*-------------------------------------------------------------*
| FAQ/Walkthrough/Lists for Dragon Warrior 3 on Gameboy Color |
*---------------------------------------+-------------+-------*
                                        | Version 1.0 |
                                        *-------------*

Written by The Mystical One
Copyright (c) Matt Buchwald 2001
Started: 8/21/2001


Contents:
1. Updates/Legal
2. Frequently Asked Questions
3. Walkthrough
 01. Personality Test
 02. Aliahan
 03. Reeve
 04. The Cave on the Promontory & The Tower of Najima
 05. Thief Key Stuff
 06. The Tempt Cave
 07. Romaly
 08. The Forest North of Romaly: Pachisi 1
 09. Kazave
 0A. Noaniels
 0B. Elvenham
 0C. Cave Near Elvenham
 0D. Tower Shanpane
 0E. Becoming King
 0F. Ashalam
 10. Forest Near Ashalam: Pachisi 2
 11. Desert Cave
 12. Isis
 13. The Pyramid
 14. Using the Magic Key
 15. Romaly Shrine
 16. Portoga
 17. Cave of Norud
 18. Cape of Olivia Shrine
 19. Baharata
 1A. Baharata Cave
 1B. Dharma
 1C. Tower of Garuna
 1D. Shrine of Zipangu
 1E. Village of Muor
 1F. Lighthouse
 20. Tedanki
 21. Lancel
 22. Edinbear
 23. The Shoal Shrine
 24. Final Key Stuff
 25. Tedanki Revisited
 26. The Field, etc.
 27. <Name>Burg Part 1
 28. <Name>Burg Part 2
 29. Soo
 2A. The Earth's Navel
 2B. Zipangu
 2C. Cave of Zipangu
 2D. <Name>Burg Part 3
 2E. The Tower of Arp
 2F. The House of the Pirate (No, it's not PNC Park)
 30. Greenlad
 31. Samanao
 32. Cave of Samanao
 33. The King of Samanao
 34. Greenlad Revisited
 35. Luzami
 36. <Name>Burg Part 4
 37. <Name>Burg Part 5
 38. The Phantom Ship
 39. Olivia Cape and the Shrine Jail
 3A. The World Leaf
 3B. Dragon Queen's Island: Pachisi 3
 3C. The Giana Volcano
 3D. Cave of Gondo
 3E. Gondo Shrine
 3F. Leiamland
 40. The Dragon Queen's Castle
 41. Castle of Baramos
 42. Victory!
 43. The Cursed Couple
 44. The Pit of Giana & The Port
 45. Tantegal
 46. Nail Mark
 47. Garinham
 48. Kol
 49. The Tower West of Kol
 4A. Marsh Cave
 4B. The Mountain Cave
 4C. Domdora
 4D. The Shrine of the Spirit
 4E. Mercado
 4F. Rimuldar
 50. The Sacred Shrine
 51. The Sword of Kings
 52. The Lair of the Demon King
 53. <Name>Burg: The Final Chapter
 54. The Sky Cave & Zenith Basement
 55. Zenith Castle & The Riddles
 56. The Celestial Tower & The Wishes
 57. Zipangu's Well: Pachisi 5
 58. The Ice Cave
 59. The Temple of Ice
4. Pachisi Tracks
5. Lists
 A. Classes and Experience
 B. Personality Effects
 C. Monsters
 D. Monster Medals
6. Thanks

*------------------*
|1 | Updates/Legal |
*------------------*

Legal
-----
You may not use this guide for commercial purposes.  Do not steal material 
from this guide.  Etc, etc.  You may contact me by email at mrb1138@rit.edu.  
Hate mail, Spam mail, viruses, and all other evil devices shall cause Mr. T. 
to arrive at your home and pity da fool.  Or something. Nyaaah.  (I'm 
terrible at writing this section)

My goal is to provide a guide that is appropriate.  If you find ANYTHING 
inappropriate (offensive, questionable, etc) in this guide LET ME KNOW 
(mrb1138@rit.edu) and I'll remove it and bring out an update ASAP.  I've been 
trying to watch myself, but sometimes things get through.  Parents: Reading 
any guide first before letting your children use it is probably the best 
safeguard.


Version History
---------------
0.5 Finished 08/31/01: Completed walkthrough from Romaly Shrine to The Bronze 
door of the second bonus dungeon.  Finished (mostly) Pachisi Tracks and added 
a few lists.

1.0 Finished 09/09/01: The walkthrough is finished (Including the second 
bonus dungeon)!  I also finished adding all the questions to the FAQ portion 
(more will be added as I get asked questions).  Lists have been updated.  
Monster stats and items they carry have been added.


Purpose
-------
I intend to write a good, solid walkthrough that can specifically help any 
player.  While doing this, I will provide lists and other details that will 
supplement the walkthrough.  At the same time, I try to entertain the reader.  
Any suggestions on how to improve this will be appreciated.


*-------------------------------*
|2 | Frequently Asked Questions |
*-------------------------------*

Q: How do I get to the Tower of Najima?
A: There are two ways that amount to the same.  You can go through the cave 
that is southwest of the tower, or you can enter a patch of grass in the 
middle of the forest southeast of Reeve.  Both of them will take you to a 
path that exits on the first floor of the tower, although you can get more 
treasure by going through the cave on the Promontory.

Q: Where is this Magic Bomb?
A: Once you get the thief's key, talk to the man in the northeast house in 
Reeve. (You need the key to open the door.)  He will give you the Magic Bomb.

Q: How to I awaken the village of Noaniels?
A: You need to return the Dream Ruby to the Elves.  You can find it in the 
cave near Elvenham.

Q: How can I get the elves to sell me items?
A: Elves won't sell items to humans.  You need to change your appearance so 
that you do not look human.  When you obtain the Change Staff, return to 
Elvenham to buy items.

Q: Kandar tricked me! Where did he go when I went back up the stairs?
A: He fled by jumping off the ledge on the top floor.  Jump off the north 
ledge of the sixth floor for the tower to find him.

Q: I don't want to be king.  How can I give the kingdom back?
A: The king's father said he likes to play.  Maybe he's gambling at the 
monster arena?

Q: How do I open the stone wall on the Pyramid's third floor?
A: Remember the children's song?  Push the western button on the eastern 
side, then the eastern button on the western side, then the western button on 
the western side, and finally the eastern button on the western side.  To 
push a button, move forward into the niches at the south side of the floor 
and say yes.

Q: Where is the Golden Claw?
A: In the basement of the pyramid, go to the northwest room and search two 
steps south of the right-hand skull of pair of skulls.  This will reveal the 
secret second basement.  You will need the magic key.   The claw is in the 
coffin.  Beware, though, for once you have disturbed this tomb, the encounter 
rate in the pyramid becomes very high!

Q: How can I get Norud the Hobbit to let me through the cave?
A: Talk to the King of Portoga.  He will give you a letter for Norud.

Q: The guard at Edinbear won't let me past!
A: If you are invisible, you can sneak past.  Do so with a HideHerb or 
Invisible spell.

Q: How do I solve the boulder puzzle in Edinbear?
A: See the walkthrough for a detailed solution

Q: Where is the Final Key?
A: The key is in the Shoal Shrine.  Sail south of the Tower of Najima and 
you'll find the shoals.  You'll need the Dry Vase to raise the shrine from 
the sea.

Q: Where is the EchoFlute?
A: In the Tower of Arp, jump down from the center of the fifth floor.  One of 
the chests here contains the EchoFlute.

Q: When I try to sail through this channel, something pushes me back.  How do 
I get through?
A: You need to use the LuvMemory right after the spirit pushes you back.  
This will break the curse.  It can be found on the Phantom Ship

Q: How do I find the Phantom Ship?
A: Use the Bone to locate the ship.  The old mage on Greenlad will trade you 
this for the Change Staff.

Q: How can I get to the King of Samanao?  He always throws me in jail, and 
the guards won't let me in his room at night!
A: Climb the western tower at night and you can hop down onto the castle 
roof.  A door here leads to the king's bedchambers.

Q: Where is the Sword of Gaia?
A: Search at the feet of Simon's corpse in the Shrine Jail.

Q: Where do I use the Gaia Sword?
A: Sail west of Baharata and up a river near the continent that Isis is 
located on.  You should see a Volcano.  Use the sword to toss it in and clear 
the way to Gondo.

Q: Where is the Green Orb?
A: Go to Tedanki at night and talk to the prisoner.  He will give you the 
Green Orb.

Q: Where is the Purple Orb?
A: Defeat the Orochi in the Cave of Zipangu and then chase it when it runs.  
When it is defeated, you will find a chest containing the Purple Orb.

Q: Where is the Red Orb?
A: Move the boulder outside the eastern wall of the Pirate House and search 
that spot to find a staircase.  The Red Orb is inside a chest.

Q: Where is the Blue Orb?
A: Go to the temple at Luzami.  Accept the priest's challenge and go into the 
cave.  The Blue Orb is in a chest on the final floor.

Q: Where is the Yellow Orb?
A: Eventually the townspeople will become angry with your dealer.  At night, 
find revolutionists south of the jail and talk to them.  Return in the 
morning and talk to your dealer in jail.  He will tell you to where to find 
the Yellow Orb.

Q: Where is the Silver Orb?
A: Once you've gone through the Cave of Gondo, you will find a shine.  The 
man here will give you the Silver Orb.

Q: I have all of the orbs.  Now what?
A: Great!  Go to Leiamland, in the southwest part of the map.  There is a 
shrine on this icy island.  Place all six orbs on the pedestals.

Q: How can I become a sage?
A: Any character that has the Zen Scroll in his or her inventory can choose 
to be a sage.  Jesters may also become a sage.  In either case, the character 
must be at least level 20.

Q: Where is the Sun Stone:
A: A secret passage in Tantegal Castle's kitchen leads upstairs.  You will 
find the Sun Stone in a chest.

Q: Where can I find the PixyFlute?
A: starting from the south-center of Kol's open-air bath, walk south until 
you run into a tree.  Search for the PixyFlute here.

Q: I can't seem to climb any higher in the Tower West of Kol.
A: You need to leap off the northern ledge of the tower's third floor.  
You'll find a passageway that leads up to the fifth floor.

Q: How do I free Rubiss?
A: Play (USE) the PixyFlute while facing her.

Q: Where is the Rain Staff?
A: There is a shrine just south of Mercado.  Upstairs, a Faerie will give you 
the staff.

Q: Where do I go to get the Rainbow Drop?
A: There is a shrine on an island south of Rimuldar.  Here you will find the 
man who can make the Rainbow Drop.

Q: Why won't the old man give me the Rainbow Drop?
A: You are missing one or more of the following items: Sun Stone, Rain Staff, 
and Crest.  Return with all three to receive the Rainbow Drop

Q: How do I reach Zoma's Castle?
A: You need to use the rainbow drop on the western tip of the continent that 
Rimuldar is on.  This will create a bridge to the castle.

Q: I can't get anywhere in Zoma's castle!  I just keep getting stuck in 
infinite loops!
A: Search behind the eastern throne on the first floor of the castle.  You 
should find a secret staircase.

Q: Zoma is too powerful! How can I hurt him?
A: You need to use the Light Orb at the start of the fight.  This'll weaken 
him.

Q: Where is the Light Orb?
A: The Dragon Queen will give you the Light Orb.  Her castle is northeast of 
the Shrine Jail

Q: I've beaten the game.  Now what?
A: Return to the Dragon Queen's Castle.  Step into the sunshine in the back 
to reach the Sky Realm.

Q: How do I defeat Divinegon in 15 turns?
A: Have your main fighting types at full strength and cast TwinHits on them.  
When Divinegon uses an Icy Pulse, quickly restore these. Give your two 
SageRocks to those in your party who aren't doing the main fighting.  Use 
them to heal whenever necessary.  Give WorldLeafs to each character that does 
not know the Revive spell.  Have mages and sages cast BlazeMost as often as 
possible.  If you average close to 500 damage per round, you'll defeat him.  
Equip your party with items that reduce ice and fire damage, such as the 
Dragon Armor (fire only), Dragon Robe, Light Dress, Light Armor, and Dragon 
Shield.  This will reduce the damage you receive.  After satisfying all of 
these conditions, remember to be as aggressive as possible.



*----------------*
|3 | Walkthrough |
*----------------*

Items and monsters are listed for each area.  Inns, Weapon Shops, and Items 
Shops are listed for areas that have them.  Inn prices are for a party of 
four, and monster listings for towns are those monsters that can be found in 
the areas surrounding the town.


01. Personality Test
--------------------
Items: STRseed
Monsters: None

In the beginning, the game will ask you a series of questions.  Eventually 
your answers will lead you to a scenario.  How you act in the scenarios will 
determine your personality.

Scenarios:
1. You will find yourself in a tower.  You have two choices here.  You can 
jump off the edge, or you can leave through the stairs.  Jumping off the 
tower give you a _Romantic_ personality (Those ladies really swoon over men 
who lead to their deaths).  If you leave, you'll be _Lonesome_.

2. You'll find that you are in a cave/dungeon of sorts.  Unlike most 
dungeons, the dungeon master happens to provide you with signs that tell you 
exactly how to get out of the dungeon.  If you read them all and obey them 
EXACTLY you will end up with a _Stubborn_ personality.  If you ignore what 
the first sign says and then fall down a pit, you'll get the _Selfish_ 
personality.  If you fall down a pit after the second, third, or fourth sign, 
you'll end up with a _Defiant_ personality.  (Ha! I will not obey those 
stupid signs!)  If you try to snag the treasure chests, you'll fall down a 
pit and get a _Foolish_ personality, because we all knew they'd be trapped.  
Lastly, if you go to save the maiden who asks for help, you'll get to have an 
_Honest_ personality.

3. You'll overhear the queen talking about some plot.  If you just plain 
leave the castle, you'll end up being _Happy_.  If you tell the main in the 
eastern chamber that you think the king's orders should always be obeyed (by 
answering yes twice), You'll end up with the _Sexy_ personality (female) or 
_Lewd_ personality (male).  If you're answers to this guy disagree, you'll 
get to be _Smart_.  If you think the king's orders can be ignored, you'll be 
_Silly_. And lastly, saying no to the duke's stuff gives you a _Kindly_ 
personality.

4. An old man will tell you the way out.  He'll also ask you to bring back 
lots of boulders.  If you bring back no boulders, or you only bring back one, 
you get to be a _Lazy_ hero.  You can be _Vain_ by only bringing two to five 
or you can be _Diligent_ by hauling back six to nineteen boulders.  A healthy 
amount of twenty to thirty-nine boulders nets you the _Eager_ personality, 
while bringing back a hefty forty boulders nets you the _Tough_ personality.

5. You are in a desert.  There are two brothers here, and one canteen.  Only 
one could survive.  If you tell the brother to leave his brother there, you 
are a _Bully_.  If you tell him to carry his brother, you get to be _Macho_.  
Lastly, you get to be _Fearless_ by telling him to leave the canteen with his 
brother.

6. You get to deliver a message for some lovers.  If you don't, you are 
_Carefree_.  When you deliver the message, a "Yes" gets you _Weepy_, a "No" 
gets you a _Solitary_ personality, and a "Huh?" Gets you a _Naive_ 
personality.

7. You are a monster in a well.  You can go out and kill people.  This is a 
fun scenario. If you attack a couple people (one or two) you can be 
_Valiant_.  If you kill everyone, but miss the man in the inn, you are a 
_Careless_ person.  Killing everyone on site makes you _Logical_, and leaving 
town with the Nun dead, but the boy alive gives you a _Cowardly_ personality.  
Lastly, if you kill three or more people and the nun and the boy are still 
alive, you are one _Helpless_ individual.

8.  A man forgot his purse and wants you to get it.  If you leave the town 
without retrieving it, you are a _Timid_ person.  If you get the purse, the 
guards apprehend you.  Pleading guilty makes you _Vain_, while pleading 
innocent makes you an _Alert_ person.

At this point, you have a birthday and get to meet with the king.  In the 
dresser in your room is an STRseed.  Grab this before you go downstairs.  The 
king gives you his blessing to fight the Demon Lord Baramos now that your 
father supposedly died while fighting at the Giana Volcano.


02. Aliahan
-----------
Items: LUCKseed, TinyMedal x2, Antidote
Monsters: Slime, Raven
Inn: 8g
Weapon Shop: Stick, Club, Copper Sword, Cloth Armor, Traveler's Clothes, 
Leather Armor, Leather Shield
Item Shop: Herb, Antidote, WarpWing, PotLid

From the throne room floor, head to the southwest room and open the dressers 
to snatch a LUCKseed that you might find useful.  If you talk to everyone on 
this floor, they talk about the Cave on the Promontory and about how it's 
connected to the Tower of Najima.  File this away for later.  Someone is also 
convinced that Ortega isn't dead.  He realizes this is a video game, and that 
such things are common.  Go downstairs and be ready to explore the rest of 
the castle.

You'll learn that a thief named Bakota made a special key that opens simple 
locks.  Since nobody here has any talent, they all thing that this is an 
amazing accomplishment.  If you go into the north courtyard, you'll find a 
path that leads to a basement.  Down here is the jail.  You can talk to 
Bakota and he'll complain about some old guy in the Tower of Najima that 
locked him up and stole his key.  Maybe we want to head to the tower?  If you 
head out the south passage here, you'll find a thief key door.  On the other 
side is a path that leads to Najima Tower.  Too bad we don't have the key!  
Going back to the first floor, in the southeast portion of it there is a room 
with two barrels.  The western one holds your first TinyMedal.  The other 
barrel hides an Antidote.  That's all for the castle for now.  Go outside to 
the town.

Apparently Aliahan ruled the world awhile back.  It also seems that it lost 
power.  Strangely, nowhere else in the world seems to recall this ^_^.  You 
can learn from another lady that Reeve is to the north.  In the inn, you can 
learn about some guy who was injured while making a Magic Bomb.  The injured 
man talks about how he wanted to go across the sea.  I wonder if the bomb is 
connected with crossing the sea, somehow?  The old man by the well will tell 
you that Najima Tower is on the island west of the castle, and that you can't 
miss it.  If you walked outside, you'd see that he was right, hehe.   Search 
the well to find that you can climb down it.  You'll find a house down there.  
What the heck?  If you enter it, you'll find the TinyMedal Man.  He'll trade 
you items for TinyMedals, so return to him as you find them.  The medals you 
obtain are cumulative, so you don't have to worry about saving up for items 
like you did in Dragon Warrior IV.  North of the well is a guy who tells you 
that day turns into night if you walk around outside for long enough.  No 
kidding!  Apparently, he thinks you are an idiot.  North of him is a church.

Stop by your house to raid it for goods.  There is an Herb in the southern 
barrel on the first floor, and you can swipe your grandfather's life savings 
from his dresser.  After you steal his five gold, he can no longer by food 
and will be forced to start eating the furniture.  No, really, he doesn't 
mind you stealing his money.  You can also get a free nights rest if you talk 
to your mom when you're in town.  You see, in RPGs, Inns and beds and tents 
are magical things that completely heal ALL of your wounds and restore your 
mind to full strength.  Thus, by resting you'll have your HP and MP 
completely restored.  I wish it worked that way in real life.

In the northwest part of the town is the tavern.  There are 25g in a barrel 
here that you can feel free to swipe.  Upstairs you can register party 
members.  Strangely, you can't name people certain things.  In game names, 
like Eric and Loto are forbidden, as well as certain expletives.  However, 
some things slipped through their censorship operation.  Weird.  If you 
really want to, you can have a party of people named ????, 1337, and Blah, 
though.  Once you have the party members registered, you can go downstairs 
and talk to Ruisa in the northwest part of the first floor, she'll add 
members to your party and dismiss others.  When you have your party 
assembled, you can buy equipment at the weapon shop, and then leave town to 
fight monsters and gain levels.

The game recommends a part of a warrior, cleric, and mage, but I prefer a 
fighter, thief, and mage.  Either way, it is your choice in the end.

After awhile of wandering around the outside, the grass will turn dark green, 
and then a weird bright kind of blue.  This is evil, killer goo that seeps up 
from the ground to engulf the world in a blue gooey evil mess.  Actually, 
night fell.  Unfortunately it fell on your third party member, squashing him 
completely.  Now that it is night, head back into Aliahan.  Remember the guy 
who thought you were an idiot and told you that night eventually occurred?  
Go to his house.  You can now raid it and steal everything he owns.  As 
revenge, of course.  Go upstairs and grab his TinyMedal from the eastern 
dresser.  That'll teach him to insult you!  Someone here finds that when he 
goes to bed and then wake up, that it is morning.  This is quite possibly the 
most brilliant observation that anyone in this game will make.  Take this as 
a warning.


03. Reeve
---------
Items: Muscle Book
Monsters: Raven, Slime, HornyHare, Anteater, Babble, StingWasp, Froggore, 
Magician, Almiraj
Inn:
Weapon Shop: Bronze Knife, Copper Sword, Sickle, Training Suit, Leather 
Armor, Turtle Suit, Leather Hat
Item Shop: Turban, Herb, Antidote, Repellent, WarpWing

Once you are really sick of Slimes and Ravens, head north of Aliahan and 
cross the bridge there.  Head a bit west and then north and you'll see a 
town.  This town is Reeve.  You can wander outside the town to fight... 
Ravens and Slimes... and HornyHares (the most inappropriate monster name 
ever) and Anteaters.  There are harder monsters to the east if you want to 
fight something more challenging.

Inside the town, you can learn that people who want to travel away from 
Aliahan look for the Magic Bomb.  The bookcase in the building next to the 
item shop holds a Muscle Book.  Lastly, there is a weakling who cannot move a 
simple boulder in the southeast part of the town.  Move the boulder and 
search the spot it was on for a TinyMedal.  The man here just talks about how 
awesome you are. :)

You'll want to stock up on the best weapons and armor here.  This goes 
without saying for every new place we'll visit.


04. The Cave on the Promontory & The Tower of Najima
----------------------------------------------------
Items: Herb, Traveler's Suit, TinyMedal, WarpWing
Monsters (Cave): Slime, Raven, HornyHare, Anteater
Monsters: Tower: Raven, Froggore, Anteater, Babble, Butterfly
Inn: 8g

When you are ready, head south of Reeve and stick along the western shore of 
the lake that is east of Aliahan.  You'll see a cave here on the Promontory.  
Enter this to begin your journey to the tower.

The first floor is a very simple square room.  Walk down the stairs in the 
opposite corner.  Here, walk east down the passage, and it'll curve north 
into a room.  Take the southeast exit to reach a room that has a chest.  In 
games such as this, you will constantly encounter random chests in caves that 
people leave there just for craps'n'giggles.  Take the Herb from the chest 
and return to the room that you just came from.  This time, take the north 
exit of the room, and follow it to yet another big room.  This room has a 
chest laying in plain view.  You can procure a nice, healthy Traveler's Suit 
inside.  Take the north passage in the room to enter yet another room with a 
chest.  This one contains 56g.  Head back through the entrance you used to 
enter this room and immediately take the eastern passage to reach a staircase 
up.

This is the tower's basement. Head east and you'll come to a room with a 
staircase leading up.  This leads into the first floor of the Tower of 
Najima.  Let us ignore it for now and point out a few other things.  If you 
keep heading east, you'll come to another staircase up.  This goes to the 
basement of Aliahan's castle.  We'll need the Thief's Key to get through the 
door there, though.  If you head north, you'll see that there is a room to 
the west.  The chest here contains 32g.  The path also curves east.  Down 
this hallway is a Thief Key Door that you cannot yet open, and a staircase 
up.  This staircase leads to the patch of grass in the forest southeast of 
Reeve (you might have seen it.)  You could have also come to the tower by 
this route, but you'd be backtracking if you wanted the treasure from the 
cave.

Go up to the first floor of the tower.  Walk north through the doorway above 
the dragon statues.  Then, on the second doorway on the west side of the 
building that you encounter as you walk north, there is a stairway leading 
down to an Inn.  Use it if you need to be healed, although I hope you won't 
have to by this point.  This is a mysterious inn, which can stay in business 
even though it is located in a MONSTER-INFESTED tower that almost nobody ever 
visits.  Go back upstairs and walk directly east from this room.  You'll find 
another room with a staircase leading up.  Use those stairs to reach the 
second floor

Walk west into another room, then north into a little intersection.  Walk 
west to enter a room with a chest that holds a measly 40g.  Then go back and 
walk west into a room with a staircase leading up.  Use this staircase.  You 
will be in a lone room with a chest.  Grab the TinyMedal and walk back 
downstairs.  Head back to the room with the stairway that we used to 
originally enter this floor.  This time, walk all the way south, then all the 
way west and walk north to the room there (Be careful not to fall off the 
edges).  Walk up the stairs here to the third floor.

Follow the path from the staircase north.  When you can go eastward, do so.  
Ignore the first room to the south and go south at the second room to grab a 
WarpWing (Room entrances look like an unfinished edge in the normal wall and 
aren't too hard to spot).  Go back to the first room that we passed and enter 
it for a staircase up to the fourth floor.  There is an old man here.  Talk 
to him and an exclamation point will appear above his head.  None of this 
should seem unusual to you, since such things often happen in real life.  
Why, just the other day, my friend Lenny had three pop up above him in a one-
hour period of time!  He'll also talk about how he constantly dreams about 
you, and gives his Thief's Key to you while telling you about personality-
changing books.  Toss it in your back and steal his Tomboy Book from the 
western bookcase.

There are a few ways to exit here.  You could climb down the tower and use 
the cave to exit.  You could leap off the tower and enter it to use the cave 
to exit.  Or you could leap off the edge and use a WarpWing (or a Return 
spell, if you know it) to return to Aliahan (or Reeve).  I recommend the 
latter.


05. Thief Key Stuff
-------------------
Items: TinyMedal, Wooden Hat, AGLseed, INTseed, Magic Bomb, Antidote
Monsters: None

Return to Aliahan castle to loot some new areas. Walk over to where the 
princess is in the north courtyard.  To the west of her should be a thief key 
door.  The man here talks about breaking the sea on the traveler's gate with 
a Magic Bomb, and how there's an old guy in Reeve who studies Magic Bombs.  
You can swipe a TinyMedal from the dresser here.  That makes five TinyMedals.  
Go to the TinyMedal Man to receive your first prize: The Spiny Whip.  Whips 
are wonderful weapons that can hit an entire group of enemies, doing 
progressively less damage to each on after the first.   Their only downfall 
is their inability to critically hit.  A man in the southeast corner tells 
you that Magic Bombs are used to smash walls.  A woman outside the walls just 
northeast of this room will tell you that in the past, there was a traveler's 
gate at the far east of the continent if you tell her you came out here just 
to see her.

Go to the patch of grass southwest of Reeve.  Walk down the passage and open 
the thief's key door there.  Inside are two chests.  There is a Wooden Hat in 
the western chest, and an AGLseed in the eastern chest.  In reeve, open the 
thief's key door in the inn to find directions to a spring in the eastern 
part of the continent.  This is the Tempt Cave.  In the northeast part of the 
town is a house with a thief's key door.  Enter to find a huge pot.  There is 
an INTseed in the eastern vase on the first floor.  Go upstairs and an old 
man who decides that because Ortega's daughter (or son) barged into his 
house, he must give you the Magic Bomb.  Swipe the antidote from his dresser.

06. The Tempt Cave (or the Cave formerly of Enticement)
------------------
Items: WarpWing, TinyMedal, MagicMap, Antidote, Knife
Monsters: StingWasp, Echidna, Almiraj, Butterfly, Magician, Catapila, Babble

Follow the directions of the guard at the inn to reach the spring (Go east of 
Reeve, then south).  Along the way you'll find a small shrine.  The man here 
tells you to go to the Tempt cave by the spring with your Magic Bomb.  There 
is a WarpWing in the western vase, a TinyMedal in the eastern vase, and a 
book about whips and boomerangs in the bookcase.

North of here is a spring.  At the back of the spring is a staircase leading 
down to the tempt cave.  Naturally, and old man is here to tell you that the 
stairs are sealed by a wall.  As if you couldn't notice that yourself.  Walk 
down to the wall and use the Magic Bomb to blow it up.  Boom!  There by the 
stairs that contains a MagicMap (of the world).  Take it and be prepared to 
consult it often.  Go down the stairs.

There are many pits on this floor.  Don't fall down them.  If you do, the 
staircase back up places you just to the east of where you stair this floor.

Keep heading north until you are about to fall into a pit.  The path east of 
the pit curves around to the north side of the pit.  When you are on the 
north side of the pit, head north until you run into a wall (Ouch!).  Walk 
west to reach a chest containing an Antidote.  Then, walk west all the way.  
From here, walk south until the passage curves west.  Walk west until you 
reach the first intersection, being careful not to step into a pit. Head 
north at the intersection and take the first western passage to a chest that 
stores a Knife.  Go back to the intersection and walk north, following the 
path west and then north to a staircase.

Downstairs, take the western path to its end to reach the traveler's gate.  
This will take you to a small patch of grass south of Romaly.


07. Romaly
----------
Items: MoonHerb, Antidote, Toughness, Smart Book, TinyMedal x3, Leather Hat, 
Cheat Book, Token
Monsters: Manabat, Almiraj, Catapila, PutrePup, Magician, VenomToad, 
RogueNite
Inn: 12g
Weapon Shop: Knife, Sickle, Spear, Leather Armor, Shell Armor, Chain Mail, 
Bronze Shield
Item Shop: Iron Apron, Leather Hat, Herb, Antidote, Repellent, WarpWing, 
MoonHerb

Head north to Romaly.  There's some strange rumor going around that a hero 
from Aliahan is supposed to come and defeat the Demon Lord.  I wonder who 
that could be?  Downstairs in the weapon/item shop you can find a battle 
arena.  You can bet on monster fights here and rack up gold if you are lucky.  
At the church, you learn that Kazave is to the north.

A dresser on the first floor of the inn holds a MoonHerb; the upstairs 
dresser has an Antidote.  In the church, the dresser has a Toughness, which 
gives a character extra vitality and makes them Diligent.  The center 
bookcase has a Smart Book (This is a book that homes in on its target).  The 
house west of the pond has a TinyMedal in its northern vase; you can find a 
Leather Hat in the dresser.  Head up to the castle gate, but don't enter yet.  
Walk east of the gate and search one square east of the torch you find so 
that you can pick up another TinyMedal.

Enter the castle.  A guard complains that monsters are hard to the east, and 
that you should go north first.  The old man at the top of the eastern tower 
mentions that his son likes to play a lot, and that this habit remains even 
though his son is now king.  Remember this.  In the western tower you learn 
that Shanpane Tower is to the west.  The prisoner at its top tells you that 
Kandar is holed up in Shanpane Tower with a bunch of goons.  He suggests that 
you go punish him.  Who is Kandar?  Now go to the throne room and talk to the 
king.  Like most kings, he will tell you what experience you need for your 
next levels, and then save your game.  And then he'll complain that Kandar 
stole his crown, and that he wants it back or he'll throw a hissy fit.  If 
you get it back, he says he will reward you, so we may as well try.

In the southeast courtyard on the first floor, search the corner where the 
two lines of bushes meet to get a TinyMedal.  You can find a Cheat book in 
the king's father's bookcase, and a Token in his dresser.  That's all there 
is in the castle to loot at the moment.


08. The Forest North of Romaly: Pachisi 1
-----------------------------------------
Items: Token
Monsters: None

Heart almost directly north of Romaly for a while and you'll see a shrine in 
a forest near mountains.  Enter to find your first Pachisi Track.  You can 
find a token on the altar in the eastern room on the first floor.  There is 
not too much to this track.  You might like the Wooden Boomerang that can be 
found on the track.  You get a Steel Sword and 500g for winning.


09. Kazave
----------
Items: TinyMedal, LifeAcorn, Fur Hat, Boxers, Token, Club, Poison Needle
Monsters: PutrePup, Catapila, KillerBee, Army Crab, Butterfly, RogueNite
Inn: 16g
Weapon Shop: Spear, Iron Claws, Chain Whip, Iron Armor, Fighting Suit, Bronze 
shield, Scale Shield
Item Shop: Wooden hat, Herb, Antidote, Repellent, WarpWing, MoonHerb, 
BunnyTail

Keep walking north, into the mountainous region and you'll see a town.  This 
is Kazave.  Here, you'll learn that Noaniels is to the north, and that 
Shanpane Tower is to the west.  The man in the graveyard talks about dead man 
who killed bears with his fists.  If you come back at night, the ghost of the 
fighter tells you he used Iron Claws.  If you have a fighter, you might want 
to pick some up :).  There are rumors at the tavern that there was as village 
put to sleep for angering some elves, those nasty elves.  An old man in the 
town preaches the joys of poison needles, and how cowardly weaklings can use 
poison to slay strong monsters.  ...or something like that.

Search at the base of the eastern gravestone in the cemetery to find a 
TinyMedal.  This is your 10th TinyMedal.  Feel free to return to Aliahan to 
collect your garter, which gives a female a little extra defense and makes 
them Sexy.  If you walk around to the back of the tavern you can find a 
secret stairway up to the second floor.  There is a LifeAcorn in the north 
barrel and a Fur Hat in the eastern dresser.  The item shop's dresser 
contains some Boxers.  The eastern dresser in the Inn contains a Token.

At night, you can go upstairs in the tavern to learn that a colony of elves 
live in a forest west of Noaniels.  You can also steal the item shop owner's 
Club and Poison Needle.

0A. Noaniels
------------
Items: STRseed, MoonHerb, Kilt, AGLseed, Tragic Book
Monsters: VenomWorm, GasCloud, PutrePup, RogueNite, MadRaven, MadHound, 
Shadower, ArmyCrab
Inn:
Item Shop: Steel Sword, Wizard Staff, Evade Clothes, Repellent, WarpWing, 
MoonHerb, SpiderWeb

Travel north of Kazave and you'll soon see this village.  Talk to everybody 
and find out that they are all asleep. Zzz...  Unfortunately, you cannot buy 
any of the items or sleep at the Inn.  Doh!  There is one person awake here.  
He is in the southwest house.  He wants you to return the dream ruby to the 
elves so that the town can wake up.  He also tells you that Elvenham is to 
the west.

In the northeast house, there is a STRseed in the vase.  Upstairs in the inn, 
the eastern dresser in the bard's room has a MoonHerb.  The dresser in the 
western room has a Kilt.  A vase in the southwest house's first floor 
contains an AGLseed.  There is a Tragic Book upstairs in the eastern 
bookcase.


0B. Elvenham
------------
Items: TinyMedal
Monsters: VenomWorm, GasCloud, PutrePup, RogueNite, MadRaven, MadHound, 
Shadower, ArmyCrab

Travel west of Noaniels.  You will see a cave.  Also, near the cave is a 
patch of grass in a forest.  Like most patches of grass in forests, this 
hides a secret.  That secret is Elvenham.  Nobody lives here except paranoid, 
racist elves.  They hate humans and they are afraid that people are going to 
come and get them.

There is one human here.  Apparently his son ran off with the elf princess.  
If you talk to the queen, she'll at least mention that some Noaniels man ran 
off with her daughter and the precious Dream Ruby.  Naturally, she blames the 
human for tricking her daughter, because as we all know, humans are evil mean 
things that have no regard for other races. (I'm not entirely sure if I am 
being sarcastic there, actually.)

There is a TinyMedal here, in a spot that is almost impossible to describe. 
West of the king, on her level, there is a little niche that is a 1x1 square.  
Search here for the TinyMedal.

Here is a map: (x marks the spot).
     _      _
 _ _|x|_   | |
|       |__| |
|            |


0C. Cave Near Elvenham
----------------------
Items: Repellent, Spear, STRseed, Rosary, Leather Dress, DreamRuby
Monsters: Toadstool, MadHound, Vampire, Carnimoth

It's easy to locate this cave.  It's right near Elvenham ^_^.  You could call 
this Noaniels Cave, too, I suppose.  You star tout by walking south.  You 
could walk north, but you wouldn't get very far, since there is a wall there.  
Take the first west you come to and you'll enter a room with a treasure 
chest.  Opening it nets you 288 more gold.  Continue south on the main path, 
ignoring the next west you come to.  There is only an old man there who tells 
you that there is a healing spring somewhere in this cave.  Eventually, the 
path will curve east.  Go north into a room once you can.  The chest in there 
has some Repellent.  Go back out and travel all the way south to a staircase.  
Walk down the stairs.

Walk to the west end of this passage and go down the stairs you'll find.  
Follow this path, collecting the TinyMedal from the chest, and head up the 
stairs.  And, yet again, walk down this passage and head up the stairs to the 
first floor.  Walk west to go down some more stairs.  There.  Now that we're 
down that little treasure side trip, we can get back to what we mean to do.

You are standing by the healing spring.  Walk around and step in the magical 
glowing spot.  Your HP and MP will be restored.  Level up around here if you 
wish.  When you are finished, take the west exit from the room.  From here, 
travel all the way north until you can't anymore.  Take the western path to a 
room with a chest that stores a Spear.  Then take the eastern path to a room 
with a chest containing a STRseed.  Walk back to the intersection and go 
south into the big room.  There should be an exit to the west that you passed 
on your way up.  Walk down that path and follow it to a room with a staircase 
leading down.  Use that staircase.

Head north and then follow the big path west.  You should see a staircase 
leading down.  Ignore it for now.  You'll be on a small island in an 
underground lake, but it's a dead-end.  You'll want to be down there, but 
we'll need to use another path. Head south of the staircase you found, and 
then take the east path to a chest containing a Rosary.  After getting this, 
returning to that staircase you found.  Travel west once more.  At the end, 
walk a little bit south, then head west, and then all the way south.  At the 
end of this hall way is a chest that holds 224g.  Walk back north and head 
east at that intersection.  Then travel south, and at the end of the hall, 
head east into the side passage.  A chest here holds a Token. Walk out of the 
little alcove and head north, moving east at the next opportunity.  Here is a 
chest with a Leather Dress.  There is also a stairway down.  Use these 
stairs.

Follow the path to a ring of stones that have a chest in their center.  Open 
the chest to find the DreamRuby!  You'll also find a note.  Apparently the 
couple was really in love, and drowned themselves in the underground river 
because the elf queen didn't approve.  Now, I've never eloped before, but I 
would assume that if one's parents did not approve, that one would not think 
to drive into an underground lake with his/her mother's prize jewel and drown 
myself.  But maybe elves and humans of long ago thought differently.  Either 
way, you have the jewel.  Take it back to the elf queen and she'll learn that 
because of her disapproval, her daughter and lover committed suicide.  She'll 
then proceed to blame it all on humans and give you some Wake Dust.  You can 
then go back to Noaniels and wake some sleepy people up.

In Noaniels, you'll learn that the tower was put to sleep shortly after 
Ortega left and that he was headed towards Ashalam on rumors that the Magic 
Key was there. You'll also learn that it is a town east of Romaly.


0D. Tower Shanpane
------------------
Items: Bronze Shield, Golden Crown
Monsters: Manabat, KillerBee, ArmyCrab, GasCloud, BigShroom, VenomWorm, 
RogueNite

Head west of Kazave, and you'll eventually reach the Shanpane Tower.  From 
the entrance, head northeast.  You will enter another room, head southeast.  
There is a staircase in this room.  Ignore it for now, and exit the room by 
going west.  Curve south and then east and you'll reach a treasure chest that 
holds 430g.  Now go back and up those stairs.

Head west out of this room, and travel north.  Stick along the wall and 
you'll be able to enter a room at the north end of the floor.  There is a 
staircase up to the third floor here.

Head east and then north and you'll reach a room with a treasure chest.  This 
chest has a Bronze Shield in it.  Then head west from the staircase and curve 
clockwise around to the last room, in the northwest part of the floor.  The 
stairway to the fourth floor is in this room.

Head to the front of the room on this floor and use your thief's key to open 
the door.  Walk up the stairs to the fifth floor where some goons will run up 
to the next floor to inform their boss.  Head up the stairs on this floor.

Here, you'll find Kandar.  He'll open a pit below you.  Climb back up to find 
that he's not there...  Where could he have gone?  Look around the room.  Do 
you see anything obvious?  Follow him and be prepared for a fight.  Cast 
increase to improve your defense and kill off his goons first.  Then Kandar 
should be easy if you heal occasionally.  When you win, you'll be able to 
grab the Golden Crown from his chest.


0E. Becoming King
-----------------
Items: None
Monsters: None

Return to Romaly and give the king back his crown.  To show his recognition 
of your heroics, he asks that you become king.  If you say No enough, he will 
agree to let you stay an adventurer.  However, if you say Yes, you'll get to 
wander around being king for a while :).  People will praise and practically 
worship you.  You get to be a rude snob and look down at people.  It's nice.  
However, you can't finish the game like this.  So once you get bored, find 
the king and tell him that you don't want to rule anymore.  He'll agree to be 
king again.  Whenever you save your game at Romaly from now on you'll be 
offered the kingdom again. Hehe.


0F. Ashalam
-----------
Items: BugPowder
Monsters: Wild Ape, Vampire, GasCloud, MadHound, CatFly
Inn: 28g
Weapon Shop (Day): Chain Mail, Iron Armor, Bronze Shield, Scale Shield, Iron 
Apron, Fur Hat
Weapon Shop (Haggle): Wizard Staff, Holy Spear, Iron Axe, Skirt, Black 
Clothes, Iron Helmet
Weapon Shop (Night): Knife, Sickle, Spear, Chain Whip, Iron Claws, Iron Axe
Item Shop: Antidote, MoonHerb
Item Shop (Haggle): Herb, Antidote, Repellent, WarpWing, SpiderWeb, Gold 
Necklace

Set out east of Romaly, and cross the bridge you'll find.  Keep heading 
southward (and just a bit east) and you'll reach Ashalam.  Some shops require 
you to haggle.  Just keep going lower until you will buy the item.  However, 
the lowest price is always twice what you could buy it for elsewhere.  You 
decide if it is worth the price to get the item now.

This town has two sides to it depending on if it is day or night.  I shall 
start out in the day.  Here, you can learn that in the desert to the west is 
a kingdom named Isis.  There is talk that Ortega went south to find a key.  A 
guard at a closed weapon shop says that if you go south through the desert 
you'll find a cave in a swamp near the mountains.  Apparently the old guy 
there knows about the Magic Key.  There is BugPowder in a dresser in the inn.

At night, you can enter a building in the western part of town.  Upstairs, 
you can snatch a token from the dresser.  If you are male, the dancer in the 
courtyard will offer to give you a powder-puff massage.  It's a bit of a 
humorous scene.

That's about it for Ashalam for now.  Walk southwest of the city to find a 
special place.

10. Forest Near Ashalam: Pachisi 2
----------------------------------
Items: TinyMedal x3
Monsters: None

The shrine in the forest southwest of Ashalam is the second Pachisi Track. On 
the first floor, search the southeast corner of the western center blue 
square for a TinyMedal. You can find a TinyMedal in a vase on the track, and 
you'll get one for reaching the goal.  You'll also get a mace at the goal, 
which is a good whip for your priest.

11. Desert Cave
---------------
Items: Token, TinyMedal, Tomboy Book
Monsters: None

Head west of the Pachisi Track and then south once you reach the desert.  If 
you follow the mountains, you'll see a cave in a swamp.  Enter it.  The old 
man here will tell you where the Magic Key is.  Then he'll tell you to go to 
Isis, in the desert.  After learning this, repay him by stealing all of his 
stuff.  Apparently this is the proper form of payment in this world.  The 
western Dresser has a Token inside.  The western vase has another TinyMedal.  
You can get another Tomboy Book from the eastern bookcase, too.

12. Isis
--------
Items: TinyMedal x2, Boxers, Starry Bracelet, Token, Defy Book, Brave Book
Monsters: HellCrab, BigShroom, Flamepede, CatFly, CarniMoth, MummyMan
Inn: 40g
Weapon Shop: Steel Sword, Holy Spear, Iron Axe, Iron Armor, Silk Dress, Iron 
Shield, Iron Helmet
Item Shop: Turban, Herb, Antidote, Repellent, WarpWing, MoonHerb

Walk east from the cave and then head north when you see the oasis.  Step on 
the grass in the southwest corner to reach the town and castle of Isis.  
Here, you can learn that the queen is beautiful.  The conversation goes 
something like this: "Did you know our queen is beautiful?"  "Why, yes! I 
did! This is an RPG! The queen is always beautiful in an RPG!"  You can also 
learn that in the northern part of the desert is a Pyramid.  Apparently the 
late Pharaoh was buried there.  Some guy named Sokras is waiting for 
nightfall.

The vase in the building just south of the weapon shop has a TinyMedal.  
Upstairs in the weapon shop owner's house, you can grab some Boxers from the 
western cabinet.  By some odd dimensional stretch made possible by this being 
a video game, the upstairs of this building is a lot big than the ground 
floor.  You can search at the base of the middle tombstone in the graveyard 
for a TinyMedal.  You can find a Brave Book in the well.  There is a monster 
arena just north of the entrance to this town.

Walk to the castle.  After going through the initial gate, travel west and go 
through the gap in the pillars here.  Travel all the way north until you 
reach a staircase leading down to the basement.  Walk east and then north 
once you can.  Go down the stairs to the tomb and open the chest.  You'll get 
the ever-powerful Starry Bracelet.  A spirit will appear and ask if you took 
the item.  If you're honest, he'll thank you for your honesty and let you 
keep it.  If you lie to him, he'll fall for it and let you have it.  This 
teaches us that lying is okay. *scratches head*

Go to the main entrance of the castle and head north this time, into the main 
part of the castle.  Here, you learn that the pyramid is rigged with traps.  
This doesn't seem unusual.  You'll also learn that there are places in the 
pyramid where spells do not work.  It is best to bring many herbs.  The 
northeast room has a Token in the western dresser.  The bookcase in the 
southeast room has a Defy Book for your enjoyment, too.  Go upstairs and to 
the northeast room where the children are.  There song is as follows: "Round 
buttons are magic buttons. Round buttons open a door.  From west of east to 
east of west.  From west of west to east of east."  Remember this, because 
someone tells you that this song is the key to the pyramid.  The queen here 
thinks her beauty is useless.  This is also typical of RPGs.  She'll save 
your game, though.


13. The Pyramid
---------------
Items: INTseed, TinyMedal x3, MagicKey, WarpWing, STRseed, AGLseed, Skirt, 
Ruby Ring, StoneWig, Flashy Coat
Monsters: MummyMan, TrickBag, KingToad, Mummy

Walk directly north of Isis and you'll encounter the pyramid.  There are many 
traps inside to thwart you.  Walk north into the pyramid.  At the first 
intersection, there is a pit in the center two squares.  Be sure to walk 
around them.  If you fall, head to the southwest corner of the basement.  
There will be a passage to the outside wall of the pyramid from there.  The 
chests down the east and west passages at the first intersection are empty.  
Head north to the second intersection, which has hidden pits in the same 
location.  To the west, there are three chests.  Each one is a Cannibox, 
except the north chest, which is empty.  North is a dead-end, and east will 
lead you to a staircase up.  Use that staircase.

The second floor is a maze.  Walk south to the first second, then travel all 
the way west to a wall.  Walk south to a chest that contains an INTseed, and 
then walk all the way north, and turn east at the corner.  Go down the stairs 
here.  The western chest in this room is a Cannibox.  The other is empty.  
Walk down the western passage and open the chest you'll find to procure yet 
another TinyMedal.  After this, go back to the second floor.  Follow the 
passage to the first intersection, then travel east.  Once you are able to, 
travel south, and then east again when you run into a wall.  There should be 
a staircase here.  Walk up to the third floor.

The left and right passages will lead two places.  If you go north at their 
ends, you'll find a staircase to the fourth floor.  However, you need the 
magic key to do anything on that floor.  If you go south at their ends, there 
will be two niches on each side.  If you walk into them, you'll find round 
buttons.  Use the combination in the children's song to open the sealed door 
that is to the north of the stairway in this level.  If you push them in an 
incorrect combination, a pit opens up and drops you to the third floor.  Once 
you've gotten the combination correct, walk up the northern passage in the 
third floor to find the MagicKey and a VITseed.  Now, go to one of the 
staircases that lead up to the fourth floor and open the door on that level.  
There is a large amount of treasure on this level.

When you search each chest, four MummyMen will attack you.  Be prepared.  
Starting from the northwest hest and going clockwise, the chests contain 
176g, WarpWing, STRseed, 80g, AGLseed, 112g, Skirt, 304g, Ruby Ring, 56g, 
TinyMedal, StoneWig.  Go to the southern part of the room and up the 
staircase to the fifth floor.  The lone chest here contains a Flashy Coat.  
Travel up the stairs to the roof. Walk west along the ledge and then north 
once you can.  At the end of the ledge is another TinyMedal.  Jump off the 
ledge and begin your tour of the realms you've visited.  Since you have 21 
TinyMedals by now, why not start in Aliahan?


14. Using the Magic Key
-----------------------
Items: Hero Ring, AGLseed, STRseed, Lune Rod, Joke Book, TinyMedal x3, Silk 
Dress, INTseed, Ruby Ring, Tiara, LifeAcorn, Wizard Ring, Golden Claw
Monsters: None

In Aliahan's castle, there is a magic key door preventing access to the 
treasure room.  Not anymore!  Proving that RPG people like the hero to steal, 
the guard says he won't look while you're in the room.  Why a nice guy!  You 
can snatch (top-left to bottom-right) 128g, 336g, a Hero Ring, AGLseed, 
STRseed, and Lune Rod.  Return to Ashalam and explore the town at both day 
and night.  You will learn that a cave northeast of Ashalam leads to the 
eastern realms, and that you need a hobbit to guide you.  Apparently, the 
hobbit there, Norud, doesn't like to help people, but is friends with the 
king of Portoga.  In the northwest of the town, there is a building requiring 
the magic key to enter.  Upstairs, you can steal a Joke Book from the 
bookcase.  On the northeast blue square, you'll also find a hidden TinyMedal.  
If you come here at night, there is a Demonite that was pretending to be a 
cat.

Now, return to Isis.  You'll need to return at night to accomplish anything 
new.  Go to the castle treasure rooms.  The guards sleep at night.  The 
chests in the western room, from northwest and clockwise, contain a Silk 
Dress, 72g, INTseed, and a Ruby Ring.  The eastern room, by the same pattern, 
contains a Tiara, LifeAcorn, 80g, and a TinyMedal.  Visit the queen in her 
bedroom at night and talk to her.  Then search behind her bed to find a 
Wizard Ring.  Finally, return to Romaly.  At the north end of the castle's 
first floor is a silver door.  Open it and search the bush that is closest to 
the pond on its eastern side.  You'll grab a TinyMedal for doing so.  You'll 
also learn that Portoga is a ship-making kingdom.

Back in the Pyramid, you can search the basement to find a secret passage 
down to a second basement.  You'll need the magic key to get the treasured 
Golden Claw.  However, once you've desecrated the tomb, you'll get attacked 
almost continuously while you are inside the pyramid.


15. Romaly Shrine
-----------------
Items: None
Monsters: None

Follow the coast east of Romaly; you'll hit the shrine after a short walk.  
There is not much to do here until we get the final key.  Just use your magic 
key and head to the other side of the riverbank to continue on to Portoga.


16. Portoga
-----------
Items: TinyMedal x2, Token, STRseed, Tragic Book, King's Letter, Tattoo, 
VITseed, Mist Rod
Monsters: Druid, MadHound, MadRaven, RogueNite, Toadstool, Vampire
Inn: 40g 
Weapon Shop: Steel Sword, Iron Axe, Steel Whip, Iron Armor, Iron Shield, 
Black Garb
Item Shop: Herb, Antidote, Repellent, WarpWing, MoonHerb

Portoga is a town with a castle in it.  Here, you'll here talk bout a couple 
that is no longer seen, as well as clues that the king loves pepper, which is 
sold in the east.  Since most people are powerful heroes, the journey is 
dangerous, and so the king is forced to eat bland food.  Someone else 
mentions that if you had a ship, you could travel the world.  Oddly enough, 
there is a dock here.  I wonder if you could get a ship...

Behind the Inn is a little horse pasture.  Try searching around the bushes to 
find a TinyMedal.  You can also look in the inn's dresser to grab another 
Token.  A short walk northwest of the Inn lays a building.  Upstairs, you 
meet a girl named Sabrina who pines for her long lost lover (could she be one 
of the lovers that met by the water?).  You can also grab a STRseed from the 
western hanging sack in the southern room.  Lastly, head north of the horse 
pasture and then west above the castle, eventually you can head south and 
down some stairs.  An ex-priest sits here whining about a great swordsman and 
his beautiful lover and how Baramos put a curse on them (Read: defeat 
Baramos, break curse).  Being the kleptomaniac hero that you are, feel free 
to help yourself to the TinyMedal Mr. Priest was cooking in his pot, as well 
as the Tragic Book on his bookshelf.  He won't miss them.

Now that you've pillaged the town, it's time to move on to the castle.  Here, 
the king whines about how bland his food is without pepper, and gives you a 
letter so that the stuck-up hobbit will let you through so that you can risk 
your neck getting it for him.  You see, that's what kings do.  Of course, he 
is willing to trade you a ship for some pepper, so you might be inclined to 
do so.  While you are at it, hire a shrink for the king.  His Chancellor is a 
bit more competent and will save your game for you if you ask nicely.  You'll 
also hear about a temple in the east that lets people change classes.  Damn, 
the east is a happening place, isn't it?

If you like to be electrocuted, go after the three chests here.  They contain 
a Tattoo, VITseed, and Mist Rod, from west to east, respectively.

If you come back at night, you can meet Carlos in the horse pasture where the 
horse was standing earlier.  He asks you if you know Sabrina.  Either way, he 
weeps for her.  You can then go visit Sabrina.  She'll say "Meow."  
Apparently she lives a secret life as a cat.

Cast return and head to Ashalam.


17. Cave of Norud
-----------------
Items: LifeAcorn, Training Suit, Club
Monsters: None

A short hop and skip to the northeast and you'll be in Norud's grumpy home.  
Dive into his well and search the northeast corner to find a LifeAcorn.  Feel 
free to steal his training uniform and club from the chests by his bed.  He 
won't yell at you for stealing.  Talk to Norud so that he can yell at you to 
go out, and then wave the letter in front of his face (Read: USE the item 
while facing him) and he'll rant about how he can never refuse the king. 
Follow him and he'll break open a rock wall with his head.  You see, Norud is 
really a hobbit android from the future, designed to break down solid rock 
with his head of destruction.  Strangely, he knocks down a wall that is a 
longer route than if he had just knocked down the eastern wall, but we'll 
ignore this for now.  Continue on through the boring passage and up the 
stairs to the land of Baharata.  If you head south and east, you'll reach the 
town of Baharata.  For now, let's head north-ish to the Shrine of the Cape of 
Olivia.


18. Cape of Olivia Shrine
------------------
Items: None, yet
Monsters: None
Inn: 40g

There really isn't anything here except an inn and two doors locked with the 
final key, however some information can be gathered here later, so it's a 
good thing to remember it's existence now.  Rest if you fell asleep during 
the battles on the way here, and head south the east to Baharata (One of the 
coolest town names in the game.  Say it out loud a few times, and try 
different tones of voice.  It's fun).


19. Baharata
------------
Items: TinyMedal, Traveler's Clothes
Monsters: HeatCloud, Catfly, Vampire, DeadHound, DeadStool, Antbear, 
HunterFly
Inn: 48g
Weapon Shop: Mace, Shears, Force Staff, Steel Armor, Magic Shield, Black Hat
Item Shop: Herb, Antidote, Repellent, WarpWing, MoonHerb, SpiderWeb

A quaint little town known for monster-repelling sacred river water and 
pepper, Baharata is probably one of the strangest RPG towns I've visited.  A 
man here will talk about how the Demon Lord is from an icy, horrible land and 
how he'll bring destruction blah blah blah.  You'll also learn that the 
pepper shop owner's daughter has been abducted and that the shop owner 
refuses to sell any pepper.  You'll also learn that the Force Rod is a unique 
weapon that transfers magic points into damage-dealing pizzamm! ...Or 
something.   The pepper shop guy will ask you to save his daughter, and the 
boyfriend (named Gupta) of the daughter will run off to save her so that he 
may be kidnapped also. *Sigh*  Assuming you want to get anywhere, you 
probably will want to think about saving them.  Anyway, you can head down to 
the sacred river and drink (search) it in order to give yourself a monster 
repellent effect.  It's just alike to the item and spell: mostly useless.  
Walk around some more and you'll learn that this town is a real pain to walk 
around in.  You'll also learn that the Dharma temple is up north and that 
people change classes there.  The same man also lets slip that there is a 
connection between being a Jester and becoming a sage...

In the inn, start pillaging.  You can snag a TinyMedal from the dresser in 
the eastern room. Then head upstairs in the pepper shop and swipe the 
Traveler Clothes from their dresser.  That'll teach them to stop selling 
pepper!  All in all, that's about all you can do here.


1A. Baharata Cave
-----------------
Items: TinyMedal, VITseed, AGLseed, STRseed, INTseed, LifeAcorn, Token, 
LUCKseed
Monsters: Shadower, Catula, Executer, Mystifier, HunterFly, CatFly, TrickBag

Head east across the bridge from the town and the swing up and west (across 
another bridge) and you'll reach Baharata Cave. (You can also keep heading 
north to get to Dharma and the Tower of Garuna, from which you can head east 
and north to get to Muor, but that is ill advised right now.

This is a fun little cave filled with a bunch of rooms that look alike.  It's 
also quite easy to get through.  From the initial staircase, head west into 
the next room.  Just about every room in here looks like this.  Head north 
until you enter a room that needs the thief key (you'll hear the sound of a 
door opening).  There are two chests in this room.  One of them is a 
Cannibox.  You can cast X-Ray on unopened chests.  If they glow blue, they 
are safe.  If a chest glows red, then it is a monster.  The northern chest is 
a Cannibox and the eastern chest contains 352g.  Head west from here and open 
the chest in the next room for a TinyMedal.  Go west again and open the 
northern chest to get 132g.  You can open the western chest for another 
Cannibox if you want to try for a Cannibox medal :).

Head south from here.  Eventually you'll find a guard who tells you that 
someone walked south into the darkness and he heard a key turning or some 
such stuff.  Just walk down through the thief key door and into the room 
there.  Head west from this room and open the box for a VITseed.  Keep 
heading east and you'll reach a staircase.  That's where you want to go :)

Head all the way west and go through the magic key door.  It's a seed 
bonanza!  You'll find an AGLseed, INTseed, STRseed, and LifeAcorn by 
searching the chests.  Go back to the intersection and go south.  You'll run 
into a couple of goons... exactly like the ones Kandar had.  They'll ask you 
if you want to join.  If you say yes, they kick you out.  If you say no, they 
try to kick your ass.  Give them a whupping and search the western hanging 
sack for a Token.  Head south and unlock the jail cells to free the couple.  
Watch them dance for a while and then run off again.  Search the northwest 
corner of Gupta's cell for a LUCKseed, and the northeast corner of Tania's 
cell for a MysticNut.  This is the only dungeon that carries a full set of 
seeds.

Head back up to find that the boss is back and Tania and Gupta are scared 
again.  Walk up to the big bad boss man and get ready for another fight with 
Kandar.  This time, his goons have upped their abilities and can cast 
HealMore and Defense.  Defeat them first and then beat on Kandar until he is 
dead.  Hopefully you think ahead and plan to have a few people capable of 
healing, because you might need it depending on your party makeup.  You can 
watch as Kandar beats on your mage, or you can have your mage get even by 
casting BlazeMore (or BlazeMost!) on Kandar.  Kandar no likie.  Either way, 
it won't be a long fight.  Have mercy on Kandar if you want to be hero-like 
or you can say no.  Either way, he'll more or less be gone for the rest of 
the game.  The lover people thank you and leave, asking you to visit them.

When you're done, head back to Baharata and get some pepper.  This is another 
reason why it sucks to be a hero. You save their lives, and all they give you 
in return is some pepper.  "Thanks for saving us.  All I'm going to give you 
is pepper. Nyaah!"


1B. Dharma
----------
Items: TinyMedal
Monsters: Mystifier, KillerApe, MadOx, Antbear, Bruin, Metaly, Catula, 
Executer
Inn: 8g

If you normal, you would head back to Portoga at this point and get a ship so 
that you can sail around and feel cool or something.  If you are I, you head 
north of Baharata cave so that you can find the Shrine of Dharma.

If you follow the left wall of the temple, you will find a lady who will 
change your characters' names.  Heading right will find you an upstairs with 
an inn and a church.  In front of a door is a goofy looking guy who will save 
your game.  Search the feet of the northeast statue inside to find a 
TinyMedal.  The man up top in the center changes classes.  You must be level 
20 to change class.  Here are some recommendations:

Class    Change to:
-----    ---------
Warrior  Fighter, Mage, Cleric (Lots of hitpoints and strength)
Fighter  Any (High strength and agility benefits any class)
Thief    Fighter, Mage, Cleric, Sage (Lots of agility, well-balanced)
Mage     Thief, Cleric, Sage
Cleric   Fighter, Sage
Dealer   Any (Well-Balanced)
Jester   Fighter, Sage

Chances are you aren't level 20 yet.  Maybe you should work on that.  Head 
north and then east to reach the Tower of Garuna.


1C. Tower of Garuna
-------------------
Items: INTseed, TinyMedal, Silver Crown, Zen Scroll
Monsters: Metaly, GreatBeak, SkyDragon, Garuda, Shadower, MadOx, StingMoth
Outside Monsters: StingMoth, Hork, SkyDragon, Garuda, Demonite, Snaily, 
Executer, MadOx, Healer

This tower is small, but reasonably tricky.  The goal here is to find the Zen 
Scroll.  Is there a way to get across the pit on the second floor?

Several people in the first two rooms (up and down) tell you some things 
about the tower, but they really aren't that helpful.  Start out by traveling 
the lower path, taking the second passageway down.  The chest here contains 
an INTseed.  Continue down the lower passage until you must go up.  Ignore 
the staircases in the rooms and continue north.  Eventually you'll find a gap 
in the wall.  Go through and head west to find a room with a staircase.  Take 
it.  Go across the tightrope and take the stairs back down.  There is a 
travel gate here that will take you to the center room on the first floor.

Here, you will find three staircases.  Take the northern one first.  In the 
top room, you'll find a chest containing 448g.  Go back down and take the 
southern staircase. At the top room, you'll find a chest containing a 
TinyMedal.  Now head back down and take the staircase to the east, then take 
the southern staircase on the second floor, and climb to the top.  Here, 
you'll see another tightrope.  Walk all the way across it and take the 
southern staircase (to go up).  At the top, you'll find a chest with a Silver 
Crown.

Go back down and walk to the center of the tightrope. Jump off.  You'll be in 
a room with a big pit.  Jump down.  Take the staircase here and open the 
chest to find the Zen Scroll!  Now get out of the tower, there's nothing else 
of interest here.

1D. Shrine of Zipangu
---------------------
Items: Stick, TinyMedal
Monsters: StingMoth, Hork, SkyDragon, Garuda, Demonite, Snaily
Inn: 60g

Naturally, since we can still walk somewhere, it's wise to do it now.  Head 
east of Dharma and you'll encounter this shrine.  Here, you'll learn that a 
monster named Orochi is terrorizing the people of Zipangu, to the east.  
We'll need a boat to get there.  You can find a stick in the dresser in the 
western room, and a TinyMedal in the one in the eastern room.  There's also a 
final key door here.

Next, walk north from the shrine until you see the village of Muor.  This was 
the town you saw Ortega stumble into during the introductory scenes of the 
game.

1E. Village of Muor
-------------------
Items: Token, TinyMedal, Ortega's Helmet, Kilt
Monsters: Snaily, MadPecker, Demonite, Barnabas
Inn: 48g
Weapon Shop: Fan, Judge Staff, Shears, Evade Suit, Black Garb, Magic Shield
Item Shop: Herb, Antidote, Repellent, WarpWing, MoonHerb, BugPowder

Here, you'll learn that on the continent to the northeast there is a magic 
spring if you tell a man you came here by ship.  Also, people mistake you for 
Pokapa, some great warrior who passed through awhile back.  You'll notice 
that your father's helmet is sitting on the desk of one of the shops... go 
around back and talk to everyone upstairs after examining the helmet.

You'll learn that Pokapa went by the name Ortega in Aliahan.  Leave and 
Popota will talk to you and you can snag your dad's helmet.  Don't forget to 
grab the Token and TinyMedal from the vases upstairs.  There is a kilt in the 
dresser in the inn.

By now, you have over 30 TinyMedals; head back to Aliahan and cash them in 
for a Strength Ring if you wish.

After all this, feel free to cast return and zip back to Portoga so you can 
get your ship.


1F. Lighthouse
--------------
Items: None
Ocean Monsters: Merman, Merdane, SeaSlime, Jellyfish, Tentacles, KingSquid, 
Crabus, MadCondor

After getting your ship from the king, sail south to the lighthouse that you 
can see.  Go to the top floor and talk to the man there.  He'll tell you to 
sail south, down along the coast and around the cap of Tedanki, the east to 
Lancel; east of that being Aliahan, and north of Aliahan is Zipangu.  He'll 
also talk about how there are six orbs scattered over the world, and if you 
collect them all, you won't need a ship.  Sounds like you need these orbs.  
However, you probably would like to open all those final doors, right?  Let's 
focus on that.


20.  Tedanki
------------
Items: TinyMedal, Black Hat, DarkLamp
Monsters: Witch, Shaman, Goategon, HellArmor, Hork
Inn: 4g
Weapon Shop: Mace, Steel Whip, Shears, Skirt, Magic Dress, Magic Armor, 
Horned Hat

Sail south along the coast until you see a small shrine.  Enter that and talk 
to people to learn that the villagers of Tedanki used to come there.  There 
is also a church here.  Then continue along the coast in your ship until you 
reach the second river.  Take this and sail down to Tedanki.  A ruined 
village is good for pillaging, right?

Enter in the day, and you'll find the place empty.  Enter at night, and it'll 
be bustling with people.  I'll focus on the night, first.  Everyone here 
talks about standing up against Baramos, and how you are nuts for telling 
them the town is destroyed.  Yet they never seem to notice the ruined 
buildings or the fact that they are selling weapons at night.  There is a 
prisoner that can't be reached without the final key here.  Take note of 
that.  You'll also learn that the Gondo Mountains are north of here (that's 
where Baramos is).

Stand above the old man in the swamp, and head 4 steps east and search for a 
TinyMedal.  The old man tells you to find the final key and to start your 
search in Lancel, far south of Baharata.  The vase next to him holds 55g.  Go 
downstairs to examine the coffins and listen to a weird dialogue.

Stay at the inn and wake up to the daytime town.  Examine the corpse in the 
jail and read a letter about how the man wanted to pass on his orb before he 
died...  Then, go to the weapon shop's upstairs.  There is a black hat in the 
dresser, and the DarkLamp in the chest.  This item lets you turn day into 
night.  It's useful.

21. Lancel
----------
Items: Token, TinyMedal
Monsters: RogueNite, MadHound, WildApe, Mummy, Shaman, Shadower, Vampire, 
Catapila, Almiraj, Goategon, HellArmor, StingMoth
Inn: 60g
Weapon Shop: Steel Whip, Hammer, Power Claws, Evade Suit, Magic Dress, Magic 
Armor, Iron Mask
Item Shop: Repellent, WarpWing, HideHerb

Head a bit south of the continent and then travel east until you run into a 
big island.  This should be the island with Lancel on it (If you run into 
Aliahan, you didn't go far enough south).

Here, you can learn such things as the dry vase being in Edinbear, an island 
nation north of Portoga.  You can also learn that a vase is necessary to find 
the final key.  Some guy here complains about not being able to find the 
temple this place is renowned for.  Apparently he failed to look northward, 
over the trees.  Big temples tend to stand out.  The item dealer's daughter 
begs you to buy some HideHerbs.  Being that they are magical herbs that make 
you invisible, I bet you could do some naughty things with one.  Why don't 
you go buy one or two?

Go into her house and take the 5g she has in a vase, then swipe the Token 
from the dresser.  Aren't you wondering why nobody minds if you steal all 
their stuff, yet?

Head to the east part of town and go north, along the trees.  What is this?  
A huge-ass temple!  Apparently no visitors actually look over the trees in 
this village, or they'd be able to find it.  Just right of the main entrance 
to the temple is a small path of grass, go to the end of it and search for a 
TinyMedal.  The guy by the entrance talks about how the temple leads to a 
cave called The Navel of the Earth. However, since we don't have a final key, 
we can't get in the temple.  You see, the people who live behind final key 
doors have a magic food-producing property and they also never have to go to 
the bathroom or have any real human contact.  This allows them to live 
indefinitely in these sealed off areas.  Likewise, when criminals get thrown 
behind bars, the jailors simply have to will them inside, rather than 
bothering to unlock the doors, since the final key would be needed, and 
nobody has that, or they might have loaned you one, since they'd be so 
common.  Go up the left hand passage of grass to find a Slime.  This is a 
smart slime, and it won't attack you, since doing so would mean its utter 
destruction.  You see, since it's the only slime on this continent, it has to 
be outstanding in such aspects or it'd be Goategon food. Yum Yum.  If you 
tell him you have a HideHerb, it tells you should go to Edinbear.  Keep this 
in mind.

At this point, just cast return to Portoga.


22. Edinbear
------------
Items: TinyMedal x2, Dry Vase, Lady Book, Dandy Suit, Party Dress
Monsters: Witch, HellArmor, Barnabas, Curer

Sail generally northward of Portoga towards the island that looks like 
England and such.  The quaint little castle there is Edinbear.  Here, the 
guard at the gate continually moves to block your way, and calls you a 
bumpkin.  Assuming bumpkin is an insult, proceed to beat the snot out of him, 
that stuck-up, whiney snot.  Actually, use a HideHerb that you should have 
bought, and walk right past him.  Strangely, nobody in the castle seems to 
actually care if you are inside, only the guard at the gate seems to.  Though 
they all call you a bumpkin.

Head down to the basement, where there is a collection of boulders you need 
to move onto the diamond squares.  By some strange coincidence, should you 
dunk a boulder into the water, or get it stuck in a corner, you can leave and 
come back.  You see, the magical boulder fairy comes in during the split 
second that you were gone and fixes all the boulders.  That's what magical 
boulder fairies do, ya know.  Solve the puzzle to get the Dry Vase.

Solution:  Labeling the boulders from left to right, 1, 2, 3, we'll start the 
puzzle.
1.  Move boulder 1 up one square
2.  Move boulder 2 right one square
3.  Move boulder 1 right two squares
4.  Move boulder 1 up onto a diamond square
5.  Move boulder 3 down one square
6.  Move boulder 2 left three squares
7.  Move boulder 2 up one square
8.  Move boulder 2 right two squares
9.  Move boulder 2 up onto a diamond square
10. Move boulder 3 up one square
11. Move boulder 3 left four squares
12. Move boulder 3 up one square
13. Move boulder 3 right two squares
14. Move boulder 3 up onto a diamond square
15. Door in the northern part of the room opens; enter to get the Dry Vase.

Take the eastern door outside and search the eastern center square of the 
flowerbed (grass) to find a TinyMedal.  A kid here says the final key is in a 
shrine. Oookay.  Go upstairs and see the king. He will save your game and 
call you a bumpkin.  His chancellor, like most chancellors in this game, is 
sane and will tell you that far away on the western sea is the, "New world of 
Soo."  Strangely enough, this is on the same continent that looks like North 
America.

Head to the bottom of the king's room and talk to another guard who calls you 
a bumpkin.  Walk through the door and out into the sky!  Surprise! That sky 
blue stuff turns into the castle's roof! The guy here asks you if you are the 
rumored bumpkins and then confirms it by him.

On the eastern part of the roof is a stairway. Take it down and go outside.  
Talk to the people here.  One of them again calls you a bumpkin (I are 
bumpkin man, har!).  The other guy tells you that when you move the boulders 
in the basement to the happy squares, something magical happens.  And that if 
you leave, the boulder fairies will reset the puzzle for you.  What nice 
boulder fairies they are.  If you stand on the square directly to the south 
of this man and move 8 squares west and search, you get a TinyMedal (Though 
perhaps it is easier to say, "on the southwest square, next to the tree.).

Head back to the main chamber of the castle and talk to the princess by the 
water.  She'll tell you that you are the bumpkins and that you must tell her 
all about your bumpkin life.  Go to her room to the northeast and steal her 
Lady book, Dandy Shirt, and Party Dress.  Being that you are bumpkins, the 
residents expect you to do this and don't bother stopping you.  Feel free to 
admire your bumpkin self in the mirror here.

One of the guys in the rooms near the entrance will tell you the Dry Vase 
will dry the sea.  When you tell him it's in the castle and that you have it, 
he stares in disbelief or something.  At least he doesn't call you a bumpkin.  
The other guy below him (who also doesn't call you a bumpkin!) tells you that 
a shrine sank into the sea long ago and that it's part of the shoal.  Gee, I 
wonder where you use the Dry Vase?

Oddly enough, the king doesn't care if you steal his Dry Vase, being that you 
are bumpkins, and that you have the vase, he has to assume that it's 
worthless and just lets you have it.  How nice of him.

Now that you have 36 TinyMedals, return to Aliahan, rest up, cash them in, 
and save.  We are right where we need to be.


23. The Shoal Shrine
--------------------
Items: Final Key, TinyMedal
Monsters: None, save those in the ocean.

Hop on your boat and sail south of Aliahan, through the gap in the bottom of 
it (Start directly south of the tower and stay south).  After a very long 
time, you'll crash into some shoals.  Instead of sinking, you ship will just 
sit there and not go forward anymore.  In real life, you'd no longer have a 
ship, and you would have to learn to swim real quickly, but remember, this is 
a video game, and ships are magical and refuse to break when you ram them 
into a reef.  Use your Dry Vase here and watch the shrine jump out of the sea 
at you.  You might even consider entering it.

Walk forward in the shrine to the chest that contains... TubeSocks!  Just 
kidding.  You now have the final key.  Walk north of the chest and on the 
last diamond square thingy you can search and get another TinyMedal.  Open 
the door to the north and invoke your this-time-only speak-with-the-dead 
ability to talk to the corpse here.  He tells you that south of Isis in the 
Gondo Mountains gapes the Giana pit.  Apparently all the world's misfortunes 
come from this pit.  Wow.  I never knew a pit could be so evil!  You might 
think this is your next destination.  Prepare for the utter humiliation of 
being wrong.  This isn't a useful clue until much later in the game.  But you 
might want to be a good boy or girl and remember this clue.


24. Final Key Stuff
-------------------
Items: TinyMedal x4
Monsters: None

Casually return to Romaly.  Climb up the western tower of the castle and 
search the sink in the room behind the final door.  You'll find a TinyMedal.  
Now go back to the Romaly Shrine.  Enter the final key room in the basement 
and search the corner of the water for another TinyMedal, then take the 
traveler's gate.  This is the shrine south of Greenlad.  Search the center-
north diamond square around the water for... another TinyMedal!  Take the 
northern traveler's gate and you'll be in the Olivia cape Shrine.  Move one 
square west and two north and search for another TinyMedal.  Go to the main 
room and enter the room there.  The man will tell you how Olivia leaped to 
her death at this point when her lover died in a storm at sea.  This is why, 
if you try to sail your ship through the gap to the north, it pushes you 
back.  He also mentions how if you present her a memento of her lover, it 
should break the curse.  Remember this, because it's actually a vital clue.  
He'll then tell you that Eric's (the lover) ship roams the sea.  Entering the 
northern door takes you to the kingdom of Samanao.  Chances are the monsters 
here would kill you.  The other gate in the Samanao shrine takes you back to 
the shrine south of Greenlad.  At this point, return to Portoga and head back 
to Tedanki.


25. Tedanki Revisited
---------------------
Items:  Green Orb
Monsters: Same as before.

Enter the town at night and open the jail cell.  The prisoner will be glad to 
give you his green orb for no apparent reason.  Don't argue with him because 
not all the orbs will be this easy.  Return to Edinbear.


26. The Field, etc
------------------
Items: TinyMedal x2
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger

Sail a bit south of Edinbear and then head west until you find a new 
continent.  This is North America.  On the east side of the continent, not to 
far from where you should crash into it, there will be a little spot of grass 
inside a forest, visible from the coast.  Walk onto this spot.  In here is a 
man who needs a dealer so that he can make a town.  Return to Aliahan, make a 
dealer, and return here with the dealer alive (Not always the easiest of 
tasks). He will thank you and tell you that in the Soo village in the center 
of the continent, you should look carefully around the well.  Name the 
merchant Porn.  It'll be fun.  I named my dealer Porn.  It is one of the few 
semi-obscene or non-politically correct names the game allows.  This provides 
some fun dialogue; I recommend that you name your dealer this, too. :) (What 
I don't understand is why the game allows Slut, but not Suck.)

Anyway, get in your ship and sail around the north of the continent.  You'll 
pass by the shrine south of green land, but keep following the coast; you'll 
eventually hit a patch of ice that connects with the Asia-like continent.  
Here is the village of Muor. Open the final key door and grab the TinyMedal 
in the northeast corner.

Get back in your ship and follow the coastline north again.  You see a lot of 
forest over there.  A useful item can be found there, but you probably don't 
want to fight monsters here yet, so I'll save that for later. At the top, of 
the forest is a little channel (and some ice). Sail into it and you'll see 
the hobbit's shrine.  Go in there and talk to the one cat.  Say yes and he'll 
tell you to search the middle of the four mountains.  Remember this for 
later.  The Hobbit here says he fought with your dad a few times and doesn't 
believe he perished in the volcano.  Whatever.  Search the square behind his 
throne for another TinyMedal.

Now, return to Aliahan, grab your left-behind party member, rest up, turn 
over some TinyMedals, save, and turn your power off.  See, turning the power 
off makes time pass insanely quickly in the world of Dragon Warrior 3.  By 
doing so, you can have items made, you can see towns grow... well, you get 
the idea.


27. <Name>Burg Part 1
---------------------
Items: None
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger

Sail back to the field and you'll find that the town has been started, sorta. 
Dealer is building an item shop.  Fight some monsters, return to somewhere 
and save, power off, power on.

28. <Name>Burg Part 2
---------------------
Items: None
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger
Item Shop: Herb, Leather Hat

Power on, sail back, and find an item shop here! It doesn't sell much, 
though.  We'll come back later.

29. Soo
-------
Items: AGLseed, TinyMedal x2, Bolt Wand, Token
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger
Inn: 20g
Item Shop: Herb, Antidote, MoonHerb, BugPowder, HideHerb, MohawkWig, Silver 
Crown
Weapon Shop: Club, Poison Needle, Battle Axe, Kilt, Flashy Suit, Magic Shield

Sail south along the coast until you can enter the river system.  Sail 
generally upward until you see a town.  This is Soo.  Soo is a backwater town 
(literally) with people that talk funny.  Here you can learn from Mr. Edo the 
talking horse that you should use the Dry Vase on the shoals in the western 
sea.  Besides the fact that we've done this already, I must point out that 
this is the most vague clue in the history of video game RPGs.  Looking at 
our map, the location where the shoals are can't be really described as 
eastern or western.  Actually, they are on the eastern side of the map.  They 
are western in the sense that they are west of Soo, but you could argue that 
it isn't the western sea.  Argh.  Aren't you glad I didn't make you rely on 
this clue to find the shoals?  Another man tells you that people from 
Edinbear stole the Dry Vase awhile back.  Also is the tale that the EchoFlute 
is in a tower somewhere.  It apparantly echoes back when an orb is nearby.  
This would be a useful property if you didn't have this walkthrough to tell 
you where the orbs are.  The chiefly guy tells you that on the northern sea 
lays the island of Greenlad, and that some great mage lives there on a 
meadow.  Why do great mages live in secluded places where people can't find 
them to give them what they want?

Now, time to loot!  In the southeast house, you can grab an AGLseed from a 
vase.  In the northern house, you can find a TinyMedal in the vase.  Search 
north of the well to find another TinyMedal, and south of the well to find 
the Bolt Wand.  Hop down the well and find a token in the dresser, then talk 
to the old man from Edinbear to learn nothing new.

At this point in time, the area around Soo is a great place to fight and gain 
levels.  Do so for as long as you want.


2A. The Earth's Navel
---------------------
Items: TinyMedal x3, INTseed, Terra Armor, Blue Orb
Monsters: RogueNite, KillerApe, Demonite, HunterFly, Antbear, Metaly, 
Executer, Flamepede, CatFly, DeadStool, Witch, Mummy

Return to Lancel once you feel that your hero is of a level high enough to 
tackle a dungeon alone.  Around level 25 might be good enough, but if you're 
unsure, wait until level 28 or so.  Go to the temple in Lancel.  Opening the 
doors will get you such wonderful clues.  You'll learn that the yellow orb 
passes between people everywhere, and that it is hard to find (it isn't).  
You'll also learn that a parted friend of yours will give you new hope.  
Whatever.  Just enter the temple and accept the dude's quest.  He feels that 
it is fun to send people into this deep cave by themselves, for no real 
apparent purpose.  If you die, he revives you and taunts you, and you get to 
try again for his amusement.  The bastard.  Cut a right at the top of the 
passageway he goes down and grab the TinyMedal there before heading out to 
the cave.

Inside the cave, head south and turn at the intersection so that you can get 
caught in an infinite loop! Haha! Sucker!  You fell for my trap! *end 
walkthrough* ...Anyway, keep going south and enter a room full of fun.  There 
are four rooms to the side.  Each has a chest.  The northwest room has 248g, 
the southwest room has a fun lovin' Mimic, the northeast room has a 
TinyMedal, and the southeast room has an INTseed.  Head south, the east and 
go down the stairs.

Walk a few steps northward and then head east until you see a staircase going 
up.  Take these stairs.  Walk the passage and open the chest for the Terra 
Armor.  You see, the esper part of Terra didn't really fade from existence at 
the end of Final Fantasy 6.  It merely drifted into the old world of Dragon 
Warrior 3 and turned into a suit of armor, which later found itself shoved in 
a chest in some old cave that people were sent in so that they could die.  
Since you don't suck, you managed to actually get past the first room of the 
dungeon.  Lucky you.  Equip the armor, since it's better than what you have, 
and go back downstairs.

If you manage to kill a Metaly at any time around here, get up and do a 
little dance in the middle of wherever you will.  Sure, people will start to 
wonder about you, but you just got 4000+ experience for yourself, and that's 
worth dancing for.  For more experience joy, kill every enemy except that 
KillerApe, and then just parry until he self-replicates.  KillerApes are 
asexual organisms that can bud off and grow to normal size rather easily.  
Exploiting this property can give you a lot of experience.

When you finally get back down into the big room-o-fun, head northward and go 
down the staircase there.  Exit the room and head north.  In this hallway, 
you will find that the False Alarms from the movie Labyrinth have found a new 
home since David Bowie no longer found them amusing.  Ignore them, unless you 
don't want to finish the game.  At the end of the hallway, you will find the 
Blue Orb and another TinyMedal.  Casually take the time to exit the dungeon 
by whatever means you feel is best.  If there is one thing you should learn 
by taking the southern route instead and then backtracking, it is that the 
game developers feel that northerners lie, and that southerners tell the 
truth!

If you are having trouble with this dungeon, you might want to wait until 
you've gotten a better weapon or better armor, or you could equip yourself 
with a whip to improve your attacking capabilities.  Consider carrying a lot 
of herbs in your bag, too.  Quite frankly, you could save this Orb until 
after Zipangu or Samanao, but it's fun to do now.  Plus, where else can you 
see such a large variety of enemies?

2B. Zipangu
-----------
Items: STRseed x2, TinyMedal x2, MysticNut, BugPowder, Scale Shield, Training 
Suit
Monsters: Snaily, SkyDragon, StingMoth, Demonite, Garuda, Bruin, KingToad, 
Hork

Return to Baharata and sail east, hugging the coast.  On an island you should 
find Zipangu, the country of gold!  Here, you can chip chunks off the 
buildings and refine them into coins to make a massive amount of money!  It's 
easy... all you have to do is take some hallucinogenic drugs and dance a 
funky jig (Do not try this at home).  For some reason this town looks like a 
shrine.  There is a happy cave almost right next to it.  Interestingly 
enough, you can ignore the town and do the cave first, and the plot doesn't 
worry about it.

Here, you can learn many fun things.  Foremost of these is that you are 
foreigners.  Holy crap! Really?  I did not know this.  You also learn that 
Himiko keeps some treasured ball when you ask about an Orb.  You'll also 
learn that Orochi wants people to sacrifice women to it.  Or, rather, that 
Himiko came up with that idea, and it seems to work.  Apparantly a nice lady, 
Yayoi, was made a sacrifice.  Nice ladies taste better, you see.  You'll 
learn this in life.  Or something.

In the southern house, you can find cloth armor in the dresser.  In the 
western house's basement, you can snag a STRseed and a TinyMedal from the 
vases.  You'll also find a HUMAN HEAD! Oh my!  Run for your lives!  Actually, 
it is Yayoi hiding in a pot.  Silly Yayoi.  In the house north of here, you 
can grab a MysticNut from the southern vase and some BugPowder from the lower 
hanging sack.  You can steal some poor lady's wooden hat from the dresser in 
the eastern house.  That'll teach her for not having a daughter to eat!

Step into the temple to learn that you dress funny.  You'll also learn that a 
missionary here can't convert people.  Someone says Himiko should be 
concerned about Orochi, and that if someone would kill Orochi, Himiko should 
be delighted. Nudge nudge, wink wink, know what I mean, know what I mean?  
Himiko seems to think that you shouldn't do anything meddlesome.  I guess 
that heroes shouldn't be going off slaying Orochis.  That wouldn't be nice.  
Himiko is also said to have amazing powers, and uses her premonition to 
choose sacrifices.  Being their leader, she knows which women will taste 
better, and prepares them accordingly.

In the north easternmost room, the dressers contain nothing, Scale Shield, 
nothing, nothing, and Training suit, respectively.  In the room south of this 
one, you can grab a STRseed from the uppermost pot and a TinyMedal in the 
east-center pot.  In the north westernmost room, you can take a MysticNut 
from the northeast pot. The natives won't mind.  They embrace stealing in 
their culture, apparantly. South of this room, the dressers contain nothing.  
That's about it for the loot.  There isn't anything in the well... yet.

Come back here at night and talk to Himiko. You'll also get to see people 
sleeping while standing up.

2C. Cave of Zipangu
-------------------
Items: NohMask, Orochi Sword, Purple Orb
Monsters: Deranger, LavaMan, KingToad, Bruin, Hork, Metaly

Head off to the cave whenever you feel like you want to fight a boss and then 
have fun.  Head west from the start.  Eventually the passage will turn south.  
Keep going south and stick to the western forks in the road.  Eventually the 
passage will curve east.  Take the first northern passage and then stick to 
the eastern wall until you enter a room with a chest.  Grab the NohMask from 
the chest and stick the very defensively cursed mask in your bag.  Its 
permanent confusion effect is utterly crappy.  Head back west from here until 
you see a stairway down next to some lava.  Use it.  Head north and steer 
east at the intersection.  Walk across the bridge to find the Orochi.  Heal 
up and plunge into the fight.

Cast Increase and SpeedUp on yourself and whack away with weapons until he 
runs away.  Keep your hitpoints up while doing so.  Mages should use ice 
spells to fight.  As long as you SpeedUp and Increase, Orochi won't do much 
damage with his attacks.  Just make sure you stay healed after he spews fire.  
Eventually he will run away and drop the Orochi Sword.  Equip your hero or 
soldier with it, heal up, and follow it through the gate it makes.

You'll be in Himiko's chambers and she'll be lying down on the ground, 
injured.  Talk to her and refuses to keep her secret so that you may beat the 
snot out of her.  She'll do the same moves, but she has more hitpoints and 
likes to breathe and spew fire more often, as well as attacked twice.  It 
helps to have two people able to cast HealMore.  When you kill it, you can 
collect the Purple Orb from the chest.  Everyone will praise you and worship 
you.  The missionary will be annoyed again.

At this point, you'll realize you have 50 TinyMedals, and that returning to 
Aliahan to cash them in for the Ninja Armor for your thief would be a good 
idea.  While you are there, you can rest and save and prepare to head back to 
<Name>Burg.


2D. <Name>Burg Part 3
---------------------
Items: None
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger
Item Shop: Herb, Repellent, WarpWing, Leather Hat
Inn: 8g

Sail back to your town and you'll find your merchant is starting to build a 
theater.  Some guy also talks about finding a good business partner here.  
You'll also learn that the Gaia Sword is said to make mountains quake.  
Wonder what that could be used for?  Since we can't do anything else here, we 
may as well head to our next destination: the Tower of Arp.

2E. The Tower of Arp
--------------------
Items: Love Ring, TinyMedal x2, EchoFlute, LifeAcorn
Monsters: Eliminato, KillArmor, BlueBeak, VenomHork, Barnabas, BigHorn

Sail south and stay along the coast.  Instead of entering the riverbank, dock 
at the west back and walk west, staying west of the mountains.  Stick to the 
grassy areas (slightly north) and you'll shortly find the Tower.

This is a rather simple tower to get through.  Head northward, and travel 
through the system of doors until you find four staircases.  Walk up one of 
the western staircases.  Take the western passage and go up the staircase.  
You'll be on a small platform.  Take this one up, too.  Then walk east and 
take the staircase up on this floor.  You'll be in a room with a big pit and 
lots of ropes.  On the south end of this floor are three treasure chests.  
From west to east they contain a Love Ring, TinyMedal, and Cannibox.  Then 
climb to the center of the rope system and jump into the big square that is 
formed by the ropes.

At this point, take the time to ponder how you can all walk on these ropes 
and still manage to fight while doing so.  Also ponder how all the enemies, 
especially the big fat axe-wielders, can do so.  When you find this answer, 
proceed to open the four chests you see now that you've jumped down and 
landed on their platform.  Starting from the northwest and going clockwise, 
you'll get the EchoFlute, 552g, LifeAcorn, and another TinyMedal.  Hop down 
and leave the tower.

2F. The House of the Pirates.  Arr Dee Arr Arr!
----------------------------
Items: TubeSocks, Token x2, TinyMedal x2, Red Orb, STRseed, Punk Ring
Monsters: Kong, HellArmor, Shaman

Get back in your boat and continue to sail down the eastern coast of the 
Americas.  Eventually, at the peninsula of South America, you'll find what 
appears to be a town.  This is the House of the Pirates.  Alternately, you 
can walk more or less southward from the Tower of Arp and you'll get here 
eventually.  First, enter it at daytime.

In the northwest room, grab some TubeSocks from the pirate captain's dresser.  
Then you can laugh evilly because you know her feet will be cold at night, ha 
ha ha!  In the room east of here, take the Token from the northwest and 
northeast pots and a TinyMedal from the center barrel.  Then go down to the 
basement, check the northeast corner of the prison cell for another 
TinyMedal, and talk to the man here who will tell you the pirates come back 
at night.

Come back at night.  A pirate will remember that he saw an Orb in their loot 
at one point in time.  The pirates apparently know you're the hero setting 
out to kill Baramos, and because of this, they like you.  The captain likes 
chauvinist pigs, and will tell you that Luzami is south of here.  Another 
pirate says they random into a phantom ship because they used the bone of a 
sailor.  How the hell you use the bone of a sailor is beyond mortal grasp at 
this time, but trust him.  He'll pointedly tell you that they gave it to the 
kooky old mage guy on Greenlad.  Maybe we should pay him a visit.

Stick along the eastern wall of the outside of the pirate house and move the 
boulder you find.  Search under it for the Red Orb.  You'll also snag a 
STRseed and a Punk Ring


30. Greenlad
------------
Items: Silk Hat, TinyMedal
Monsters: IceMan, BigHorn, IceDragon

Sail north of Soo and you'll run into a huge snow covered island.  Enter the 
one patch of grass in the middle of the snow.  In the northeast part of this 
area is a hut that an old man lives in.  The old man will talk about how the 
last people he saw were some pirates and asks you to get the change staff for 
him.  The King of Samanao is said to have it.  Maybe he'll reward us with 
riches!  Steal his SilkHat and TinyMedal from the dressers and get out of 
here.


31. Samanao
-----------
Items: TinyMedal x4, AGLseed, Token, STRseed
Monsters: Tortragon, OldHag, Kong, KillArmor, VoodooMan, Hork
Inn: 80g
Item Shop: Herb, Antidote, Repellent, WarpWing, MoonHerb, BugPowder
Weapon Shop: Staff of Judgment, Power Claws, Zombie Slasher, Magic Armor, 
Dragon Shield, Black Hat, IronMask

Sail to the Shrine south of Greenlad and use the eastern travel gate.  This 
will take you to a shrine that allows easy access to Samanao.  Here, you'll 
learn that the king is a changed man who banished Simon through the eastern 
travel gate.  He also tells you how to get to Samanao from here.  Follow his 
easy instructions and head to the town.

Here, you get to witness a nice little scene where all the townspeople gather 
together.  It's really quite heartwarming.  Except, of course, that they are 
gathered together to bury a friend at the cemetery.  I won't spoil why the 
guy was dead this time.  The guy upstairs at the cemetery thinks the king 
turned tyrannical because of the change staff.  He'll also tell you how you 
can find your friends when they get hit with a Disperse spell.  Also, 
apparently nobody has explained death to the guy's kid.  Oh well.  Many 
people seem to get thrown in jail around here, and you learn that the king is 
just a mean ol' man now, even though he was kind before.

Search in front of the tombstones to find a TinyMedal (E), AGLseed (H), and a 
Token (P) according to the following gravestone chart (spiffy, isn't it?):

ABCDEF
GHJIKL
MNOPQR
STUVWX

You can nab a STRseed from the western vase in the dead man's house, too.

After all this, head to the castle. You'll learn from Simon's son that his 
father is rumored to be in jail somewhere.  The guards here have a permanent 
Detect Lie spell cast on them, and basically won't let you through.  However, 
the guard by the kitchen entrance on the eastern side of the castle is inept 
and will see through your deception.  However, head to the west side of the 
castle and search the snug little corner of the castle (about the water) to 
find another TinyMedal.  The women in the kitchen don't like men, and will be 
executed if they can't cook quickly.  Further proof that the king is a total 
ass.  Because of this, it is okay to steal the tiny medal from he barrel in 
the kitchen.  The princess in the courtyard will mention how her father used 
to be kind, blah blah blah.  You see where this is going, right?

Talk to the king and get thrown in jail.  Since you have the final key, you 
should be able to walk right out of your jail cell.  Apparantly the guard 
here is the only guard in the game with a final key, since he'll actually 
unlock the final key door to put you in jail.  Whatever.  Ignore his talk 
about being on your best behavior and leave the cell anyway.  The guard 
however is nice and will talk in his sleep while telling you so.  He'll 
mention how something is wrong with the king and how they can't defy him.  
Lots of whining goes on.  A poet here talks about how Simon rotted in a jail 
sell in a lake to the east.  Interestingly enough, that lake is on a 
different continent (Remember the Cap of Olivia?).  Search the poet's pot for 
yet another TinyMedal.  The bard tells you that monsters must be possessing 
people.  As if you didn't realize that, yet.  The only other clue is about 
the LarMirror that reveals someone's true self.  He also kindly tells you 
where it is.

Walk down the stairs.  In the east cell you'll find the real king.  He'll 
tell you nothing you haven't already realized by now and you'll feel swelled 
with compassion and want to retrieve the LarMirror right away!  The west wall 
of the west cell is that secret passage you heard about.  Use it and you'll 
find yourself in the cemetery.  Now let us go retrieve the LarMirror.


32. Cave of Samanao
-------------------
Items: STRseed, Token x2, LifeAcorn, TinyMedal x2, LarMirror, Plush Suit, 
LifeStone, VITseed
Monsters: VoodooMan, Skeletor, Tortragon, Shadow, KillArmor, Curer

A very short hike southeast of Samanao gets you to the cave in the water.  It 
is here that you must venture to recover the fabled LarMirror.  You will 
battle hordes of monsters and witness events most horrible!  And a Mimic'll 
probably beat you while you're at it.

The first floor is an utter waste of time.  Don't bother wandering around 
looking for things unless you want to find random corridors and enemies.  
Head west, north at the intersection, west at the intersection, and south at 
the intersection and you'll find the staircase to the second floor.

There are a lot of chests on this floor.  Starting with the easternmost 
chest, and curving all the way around, you'll get, respectively, 128g, 
STRseed, 56g, Token, 568g, 24g, LifeAcorn, TinyMedal, and 320g.  The four 
chests in the next room are all Mimics.  If equipped with Zombie Slashers and 
strong, fast people, feel free to attack.  If they cast beat and it fails, 
you are safe, since they don't have enough mp to cast two.  The only reason 
to fight Mimics is for Mimic Medals, however.  Their experience and gold 
sucks.  Actually, they can leave Demon Axes in their treasure chests (If you 
have a thief, s/he can steal them).  This is pretty much the best weapon for 
your warrior (except for the Wreck whip).

Head back to the staircase to the first floor.  Head south and to the corner 
down there and fall down the pit.  Grab the chest for the LarMirror, stand up 
and proclaim that you shall destroy the foul evil that has replaced the king 
and then jump down the pit.  Head up the stairs and head west and along the 
water.  Ignore the staircase up and keep going until you find a chest.  Open 
it for a Plush Suit.  Equip this on whoever could use the defense and you can 
have a giant raccoon in your party.  Then go back and up the stairs to the 
second floor.

Head west, and up at the first intersection.  The first chest is a Mimic.  In 
the room you come to, the eastern chest has a LifeStone, and the western 
chest is another Mimic.  Continue back at the main passage and head north 
when you get the chance.  The chest here has a VITseed, the next one has 24g, 
the next is a Token, and in the room you come to, the eastern chest contains 
a TinyMedal, while the western chest is an evil Mimic with nasty, sharp, 
pointy teeth!  Head back to the passage and you'll come to the first room 
with bunches of chests.  Take the stairs up to the first floor and leave.


33. The King of Samanao
-----------------------
Items: Change Staff
Monsters: BossTroll

Return to Samanao to heal, and then storm into the castle to face the king.  
However, in the daytime, stepping in front of his chair gets you thrown in 
jail, and at night the guards block his bedchamber door.  Why don't you find 
a way to 'drop in' on him?  Once you get to his sleeping body, use the 
LarMirror to make him revert to his normal self.  Prepare to face the 
BossTroll!  SpeedUp, Increase, and TwinHits are your friends.  Use them and 
he'll go down quickly as long as you maintain your hitpoints.  If you were 
lucky enough to snag the Demon Axe from a Mimic, your warrior will deal some 
nasty hits :).  When you splatter the BossTroll's vile carcass all over the 
bedchambers, grab his treasure chest and you'll gain the Change Staff.  
People in Samanao will like you, as will the real king.  Also on the king's 
bookshelf you can get a Cheat Book.  Search his dressers to snag the 
BossTroll's spare club :).

At this point, you could give the staff back to the mage... or you can use it 
to change into a non-human so that the elves will sell you their goodies.  I 
recommend doing this, as it is the best way to get Wizard Rings.  Also, you 
should have over 60 TinyMedals now.  You might consider cashing them in.  If 
you have a Dealer for you, the Justice Abacus will provide him with 110 more 
attack power, so it's well worth it.  Oddly enough if you use the change 
staff right in front of the elf shopkeeper, she'll not realize that the 
magical slimes, hobbits, or whatever in front of her were human just a moment 
ago.  The queen however realizes you are really human no matter what you look 
like.  I never understood why the elves will sell items to demons, either.  
See, the elves are really symbiotic creatures with the slimes, so they'll 
gladly sell to slimes, even though the slimes could in no way actually hold 
any of the items they are selling.


34. Greenlad Revisited
----------------------
Items: Bone
Monsters: IceMan, BigHorn, IceDragon

Return to the mage and hand him the change staff.  Being ever so grateful, 
he'll give you a Bone in return.  Take this time to curse at him, and then 
curse whatever beings you wish to blame for making you be a hero, then calm 
down and leave.  Get really ticked off and throw the bone into the ocean when 
you're in your ship, and see what happens.  What's this?  Hmm... Maybe you 
should head to where it tells you?  But first, let us accomplish some other 
things.

35. Luzami
----------
Items: TinyMedal, Muscle Book, Lucky Book, LUCKseed
Monsters: Kong, Crabus, MadCondor, SeaSlime, BlueBeak

Sail north from Greenlad and head towards the little black dot of land 
between there and South America.  The town of Luzami is on this island (Of 
course, it looks like a shrine).  The southeastern house is an observatory.  
The guy here talks about how the earth is round and spinning.  Oooh.  Head to 
the east of the northeast building and search the crack for a TinyMedal.  In 
the northeast house, you can snag a Muscle Book and a Lucky Book.  The man 
here tells you where Baramos's castle is, and how you should hurl the Gaia 
Sword into a volcano to reveal a new path.  Prophets never cease to amaze me.  
Head to the west and search the tombstone's base for a LUCKseed.  The dead 
probably need a lot of luck, since theirs ran out, but it's too late now.  
Muwaahaha!  The Item Shop keeper tells you that the Gaia Sword belonged to 
Simon.  Being a terrible shopkeeper, he doesn't charge you any money, and 
forgot to pick up some items to sell.  Oops.  That's about all for here.

36. <Name>Burg Part 4
---------------------
Items: Token, GoldBeak, TinyMedal, Garter, Bunny Tiara
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger
Inn: 60g
Item Shop: Herb, Repellent, WarpWing, BugPowder, SpiderWeb, HideHerb
Weapon Shop: Zombie Slasher, War Hammer, Staff of Judgment, Magic Abacus, 
Magic Apron

Head back to your dealer's town again to find that it has bloomed.  You'll 
find that your town is named after your dealer and so much has been added.  
You can snag a Token from the dresser in the inn, and learn that the Silver 
Orb is in a Shrine in the mountains of Gondo.  The old man will tell you the 
people aren't too happy with your dealer anymore, however.  This could be bad 
for you, right?  Your dealer's western chest has a GoldBeak in it, while the 
eastern chest has another TinyMedal.  Another man here complains about your 
dealer making the people work too hard.  You can find another Garter in the 
western dresser on the first floor of the Theater, as well as a Bunny Tiara 
(I do believe these change to a Gold Necklace and something else if your 
dealer is female, however.  The dancers also have a different gender based on 
your dealer's).

Return here at night and you'll find the old man can't get in to visit your 
dealer so that he can warn him/her of the townspeople's unrest.  If you head 
south of the jail, people will be talking about revolting.  Uh oh...


37. <Name>Burg Part 5
---------------------
Items: YellowOrb
Monsters: Shaman, StingMoth, BlueBeak, MadCondor, VenomHork, BigHorn, 
Merdane, Deranger
Inn: 60g
Item Shop: Herb, Repellent, WarpWing, BugPowder, SpiderWeb, HideHerb
Weapon Shop: War Hammer, Dragon Sword, Magic Abacus, Magic Apron, Dragon 
Shield, Angel Dress

Leave the town and come back in the morning.  You'll find that they three 
your merchant in jail! :)  Someone here mentions that a merchant came buy 
trying to sell a YellowOrb.  You'll find they threw your dealer in jail.  
However, he'll tell you the location of an item... You'll then be happy s/he 
got thrown in jail! :)


38. The Phantom Ship
--------------------
Items: TinyMedal x2, Token, Poison Needle, STRseed
Monsters: Merdane, JellyFish, Crabus, Skeletor, Tentacles

Usually, this sits in the inlet near Portoga, but it can be anywhere on the 
waterways.  Once you close in on it with the bone, enter it and search around 
and talk to everyone.

Head towards the southern portion of the top deck, and you'll find a 
MiniDemon near some barrels.  Smack his bum up and search the eastern barrel 
for a TinyMedal.  Head down the stairs, then head south to grab the LuvMemory 
from the chest.  Could this be Eric's memento of love for Olivia?  Could this 
be the memory of a discarded diaper?  Only time shall tell...

Loot the chests to find (top to bottom, left to right) 128g, a Token, 670g, a 
Mimic, and a Poison Needle.  The barrel two steps east of the upper row of 
chests and on the north wall has another TinyMedal.  The southwest vase 
contains a STRseed.

Use your inherent Speak With the Dead ability to take to the ghosts and 
corpses.  You'll find Eric talking to Olivia and the memory of their love.  
The center dresser here contains yet another Garter for your perverted 
enjoyment.  Since there isn't anything worthwhile left on the ship, you may 
as well say goodbye to the dead and jump back on your boat that, strangely, 
has been keeping pace with the phantom ship all along or something.  Gotta 
love them magical boats, eh?


39. Olivia Cape and the Shrine Jail
-----------------------------------
Items: TinyMedal, Gaia Sword
Monsters: Ocean Monsters

Sail back to the hobbit Shrine (the one by the channel near Muor) and head 
through the channel.  When you get to Olivia Cape, use the LuvMemory to break 
the curse.  Two gigantic people will spin and dance around and thank you.  
Nobody else in the area seems to notice two giant flying people by the cape, 
but such is life.

Sail through to the shrine jail and enter.    Take the first western passage 
and search the vase for a TinyMedal.  Keep going south and take the next 
west.  Simon's soul here tells you to search near his corpse.  Go and search 
around the corpses here until you find a special item...


3A. The World Leaf
------------------
Item: WorldLeaf
Monsters: BombCrag, OldHag, BlissBird, KillArmor, MiniDemon, Metaly, Barnabas

Remember the large forest next to the channel that brought you here?  There 
are four mountains in that forest... Remember what the cat at the hobbit 
shrine told you?  If you don't have a WorldLeaf already, search there to find 
one.  This'll act just like a revive spell when used.  Be careful of 
BombCrags.  While they usually do nothing, they occasionally will cast 
sacrifice and ruin your day.


3B. Dragon Queen's Island: Pachisi 3
------------------------------------
Items: TinyMedal x3
Monsters: Avenger, OldHag, Grizzly, BlissBird, BombCrag

Sail right north of the shrine jail and look around in the forest to find a 
cave leading to the third Pachisi track.  Three spaces north of the soldier 
in the opening cave is a spot that hides a TinyMedal.  On the southwest 
corner of the ? square, outside the track, you can search for another 
TinyMedal.  Don't forget that in the vase on the track right after the three 
paths join together again, you can grab a third TinyMedal.


3C. The Giana Volcano
---------------------
Items: None
Monsters: Troll, MiniDemon, IceCloud, Curer

Head west from Baharata in your ship, sticking to the shoreline.  Eventually 
there will be a river heading north.  Start sailing northward in the river.  
You should see a volcano on the west bank after awhile.  At the fork in the 
river, travel west and then curve down towards the volcano.  Walk up to it 
and... (Do you remember the clues?) ...throw the correct object into the 
volcano.  Watch the pretty explosions and lava, and then get in your ship and 
use the new path you just made.  Make your way south, and eventually east and 
you'll encounter a cave.  Being deep in the Gondo Mountains, where could this 
lead?  Do you remember the clue about the Silver Orb?


3D. Cave of Gondo
-----------------
Items: TinyMedal x2, Thunder Sword, Blade Armor
Monsters: IceCloud, HoloGhost, HellNite, JewelBag, MiniDemon, LionHead, 
TortoLord, Metabble (rare)

This is a rather long cave, despite the entrance being three feet away on the 
other side of the short mountain range.  You're also constantly traveling 
upward.  Don't ask me. *shrugs*  Start out by heading west and coming up the 
stairs that you encounter.  There isn't really anything interesting here.

On the second floor, just head more-or-less constantly west.  Eventually 
you'll reach a treasure chest.  Open it up to find a TinyMedal.  Head back 
east and take the southern fork in the room you passed through earlier.  Walk 
south and then curve west once you can.  You'll be in a room with a treasure 
chest that contains the Thunder Sword.  Head south to the next room, and then 
take the western passage to get to another room.  Take the west passage here 
to snag the Blade Armor, and then return to the south passage for the 
stairway up to the third floor.  As a side note, the Blade Armor tosses 1/2 
or so of the enemies' damage back at them.  Unfortunately, the enemies don't 
hit you for much, and so this property is almost useless.  At least it's 
better defensively than what you have.

On the third floor, head all the way south until you must turn east.  Don't 
fall down the pits here.  At the end of the corridor is a stairway up to the 
fourth floor.  This floor was rather pointless, apart from the monsters you 
had to fight. Ermph.  At least it's not grossly huge.

On the fourth floor, you'll need to jump down the first pit you come to.  The 
game doesn't allow much choice, assuming you wish to finish it.  You'll be in 
a large room.  Before heading up either of the staircases, search the center 
of the room for a TinyMedal.  Use MapMagic to pinpoint it.  You can also 
start west of the northeast staircase and move five spaces west, and nine 
south if you don't have MapMagic or patience.  Climb the northeast staircase 
to reach the fourth floor again and then follow the west wall until you reach 
the staircase to the fifth floor.  Don't fall in the pit again if you can 
help it.

The fifth floor is a really annoying maze of bridges that appears like an 
underground ruin.  I think that's the angle the programmers were aiming for, 
at least. There is no treasure here. Head south, east across the bridge, 
north to the intersection, east to the intersection, south then east.  Go 
across the bridge here and head east, then south at the first intersection.  
Follow this path around the water until you reach the stairway out of here. 
*pants*  What an annoying waste of time.


3E. Gondo Shrine
----------------
Items: Silver Orb, TinyMedal, Token x2
Monsters: Ice Cloud, TortoLord, IceMan, IceDragon, Curer, BlissBird

Take this time to look at Baramos' Castle over the water above you, and then 
head east along the mountains to get to the shrine.  The man here is 
overjoyed at seeing another human, since everyone else has died trying to get 
through the cave.  As a result he gladly gives you this big silver shiny 
round object that he has no need for.  Being the ever kind and polite hero, 
steal his TinyMedal.  It's under the center cross in the shrine.  Also, the 
western cross has a Token under it, as does the eastern cross.


3F. Leiamland
-------------
Item: TinyMedal, and you get a Giant Bird!
Monsters:  MadCondor, Bruin, IceDragon

Return to Aliahan and cash in your TinyMedals (you should have 72 if you've 
done everything so far) so that you can snag a spiffy AGLscarf, then sail 
south and east until you reach an icy Island (it's below Africa).  Here, 
there is a shrine that is the most important place at this point of the game, 
now that you have all the orbs.  Before you climb the ladder, head two spaces 
east of it to grab your 73rd TinyMedal.  Climb the ladder and place each orb 
on the pedestals.  The game doesn't care where each one goes, so long as all 
six are there.  You might want to arrange the colors so that they look nice 
to you, though.  You'll probably be back here much later, and if you have an 
ugly arrangement, you'll be cursing yourself and wanting to start over to 
correct this grievous error.  Okay, so not really.  When you're done, watch 
the cut scene and you'll have a giant bird to fly around on.  The bird goes 
in whatever direction you turn it, and you can make it move faster if you 
hold that direction.  Otherwise, it's a pain in the ass to steer, since it 
likes to just move on its own.  Oh well.  Now you can fly to two fun places: 
The Dragon Queen's Castle and Baramos's Castle.


40. The Dragon Queen's Castle
-----------------------------
Items: TinyMedal, Light Orb
Monsters: Avenger, OldHag, Grizzly, BlissBird, BombCrag

Fly north of the World Leaf Forest/North of Baharata/East of the Tower of 
Shanpane/South of Aliahan (All various ways to get there) to the Dragon 
Queen's Castle, which is northeast of the third Pachisi track, too.  Enter 
and find the Dragon Queen.  She'll ask you if you mean to defeat the Demon 
King and assumes that you are, and gives you the Light Orb and tells you how 
it'll help bring peace quickly.  She then lays her egg and dies abruptly.  
Wonder how this will help to fight Baramos, the Demon... Lord? Ponder this 
and then go to the northernmost part of the castle.  And elf here talks about 
how real heroes can get to the sky world from that point.  Two steps east of 
here there is a TinyMedal.  There is nothing else left to do here, so store 
your Light Orb and fly to Baramos's castle.


41. Castle of Baramos
---------------------
Item: TinyMedal x2, Demon Axe, Misery Helm, Wizard Ring
Monsters: EvilMage, IceDragon, StoneMan, Lionhead, HellNite, Metabble

Take the time to absorb the music.  After doing so, ponder what your course 
of action is.  Ignore the front gate.  Walk to the east and go down the 
stairs in the little house there.  From there, walk west, north, and then 
east at the intersection and you'll reach a room that needs the final key.  
In there, search west of the corpse for a TinyMedal.  Return the way you 
came.  Once you're back into daylight, stick to the east wall of the castle 
and walk up that way.  When the wall ends, head west and go in the door you 
find.  Go up the stairs here.  Walk west, then south, and enter the big room 
with the statues.  Keep walking west into the next room and go down the 
stairs here.  You'll be in an area with some electric tiles.  Cast StepGuard 
and proceed south.  Take the eastern staircase here.  Head all the way east 
and go down the stairs.  Head west to find three treasure chests.  From top 
to bottom, they contain a Demon Axe, Wizard Ring, and Misery Helm.  Head back 
to the place with the electric tiles and this time take the western staircase 
(Don't go back over the tiles!).

Don't head up the other staircase here, just head east and go up the 
staircase at the end of the corridor.  From here, go north (south is a dead-
end) and go up the staircase at the end of the passage.  Then head east and 
go down the stairs here.  (This castle is actually a lot more straightforward 
that it seems at first.)  Head over to the door and go outside, then go right 
back inside the door you see in front of you and take the staircase down 
there.  You walk north here and go up another staircase.  Cast StepGuard and 
walk through the opening in the western wall on this floor.  Search the feet 
of the corpse at the throne to grab another TinyMedal (Be sure to not face it 
while doing so).  Go through the door in the south wall.  Proceed eastward 
and you'll see a bridge leading to a stairway down that is surrounded by 
lightning squares (StepGuard time!).  Baramos is at the north end of the room 
down there.  Face him when you are ready.

SpeedUp is a very useful spell to cast right away  (Baramos tends to take two 
actions per turn more often if you aren't sped up).  TwinHits is another 
invaluable spell in making sure you are capable of dealing large amounts of 
damage to the Demon Lord.  If you have the HealUs spell, put it to good use, 
as Baramos will constantly be hitting your whole party.  Baramos likes to 
cast Explodet and blast intense flames at you.  When he attacks it'll be a 
relief (Especially if he attacks your hero wearing the Blade Armor!).  Other 
times, he'll cast BlazeMost, which is his least damaging attack.  The most 
deadly spell in his repertoire, however, is PanicAll.  Not only will you lose 
an ally, but also you'll gain an enemy you can't afford to have.  It is best 
to put that ally to sleep if this happens so that you don't end up worse off.  
Don't you hate when your own warrior kills you?  Occasionally he'll also pull 
off a Disperse.  If this happens, you'll have to increase your efforts to 
compensate for the lost member.


42. Victory!
------------
Items: A Warm, Fuzzy Feeling
Monsters: None

The voice from the beginning of the game will give you some congrats and 
whisk you away to Aliahan.  You could theoretically go anywhere you want now, 
so when you're ready, see the king and he'll throw a big party.  And then 
something goes wrong.

After this development, you'll need to find a way down to another world... 
remember a clue about where all the world's evils come from?  Why don't you 
go there, it's just a short step away from Baramos's castle.


43. The Cursed Couple
---------------------
Items: Seduce Sword
Monsters: None

Head back to Portoga and head to the point where the lovers meet.  You'll 
find Sabrina and Carlos are no longer forced to be animals.  Talk to them and 
they'll give you the Seduce Sword.  Only women of certain classes can use 
this, and it casts PanicAll when used as an item.  Unfortunately, The attack