS THE SACRED ORB IS FREED AND MORAK HAS FLED THE LAND ORDER IS NOW RESTORED AND RENDAR IS SAVED These messages repeat. When the music stops you see a dumb fireworks effect which is just the sky changing colors quickly. Meanwhile your character(s) stands (stand) there next to the Sacred Orb. THE END! Now beat it all over again and waste another day. --------- Passwords --------- To enter a password follow the directions on the screen where you select the number of players (hold A, press Start). According to Dragooneth's FAQ passwords don't work if you collect too much treasure. This has never happened to me; I collect fewer than 1800 treasures if I stay around to get the 1600 treasure HP bonus on level 57. However, I have had passwords not work at all where I can't figure out why. It's surely not because of the treasure, because I had a password for level 5 that failed. The last password for each character has all the clues. I don't know if the combination is generated for each full game or with each clue room completion, so the combination might be the same for the level 20 password as for the later ones. That means you could use an earlier password and skip all of the clues! I'll try to check this out. Passwords save only the combination, level, score, maximum HP, keys, potions, and permanent power-ups. When starting a game with a password a player has full health. It's possible to start after any treasure room except for those in world 5. That means the latest level you could restart from is level 79. For two players the highest level password determines the level you begin on. The other password doesn't have to be for the same level as the first one. This is good for "boosting" a password by bringing a lagging player closer to later treasure rooms. I'm not sure which vault combination is required for a two player game since I can't reach level 100 with both players still alive. It might be that you have to enter two combinations. Hopefully I can partner up with a good player and get there together. Power-up legend: A - Armor F - Fight M - Magic S - Speed H - Shot * Warrior * Combination for all passwords: A5FHMLBK Password Combination Level Power-ups HP Keys Bombs Score PHO-PHM-MP9 -------- 5 ----- 1060 1 1 76 PPH-OMH-MMM -------- 9 ----- 1140 5 3 144 POY-EHH-MM4 -------- 14 ----H 1220 10 10 245 POZ-PSP-ZPM A------- 20 A-M-H 1220 8 10 337 POY-H6Z-W4M A------- 25 AFM-H 1300 10 10 435 PEZ-ESZ-z94 A5------ 30 AFM-H 1300 8 10 510 PO6-OY9-4C4 A5------ 37 AFM-H 1300 10 10 580 PE9-Z9Y-494 A5------ 42 AFMSH 1300 10 10 685 PEY-ZZY-4WM A5F----- 50 AFMSH 1300 10 10 762 PO9-6C6-WCM A5FH---- 56 AFMSH 1380 10 10 833 POY-YZ6-4WC A5FH---- 63 AFMSH 1460 10 10 1651 PE9-46S-4HC A5FHM--- 68 AFMSH 1460 9 10 1672 PE6-Z6Y-4WW A5FHML-- 72 AFMSH 1460 10 10 1710 PE9-6YY-4CC A5FHMLBK 79 AFMSH 1460 10 10 1737 * Valkyrie * Combination for all passwords: MSPNABLC Password Combination Level Power-ups HP Keys Bombs Score FFR-FNA-A1F -------- 5 ----- 1000 1 1 82 FFF-RAN-ADA -------- 9 ----- 1100 5 3 160 FR1-GFF-KUT -------- 14 ----H 1200 10 10 270 FG7-K8A-21A M------- 20 A-M-H 1200 9 10 370 FG1-N87-2DT M------- 25 AFM-H 1300 10 10 485 FGX-G5X-X8T MS------ 30 AFM-H 1300 8 10 582 FG8-G17-T5T MS------ 37 AFM-H 1300 10 10 663 FRX-XX1-25T MS------ 42 AFMSH 1300 10 10 782 FG1-771-2LT MSP----- 50 AFMSH 1400 10 10 869 FG7-8X8-2LT MSPN---- 56 AFMSH 1400 10 10 949 FR8-871-TLK MSPN---- 63 AFMSH 1500 10 10 1657 FGX-T15-T82 MSPNA--- 68 AFMSH 1500 9 10 1671 FG1-718-TLK MSPNAB-- 72 AFMSH 1500 10 10 1697 FG7-818-T5K MSPNABLC 79 AFMSH 1500 10 10 1714 * Wizard * Combination for all passwords: SMY154T3 Password Combination Level Power-ups HP Keys Bombs Score 81X-815-5R7 -------- 5 ----- 900 1 1 90 818-X51-552 -------- 9 ----- 1000 5 3 169 8XF-788-UL2 -------- 14 ----H 1100 10 10 283 87R-5NU-D82 S------- 20 A-M-H 1100 9 10 384 9XN-1FG-DLX S------- 25 AFM-H 1200 10 10 494 87R-7AR-R12 SM------ 30 AFM-H 1200 8 10 577 87F-7NG-LU2 SM------ 37 AFM-H 1200 10 10 657 8XR-RRN-DU2 SM------ 42 AFMSH 1200 10 10 776 87F-GGN-DUK SMY----- 50 AFMSH 1300 10 10 885 87R-KGA-DGK SMY1---- 56 AFMSH 1300 9 10 967 8XN-NRF-LUT SMY1---- 63 AFMSH 1400 10 10 1672 87R-DNA-LGA SMY15--- 68 AFMSH 1400 9 10 1702 8XN-RFF-LUT SMY154-- 72 AFMSH 1400 10 10 1736 8XR-NFF-LDA SMY154T3 79 AFMSH 1400 10 10 1742 * Elf * Combination for all passwords: 8F53YX91 Password Combination Level Power-ups HP Keys Bombs Score SSW-33Y-YCW -------- 5 ----- 940 1 1 99 S33-4Y3-YHH -------- 9 ----- 1060 5 3 191 S4M-4SS-6ZH -------- 14 ----H 1180 10 10 317 SWI-6C6-OCZ 8------- 20 A-M-H 1300 9 10 434 SWM-3CB-E9Z 8------- 25 AFM-H 1300 10 10 560 SWI-WCO-EMC 8F------ 30 AFM-H 1300 6 10 662 S4M-ZMI-B4H 8F------ 37 AFM-H 1300 8 9 732 SWB-IIC-O9H 8F------ 42 AFMSH 1420 10 10 869 S4M-IBM-OPZ 8F5----- 50 AFMSH 1420 10 10 955 SWI-CBC-EZP 8F53---- 56 AFMSH 1420 10 10 1044 SWC-CBM-E9P 8F53---- 63 AFMSH 1540 10 10 1669 SWB-OCP-E49 8F53Y--- 68 AFMSH 1540 9 10 1696 SWC-BMM-E9P 8F53YX-- 72 AFMSH 1540 10 10 1732 S4B-CMM-EP9 8F53YX91 79 AFMSH 1540 10 10 1738 -------------------------- Stuff for later (or never) -------------------------- More hidden item (especially power-up potion) locations, if there are still any. Basically this just requires someone to waste their life shooting walls after clearing out each level. I did this for a while but it was much more difficult in the later levels, and I'm pretty sure I still missed stuff. Whether or not two separate combinations are needed to enter level 100 in a two-player game. This will require a second obsessive player to beat the game with me or a pair of obsessive players to find out for me. Whether or not there is another HP bonus when score reaches 3200. This is another tedious thing to discover; it can be done by repeating levels 57 and 58 to get about 25 treasures per run. Whether or not passwords stop working at a certain score. Whether or not the exits in some levels are random or not (level 80, for example). Whether or not there even is an exit in level 96. I personally don't think there is, this game has some pretty dirty tricks most of the time. Patch/Game Genie codes. Password system crack. ------- Credits ------- Me - for playing this insanely hard game OVER AND OVER AND OVER AGAIN. Dragooneth - for his decent if incomplete FAQ. The world maps are adapted from his well-presented maps. You - for taking the time to read this.