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                           Complete Walkthrough 
                             by Andrew Light

                        Copyright 2012, Andrew Light
========
Contents
========

Section I - My Guide
--------------------

1.1 - Introduction
1.2 - Legal Notes
1.3 - Controls
1.4 - Version History

Section II - Lists
------------------

2.1 - Items
2.2 - Villages
2.3 - Enemies

Section III - Walkthrough
-------------------------

3.1 - Map and notes
3.2 - Full Walkthrough

Section IV - Credits and Thanks
-------------------------------

4.1 - Credits and Thanks

===============================================================================

********************
Section I - My Guide
********************

1.1 Introduction
----------------

"In ancient times, a race of ruthless giants rebelled against the power of the 
elders. Usurped they were forced to fight a brutal war, and many of them fell
on the field of battle. Their followers began to think that the age of the 
elders had ended.
Amid this turmoil, a brave warrior swore to put an end to the rebellion. He 
fought heroically, ultimately succeeding only because he possessed the Golden 
Axe - a gift from Thor's spirit of thunder.

Many years passed, and the bitter incident was nearly forgotten - forgotten, 
that is, by all but the evil giant, Death Adder. Everyone lived in peace and 
happiness in the country of Firewood, a land ruled by a family that had 
mastered the magic of the nine crystals, relics that warded off evil and
preserved peace, and had also mastered spells of thunder, earth and fire. 
Unable to attack Firewood, Death Adder conquered Nendoria and Altorulia, but 
longed for the day when he would finally defeat Firewood.

Finally, a greedy high ranking minister of Firewood betrayed the king, selling
the gems to the evil Death Adder. Firewood quickly fell and was burned.
Heroes of Firewood sought to kill Death Adder, but his grusome monsters seemed
to be everywhere. Left to his own devices, the entire world might fall under 
his evil reign! Unless, of course, a hero emerges brave enough to end Death 
Adder's rule..."

Welcome to my guide for Golden Axe Warrior for the Sega Master System. This is
one of my favourite games for the system and a game that I have played for 
many years. I felt because of this is would be good to put together some sort 
of guide with all details of the game. I hope this will be useful to you.

Enjoy!


1.2 - Legal Notes
-----------------

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

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright owners.

1.3 - Controls
--------------

D-Pad - Move character

Button 1 - Access inventory 
Button 2 - Attack

1.4 - Version History
---------------------

Version 1.00: All elements of the game have been completed and the guide is 
ready for general publication. Any further updates/additions will be detailed
here. 

Start Date: 19/05/2009

Finish Date: 07/04/2012

Notes: Although this guide was originally started back in May 2009 it was
shelved for a few years whilst I worked on other projects. It was picked up 
again in 2012 and finished shortly afterwards. 
 

===============================================================================

******************
Section II - Lists
******************

2.1 - Items
-----------

Short Sword:   The Short Sword is the weapon you begin your journey with. It is
               a relatively poor weapon that only have a short reach and should
               only be used until you get an upgrade.
  
Long Sword:    As the name suggests the Long Sword is a longer version of the 
               Short Sword and is also more powerful. This is a good weapon 
               that will do you well for a large chunk of the game until you 
               can upgrade further. You can use its long reach to your 
               advantage by hiding behind scenery and keeping enemies at bay. 
               Once obtained, this weapon replaces the Short Sword.

Flame Sword:   The Flame Sword is the best sword that is available to players 
               in the game. It has the same reach as the Long Sword but has the
               added benfit of being much more powerful. The only weapon that 
               surpasses the Flame Sword in terms of power is the Golden Axe.
               Once obtained, this weapon replaces both the Short Sword and the
               Long Sword.   

Battle Axe:    The first axe that becomes available to players is the Battle 
               Axe. This axe will be used by players in place of the Short 
               Sword due to its increase in versatility and power. The axes are
               the only weapons that can cut down trees and cactus. Many hidden
               passages hide here so the weapon has great importance.
 
Golden Axe:    The Golden Axe. The one weapon that can stop Death Adders rule 
               is the most powerful weapon in the world and can cut down even 
               the toughest of foes. Once obtained this weapon replaces the 
               Battle Axe. 

Magic Oil:     The Magic Oil is a specifically formulated Oil that can 
               instantly fix rusted armour. A rusted set of armour is useless 
               and will cause players to take much more damage but the Magic 
               Oil will fix this instantly. 
 
Torch:         The Torch is a magical item that can instantly light all of the
               lights in the darkened rooms of Death Adder's labyrints. The 
               magical torch is said to never go out. 

Thunder Magic: One of the four magics of the world. Thunder magic is used as an
               offensive magic to damage enemies. Bolts of lightning will fly 
               towards the enemy.

Earth Magic:   One of the four magics of the world. Earth magic has two 
               features. The first of these is the ability to freeze enemies 
               where they stand. The second is the ability to break rocks. You 
               can also obtain a stronger version of this magic once you have 
               sufficiently progressed in the game.

Fire Magic:    One of the four magics of the world. The fire magic is a hugely
               powerful magic that can harm multiple enemies at a time. This 
               magic can also be upgraded once you have sufficiently progressed
               through the game.

Water Magic:   One of the four magics of the world. The elusive Water magic was
               lost many, many years ago and has never been recovered. It is 
               said to have legendary healing powers.

Golden Apple:  The Golden Apple is a legendary fruit that can fully heal all 
               known wounds if it is eaten. This magical fruit is in shortage 
               across the world and is highly sought after by all.

Magic Feather: A magic teleportation device that will return you to the last 
               place you saved your game. Beware however this item cannot be 
               used inside dungeons or inside houses so plan ahead well!

Ice Bell:      The Ice Bell is a magical device that will reveal all rocks that
               are breakable. This is a more advanced method than using the 
               Earth magic as this is the only item that can reveal the secrets 
               of certain rocks. 

Airship        The airship is a useful device for when you get stuck in the 
               game. It will give you a much more detailed version of your map
               and will even point out your location and destination.

Canoe:         The Canoe is an essential item for accessing new areas early on
               in the game. The Canoe will allow you to cross/run through
               rivers as normal. You can enter or cross a river anywhere as 
               long as it is not blocked by trees/rocks etc. 

Magic Rope:    The rope is another essential item for progessing the game as it
               allows you to reach previously inaccessible areas. The key to 
               finding areas to use the rope is to look out for flat areas in 
               the cliffs. The rope can be used here to climb up into new areas

Speed Shoes:   A simple, yet effective item the Speed Shoes will allow your 
               hero to run much quicker. This can be an essential item when you
               are fighting enemies that are dangerous or can chase after you. 

Ship:          The ship is in effect a much more advanced version of the canoe
               in that you can now sail over seas to reach whole new areas and
               continents. The only drawback is that you can only launch the 
               ship from a launch pad. 

Chain Mail     Chain Mail is the first and most basic armour that you will 
               start the game with. It will protect you from death against the
               most basic of attacks but against tougher enemies it will prove
               to be ineffective. 

Plate Mail:    Plate Mail is an upgraded version of armour and will replace the
               Chain Mail when you obtain it. It has a medium level of
               protection and will be useful for most of the adventure until 
               you reach its latter stages. A good all round armour.

Dragon Mail:   The Dragon Mail is the most effective armour in the whole world.
               It will provide your hero with maximum protection and is an
               essential item you will need before facing Death Adder. 

Small Shield:  As with the Chain Mail you will begin the game with a basic 
               shield - the Small Shield. Shields are used to block items fired
               at you such as arrows, axes and magic spells. The small shield 
               will only block the most basic projectiles so will need to be 
               upgraded as soon as possible. 

Knight Shield: The Knight Shield is a perfect upgrade for the Small Shield and
               can actually be obtained very early on in the game, although it
               does carry a hefty price tag. Take the time to build up your 
               stash of horns and buy this as soon as you get chance. The
               Knight shield will be able to block low to moderate attacks from
               enemies and is a good choice for the majority of the game. 

Dragon Shield: The Ultimate Shield capable of deflecting the most powerful 
               spells and providing our hero the best protection from Death
               Adder and his monsters.
 
Thief's Key:   The Thief's key is possibly one of the most useful items in the
               game as you will now be able to unlock any locked door in the
               dungeons with this without the need to have any normal keys. 

Misc Items:

Keys:          These are small golden keys that are used to unlock locked doors
               in the dungeons. They can be bought from various shops and 
               people on the world map and are also dropped by enemies in the 
               dungeons. These become obsolete when you obtain the key item - 
               the Thief's Key. 
 
Horns:         Horns are the currency used in the game. They come in yellow and
               blue varieties with the yellow ones worth 1 and the blue ones 
               worth 5. 

Crystals:      Relics that warded off evil and preserved peace these were sold
               to Death Adder as part of a betrayal to the royal family that
               ruled the three continents. Each dungeon contains one of the 
               nine crystals and you will need to obtain all of these before 
               you are able to face Death Adder. 

Bread:         Bread is a useful healing item that when picked up will heal one
               heart of health on your hero.

Meat:          Similar to Bread, the Meat is a healing item that will restore 
               three hearts of health to your hero. 

Magic Pot:     In order to cast magic your pots of magic will become depleated.
               Pick up a magic pot to replenish these and continue using magic.

===============================================================================

2.2 - Villages
--------------

Miliver
-------

The village of Miliver is located at E9 and is the second screen that you will
enter when you start the game as it is next to the graveyard where you begin 
your adventure. The village has two houses that you can enter. The first has a
Sage for saving your game, an inn that you can use to rest and recover your 
life (there is no charge for this) and also a shop. The shop has the following:

Key:           060H
Magic Feather: 060H
Magic Oil:     130H

The people in the shop also give you the following advice:

"Death Adder hid the nine crystals in nine different labyrinths. Those 
labyrinths are supposed to be around here"

"If you head north, you'll encounter stronger beasts"

"I'm from a southeastern town called Saylun. When the monsters attacked, I 
escaped"

The other building in this village is a house that has three people in it. They
will give you the following advice:

"Death Adder killed the King of Firewood and Princess Tyris! Firewood's 
finished!"

"Some have seen Death Adder's monsters near Miliver, too!"

"Good luck!"

Saylun
------

The village of Saylun is locasted in the forest area on the continent of 
Firewood at H12. Here you will find two buildings. The first one contains a 
save point for you to save your game, an Inn where you can stay free of charge,
and a shop. The shop has the following items for sale:

Key:           060H
Magic Feather: 060H
Magic Oil:     130H

The people in this house offer the following advice:

"On my way here, I saw a dwarf. It was in the south - I guess it was near Lake
Whale. He seemed to be suffering. I should have helped him".

"A lot of people used to live in Saylun. But the monsters destroyed all of 
them".

In the next house there is no one left alive but you can walk up the back of 
the fireplace to find a Golden Apple.

Kari-Kari
---------

The village of Kari-Kari is located in the desert are at F5. There are three 
buildings here. The one on the left hand side has two people that offer the 
following advice:

"The crystals give power to those with kind hearts. But first you must collect
all nine of them."

"The world is made of Firewood and two other continents."

The central house in the village has a save point for you to save your game, an
inn where you can stay for 20 horns, and a shop that offers the following
items:

Golden Apple 100H
Key          060H
Magic Oil    160H

The two people hanging out in the shop offer the following advice:

"I came to Kari-Kari to look for the Magic Rope that helps you climb stone 
walls. But i think Death Adder already has it."

"I saw one of Death Adders Labyrinths. It was west of Kari-Kari village."

In order to reach the last house you will need to enter from the north, however
you can cut down the cactuses near the lake here to reveal a passage that will 
let you pass through. The final house has no people in it but you can walk up 
behind the fireplace to obtain the Magic Oil.

Dwarfs Village
--------------

You will find the dwarfs village located up in the mountains at area C2. There
are also two blue globus hanging around this area. There are two buildings. 
Both buildings are completely empty. If you use the Earth magic on the 
gravestone nearest the left hand building you will find some hidden stairs that
lead to a man who offers the following advice:

"This is what's left of Numibi, the Dwarf's village. Death Adder's a giant. 
Your weapons won't do him any harm."

Dagorald
--------

Dagorald village is located at point H5 on the map. There are two buildings, 
the first one on the left containing a group of people who give you the 
following advice:

"This is Dagorald. People used to stop here on their way to a different 
continent. But now it has turned into a swamp and hardly anyone comes."

"Now that the people are trapped in this village, the only place they can shop
is here. I feel sorry for them - but i have more customers!"

"When I was small, my grandpa told me that there's a special armour hidden 
somewhere in the northern mountains."

"I was on my way to Nendoria to look for the Dragon Shield, the shield that 
protects you from all kinds of missiles. But now im stuck!"

"When you're in the labyrinth look in the other rooms for ways to open the
door."

The second house contains a save point for you to save your game, an Inn where 
you can stay for 20 horns, and a shop that sells the following items:

Golden Apple  100H
Magic Feather 060H
Magic Oil     130H

There are also two residents who advise:

"You're lucky you're all in one piece. The river flooded and our village turned
into and island."

"I wonder if we're going to be trapped in this village for good..."

Riskas
------

Riskas is located at the furthest Southwest point you can find, A15. It has two
buildings. The one on the left is home to two people who will give you the 
following advice:

"Riskas used to be famous for its Golden Apples. Im looking for a store that 
has them but i cant find it."

"Everybody's afraid that one of these days Death Adder might destroy this 
place. There's a rumour going around that one of Death Adder's labyrinths is in
the forest."

The second house has a save point and an Inn that you can stay at for 20 horns, 
but there is also a hidden shop if you cut down the trees above the left house.
They offer the following:

Golden Apple 040H

Sid
---

The village of Sid is located at square M4. There are three houses that you can
enter but only the one on the left holds anything valuable. Once you have 
obtained the crystal from Labyrinth VI the man will give you the Dragon Shield.
You can also break down the gravestone at the top of the screen with the Earth 
magic to reveal a passage. This passage holds three people who give the 
following advice:

"The Volcano's in the north have erupted. Look for the Dragon Shield and take 
it with you when you head north"

"This is Sid"

"Mommy, I'm scared!"

Eren
----

This village is surrounded in fire so use your Ice Bell to your advantage. The 
village contains three buildings. The left house has three people which offer 
the following advice:

"The nine crystals have the power to defeat all evil"

"You're in Eren. The royal family of Firewood used to come here to learn the 
Fire Magic. Princess Tyris was the last person who was here. But she was
Killed."

"When you use the Ice Bell you can tell which rocks are breakabke and which 
ones aren't."

The central house has an Inn which you can stay at for a price of 40 horns. 
There is also a save point here and a shop which offers the following items:

Golden Apple 100H
Key          060H
Magic Oil    160H

There are also three people here that offer the following advice:

"Death Adder's a giant who uses powerful magic. Many have fought Death Adder 
but failed!"

"We were able to cross over to other continents by ship...,but Death Adder 
destroyed everything."

"There's a rumour that Death Adder's immortal. If he really is - we're 
finished!"

The house on the right contains one man who gives the following advice:

"Princess Tyris learned the Fire Magic in seconds!"

Aires
-----

This village is located at point O15 and is a snow and river area with three 
buildings. The house on the right has two people who offer the following 
advice:

"My grandma told me that the Ice Bell has a mysterious power but I can't 
remember what it was."

"Unless you use the Golden Axe, Death Adder will never die."

The central house contains three people who offer the following advice:

"Altorulia had a king, but Death Adder killed him. The king had a son. You look
like him..."

"Even if you use the Ice Bell, you sometimes won't be able to tell if certain 
rocks are breakable"

"I heard this place used to be warm before I was born. Now, it's freezing!"

The left house has a save point, an inn where you can stay for 040H per night,
and a ship that has the following items:

Golden Apple  100H
Magic Feather 060H
Magil Oil     130H

There are also three people that offer the following advice:

"There are four types of magic: Thunder, Earth, Fire and... No one knows the 
fourth one".

"You came from Firewood? We haven't had visitors for ages!"

"Death Adder turned our town Aires into a world of snow."

Halls
-----

This village is located at area O12 and is a mountain area with two buildings.
The left building has three people who offer the following advice:

"The gate to Death Adder's headquarters can only be opened if you have the nine
crystals"

"When you use the Water Magic, the power of the water helps you become 
stronger."

"I don't know what I'll become when I grow up."

The house on the right contains a save point and an inn which you can stay at 
for 040H per night. 

===============================================================================

2.3 - Enemies
-------------

This section includes details of the enemies that you will face on your quest.
There are different enemies depending on whether you are on the world map or in
one of the labyrinths. 

I have also included details of how strong each monster is so you
can make clear decisions on which enemies to attack and which ones to run from.
This is based on the two strongest weapons as the others are eventually 
replaced and are no longer used.

World Map enemies (in no particular order)
-----------------

Globi
------

Varieties:  Green/Blue/Red

Appearance: The Globus is a small creature that has no particular
            distinguishing features. It appears to be some sort of slug type 
            creature that moves around by contracting its body

Strength:   Green Globus
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Globus
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Globus
            Flame Sword: two hits to kill
            Golden Axe: one hit kill

Notes:      The Globi is one of the weakest variety of monster and will 
            probably be one of the first you encounter. The green varieties are
            easy enough to kill but the blue and red varieties will divide into
            multiples if you don't kill them first time. The red varieties are
            also much quicker than their relatives. 

Beast
-----

Varieties:  Green/Blue/Red

Appearance: Beasts are creatures that resemble trolls and are easily 
            recogniseable by their facial features. They have large ears and 
            snout like noses.

Strength:   Green Beast
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Beast
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Beast
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      The Beast can be a tough opponent if you are not sufficiently
            prepared. Each beast has their own weapon based on their variety. 
            The green Beast will fire arrows at you, the blue Beast will 
            throw an axe and the red Beast will fire a magical missile. 
            These can be blocked depending on the type of shield you have. 

Bouncer
-------      

Varieties:  Blue/Red

Appearance: Bouncer are round balls that bounce up and down on you to cause 
            you injury.

Strength:   Blue Bouncer
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Bouncer
            Flame Sword: three hits to kill
            Golden Axe: three hits to kill

Notes:      There is little else to note about the Bouncer other than that 
            the red variety bounce quicker than the others and are therefore 
            harder to catch out than the others.

Sandworm
--------

Varieties:  Green/Blue

Appearance: The sandworm is a worm the hovers across sand and marsh areas. They
            can be found in both green and blue varieties.

Strength:   Green Sandworm
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Sandworm
            Flame Sword: two hits to kill
            Golden Axe: one hit kill

Notes:      The Sandworms are not a particularly dangerous group of monsters if
            you have the health but it can be difficult to kill them without 
            taking any damage as they often suddenly break into a roll and
            charge at you so beware if you are low on health.

Scorpion
--------

Varieties:  Green/Red

Appearance: The scorpions are pretty distinguishable as they look exactly like 
            scorpions as expected. They have no other features and come in 
            green and red varieties.

Strength:   Green Scorpion
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Scorpion
            Flame Sword: two hits to kill
            Golden Axe: one hit kill

Notes:      Green Scorpions can be encountered quite early on in the game and 
            can be difficult to face when your hero is not very strong. It is
            also possible to meet a red scorpion early on too and it is advised
            to avoid them at this stage. The green scorpion does not have any 
            weapons but the red scorpion will fire missiles at you.

Twister
-------

Varieties:  One variety

Appearance: The twister is a small tornado like creature.

Strength:   Twister
            Flame Sword: one hit kill
            Golden Axe: one hit kill

Notes:      The twister can be a very frustrating enemy to deal with as they 
            cannot be harmed most of the time. They can only be killed when 
            they stand still. When they pause an eye will appear (perhaps the 
            eye of the storm!) for a second or two and this is when you will 
            need to strike.

Knight
------

Varieties:  Blue/Red

Appearance: The Knight is a large enemy that is clad in armour and is armed 
            with a sword and shield.

Strength:   Blue Knight
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

            Red Knight
            Flame Sword: three hits to kill
            Golden Axe: two hits to kill

Notes:      The Knight is a tough enemy expecially when they are in groups. The
            Knights will throw swords at you and the red ones are much quicker 
            than the blue variety. Make sure you take these down quickly before
            they kill you.

Mountain Giant
--------------

Varieties:  Blue/Red

Appearance: The Mountain Giant is a huge slow moving creature that carries a 
            gigantic rock above its head.

Strength:   Blue Mountain Giant
            Flame Sword: two hits to kill
            Golden Axe: one hit kill

            Red Mountain Giant
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      The Mountain Giant's attacks, although slow are dangerous as they
            will soon sap your health. The Mountain Giant's attacks are most 
            dangerous when they throw the giant rocks at you. Avoid these at 
            all costs.

Bushbeast
---------

Varieties:  Green/Blue/Red

Appearance: Bushbeasts are creatures that primarily hide in the forests and 
            look just like regular trees until you walk past them and they come
            alive.

Strength:   Green Bushbeast
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Bushbeast
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

            Red Bushbeast
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      The bushbeasts are not a particularly difficult creature to deal 
            with, particularly at the lower levels. The green variety will fire
            single bombs at you where as the blue variety will fire several at 
            once. The red variety can be tricky to kill due to their strength,
            however they are easily killed by using the Ice Bell. 

Snowman
-------

Varieties:  Only one variety.

Appearance: Snowmen are green coloured creatures that walk around and fire 
            balls of ice at you.

Strength:   Snowman
            Flame Sword: four hits to kill
            Golden Axe: three hits to kill

Notes:      Although these creatures look fairly harmless they can actually 
            cause you some serious damage if you are not carefull. Considering
            they also take several hits to kill, even with the best weapons 
            they are a dangerous foe. 

Snowball
--------

Varieties:  Only one variety.

Appearance: As the name suggests they are simply an unmistakeable snowball.

Strength:   Snow Ball
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      Not particularly dangerous these creatures are more irritating than
            anything else as they hop around and have the ability to disappear
            back into the snow.

Flying Fish
-----------

Varieties:  Green/Red

Appearance: Huge fish that will jump up out of the water and attack you.

Strength:   Can only be damaged with the cannon on the ship

Notes:      These creatures are probably one of the most difficult creatures to
            hit, especially the green varierty as you have no idea where they 
            are going to jump out. They will slowly drain you health so it is
            often best just to ignore them and run. You may have more luck with
            the red variety as they are marked out by moving shapes in the 
            water. 
 
Sea Dragon
----------

Varieties:  Green/Blue/Red

Appearance: These creatures pop up out of the water and have fins on the side 
            of their heads. 

Strength:   Can only be damaged with the cannon on the ship. 

Notes:      As with most of the sea creatures these are not too hard to defeat
            but can be difficult to hit in the first place. Watch out for their
            missiles if you run into large numbers of them.

Flying Mirror
-------------

Varieties:  One variety only.

Appearance: A walking mirror that will run and attack you if you hang around 
            too long. 

Strength:   Flying Mirror
            Flame Sword: one hit kill
            Golden Axe: one hit kill

Notes:      These creatures will only cause you trouble early on in the game 
            when you have weak weapons and armour. Watch out for their flying
            attack. 

Desert Cap
----------

Varieties:  One variety only

Appearance: The Desert Cap is a yellow cone shaped enemy that slides along the
            sand and digs holes for you to fall into.

Strength:   Desert Cap
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      To say that you meet the Desert Caps quite early on they are 
            actually quite tough and can be frustrating to kill. They will dig
            holes in the ground that you can fall into but they are also quite
            unpredictable in movement, resulting in you losing lots of health 
            to them. 

Fire Dragon
-----------

Varieties:  One variety only

Appearance: These creatures are red in colour and look very similar to large
            bats or dragons.

Strength:   Fire Dragon
            Flame Sword: one hit kill
            Golden Axe: one hit kill

Notes:      These creatures will rapidly take down your health so the only 
            sensible way to kill them is to take them out instantly using the 
            Ice Bell. If you are forced to attack them without this, beware 
            that the fire they breathe will continue to attack you until you 
            leave the area, doing massive damage. 

Labyrinth monsters (in no particular order)
------------------

Crabs
-----

Varieties:  One variety only

Appearance: These are small, red crab like creatures that lurk in the rooms of
            the labyrinth.

Strength:   Crab
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      These crabs are an interesting in that they are slow and not 
            particularly strong, however they are able to rust your armour 
            which will increase the damage you receive considerably. Only the 
            magic oil will fix this and you can only carry one at a time. 

Magic Fire
----------

Varieties:  Green/Blue/Red

Appearance: These small circular enemies have no other distinguishing features
            other than their colour. 

Strength:   Green Magic Fire
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Magic Fire
            Flame Sword: Two hits to kill
            Golden Axe:

            Red Magic Fire
            Flame Sword: three hits to kill
            Golden Axe: two hits to kill 

Notes:      These enemies are large bright burning fires that can move around 
            in the labyrinth rooms. The weaker varieties are not too much of a
            problem as they can be killed easily but the blue and red varieties
            can be more problematic as they can multiply into further enemies.
            The red magic fires can multiply several times to cause havoc to 
            players. 

Skeleton
--------

Varieties:  Green/Blue/Red

Appearance: The skeletons are the undead warriors of ages past, forced to
            guard the labyrinths of Death Adder. They still carry the armour 
            and weapons they died with. 

Strength:   Green Skeleton
            Flame Sword: one hit kill 
            Golden Axe: one hit kill

            Blue Skeleton
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Skeleton
            Flame Sword: three hits to kill
            Golden Axe: two hits to kill

Notes:      Skeletons are fairly standard enemies that shouldn't cause you too
            much trouble. Even the blue and red varieties should be fairly 
            easilty defeated as you will have good armour and weapons by the 
            time you encounter them. 
 
Scorpion
--------

Varieties:  Blue/Red

Appearance: Not to be confused with the scorpions that you will meet on the 
            world map, the labyrinth scorpion is a creature that will wander
            the halls of the labyrinth and are easily spotted by their coiled
            tails. 

Strength:   Blue Scorpion
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Scorpion
            Flame Sword: three hits to kill
            Golden Axe: two hits to kill

Notes:      Labyrinth scorpions can be a real handfull. You will often meet 
            both varieties when you are not really ready for them. The red 
            variety will follow you around the room which can make them really
            dangerous in enclosed spaces or when they attack in packs. 

Troll
-----

Varieties:  Green/Blue/Red

Appearance: Small trolls with horns. 

Strength:   Green Troll
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Troll
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

            Red Troll
            Flame Sword: four hits to kill
            Golden Axe: three hits to kill

Notes:      Trolls are another creature that can be difficult to defeat.
            Strangely enough the blue variety will cause you problems as you 
            will have weak armour when you first meet them and they will
            charge at you also. The red variety, although strong, move slowly 
            and only fire missiles that can be blocked. 

Bat
---

Varieties:  Green/Blue/Red

Appearance: As the name suggests the labyrinths are home to bats although
            these creatures will not be afraid of you as normal bats may be!

Strength:   Green Bat
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Bat
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Bat
            Flame Sword: two hits to kill
            Golden Axe: one hit kill

Notes:      Bats are one of the easier enemies you will face in the labyrinth.
            The only difficulty you may experience with them is hitting them
            as they do fly quickly. 
 
Magician
--------

Varieties:  Blue/Red

Appearance: Evil spirits that are capeable of powerfull magic spells and 
            illusion. Wear large magic robes. 

Strength:   Blue Magician
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Magician
            Flame Sword: three hits to kill
            Golden Axe: two hits to kill

Notes:      Magicians are difficult and time consuming to kill although they 
            shouldn't cause you too much difficulty. 

Shell
-----

Varieties:  Blue/Red

Appearance: A strange creature the shell is a regular seashell that has a 
            monster living inside it.

Strength:   Blue Shell
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

            Red Shell
            Flame Sword: four hits to kill
            Golden Axe: three hits to kill

Notes:      The shells, are difficult opponents to face. You can only damage 
            these creatures when they are facing you and the blue variety move
            in a random motion. The red variety will chase you and hunt you 
            down making them problematic. 

Black Hole
----------

Varieties:  One variety only. 

Appearance: A large tub like creature.

Strength:   Black Hole
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      The creatures are more frustrating than anything else. As well as 
            doing damage to your hero they will also steal your horns. 

Eye
---

Varieties:  Green/Blue/Red

Appearance: A giant bloodshot eyeball

Strength:   Green Eye
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Blue Eye
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

            Red Eye
            Flame Sword: four hits to kill
            Golden Axe: three hits to kill

Notes:      The green and blue eyes are fairly easy to kill providing you stay
            out of their line of sight. They will fire missiles at you but you
            can position yourself to attack with the axe to kill them easily.
            The red variety are more difficult as they have no fixed position. 

Ghost
-----

Varieties:  One variety only

Appearance: A ghost that haunts the halls of the labyrinth.

Strength:   Ghost
            Flame Sword: one hit kill
            Golden Axe: one hit kill

Notes:      Ghosts should not cause you any trouble whatsoever as they are 
            easily killed and only appear when you stand on plain sections of
            the floor. 

Spirit
------

Varieties:  Blue/Red

Appearance: An evil face surrounded by a field of magic. 

Strength:   Blue spirit:
            Flame Sword: one hit kill
            Golden Axe: one hit kill

            Red Spirit
            Flame Sword: one hit to kill
            Golden Axe: one hit to kill

Notes:      Another easy creature to defeat, the spirit will only cause you 
            difficulty by being hard to catch. 

Sleeping Box
------------

Varieties:  Blue/Red

Appearance: A strange creature that can only be described as a box that hides 
            in the brickword of the labyrinth. 

Strength:   Blue Sleeping Box
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

            Red Sleeping Box
            Flame Sword: three hits to kill
            Golden Axe: three hits to kill

Notes:      These creatures are difficult to kill and will cause you trouble if
            you let them. Use the brickwork to your advantage to kill them with
            your long range swords. 

Fake Chest
----------

Varieties:  One variety only

Appearance: Looks exactly like a standard treasure chest. 

Strength:   Fake Chest
            Flame Sword: two hits to kill
            Golden Axe: two hits to kill

Notes:      Found in the later labyrinths the fake chest will come alive and 
            attempt to eat you. Find out which are the bogus chests and leave 
            the room to reset their position.

===============================================================================

*************************
Section III - Walkthrough
*************************

3.1 - Map and Notes
-------------------

The grid below represents every area in the game. The whole world is depicted
on a 15x15 grid. Some of the important areas have been marked on it for ease of
use but please refer to the notes on each individual section for more info. If 
you pause the game you will be presented with an exact copy of this grid, 
although it is often quite difficult to work out exactly where you are on it.

Later on in the game you will obtain the Magic Balloon which will allow you to
view a much more detailed version of this map.   

     A   B   C   D   E   F   G   H   I   J   K   L   M   N   O
   -------------------------------------------------------------
1  | L |   |   |   |   |   |   |   |   |   |   | L |   |   |   | 1
   -------------------------------------------------------------
2  |   |   | V |   |   |   |   |   |   | L |   |   | M |   | V | 2
   -------------------------------------------------------------
3  |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   | 3
   -------------------------------------------------------------
4  |   |   |   |   |   |   |   |   |   | L |   |   | V |   |   | 4
   -------------------------------------------------------------
5  |   |   |   |   |   | V |   | V |   |   |   |   |   |   |   | 5
   -------------------------------------------------------------
6  |   |   | L |   |   |   |   |   |   |   |   |   |   |   |   | 6
   -------------------------------------------------------------
7  |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   | 7
   -------------------------------------------------------------
8  |   |   |   |   |   |   |   |   |   | L |   | L |   |   |   | 8
   -------------------------------------------------------------
9  |   |   |   |   | V |   |   |   |   |   |   |   |   |   |   | 9
   -------------------------------------------------------------
10 |   |   |   | M |   |   |   |   |   |   | M |   |   |   |   | 10
   -------------------------------------------------------------
11 |   |   |   |   |   |   |   |   |   | L |   |   |   |   |   | 11
   -------------------------------------------------------------
12 |   |   |   |   |   |   |   | V |   |   |   |   |   |   | V | 12
   -------------------------------------------------------------
13 |   |   |   |   |   |   | L |   |   |   |   |   |   |   |   | 13
   -------------------------------------------------------------
14 |   |   |   |   |   |   | M |   |   |   |   | L |   |   |   | 14
   -------------------------------------------------------------
15 | V |   |   |   |   |   |   |   |   |   |   |   |   |   | V | 15
   -------------------------------------------------------------
     A   B   C   D   E   F   G   H   I   J   K   L   M   N   O
Key:

L: Labyrinth
M: Magic scroll
V: Village

A1 - Land and sea area. Contains three blue globus. Location of labyrinth IV.

A2 - Land and sea area. Land contains three green beasts and two green globus.
     Sea area contains one green sea man. 

A3 - Mountain area. Contains three blue Knights and two blue Globus. Use Ice 
     Bell to highlight breakable rock which leads to man who will give the 
     following advice: "Go to the third continent. Look for the harbor and use
     the Ice Bell.

A4 - Mountain area. Contains three blue Beasts and one blue Flyer. Left central
     rock can be broken with Earth Magic to reveal stairs to man who will take
     30 horns.

A5 - Mountain area with gravestones. Contains four blue beasts. Cave enterance 
     which leads to traveller who gives message "Thanks for helpling Gillian. 
     Here, [NAME], take this. It'll come in handy. Chest contains Long Sword. 

A6 - Desert area. Contains three blue Beasts and two blue Globus. Rock in 
     central area can be broken to reveal a passage to a man who will give you
     40 horns. 

A7 - Forest area. Contains three blue Globus and two blue Beasts. Trees can be
     cut down to access each area. 

A8 - Forest area. Contains four blue Beasts and one blue Flyer. Tree at the top
     of the row can be cut down to reveal a man who will give you 40 horns. 

A9 - Forest area. Contains four blue Beasts and three blue Globus'.

A10 - Forest area with river. Contains four blue Globus'. Some trees can be cut
      but nothing else of interest.

A11 - Sea and forest area with river. Contains two blue Globus' and one green 
      Flying fish in sea area only. No other items.

A12 - Sea area with some land. Contains two green Globus and two Sea Swimmers.
      Launch pad for the Ship. Passage leads to a man who will give you and 
      additional Magic Pot. 

A13 - Sea area with some land. Contains one green Beast. Launch pad for the 
      Ship. 

A14 - Mostly sea area with some islands. Contains three Sea Swimmers and two 
      red Sea Men.

A15 - Forest area. This is the village of Riskas. See section 2.2 for full 
      details. 

B1 - Land and sea area. Contains three blue beast and one green sea man in sea
     area. Cut down green trees to remove brown tree. This then leads to 
     passage with a man who offers the following advice: "One of the buildings
     here used to be the dwarf's palace".

B2 - Land and sea area. Contains two blue globus. Trees can be chopped down to 
     reveal stairs leading to save point.

B3 - Mountain area. Contains three blue mountain giants and one red mountain 
     giant.

B4 - Mountain area. Contains two blue Beasts and one blue Globus. Stairs 
     contain passage to man who will give the following advice: "When you get 
     the Magic Rope, go to the left side of this cave toward the stone wall 
     and push up."

B5 - Desert area. Contains four Sandmen. 

B6 - Desert area. Contains three Sandmen and three green Scorpions. 

B7 - Desert area. Contains three green Scorpions and two green Sandworms. 
     Central passage leads to a shop selling the following: Key 040H, Magic 
     Feather 040H, Magic Oil 070H. 

B8 - Desert area. Contains three Twisters and two green Sandworms. Bottom 
     cactus can be chopped down to reveal a passage to a man who will take 40 
     horns from you. 

B9 - Forest area with river. Contains three green Globus' and three blue 
     Globus'. Tree in centre area next to the river can be cut down to reveal
     stairs leading to man who gives the following advice: "I heard there's a
     knight who can use the Earth Magic. Do you know where he is?".

B10 - Forest area with river. Contains three green Beasts and two blue Globus'.
      Tree at bottom right hand side can be cut to reveal stairs to man who 
      will give you 30 horns.

B11 - Sea and forest area. Contains three green Globus and one blue Globus. 
      Tree on small island can be cut down to reveal passage to house 
      containing Dragon Mail. 

B12 - Land and sea area. Contains three blue Globus and two red Sea Men. Launch
      pad for the Ship. 

B13 - Mostly sea area with some forest. Contains one blue Bouncer. 

B14 - Forest area with some sea. Contains two green Globus, one blue Globus, 
      one green Flyer and one green Beast. The tree on the bridge can be 
      chopped down to pass to the islands.

B15 - Forest area. Contains four blue Globus and one green Beast. The most 
      southern tree in the central group can be chopped down to reveal a man 
      who will take 30 horns from you.

C1 - Sea and mountain area. Contains two blue beasts and one blue flyer.

C2 - Dwarfs Village. See section 2.2 for more details.

C3 - Mountain area. Contains two blue Beasts and three green Globus. Use Ice 
     Bell to reveal breakable rock that reveals stairway to man who will give 
     you more magic pots.

C4 - Mountain area. Contains three blue Globus and one blue Beast.

C5 - Desert area. Contains three green Scorpions and two Desert Diggers. Bottom
     left cactus can be chopped down to reveal a passage to a save point. 

C6 - Location of Labyrinth 3. Contains two green scorpions.

C7 - Forest area. Contains three blue Beasts. Top tree and a row of central 
     trees can be chopped down to access different areas. 

C8 - Desert area with lake. Contains one green Sea Man and three Desert Diggers
     Top passage leads to a man who gives the following advice: "The three 
     continents are Firewood, Nendoria and Altorulia. I know of someone who 
     escaped from Altorulia when Death Adder invaded. I wonder what happened to
     that poor soul..." The bottom right hand tree can be chopped down to 
     reveal a passage to a man who will give you an extra heart. 

C9 - Forest area with river. Contains three green Beasts and two green Globus. 

C10 - Mountain area. Contains two blue Mountain Giants and two green Globus. 
      Central tree can be chopped down to reveal a man who will take 10 horns
      from you. 

C11 - Mountain area with small sea area. Contains three green Beasts and two 
      blue Globus. Magic rope can be used on rocks to the north to gain access
      to area C10.

C12 - Forest area. Contains two green Globus and one Blue Globus.

C13 - Forest area with some sea. Contains two blue Globus and two green Beasts.

C14 - Forest area. Contains two green Globus and three green Beasts. Various 
      trees can be cut down. On on the southern group will reveal a passage to 
      a man who will give you 30 horns. 

C15 - Forest area. Contains three green bush beasts. Tree in the bottom right 
      hand side can be cut down to reveal a shop that has the following items: 
      Meat 020H, Magic Feather 030H, Magic Oil 090H.

D1 - Mountain area. Contains three blue globus and one blue flyer. Top left 
     tree can be chopped to reveal stairs to a betting game shop. Rope passage
     to the south

D2 - Separated mountain area. Left side contains four blue bouncers. Chop down
     central tree to reveal passage to a shop. See section 2.4 for details. 
     Rope passage to the north west. 

D3 - Mountain area. Contains two blue Globus, two green Beasts and two blue 
     Beasts. Rock in top row centre can be broken with Earth Magic to reveal a 
     man who gives the following advice: "Try breaking graves, too."

D4 - Mountain area. Contains two green Beasts and two blue Beasts. Use the Ice 
     Bell to reveal breakable rocks.

D5 - Desert area. Contains three green Scorpions and two green Sea Worms. Kill
     all of these to reveal a passage to a shop that sells the following: Meat 
     020H, Magic Feather 030H, Magic Oil 090H. 

D6 - Forest and desert area. Contains three green scorpions and one red 
     scorpion.

D7 - Forest area. Contains three blue Beasts and one blue Globus. 

D8 - Forest area with a river and a bridge to cross. Contains two green Globus
     and one blue Globus. No other items of note.

D9 - Forest area. Contains four green Globus' and one green Beast. No other 
     items of note.

D10 - Mountain area. Contains three blue Bouncers. Chop down right hand tree in
      circle to reveal passage. Advice given by person here is: "You came all 
      the way up here to see me? I'm Battler. I'm getting ready to confront 
      Death Adder. So you're after him too, huh? But let me tell you, its not 
      going to be easy. He killed my sister - poor kid. I'm definately going to
      get that fiend! Hey, how about giving me 50 horns for the Earth magic 
      scroll? The Earth Magic won't destroy enemies but it can freeze them. It 
      also has the power to break rocks. I think it's a pretty good deal. You 
      made the right choice. [NAME] learned the Earth Magic. Take care!"

D11 - Mountain area. Contains three blue Globus and one green Beast. Trees in 
      top right area can be chopped down to give access to man who advises: 
      "There's a guy in these mountains who's into magic and sword fighting.
      I'm sure he'll be able to help you. But you won't be able to climb the 
      rocks bare-handed. In Kari-Kari, a town in the northern desert, you'll 
      find a magic device that will help you climb rocks".

D12 - Forest area. Contains two green Globus,two green Beasts and two green 
      Bushbeasts. Various trees in the northern section can be cut down. Chop 
      the tree in the far left corner to reveal stairs on the right. Here you 
      can refil your magic pots as follows: 2 pots 020H, 4 pots 030H, 8 pots 
      050H.

D13 - Forest area. Contains one blue Globus, one green Beast and four green 
      Bushbeasts.

D14 - Forest area with river and lake. Contains three green Bushbeasts.

D15 - Forest area with river. Contains three blue Globus and two green Beasts.

E1 - Mountain area. Contains one red Globus, two blue Globus and two blue 
     Beasts. Use Ice Bell to reveal rocks that can be broken. Break these to 
     reveal secret door to Inn where you can stay for free.

E2 - Mountain area with rope passage to the north east. Contains two blue 
     mountain giants, one red mountain giant and one blue globus.

E3 - Mountain area. Contains two blue Mountains giants. Top left rock can be 
     broken to reveal stairs to shop that sells the following: Golden Apple
     040H.

E4 - Swamp area. Contains five green sand worms.

E5 - Desert area. Contains two green flyers and four desert diggers. Middle 
     right cactus can be cut down to reveal man who gives you 10 horns.

E6 - Desert area. Contains four green Scorpions and one red Scorpion. Central
     cactus and rock can be chopped/broken to gain access to bottom area. Rock
     in bottom area can be broken to reveal passage to man who gives the 
     following advice: "To get out of the desert go southeast, north, northeast
     south and then north." 

E7 - Forest area. Contains three blue Beasts and two green Globus.

E8 - Forest area with river. Contains two green Globus. No other details of 
     note.

E9 - Miliver Village. See section 2.2 for full details.

E10 - Dense forest area. Contains four green Globus and one green Beast. 
      Centre trees can be chopped down.

E11 - Forest area. Contains three green Globus and one green Beast. One tree in
      central area can be cut to reval a man who will give you 30 horns. 

E12 - Forest area. Contains two green Beasts and four green Bushbeasts.

E13 - Forest area with river. Contains four green Beasts. Tree to the north can
      be chopped down to reveal a man who will give you 10 horns.

E14 - Forest area with river. Contains three green Beasts and two green 
      Bushbeasts. Trees can be chopped down in central area to reveal man who 
      will take 20 horns from you.

E15 - Forest area with river. Contains four blue Globus. Tree can be chopped 
      down to reveal stairs that lead to a man who will give you 50 horns.

F1 - Mountain area. Contains two blue Globus and one blue Mountain giant.

F2 - Mountain area with passage to man who offers the following advice: "The 
     Dwarf's village is to the west". Contains three blue mountain giants and 
     one red mountain giant.

F3 - Open mountain area. Contains two blue mountain giants and two red mountain
     giants.

F4 - Swamp area. Contains three green sandworms.

F5 - Kari-Kari village. See section 2.2 for full details.

F6 - Desert area. Contains two green scorpions and two twisters. Chop down 
     cactus next to bones to reveal steps to man who steals 30 horns.

F7 - Desert area. Contains three blue Beasts and one green Flyer. Contains a 
     passage to a man who gives the following advice: "When you think you're 
     stronger, go back to the cave where you learned magic - you'll learn a 
     more effective magic." Break the rock to the left of the centre for access 

F8 - Mountain area with a river and a bridge to cross. You need to chop down 
     tree infront of the bridge to cross the river without the canoe. Contains
     two green Globus, two blue Beasts and one green Seaman in the river area 
     only. No other items of note.

F9 - The starting point of the game. There are no items of interest here or any
     secret areas to investigate. The area itself appears to be a graveyard for
     the nearby village of Miliver.

F10 - Forest area. Contains five green Globus and one green Beast. Kill all to
      reveal passage to shop that sells the following: Key 040H, Magic Feather 
      040H, Magic Oil 070H.  

F11 - Open forest area. Contains three green Beast's and two green Globus'. 
      Bottom right tree in the centre of this area reveals a man who will 
      present you with 10 horns.

F12 - Forest area. Contains two green Globus and one blue Globus. Chop down 
      tree to the north to reveal stairs to a man who will give the following
      advice: "Walk along the river in the forest".

F13 - Forest area with river. Contains three green Beasts and one green Flyer.
      Chop down trees at the bottom of the area to reveal a set of stairs to a
      save point.

F14 - Forest and river area. Canoe needed to access. Contains one green sea man
      Chop down brown tree on the right to reveal a man who will increase your
      magic pots by 1.

F15 - Forest area. Contains two green Beasts and two green Bushbeasts. Tree in
      the centre row of the top trees can be chopped to reveal an Inn where 
      you can stay free of charge.

G1 - Mountain area. Chop down top tree to reveal stairs to a man who will take 
     40 horns from you.

G2 - Mountain area. Contains three blue Knights and two blue Globus.

G3 - Mountain area with river area. Contains two green Sea Men. Rope climb to 
     the north. Chop down the single tree to reveal a passage that connects to 
     H8. The cost is 10 horns.

G4 - Swamp area. Contains one green Sea Man. 

G5 - Swamp area. Contains two green Sea Men and three blue Sandworms. 

G6 - Swamp area. Contains two green Sea Men and three blue Sandworms.

G7 - Desert area. Contains three desert diggers and two green scorpions. Kill 
     all creatures to reveal passage to man who offers the following advice: 
     "The desert of death that death adder created is straight ahead."

G8 - Desert and mountain area. Contains three green beasts and one green sea 
     man. Left hand tree can be cut down to reveal a man who offers the 
     following advice: "The Earth magic breaks most rocks, but it may not break
     some rocks."

G9 - Forest area with lake. Contains four green Globus and two green Beasts.
     Tree can be removed to reveal passage to N6. Must be used from N6 first. 
     Costs 10 horns. 

G10 - Forest area. Contains three green Globus and three green Beasts. Chop 
      down trees in top left to reveal passage to man who will give you 10 
      horns. 

G11 - Forest area. Contains three green Beast's, two green Globus' and one blue
      Globus. All trees can be cut. Cut down tree in bottom left corner to 
      reveal stairs to man. Advises: "It's dangerous to go to the northern 
      desert without the Knight's shield"

G12 - Forest area. Contains three green Globus and two green Beasts.

G13 - Forest area. Contains two blue Globus. Also contains Labyrinth II.

G14 - Desert and water area. Contains two blue bouncers. Chop down trees on 
      right hand side of area to reveal passage through trees on left hand side
      Chop down central trees to gain access to Gillian the Dwarf. His comments 
      are: "You're not an enemy, are you? I'm Gillain. I'm from a Dwarf's 
      village up north. Ooo, it hurts. Can you bring me a Golden Apple? It's 
      supposed to cure wounds instantly. Thanks. My wound should heal in no 
      time. It was just a few days ago when Death Adder's army invaded our
      village. Our village was destroyed and many were killed. Luckily I 
      managed to escape. As a token of my appreciation, I'll give you the
      Thunder magic scroll. If you use this magic, you can attack enemies from
      a distance. Farewell! Do come back! 

G15 - Forest area. Contains four blue Bouncers. Northern most tree can be 
      chopped to reveal a man who will take 10 horns from you.

H1 - Mountain area. Contains three blue Mountain giants.

H2 - Mountain area. Contains three blue beasts and one red beast. Kill all 
     enemies to reveal passage to man who will say "Thanks for helping Gillian.
     Here [NAME] take this. It'll come in handy. He will reward you with the 
     Plate Mail.

H3 - Mountain and desert area with river. Contains two blue Globus.

H4 - Swamp area. Contains two green Sea Men. 

H5 - Dagorald Village. See section 2.2 for details.

H6 - Swamp area. Contains five green Sandworms and one green Sea Man. 

H7 - The desert of death. Contains two green scorpions and two twisters. To 
     escape the desert area to the north (H6) go southeast, north, northeast,
     south, north.

H8 - Land and sea area. Contains two green Sea Men, one green Flying Fish, and
     two green Globus. Cut down trees to access stairs that lead to G3 for 10
     horns. 

H9 - Land and sea area. Contains one green Flyer, two green Sandworms and one 
     green Sea Man. 

H10 - Forest area. Contains three green Beasts and one Green Globus. Chop down
      trees in middle line to reveal passage to a gambling minigame. 

H11 - Forest area. Contains three green Globus' and one green Beast. Some trees
      can be cut but no other items.

H12 - The village of Saylun. See section 2.2 for full details.

H13 - Forest area. Contains four blue bouncers. Kill all four bouncers to 
      reveal stairs in the top left. These lead to a shop that sells the 
      following: Key 040H, Magic Feather 040H, Magic Oil 070H.

H14 - Forest area with some desert and sea area. Contains one green Flyer, two
      green Globus and two blue Globus. Central line of trees can be chopped 
      down to reveal a man who will give you 30 horns.

H15 - Forest area. Contains three green Beasts and two blue Bouncers. 

I1 - Mountain area. Right hand section contains rock that can be broken to 
     reveal a passage to a man who will give you a heart.

I2 - Mountain area. Contains one green Globus and one blue Beast.

I3 - Mountain area. Contains two blue Globus.

I4 - Swamp area. Contains two green Sandworms, one blue Sandworm and two green
     Sea Men. 

I5 - Swamp area. Contains three green Sandworms, two blue Sandworms and two 
     green Sea Men. 

I6 - Swamp area. Contains three green Sandworms, two blue sandworms and one 
     green Sea Man. 

I7 - Sea and land area. Contains four Sea Swimmers and one red Sea Man. Launch
     pad for the Ship. 

I8 - Sea area. Contains two Sea Swimmers and two green Flying Fish. 

I9 - Forest, desert and sea area. Contains two green Globus, two blue Globus 
     and one green Flying Fish. 

I10 - Forest and sea area. Contains one green flyer, two green Sandworms, one 
      green Globus and one green Seaman in sea area only. No other items of 
      interest.

I11 - Mainly forest area. Contains four green Globus' and two green sand worms.
      Kill all enemies to reveal secret passage to save area. Other trees can 
      be chopped but no other secrets.

I12 - Forest and beach area. Contains four green Sandworms and two blue
      Globus'. No other details.

I13 - Large open area, part forest part beach. Contains two green Beasts and 
      three green Sandworms.

I14 - Mostly sea area with small amount of forest area and some beach area. 
      Contains two green Seamen and two green flying fish in the sea area only.

I15 - Forest and beach area. Contains three green Sandworms. No other details 
      to note.

J1 - Sea area. Contains three green flying fish and two Sea Swimmers. 

J2 - Sea area. Contains two Sea Swimmers, one green Flying Fish and one red Sea
     Man. Contains labyrinth VIII. 

J3 - Sea area. Contains two Sea Swimmers and three green Flying Fish. 

J4 - Land and sea area. Contains Labyrinth V. Once this Labyrinth has been 
     has been cleared a bridge will appear to the new continent. 

J5 - Swamp area. Contains one green Sea Man and one red Sea Man. 

J6 - Swamp area. Contains two green Sea Men. 

J7 - Mostly sea area. Contains two green Flying fish and four Sea Swimmers.  

J8 - Sea and land area. Contains Labyrinth X - Death Adders Labyrinth. 

J9 - Sea area. Contains two Sea Swimmers and two green Flying Fish.       

J10 - Sea area. Contains two green Flying Fish, one red Flying Fish and one Sea
      Swimmer. 

J11 - This area is the location of Labyrinth I. The area contains three green
      Globus' and some trees that can be chopped. No other items of note.

J12 - Mostly sea area witrh some forest. Passage leads to a man who will give 
      you an additional heart. Contains two green Globus. 

J13 - Desert and sea area. Contains two green Sandworms. 

J14 - Sea area. Contains three green Flying Fish. 

J15 - Mostly sea area, with some beach area. Contains two green Globus and one
      green Seaman in sea area only. Contains ship launch pad and shop. See 
      section 2.4 for listings.

K1 - Mostly sea area with beach area. Contains two green sea men, one red sea 
     man and two sea swimmers. Area also has a launch pad for the ship.

K2 - Mostly sea area with minimal beach area. Contains two red sea men, two 
     green flying fish and two sea swimmers. 

K3 - Mostly sea area with strip of beach. Contains two green flying fish.

K4 - Land and sea area. Contains two red Globus, 2 blue Beasts and one red sea
     man. Chop down tree to reveal passage to man who gives the following 
     advice: "Death Adder has already conquered Nendoria. You better watch out!
     Those beasts are awfully strong!"

K5 - Mostly Sea area with some swamp. Contains two red Sea Men, one Red Flying
     Fish and two Sea Swimmers. Has launch pad for the Ship. 

K6 - Mostly Sea area with some swamp. Contains three Sea Swimmers. Has a launch
     pad for the Ship. Tree can be chopped down to reveal path to man who will
     give you the Flame Sword. 

K7 - Sea area. Contains two red Sea Men and three Sea Swimmers. 

K8 - Mostly Sea area. Sail point attached to small paved land area. No enemies.

K9 - Sea area. Contains two Sea Swimmers, one green Flying Fish, one red Flying
     Fish and one red Sea Man. 

K10 - Sea area with some desert. Contains three Sea Swimmers and one red Sea 
      Man. Launch pad for the Ship. Stairs lead to woman who will give you the 
      Water Magic and the following advice: "You must be [NAME]. I'm glad to 
      see you alive! I'm Linda, I used to serve the king of Altorulia. And 
      you're the king's descendant. When that evil giant attacked twenty years
      ago, the king made sure you escaped. I knew you were going to be all
      right. The king wanted me to teach you the Water Magic. Now that I've 
      accomplished my duty... Its not going to be easy to destroy Death Adder.
      Be extra careful!" 

K11 - Mostly sea area. Contains one green Flying Fish and two Sea Swimmers. 

K12 - Mostly sea area. Contains two Sea Swimmers. 

K13 - Snow and sea area. Contains two Snowmen and one Snowball. Passage leads 
      to man who gives the following advice: "Death Adder changed our warm, 
      sunny world into a world of snow and ice". 

K14 - Snow and sea area. Contains three snow balls and one red Sea Man.

K15 - Snow and sea area. Contains two red Sea Men and two green Flying Fish. 
      Chop down tree to reveal passage to a save point. 

L1 - Fire area. This is the location of Labyrinth VII.

L2 - Beach and sea area. Contains four blue Beasts and two red sea men. Tree in
     the top right hand side can be chopped down to reveal stairs to a man who
     will give you the following advice: "Princess Tyris is hiding somewhere in
     an area covered with lava. I beg you, brave one, to help her."

L3 - Desert area. Contains three red Globus and two blue Globus. Use the Ice 
     Bell to reveal breakable rock leading to a man who gives the following 
     advice " People used to worship Nendoria's elder in the palace in the 
     south."

L4 - Forest area. Contains three blue Knights and two blue Globus.

L5 - Forest area with some sea. Contains one green Flyer, one blue Flyer, two  
     red Globus and two red sea man. Chop down central tree to reveal man who 
     will take 20 horns from you.

L6 - Forest area. Contains three blue Knights, one blue Flyer and one red Sea 
     Man.

L7 - Forest area. Contains four blue Bushbeasts. Chop down central tree to 
     reveal a shop that will refil your magic pots as follows: two pots 020H,
     four pots 030H and eight pots 050H. 

L8 - Paved land area. Contains enterance to Labyrinth VI. No enemies.

L9 - Paved land area with gravestones. Contains four flying mirrors.

L10 - Forest area with sea. Contains two blue knights and two red Sea Men. Tree
      at top left can be chopped to reveal man who will give the following 
      advice: "The second Earth Magic can break certain rocks that the first 
      Earth Magic couldn't." Area also contains a ship launch point. 

L11 - Desert and sea area. Contains three red Knights. Kill all three to reveal
      secret passage to man who gives the following advice: "This is Altorulia-
      one of the three continents in this world. Death Adder blocked the path 
      that leads to the central region of this continent". 

L12 - Desert area with river and lake. Contains two blue Knights. Chop trees 
      down to gain access to the snow area. 
 
L13 - Snow area. Contains three Snowmen. Chop down tree to the right to reveal
      passage to man who gives the following advice: "You better pay up before 
      you leave! Poor [NAME] lost 40 horns".  

L14 - Snow area. Contains two Snowmen. Contains labyrinth IX. 

L15 - Snow area. Contains one Snowman and two snowballs. Break ice block to 
      reveal passage to man who gives the following advice: "Someone said that
      Death Adder is an immortal giant, but that's a big lie! I've seen him 
      suffer before". 

M1 - Fire area. Contains one red Bushbeast.

M2 - Fire area. Chop down the trees and use the Earth magic to reveal a passage
     on the left hand side. This will lead you to Princess Tyris who gives the
     following message: "You seem to be a pretty good swordsman. Plus you can 
     use magic, too. I'm Princess Tyris from Firewood. When Death Adder 
     attacked, I managed to escape. I'm determined to get revenge, but I'm not
     strong enough. Can you find the nine crystals? If we have them, we can 
     demolish that evil giant. Oh, before you go, I'll teach you the Fire
     Magic. When you do find the nine crystals, make sure you let me know."

M3 - Fire area. Chop down trees in left corner to reveal passage to a woman who
     will let you go to area K1 for 10 horns.

M4 - The village of Sid. See section 2.2 for full details.

M5 - Forest area. Contains five red Globus. Chop down one of the central trees
     to reveal a betting game.

M6 - Forest area. Contains two blue Knights and two red Knights.

M7 - Forest area. Contains three red globus and two blue globus. Divided in two
     down the middle by trees. Two central trees can be cut down to gain access
     to the other side.

M8 - Forest area. Contains four red globus and two blue globus. Trees can be 
     chopped down in bottom left corner to reveal a midden passage to man who
     has the following advice: "There are monsters that have the power to make
     your armour rust. When your armour starts flashing, it means that it's 
     starting to fall apart."  

M9 - Paved land area with gravestones. Contains five flying mirrors. Bottom 
     right hand gravestone can be removed with earth magic to reveal stairs 
     leading to Save point.

M10 - Forest and sea area. Contains two red Globus, two green flying fish and 
      one green Sea Man. Tree at top right can he chopped down to reveal man 
      who will give you 30 horns.

M11 - Mostly sea area. Contains one green Sea Man and one red Sea Man.

M12 - Desert area with river. Contains two red Bouncers and two red Beasts. 

M13 - Snow and desert area. Contains three blue Knights and one red Knight. 
      Stairs reveal passage to man who will refill your Magic Pots as follows:
      2 pots: 020H, 4 pots: 030H, 8 pots: 050H. 

M14 - Snow area. Contains one Snowman and three Snowballs. Break ice blocks to
      reveal passage in top left corner to man who gives the following advice:
      "I can make you carry more Magic Pots". 

M15 - Snow area. Contains four Snowballs. Chop down bottom left tree to reveal
      a passage to an item shop selling Golden Apples for 040H. 

N1 - Fire area. Contains one fire dragon. Use Earth magic to reveal passage in 
     central area leading to a man who will give you an additional heart.

N2 - Fire area. Contains two red Bushbeasts and one red Fire Dragon.

N3 - Fire area. Contains two red Bushbeasts.

N4 - Mountain area. Contains three red Globus and two Blue Beasts. 

N5 - Mountain area. Contains two blue Knights and two red Knights. Use Earth 
     magic to break rock on the right hand side to reveal stairs leading to a 
     man who will give you 10 horns.

N6 - Desert area. Contains four desert diggers and two red scorpions. Chop down
     cactus in bottom left group to reveal a passage to G9 for 10 horns.

N7 - Desert area. Contains three blue sand worms and three twisters. Chop down
     cactus in bottom left to reveal stairs to man who will give you 30 horns.

N8 - Forest area. Contains five blue Globus. Kill all five to reveal secret 
     passage to shop that sells the following Meat 020H, Magic Feather 030H,
     Magic Oil 090H.

N9 - Forest area. Contains three blue Knights and two red Globus.

N10 - Forest area. Contains two red Knights and three red Globus. Bottom left 
      tree can be chopped down to reveal an Inn where you can stay free of 
      charge.

N11 - Forest and sea area. Contains two red Globus, two Sea Swimmers, one red  
      Sea Man and one red flying fish. Chop down single tree to reveal man who
      will give you 10 horns.

N12 - Desert area with sea. Contains three red Bouncers. Break rock to lead to
      a man who will give you the following advice: "Something awful occurred 
      in my hometown, Halls! It's so awful - I don't even want to talk about 
      it!"

N13 - Snow and desert area. Contains three red Globus and two red Beasts. Chop
      down tree in snow area to reveal passage to man who gives the following 
      advice: "I'll give you a present. [NAME] earned 30 horns". 

N14 - Snow and desert area with river. Contains three blue Knights and one red
      Globus. 

N15 - Snow area. Contains three Snowmen. 

O1 - Fire area. Contains two red Beasts.

O2 - The village of Eren. See section 2.2 for full details.

O3 - Mountain area. Contains three blue knights and two red Beasts. Use the 
     Ice Bell to reveal breakable rock that reveals passage to a man who gives 
     the following advice: "Did you know that Princess Tyris, the King of 
     Firewood's daughter, is alive?"

O4 - Mountain area. Contains four red Globus and two red Beasts. Use the Ice 
     Bell to reveal breakable rock behind dead trees. Stairs are revealed that
     lead to a shop that sells the following: Golden Apple 100H, Magic Feather 
     060H, Magic Oil 130H.

O5 - Mountain area. Contains four blue Knights and two red Globus. Use Ice Bell
     to highlight rock that can be broken to reveal stairs to a shop that sells
     the following: Golden Apple 040H.

O6 - Desert area. Contains three red Knights and two blue Flyers.

O7 - Desert area. Contains four twisters.

O8 - Forest area. Contains two red Knights and three red Globus. Chop down tree
     on the right to reveal stairs to man who will take 30 horns from you.

O9 - Forest area. Contains three blue Globus and two red Globus. Tree in top 
     left can be chopped to reveal man who will give you 10 horns.

O10 - Forest area. Contains four blue Knights and two blue Globus.

O11 - Forest and sea area. Contains one Sea Swimmer and two red Sea Men.

O12 - Halls village. See section 2.2 for more details. 

O13 - Desert area. Contains three red Knights and two blue Globus. Passage 
      leads to a gambling minigame. 

O14 - Snow and desert area. Contains two blue Knights and two red Knights. 
      Passage at bottom right leads to a man who will give you 50 horns. 

O15 - Aires village. See section 2.2 for more details. 


3.2 - Full Walkthrough
----------------------

The Quest begins...

"[NAME], Firewood's facing a crisis. Death Adder attacked and stole the nine 
crystals which protected us. Death Adder killed your parents. Destroy Death 
Adder and get those nine crystals".

You will begin your journey at point F9. Head left to the area E9 - the village
of Miliver. Speak to the residents here and save your game if you wish. You can
investigate the surrounding areas if you like to get a feel for the game and 
build up a few horns but eventually you will need to head to section J11 - the
first Labyrinth.

Labyrinth I

        -----
        | 16|
    ---------
    | 14| 15|
-------------
| 13| 12|
-------------
    | 11| 10|
-----------------
| 6 | 5 | 7 | 9 |
-----------------
    | 4 | 8 |
    ---------
    | 3 |
    ---------
    | 1 | 2 |
    ---------


You will begin in room number 1. Head into the room 2 on the right. Upon 
entering this room the doors will lock behind you. The room contains two green
skeletons and three green bats. Kill them all to open the doors again and 
obtain a key. Head on to room 3. This room contains four green skeletons. Kill
them and continue into room 4. Room 4 has a river (?) with bridges over it and 
contains 3 green skeltons. Again, kill these and head into room 5. Room 5 has
an open door to the left and a closed door to the right. Enemies are 3 green 
skeletons and two green magic fires. Killing all enemies in the room will open
the door on the right. Room 6 on the left contains four green bats. When 
entering, the door will lock behind you. Enter room 7. This room has two green
skeletons and three green bats. The room has two locked doors and a hole in the 
floor preventing you from reaching room 8. Kill all the enemies in the room to 
make a bridge appear. Head down into room 8 and kill the three green skeletons
and two green bats to reveal the second key. Go first into room 9 which is 
mostly water. In here you will find three green skeletons and a chest 
containing the Battle Axe. Equip this straight away as it is more powerful 
than the Short Sword. Now head back into room 7 and use your key on the 
northern door to enter room 10. In here you will be greeted by four green 
skeletons. Kill them and head over the bridge into room 11. Room 11 is probably
the hardest room in this labyrinth as it contains three blue scorpions and a 
locked northern door. You need to kill all three to open the door to room 12. 
This room contains three green magic fires and two green bats. The room also 
has two closed doors, one to the left and one to the north. You will need to 
push the light switch on the left to open these doors. Room 13 on the left 
has three blue scorpions, kill these to obtain the final key. Head up into room
14 and kill the three green bats and two green skeletons before heading through
the open door on the right to room 15. This room has four green magic fires and
some floor spike traps. Kill the four enemies and avoid the traps before using 
your final key on the northern door. Enter room 16. This is the final room of 
the labyrinth. There is an easy way to kill the giant here. As soon as you 
enter the room don't move. You will not be visible but will be stood in the 
doorway. The boss will move forwards but if you swing your axe to hit him he 
will be unable to harm you. Continue attacking in this way to finish off the 
enemy. He will eventually explode and you will be presented with the Orange
crystal. Upon picking this up you will also be given another heart and will 
have your life and magic pots replenished. Make your way back out of the 
labyrinth and back out onto the world map.

Once you have left the labyrinth head down to area J12 and walk down the stairs 
here. Speak to the person in here to get another life heart. Now head across to
H12 to the village of Saylun. You can visit the shops and speak to the people 
here but the main item you are looking for is the Golden Apple which you can 
find hidden behind the fireplace in the lower house. Now that you have the 
Golden Apple and the Battle Axe, you can head over to area G14. Head up the 
right hand side passage first and cop the trees down here to reveal a passage 
through on the left hand side. Go up the left hand side and cut throught the 
trees in the central area to reveal a passage to Gillian the Dwarf. Give him 
the Golden Apple and he will reward you with the Thunder magic scroll. This 
will be essential in the next Labyrinth. Now that you are suitably armed you 
need to head through the forest to area G13 and enter Labyrinth II.

Labyrinth II

-----
| 12|
---------
| 11| 13|
-----------------
| 10| 14| 15| 16|
---------------------
| 9 | 5 | 6 | 17| 18|
---------------------
| 8 | 4 | 7 |
-------------
| 3 | 2 |
---------
    | 1 |
    -----

You will begin in room number 1. Head north into room number 2 where you will 
find four green bats. Kill these and head left into room 3 where you will be 
locked in and faced with four blue scorpions. Kill all of these and a key will 
appear and you will be able to exit the room again. Head back into room 2 then 
north again into room 4. Here you will be outnumbered against five blue 
scorpions. However you do not have to kill them just yet. Push the lights that 
are mounted on the wall on the top right to reveal a bridge over the water. For
now head north again into room 5 where you will meet two blue scorpions. Kill 
these whilst avoiding the missiles coming from the stone statues in the middle 
of the room and move through to room 6. In this wide open room you will find 
three green skeletons and two green magic fires. Finish them off and go south 
to room 7. Kill the three green bats and two green skeletons in here to reveal
another key and open the closed door to your left. Head back through here and 
you will find yourself back in the heavily populated room with the river and 
bridge. Cross the bridge into room 8. This room contains three green magic 
fires and two green bats. Kill these and unlock the door to the north with one 
of your keys to progress to room 9. This room appears to be empty but stand on 
the unmarked floor areas and you will set off the arrow traps. Tread carefully
to avoid the arrows and if you have to take a hit, make sure you are facing the
arrow to avoid taking any damage. Push the light fixture on the wall to the 
left to open up the door to room 10. This room contains four green bats and two
blue scorpions which need defeating. Once this has been done, you will be 
presented with another key. Pick it up and head north again to room 11. This 
tricky room has three blue scorpions and missiles coming from each corner. This
can make it difficult to get to the enemies without getting hit. Do your best 
to clear the room and use your key on the door to the north. In room 12 you 
will find three green skeletons. Kill these and open the chest in the top of 
the room to get the Torch. Head back down into room 11 and open the door to the
right with your key. Room 13 contains three green skeletons and one blue 
scorpion. Kill these and move down to room 14. Kill the four blue scorpions to
clear the room and reveal a key. Move into room 15. In this room you simply 
need to time your runs to avoid the traps and exit through the door on the 
right to room 16. In here, kill the four blue scorpions and head south to room
17. This penultimate room contains two blue bats and four green eyes. See off 
the bats then position yourself near each eye to be able to hit it with your 
axe whilst staying out of its line of fire. Then use your key to enter room 18,
the boss room. When fighting the green dragon stand slightly to the right, in 
line with its left shoulder and as close to the southern wall as you can. If 
you get this right the dragon will be unable to hit you with its fire breath 
attack. This leaves you free to pound away at the dragon with your newly 
acquired Thunder magic. You will need 5 pots of magic to finish off the dragon 
other wise you will have to go in close with your weapon, which can be very 
difficult, even with full health. Once the dragon has been defeated you can 
pick up the crystal and head back out of the Labyrinth.

I think now that you have a decent amount of health it is wise to try and save
up some horns to buy yourself the Knight's shield. This is quite an expensive 
item though as it cost 250 horns. However with the right tactics its not too 
hard to save them up. Set yourself up in an area where there are plenty of 
enemies that you can easily defeat. The area around Labyrinth I is a good area.
Kill as many enemies as you can to build up your horns. Make sure you save 
regularly and make use of the free inn at Saylun nearby to restore your health
if it gets low. Repeat this until you have the 250 horns needed to buy the 
shield. If you run out of easy enemies, dont risk being killed by tougher 
enemies, just walk in and out of a Labyrinth and all the enemies will have 
respawned again. Once you have the 250 horns head over to section J15 and enter
the shop there. Once you have this you are now ready to head to Labyrinth III. 
This can be found at section C6. To reach this you will have to head north and
pass through the desert area.

Labyrinth III

    -----
    | 15|
---------               -----
| 9 | 14|               | 4 |
---------       -----   -----
| 8 | 13|       | 7 |   | 3 |
-----------------------------
| 10| 11| 12| 6 | 5 | 1 | 2 |
----------------------------- 

You start off in room number 1 so head first to the right to room 2. Kill the 
four green trolls in here. Watch out for the stone statues firing missiles at 
you. A point of note is that now with you newly acquired Knight's shield if the
missiles hit you at the front they will simply bounce off without causing 
damage, giving you extra protection. Head up into room 3. You will find a 
similar room to the one in Labyrinth 2 here with arrow traps on the floor.
Again, tread carefully and use your shield effectively to avoid damage. Press 
the lights on the left hand side to open the northern doors to room 4. Kill the
three green magic fires and two green skeletons here to reveal a key. Collect 
this and head back to room 1. Move across to the left and enter room 5. Use the 
torch here to light the room and kill the five green trolls here. This will 
open the door to room 6. Room 6 contains three green skeletons and two ghosts. 
Kill these to leave the room. There is nothing else of use in this room so head
back to room 5 and use the key to unlock the northern door leading to room 7. 
Room 7 has two green bats to kill. Kill these and stand on the shimmering block
in the room. This is a warp crystal and will take you to room 8. Here there are
two blue spirits and four green trolls to kill. With the layout of the room as 
it is you can easily kill the trolls by using your sword to reach over the 
water areas. This will take longer to kill the enemies but they will not be 
able to harm you. Once defeated this will unlock the doors to the east and 
north. Go north first and clear out the room of the three green skeltons, two 
blue bats and one blue scorpion living there to reveal a key. Head into the 
southern room 10 and into a tough battle with five blue scorpions and one red 
scorpion. Finish these enemies off to get another key. Head right to room 11 
which contains three green magic fires and two blue spirits. Kill these to open
the door to the north. First use your key to unlock the door to the room on the
right which is number 12 and kill the four green skeletons before opening the 
chest to reveal the Magic Rope. After taking this, head to room 11 and take the
northern path to room 13. This small area contains two green trolls and three 
blue scorpions to kill. Once cleared, press the left hand side light in the 
small segregated area to open the northern door to room 14. You will now have 
to head back out through rooms 11, 10 and 8 to move into room 14. Lighting up 
the room with the torch will reveal four green magic fires and three green bats
to kill. Once you have killed these, enter room 15 to battle the boss. You will
be fighting a red giant so keep your distance and fire away with your thunder 
spell to bring the giant down. When he rides around in his magic barrier he 
cannot be harmed so dont waste magic trying to hit him. As with Labyrinth II 
you may run out of magic and have to finish him off with your weapons. 
Personally I find the sword the better option as altough it wont do as much 
damage as your axe it will allow you to keep a safe distance. After the battle 
is won, pick up your third crystal and head back outside the Labyrinth.

Now that you have your magic rope there are several new areas of the map that 
yoou can access. The first of these that you should visit is A5. Providing you
have helped Gillian you will get the Long Sword as a gift. Your next job is to 
collect 50 horns and head over to section D10. Chop down the right hand tree to
open up the passage way and head down. Speak to Battler and agree to pay 50 
horns for the magic. You now need to head up through all the mountains to area 
A1 and into Labyrinth IV.

Labyrinth IV

-----------------
| 23| 20| 18| 19|
-----------------
| 22| 21| 17|
-----------------
| 9 | 11| 15| 16|
-----------------
| 8 | 10| 12|
-------------
| 7 | 14| 13|
-------------
| 6 | 5 |
---------
| 4 | 3 |
---------
| 1 | 2 |
---------

After starting out in room 1, head into room number 2 and kill the three green
skeletons and one blue bat in here to reveal your first key. Head north into 
room three and kill the three blue trolls and two blue bats in here to open the
door to the left. Progress through here into room 4. Here you will find six 
green magic fires. Kill these then head back out to room 3. Use your Earth 
magic on the single pink block here to open the passage to the north to room 5.
In this room you will find three blue bats and four blue sleeping boxes hiding
in the brickwork. Kill these and go left to room 6. This room contains three 
green skeletons and two spirits. Kill these and move on to room 7. This room is
divided in the middle and contains three blue and two red scorpions. Kill all 
of these. To pass through, push the light swith on the left hand side of the 
lower area. Move up into room 8. This room again has the same enemies in for 
you to finish off. Kill these and use your Earth magic to remove the block 
covering the left hand wall switch. Push this to open the passage to the 
northern room. This room contains two blue scorpions, one red scorpion and two
black holes. Kill all of these to reveal a key. Pick up the key and head back
through room 8 into room 10. This room has three blue ghosts to catch and kill
aswell as having four blue sleeping boxes if you stray too close to the stones.
For now head north into room 11 and kill the three green skeletons and two
black holes here to reveal another key. Watch out for the floor spikes here and
use the wall to your advantage when taking on enemies. Use your key on the door
to the right back in room 10 to enter room 12. In here you will find two green 
trolls and two blue ghosts. Move south and kill the two blue skeletons in 13
and avoid the spike trap to press the right hand set of lights to open the left
door leading to room 14. In here you will find two green skeletons, three black
holes and one blue skeleton. Press the light switch on the right to open a 
passage through the river and reveal a key. After taking the key, take the
northern door back through rooms 10 and 12 and use the key on the door to the 
north to enter room 15 which is a room largely filled with water. Kill the 
three green skeletons and one blue skeleton to clear the room and open the 
treasure chest to reveal the Canoe. You can now use the canoe to pass over the 
water area to room 16. Kill the three blue bats here and the one red scorpion,
before using your Earth magic to turn the pink block into a warp crystal. In 
room 17 you need to kill the three blue scorpions and three green trolls to 
open the door to the left. Head north first to room 18 and kill the three blue 
scorpions and three blue skeletons here to reveal a key and open the door to 
room 19. Upon entering this room you will be locked in with three green bats 
and two green trolls. Kill these to leave and pass through room 18 to room 20.
You can avoid the enemies in this room if you walk around the blank patches on 
the floor and dont get too close to the bricks. If you do you will be faced 
with four spirits and two blue sleeping boxes. Head south into room 21. This 
room has three blue trolls and two blue skeletons waiting for you. As before 
make use of the walls to avoid damage here. Clearing the room will open the 
door to room 22 where you will need to kill the two blue bats and avoid the 
spike traps. Use your key on the final door to enter the boss room, number 23. 
Here you will meet a sorcerer who in all fairness shouldnt pose you too many 
problems provided you have adequate amount of magic. Equip your Thunder magic 
and fire shots off at the sorcerer when he pops up. Make sure you keep your 
distance and you cannot get harmed. Dont rush this fight and make sure your 
shots hit as the magic is valuable. If you run out of magic you will have to 
try get in close with your sword. Again dont rush this, pick your moment 
carefully to avoid taking damage. Once the sorcerer has been defeated you will
be presented with the usual crystal and heart upgrade. Once you have these head
back out of the labyrinth onto the world map. 

Now that you have your canoe you can walk along any river areas. By all means 
explore these new areas but eventually you will need to head to J4 which is 
labyrinth V. Stop off at Dagorald village at H5 first to rest and save.

Labyrinth V

    ---------------------
    | 10| 8 | 9 | 4 | 5 |
-------------------------
| 11| 14| 7 | 6 | 3 |
---------------------
| 12| 13| 15|   | 2 |
-------------   -----
                | 1 |
                -----

You begin in room 1 which is empty. Head straight on into room 2 and kill the 
two blue bats and four green trolls to clear the room to reveal a key. Pick up 
the key and use your earth magic on the second stone in on the right to open 
the door to room 3. In room 3 you will find three blue bats and three blue 
beasts. Use the water to your advantage to kill these creatures then push the 
lights on the right hand side of the wall to open both sets of doors. Head 
north first into room 4 and kill the two blue skeletons here. Avoid the spike 
traps and use your key to enter room 5. In here you will find three blue 
skeltons. Kill them and pick up your bonus item, the speed shoes. Head back to 
room 3 and exit through the left door. This room appears to be empty when you 
light the flames but you will be attacked by four spirits when you walk through
so be prepared. Head left for now into room 7. This room has three blue trolls
and two blue eyes. Again skillfully evade their attacks using the water for the
trolls and your axe for the eyes. Clearing the room will open the door to the 
north. There is nothing you can do here at the moment tho so head to room 9. 
You are going to have a tough fight here as you need to kill three blue beasts
with nowhere to hide. You can however just push the lights on the right hand 
side to open the door to the left. This will give you access to a different 
area of room 8. In this roo there are two blue skeletons, two blue bats and 
two blue spirits. Kill whichever get in your way and push the lights on the 
northern wall to reveal a bridge. You can now go through room 7 to reach this 
side of room 8 to pass into room 10. In here there are two black holes and 
four blue magicians to kill. Once you have killed these use your earth magic on
the central block on the left three to transport to room 11. Kill the four blue
beasts here and push the lights on the left hand side to open up a set of doors
in the next room, room 12. Clear out the three green bats, two blue bats and 
two blue spirits in this room and progress to room 13. Room 13 has three blue 
trolls and two blue magic fires which i would avoid and use a spare key to head
straight into the boss room, number 14. Room number 15 should be avoided where
ever possible as it is full of tough enemies. The boss here is either very 
easy or very difficult depending on your tactics. To defeat the boss easily, 
stand in the doorway and fire your Thunder magic to destroy the barrier. You 
may need to resort to your weapon depending on your aim. If so, edge slowly out
and pound away with your sword. You shouldn't take hardly any damage at all if
any if you get this right. Then you will just be faced with the greater spirit
himself. Again, as long as you havent come too far out of the doorway he will 
be unable to reach you and you can stab away with your sword until he is 
finished. When defeated, pick up the crystal and leave. 

When you leave the labyrinth you will see a bridge appear, allowing you to 
access a whole new continent. Before you move across be sure to head over to 
section H2. Kill all the enemies here to reveal a passage leading to a man who
will give you the Plate Mail. This will make taking on enemies much easier as 
your defence will be greatly increased. You may also want to go and pick up an
additional heart from section I1 and a magic pot from F14. You can also upgrade
your Earth magic for 100 horns if you visit the same place where you picked it 
up from. Once you have these you can move over to Nendoria but beware there are
some really tough enemies here. Feel free to explore but sooner or later you 
will need to head to Labyrinth VI at section L8.

Labyrinth VI

------------------------------
| 29| 30| 31| 26| 18| 15| 12| 
-----------------------------
| 28| 27| 24| 25| 19| 14| 11|   
--------------------------------- 
        | 23| 21| 20| 13| 8 | 9 |   
        -------------------------
            | 22| 17| 16| 10|
            ------------------

                    -------------
                    | 5 | 4 | 7 |
                    -------------
                    | 2 | 3 | 
                    ---------
                    | 1 | 6 |
                    ---------

Head through the enterance room into room number 2. In here you will find three
blue skeltons and two crabs. Clear the room to open the door to room 3. In here
you will find four blue bats and two blue spirits. Clear the room and head 
north to room 4. This room contains three blue skeletons and two blue trolls. 
Clear this room to open the doors on both sides and obtain a key. Heading left 
to room 5 contains a warp square but this only takes you to room 6 which 
contains two red bats, three blue bats and one blue skeleton so avoid this for 
now. Head over to room 7 which has four green trolls. Kill these and use your 
Earth magic on the block on the bottom right. This will open another path to 
room 8. From here head right to room 9. Clear the room to open the door again
but make sure to push the right most lights to open another door back in room
8. Clear room 8 of the two blue scorpions and four red scorpions. Head south 
to room 10 and kill the two red bats and three blue magicians to reveal a key.
Head up to room 11 and kill the six blue eyes there before unlocking the north
door. Kill the two blue bats and avoid the traps to press the lights on the 
right hand side of room 12 to open the door to the left. Before you move on 
you will need to head back through room 8 and into room 13. Here you will find
two crabs, three blue magicians and one red magician. Use your key on the 
northern door and enter room 14. In here you will need to dodge the traps and 
enter room 15. In this room there are five blue scorpions. Kill these and push 
the light switch in the sectioned off area to open the door. Head to room 16 
and kill the four blue skeletons to unlock the door to the left. In room 17 
kill the four blue bats and one red bat to reveal a key. Take this and head all
the way back to room 12. From here pass into room 15 and through to room 18 via
the newly opened door. This room contains one crab, three blue magicians and 
two red magicians. Kill all of these to reveal another key. Head down into room
19 and kill the two magic pots, two green skeletons and the three blue 
magicians. Use your Earth magic on the block to the left to open up a passage 
way to room 20. Room 20 has two red scorpions, two magic pots and one crab to 
deal with. Kill these and move to room 21. In this room kill the two blue 
spirits and go south to room 22. Kill the four blue skeletons and one crab here
before moving using your Earth magic on the left most block to open the door to
room 23. In here kill the three crabs and two blue skeltons before using your 
earth magic again this time on the top right block to open the way. Head north 
to room 24. In this room you will find 3 blue trolls and two red scorpions. 
Kill them all to open the door to the left. In this room kill the two green 
magic fires, two blue magic fires and two blue bats. Use your Earth magic on 
the bottom right block to open the door to room 26. This is the boss room so 
before you enter first go to room 27 and take care of the three blue bats and 
three blue trolls here. Move to room 28 and kill the three blue trolls and two
blue skeletons here before pushing the lights on the right hand side of the 
room to open the door to the north. Use your key here to open the door to room 
29. In here kill the two blue and two red skeletons before picking up your item
out of the chest in the middle of the room. Avoid the chest in the corner as 
this is a fake. The item you will get is the Ice Bell. You can now head to 
room 30 to kill the two green trolls and three blue magicians to obtain another
key. You will also unlock a bridge to room 31. This room contains four red 
scorpions and a warp crystal that will take you back to room 8 so avoid this 
for now. There is nothing left to do now other than to defeat the boss in room 
26. Once you enter the room stay in the doorway and fire away with your thunder
magic until the Red Dragon is defeated. Pick up the crystall once it is 
defeated and as always you will have your hearts and magic pots restored as 
well as an additional heart added to your maximum. Make your way out of the 
Labyrinth and back to the world map.

Once you have left the Labyrinth head over to the town of Sid at section M4. He
will give you the Dragon shield now that you have the crystal from Labyrinth 
VI. You should also now use your Ice Bell to your advantage in the fire areas 
to the north. Head to section N1 and use the Earth magic to reveal a passage to
a man who will give you an additional heart. Before moving on it is worth 
pointing out that you can also get an additional heart from section C8 so make
sure you pick this up before moving on as you are going to need all the help 
you can get when the enemies start to get tougher. 

Labyrinth VII
                        -----
                        | 18|
                        -----
                        | 17|
                -------------
                | 15| 14| 16|
                -------------
                    | 13|
                ---------------------
                | 7 | 6 | 5 | 4 | 3 |
            -------------------------
            | 9 | 8 |           | 2 |
        -------------           -----
        | 12| 10|               | 1 |
        ---------               -----
            | 11|
            -----

In room 1 you will need a key to open the door so find a shop that sells them 
and pick one up. Head over into room 2. Room two contains three blue bats and 
two red bats. Kill these to reveal a key. Head into room 3. This room contains
four blue trolls and one red troll. Use the central blocks and your long sword
to your advantage here to kill them. The door to room 4 will now open. This 
room contains two blue Skeletons and one red Skeleton. Dodge the arrows and
push the lights at the far side to open the door. This room contains three red
bats and three red sorcerers. Kill these to reveal another key. Use the earth 
magic to access the lights on the right to open the next door. Room 6 has a 
boss battle against a Dragon. Head left into room 7 once you have defeated the
dragon. This room has three green Trolls and three blue shells. Kill these and
head south into room 8. This room has three red scorpions and three blue trolls
which sounds hard but bearing in mind they cannot go on water you have an easy 
hiding place to attack from. Kill them all to reveal another key. Use it to 
head into room 9. This room has four blue eye balls and two red skeletons. Kill
these and move into room 10. Kill the three blue bats and one red bat here. 
Stand on the blank spaces and you will be attacked by ghosts. Kill these to 
reveal a bridge. Head into room 11 and kill the two Magic Pots and two Crabs. 
Ignore the treasure chests as they are fakes and instead press the lights on 
the left hand side to open the door to room 12. In this room there are two 
blue skeletons and one red skeleton. Kill them, dodge the arrows and pick up 
the Ship from the chest. Once you have this head back to room 6 and take the 
north passage to room 13. In here kill the five blue skeletons and one crab. 
Use your earth magic on the top left block to reveal a warp cube. Take it to
room 14. In here there are three Magic Pots, three blue sorcerers and one red
sorcerer. Kill these and enter room 15. Kill the three blue shells and ghosts 
here and move use a key to enter room 16. Kill the three blue shells here to 
open the door to room 17. Kill the three red bats and four red Sleeping Boxes
here to open the door to the final room. Kill the boss, pick up the crystal and
head back out to the world map.

Now that you have the Ship you have access to all areas of the world, except 
for Death Adder's final labyrinth so there is plenty of exploring to be done.
One area that you should head back to is in Firewood at point A12. Use your 
ship to access the island. Inside the passage you will find a man who will give
you an additional Magic Pot. Also in the area at section B11 is a much more 
important item - the Dragon Mail. This item will reduce the amount of damage 
you take from enemies. Another area where you can pick up an important item is
at K6 where you pick up the Flame Sword. This item will allow you to do more
damage to enemies. Finally you will want to head over to K10. Sail onto the 
small island and use the Ice Bell which will reveal a passage to Linda, who was
a servant of the king. She will teach you the Water Magic which is a healing 
spell. Once you have done all this you are ready to head off to labyrinth VIII
at point J2. 


Labyrinth VIII

-----           -----
| 16|           | 11|
---------   ---------
| 14| 15|   | 12| 10|
---------   ---------
       
        -------------
        | 5 | 4 | 3 |
    -----------------
    | 13| 8 |   | 2 |
    ---------   -------------
        | 9 |   | 1 | 6 | 7 |
        -----   -------------

In room 1 there are no enemies and at the moment no further actions to be taken
so head up into room 2 to the north. This room contains three blue Skeletons 
and three red Skeletons. Kill these to open the passage to the north. In the 
next room, use your torch to light up the room. In here there are initially 
three red Trolls but also three red Sleeping Boxes hiding in the stones. Kill 
all of these to open the western door. In room four you will find a sub boss of
the labyrinth - a green Giant. Killing him is the only way to open the next 
western door so take him down as quickly as possible and head into room 5.

Room 5 initially contains three red Magic Fires although these can quickly 
multiply and cause you problems so kill them as quickly as you can. Use the 
teleport cube to move to room 6 which has two blue bats and two red bats. 
Killing these will open the room to the east but first push the western lights
into the wall before leaving into room 7. This room has three blue Trolls and
three red Magicians. Kill these and press the eastern lights to open the door
back into room 1. Head all the way back into room 5 and you will now be able to
access the southern door into room 8. This tricky room has four blue Shells and
two red Eyes. For now you can pass through this room into room 9. This room has
three Crabs, two red Skeletons and two Chest Monsters. Use the Earth Magic on 
the right box and go through the teleport into room 10. 

This room contains four red Bats and two red Magicians. Firstly kill these to 
open the western door, but first head north into room 11. There are three blue
Magic Fires, two Crabs and two Magic Pots. Kill these and push the western 
lights on the wall. Head back through the other rooms into room 12. This room
contains one blue Skeleton and three red skeletons. Kill these and pick up the
Thief's Key from the chest. Head back through the portal in room 10, back 
through room 9 and into room 8. Head through the western door into room 13 and 
kill the three red Bats and three blue Shells in here before transporting 
through the teleporter into room 14. This room initially has two red Skeletons,
however standing on the light patches on the floors will summon four ghosts. 
There are also two red Sleeping Boxes in the central pillar that need killing.
This will open the northern door. You can head into room 15 which contains two
red Spirits and three blue Shells but this is a trap and you will be forced to 
warp back to the start again so head north into the final room. You can kill 
the boss and pick up the crystal before heading all the way back out onto the
world map. 

Before heading off to the next labyrinth, be sure to stop off at point M14 on 
the map. Break the top blocks of ice to the left to reveal some stairs. In here
the man will give you an additional magic pot. You should now have the maximum
amount of pots and be just one heart short of the maximum there. This you will
get from the next labyrinth at L14...
       

Labyrinth IX

    -----------------
    | 13| 12| 11| 10|
    -----------------
    |n/a| 17| 9 | 8 |
    -----------------
        | 15| 16| 7 | 
        -------------
        | 14|n/a| 6 | 
        -------------
        |n/a|n/a| 5 | 
        -------------
            |n/a| 4 |
---------------------
|n/a|n/a| 1 | 2 | 3 |
---------------------

From room 1 head across to the east and kill the three crabs and the three 
red scorpions here to open the door to room 3. Use your tourch to light the 
room and kill the crab, two blue magicians and three red magicians to open the
northern door to room 4. This room contains three red spirits, two blue bats,
and two red bats. Kill these to reveal the bridge to the north and room 5. In 
here kill the three red shells and two blue eyes before removing the left most
block and push the lights into the wall to open the northern door. This room is
home to two red spirits, two blue magicians and two red magicians. Use your 
Earth magic on the left two blocks and a path will be displayed. The door to 
the west will now be open once the room is clear, however you should ignore 
this route as there is nothing of value here and you will just end up back at 
the start. Head through the northern door to room to room 7. 

In here there is a red dragon to kill and once it has been slain, the northern
door will be open again. Head into room 8. This tough room has four red shells
and two blue shells which all need killing to open the northern door. Firstly 
though head through the western door and kill the two pots and three red eyes
before pushing the left set of lights. Leave room 9 and head through room 8 
into room 10. This room has three red skeletons and two blue trolls to kill. 
This will reveal a warp square but first head west into room 11. Head straight 
across the traps into room 12 from here.

This room contains another sub boss so kill the red giant here and move into 
room 13. Here you will find two red skeletons and four fake treasure chests. 
The chest on the far left is the real one and contains the Magic Balloon. Dont
bother with the room south of here as it is just a trap with nothing of value.
Head all the way back to room 10 and use the warp square here to room 14. This
room has two red skeletons and three red eyes so kill these to open the north
door. Room 15 has three red trolls and two red shells. Push the left set of 
lights to open the door to room 16 which has two red bats and four blue bats. 
Killing these will open the door to room 7 but you do not need to go through
here. Push the right set of lights here instead and proceed through room 15 
into the final room, number 17. This boss is what appears to be death adder but
is actually a decoy. Either way kill him, take the crystal and get out of there
back onto the world map.

There is one final task to complete before heading to the final labyrinth to 
face Death Adder. Head back to area M2 and speak to Princess Tyris who will 
congratulate you on obtaining the nine crystals but will also confirm your 
fears that Death Adder is not dead yet. She will upgrade your fire magic before
wishing you luck in your final mission. Head out now to the final labyrinth 
which is located at J8. In order to reach this you need to go back to the 
labyrinth at L8. A new passage will be revealed showing the way to labyrinth X.

Labyrinth X


    -------------------------
    | 12| 13| 17| 16| 23| 22|
    -------------------------
    | 15| 14| 18| 19| 20| 21|
    -------------------------
        | 34| 32| 31|n/a| 24|
    -------------------------
    | 36| 35| 33| 42| 10| 11|
-----------------------------
|n/a| 37| 38| 39| 41| 8 | 7 |
-----------------------------
        | 25| 40| 9 | 5 | 6 |
        ---------------------
        | 26| 29| 30| 4 | 3 |
        ---------------------
        | 27| 28|n/a| 1 | 2 |
        ---------------------

In the first room, head right into room 2. Kill the two crabs and three red 
Eyes. This will open the door to the north into room 3. This room contains
four blue magicians and two red magicians. Killing these will open the doors 
to the west (room 4) which has three red magicians and three red shells. Empty
this room to open the door to room 5. In the small available area kill the 
fake chest and push the left-hand lights in before heading back into room 3 
and up north into room 6. Dodge the spike traps and press the right-hand light
to open the passage to room 7. This room contains your first sub boss - a red
giant so kill him and head over into room 8. 

In this room kill the two red spirits and avoid the spike traps. Head south 
back into room 5 and pass through into room 9. This room has three blue shells
and two red shells which you can avoid for now and simply exit using the warp
square. Room 10 contains two red skeletons and three red eyes. Kill these to 
open both doors. For now, head east to room 11, where you will find three red
magic fires. Kill these before they get chance to multiply before taking the 
top right block out with the Earth Magic. This will reveal another warp square
which you can now  to go to room 12. Kill the four ghosts and two red magic
fires in here, before heading into room 13. Kill the four red eyes and two red
spirits here before removing the left block to reveal the passage to the 
south into room 14. Kill the three blue skeletons and two red skeletons to
open the next door. Room 15 has five red shells to kill before you push the 
lights on the left side. Head into room 14 again and there will be a new warp
crystal for you to use. Warp through this into room 16 and kill the two crabs
and four red magicians to open the door. Before moving on, drop down into room
19 and quickly push the lights on the right hand side. This will help later.
Room 17 contains four red skeletons and three red shells. Room 18 has four red
bats and two red magicians that need killing to open the door to room 19. In 
here kill the two red spirits and the four red eyes before passing into room
20. Kill the four red bats and move into room 21. Kill the three red skeletons
and two red shells to open the door to the north which is room 22. There is 
your second sub boss lurking in here - a red sorcerer. Kill this one and head
into room 23. This room has three red skeletons and four fake chests. Kill 
these before picking up the mighty Golden Axe from the real chest in the top
left hand corner. You now need to head all the way back into room 16 to warp
here back into room 14. Make your way back to room 12 and warp back to room 11

Back in room 11 you head north into room 24. Kill the two red skeletons and
three red eyes. Take out the top right pair of blocks to reveal a nother warp
cube. Use this to transport to room 25. This room has three red magicians and 
three blue shells that need killing to remove the blockage to the south. Head
there to room 26. Here there are three red magic fires and three red
skeletons. Kill these and head south into room 27. Use the torch to light the
room. Kill the five red magicians and two red shells to clear the room and 
open the door to room 28. This room has three blue shells and two red shells 
to kill before you head north into room 29. Kill the three red bats and two
blue bats before heading into room 30. Kill the three red shells and the three
fake chests before pushing the lights in the top right corner. You can now
access the warp square in room 29 so make your way back around the rooms and 
go through this into room 31. 

This tough room has three red scorpions and three red trolls that need killing
so dispatch these a soon as possible to open the next door. Use the torch in
room 32 and kill the three red magic fires and four ghosts. Head south into 
room 33 and finish off the three red bats and two red spirits before pushing 
the lights on the right hand side. Head back north again and through the 
locked door into room 34. This room has four ghosts and two blue magic fires 
to kill. Head south into room 35 and kill the two crabs and three red eyes to
open both doors. Head left to kill the three red bats and two blue bats. 
Remove the left block and push the lights to open the passage to the south
and room 37. Kill the three red skeletons and three red shells to open the 
doors. 

Head back to room 33 and use the warp cube here now to enter room 38. There
are two crabs and five red magicians to kill here before moving into room 39.
In here remove the left most blocks to reveal the bridge. Head into room 40 to
kill the three red bats and the four red skeletons. Head across into room 9 
and north into room 41. This room has three ghosts and three red sleeping 
boxes to kill which will open the door to the final room. In here is your 
final battle with Death Adder which can be a difficult one as Death Adder will
take approx 22-23 hits with the Golden Axe to kill. See the enemies section 
for tactics on this one.

Congratulations!! You have defeated the evil Death Adder and completed Golden
Axe Warrior!

"The collected peoples of Firewood, Nendoria, and Altorulia enthusiastically
celebrate your return from the palace under the sea, the lair of the evil 
giant, Death Adder.
Your success means a new age of peace and prosperity for, Princess Tyris and
her people and for all the countries of the world. A great feast is announced
in your honour, and amid the festivities, the assembled royalty join in a pact
to unite their lands under the princess, to insure future peace.

The golden axe, the instrument of the world's liberation, returned once more 
to its resting place beyond the grasp of mortals. The legends say that the axe
will return only when evil rises once more to challenge peace and happiness.

The legend of your battle with Death Adder and his vile minions will be told
beside the evening fire for ages to come. The people feel certain that if the 
evil ever returns so shall the golden axe warrior."
 
===============================================================================

*******************************
Section IV - Credits and Thanks
*******************************

4.1 - Credits and Thanks
------------------------

Credit to Sega for the Introduction paragraphs taken from the original game.

Thanks to GameFAQ'S for giving me the opportunity to publish this guide.

Thanks to the makers of Sega Mega Drive Ultimate Collection for reproducing 
this game on a modern console.

Thanks to Sega for making the original game.

Thanks to the readers for looking at my guide.