o---------------------------------------------------------------------------o
|                             WIZARDS & WARRIORS                            |
|                                NES Edition                                |
|                                                                           |
|                              FAQ/WALKTHROUGH                              |
|                        Version 1.2 (March, 21 2003)                       |
|                                                                           |
|                               By The Admiral                              |
|                        Email: Admiral1018@yahoo.com                       |
o---------------------------------------------------------------------------o


Introduction
------------
After more than a decade, Wizards & Warriors is still remembered as one of
the great action games for the NES.  It was the first main stream title to
mix both side-scrolling action and RPG elements, and the creators filled it
with enough secrets and hidden treasures to keep players coming back even
years later.  The story is as basic and clichιd as they come, but the feel
and fun of this game are something that none of its imitators could ever pull
off.

Odds are, if you are still playing this game and reading this guide, you are
either a W&W veteran who still enjoys the game, or you are an NES guru who
wants to give this old classic a go.  In either case, this guide is written
for you.  It contains all the details for finding every last treasure, all
the hidden doors and secret rooms, the contents of each and every chest in
the game, in-depth strategies for all items and against all enemies, and even
the very basics, for those playing for the first time.  Hopefully, this guide
will improve your playing experience, whether this be your first or hundred
and first time through Wizards & Warriors.


=============================================================================
D I S C L A I M E R                                                      WW01
=============================================================================
This FAQ is meant for personal use only and cannot be reproduced for
commercial use under any circumstances.  No portions of this guide may be
reproduced, in part or in entirety, without the written consent of the
author.  If you would like to use any part of this guide in your FAQ or
website, I will probably give you permission if you ask, but you must ask
first (Email: Admiral1018@yahoo.com). The Wizards & Warriors title, as well
as all contents within, are copyright of Rare, Ltd.


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T A B L E   O F   C O N T E N T S                                        WW02
=============================================================================
To jump to any section of this guide quickly, click the Edit option on the
toolbar, then go to Find and type in the index number listed in the right
column.  You can also press Crtl+F to bring up the search box in most
browsers and text editors.


DISCLAIMER...............................................................WW01
TABLE OF CONTENTS........................................................WW02

CHARACTERS...............................................................WW03
STORY....................................................................WW04

CONTROLS.................................................................WW05
THE BASICS...............................................................WW06
ITEMS....................................................................WW07

WALKTHROUGH
STAGE 1: FOREST OF ELROND 1..............................................WW08
STAGE 2: ICE CAVES.......................................................WW09
STAGE 3: FIRE CAVERNS....................................................WW10
STAGE 4: PURPLE CAVES....................................................WW11

STAGE 5: FOREST OF ELROND 2..............................................WW12
STAGE 6: OUTER CASTLE....................................................WW13
STAGE 7: INNER CASTLE 1..................................................WW14
STAGE 8: INNER CASTLE 2..................................................WW15

ULTIMATE BOSS STRATEGY...................................................WW16
BESTIARY.................................................................WW17

CONTACT INFORMATION......................................................WW18
REVISION HISTORY.........................................................WW19
CREDITS..................................................................WW20



=============================================================================
C H A R A C T E R S                                                      WW03
=============================================================================
Wizards & Warriors is filled with a small yet focal cast of characters.
Knowing about them isn't really important when playing the game, but it is
mildly amusing and helps give the impression that this game has a plot.


KUROS
You play as Kuros the knight, sworn protector of the kingdom of Elrond.  You
are armed with the mighty Brightsword and set out to free the nameless
Princess from the clutches of Malkil, the evil wizard.

MALKIL
Malkil is the evil wizard who has captured the Princess and sits in the far
depths of Castle Ironspire.  Your goal is hunt him down and destroy him,
saving the fair Princess and the land of Elrond.

PRINCESS
The nameless, faceless Princess is the motivation for Kuros's journey.  She
is being held by Malkil deep within the halls of Castle Ironspire.  And,
coincidentally, only Kuros alone can rescue her.  Saving the Princess nets
you 100,000 points and a big thanks.

DAMSELS
In addition to the Princess, 6 other Damsels were captured and are being held
by the hordes of Malkil.  You rescue one at the end of each stage, and all
are found on their knees wearing the same blue bikini...  You get a decent
amount of points for rescuing each one:

• Lucinda:     5,000 pts
• Esmarelda:  10,000 pts
• Galadriel:  20,000 pts
• Grizelda:   30,000 pts
• Penelope:   40,000 pts
• Candida:    50,000 pts

GUARDIAN KNIGHT: This mysterious and invincible knight follows you throughout
your journey in Elrond, and looks uncannily similar to Kuros.  In each stage,
he demands that you've collected a certain number of Gems before you can
pass.  Oddly, this knight never takes the gems from you once you have them.
In many stages, meeting the Guardian's Gem requirement will be you main
obstacle.



=============================================================================
S T O R Y                                                                WW04
=============================================================================
The story of Wizards & Warriors is as clichιd and trite as they come, but
don't think this means the gameplay is the same.  You are Kuros, sworn
defender of the Kingdom of Elrond.  The evil wizard, Malkil, has captured the
Princess and six royal Damsels.  Malkil now sits deep within Castle
Ironspire, protected by hordes of creatures willing to give their lives for
him.  It is up to Kuros to rescue the Princess, free the Damsels, destroy the
evil wizard, and save the Kingdom of Elrond.  And, as you guessed, only
Kuros, by himself, can accomplish this task.  You must venture through
forests, journey deep into the underworld, then finally emerge at the gates
of the great Castle to battle this nefarious foe.



=============================================================================
C O N T R O L S                                                          WW05
=============================================================================
The controls in Wizards & Warriors are quite straight forward, but it is
still important to realize the full uses for each button, especially when
using special items.  It is equally important to understand the difference
between tapping and holding a button, as this affects such things as how high
Kuros jumps or how far he throws his weapon.  A description of each button is
given below.

        ||
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|                                     |
|    _                     Nintendo   |
|  _| |_                              |
| |  O  |  SELECT  START              |
|  ―|_|―    (――)   (――)    ( )  ( )   |
|            ――     ――      B    A    |
|                                     |
 ―――――――――――――――――――――――――――――――――――――

UP
This button gains uses as you acquire new items.  Once you have the Potion of
Levitation, holding the UP-button will cause Kuros to float off the ground
for a few seconds as long as the button is depressed.  Once you have the
Feather, pressing UP while in freefall will slow you down and allow you to
glide.

DOWN
Use this button to crouch.  When in a crouching position, Kuros can jab his
sword by pressing the B-button, or crouch walk by pressing the Left/Right
buttons.  Crouch walking will also let you hang over ledges that you should
otherwise fall from (there aren't too many useful applications of this tip).
Pressing DOWN also allows you to go down certain tunnels.

LEFT/RIGHT
Use these to move your character left or right.  You can even move even while
jumping and falling.

SELECT
This button lets you use the Special Item that you are carrying (see the
"Items" section below for a complete list).

START
Pauses the game.

B-BUTTON
The B-button is used to swing your sword and throw either your dagger or your
axe.  Holding down the B-button allows your dagger or axe to travel farther.

A-BUTTON
This button is used to jump.  Holding down the A-button will allow Kuros to
get some extra height as he leaps.



=============================================================================
T H E   B A S I C S                                                      WW06
=============================================================================
The following section includes some of the basics of the game, which should
be read by anyone playing Wizards & Warriors for the first time.  The areas
covered include a description of the basic menu items, methods of doing
damage, information on collecting Gems and treasures, and a complete stage
listing.


MENU ITEMS
==========

HEALTH
Your health is measured by the red ovals under the word LIFE.  You start off
with 12 Hit Points (HP) and can never go above this total.  The game's music
will change to a super-annoying warning theme when you have 3 HP or fewer.
When your HP are reduced to zero, you lose one life.

LIVES
They gray objects underneath your Life bar represent the number of lives you
have.  The objects are *supposed* to look like helmets.  You begin with two
lives at the start of the game or when you continue, and there is no way to
get additional lives.

CONTINUES
Once you are killed and have no remaining lives, you will receive a Game
Over.  However, you are given the chance to continue.  The game gives you
unlimited Continues, and using one will start you off in exactly the same
spot you died.  The only downsides to a Game Over are that your Points are
reset to zero and any Dagger/Axe upgrades are lost.  The infinite Continues
feature ultimately makes this game very easy to get through.

POINTS
Each time you kill something, collect an item, or save a Damsel, you get
points.  Points are almost completely trivial, as the amount you have never
effects anything in the game.  When you complete the game (or have a Game
Over and don't continue), you can enter your initials and your score will go
onto the Top 5 list if high enough.  Unfortunately, this information isn't
saved when you turn off the game anyway, adding even more to this number's
uselessness.  About the only thing points do is offer you a new personal
challenge when you've already mastered the game.


DOING DAMAGE
============
There are many different ways that Kuros can damage an enemy, and learning to
use all of them effectively will make you much better off than relying on
just one.

1.) Attacking with your sword.  Pressing the B-button will cause Kuros to
slice with his sword while standing or jab with it while ducking.  Hitting an
enemy with the sword will cause 1 unit of damage.

2.) Holding the sword.  You don't even need to be swinging the sword to
inflict damage.  Any enemy that runs into it or happens to get hit by it has
you jump will receive 1 unit of damage.

3.) Using your foot.  One of the best, yet often unused, sources of damage is
the tip of Kuros's boots.  Landing on enemy with the tip of the boots or
hitting the foe as you jump will cause 1 unit of damage.  This method is
extremely useful on some of the bosses.

4.) Throwing the dagger/axe.  Once you get the Dagger of Throwing, you can
begin damaging enemies by hurling this weapon.  In all likelihood, this will
become your primary attack once you have it.  One of the biggest mistakes
players make, however, is in relying on this attack too much.  Realize that
you have many other options available to you, some of which work much better
in several situations.  Needlessly tossing the dagger/axe and waiting for it
return is never the best strategy.  Pay attention to the range, speed, and
attack patterns of your enemy before using this attack.

5.) Using an item.  Several of the special items you pick up along the way
can be used offensively.  This includes the Boots of Force, Wand of Wonder,
and Staff of Power.  Each of these items have differing levels of power and
usefulness in various situations.  See the Items section below for more
details.


GEMS AND TREASURE
=================
Even though his objective is to save the Princess, Kuros is always willing to
pick up come extra treasure along the way.  Here are some ways to go about
collecting Gems and picking up extra goodies.

1.) Chests.  Chests contain weapons, items, and Gems.  When a chest holds
Gems, you will receive 21 of them for finding it.  Any chest you find will
disappear once you collect its contents, with the exception of special items.
Also, when a chest holds anything except special items, you receive 1,000
points for picking it up.

2.) Sitting on the ground.  For some reason, there is a lot of treasure just
lying around the kingdom of Elrond.  Some items are found on the floor,
others on platforms, and others, still, in tree branches.  You can collect
any item on the "ground" by hitting it with your throwing weapon, with the
exceptions of Keys and Potions.

3.) Dropped by an enemy.  Enemies will frequently drop items when killed.
Unlike items already lying on the ground, these treasures disappear after a
certain amount of time.  Also, you cannot pick up these goodies using your
throwing weapon, meaning you must physically touch them for acquisition.

4.) Acorn/Torches.  Suspended throughout the stages are acorns (in forest
stages) and torches.  Both are broken using your throwing weapon or
projectile special item, and both leave small treasures when opened.

5.) Touch the right place.  There are several treasure spots that are hidden.
This includes Secret Rooms, Treasure Hoards, and "Jumping Gem" spots, which
are areas that give you Gems when jumped into.  Making contact with the
correct spot will reveal the treasure, send you into the hidden room, or make
a sound and signal a found Gem.  Using the Horn item will reveal any secret
doors on the current screen.


STAGE LISTING
=============
Here is a listing of all the stages and stage names in the game.  There are 5
levels leading up to Castle Ironspire, followed by three levels at the
castle.  All of the stages except the Outer Castle level have a boss and a
Damsel to rescue (or Princess, after the final stage).

• Stage 1: Forest of Elrond 1
• Stage 2: Ice Caves
• Stage 3: Fire Caverns
• Stage 4: Purple Caves
• Stage 5: Forest of Elrond 2
• Stage 6: Outer Castle
• Stage 7: Inner Castle 1
• Stage 8: Inner Castle 2



=============================================================================
I T E M S                                                                WW07
=============================================================================
Finding and using items is one of the most important parts of Wizards &
Warriors.  There are several different types that you will find along the
way: some are permanent, some are temporary, and some are immediately
consumed.  The following section will distinguish between and comment on each
type of item in the game.

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NORMAL ITEMS: These are common items that are dropped by enemies, found on
the ground, or obtained from destroying a torch/acorn.

• Small coin:     Small pink coin left by monsters.  Worth 200 points.

• Large coin:     Large pink coin left by monsters.  Worth 1,000 points.

• Pink Gem:       Glowing pink gem, left by monsters or found on the ground.
                  It's worth 1 Gem and 100 points.

• Red Gem:        Glowing red gem, left by monsters or found on the ground.
                  It's worth 2 Gems and 200 points.

• Flashing Gem:   These gems flash many colors and are only found in secret
                  rooms and areas.  Oddly, collecting them with your body
                  only gives you 1 Gem, but collecting them by throwing your
                  weapon gives you 2 Gems.  Even odder, the exception is the
                  flashing gems in stage 1, which always give 2 Gems no
                  matter how you acquire them.  A flashing gem is also worth
                  either 100 or 200 points, with the exact value being
                  random.

• Meat:           Looks like a pork chop.  Restores 2 HP and gives 500
                  points.  Left by monsters or found on the ground.

• Exploding Egg:  Small oval shaped object that flashes.  Looks similar to an
                  egg, but could be just about anything.  This item destroys
                  all enemies on the screen when touched, and is only
                  dropped by monsters.  You also get 500 points for
                  collecting it.

• Alarm Clock:    Flashing alarm clock.  Touching this item will freeze all
                  the enemies on the screen for about 3 seconds.  Some non-
                  enemy objects are also frozen (like floating bubbles), but
                  the stage guardians are unaffected.  This item is only
                  dropped by monsters, it gives 500 points when collected.

• Small Dagger:   This item only appears when you have the dagger, and looks
                  like a smaller version of the one you carry.  Each small
                  dagger slightly increases the range of your throwing
                  dagger, with 3 upgrades being the maximum.  You will need
                  to hold down the B-button in order for the dagger to travel
                  it's maximum distance.  Any dagger you collect after the
                  third will do nothing.  The increased range is lost if you
                  have a Game Over and continue.  This item also gives 100
                  points when collected.

• Small Axe:      This item only appears when you have the axe, and looks
                  like a smaller version of the one you carry.  Each small
                  axe slightly increases the range of your throwing axe, with
                  3 upgrades being the maximum.  Collecting a 4th small axe
                  will allow you to throw TWO axes simultaneously.  To get
                  the maximum distance out of the axe, you need to hold down
                  the B-button while it is traveling.  The increased range
                  and second axe are lost if you have a Game Over and
                  continue.  This item also gives 200 points when collected.

• Treasure:       Hidden treasures are sometimes found by touching
                  certain areas of a stage.  The treasure could be a
                  chalice or an orb.  These are worth 10,000 points.  A
                  treasure pile is also left by defeated bosses, worth 5,000
                  points.

-----------------------------------------------------------------------------

POTIONS: Potions temporarily grant you special abilities.  They can be
dropped by monsters or found at spawn points, where they appear and reappear
at specific intervals.  Potion effects do not work during boss battles, if
you do manage to carry them into the fight.

• Blue Potion:  Turns you aqua blue and allows you to run faster.  You can
                use this ability to jump farther distances than you would
                otherwise be able to.

• Red Potion:   Turns you red and grants complete invincibility from damage.
                The lone exception is the lava in stage 3.  Even with the Red
                Potion, Kuros will still take damage when standing on it.  In
                all likelihood, this is a bug.

• Pink Potion:  Turns you pink and increases your jumping height.  You can
                use this ability to reach higher platforms and ledges than
                you normally could.

-----------------------------------------------------------------------------

KEYS:  Keys open doors and chests of the corresponding color.  You will
always find them laying on the ground somewhere.  Most stages have all three
colored keys, but a few stages only have two.  Obtaining the keys is usually
one of the main objectives for getting through a level.  Any key you have
collected will appear at the bottom of the inventory section and disappear
once you complete the level.  Picking up a key also gives you 200 points.

• Blue Key
• Red Key
• Pink Key

-----------------------------------------------------------------------------

PERMANENT ITEMS: Once you get one of these items, it will stay in your
inventory list for the remainder of the game.  There are many chests in which
you can acquire each of the following items, but, if you already have that
item, you will receive Gems instead.  You should try to collect each item as
soon as you can.


Dagger of Throwing
------------------
This allows you to throw a small dagger, and becomes your main offensive
weapon once acquired.  The dagger will inflict 1 unit of damage on enemies
and bosses.  The distance the dagger travels depends on how long you hold
down the B-button.  The dagger will return to you like a boomerang once it
hits something or reaches the limit of its flight.  You can find this weapon
in the very first stage.


Battle Axe of Agor
------------------
The axe replaces the dagger once acquired.  It functions basically the same,
except the axe is twice as strong, inflicting 2 units of damage on enemies
and bosses.  With 4 small axe upgrades, you also gain the ability to throw
TWO axes at once, which comes in very useful at boss fights.  You can only
find this weapon in the Fire Caverns (Stage 3).


Shield of Protection
--------------------
The shield allows you to repel certain projectiles, thus avoiding the damage
you would have otherwise taken.  It is extremely useful in warding off even
the attacks of some bosses.  To use it effectively, you must face an enemy
and remain still.  Attacking will cause you to move the shield to the side,
taking away its protection.  The shield can first be found in Stage 1.


Potion of Levitation
--------------------
The Potion of Levitation lets you hover a small distance off the ground by
pressing the UP-button on the direction pad.  You can float in the air
indefinitely by holding the button.  You can also jump while you are
floating, allowing you to reach vertical heights that you couldn't otherwise.
This ability comes in extremely handy, and is needed, in many areas, to reach
distant platforms.  You first find this item in the Ice Caves (Stage 2).


Feather of Feather Fall
-----------------------
The Feather allows you to float slowly while falling.  To do this, press the
UP-button once you enter into freefall.  You will continue to glide down as
long as the button is depressed.  While you are floating, you can press the
left or right buttons to sail in those directions.  This allows you to reach
horizontal areas much farther than you would be able to by jumping alone.
Floating also helps you avoid damage you normally would take from falling
great heights.  The feather is first found in the Ice Caves (Stage 2).

-----------------------------------------------------------------------------

SPECIAL ITEMS: Special items appear in your inventory, and you can only carry
one at a time.  Acquiring a new item will automatically replace the old one.
Chests that contain Special Items will never disappear, and can be used to
repeatedly to collect the items within.  You may want to switch special items
before you enter new stages, as some are more useful in particular areas.  To
use any of these items, press the SELECT button.


Boots of Force
--------------
The boots are probably the most useful all-around item that you will find.
They can be used for powerful offensive damage on enemies or bosses (3 units
of damage) AND they will "force" open chests when you do not yet have the
appropriate key.  The instruction manual states that the Boots can also open
doors without a key, but this is untrue.  The Boots of Force are very useful
offensively on the first few bosses, but are limited by their short range.
They are a great item that you will probably want to keep for most of the
game.


Wand of Wonder
--------------
The wand shoots out a series of spinning projectiles that freeze the enemies
when hit.  The enemy will then stay frozen for a couple of seconds before
resuming its attack.  The wand does not work on bosses, and will instead
inflict 1 unit of damage when used.  Though it may sound useful, the wand is
a pretty poor item to be carrying.  Freezing enemies really has no practical
use, and the wand's firing rate is too slow to ever be used offensively.
You're better off passing up this item if you can.


Cloak of Darkness
-----------------
When used, you will turn black and the music will change.  The cloak is
*supposed* make you invisible and elusive to enemies, but it doesn't.
Instead, it reduces the damage you take from all non-boss enemies to 1 unit.
This is still somewhat useful, but it is likely a bug.  Besides, the majority
of enemies in the game only take away 1 unit of damage anyway.  Using the
cloak makes is very difficult to see or control your character (especially in
the caves), so it's probably also an item worth passing on.


Boots of Lava Walk
------------------
These boots allow you to ride the Firespouts in the Fire Caverns (Stage 3).
This is probably useful for saving you a grand total of 2-3 HP over the
course of the entire game.  You still take full damage from walking on the
lava, which is extremely odd given this item's name.  The Boots of Lava Walk
are arguably the worst item in the game, and have no use at all outside of
the third stage.  They are only found near the end of Stage 2, so try to
avoid picking them up.


Horn
----
The horn reveals secret doors when played in the same general area as one.
When this happens, you will hear a ringing sound and a glowing door will
appear.  Leaving the screen causes the door to disappear, so you will need to
use the horn again to find it.  This item is very useful in the Purple Caves
(Stage 4), as that level is filled with hidden rooms.  For that stage alone,
this item is probably worth getting, but should replaced once the level is
completed.  It is found in a Red Chest in the first of the two fire caverns
in Stage 3.  You will need to make a special trip back for it.


Staff of Power
--------------
The staff fires a set of four projectiles at enemies, doing 2 units of damage
to whatever it hits.  This item is actually quite useful, and probably the
second best in the game, behind the Boots of Force.  It can do long range
damage at a good enough rate to ward off enemies or damage bosses.  The
usefulness of the staff decreases once you get the Axe, however, which can do
the same level of damage at a faster rate, while allowing better mobility.
Still, if you are in a situation where the Boots are not available, this item
is a safe bet.



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―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
                       F U L L   W A L K T H R O U G H
_____________________________________________________________________________
―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
The following sections include a full walkthrough for the entire game.
Before each stage, a description is given that lists the required Gems to
pass the guardian, some useful items that can be found, and the enemies
(along with point values) you will encounter.  Each stage has complete level
and boss strategies, followed by a treasure guide at the end, which lists the
locations and contents of all chests, hidden rooms, and secret treasures.
Finally, after each stage, you will find a few "interesting facts" that point
out some odd things about the current level.  These may be of some trivial
interest, especially to veteran players.  Good luck to you in your journey
through Wizards & Warriors!


=============================================================================
S T A G E   1   –   F O R E S T   O F   E L R O N D   1                  WW08
=============================================================================

Required Gems: 100
Useful Items: Dagger of Throwing, Shield of Protection, Boots of Force

Enemies (see bestiary for complete details):

• Blue Eagle:                      200 PTS
• Blue Werewolf:                   200 PTS
• Hornet:                           25 PTS
• Hornet Nest:                         N/A
• Red Eagle:                       100 PTS
• Red Fly:                          25 PTS
• Red Werewolf:                    200 PTS
   - Pink Ball Shot:                75 PTS
   - (if killed after shooting):  2000 PTS
• Pink Eagle:                      100 PTS
• Pink Fly:                         25 PTS
• Pink Spider:                     100 PTS

-----------------------------------------------------------------------------
Your long journey to rescue the Princess begins in the Forest of Elrond.
Despite being right next to the final castle on "The Map," it is somehow
necessary to travel well beneath the earth to get to it... No explanation for
that.  This first stage is rather easy and offers you a good chance to boost
your powers for the later levels.


================
GETTING THE KEYS
================
The first goal will be getting the three keys, which can be done within a
minute or so.  Begin the game by walking right off the starting ledge and
over the sitting Pink Eagle.  You should literally fall onto the BLUE KEY.
Move to the right until you come to the Blue Door, but do not enter yet.  On
the first branch above this, there is a Pink Potion spawning point.  The
potion will not appear if you are standing right where it spawns, so keep on
the branch next to it.  Wait a few seconds until you hear a buzzing sound,
then jump up and nab it.  You will turn pink and have a few seconds of
heightened jump.  Jump on the branch to the top left of the one you are on,
then jump straight up.  You should get the PINK KEY from the nest, though you
likely won't even see it.

You will now need to wait for the Pink Potion to appear again before you can
collect the last key.  Fend off any enemies that charge at you while you're
waiting, and be sure to collect any items they drop – gems are especially
nice.  This next key can be a little tricky to get.  Once you get the potion,
jump left quickly until you come to the branches below the Gray Door.  Walk
to the very edge of the left branch, then jump diagonally up and left.  Be
sure to HOLD the A-button to get enough height to reach the key.  It can be
kind of hard to see since it blends in with the background, but it sits on
top of a small branch against the far left side of the screen.  If you mess
up, you'll have to wait for the potion and try again.  This can get quite
annoying, and, if your patience run out, you can always jump down onto this
key from above later on.


=================
SCALING THE TREES
=================
Once you have the keys, it's time to climb to the top of the forest and
proceed onward.  Be sure to pick up the Gems in the Pink Chest on the right
side of the forest before proceeding.  You can take either the Gray Door tree
or the Blue Door tree upwards, and the choice is yours.  Both trees have
chests with Gems at the very bottoms, so you might still want to make a trip
to collect both.  I generally find the Blue Door tree the better choice,
since it contains the less annoying Spiders as opposed to Flies.  You don't
need a key to enter the Gray Door, but it only opens intermittently, so
you'll have to wait for a short while for the opening.

Regardless of your choice, it will take you a couple of minutes to scale
either tree.  Both contain lots of Gems and other goodies inside, so be sure
to collect them.  You will see some blue acorns that don't seem to do
anything yet - you will need the throwing dagger to open them for items.

SHORTCUT: You can avoid entering the tress all together by getting a little
boost from the enemies.  Grab the Pink Potion from the spawning point, then
jump onto the branch underneath where you picked up the PINK KEY.  Wait for
one of the flies to come along, then jump squarely on top of it.  Make sure
that your heel touches the enemy, as it won't work using the tip of your
foot.  You should take damage and be knocked upwards, onto the branch that
housed the Pink Key.


================
A FEW GOOD ITEMS
================
Once you're on the upper tree level, head all the way to the right, going
past the Blue Door and onto the branch with the nest.  You should see a Pink
Chest across a small gap.  Tap the A-button to do a short jump; pressing the
button too hard will take you to the platform above this one, so be ceareful.
The Pink Chest contains the DAGGER OF THROWING, a very useful projectile
weapon.  You throw this dagger by pressing the B-button, and it will return
to you like a boomerang.  Learning to use it will be vital to succeeding in
this game.

You can pick up a nice treasure for 10,000 bonus points while you are in this
area.  Jump to the small branch to the left of the chest with the dagger,
then climb up until you are on the ledge with the leaves (and the Red
Guardian).  Jump to the leaved branch to the left of this, and slowly walk to
the left side edge.  This will trigger the treasure to appear next to the
knight.  Leap back over and pick it up for some a hefty load of points.

Now, head back over to the Gray Door near the left side of the forest.  Just
above it is a Pink Chest, which contains the invaluable BOOTS OF FORCE.  This
item will allow you to open any chest without possessing the key, in addition
to inflicting massive up-close damage.  Press the SELECT key to use the boots
at any time.

From here, you can get to a few more treasure chests atop the final layer of
trees.  You have two options.  You can fend off the Flies and Eagles and wait
for a Pink Potion, then jump up.  OR, you can get a little boost from the
enemies.  To do this, wait for a Fly to come and jump directly on top of it,
making sure your heel hits it.  This will propel you upwards.  Walk right and
you will come across a Pink Chest (Gems) and some other goodies.   In the
center of the tree tops, where the two leaf sections meet, stand and jump
straight up.  This will reveal another Treasure Hoard worth 10,000 points.  A
few steps right of this is a Secret Room.  Jump in the air around this area
and you eventually enter it.  Inside are 12 Flashing Gems, which should be
more than enough to push you over the stage requirement.  Beyond this, on the
far-right side, there is a Red Chest that holds the SHIELD OF PROTECTION.
This is a great defensive item that lets you ward off projectile attacks.


==================
LEAVING THE FOREST
==================
The only thing standing between you and the boss now is 100 Gems.  If you
don't have this many yet, try going back down the Gray or Blue Door tress and
collecting the ones you find.  Once you have this total, proceed to the upper
right part of the screen, where the red Guardian Knight is standing.  Jump
onto the hollow tree to his left, and press the DOWN button.  This will take
you into the hornet infested tree and roots section, ending with the boss.

Once inside the tree, all you really need to do is continually drop.  You can
stop and collect the treasure, but this will probably end up costing you a
good deal of life, as the Hornets have a nasty habit of swarming you.  There
are some chests to look out for as you fall, however.  Here they are, in
order of appearance:

  • Pink Chest: This contains the Dagger if you previously missed it,
                otherwise it will have Gems.
  • Red Chest:  This next chest lets you collect the Shield if you missed it
                before.  Again, if you already have it, this chest will
                contain Gems.
  • Red Chest:  This one has the Boots of Force, and will be closed if you
                already got this item above.  You *can* open it using the
                Boots you already have, but... why would you want to?
  • Pink Chest: This last chest is located in the middle path during the
                roots section.  AVOID IT at all costs.  It contains the Wand
                of Wonder, which will replace the Boots of Force once
                obtained.  The Boots are much more useful, and should be
                kept.

Once you reach the bottom, you will need to make a somewhat difficult jump
onto the ledge containing the Gray Door (to the boss).  Jump onto the lower
platform, then take a small walking start and jump left off the far left-side
edge.  Be sure to HOLD the A-button as you jump to get maximum distance.
This should be enough to reach the ledge.  If you having difficulty, you can
always get a boost off one of the Hornets, using the trick mentioned above.


=========================
STAGE 1 BOSS: DEMON SKULL
=========================
HP:     6
DAMAGE: 3 (contact); 1 (projectile)

This boss is so easy that there isn't too much strategy involved.  You can
probably escape with no damage by throwing the dagger and then jumping over
the Skull as it approaches.  The Demon Skull moves slowly, so get a short
distance away from it and fire, then forget about the dagger and focus on
jumping over it.  The battle is a little easier if you have the shield to
deflect the projectiles.  An alternative strategy is to use the Boots of
Force if you have them.  Two blows will kill the Demon Skull, ending the
fight in about 5 seconds.  You will probably lose at least 3-6 HP this way,
so only use this second strategy if you have a little life to spare.

Beat the boss, grab the treasure pile, then say hello to Lucinda, the first
of several great-named and loosely clad Damsels you will rescue.


Point Totals
----------------------------------
Demon Skull:            20,000 PTS
Bullets:                    35 PTS
Treasure:                5,000 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:                  100 PTS
Red Key:                   200 PTS
Blue Key:                  500 PTS
Lucinda:                 5,000 PTS


======================
STAGE 1 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Pink Chest | Gems                     | Bottom forest level, right side   |
|            |                          | of the screen                     |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems                     | Bottom of tree with Gray Door     |
|            |                          | entrance                          |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems                     | Bottom of tree with Blue Door     |
|            |                          | entrance                          |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Dagger of Throwing       | Underneath the Guardian Knight    |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Boots of Force           | On the stump left of the top blue |
|            |                          | exit                              |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems                     | Above the top layer of trees,     |
|            |                          | middle of the screen              |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Shield of Protection     | Above the top layer of trees,     |
|            |                          | far right side of the screen      |
|------------|--------------------------|-----------------------------------|
| Treasure   | 10,000 points            | Step on the leaved branch to the  |
|            |                          | left of the platform with the     |
|            |                          | Guardian Knight                   |
|------------|--------------------------|-----------------------------------|
| Treasure   | 10,000 points            | On top of the three, near the mid |
|            |                          | section where two areas connect   |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | On top of trees, right of Pink    |
| Room       |                          | Chest and treasure spot; jump     |
|            |                          | to find it                        |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems (Dagger)            | First chest going down tree roots,|
|            |                          | center of screen                  |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems (Shield)            | Second chest going down tree      |
|            |                          | roots, left side of screen        |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Boots of Force           | Third chest going down tree roots,|
|            |                          | left side of screen               |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Wand of Wonder           | Fourth chest going down tree      |
|            |                          | roots, center of screen           |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• You can complete Stage 1 without ever collecting a key.  Use the enemies to
  boost yourself to the top layers of the tress, and collect your Gems from
  the enemies.

• The Red Werewolf on the ground is a very odd foe.  He normally runs up to
  you and shoots a pink projectile, then runs away.  If you manage to kill
  him AFTER he throws the projectile, you get 2,000 bonus points.  Killing
  him beforehand only yields 200.



=============================================================================
S T A G E   2   –   I C E   C A V E S                                    WW09
=============================================================================

Required Gems: 100
Useful Items: Potion of Levitation, Feather of Feather Fall

Enemies (see bestiary for complete details):

• Jr. Rock Face:                     65 PTS
• Rock Pillar Beast:                    N/A
• Pink Deadly Bat (boss room):       25 PTS

-----------------------------------------------------------------------------
From the hollowed roots of a tree in the old forest, you fall down into a
large frozen cavern.  The enemies in this level have somewhat different
attack patterns from the last.  You won't be swarmed from all directions, but
you will need to be more alert for damage from where you stand and where you
jump.  The most difficult part of this stage is tracking down some of the
items within, so be prepared to have your jumping and running skills tested.


===========================
BLUE KEY AND EARLY TREASURE
===========================
You enter the stage by literally falling from a door in the ceiling.  Start
by walking left until you come to a platform with a Blue Chest.  If you still
have the Boots of Force, you can open the chest up for some Gems; otherwise,
you'll need to wait for the key.  From this platform, start climbing the
ledges upward, and you will shortly come across the BLUE KEY.

Begin dropping down the ledges now, picking up the Gems as you come across
them.  Just below the first Blue Chest is a large area that has a Red Potion
spawning point.  Ignore this room for now; it houses the Feather, but you
will want to Blue Potion to get it.  Keep heading down the ledges until you
come to another Blue Chest with Gems in it.  From here, jump up a few
platforms and move right.  This will take you to a long platform with a Blue
Potion spawning point.  You want to get down to the area directly below this.
There is another Blue Chest, this one holding the POTION OF LEVITATION.  The
potion is an incredibly useful item, allowing you to float by holding the UP
button.  You can then jump while floating for extra height.  This item will
come in very useful in this and all subsequent stages.


===================
GETTING THE FEATHER
===================
It's one of the most frequently missed treasures, but this stage contains the
invaluable FEATHER OF FEATHER FALL, an item that lets you float as you fall.
You don't have to get this item now, but it will save you A LOT of time in
the next stage.  The easiest way to get it is by picking up the Blue Potion
and hustling up to the area above.  From the platform with the spawn point,
head left, then up, and finally right.  You should make exactly 10 jumps on
your way to the chest with the Feather.  The final jump is through the narrow
lip of a small passageway.  This is where you will need to Blue Potion's
effects.  Get a few step head start and lightly jump through the entrance.
You should be able to make it easily if you get the timing down.

Be prepared, in advance, to be frustrated.  It will probably take quite a few
tries before you will get all the jumps right.  If you makes even a slight
mistake, you will need to go back and try again.  If you take too long, the
Blue Potion will wear off, and, ditto, try again.

It is *possible* to reach the Feather without the Blue Potion.  You will need
to time your jump and tap the A-button perfectly to execute it.  If you over-
jump, you'll hit the top ledge and fall.  Under-jumping will cause you to
land on the slope and drop back down.  In all honesty, this method is a lot
harder and more time consuming than making it here with the Blue Potion.
Either way, prepare to be frustrated, but getting the Feather is definitely
worth it.


=================
RED AND PINK KEYS
=================
From the platform with the Blue Potion, walk right and head downward.  You
should come to a U-shaped area with a Pink Potion spawn point in the center.
Grab the potion and jump right.  Make a far jump over the gap and into the
small inlet above.  Here you will find the RED KEY.  Directly underneath the
Pink Potion is Red Chest, which will contain the Shield of Protection (if you
missed it) or Gems (if you didn't).  To the left of this is and area with
lots of Meat and another Red Chest with Gems.

If you want it, and this is not recommended, you can get the CLOAK OF
DARKNESS before moving on.  Keep in mind that this item will replace the
Boots of Force, and is quite useless in comparison.  From the Blue Potion
location, jump right and take the platforms leading upward.  A few of them
are difficult jumps, so make sure you HOLD the A-button as you leap.  At the
very top you will find the Cloak.

Once you are done treasure hunting, walk all the way down until you find
solid ground again, then follow the Gem trail right until you see a small gap
in the floor.  Take the area down, then follow the path left.  You should
come to a Red Potion and a Red Door.  Nab the potion for an easier time in
the next room, then walk through the door.

You will enter into a small room with scattered Gems and several chests.
There is a Blue Chest right above the doorway, which holds Gems.  Climb up
the platforms in any order you want.  At the top, on one of the small
platforms, you will find the PINK KEY.  On the platform just right of this is
a "Jumping Gem" location.  Just stand on this platform and jump up,
repeatedly, for gems (a la Super Mario Brothers).  Before you go, grab the
two Pink Chests near the left side of the room.  Both should have Gems.

Leave this room and climb back out of the gap you entered.  If you take the
platforms upward, you will come to a Red Chest that contains the BOOTS OF
LAVA WALK.  This is the most useless item you've come across yet, so it is
highly recommended that you ignore it.  Taking the lower path down and then
up will lead to a Pink Door, which is the entrance to the boss room.  If
you've gotten even half the chests in the stage, you should have the 100 Gems
required to pass.


===========================
STAGE 2 BOSS – VAMPIRE BATS
===========================
HP:     Pink Deadly Bat:  1
        Baby Vampire Bat: 3-6
        Vampire Bate:     9

DAMAGE: Pink Deadly Bat:  1
        Baby Vampire Bat: 3
        Vampire Bate:     3

The boss of stage 2 is actually one the toughest in the game.  The boss room
is a long hallway lined with 17 bats along the ceiling.  As you pass nearby,
the bats fly down and attack you.  The difficulty of the bats increases as
you go farther down the cave, with the final enemy being the giant Vampire
Bat.  The bats are annoyingly persistent, swarming around you and
relentlessly attacking.  Worst of all, the larger bats do heavy damage --
four hits in total and you're dead.  As difficult as it may seem, it's
possible to come out of this fight without losing a single HP.  You'll need a
pretty good strategy for that, though.

As soon as you enter the room, start walking towards the right-end of the
tunnel and do not stop.  You will notice the bats start to pursue you, but
many of the more difficult ones near the end will leave you alone, since only
so many can chase you at one point.  You should get to the end of the tunnel
well ahead of the bat pack following you.  Position yourself right on top of
the gray exit door, and wait for the bats.  Once the pack gets directly
underneath the second hanging bat, throw your dagger.  It should go through a
few bats and return, giving you time to throw it one more time before they
all arrive.  This second dagger should go throw the group again, killing most
of them.  Beginning pressing the B-button quickly to slice with your sword.
If you time it right, all of the bats will be killed before any can touch
you.  If they do make it to you, continue attacking with the sword and you
should suffer only minimal damage.  If you have the Boots of Force still, now
is a good place to use them.  Either way, the bat horde should be toast
pretty quickly.

This leaves the remaining three bats, which should still be hanging on the
ceiling.  For the final two Baby Vampire Bats, creep over to the left side of
the screen until one awakens.  As it approaches, jump into it with your
sword, then throw your dagger before it hits.  This should be enough to kill
them, even with their 6 HP.  If you time it right you should, once again,
escape without damage.

The final foe is the giant Vampire Bat, who won't awaken until all the others
are defeated.  The Vampire Bat is very quick and just as unrelenting as the
smaller ones.  He is so quick, in fact, that you probably won't have time to
get off a shot with your dagger without taking damage.  For this battle,
forget your dagger and your sword.  The key to doing damage is your feet.
Move to the far side of the screen away from the bat, and wait for it to
chase you.  It should swoop down and fly along the ground right after you.
When it gets to within striking distance, jump directly over it.  The tip of
your boots should hit the bat, taking away 1 damage without harming you.  Run
to the other side of the room and repeat, keeping all your focus on jumping
and running in time.  If you time it right, once again, you should not lose
even a single HP during this fight.

When the Vampire Bat is defeated, it will turn into six Souls, which now
chase after you.  Each can be destroyed with a single blow, but they will try
gang up.  Try to make some distance, then hurl your dagger into the middle of
the pack.  Once they are all defeated, grab the treasure pile, then say hello
to Esmarelda, the second Damsel.  She seems to be have the same taste in
bikinis as Lucinda, with an equally odd name.  The true gentleman that he is,
Kuros frees her, uses her for 10,000 points, then leaves her to freeze in the
Ice Caves.  What a guy!


Point Totals:
----------------------------------
Pink Deadly Bat:            25 PTS
Baby Vampire Bat:          100 PTS
Vampire Bat:            20,000 PTS
Souls:                     100 PTS
Treasure:                5,000 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:                  200 PTS
Red Key:                   500 PTS
Blue Key:                1,000 PTS
Esmarelda:              10,000 PTS


======================
STAGE 2 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Blue Chest | Gems                     | Located just under Blue Key       |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Feather of Feather Fall  | At the end of room below the      |
|            |                          | starting location                 |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems                     | Platform left of the Blue Potion  |
|            |                          | spawning point                    |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Potion of Levitation     | Platform directly under the Blue  |
|            |                          | Potion spawning point             |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | Down and left from Blue Potion    |
|            |                          | spawn point; near lots of Meat    |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Cloak of Darkness        | Right and up from Blue Potion     |
|            |                          | spawn point                       |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems (Shield)            | Directly below Pink Potion spawn  |
|            |                          | point                             |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems (Dagger)            | In Pink Key room, just above the  |
|            |                          | doorway                           |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems                     | Pink Key room, upper pink chest   |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems (Potion of L.)      | Pink Key room, lower pink chest   |
|------------|--------------------------|-----------------------------------|
| Jumping    | 15 Gems                  | Small platform just to the right  |
| Gems       |                          | of the Pink Key                   |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Boots of Lava Walk       | Left and up from stage exit door  |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• In this level, it is quite possible to make it into the boss room with a
  potion still activated.  If you manage to do this, Kuros will still be the
  potion's color, but the effects won't be there.  This gives you an ample
  chance to see a red Kuros get killed by some pink bats...

• This stage is the one and only place you'll find the Boots of Lava Walk.
  This is meant to give the idea that they should be used in the next stage,
  and next stage only.  Unfortunately, this item is not true to its name.
  You still take normal damage when walking on the lava in Stage 3, making
  the Boots and easy item to pass up.



=============================================================================
S T A G E   3   –   F I R E   C A V E R N S                              WW10
=============================================================================

Required Gems: 50
Useful Items: Battle Axe of Agor, Horn

Enemies (see bestiary for complete details):

• Fireball:                          65 PTS
• Firespout:                            N/A
• Red Devil:                        150 PTS

-----------------------------------------------------------------------------
The Fire Caverns are made up of two fairly small caves, both covered with
molten floors.  This is the shortest stage you have come across yet, and,
unlike the others, the most difficult aspect will be collecting enough Gems
to pass by the Guardian.  Also unlike the other stages, this level only has
two keys – a red and a pink.  Don't get boggled down looking for a third one
when it doesn't exist.  Finally, the Fire Caverns house two useful items that
you should try to collect before leaving: the Axe of Agor and the Horn.  The
Axe replaces the Dagger and has double the attack power with no drawbacks at
all.  The Horn signals the location of hidden doors, an ability that comes in
very useful in the Stage 4.


==============
THE FIRST CAVE
==============
You enter into a small cave laden with red rocks.  From the start, you can
see a Red Chest, which contains the HORN.  If you have the Boots of Force, do
not open this chest yet; the Horn is completely useless in the current stage.
To avoid taking any damage, jump onto the platform with the Red Chest, then
wait for bubbles to float up to the right of it.  Follow the bubbles up, then
jump off (and glide, if you have the feather) and hope you land on the next
platform, which houses the PINK KEY.  If you don't mind a few HP worth of
damage, or land in the lava anyway, just head all the way to the right until
you find the platform with a Pink Chest.  As you cross the lava, try to
continually jump to keep yourself off the ground as much as possible – this
will save a few HP.

If you picked up the Boots of Lava Walk from the previous stage, you can ride
the Firespouts on the floor to avoid taking damage.  This really isn't all
that useful, however.  First off, you will probably lose a few HP just
waiting for the Firespout to come by.  Yes, as odd as it might seem, you
still take damage from walking on the lava while wearing the Boots of Lava
Walk.  Secondly, the floors in both caves are fairly small.  It will only
take a few leaps to move from one side to the other, probably not costing you
more than 2-3 HP, at most.

Anyway, once you reach the Pink Chest, wait for a bubble to come and carry
you up.  There is a platform directly above that one, then another platform
just to the left, which holds the PINK KEY.  Once you have the key, you can
exit the room through the Pink Door on the far right.  Don't forget to pick
up the Pink Chest down by the lava.  It holds some much needed Gems, or gives
you the Potion of Levitation if you missed it in the last stage.


===========================
THE SECOND CAVE AND RED KEY
===========================
The second cave has different music from the first, and is a slightly
different color (more of a reddish purple).  It also has the annoying Red
Devils in addition to the Fireballs, so be careful.  The Red Devils take away
2 HP if they make contact, and fire a stream of projectiles at you when in
sight.  Fend these enemies off, and jump to the platform over the gap near
the starting door.  There should be a Red Chest here, which contains the
STAFF OF POWER.  Again, it's not advised that you get this now if you have
the Boots of Force.  The Staff of Power shoots a stream of fireballs across
the screen, causing 2 HP worth of damage to enemies.  It has its usefulness,
but not in this stage or the next.

Walk to the end of the platform, then follow the small ledges upward.  There
are about a dozen jumps you will need to make to scale your way to the top.
The final jump requires the Potion of Levitation or a very-difficult-to-
perform boost from the enemies.  It easier to just pick up the Potion, which
can be found in the previous cave if you still don't have it.  You will come
to a point where there is an opening on the left side, with a steep slope in
the way.  There should be a pink Gem visible at the end of the slope.  Now,
making the jump over the slope is one of the more difficult parts of the
entire game IF you don't have the Feather.  Here are a few ways to go about
getting to the other side.

1.) Jump and time it so that a Fireball is between you and the ledge, then
    get a boost off of it.  This is almost impossible to execute.

2.) Defeat Fireballs until you find a Blue Potion.  With the Blue Potion, you
    will be able to get enough of a horizontal jump to make it past the
    slope.

3.) Jump over and fall down the ledge.  From here, try to drop straight down
    you come to the lava.  Once there, wait for a bubble to come up at
    exactly the point where you are standing.  Even a couple steps off and
    the trick won't work.  Ride the bubble up and jump off just as it
    eclipses the steep slope.  With the right timing and positioning, you
    *should* be able to make it across.

4.) If you have the Feather from the previous stage, here is where your hard
    work will pay off.  Simply jump, then begin to glide and press LEFT once
    you hit the top of the jump.  You should make it over quite easily.

Regardless of how you do it, the RED KEY is waiting for you at the other end
of the gap.  Be sure to also get the Red Chest underneath it, which contains
Gems.  Now that you have the Red Key, jump back over to the platforms on the
far right and continue climbing along the path you took to get there.  At the
very top you will find a ledge containing another Red Chest; this one holds
the AXE OF AGOR.  The Axe replaces the dagger and is twice as powerful.
Getting this item a must.  With the Red Key in your hands, the only thing
keeping you in this level is the 50 Gems you need to get by the Guardian


===========
GEM HUNTING
===========
In all likelihood, you will be anywhere from 10-20 Gems short of 50 at this
point.  You *can* spend your time killing enemies for them,, or you can take
advantage of some of the hidden "jumping gem" locations.  All these secrets
are found just above the door by the entrance.

Go back over to the door that brought you into the second cave, then head
down until you get close enough to the lava that the bubbles start to rise.
Hop onto one of them and ride it all the way to the top.  There should be a
few scattered gems on the left and right side of the cave walls, but just
stay focused on not falling off the bubble.  Get off the on the top-most
platform, and jump for up to 5 gems.  After this point is exhausted, jump off
the right-side of platform and hug the cave wall as you fall.  You should
land on a small ledge, which contains another 5 jumping gems.  Finally, jump
straight across to your left, which should take you to a floating platform
and small ledge along the wall.  Far above this platform is another jumping
gem location, but it can only be reached by jumping diagonally up and right
from the ledge.  You should hit the gem spot, then fall straight down onto
the platform.  The bad news is that this location is somewhat difficult to
reach, especially with enemies actively attacking you.  The good news is that
the spot has an INFINITE number of Gems.  So, just stay hare and repeat until
you have 50 gems, or as many as you'd like.

Once you're through with the gem hunting, you are ready to leave the stage.
Don't forget about the HORN that was in the Red Chest in the first cave.  You
can go back and get that now, if you'd like.  Opinions on doing this are
somewhat mixed.  If you still have the Boots of Force, then it is a very
tough call, as that item still has much use in the next level.  If you aren't
very familiar with the Purple Caves (Stage 4), you will have a much easier
time with the Horn, which reveals the location of any hidden doors (and that
stage has LOTS of them).  So, the choice is yours.  Once you've made it, head
to the far right side of the second cave and take the door to the boss.


========================
STAGE 3 BOSS – ROCK FACE
========================
HP:     12
Damage: 3 (contact); 1 (projectile)

Rock Face behaves much like Demon Skull, the Stage 1 boss,  He pursues you at
an average speed and fires horizontal projectiles in both directions from his
mouth.  Also like the Demon Skull, not much of a strategy is truly needed.
As soon as you enter the room, press and HOLD the B-button to throw the axe.
It should pass through Rock Face twice, if you time it right, inflicting 4 HP
of damage right off the bat.  As soon as it approaches you, jump over so that
the tips of your boots just make contact, again doing damage.  From here on,
the only real danger is the bullet projectiles, which are fired at a pretty
quick rate, but deflected by your shield.  The key to avoiding damage is
making sure your back isn't turned to Rock Face for too long.  Make jumps
over Rock Face, then quickly turn and face it.  Now, continue to jump up over
it and either throw you axe into it in mid-air or drag your boots along the
top of it (axe throwing is recommended).  Rock Face should fall rather
quickly, and you may be able to escape without losing more than 1-3 HP.

For an even easier method of beating Rock Face, see the "Ultimate Boss
Strategy" section at the end of the walkthrough.  It has a sure-fire tip for
beating most of the bosses, Rock Face included, without taking any damage at
all.

Like the Vampire Bat, Rock Face turns into six Souls when defeated.  Use the
same strategy as you did previously, trying to distance yourself from them
and throwing the axe to take out most of the group.  Once these pests are
eliminated, grab the treasure pile, then meet the newest Damsel, Galadriel.
She looks awfully familiar to the previous two Damsels... hmm, starting to
sense a pattern?


Point Totals
----------------------------------
Rock Face:              20,000 PTS
Bullets:                    35 PTS
Souls:                     200 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:                  500 PTS
Red Key:                 1,000 PTS
(Blue Key):              2,000 PTS
Galadriel:              20,000 PTS


======================
STAGE 3 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Red Chest  | Horn                     | Second platform in first cave     |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems (Potion of L.)      | Bottom right corner of first cave |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Staff of Power           | Second platform in second cave    |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | Just below Red Key location       |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Battle Axe of Agor       | Top of path that leads up to Red  |
|            |                          | Key inlet                         |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Straight up from door of second   |
| Gems       |                          | cave; topmost platform            |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Straight up from door of second   |
| Gems       |                          | cave; from previous location, the |
|            |                          | first ledge on the right (below)  |
|------------|--------------------------|-----------------------------------|
| Jumping    | Infinite Gems            | Straight up from door of second   |
| Gems       |                          | cave; on left side, it's right    |
|            |                          | platform, but needs to be reached |
|            |                          | from ledge on left-side wall      |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• The Fire Caverns is the first stage that only has 2 Keys.  However,
  through the magic of cheating, it is still possible to have all 3 colored
  Keys when you complete the level.  In this case, the third Key will net you
  2,000 points.  Each stage has predetermined point totals for the 3 Keys,
  even if that particular key is unavailable.

• If you have a lot of free time and want to see your Gems max out, this is
  the stage to try it.  The infinite Jumping Gem point above the door to the
  second room is just the way.  With a little quickness, you can get 50-75
  Gems per minute, and you will see your total eventually max out at 999, the
  Gem cap.  Doing this will probably require a few continues, as the monsters
  are very unmerciful, especially, it seems, when trying to collect these
  Gems.



=============================================================================
S T A G E   4   –   P U R P L E   C A V E S                              WW11
=============================================================================

Required Gems: 200
Useful Items: None

Enemies (see bestiary for complete details):

• Pink Deadly Bat:                   25 PTS
• Pink Rock Pillar Beast:               N/A
• Red Deadly Bat:                    25 PTS
• Skull Hive                        200 PTS
• Snake                              65 PTS

-----------------------------------------------------------------------------
Just what you probably wanted to see – another cave stage.  Thankfully, this
is the last one.  The Purple Caves are the largest level in the game thus
far.  Not only is it confusing to find the keys, but you also need a huge Gem
total to pass by the Guardian.  Where do these Gems come from?  A series of
secret rooms that are scattered around the stage.  This is where having the
Horn comes in useful: playing it will signal and reveal any hidden rooms in
the nearby area.  To make matters worse, this stage is filled with Deadly
Bats that harass you to no end, as well as more Rock Pillar Beats, ensuring
that you'll need to stay constantly on the move.


================
FINDING YOUR WAY
================
The layout of the Purple Caves are very confusing.  To make traveling
somewhat easier, it helps to break down the stage into different areas, each
identified by items or other landmarks found there.  The stage has 5 main
regions, all corresponding to the 4 corners and center of the stage.  The
level is laid out in the following way:

  C     E
   \   /
    \ /
     B
    / \
   /   D
  A

A: This is where you begin, and the area covers the bottom-left corner of the
   stage.  Climb up the platforms and head right to come to B.
B: This is the center of the stage, and is identified by a set of three Red
   Chests, laid out in a triangle.  Between them is a triangular rock slope.
   From here, it is very easy to access the other areas by keeping in mind
   their relative directions.
C: This area holds the Red Key and Red Door (Blue Key).  To the right of top-
   right corner is a small crater-like area, which goes down, then up.
D: This section contains a Blue Door (Pink Key).  Get to it by walking
   directly right, then down, from the center area (B).
E: This final area contains the Guardian and Pink Door leading to the boss.


=================
RED AND BLUE KEYS
=================
Your first focus in this level should be obtaining the Red and Blue Keys.  If
you follow this walkthrough, you should also pick up a decent number of Gems
along the way.  From the start of the level, begin climbing platforms until
you come to a small one with a Snake on it.  Move over to the mid-sized
platform directly to the right of it; just off the edge is Secret Room 1 (the
designation is arbitrary, but helps distinguish the various rooms).  If you
have the Horn, use it, and the door will appear.  Otherwise, you'll need to
hop around in the area until you happen to find the room.  Collect the Gems
inside, and try to make sure you use your throwing weapon to collect as many
as you can.  This will net you two Gems, while Gems you physically touch only
count as one (no idea why...).

Keep climbing until you come to a ledge on the right side with another Snake.
Head this way, and continue moving up until you come to a Red Chest.  If you
have the Boots of Force, you can open this chest; it contains Gems.  From the
chest, start heading up and loop around left.  You should pass another Red
Chest (do NOT open this one, it holds the WAND OF WONDER), and then come to
some Meat.  Just above the Meat is Secret Room 2.  Keep walking forward from
here, until you come to a two sets of fairly long, flat surfaces.  At the
left-side edge is a gap with more platforms.  Just above this spot is Secret
Room 3.  From this point, begin climbing the small platforms.

As you go up, you should notice the Red Door on your left.  You can't open it
yet, so keep climbing up until you reach the small plateau at the very top.
The RED KEY should be on this ledge.  Once you have it, head back towards the
Red Door.  The Red Chest on the way contains Gems, and is safe to get.  Trek
back towards the Red Door and enter the room.  You will immediately be
attacked by a pair of Skull Hives, which can only be killed by the Boots of
Force.  It is impossible *not* to lose some HP in here, so keep this in mind
when entering.  Grab the BLUE KEY from the bottom of the room, then climb
back up and exit.


======================
PINK KEY AND MORE GEMS
======================
Return along the way you originally took to find the Red Key.  You will enter
a small crater-like area, which contains a Red Chest (Gems).  Climb out of it
and walk along the ledge, until you see a set of 3 small platforms.  Just
after the right-most platform is Secret Room 4.  Continue moving down, until
you get to the first mid-sized platform.  Just off the left side of this one
is Secret Room 5.  Drop down and you should be back at the center region of
the stage, where the triangular platform and Red Chests sit.  Avoid them both
still, and, passing the chest with the Wand of Wonder, start climbing up and
left.  You will come to a long plateau with a Red Chest (Gems) on a mid-sized
platform above.  At the far right side of this plateau, underneath the Red
Chest, is a Jumping Gem location.

From here, head back right through the center of the stage again and avoid
the chests.  The one at the top of the triangular area contain the CLOAK OF
DARNKESS, which you probably don't want here.  From that chest, climb down to
the straight area below, then walk off the right side of it.  Follow the
small platforms down, then walk left along another straight area and past the
Snake.  Again, follow the small platforms going down.  There is one place
where two small platforms are touching one another.  Just above this is
Secret Room 6.  Directly left from here is a Blue Door, leading to a small
room with Skull Hives and the PINK KEY.  Try to move quickly to avoid as much
damage as possible.  You now have all three keys and are only being kept in
the stage by the 200 Gem requirement.


=========================
A FEW MORE DOORS AND GEMS
=========================
From the Blue Door, move down and pick up another Red Chest (Gems).  If you
have been following the guide up to this point, you're probably close to, if
not over, the 200 Gems you need to leave.  Either way, start climbing back up
and collect a few final Gems.

Return to the center area with the triangular platform.  Climb over the chest
with the Cloak of Darkness, then move right along the platforms until you
come to another flat ledge.  Walk forward and loop back up and left, to pick
up a Pink Chest (Gems).  From here, head right along the platforms until you
come to the Pink Door.  This leads to the boss, and will be blocked by the
Guardian if you don't have enough Gems.  Before leaving the stage, move down
from here into another small area.  You will see a Red Chest (Gems), and a
small platform just above it.  To the right of this platform is Secret Room
7.  With these last Gems collected, head up to the Pink Door and prepare for
the boss.


=========================
STAGE 4 BOSS – EVIL GHOST
=========================
HP:     15
Damage: 3 (contact); 1 (projectile)

The Evil Ghost is probably the easiest boss you have encountered yet.  It
moves back an forth along the ground and halts to fire magic projectiles at
you every so often.  It's movement and firing are perfectly predictable.  As
soon as the fight starts, throw your axe and hold the B-button, which should
result in 2 hits for 4 HP of damage.  From here on, the only strategy is to
throw the axe, then jump over the Evil Ghost when it approaches.  Try to make
sure you don't jump over it when it is about to fire, as this is really the
only unavoidable damage you can take.  Also, be careful not to make contact
with the Evil ghost, as this will take away 3 HP.  Repeat the above steps and
the Ghost will be toast very quickly.

Easy as the Evil Ghost is, if you'd like an even *easier* approach, see the
"Ultimate Boss Strategy" section at the end of the walkthrough.

Fend off the Souls, once again, then grab the treasure pile.  The Damsel this
time is Grizelda.  Apologize to her for her name, then take the points and be
on your way.  No more use for her now.


Point Totals
----------------------------------
Evil Ghost:             20,000 PTS
Bullets:                    35 PTS
Souls:                     200 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:                1,000 PTS
Red Key:                 2,000 PTS
Blue Key:                5,000 PTS
Grizelda:               30,000 PTS


========================
STAGE 4 – TREASURE GUIDE
========================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Secret     | 12 Flashing Gems         | From the platform where Snake is  |
| Room 1     |                          | perched near the start, two       |
|            |                          | platforms to the right            |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | On flat area near middle of stage |
|            |                          | and below triangular platform     |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Cloak of Darkness        | At the center of the stage, near  |
|            |                          | top of triangular area            |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Wand of Wonder           | At the center of stage, at the    |
|            |                          | left side of triangular area      |
|------------|--------------------------|-----------------------------------|
| Secret     | 10 Flashing Gems         | To the left of chest with Wand    |
| Room 2     |                          | and just above meat               |
|------------|--------------------------|-----------------------------------|
| Secret     | 9 Flashing Gems          | Left of Secret Room 3, on flat    |
| Room 3     |                          | area just before the gap          |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | On a platform just below the Red  |
|            |                          | Key location                      |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | Found within the crater area to   |
|            |                          | the right of Red Key location     |
|------------|--------------------------|-----------------------------------|
| Secret     | 5 Flashing Gems,         | To the right of crater where Red  |
| Room 4     | 2 Torches                | Chest is, at the end of the 3     |
|            |                          | small platforms                   |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | Down and left from Secret Room 4, |
| Room 5     |                          | left side of mid-sized platform   |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | Climb up platforms to flat ledge  |
|            |                          | above Wand of Wonder chest        |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | At the right-side edge of flat    |
| Gems       |                          | ledge mentioned above             |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | Near Blue Door, above area with   |
| Room 6     |                          | 2 small platforms touching        |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | In area below Pink Door, above    |
| Room 7     |                          | Red Chest                         |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | Area below Pink Door              |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• Flashing Gems are truly odd.  Each one you collect with your throwing
  weapon counts as 2 Gems, while each one you collect by touching only counts
  as 1.  What's even weirder is that this doesn't hold true in stage 1.  The
  Flashing Gems you find there always count as 2, no matter how you acquire
  them.  Also, regardless of how many Gems each counts as, it is still random
  as to whether or not you receive 100 or 200 points.

• The Cloak of Darkness, one of the least wanted yet easiest-to-
  accidentally-get chests in this stage, is actually a bugged item.  It is
  supposed to make enemies avoid you, but it does no such thing.  Instead,
  activating the Cloak reduces all damage you take from non-boss enemies to 1
  HP.  This isn't as useful as it might sound, as most enemies and all
  projectiles only take away a single HP anyway.  Whether or not this was
  supposed to be a feature that occurred in *addition* to enemy evasion, no
  one knows.

• Still on the subject of the Cloak of Darkness, there is a neat trick that
  you can do with this item after boss fights.  Once a boss is defeated and a
  treasure pile appears, use the Cloak.  You will then run into the door
  while invisible.  On the next screen when you save the Damsel, Kuros will
  still be invisible.  Since he blends into the black background, there will
  be no sign at all that he is there.  Not useful in the least, but kind of
  neat to see.



=============================================================================
S T A G E   5   –   F O R E S T   O F   E L R O N D   2                  WW12
=============================================================================

Required Gems: 100
Useful Items: Feather of Feather Fall, Boots of Force

Enemies (see bestiary for complete details):

• Blue Winged Gargoyle:             200 PTS
• Blue Goblin:                      200 PTS
• Pink Deadly Bat:                   25 PTS
• Pink Spider:                      100 PTS
• Pink Winged Gargoyle:              65 PTS
• Red Deadly Bat:                    25 PTS
• Red Goblin                        500 PTS
   - Pink Ball Shot:                 75 PTS
   - (if killed after shooting):   2000 PTS
• Red Winged Gargoyle:              200 PTS

-----------------------------------------------------------------------------
After fighting through caves spanning every color this game uses, you finally
make your way back to the surface and begin the second leg of your journey.
The second Forest stage is the final stop before the ominous Castle
Ironspire.  The enemies you encounter here will be more harassing and
troublesome than any you've met so far.  Bats will hound you, Gargoyles will
pursue you, Goblins will chase and fire at you...  The inner tress will
actually be *easier* than the outer forest this time around.  But, before any
of that, you'll need to climb the long tunnel of roots leading to the
surface.


============
MOVIN' ON UP
============
You start this level at the base of a long tunnel of roots, very much like
the one at the end of the first stage.  This section is pretty simple:
continue to climb up the platforms and pick up any items along the way.  The
Pink Spiders are the only offensive threat, and they are quite easy to
handle.  You should even pick up a nice number of Gems from them when killed.

About two-thirds of the way up the passage, you will come to the first of
four Jumping Gem locations.  It is on a screen with 3 platforms, ascending
from left to right and surrounded by roots.  Unlike the other Jumping Gem
locations, this one is not here to provide you with treasure; it is here as
an obstacle.  Trying to jump to the next platform will cause you to hit your
head on the Gem spot and fall down several platforms.  This is where you need
to be careful.  Try vertically jumping straight up on each platform after
about the mid-way point.  This will reveal any Gem locations and save you the
costly time you would lose by falling.

The next Jumping Gem spot comes shortly after the first.  It is on the right
side of the screen, in the section where you have two platforms directly over
one another.  The third Jumping Gem location comes a bit farther up.  It is
on the screen with several platforms, and a series of four roots in the
middle.  The platform with the Gems is just to the right of the four roots.
The final Gem spot is near the top of tunnel, on the screen with the Gray
Door.  You will find it two platforms to the right of the door.

By this point, you should have 65-75 gems and be right at the top of the
tunnel.  Exit through the Gray Door and welcome the breath of fresh air as
you plunge into the forest.


==========================
PINK KEY AND TREE CLIMBING
==========================
You will emerge into the forests on the far right side, to a scene very
familiar to the one in the first stage.  The main difference is that all the
enemies from Stage 1 have been replaced with nearly identical enemies now.
Red Eagles are now Red Gargoyles, but both enemies have the exact same
movement and pattern of attack.  Same thing with Flies now being Bats,
Werewolves now being Goblins, etc.  This new flock of enemies is more
difficult than the old one, and you will have a hard time finding much
breathing room.


ODDITY: If you happen to die in this stage, there is a random chance that all
the enemies will be replaced with the enemies from Stage 1.  Those foes,
while not as interesting, are a lot easier.  If you another life, there is a
chance that the enemies will revert back to the correct ones.  The enemies
will also change back if you enter and exit a tree.


SUPER ODDITY (ALTERNATE ENDING): This is possibly the oddest trick in the
entire game.  Go to the very left side of the screen along the forest floor.
When you reach the edge, turn your back to the wall, and repeatedly tap the
UP-button, which will cause you to slightly hover and fall, while slowing
moving into the blackness.  Continue to do this and you will eventually end
up in a new level!  Stage 1!  You will be back at the starting stage and can
play through the boards as normal.  However, from here on, you will continue
to rescue the remaining Damsels, not the original ones.  Stage 1 will have
Penelope, Stage 2 will have Candida, and Stage 3 will hold the Princess
herself.  The game will then end once you complete the Fire Caverns.
Definitely a weird (and anti-climactic) finish to the game.


Anyway, the first goal is acquiring the Pink Key.  From the start, climb the
branches until you come to the Pink Door.  From here, continue to move left,
jumping up to higher branches when you can.  In a nest near the middle of the
stage is the PINK KEY.  If you have the Feather already, you can avoid having
to climb the inner trees.  Levitate from the nest, then jump and glide all
the way to the branch on the left side of the screen.  From here, you can
easily access the upper levels of the trees.

If you don't have the Feather, you will be forced to do one of two things.
Your first option is to go back to the right until you get to the slender
tree with a nest above it (and a Pink Potion spawn point).  Wait beneath the
nest, and jump on a Bat to boost you upwards.  Alternatively, you can climb
the Pink Door Tree.  If you don't have the Feather, you can get it in there,
so this path is recommended.  The tree is fairly short, but has Red Bats that
will cause a slight annoyance.  There are plenty of Gems to pick up within,
and a Pink Chest just above the middle point that holds the FEATHER OF
FEATHER FALL (or Gems if you already have the Feather).


====================================
RED KEY, BLUE KEY, TREASURE-A-PLENTY
====================================
The RED KEY sits on one of the branches in the Pink Door Tree.  The branch is
on the far right side of the tree, just below the upper Pink Door.  The key
blends in well with the background, so you'll need to keep your eyes open.
If you reached the top of the trees by using the Feather, just enter the
upper Pink Door and pick the key up.  If you are climbing this tree already,
nab the key on you way up.

Once you exit the Pink Door, move left until you see the nest.  This spot is
a Pink Potion spawn point.  Once the potion appears, grab it, then levitate
and jump onto the leaved branch above.  Just to the left of this branch is
another Red Chest that holds the BOOTS OF FORCE.  It is highly recommended
that you pick up the Boots now, as it the last chance to change your special
item during the game.

Head back right until you land on the large stump.  From here, you should be
able to access the very tops of the trees.  If you walk to far right edge of
the leaves here, a Treasure Hoard (chalice or orb) will appear to the left.
Grab it for an easy 10,000 points.  Begin walking towards the left, and jump
onto the final tree tops on the far left side of the screen.  The BLUE KEY
sits here.  In this same area, move gently to the left-side edge and you will
uncover another Treasure Hoard, this one appearing to your right.  Again,
this is another easy 10,000 points.

By now, you should have all 3 Keys, so the only thing keeping you in the
stage is the 100 Gem requirement.  If you have them, great.  You can sail
down to the lower levels of the forest and enter the Blue Door just above the
left corner.  If you are a little short, enter the Red Door below the Blue
Key and pick up Gems as you fall.  This tree is also very short, and filled
with gem-dropping Pink Spiders.  At the very bottom is a Pink Chest filled
with even more Gems.  This should be enough to put you over the top.  The
Blue Door leading to the boss is just below the bottom Red Door.  Enter it
when ready.


===========================
STAGE 5 BOSS – QUEEN SPIDER
===========================
HP:     18
DAMAGE: 3

The Queen Spider is, by far, the easiest boss in the game.  She walks very
slowly and then leaps just before getting to the edge of the screen.  As soon
as you enter the boss room, stay where you are and throw your axe as fast as
you can.  Just before making contact with you, the Queen Spider will leap
into the air.  Take this time to move to the right side of the screen,
standing just behind the Gray Door.  Throw your axes, and, again, the Spider
will leap just before hitting you.  Run to other side of the screen and
repeat.  There is no reason to lose even a single HP on this boss.

Once defeated, the Queen Spider turns into Souls, which are really the only
threatening part of the battle.  Dispatch them as you always have and grab
the treasure pile.  Free Penelope, another blonde Damsel with pink skin, and
be on your way.


Point Totals
----------------------------------
Queen Spider            20,000 PTS
Souls:                     500 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:                2,000 PTS
Red Key:                 5,000 PTS
Blue Key:               10,000 PTS
Penelope:               40,000 PTS


======================
STAGE 5 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Jumping    | 5 Gems                   | About 2/3 of way up the roots, on |
| Gems       |                          | the middle of 3 platforms rising  |
|            |                          | from left to right                |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Just above first location, on top |
| Gems       |                          | of two stacked platforms          |
|------------|--------------------------|-----------------------------------|
| Jumping    | 10 Gems                  | On a screen with many platforms,  |
| Gems       |                          | on the one just right of 4 roots  |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Top of roots tunnel, on same area |
| Gems       |                          | as Gray Door, two platforms right |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems (Feather of Feather | Just after mid-way point in Pink  |
|            |       Fall)              | Door tree                         |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Boots of Force           | Top layer of trees, near center   |
|            |                          | of the stage                      |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems                     | Very bottoms of Red Door Tree     |
|------------|--------------------------|-----------------------------------|
| Treasure   | 10,000 points            | Touch top-most right corner of    |
|            |                          | trees                             |
|------------|--------------------------|-----------------------------------|
| Treasure   | 10,000 points            | Touch top-most left corner of     |
|            |                          | trees                             |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• While this stage has all 3 colored Keys, you only *need* the Blue Key to
  complete the stage.  It is possible to get this key (and only this key) by
  using the enemies to bump you to the upper layer of the trees.  From there,
  get the Blue Key as normal, and you can leave the stage once you have 100
  Gems.

• The "warp zone" trick in this stage is one of the most unusual in the game.
  Once you get back to Stage 1, you will have the Potion of Levitation and
  can now try the same trick again by going to the left-side corner of the
  forest floor.  This time, however, you will become trapped in the black
  void forever.  Your only option from here is to reset the game...

• When you pull off the warp zone trip and return to Stage 1, the most
  interesting glitch is that you will rescue Damsels that should be hidden in
  later stages of the game.  This happens because of the way the game records
  the Damsels you've saved.  The one loaded after a boss has nothing to with
  the stage; it has to do with the number you've previously rescued.  As you
  might have guessed, this means that, with the right cheat codes, it is
  possible to rescue the Princess after any stage, including the first.



=============================================================================
S T A G E   6   –   O U T E R   C A S T L E                              WW13
=============================================================================

Required Gems: 50
Useful Items: None

Enemies (see bestiary for complete details):

• Acid:                              0 PTS
• Arrows:                          100 PTS
• Pink Ant:                         25 PTS
• Pink Ghost:                       25 PTS
• Pink Spider:                     100 PTS
• Red Ant:                          25 PTS
• Red Ghost:                        25 PTS
• Skull Hive:                      100 PTS

-----------------------------------------------------------------------------
After a long journey, you have finally made it to the castle, your ultimate
destination.  The journey isn't over yet, however.  You will first need to
enter then castle, then plunge deep into the basements to find the captured
Princess.  This first stage takes place outside the castle.  You will need to
scale the entire building to find the Red Key to enter the front gate.  The
stage is also unique in that it has no boss and no Damsel to rescue.  Your
objectives are quite clear: find the Red Key and obtain 50 Gems.


==================
SCALING THE CASTLE
==================
You emerge from the forest to the far right of the castle.  The exit door in
this stage is very close to the start.  Walk dead left and you will come to
it within a few seconds.  Finding the key to open this door, however, will
take you a lot longer.  It shouldn't be too hard to realize that the only way
to go is up.

You can begin climbing the castle at any spot, but the left side offers the
easiest route.  Before you begin, here are a few notes on climbing.  The
castle walls are made up of two types of blocks.  The first is a moving
square block that juts in and out of the castle walls.  You can only land on
it while it protruding from the building.  The second type of block is
rectangular with a slit down the middle.  This block has a mechanism that
fires arrows at you.  There are two main things you will need to do to be
effective here:

 1.) Use the Potion of Levitation to float when the block you want to land on
     isn't available.
 2.) Use the Feather to glide at anytime you lose your footing

Start climbing the blocks on the left side.  The ones where the Gems are
resting are a good place.  From here, you basically need to take whatever
path you can to get to the top.  There really aren't too many options, so
just go with the flow of the blocks.  Avoid the Ants when they come to close,
time your jumps to avoid the arrows, and make *sure* the block you are about
to land on isn't currently moving into the wall.

The main path will take you left, then gradually move into the center of the
castle.  If you see torches, you are on the right track.  Head right from
there and continue to climb.  At the top, the rock walls will gradually begin
to change color.  Though it may be hard to distinguish, you can stand on the
crenulated portion of the castle near the top.  This is the area that looks
like the following:
  _   _   _   _
_| |_| |_| |_| |_

Head to the left side of this balcony, then start climbing again.  To the
upper right is another balcony.  Jump until you reach this point, then nudge
left as far as you can.  You should see at least part of a golden spire,
which represents one of the castle towers.  You will need to levitate and
perform a gliding jump to make it.  At the far left ledge of the tower is the
PINK KEY.  If you stand on the second wall from the right and jump straight
up, it will reveal a hidden treasure hoard for some points.

Jump back over to the balcony on the right, and head to the far edge until
the blocks resume.  Continue to climb up from here, and you will reach
another tower with golden spire.  There is another nice treasure hoard
available here.  Stand on the third wall of the tower from the left, and jump
straight up.  A treasure will appear on the left-most wall worth 10,000
points.  Go left from this tower and climb up a final sets of blocks.  These
lead to the final tower, and the Pink Door sits on the right-side wall.
Before entering the Pink Door, you have the chance to pick up yet another
Treasure Hoard.  Stand on the second wall segment from the left, and jump
straight up.  A treasure will appear on the far left.  At your convenience,
the Pink Door is waiting.


=======================
HUNTING FOR THE RED KEY
=======================
Enter the Pink Door, and you will be inside one of the castle rooms.  This
area is quite large, and is filled with pesky Skull Hives and Acid that falls
on you from above.  You *will* be taking damage here, so be prepared in
advance.  If you have the Boots of Force, your time here will be
exponentially easier, as you can pick off the Skull Hives.  Also, remember
that the projectiles that the Hives fire can be deflected with your shield or
destroyed with your weapons.  This area has several hidden rooms that hold
much needed Gems.  Be sure to find those rooms, and even surer to use your
axe to collect them (this gives you 2 Gems, as opposed to 1 if you physically
touch them).

From the starting point, climb straight up on the platforms and remain near
the right-side wall.  This path has a lot of Meat that will help you
enormously.  At the top right corner, you will reach a part where two square
blocks are vertically stacked, with a small space between them.  Above these
two blocks is Secret Room 1.  After this, continue to head left along the top
path.  When you get to the area where the stone resumes (and a small torch is
found), you are right near another Secret Room.  Walk off the right side of
the stone ledge and you will fall onto Secret Room 2.

Continue to head left, then down when you get the chance.  You should be
collecting all the Gems you see along the way also, as each one will be
important.  Go left, then climb back up when you get to the wall.  At the top
you will find a welcomed slice of Meat and a Pink Door.

The Pink Door leads to the room containing the RED KEY.  This room is filled
with Ghosts and Spiders, in addition to the Skull Hives.  Grab the key from
the top-left corner, then get out of there as quick as you can.


=====================
INTO THE CASTLE WE GO
=====================
Exit the Pink Door room head back down.  Move right, climb up, then loop back
left this time.  Follow the path and you will come to a Red Chest, which
contains Gems.  These should be enough to push you over the 50 Gems mark if
you weren't already.  Go back right, and follow the stone flooring.  Take the
lower path this time, and follow it to exit.

Once back outside the castle, jump off the tower and hold RIGHT.  You will
fall for quite a while, but eventually find the ground again.  Make sure to
use the Feather a second or so before hitting the ground to avoid losing any
life.  Walk over the center of the Castle and enter the Red Door.  The stage
now ends, as Kuros is about to enter the depths of Castle Ironspire...


Point Totals
----------------------------------
Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:                5,000 PTS
Red Key:                10,000 PTS
(Blue Key):             20,000 PTS


======================
STAGE 6 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Treasure   | 10,000 points            | Left-most tower, stand on second  |
|            |                          | wall from right and jump up       |
|------------|--------------------------|-----------------------------------|
| Treasure   | 10,000 points            | Right-most tower, stand on second |
|            |                          | wall from right and jump up       |
|------------|--------------------------|-----------------------------------|
| Treasure   | 10,000 points            | Center tower, stand on second     |
|            |                          | wall from left and jump up        |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | Straight up from inner room door, |
| Room 1     |                          | above two square blocks           |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | From entrance, go left to wall;   |
| Room 2     |                          | room is just below top            |
|------------|--------------------------|-----------------------------------|
| Red        | Gems                     | After getting the Red Key, go     |
| Chest      |                          | back down, right, up, and left    |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• The levitate bug that worked in the previous stage to take you back to
  Forest 1 also works here... sort of.  Move to the far left side of the
  screen, and stand with your back facing the wall.  Once again, repeatedly
  press UP, and you will slowly disappear into the blackness.  Kuros may even
  start to fall, signaling a possible hidden level! ...or not.  He will just
  get stuck in the darkness permanently, with no way to escape and no way to
  die.  All you can do is reset and start again.  Not a very noble ending for
  a great warrior like Kuros.

• This stage is a nice place to point out a few of the countless errors in
  the instruction manual (like anyone reading this still has that...).  It
  lists both the Acid and Skull Hives as being invincible, an obviously
  incorrect statement.  The Acid can be killed by any source, but is very
  hard to do from overhead.  You receive no points for doing this.  The Skull
  Hives can only be killed with the Boots of Force, and are worth 100 points
  when killed.  These are actually some of the smaller errors in the manual.
  Not nearly as bad as when they list a dummied out item as a findable one...
  (see next stage's "Interesting Facts" for more details).



=============================================================================
S T A G E   7   –   I N N E R   C A S T L E   1                          WW14
=============================================================================

Required Gems: 200
Useful Items: Feather of Feather Fall, Shield of Protection

Enemies (see bestiary for complete details):

• Acid:                              0 PTS
• Pink Skeleton                    200 PTS
  - Bones                           50 PTS
• Red Skeleton:                    200 PTS
  - Bones                           50 PTS
• Red Winged Gargoyle:             200 PTS
• Skull Hive:                      100 PTS

-----------------------------------------------------------------------------
The first stage within the castle is the longest and most difficult you have
come across yet.  While this level has a very high Gem requirement,
collecting those is not the true challenge.  This stage is so large that the
shear time you spend exploring will take its toll on the Health Bar.  You
will also learn to *loathe* the Red Gargoyles, who pester you to no end.  To
get a general idea of how the stage is shaped, see the next section, which
offers somewhat of a map to guide you through the level.


===========================
NAVIGATING THE CASTLE HALLS
===========================
This first Inner Castle stage is likely the longest and most confusing level
in the game.  It helps if you remember that the stage is quite linear,
though.  There are several sets of large rooms that are stacked one atop the
other, and a fairly large blue room that connects the two sides.  Below is a
simple ASCII map to illustrate the general areas of the stage.  The letters
represent, roughly, the order in which each part should be visited.

F---F--E
|      |
|   D  |
|   |  |
|   |  |
|   C--E
|   |
|   |
G---B
    |
H---A

A:  This is the starting area of the stage.  From here, you can go left,
    which takes you to a small drop and the door leaving the stage (don't get
    any ideas, you need the Blue Key first).  You can also go up, along a
    long series of platforms requiring a tedious amount of jumping.  Guess
    which path you'll need to take...
B:  This is the area shortly above the starting point.  On the left-most
    edge, there is a Blue Chest and the entrance to area G.  Avoid going this
    way now, as it leads to chests and passages you cannot take.
C:  This area begins where the upper ceiling narrows.  Just to the right of
    this opening is a Red Chest, and the Red Door is found to the right of
    this.
D:  Above the Red Door, the ceiling narrows again to a small opening against
    the right side wall.  This signals the start of area D.  This area
    extends all the way upward to where the Red Key is found.
E:  The Red Door in area C leads to this area.  You can easily identify it by
    the blue background.  This part of the stage is quite large, and filled
    with Skull Hives.  At the top, it reconnects to the main level.
F:  Area F begins as soon as you leave the blue area through the Blue Door.
    It consists mostly of long halls, which you will be climbing down.
G:  Area G begins when you find the first Blue Chest.  It stretches back down
    and reconnects with Area B, which starts at the second Blue Chest.
H:  This is the area right next to the stage entrance.  Walk left from the
    starting door, and the floor will eventually fall off slightly.  This is
    the start of area H.


=============
RED KEY FIRST
=============
From the start, choose any point along the main floor to begin climbing.  You
might want to go around and pick up some of them Gems, but you don't need to
go overboard; this level has 500 or so for the taking.  Also, be on the look
out for the Red Gargoyles, which will pester you here to no end.  A nice
trick is to leave any item that these foes drop.  A new Gargoyle will not
appear so long as the item is still on the screen.

Continue jumping until you reach an area that contains lots of Meat.  Be very
deliberate here in collecting as few pieces as you can, as the Meat will be
much more useful on your way back down.  If you come across a Blue Chest,
head back right, as this chest signals the start of an area you cannot enter.
From the spot where the Meat locations begin, head all the way to the wall on
the right.  There is a section with a long platform, 4 ascending steps, then
a prison cell platform.  Just off the edge of this, against the wall, is
Secret Room 1.

Move back towards the center of the stage with the Meat and climb up just a
few more platforms.  The ceiling will narrow to a small gap, signified by a
Red Chest on the right-hand side and a Red Door a little farther down.   From
here, walk over to the left-side wall and start climbing, then, once you
reach the ceiling, start moving right.  There will eventually be an opening
in the ceiling along the right-hand wall, leading into another large room.

Walk along the floor until you come to the left-hand wall, once again, then
resume climbing.  By now, the Red Gargoyles are attacking in packs of two.
It helps to pause after every couple of jumps and take them out, else you'll
likely be hit while in mid-air.  Follow the left-side wall until it bends
inward, then start moving left.  At the corner shortly after the floor
begins, there are two square blocks, one at eye-level and one at jump level.
Between the two lies Secret Room 2.

From here, the pathway leads straight up and to the Red Key.  Not very far up
up, there are two Jumping Gem locations.  You will reach an area that looks
like the picture below.  The Jumping Gem locations are designated with a "j".

  --          j
   --
    --       --
   j --     --
   ________
  |        |
  |________|

Continue climbing and you will eventually find the RED KEY in the top left
corner of the hall.  Begin going back down now until you come to the Red Door
you found as this area began.  There is a Red Chest in front of the door that
holds some Gems.  Enter once you're ready.


===========
SEEING BLUE
===========
You will enter a new area of the level, now with a light blue background.
This part is extremely difficult, as it is *infested* with Skull Hives and
dripping acid.  The Boots of Force will come in very handy here in taking out
the Hives, as they will pummel you with projectiles relentlessly and from all
angles.

If you stay along the main floor and walk all the way right to the wall, you
will find Secret Room 3 by jumping.  From here, move up and towards the
center of the hall and you should find the PINK KEY.  Go all the way left,
then loop around right.  When you get to a platform with four stairs
ascending from the left side, move to the right-side edge and jump straight
up.  This will take you to Secret Room 4.  Not far up from here you should
hit the ceiling.  Go all the way right for a Pink Chest with Gems.  Head back
left for another Pink Chest.  This one holds the Feather of Feather Fall, in
case you've missed it previously.  Picking it up here is of little use,
however.  If you have the Feather already, which is quite likely, the chest
will hold Gems instead.  A few platforms up is a Red Chest, which carries the
Shield of Protection, were you to still not have one.  If you do, once again,
it holds Gems.

A little farther up, on the left, is a Blue Door.  A bit above this is the
BLUE KEY, at the very top of the hall.  To the right of the Blue Key spot,
there is a square platform.  Stand on it and jump up to find Secret Room 5.
After this, head back down and exit from the Blue Door.  You can exhale, as
the stage it's pretty much downhill from here.


=============================
LET'S GET THE HELL OUTTA HERE
=============================
The Blue Door will take you back into the main area of the stage, and it
won't be too long before a pair of Red Gargoyles come to say hello.  Still,
they are welcomed site after the Skull Hives.  Walk left from the doorway
until the floor starts to drop.  Above the very first platform, a prison cell
one, is Secret Room 6.

Jump down the platforms as quickly as you can.  If you are shy of 200 Gems,
take a little extra time to pick them up here.  If not, race down as fast as
you can; this will preserve as much of your life as possible.  At the very
bottom of the hall is a Blue Chest, again containing the Shield of
Protection.  The game must *really* think this item is important in the
upcoming stage...  In all likelihood, though, unless you were deliberately
avoiding the Shield, this chest will hold Gems.

Walk right and take the path leading down again.  You will eventually come to
a long drop, which will end with a platform on the left.  Along the wall and
above this is Secret Rook 7.  Below this, the hall opens up to a slightly
larger area.  There is some Meat, which is welcomed, but the Skeletons are
also back, which is not.  Head right and you will come to another Blue Chest,
containing Gems.  This will take you out right near the beginning of the
stage, where you started climbing.

Go down from the Blue Chest, then head left until the floor drops off.  Just
after this drop is Secret Room 8; there should also be a Blue Chest visible
in the upper-left hand part of the screen (Gems).  Within sights of this is
another Blue Chest on the left, also containing Gems.  By now, you should
have anywhere from 300-400 Gems.  The Blue Door exiting the stage is just
left of here.  If you do happen to be short, you can go back and enter a few
secret rooms or fight off Red Gargoyles – they leave a decent number of Gems
when killed.  When you're ready, enter the Blue Door and say good-bye to this
long stage.  It's certainly worn out its welcome.


==================================
STAGE 7 BOSS – SKELETON CHANGELING
==================================
HP:     12 (each form)
DAMAGE: 3 (contact); 1 (bone)


It's quite fitting that the most difficult stage in the game has on of the
most difficult bosses.  The Skeleton Changeling consists of four separate
bosses, each a skeleton progressively larger than the previous.  The
skeletons move back and forth, hop sporadically, and continuously throw bones
into the air.

The first form is the mini-Skeleton.  This one comes up to about Kuros's
knees, but can still be harmed by throwing your axe horizontally.  This is
the easiest phase to defeat, and your goal should be to escape without losing
any health.  Simply jump over the mini-Skeleton when it approaches, make some
distance, and attack with the axe.  It's not devastating if you are hit by
the bones, but it is if the skeleton makes contact – this results in a 3 HP
loss.

The small-Skeleton, up next, isn't too hard either.  There is a second delay
after one form is defeated, so use that time to get into place.  Watch the
pattern of its jumps to know when to time yours, as the small-Skeleton has
one very high jump that will hit you every time.  This form is a also a bit
quicker, so you will need to be patient.  Don't try to cause too much damage
at a time.  Hopefully, you will still have 9 or more HP left when this form
is defeated.

The medium-Skeleton looks like the ones from the stage.  It is Kuros's
height, but has the same patterns of attack and same size bones as the
previous form.  It is slightly harder to jump over because of its added
height, however.  Watch for the hopping patterns when timing your jump.  This
form also has a high jump that gives Kuros enough space to walk underneath;
you should take this opening if you have it.  Continue to throw your axe, but
don't focus on this.  Just forget about it once tossed, and worry about
moving to avoid harm.

The final form is the large-Skeleton, a huge monstrosity with giant bones
that it tosses at you.  Because of its size, this final form is very hard to
avoid and even harder to jump over.  If you have 6 or more HP, you can go
into "artillery" mode and really try to concentrate your fire on the body.
Stand firm and launch your axes quickly.  Go out of your way to get hit by
the bones when the Skeleton is near, as these will only cause 1 HP of damage
and make you invincible for a few moments.  Even if you are hit by the body,
you will still get a short period to escape.  Use that time to pass through
the Skeleton, and head to other side of the screen.  Fire away, and the
Skeleton should die quickly.  If your HP are lower, you will have to try the
riskier method of avoiding the Skeleton.  Jump over it as it approaches, and
hope that it isn't about to hop in the air itself.  If you are lucky, it will
perform a high jump in front of you, allowing you to pass underneath, but be
careful.  Trying to squeeze through is very difficult.  After a long and
difficult battle, you should be able to bring down this foe.

Of course, you can reduce this difficult challenge to child's play if you use
the trick found in the "Ultimate Boss Strategy" section at the end of the
walkthrough.  This tip lets you Skeleton Changeling effortlessly without
losing even a single piece of life.  Definitely worth a look if you're having
problems.

As you are probably used to, Souls will emerge from the Skeleton once
defeated.  Fend them off, grab the treasure pile, and brace for the final
stage.  On your way, you will rescue Candida, who seems like a lovely girl.
She rewards Kuros with 50,000 points, and he thanks her by walking away and
never thinking of her again.


Point Totals
----------------------------------
Changeling (each form)  20,000 PTS
Bones                       50 PTS
Souls                      500 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
Pink Key:               10,000 PTS
Red Key:                20,000 PTS
Blue Key:               50,000 PTS
Candida                 50,000 PTS


======================
STAGE 7 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Secret     | 10 Flashing Gems         | Along right side wall, above the  |
| Room 1     |                          | entrance and below ceiling        |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | At bottom of hall with Red Key;   |
| Room 2     |                          | left side, between two blocks     |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Above Secret Room 2, just under   |
| Gems       |                          | set of four ascending stairs      |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Next to other Jumping Gem spot,   |
| Gems       |                          | above second stair on right       |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems                     | Just before Red Door, in section  |
|            |                          | straight above entrance door      |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | In blue room, far right wall from |
| Room 3     |                          | entrance                          |
|------------|--------------------------|-----------------------------------|
| Secret     | 11 Flashing Gems         | In blue room, at right-side edge  |
| Room 4     |                          | of platform up and left of key    |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems                     | In blue room, top-right corner    |
|------------|--------------------------|-----------------------------------|
| Pink Chest | Gems (Feather of Feather | In blue room, upper-left ledge    |
|            |       Fall)              |                                   |
|------------|--------------------------|-----------------------------------|
| Red Chest  | Gems (Shield of          | Platform above previous Pink      |
|            |       Protection)        | Chest                             |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | Above platform right of Blue Key  |
| Room 5     |                          |                                   |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | After blue room exit, above first |
| Room 6     |                          | platform (prison bars)            |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems (Shield of          | Bottom of hall after exiting blue |
|            |       Protection)        | room                              |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | In hall coming from blue room     |
| Room 7     |                          | exit, left side below giant gap   |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems                     | Area just left and up from start, |
|            |                          | where blue room exit halls end    |
|------------|--------------------------|-----------------------------------|
| Secret     | 12 Flashing Gems         | From starting door, walk left     |
| Room 8     |                          | until floor drops                 |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems                     | Left from start, before Blue Door |
|            |                          | to boss                           |
|------------|--------------------------|-----------------------------------|
| Blue Chest | Gems                     | Slightly left of previous chest   |
o---------------------------------------------------------------------------o


=================
INTERESTING FACTS
=================
• Wizards & Warriors contains several dummied items (items removed before
  release but still programmed in).  Most notably, the Scroll item, which is
  even mentioned in the instruction manual, was taken out of the game.  This
  item allowed you to view your current location on the world map once, then
  disappeared.  The coding for it still exists, so, with the right cheat
  codes, this item can be enabled again.  It is a special item, and will
  replace whichever one is currently in that slot.  Might have been nice, but
  a map view only comes in handy in the cave stages.  After this, the item
  would be a waste, and I guess the programmers figured as much.



=============================================================================
S T A G E   8   –   I N N E R   C A S T L E   2                          WW15
=============================================================================

Required Gems: 100
Useful Items: None

Enemies (see bestiary for complete details):

• Pink Ghost:                        25 PTS
• Pink Spider:                      200 PTS
• Red Ghost:                         25 PTS
• Red Spider:                       200 PTS
• Red Winged Gargoyle:              200 PTS

-----------------------------------------------------------------------------
This is the final stage before the inevitable showdown with Malkil.  After
what you just went through, this level is a nice break.  It is rather short
and very straight-forward.  The true challenge in this level is meeting the
Gem requirement.  You need to find 100 Gems in a stage that is extremely
stingy to fork them over.  Odds are, you will be spending a good while
outside the boss's door defeating enemies to earn the required fare.  This
makes all the hidden sources in the stage that much more valuable.


==========
GET GREEDY
==========
This stage is neither long, nor confusing, but getting the 100 Gems to leave
it will take some time.  The key, then, is to pick up *every* Gem you see
along the way.  From the starting door, go left and grab the 3 Gems before
you begin to climb down.  Take advantage of the Feather as you fall, and
don't miss the torches either.

At the bottom of the passage, you will begin encountering Red Spiders.  These
foes crawl along the ground and fire at you, but, luckily, they leave Red
Gems quite often.  Don't shy away from killing them at any chance you get.
Walk right along the narrow hallway until it opens up a bit and you reach a
small staircase.  Continue to move right and you will reach another
staircase.  Just above this is a square block.  Move underneath the square
block with a Red Gem on top, then walk two or three steps forward; jump here
to uncover a Jumping Gem location.  Shortly after this is another staircase.
At the top, before the prison cell block, is another Jumping Gem location.
Both should come in quite useful in amassing the requirement.

When the room finally opens up, it is time to begin climbing.  Try to cover
the full screen, going far left and right, as you climb; Gems are lying all
around.  The passage is not that wide, probably about a screen and half in
width.  Also, remember that you can get far away Gems by throwing you weapon.
This should save some time.  As you reach the top, edge toward the left
corner.  The RED KEY is on top of the square block there.

Once you have the Key, the only remaining task is gathering the Gems.
Hopefully, you will have 60-75 at this point.  The rest must be picked up
from enemies.  The easiest place to do this is back along the narrow tunnel
just before the room opened up.  In this section, the enemies will only come
from your direct left or right.  In the open, enemies come from all angles,
making them much harder.  So, sit here and Gem hunt until you have enough.
It should take a few minutes or so, at least.  Once you have 100, walk all
the way right to the Red Door and brace for the long awaited showdown.


===================
FINAL BOSS - MALKIL
===================
HP:     24 (regenerates over time)
DAMAGE: 3 (contact); 1 (projectile)


Malkil's chamber is a large, stone room, filled with many hiding places for
him to strike at you in secret.  Malkil will randomly appear somewhere, shoot
a homing fireball, then teleport somewhere else.  There is no way to predict
his pattern of movement, but he only appears on flat surfaces.  This is your
advantage.

From the starting platform shaped like a donut, walk left and you will fall
onto a region shaped like the picture below.  The left side of the screen has
a bowl-like shape, then a gap leading to the Blue Door in the middle,
followed by a crenulated area on the far right.  The key to beating Malkil
easily is standing in the region marked with an X below.

                                          4
                                       _______
          1                           |       |
         ___                3         \       |  5
        \   /              ___         \      |_____
\        ―――          X   /   \         \_
 \\                     //     \          \_
   \\     2           //        \           \
     \\_____________//           \


From here, Malkil will appear in one of the 5 marked spots above.  When he
does, he fires a magical homing projectile at you, which will move around
until it makes contact.  Luckily, this projectile is quite large and can be
destroyed by attacking it.  Fend off the shots from all locations, and, when
Malkil appears at points 2 or 3, use this time to get in a few attacks with
your throwing weapon.  The key is to stay patient.  It's very tempting to go
crazy with your attacks, but remain stationary and play defense until he
appears near you.  After a few minutes and some quick reflexes, Malkil will
be toast.  You can easily beat him without losing a single HP from this
location.

One additional point to keep in mind is that Malkil does regenerate his HP
back slowly, at a rate of about 1 every 10-15 seconds or so.  If you are
attacking with the axe and doing 2-4 damage each time he appears, this
shouldn't be much of a problem at all.  If, however, you are using the
dagger, you might need to become more aggressive.  Don't go crazy and chase
Malkil everywhere, but slowly expand your attacking area.  Instead of staying
at X above, move between points 2 and 3 until you begin doing enough damage
to overtake the regeneration.  In this scenario, you may also want to use
your special items for offense, if you can.  The Boots of Force will work
rather well, doing 3 HP of damage to Malkil.  The Staff or Power is also a
good bet, as it acts as a substitute for the axe and lets you to use the
original strategy.  In almost all situations, you can easily beat Malkil
through patience alone.  Only in the special circumstances mentioned in this
paragraph does it make sense to deviate from the initial strategy.

As expected, Malkil's death releases 6 Souls.  Fend them off and grab the
BLUE KEY that the Souls leave behind.  Walk all the way over to the Blue Door
on the right, and enter.

At long last, you have saved the fair Princess!  Congratulations!  Oddly,
even she looks exactly like the other Damsels.  Malkil must have only had
blue bikinis in stock when he captured them...  But who cares.  You have
saved the land of Elrond and are the true hero.  After receiving a whopping
100,000 points from the Princess, you get a chance to enter your initials.
The high score list will also place a "Sir" in front of your name to signify
that you beaten the game (yes, even if you are a female).  Your amazing score
will now be enshrined in the Wizards & Warriors Hall of Fame forever!  Er...
or until you reset the game, since there is no battery to record your score.
Oh well.  That just means it's time to play again!


Point Totals
----------------------------------
Malkil:                 50,000 PTS
Projectiles:                 0 PTS
Souls:                   1,000 PTS

Gems (each):                20 PTS
Health (each):             500 PTS
(Pink Key):            100,000 PTS
Red Key:                20,000 PTS
Blue Key:               50,000 PTS
Princess               100,000 PTS


======================
STAGE 8 TREASURE GUIDE
======================

o---------------------------------------------------------------------------o
|    Type    |        Contents          |             Location              |
|============|==========================|===================================|
| Jumping    | 5 Gems                   | Along main passageway, just right |
| Gems       |                          | of square block with Red Gem      |
|------------|--------------------------|-----------------------------------|
| Jumping    | 5 Gems                   | Just right of previous location;  |
| Gems       |                          | at top of staircase, left of      |
|            |                          | prison cell block                 |
o---------------------------------------------------------------------------o



=============================================================================
U L T I M A T E   B O S S   S T R A T E G Y                              WW16
=============================================================================
This is an amazing trick that let's you take down most of the game's hardest
bosses effortlessly, without taking any damage at all.  Thanks in part to a
bug, this strategy not only makes you invincible, but it also causes the
bosses to kill themselves!  To perform the trick, you will first need the
Potion of Levitation, which is available in Stage 2.  Once you've got it,
you're ready to roll.

This trick works in any stage where the boss sits in a typical, one screen
boss room.  It does not work on the Stage 2 boss or Malkil, since they both
have special chambers.

Here's what to do:

1.) As soon as you enter the boss room, walk to the very left edge of the
    screen.  Without moving forward even the slightest, tap RIGHT on the D-
    Pad.  You should turn without stepping forward at all.  If you move even
    an inch, you'll have to ditch the trick or try again, as it won't work.

2.) Press and hold UP on the D-Pad to start levitating, and do not let go.
    You will be floating, but about 1/3 of your body will be off the screen.
    From this position, you are invincible to damage.

3.) At this point, you can either begin attacking by throwing your weapon,
    or, even nicer, let the enemy kill itself by running into you. That's
    right, the enemy will kill itself be constantly running into your boots.
    You, however, are completely safe.  The boss will quickly defeat itself
    and you will have taken no damage at all.

4.) The only real chance you have to lose any life comes when the Souls
    appear, as they will probably be right on top of you.  You can avoid this
    damage by jumping over the boss and doing the last bit of damage from
    afar, thus giving you enough distance to take out the Souls safely.  In
    fact, this method is strongly recommended, as it also avoids the possible
    glitch mentioned below.


===============
POSSIBLE GLITCH
===============
So, you can defeat, say, the Skeleton Changeling without taking any damage at
all.  Sound too good to be true?  Well, all good things come with some price
tag.  There is a potential problem that could result if you kill the Souls
too quickly when they appear.  When the initial boss is defeated, you will
notice some "sparkles" drop to the ground, and this is where the treasure
pile appears after the Souls are destroyed.  If you defeat the Souls so
quickly that the "sparkles" haven't hit the ground yet, a treasure pile will
never appear, and you'll be stuck in the boss room forever (and need to
reset).  This glitch actually results anytime you kill the Souls too quickly,
and is not directly related to the Ultimate Boss Strategy.

This problem occurs because the Souls will very likely appear right
underneath you, killing themselves almost as soon as they emerge.  You can
avoid this bug by jumping over the boss and striking the death blow from
afar.  The Souls will then appear (and can be killed) as normal, avoiding any
potential problems.  It is recommended that you do this in all scenarios to
eliminate any possible uncertainty.


===================
WHERE DOES IT WORK?
===================
So, where, exactly, can you use this strategy?

This trick works in the following stages:
  • Stage 1 (if revisited using the warp trick)
  • Stage 3
  • Stage 4
  • Stage 5
  • Stage 7

This trick does NOT work in the following stages:
  • Stage 2
  • Stage 6 (there is no boss)
  • Stage 8


This should make your life a whole lot easier when facing some of the more
menacing foes, namely Rock Face and the Skeleton Changeling.  If your
conscience bothers you at the thought of using a glitch to beat certain
bosses, the walkthrough section includes detailed accounts of beating all
these enemies without using this method.

If you like this trick or can think of any other ways to avoid the possible
glitch, please let me know.  Special thanks goes to rye881 for first
informing me of it.




=============================================================================
B E S T I A R Y                                                          WW17
=============================================================================
The following section contains full descriptions, statistics, and strategies
for every enemy in the game.  For information on bosses, see the boss guide
at the end of each appropriate stage.  The description below lists the
monsters name (as given in the manual), the stage(s) they are found in, the
damage they inflict when hitting Kuros, the point values they give when
killed, and the number of HP they have (nearly all enemies have 1 HP).  Also,
unless otherwise stated, all projectiles that Kuros destroys will give him 35
points.

-----------------------------------------------------------------------------

NAME:   Acid

STAGE:  Outer Castle, Inner Castle 1
DAMAGE: 1
POINTS: 0
HP:     1

In parts of Malkil's inner castle, large drops of highly corrosive acid fall
from the ceiling.  It's difficult to see this hazard in advance, so you will
need to be on constant look out as you traverses the inner halls.
-----------------------------------------------------------------------------

NAME:   Arrow

STAGE:  Outer Castle
DAMAGE: 1
POINTS: 100
HP:     1

Arrows are fired at Kuros from openings in the exterior of Castle Ironspire.
Whether these arrows are fired by living creatures or launched mechanically
is unknown.  The Arrows move quickly across the screen in a horizontal
manner, emanating from the small opening within the castle walls.  They pose
the biggest thread when you are jumping along the blocks.  You can deflect
the arrows with your shield or destroy them if in range.
-----------------------------------------------------------------------------

NAME:   Blue Eagle

STAGE:  Forest 1
DAMAGE: 2
POINTS: 200
HP:     1

It hovers up and down, guarding fixed locations.  The Blue Eagle often
appears in tree areas where you will likely be jumping vertically.  Just
avoid jumping directly into it, and take it out either with the tip of your
sword or your throwing weapon.
-----------------------------------------------------------------------------

NAME:   Blue Goblin

STAGE:  Forest 2
DAMAGE: 2
POINTS: 200
HP:     1

The Blue Goblin is extremely similar to the Blue Werewolf encountered in the
first forest stage.  It runs back and forth along the forest floor and,
surprisingly, the very tops of the trees.  This enemy moves a good deal
quicker than the Blue Werewolf, meaning you won't have as much time to react.
The best strategy is to use your throwing weapon and take this foe out from a
distance.  You can also avoid danger all together by remaining in the trees.
-----------------------------------------------------------------------------

NAME:   Blue Rock Pillar Beast

STAGE:  Ice Caves
DAMAGE: 1
POINTS: N/A
HP:     Invincible

The Rock Pillar Beasts randomly appear out of the ground on any flat surface.
There will be a small trembling on the rock before they emerge, giving you
time to escape.  These beasts have no attack except their very presence; the
only way you can be damage is to hit one directly.  Still, these guys can be
very annoying.  They are invincible to all attacks, and they have a nasty
habit of appearing on the platforms or surfaces you are about to jump onto.
They also make it impossible to stay in one place for very long.  Just pay
attention to the ground, keep moving, and don't park yourself on flat
surfaces.  Nothing else will really work.
-----------------------------------------------------------------------------

NAME:   Blue Werewolf

STAGE:  Forest 1
DAMAGE: 2
POINTS: 200
HP:     1

The Blue Werewolf runs along the forest floors and pursues you.  It moves
quite slowly, giving you ample time to slice it with your sword or throw your
weapon at it.  You can avoid this foe all together by remaining in the trees
of the forest levels.
-----------------------------------------------------------------------------

NAME:   Blue Winged Gargoyle

STAGE:  Forest 2
DAMAGE: 2
POINTS: 200
HP:     1

The Blue Gargoyle is very similar to the Blue Eagle.  It hovers up and down
over a fixed area, likely blocking a vital point where you need to jump.
Still, it isn't a terribly bothersome enemy.  Just take it out by hitting it
with the tip of your sword or throwing your weapon at it.
-----------------------------------------------------------------------------

NAME:   Fireball

STAGE:  Fire Caverns
DAMAGE: 1
POINTS: 65
HP:     1

The Fireballs come at you from any angle (though usually below you) and
attempt to make contact.  Their attack patterns are similar to the Flies you
encountered previously, but they are larger and move slightly faster.  You
may miss if you try targeting them with your throwing weapon, but jumping
into them with your sword is an effective tactic.
-----------------------------------------------------------------------------

NAME:   Firespout

STAGE:  Fire Caverns
DAMAGE: N/A
POINTS: N/A
HP:     Invincible

The Firespout moves along the molten floors of the Fire Caverns.  If you have
the Boots of Lava Walk, you can actually ride along top of it and cross the
lava, damage-free.  If you don't, however, the Firespout will simply pass
right through you.
-----------------------------------------------------------------------------

NAME:   Hornet

STAGE:  Forest 1
DAMAGE: 1
POINTS: 25
HP:     1

The hornets can be extremely annoying, flying at you quickly and from all
angles, often swarming at you in groups of 2 or 3.  The best strategy against
them is to remain in motion.  Standing still will make you an easier target
and result in a continuous attack.  In Forest 1, you can drop down the root
layers of the tree very quickly, almost entirely avoiding this enemy.  If you
must fight, combine your throwing weapon with your sword, and be careful of
attacks from below.  The Wand of Wonder works fairly well at halting these
enemies and giving you some time to escape.
-----------------------------------------------------------------------------

NAME:   Hornet's Nest

STAGE:  Forest 1
DAMAGE: 1
POINTS: N/A
HP:     Invincible

These are the stationary nests from which the hornets will spawn.  They are
invincible to any attack you can unleash, and can only be destroyed by the
Exploding Egg item.  There isn't much you can do, so just avoid landing on
these structures as you are moving.
-----------------------------------------------------------------------------

NAME:   Jr. Rock Face

STAGE:  Ice Caves
DAMAGE: 1
POINTS: 65
HP:     1

Jr. Rock Face (being a junior version of the Stage 3 boss), appears
throughout the rocks in underground cavers.  From there, they fire bullets
towards you at a fairly quick rate.  Because of their location inside the
rocks, the only way to kill them is with a throwing weapon or special item
that shoots projectiles.  The real problem is that this enemy blends into the
dark background quite well, making it difficult to see.  This can be
hazardous when you are moving up or down very quickly.  Just keep an open eye
and this enemy shouldn't cause too many problems.
-----------------------------------------------------------------------------

NAME:   Pink Ant

STAGE:  Outer Castle
DAMAGE: 1
POINTS: 25
HP:     1

The outer walls of Castle Ironspire are ages old and infested with giant
Ants.  Both the red and pink ones climb diagonally up and down along the
outer surface.  The movement of these enemies is quite sporadic, as they will
remain stationary and then start to pursue you, with no warning at all.  The
Ants are quite slow, so they are never really a big threat.  Take them out
with your throwing weapon, and be sure not to hit them while jumping.
-----------------------------------------------------------------------------

NAME:   Pink Deadly Bat

STAGE:  Ice Caves (Boss), Purple Caves, Forest 2
DAMAGE: 1
POINTS: 25
HP:     1

The Pink Bat moves around quickly, hoping to swarm Kuros and deplete his
life.  Its movement is similar to the Flies, though it is quicker and much
smaller, making it far more troublesome.  Deadly Bats will often appear in
groups of up to 3, and they can be a very dangerous opponents.  The best way
to save health is to move quickly and take these enemies out from afar.  They
need to make contact to actually damage you.
-----------------------------------------------------------------------------

NAME:   Pink Eagle

STAGE:  Forest 1
DAMAGE: 2 (contact); 1(projectile)
POINTS: 65
HP:     1

The Pink Eagle remains stationary at some fixed location and fires
projectiles at you horizontally.  The real danger comes from jumping to a
tree branch across from a Pink Eagle's perch, as you will be quickly under
fire.  Try knocking off these enemies from below or taking the time to pick
them off with your throwing weapon.
-----------------------------------------------------------------------------

NAME:   Pink Fly

STAGE:  Forest 1
DAMAGE: 1
POINTS: 25
HP:     1

Flies come at you from either side of the screen, usually hitting you just
below or above your sword.  These enemies are relentless and can be very
annoying.  It's better to take them out with your throwing weapon before they
get close enough to harass you.
-----------------------------------------------------------------------------

NAME:   Pink Ghost

STAGE:  Outer Castle, Inner Castle 2
DAMAGE: 1
POINTS: 25
HP:     1

The ghosts of past warriors still roam the halls Malkil's castle and act as
his protector.  Both the Pink and Red Ghosts fly around in a wave-like motion
and haunt you.  Their movement makes them fairly difficult to target, but
they are quite large and not too fast, so this makes up for it.  Try to
destroy them quickly, as they have a tendency to accumulate in numbers as you
wait.  One ghost is bad, but two or three is a serious problem.
-----------------------------------------------------------------------------

NAME:   Pink Rock Pillar Beast

STAGE:  Purple Caves
DAMAGE: 1
POINTS: N/A
HP:     Invincible

The Rock Pillar Beasts randomly appear out of the ground on any flat surface.
There will be a small trembling on the rock before they emerge, giving you
time to escape.  These beasts have no attack except their very presence; the
only way you can be damage is to hit one directly.  Still, these guys can be
very annoying.  They are invincible to all attacks, and they have a nasty
habit of appearing on the platforms or surfaces you are about to jump onto.
They also make it impossible to stay in one place for very long.  Just pay
attention to the ground, keep moving, and don't park yourself on flat
surfaces.  Nothing else will really work.
-----------------------------------------------------------------------------

NAME:   Pink Skeleton

STAGE:  Inner Castle 1
DAMAGE: 2 (contact); 1 (bones)
POINTS: 200 (Skeleton); 50 (bones)
HP:     1

These reanimated creatures are all that remains of the bodies of all the
warriors who set out before Kuros.  Now, those who were once Kuros's comrades
fight against him.  Both Red and Pink Skeletons roam along the flat platforms
in Malkil's castle and toss bones at you when out of reach (where they get an
endless supply of bones is anyone's guess).  They move slowly and aren't
really much of a threat.  A simply shot with your throwing weapon before they
approach will take care of them.
-----------------------------------------------------------------------------

NAME:   Pink Spider (Forest)

STAGE:  Forest 1, Forest 2
DAMAGE: 1
POINTS: 100
HP:     1

These Spiders are frequently found in hollowed out trees.  They hang from the
ceiling by a thread of silk and try to attack you.  Pink Spiders are
generally quite easy to avoid and even easier to kill.  Jumping into them
with the tip of your sword as you move up or down will work well, as will
using your throwing weapon when out of range.  As a nice side benefit, Pink
Spiders drop Gems quite often.
-----------------------------------------------------------------------------

NAME:   Pink Spider (Castle)

STAGE:  Inner Castle 2
DAMAGE: 1 (contact); 1 (projectiles)
POINTS: 200
HP:     1

Pink Spiders found within the inner halls of the Castle Ironspire behave
quite differently from their forest brethren.  Both the Pink and Red Spiders
scurry across the floor and try to fire at you with their projectiles.
Spiders often try to take advantage of a height difference – by appearing
above or below you – and this is when they are most deadly.  They also
possess fairly good speed.  If on the platform above you, a well timed jump
and attack will take care of them.  If on lower areas, it's best to move away
and hope they disappear.  It's really hard to combat them in that situation
without losing life.
-----------------------------------------------------------------------------

NAME:   Pink Winged Gargoyle

STAGE:  Forest 2
DAMAGE: 2 (contact); 1 (projectiles)
POINTS: 65
HP:     1

Like Pink Eagles, Pink Gargoyles remain perched at some spot in the tress.
From there, they bombard you with projectiles, fired out horizontally.  The
real danger comes from jumping to a tree branch across from a Pink Gargoyle's
perch, as you will be quickly under fire.  Try knocking these enemies off
from below or taking the time to pick them off with your throwing weapon.
-----------------------------------------------------------------------------

NAME:   Red Ant

STAGE:  Outer Castle
DAMAGE: 1
POINTS: 25
HP:     1

The outer walls of Castle Ironspire are ages old and infested with giant
Ants.  Both the red and pink ones climb diagonally up and down along the
outer surface.  The movement of these enemies is quite sporadic, as they will
remain stationary and then start to pursue you, with no warning at all.  The
Ants are quite slow, so they are never really a big threat.  Take them out
with your throwing weapon, and be sure not to hit them while jumping.
-----------------------------------------------------------------------------

NAME:   Red Devil

STAGE:  Fire Caverns
DAMAGE: 2 (contact), 1 (projectile)
POINTS: 150
HP:     1

The Red Devil's movements are similar to the Red Eagle's.  On top of that,
they fire projectiles and are slightly larger.  Their size works to their
disadvantage, however, as this makes them an easy target for your throwing
weapon.  The real threat comes when Red Devils are out of your range and
shooting projectiles.  In this instance, just stand still and let your shield
deflect the shots.  When the Red Devil flies closer, nail it with whatever
you have.
-----------------------------------------------------------------------------

NAME:   Red Deadly Bat

STAGE:  Ice Caves (Boss), Purple Caves, Forest 2
DAMAGE: 1
POINTS: 25
HP:     1

The Red Bat moves around quickly, hoping to swarm Kuros and deplete his life.
Its movement is similar to the Flies, though it is quicker and much smaller,
making it far more troublesome.  Deadly Bats will often appear in groups of
up to 3, and they can be very dangerous opponents.  The best way to save
health is to move quickly and take these enemies out from afar.  They need to
make contact to actually damage you.
-----------------------------------------------------------------------------

NAME:   Red Eagle

STAGE:  Forest 1
DAMAGE: 2
POINTS: 100
HP:     1

The Red Eagle is the most fearsome of the Eagle family.  Unlike its brethren,
who remain in fixed areas and attack, the Red Eagle will not stop at anything
to pursue you.  A direct hit takes away 2 HP, and this is very dangerous when
moving about the trees.  Before jumping, always make sure there is no Red
Eagle on the screen.  When in range, pick them off with your throwing weapon
or jump into them with your sword.
-----------------------------------------------------------------------------

NAME:   Red Fly

STAGE:  Forest 1
DAMAGE: 1
POINTS: 25
HP:     1

Flies come at you from either side of the screen, usually hitting you just
below or above your sword.  These enemies are relentless and can be extremely
annoying.  It's better to take them out with your throwing weapon before they
get close enough to harass you.
-----------------------------------------------------------------------------

NAME:   Red Ghost

STAGE:  Outer Castle, Inner Castle 2
DAMAGE: 1
POINTS: 25
HP:     1

The ghosts of past warriors still roam the halls Malkil's castle and act as
his protector.  Both the Pink and Red Ghosts fly around in a wave-like motion
and haunt you.  Their movement makes them fairly difficult to target, but
they are quite large and not too fast, so this makes up for it.  Try to
destroy them quickly, as they have a tendency to accumulate in numbers as you
wait.  One ghost is bad, but two or three is a serious problem.
-----------------------------------------------------------------------------

NAME:   Red Goblin

STAGE:  Forest 2
DAMAGE: 2 (contact); 1 (projectile)
POINTS: 500 (normal); 2,000 (after shooting); 75 (Pink Ball)
HP:     1

Like Red Werewolves, Red Goblins also patrol the floors of the forest.  Their
attack patterns and movement are identical to the Wolves.  Once they get
close enough, they will launch a pink ball at you.  One type of ball bounces
around until it hits you or makes contact.  The other type is spiked and
moves quickly at you along the ground.  The only real danger is the
projectiles, and these can be handled by some alertness or by staying off the
ground floor.  If you manage to kill the Red Goblin once it has fired, you
will receive a 2,000 point bonus.
-----------------------------------------------------------------------------

NAME:   Red Skeleton

STAGE:  Inner Castle 1
DAMAGE: 2 (contact); 1 (bones)
POINTS: 200 (Skeleton); 50 (bones)
HP:     1

These reanimated creatures are all that remains of the bodies of all the
warriors who set out before Kuros.  Now, those who were once Kuros's comrades
fight against him.  Both Red and Pink Skeletons roam along the flat platforms
in Malkil's castle and toss bones at you when out of reach (where they get an
endless supply of bones is anyone's guess).  They move slowly and aren't
really much of a threat.  A simply shot with your throwing weapon before they
approach will take care of them.
-----------------------------------------------------------------------------

NAME:   Red Spider

STAGE:  Inner Castle 2
DAMAGE: 1 (contact); 1 (projectiles)
POINTS: 200
HP:     1

Red Spiders are especially ferocious and highly venomous, which is why they
will only be found in the innermost chambers of Malkil's castle.  Both the
Pink and Red Spiders scurry across the floor and try to fire at you with
their projectiles.  Spiders often try to take advantage of a height
difference – by appearing above or below you – and this is when they are most
deadly.  They also possess fairly good speed.  If on the platform above you,
a well timed jump and attack will take care of them.  If on lower areas, it's
best to move away and hope they disappear.  It's really hard to combat them
in that situation without losing life.
-----------------------------------------------------------------------------

NAME:   Red Werewolf

STAGE:  Forest 1
DAMAGE: 2 (contact); 1 (projectile)
POINTS: 200 (normal); 2,000 (after shooting); 75 (Pink Ball)
HP:     1

The Red Werewolves patrol the floors of the first forest stage.  Unlike their
Blue brethren, the Red Werewolves do not come up to you and attack.  Once
they get close enough, they will launch a pink ball at you.  One type of ball
bounces around until it hits you or makes contact.  The other type is spiked
and moves quickly at you along the ground.  The only real danger is the
projectiles, and these can be handled by some alertness or by staying off the
ground floor.  If you manage to kill the Red Werewolf once it has fired, you
will receive a 2,000 point bonus.
-----------------------------------------------------------------------------

NAME:   Red Winged Gargoyle

STAGE:  Forest 2, Inner Castle 1, Inner Castle 2
DAMAGE: 2
POINTS: 200
HP:     1

The Red Gargoyle is a common foe in forests and in Malkil's castle.  Like the
Red Eagle, it flies towards you and pursues you relentlessly until you are
killed.   Unlike the Eagle, the Gargoyles are shaped differently and move in
a more wave-like manner.  Getting hit by them is quite dangerous, as it saps
2 HP from you each time.  Before jumping, always make sure that any Red
Gargoyles are killed.  They are not too hard to take out from a distance, but
quite difficult when up close and circling you.
-----------------------------------------------------------------------------

NAME:   Skull Hive

STAGE:  Purple Caves, Outer Castle, Inner Castle 1
DAMAGE: 1 (contact); 1 (projectiles)
POINTS: 100
HP:     3

These foes are some of the most annoying in the entire game.  Skull Hives
remain stationary and launch round after round of projectile at you.  What's
worse, these enemies can only be defeated using the Boots of Force.  If you
lack this item, all you can do is move quickly and hope not to take too much
damage.  If you do have the Boots, try taking them out at any chance you get,
though be warned, they do return if you enter and doors.
-----------------------------------------------------------------------------

NAME:   Snake

STAGE:  Purple Caves
DAMAGE: 2 (contact); 1 (projectile)
POINTS: 65
HP:     1

Found along platforms of the Purple Caves, the Snakes remain stationary and
fire projectiles at you.  Though not really much of a threat, make sure there
are no snakes firing into any path where you are about to jump.  After this,
simply dispatch them from a distance and move along.
-----------------------------------------------------------------------------



=============================================================================
C O N T A C T   I N F O R M A T I O N                                    WW18
=============================================================================
Thank you for taking the time to read through this guide.  I hope you found
it informative and useful in your adventures through Wizards & Warriors.  If
you have any comments on the guide, whether they be corrections, suggestions
for future revisions, spelling/grammar mistakes, formatting problems,
additional strategies, or any other type of feedback, please let me know.  I
am quite sure there are treasure spots or "jumping gem" locations that I have
missed, and would welcome these additions.  Anything contributed will be
credited in detail to the sender.

I can be reached regularly at the following email address:
Admiral1018@yahoo.com.  Please include "Wizards & Warriors" or something
along those lines in the email subject heading if you can, so I don't
accidentally delete the email.


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R E V I S I O N   H I S T O R Y                                          WW19
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Version 0.99 – January 14, 2003
  • Preview Version

Version 1.0 – January 15, 2003
  • Initial Release

Version 1.1 – January 16, 2003
  • Added a new strategy for getting the Red Key in the Fire Caverns
  • Added a third treasure spot in the Outer Castle stage
  • Made correction regarding flashing gem values in stage 1
  • Included information on taking damage from lava even with the Red Potion
  • Included limitation about Boots of Force not being able to open doors
  • Reworded some descriptions to be more clear
  • Fixed a lot of spelling, grammar, and syntax errors

Version 1.2 – March 21, 2003
  • Added the section entitled "Ultimate Boss Strategy"
  • Added information about Malkil's HP regeneration
  • Clarified several areas for improved readability
  • Minor spelling, grammar, and syntax corrections


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C R E D I T S                                                            WW20
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Big thanks to everyone who helped me with this guide, especially the members
at the GameFAQs message boards – this guide would not have been possible
without your ongoing support.  Particular thanks to the following:

• Dan Schroeder (sr_cookiemonster@hotmail.com): for helping with the idea of
  creating this guide, and lots of information about: throwing two axes with
  enough upgrades, the Scroll item, the jumping gem locations in the Fire
  Caverns, getting the Red Key in the Fire Caverns, taking damage from lava
  with the red potion, the crouching on platform edges trick, the Cloak of
  Darkness while rescuing a Damsel trick, the third treasure spot in the
  Outer Castle stage and many more I'm probably forgetting.  I can't thank
  you enough for all your help – this guide wouldn't have been possible
  without you.

• DDCecil: for creating the very first Wizards & Warriors guide that really
  helped me when writing this one, for typing up the points list for all the
  enemies in the game, and for the treasure spots in the Outer Castle stage.
  Thank you for all your help with this guide and for all you have
  contributed to Wizards & Warriors over the years.

• rjtiger reborn: for the location of the treasure hoards in the Forest 2
  stage.

• rye881: for first informing me of the Ultimate Boss Strategy.

• Nintendo Power: for the stage warp trick in the second forest stage.

• Everyone else for reading this guide and emailing me with feedback on it.
  I always appreciate all your support.

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