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    FAQ/Walkthrough by Wingchild

    Version: 1.8 | Updated: 05/06/00 | Search Guide | Bookmark Guide

                             Crystalis FAQ/Walkthrough
                              Version 1.8, 05/06/2000
                         by Brian Kern <wingchild@home.com>
                         This FAQ is copyrighted material.
     LIMITED REPRODUCTION LICENSE: This FAQ may be posted, emailed, or saved to a
     disk without express permission, provided that the FAQ remains unaltered, and 
     the full copyright notice is in place. Removing the copyright notice and
     rights disclaimer voids any rights assigned.
     Exclusions: This FAQ may not be used for promotional purposes, nor may it be
     incorporated in guides, magazines, secured websites, or in any state or place
     where a fee is charged in order to obtain the information contained within.
     All professional use rights are retained by the author.
     All copyrights and trademarks are held by their respective owners, when not
     specifically mentioned.
     Crystalis is (c) 1990 SNK Corp of America.
     Future revisions of this FAQ may be found at http://www.gamefaqs.com .
    Table of Contents
          3.1.  General commands
          3.2.  Notes on gameplay  
          - The Wind Valley
          4.1.  The Town of Leaf
          4.2.  Start the Windmill
          4.3.  The Sealed Cave
          - The Cordel Plains
          4.4.  Akahana's Statue
          4.5.  Visit the Town of Oak
          4.6.  Saving the little Oak boy
          - Mt. Sabre
          4.7.  Tornel's Challenge
          4.8.  Trouble at Leaf
          4.9.  Jailbreak
          - Portoa        
          4.10. The Waterfall Cave
          4.11. The Queen's Secret
          4.12. Find, find, find a boat
          - The Angry Sea   
          4.13. Evil Spirit Island   
          4.14. The Zombie Town  
          4.15. Calming the Whirlpools
          - Brief Interlude
          4.16. Where's Kensu?
          4.17. The Bow of Moon
          - Mt. Hydra     
          4.18. Rejoin the wise men
          4.19. Cave of Styx
          4.20. The fall of Shyron
          - The Fortress Town
          4.21. The Oasis Cave     
          4.22. Assaulting Goa Fortress
          4.23. .. but where's Kensu?
          - The End       
          4.24. Final Preparations
          4.25. The Desert Pyramid
          4.26. The Floating Tower
    5.  THE EXTRAS
          5.1:  Experience and Spell charts
          5.2:  Equipment, Town Items, and Event Items
          5.3:  Enemy chart
          5.4:  Game Genie Codes
          5.5:  Odd Tricks
      1.  REVISION HISTORY      
    v1.8, 05/06/2000,
     Finished the monster table, everything's where it ought to be, time to
     actually submit. This is the first posted version, and I hope it's
     satisfactory for the masses. :)
    v1.7, 05/06/2000, 7:00pm
     Finished redesigning the layout, and putting all of the charts into their
     respective places. Just need to touch up some info on the monster chart.
    v1.6, 05/06/2000, 6:30pm
     Finished codifying the walkthrough section, starting table revision.
    v1.5, 05/06/2000, 12:11am
     Completed the game, updating the walkthrough information. I'll complete the
     tables later today and then upload the first version.
    v1.4, 05/04/2000, 11:20pm
     Finished gameplay through the end of Goa, but only formatted up till just
     before Mt. Hydra. Tables are nearing completion as I sail to the end of the
     game.. gonna have to have someone else write down a few experience values for
     me, unless I feel like replaying later.
    v1.3, 05/03/2000, 11:10pm
     I hate starting play at 8pm, leaving me doing one section per night, but..
     Gundam Wing *must be watched!* Sometimes even twice. So, sorry for the slow
     progress.. but since I'm not posting anything till the end, nobody'll notice.
     I'm shamed, though. I was hoping to be the first with a Crystalis FAQ up, and
     it seemed like everybody beat me to it, just two days after I started. *sobs
     uncontrollably*.. ah, well. Too late to turn back now. :)
    v1.2, 05/01/2000, 11:20pm
     Completed the Portoa section, slated to complete the Angry Sea tomorrow.
     Added several tables - spells, swords, consumable items, and special items.
    v1.0, 04/30/2000, 11:12pm
     Finished as far as reaching Portoa. Gave it a 1 to signify the fact that now
     we've actually got some content, and that I've decided on a final form for
     the document.
    v0.9, 04/30/2000, 6:23pm
     Actually adding info now that I'm playing, woo woo. Wind Valley completed,
     heading into Cordel Plains.
    v0.8, 04/30/2000, 4:45pm
     Scrapped my previous format, trying *again* to get something I like.  You'd
     think that with all of the FAQs I've read, I could write one with a readable
    v0.5, 04/30/2000, 2:50pm
     Fixed up the armor/shield tables, dropped in the Table of Contents, jamming
     to my Final Fantasy Tactics soundtrack.
    v0.3, 04/30/2000, 1:45pm
     Added more Game Genie codes.
    v0.1, 04/30/2000, 1:40pm
     Started the FAQ with a stack of information that I'd pre-written a long time
         Welcome to my Crystalis FAQ. Contained within you'll find a complete
    breakdown of the game, a full walkthrough, some useful charts, and any codes
    and tricks that I've acquired.
         I was quite surprised to see no other Crystalis FAQ available when I
    wrote this, considering what a great game it is and how long it's been out.
    Ah, well. :) The latest version of this FAQ can be found at GameFAQs
    <http://www.gamefaqs.com>, so stop on by and see if anything's changed.
         A 10 year veteran of the gaming console wars, Crystalis is a classic.
    It's an adventure/RPG.Play runs more like an adventure game - lots of
    wandering around, killing creatures in active-combat, and the like. However,
    Crystalis also has a lot of the elements of role playing games, such as the
    ability to buy and sell equipment, purchase support items, use magic, save at
    Inns, and the like.
         The object of the game is to scour the world for the four elemental
    swords, and defeat Draygon, an evil wizard. Draygon has ressurected the dark
    art of Science, and is trying to use it to enslave the world.
    | 3.1: General Commands                                                      |
    Control Pad: No effect.
    A          : No effect.
    B          : No effect.
    Select     : Toggle between Start and Continue
    Start      : Chooses Start or Continue
    Control Pad: Moves your character around, talks to people (run into them),
                 opens chests (run into them)
    Select     : Enters the inventory screen
    Start      : Enters the status screen
    A          : Uses the selected magic spell
    B (press)  : Swings your sword, uses a selected consumable item
    B (hold )  : Charges your swords attack level
    B (release): Fires a charged shot from the sword
    Some areas have alternate uses for the buttons.
    Control Pad: Selects menu items, changes screens
    A          : Selects an item or spell
    B          : Attempts to drop an item
                 * Note: You are prompted with a yes/no question first.
    Select     : Exits to the game
    Start      : Enters the save screen
    Control Pad: Chooses Save or Load, and which file to use
    A          : Saves or Loads the file you're pointing at
                 * Note: You are prompted with a yes/no question first.
    B          : Exits to the game, cancels the yes/no question
    Select     : Exits to the inventory screen
    Start      : Exits to the inventory screen
    Control Pad: No effect.
    A          : No effect.
    B          : No effect.
    Select     : No effect.
    Start      : Exits to the game.
    Control Pad: Selects a character
    A          : Chooses a character
    B          : Backs up one space
    Select     : No Effect
    Start      : Same as choosing End from the menu
    Control Pad: Selects an item or menu option
    A          : Chooses an item or menu option
    B          : Cancels a menu option or exits the shop
    Select     : Exits the shop
    Start      : No effect.
    To fight a monster, equip a sword from your inventory screen, walk up to it,
    and hit B. Every sword has a range attack as well, which will be your primary
    way of fighting.
    In order to use the range attack, charge the sword up to a higher level by
    holding down B until you reach the level of power that you desire. Once there,
    release B for a powerful magical blast. Level 1 and 2 blasts can be done as
    much as you like; Level 3 blasts consume magic points. You can only charge
    your sword while standing still.
    All swords start out being able to charge up to Level 1. If you want to charge
    to Level 2, you have to find the Ball for your sword; if you want to charge to
    Level 3, you have to find the Bracelet.
    If you want to charge up to a given level and keep it there, charge your
    sword, and then keep holding B while you move around. You'll learn this very
    early on.
    | 3.2: Notes on gameplay                                                     |
    Certain swords kill certain monsters; if you can't seem to cause damage to an
    enemy, consult the monster chart to see what weapons damage them. If you're
    using the right weapon and still can't cause damage, the reason is because
    your level is too low for the area. Try raising your level, and attacking
    Only a Level 2 or higher shot will pass through walls and other stationary
    obstacles; You'll need this to reach enemies that can stay in the background,
    such as bats and killer flowers.
    Once you acquire the bracelets, you may find yourself accidentally charging up
    to Level 3, and wasting magic as a result. To get around that, keep this note
    in mind ..
    If I am using this accessory ..              My max sword charge is..
    Ball for my sword                            Level 2
    Bracelet for my sword                        Level 3
    Ball or Bracelet for another sword           Level 1
    No accessory                                 (highest level - 1)
    If you have just a sword with no accessory for it at all, you can charge it to
    Level 1. If you have the Ball equipped, it's Level 2; if the Bracelet is
    equipped, it's Level 3.
    However, when you equip, say, the Ball of Water and the Sword of Fire, you can
    only charge up to Level 1.
    If you have the Sword of Water equipped, and possess -but do not wear- the
    Blizzard Bracelet, you can charge to Level 2.
    It's hard to explain, so try it out. :)
    One final note: poison can kill in this game, so make sure to take care of it.
    | 4.1: The Town of Leaf                                        ML:1  RL:1    |
    SPECIAL: $100 gold, Sword of Wind
    The game leads off with our happy hero character being sealed in cryogenic
    stasis. Choose a name that suits you, and leave the happy cave. When you step
    outside for the first time, you'll scare some poor guy to death. Follow him to
    the left, and enter the Village of Leaf.
    Talk to the elder in the upper left house to get the   Sword of Wind. Talk to
    the man in the upper right house to receive $100, then buy the Alarm Flute.
    You can purchase your first set of armor and a shield here, or you can save
    your money until you hit Brynmaer. Equip the Sword of Wind, and leave town
    through the northern exit.
    | 4.2: Start the Windmill                                      ML:1  RL:2    |
    SPECIAL: Windmill Key, Refresh Spell
    Go west a little bit, and then follow the mountains all the way around to
    Zebu's Cave. Fight what enemies you encounter for gold and experience.
    Zebu will ask you to start the windmill. Go east, and stay in the northern
    part of this area. You'll find a small wooden bridge leading northward,
    patrolled by a blue slime or two. Go up there and enter the Windmill Cave.
    Inside the cave, go around the first corner, and then north at the
    intersection to find the sleeping Windmill operator. Select and use the Alarm
    Flute while standing next to him, and he'll wake up. When you talk to him,
    he'll hand over the windmill key, and ask you to not tell Zebu that he was
    sleeping. :)
    Head back south, then west at the intersection, and follow the path until you
    come out in front of the windmill. Select the key, hit B in front of the
    keyhole, and turn the windmill on. When you exit the windmill, you'll see a
    new cave's entrance open.
    Go back to Zebu's Cave, and talk with him. He'll give you the Refresh spell
    for activating the Windmill.
    Head back to the town of Leaf, and visit the Inn if you need to recover health
    or magic. Pick up a medical herb if you feel you'll need it - now is a good
    time to save.
    | 4.3: The Sealed Cave                                         ML:3  RL:4    |
    ITEMS  : Warp Boots, Medical Herb (x2), Antidote
    SPECIAL: Ball of Wind, Rabbit Boots
    Go to the Sealed Cave, which the windmill opened for you. Follow the path
    around until you reach an intersection - head to the right, since up leads to
    a temporary dead-end. Keep going until you reach the end of the corridor,
    where two staircases lead.
    The upper staircase leads to a room with a large bear and a treasure chest.
    The chest contains a pair of warp boots.
    Go down the lower staircase. At the four way intersection, head down and
    around the corner to pick up a medical herb. Go back to the intersection and
    head to the right. Go all the way down at the next turn to find the Ball of
    Go straight up from the Ball of Wind, charge the sword to Level 2 and use it
    to break through the rock wall at the dead end. Behind the wall is an
    Go back down to the intersection, head all the way left and take the stairs.
    Go to the next intersection, go up, and break apart the rock wall. Go up to
    the wall, left, and take the stairs. Pick up the medical herb from this room,
    go back to the stairs, and go all the way right. Take the stairs. Follow the
    path around until you reach the Vampire's Room.
      BOSS: VAMPIRE                        REQUIRED LEVEL: 3      SWORD: WIND 
      The Vampire attacks by releasing a pair of bats. The bats will try to fly
      into you. If you keep moving, they aren't to hard to avoid, as they can't
      stop that fast. The Vampire will then teleport randomly around the room to
      avoid being hit.
      You can kill the bats if you choose; the Vampire will simply release more,
      if necessary. The bats don't give you any experience points, so it's better
      to just leave them be.
      As the Vampire takes damage, he'll begin to teleport sooner, so your
      reaction time will have to improve to catch him. On the whole, this isn' a
      difficult fight.
    Killing the vampire makes a chest appear. Open the chest to get the rabbit
    boots. Head up through the vampire's room, and exit the cave to reach the
    Cordel Plains.
    | 4.4: Akahana's Statue                                        ML:3  RL:4    |
    SPECIAL: Onyx Statue, Gas Mask
    From the cave exit, head down and left to reach the town of Brynmaer. Near the
    entrance, you'll see a man standing around. Talk to him. He reveals that his
    name is Akahana, and that he's lost a special statue.
    Leave town, and head to the right until you run into the river. Follow the
    river up and to the right, until you locate the bridge. Cross the river
    bridge, and head left, to where the tall grass is. Walk around in the grass
    until you find the Onyx Statue; it's over on the right side.
    Take the statue back to Akahana, and he'll give you the Gas Mask in exchange.
    While you're visiting Byrnmear, stop in the tavern and talk with the people
    there. One of them will run off to climb Mt. Sabre.
    | 4.5: Visit the Town of Oak                                   ML:3  RL:4    |
    Leave town again, and head for the river bridge. Cross over, and head down and
    right. When you get to the poison ground, equip your Rabbit Boots, which you
    picked up from the vampire. You can use the A button to jump while you're
    wearing them. Hop on through the poison. Jumping lets you take far less damage
    than walking.
    Keep heading right, and you'll run into some mountains. Head up and to the
    right and find the path that leads to the Swap Forest. Equip your Gas Mask,
    and head in.
    Once inside the forest, go right to the first intersection, then go all the
    way up, all the way right, and up to find the town of Oak. When you talk to
    the people, all you'll be able to get out of them is that they want you to go
    in peace.
    Leave town: go down from the town entrance, left at the first opportunity,
    down at the next two intersections, and then all the way left to exit the
    Swamp Forest.  
    | 4.6: Saving the little Oak boy                               ML:4  RL:5    |
    SPECIAL: Telepathy Spell, Sword of Fire, Ball of Fire
    Head back over the poison ground, and cross the river bridge. Head straight up
    from the river bridge to find Tornel's Training Studio. Tornel will appear,
    and ask you to fight with Stom.
    Your object is to force Stom back against the wall. You will likely have to be
    level 4 to do this successfully, otherwise Stom will just whip up on you. Keep
    flailing away with your sword. When you manage to push Stom against the wall,
    Tornel rewards you with the Telepathy spell.
    Tornel will ask you to bring him the Thunder Bracelet if you ever find it, and
    will then promptly disappear. Take this in stride. :)
    Head back into the Swamp Forest, and go back to the Town of Oak. This time,
    people are a tiny bit friendlier; enough to beg for your help, anyway. Talk to
    the woman in the bottom left house, and she'll plead with you to find her lost
    From the entrance of town, walk all the way down. Go right when you're forced
    to, and take the next intersection down. Follow it around to the left to
    locate the lost boy. To get back to Oak from here, go right and up as
    necessary, head left at the intersection, and walk all the way up at the next
    When you enter town, the boy will run back to his house. Visit there and talk
    with his mother, and she'll reward you with the Insect Flute. Seeing as how
    this summons a monstrous insect to do battle with you, I'm not certain how
    this is rewarding.. but I digress.
    Go to the upper right house and talk with the elder there, who hands over the
    Sword of Fire. Remember to equip it. You'll find it very useful against the
    inhabitants of both the Swamp Forest and the Cordel Plains region.
    Now that you've saved the boy, the town is more friendly. Utilize the Inn and
    save, because you're about to engage in another boss fight. When you're ready,
    leave town. Walk down, and take the first available right. Follow it all the
    way to its end, and then walk up until you reach a wide open space. Use the
    Insect Flute here to summon the Giant Insect.
      BOSS: GIANT INSECT                   REQUIRED LEVEL: 4      SWORD: FIRE 
      The Giant Insect fires green bursts straight down from its mouth. A green
      flyer will be zipping around as well. It looks a lot like the red insects in
      the swamp forest did, except that it's green, it's invincible, and it can
      fire projectiles in any direction.
      The Giant Insect is fairly predictable and only shoots one way. The flying
      insect is harder to avoid, but his projectiles are a little slow. Exercise
      some caution and you should be fine.
    A chest containing the Ball of Fire will drop after this fight. Pick it up,
    and equip it right away.
    From the Giant Insect room, walk all the way down, turn left at the corner,
    walk down at the next intersection, and then head left all the way to the
    exit. Get out of the Swamp Forest, walk back to Brynmaer, stop by the Inn, and
    save your game.
    | 4.7: Tornel's Challenge                                      ML:4  RL:5    |
    ITEMS  : Warp Boots, Magic Ring
    SPECIAL: Tornado Bracelet, Teleport Spell
    Leave Byrnmaer, and go down and left to find the entrance to Mt. Sabre.
    Follow the trail to the left, up, and take the left path. Keep going this way
    until you pass the second ice slide that leads upwards. Deactivate your
    spells, equip your Rabbit Boots and jump your way up the ice slide. Walk to
    the right and enter the cave.
    Walk up and destroy the ice wall. The next room is a circle, so go either way,
    heading up and around. Destroy the ice wall at the top, go up, and acquire the
    Tornado Bracelet.
    Leave this cave, go back to the ice slide, and slip down to the bottom. Follow
    the path left and down. Go right, past the ice slide, and enter the cave.
    Walk up, turn left at the intersection, and walk up some more. Destroy the ice
    wall, and go up, then left, and down to the stairs. You'll wind up on a ledge
    with a chest; this chest contains a pair of Warp Boots.
    Follow the path backwards to the T intersection, and go all the way right. Go
    up, and destroy the ice wall. Keep going up and follow the path to the stairs.
    On the next floor, the chest immediately to the left contains a medical herb.
    Walk to the right, then down and break the ice wall. Go right and take the
    stairs. Follow the path until it splits, then go up to the stairs. Go straight
    across to the next set of stairs, and follow the path until you reach another
    ice wall. Destroy it, and follow the path to the exit.
    Sitting around outside is Tornel. Talk to him, and he gives you the Teleport
    Spell. The chest to Tornel's right contains a Magic Ring.
    | 4.8: Trouble at Leaf                                         ML:4  RL:6    |
    Use the Teleport spell to go back to Leaf. Leave town, and return to Zebu's
    Cave. Use the Sword of Fire to break open the ice wall behind him, and then
    talk to him. He'll warn you that not all is well in Leaf.
    Run back to the town; you're too late, though. Everyone has already been
    taken. If you like, you can talk to the bunny rabbit living in the Elder's
    woodshed for a clue as to what happened.
    Use the Teleport spell again, this time, to go to Byrnmaer. Hit the Inn to
    replace your lost magic, and save. Leave town, head to the river bridge, hop
    over the poison, as though you were going to the Swamp Forest. This time,
    however, we're going to head straight up, to the second path that leads to Mt.
    Follow the path until you find Nadare's Inn. You can save here; do so. Talk to
    the patrons. When you're finished, head to the left of the Inn, where you'll
    see the poor guy from Byrnmaer who set off to find his fortune. Talk to him,
    and he'll give you an idea of who you're facing, just before he dies.
    | 4.9: Jailbreak                                               ML:7  RL:7    |
    ITEMS  : Antidote
    SPECIAL: Prison Key, Flame Bracelet, Paralysis Spell
    Keep following the path until you find the Draygonian guards at the entrance
    to the cave. Switch over to the Sword of Wind, and walk up to them to make
    them attack. Dispatch them, and enter the cave.
    Go all the way up and take the stairs. Follow the path to the left, then go
    down, left, and follow the path to the ice wall. Destroy the wall, follow the
    path up and right to an antidote. Go left, down, and right to get back to the
    main intersection. Go all the way down to the cave's exit.
    Walk straight across to the right and enter the next cave. Follow the path to
    the right and then all the way up. Destroy the ice wall, and take the stairs.
    Follow the path to the exit.
    Take the mountain trail left and up, then enter the cave you find. Go right
    and take the first path up. Take the stairs, then follow the path until you
    exit the cave.
    Head to the right, and enter the next cave. Kill the Draygonian guards if they
    get in your way. Go to the left and break open the second ice wall. Head up,
    talk with the imprisoned villagers (they could care less!), and break the ice
    wall in this room. Head up again, and pick up the Prison Key.
    Go two rooms down, head right, and break open the ice wall that you skipped
    last time. Go up one room, talk to the (much more grateful) villagers, and
    break open the ice wall in this room. Follow the path until you leave the
    Take out the Draygonian guards, and head up the central flight of steps, where
    the jailer, General Kelbesque, awaits you.
      General Kelbesque moves around in a semi-random fashion. He'll stomp on the
      ground, causing small projectiles to rise up near him in a random pattern.
      The projectiles then cruise towards you at a good pace, and there are a lot
      of them.
      Typically, the general will try to move towards you, and dart away when you
      run. The projectiles always head for where you were standing when they first
      take flight, so if you keep your distance from Kelbesque and plan for where
      the projectiles are going to go (a straight line flight to where you were
      just standing), you'll be okay.
    When Kelbesque dies, a chest falls to the ground. Open it for the Flame
    Bracelet. Next, use the Prison Key to open the locked gate. Head down into
    this room to find the Elder of Leaf.
    The Elder tells you to open up the passage behind him, and that it leads you
    to Portoa. The Queen there should be able to help you. Use the Sword of Fire
    to break open the ice wall, and run through to the exit of the cave.
    Just before you can leave, you'll be granted the Paralysis spell.
    Leave the cave. You wind up at the top of a gigantic ice slide. If you slide
    down, you will be just to the right of Portoa.
    | 4.10: The Waterfall Cave                                     ML:7  RL:7    |
    ITEMS: Flute of Lime (x2), Sword of Water, Shield Ring
    Go into the city, and find the palace, in the northwest of Portoa. Walk up to
    the central chamber to talk to the Queen, even though she doesn't say much.
    Walk over to the Fortune Teller, in northern Portoa, next to the pawn shop.
    Talk with her, and she'll tell you to see the Queen, and that your way will be
    open. Walk back to the Queen, chat some more.
    Now, leave the palace, and then re-enter. Walk immediately to the left, aim
    up, and fire off the Paralysis spell to stop the guard from blocking the door.
    Head into the Queen's chambers, and through the back door in her room. You
    can't go anywhere just yet, so head back out of the palace.
    Walk back to the fortune teller, who tells you that the way will *definetly*
    be open. This time, when you talk to the Queen, you'll be asked to check out
    the cave behind the waterfall, and she'll give you the Flute of Lime. One
    might also note the presence of the guard in front of the back door in the
    throne room. :)
    Save before heading out, then leave Portoa. Head up and right until you find
    the waterfall. Walk behind it to locate the Waterfall Cave.
    Try to conserve a little magic. The Teleport spell costs 20mp, and it's a lot
    faster than walking, so I'm going to recommend using it from here. If you
    don't want to break down and spend the MP, keep in mind that there are two
    Portoa locations that the warp trick can take you to. (See <where-ever>.)
    Follow the path until you reach an intersection. Follow the right path, break
    the ice wall, and continue on to the stairs. Walk up and right, and you'll
    find two people that have been turned to stone. Use the Flute of Lime to
    restore them, and talk to each of them. When you're finished, go up the stairs
    behind them.
    This area demands a little more caution, due to the Gorgons. The Gorgons can
    turn you to stone with their breath weapon, so try and stay out of their way.
    You won't be able to harm them until you get the Sword of Water.
    Go straight up, then follow the right hand path to the ice wall. Break it, and
    continue going up. Follow the path until you reach the river. Go up along the
    river bank, and take the first right. Destroy the ice wall to retrieve the
    Sword of Water.
    Walk back to the river, head down and right, and go back to the stairs. Keep
    following the path until you're back to the wide three-way intersection. Head
    left this time, and destroy the ice wall that you'll find. Go all the way up,
    all the way right, and head up once you hit the river to find another Flute of
    Go back down and left, and take the path that leads up, where you'll find
    Akahana, locked in stone. Use the new Flute of Lime to restore him. Talk to
    him and he'll hand over the Shield Ring, then run off. From this point on,
    it's a good idea to keep the Shield Ring equipped, as it doubles your base
    shield defense rating.
    Use the Teleport spell, and warp back to Portoa.
    | 4.11: The Queen's Secret                                     ML:7  RL:8    |
    SPECIAL: Ball of Water, Shell Flute, Recovery spell
    Crash at the inn for your health and MP, and see if you can purchase the
    Platinum Armor and Shield yet. I recommend getting both while you're here,
    they're definetly worth the money, and they'll help keep you from dying in the
    Portoa area. Enemies prior to here weren't that strong. :)
    Save again, and head back out to the field. Walk right form Portoa to find a
    small river bridge. Hop over and head down to the mountains. Follow them along
    to the right, hop over the poison ground, and take the mountain pass that
    leads down.
    You'll wind up in an open plain area. Head to the bottom left corner, and
    you'll find another path to take you to another open area. From here, go
    straight up to find another path, which leads to the Tree of Lime.
    As you approach, Rage, Guardian of the Lime Tree, will surface. Upon seeing
    the Sword of Water, he'll hand over the Ball of Water.
    Go back to Portoa, walking or teleporting. Purchase a medical herb from the
    item shop, and head back to the Queen's chambers. The guard won't stop you
    this time.
    Walk around the bend in the river, and use the Sword of Water at level 2 to
    create an ice bridge when you reach the shallow point. Head down and through
    the exit there - you wind up in the Fortune Teller's room, on the other side
    of the counter. Go through the other door to exit.
    Use the Sword of Water to create a bridge leading upwards, and go across.
    Enter the door to the right, and you'll find the Fortune Teller. .. or is it
    the Queen? Or is it neither?! In this case, they're all the same person. The
    Queen of Portoa reveals herself to be Asina, one of the wise men that will
    help you on your journey. For your efforts, Asina will grant you the Recovery
    Asina will tell you that if you can eliminate the whirlpools from the Angry
    Sea, she'll teach you the Barrier spell.
    Leave Asina's room, and walk around and up the river. Create another bridge,
    and head up to find a sick dolphin. Heal up with Refresh, and equip the
    medical herb. Use it while standing next to him to help him out. The dolphin
    will thank you, and hand over the Shell Flute, which you can use to call on
    him for a ride later.
    | 4.12: Find, find, find a boat                                ML:7  RL:9    |
    If you still aren't wearing some Platinum gear, go back to the Waterfall Cave
    and whip up on Gorgons until you've got the money. I also recommend hitting
    Level 9 by this point, just for the hp/mp increases.. you're likely going to
    wind up needing them. After fitting yourself with new armor, considering
    earning about 800 to 1000 more gold.
    You should really teleport back to Leaf, purchase a couple of antidotes from
    the item store, then teleport back to Portoa, and buy a couple of lysis
    plants. You should also hit the Inn and save prior to heading into the next
    Why all the precaution? Because the enemies coming up can paralyze and poison,
    naturally. :) It's highly unlikely that you're going to get out of there
    without being affected by one or the other. Yes, you have the recovery spell
    and you can use it - for paralysis, poison, or both - but you might want to
    keep some MP handy for teleporting back *out* of this next cave, since it's a
    long walk.
    Enough spiel. Walk all the way left in Portoa and find the boat house. Chat
    with the owner, who dismisses you rudely, and his daughter, who lets you know
    that he's upset at losing his fog lamp.
    Leave town and head to the right to find the river. Walk up along the
    riverbank until you run into some poison ground. The river's shallow at that
    point, so create a bridge with the Sword of Water. Hop over the poison with
    the rabbit boots and continue to the right. You'll see a cave; head on in.
    Walk all the way up, and then left. Go all the way up at the next turn, turn
    right around the corner and break apart the rock wall to find a chest with a
    lysis plant in it. Head left and down and take the right path that you
    skipped. Go all the way right, all the way down, and take the stairs.
    Hop straight across this room to the other set of stairs. Be mindful of the
    spinys, they are poisonous.  
    Go all the way right, all the way down, and turn left. Take the first path
    goign down and make an *effort* to ignore the chest that you'll see on the
    way. It's not really a chest - it's a killer enemy, which is fast, poisonous,
    and immune to any weapon you possess. So, skip it, and break open the rock
    wall instead. Go all the way down, all the way right, and take the stairs.
    Walk all the way left and up, and take the stairs again. Break open the rock
    wall, then head to the right and take the first path down. Cut through another
    pair of rock walls, go right, and follow the path until you reach the stairs.
    Go up, right, up, and take out the rock wall. Keep going up, then right, and
    take the next set of stairs.
    Walk down and left under the bridge that you crossed moments ago. Then walk up
    around the corner, destroy the rock wall, and open the chest to find the fog
    lamp. By this point you're likely sick of spiders, so teleport back to Portoa.
    Hit the Inn, and stop by the item shop to pick up a couple of antidotes, as
    the next area is full of poisonous creatures. Save again, and leave town. Head
    to the river bridge, and walk down to the mountain pass again. On the other
    side of the passage, head straight down to the river, and follow it to the
    left to find a shallow point. Make an ice bridge across. Cross the river, walk
    to the right, and enter the cave.
    Follow the path and break open the rock wall. Keep following the path until
    you reach the stairs.
    Go right, and take the first path going down. Take the first path that leads
    to the right, break open the rock wall that you'll find, and grab the chest
    for an antidote. Walk back up and left, and resume walking down at the
    intersection. Follow the path down, all the way to the left, cut through
    another rock wall, head left, down, and climb the stairs.
    Follow this path to its end, taking out the rock wall that you run into, and
    take the stairs. These stairs lead you to an open cavern full of nice music
    and flowers. Walk around in the flower patch in the upper right of this room
    to locate the Kirisa Plant. Once you have it, teleport back to Portoa.
    Hit the Inn again, save *again*, and walk all the way left to reach the
    boathouse. Hand over the fog lamp, and the boat owner tells you to use the
    boat how you want. Hop into the boat, and you'll cruise to a nearby
    Walk inside, and talk to the guard and Kensu. Kensu's a bit preoccupied
    though, since he's lost something. Save inside the lighthouse. Step outside
    and.. no boat? eep. What now?
    | 4.13: Evil Spirit Island                                     ML:7  RL:10   |
    ITEMS  : Lysis Plant
    SPECIAL: Love Pendant, Iron Necklace
    Equip the Shell Flute, walk up to the shoreline, and use it. The dolphin that
    you saved will come by to give you a ride. Talk to him to hop on his back.
    Head due left, until you hit the mountains. Follow the mountains up and around
    to the left, and back down past the octopus. Go into the sea cave. This is the
    same cave that you were in while you were discovering the true identity of the
    Queen of Portoa.
    Sail over to the right, and explore the upper part of the channel. Don't go
    around the corner, just keep searching; eventually you'll find the Love
    Pendant. Hang on to this item for later.
    Sail back out of the cave, and head back to the lighthouse where Kensu is.
    Instead of stopping by for a visit, sail up and to the left to find an
    isolated beach with a cave on it. Enter the cave to find the town of Joel.
    Walk to the building in the upper left part of town, and talk with the elder,
    Ralph. You'll learn that Mesia, the girl who was looking for a boat from
    Portoa, has gone to Evil Spirit Island to be a voluntary sacrifice.
    Now is a great time to teleport back to Portoa. I recommend purchasing a pair
    of medical herbs and a pair of lysis plants, because of the large amount of
    paralysis in the coming area, and the need to conserve magic.
    Teleport back to Joel. If you like, you can hit the item store here for a
    Fruit of Power or two, to restore your magic while you're traveling.
    Regardless, stay at the Inn, and save at Joel.
    Walk back to the beach and call the dolphin again. Sail left past the
    whirlpools, then head up and get past the octopus to enter Evil Spirit Island.
    The entrance cave has several turtles in it. The turtles are very easy to kill
    with a Level 2 blast from the Sword of Fire, so if you aren't at Level 11
    already, now's a good time to build up. You will need to hit Level 11 prior to
    completing this area.
    Ride over to the beach and climb the stairs you find. Follow the path to the
    river, and walk down until you find the shallows. Use the Sword of Water to
    form a bridge, and then walk up to the other side of the river.
    Follow the river bank again until you find another shallow spot, and create a
    bridge leading to the right so that you can cross the river again.
    Walk up and start walking to the left. For later reference, if you fall off
    the moving platform, this is where you will be. Walk left until you reach the
    third path leading up, and take it. Break the rock wall with the Sword of
    Wind, follow the path to its end, and take the stairs.
    Walk all the way left, down, and left, without taking any side routes. Then,
    walk up, take out the rock wall, keep heading up, and take the stairs.
    Walk left to the river, and ignore the chest above you - it's a fake. Walk
    down to the bottom and make a bridge, cross over, and walk back up to the top
    of the river to find a chest. The chest contains the Iron Necklace.
    Go down, cross the river, and go up and right to get back to the stairs. Walk
    back left and down to the corner, then walk all the way right. Walk up, and
    take the first path leading right. Walk all the way right and all the way up.
    Walk right from here, and take the first path leading down. Stop at the edge
    of the pit and wait for the moving platform to arrive. It stops at either end
    for a moment, so don't panic and try to rush over.
    If you do fall down, work your way back. I mentioned above where you'd be
    landing. :)
    After you get off the moving platform, walk all the way to the left, and go up
    to pick up the chest for a lysis plant. Walk straight down, a little left, and
    take the stairs .. into a deserted zombie town.
    | 4.14: The Zombie Town                                        ML:11 RL:12   |
    ITEMS  : Fruit of Power
    SPECIAL: Broken Statue
    Go in to the lower left house, and walk up to the second floor to find Clark,
    Ralph's brother. He warns you about Sabera, the Sorceress, who's responsible
    for what happened to the town.
    You can save your game here in zombie town, and I recommend it. Hopefully you
    were able to conserve health and magic on your trip through the island cave.
    Walk through Zombie town, until you find the gates of the castle. Head in and
    walk to the four-way intersection. Walk right, and then up, to come face to
    face with a familiar enemy.
    BOSS: VAMPIRE                        REQUIRED LEVEL: 10     SWORD: WIND 
      The Vampire hasn't changed tactics much. He can still only be hurt by the
      Sword of Wind, and still prefers to have his bats do all of his dirty work.
      The first time that he releases bats, he'll release 2, and they tend to be
      more accurate than before. He'll release a third later into combat, unless
      you take steps against him.
      The bats really hurt this time around, so I recommend charging the sword up
      to Level 3 and spending a little magic on your first or second attack. Why
      just damage the Vampire when you can put those pesky bats down temporarily
      as well?
      If you work fast and hit him repeatedly with Level 1 shots, it's possible to
      kill the Vampire before he can generate more bats.
      One more note: The bats will continue to hurt you once the Vampire is dead.
      After the boss-explosion sequence is finished, they'll disappear, but during
      that time they can score two to four unanswered hits on you, simply because
      you thought they'd die immediately.
    The Vampire drops a Fruit of Power when he dies.
    After killing the Vampire, watch out for eagle attacks; they're here and they
    will come slap you around, so if you're going to pause and read, hit Start.:)
    Don't just stand there.
    If you did particularly well and took next to no damage, I recommend walking
    back to the castle entrance and saving just inside the zombie town. The next
    section is a little tricky.
    Walk back to the Vampire's room, and walk up the stairs behind it. Go up, and
    take the first path heading left, paying special attention to the butterflies
    - a Level 2 Fire blast works wonders, but do watch the paralyzing powder they
    turn into. Also watch for the invisible, untouchable shadow ninjas - they
    can't be harmed unless you first hit them with a Level 3 blast, to reveal
    their location.
    From the corner, walk all the way down, all the way right, and go up to the
    stairs. Continue up through this next room, but heal up before you go up the
    next flight of stairs.. *another* boss is coming.
    Walk to Mesia, and she'll plead with you to defeat the sorceress in the back
    room. Strike her with your sword, and she screams. Repeat this process for
    your own amusement and the delight of any other gamers watching.
    If you had actually walked up to the back room, you would have found Mesia
    chained to the wall, and been forced to start over at the castle entrance. So,
    slap the fake Mesia with your sword a third time to reveal that she's really
    Sabera, one of Draygonia's Finest Four.
    BOSS: SABERA                         REQUIRED LEVEL: 11     SWORD: FIRE 
      Sabera zips around randomly, and stops to shoot fireballs. They come in five
      sets of 3 or 4 each, starting just counter-clockwise of where you are
      (usually to your left, if you're facing her) and moving counterclockwise at
      set spacing intervals. She's very easy to fight if she's at a distance.
      Conversely, she's almost impossible to evade when she's up close.
      I vastly prefer the Level 2 shots for this battle; she gets ripped apart in
      no time.
    Sabera drops the broken statue when defeated. She will also kidnap Mesia, and
    head for the fortified city of Goa.
    The fastest way out of the castle is to walk up and fall down the pit, then
    bounce down through the castle gate. You'll notice at this point that the
    zombie town has been restored, and some of the people are quite talkative.
    | 4.15: Calming the Whirlpools                                 ML:11 RL:12   |
    SPECIAL: Eye Glasses, Glowing Lamp, Statue of Gold, Barrier spell
    Walk over to Clark's house. A kid inside on the first floor will tell you
    about the Glowing Lamp, which can fix broken things. If you go upstairs and
    talk to Clark, he'll give you the Eye Glasses, which let you see secret
    One man at the bottom of town gives you a clue to calming the sea - it's said
    that the Statue of Gold, placed on the island altar, has the power to let the
    people return safely from any storm.
    Teleport back to Joel. Walk over to the item store and buy an alarm flute,
    then head into the woodshack that's attached to Ralph's place. Use the Eye
    Glasses to see a secret passage. Follow this passage to reach the Joel
    Inside the Lighthouse is Kensu, napping away. Walk up to him and use the Alarm
    Flute, then talk to him. He'll say something uncomplimentary, and drop the
    Glowing Lamp before he teleports away.
    Use the Glowing Lamp as an item, and the Broken Statue will be turned into the
    Statue of Gold. Leave the lighthouse and leave Joel, Summon your dolphin
    friend again at the beach. Sail left to the mountains, up and left until you
    reach the edge of the ocean, and then straight up and a tiny bit right to find
    the island altar.
    Walk onto the altar and use the Statue of Gold. The Angry Sea will be calmed
    by its power, and the whirlpools will disappear.
    Sail up and right from the island altar, through a pass that was blocked by a
    whirlpool before. As you pass through, Asina contacts you and grants you the
    spell of Barrier. Asina also tells you that the wise men are leaving for
    Shyron, in Mt. Hydra.
    | 4.16: Where's Kensu?                                         ML:11 RL:12   |
    SPECIAL: Change spell
    Ride the dolphin up and to the right to find an isolated strip of beach. Hop
    off, and walk up to find Swan. Hit the Inn to build your magic back up, and
    then go visit the woodshed to the left of the Inn.
    Stom is there, and he's been waiting for you. Talk with him, and you'll learn
    that the wise men are looking for Kensu, who's gone missing. Stom teleports
    out, and now you have to track down the itinerant wise man.
    Walk over to the pub, and talk to the soldiers. The one at the table asks if
    you've seen the Great One, Kensu. Equip the Paralysis spell and cast it on
    him, then talk to him again. He's revealed as Kensu in disguise..and then
    Kensu teleports.
    Walk out of the pub, and over to the door all the way on the right side of
    town. Paralyse the girl in the lower left corner, and talk to her. It's Kensu
    again, and he asks you to find a pendant he lost in an underground river.
    Equip the Love Pendant, and hand it over. Kensu rewards you with the Change
    spell, and then disappears to rejoin the wise men at Shyron.
    | 4.17: The Bow of Moon                                        ML:11 RL:12   |
    SPECIAL: Bow of Moon, Blizzard Bracelet
    Teleport back to Brynmaer, and leave the town. Walk to the right until you
    reach the river, then follow it down until you find a shallow spot, with
    poison on either side. Use the Sword of Water to bridge the river, and cross.
    Walk down on the other side, and hop over the poison ground to get into the
    mountain pass. Just before you head off screen, use the Change spell to make
    yourself a woman.
    Walk down and to the right, past the guard, and enter the Queen's chamber.
    Talk with the Queen, and then equip and hand over the Kirisa Plant for her
    perfume. The Queen will give you the Bow of Moon in return.
    Walk down behind the throne, and pick up the chest in the basement to acquire
    the Blizzard Bracelet. Walk back upstairs, hit A again to turn back to normal,
    and chat with the Queen to get thrown out of her chamber, you filthy beast. :)
    Teleport back to Swan, hit the Inn, and save.
    | 4.18: Rejoin the wise men                                    ML:11 RL:12   |
    SPECIAL: Key of Styx
    Use the change spell to turn into a Draygonian Guard. Walk to the left, talk
    to either of the gate guards, and they'll open the way for you. Walk up and
    left to reach the Goa Plains, and resume your own form.
    If you walk back to the right, the gate guards have vanished, so you can go
    back to Swan without any obstructions to bar your path. I recommend using the
    Goa Plains to increase your money (for the Ceramic equipment) and your
    experience (to Level 13) before proceeding, to help with the coming
    Walk left across the Goa Plains, and find a path leading down and left. This
    path takes you to the entrance of Mt. Hydra. Follow the path until it splits,
    then go left to the lava flow. Use the Sword of Water to create an ice bridge,
    and cross over. Follow this cave straight through, but stop just before the
    stairs. Use the Change spell to turn into Stom.
    Exit the cave, and walk over to Shyron's gate. The guards won't challenge you
    when they think you're Stom. Once you're inside the town, change back to your
    normal form.
    Walk up to the temple at the top of Shyron. Talk with Zebu, and he'll ask you
    to retrieve the Sword of Thunder. He gives you the Key of Styx, so that you
    can go where the Sword of Thunder lies.
    Stop by the Inn at Shyron, and save. While you're here, consider buying the
    Sacred Shield. It protects against Paralysis, the #1 status problem you'll
    encounter later in the game.
    | 4.19: Cave of Styx                                           ML:11 RL:13   |
    SPECIAL: Sword of Thunder
    Leave Shyron and go back to the mountain cave. Pass through and cross over the
    ice bridge that you created earlier. Walk back to the split, and take the
    upper path this time. Enter the cave at its end.
    Walk up and left to the stairs. Follow the path across the wooden bridge, then
    up, and right. Use the Sword of Water to make another bridge over lava, and
    follow the path until its next split. Take the left path, and follow it back
    to the stairs. Take the stairs up.
    Use the Key of Styx to open the locked gate, and enter the Cave of Styx. As
    you walk up you'll have to deal with statues that fire projectiles at you. Use
    the Barrier spell to walk safely by.
    Turn left at the split, and walk up over the stairs. A witch is guarding the
    doorway. Stand just off center, and her shots will fly harmlessly by. Take her
    down to proceed.
    Walk up until you reach the river of poison. Walk left and follow the river's
    edge until you find a shallow point. Build a bridge across with the Sword of
    Water, and then follow the bank again. Keep walking until you can build a
    second ice bridge. Cross over, walk down, around the river, and turn right at
    the first passage to find the stairs.
    Walk left, then up and take the first path. You'll find a large field of
    spikes in your way. Equip the Rabbit Boots and hop up and right, taking the
    first path to the right. The Sword of Thunder is at the end of this hall.
    As soon as you get it, you're warped back to the temple at Shyron to meet the
    Grand Puba, Azteca. He talks about you needing to be with Mesia, and says that
    you are to battle Draygonia.
    | 4.20: The fall of Shyron                                     ML:11 RL:13   |
    SPECIAL: Ball of Thunder
    Walk out of Shyron and back through the mountain cave. Walk back to the split,
    head down, and leave Mt. Hydra. Cross the Goa Plains up and right, and enter
    the fortress town of Goa.
    Up at the top of town, you'll see a solitary guard. That's Kensu again. Talk
    to him and he'll tell you a little bit about what's going on. Leave to the
    Use the Barrier spell to get past the shooting statues, and walk up to the
    large iron face that blocks your path. Just before you can engage it, you
    receive a telepathic summons - return to Shyron immediately!
    Instead, walk back down to Goa, and hit the Inn. Teleport to Shyron, and save
    within the town. Go around and talk to the dead and dying. Anakaha tells you
    that he left something with a friend in Goa, so keep it in mind.
    Walk to the temple in back, and prepare to face another of the Finest Four -
    BOSS: MADO                           REQUIRED LEVEL: 11     SWORD: WATER
      Mado rolls into a ball, and bounces around randomly. He also stops
      periodically to throw stars that curve in flight. He moves slow while
      bouncing, so hitting him won't be hard. When he's damaged, he stops to throw
      stars more often.
      The fast way to kill him is to cut loose with a few Level 3 shots in the
      middle of the room, and let the snowflakes take him down.
    Mado issues a parting taunt to you as he runs. He also drops a chest, which
    contains the Ball of Thunder. Acquire it, and then teleport back to Goa, hit
    the Inn, and save.
    | 4.21: The Oasis Cave                                         ML:11 RL:14   |
    SPECIAL: Power Ring, Leather Boots
    Leave Goa, and walk down and a little left to find a passage through the
    mountains. Follow the ridgeline around to the left until you reach the Oasis.
    You'll want to stay on the small bit of white ground next to the mountains, as
    the dark sand is poisonous. Use the Rabbit Boots and hop over to the Oasis
    area, then enter the cave in the bottom part of it.
    Walk straight up, take the first path leading right, and take the stairs to
    reach the main level of the cave.
    Walk right to the river, then up, and take the first path going left. Follow
    this path around to a chest, and open the chest to find the Leather Boots.
    Walk back along the path, and walk down when you reach the river. Make an ice
    bridge at the first shallow spot you find, and cross over.
    Walk down and take the first path right. Walk to the right until you hit the
    river again, then go up to another shallow spot. Make a bridge, and cross
    Walk up, continue right, and build another ice bridge at the shallows. Cross
    the river again.
    Walk down, all the way to the right, then go down to the next set of shallows.
    Build another bridge, cross the river again.
    Walk all the way down, then left to the first path leading upwards. Walk up,
    take the stairs, and continue up until you reach the Iron Wall. Use the Sword
    of Thunder to knock it down, and open the chest behind it for the Power Ring.
    Now that you've raided the Oasis Cave, teleport back to Goa. Make sure that
    you hit the Inn and save while you're here.
    | 4.22: Assaulting Goa Fortress                                ML:14 RL:15   |
    ITEMS  : Opal Statue, Fruit of Repun, Sacred Shield
    SPECIAL: Ivory Statue, Storm Bracelet
    Go up and leave town, and head into Goa Fotress.  Use the Barrier spell to get
    past the statues at the very beginning, and use the Sword of Thunder to drop
    the Iron Wall - be careful, this one can spit fire at you.
    Walk up and take the left path. Walk past four staircases (two leading each
    direction), and then take the next path that leads left. Follow it, then take
    the next set of stairs that you find.
    GO right, up, all the way to the right, down, and take the first path going
    right. Walk over, take the first path going down, and then follow it straight
    to the first of Draygonia's Finest Four - General Kelbesque.
      The General once again moves around in a semi-random way, but now he's got a
      powerful sword with him. The sword can fire a large number of fast
      projectiles, all going in one direction. The fire starts where you were and
      progresses over to where you actually are while he's firing, like Sabera's
      attack does. Unfortunately, General Kelbesque is *faster*, and he doesn't
      always have to rotate his fire counter-clockwise.
      Equip the Power Ring with the Sword of Wind, and use a couple Level 2 shots
      to destroy him.
    When Kelbesque dies, a chest is left behind. Inside the chest is an Opal
    Statue. Walk up the stairs behind Kelbesque, and talk to Zebu, who's been
    waiting for you. He'll replenish your strength and magic. You can save in his
    room, so that you don't have to go back through the maze at the start of the
    After you get up the stairs, follow the path until you reach the lava river.
    Follow the lava down, right, up, and then all the way right and build an ice
    bridge across. Hop over to the other side.
    Continue walking to the right past another path, then go up, and build another
    ice bridge. Cross the lava again.
    Walk down to the left, all the way up and to the left, then all the way up.
    Walk right, then walk down and build an ice bridge across. Cross over.
    Walk up, left, and then the first path going up. Walk up there and destroy the
    Iron Wall. Continue to the stairs. Walk up to the top of this next room, and
    you get to face Sabera.
    BOSS: SABERA                           REQUIRED LEVEL: 13     SWORD: FIRE  
      Sabera hasn't changed much since you last fought her. She attacks the same
      way as before, but can also surround herself with tiny droplets of fire.
      Sabera is also a bit more aggressive in her movements.
      Equip the Power Ring with the Sword of Fire, charge up to Level 3, and let
      her have it. You should only have to execute two well-placed Level 3 hits in
      order to kill her.
    When Sabera dies, she drops a chest containing the Fruit of Repun. Walk up
    from her room to meet with Tornel, who will replenish your health and magic.
    Walk up and take the stairs. Keep going up, and take the first path to the
    right. When you reach the spiked pit, equip your Leather Boots and wade in.
    The boots will protect you from damage.
    Walk up through the spike pit, then follow the path to the stairs. Walk left
    and down, then ride across the three moving platforms. Take the stairs at the
    Walk to the top of the next room, and Mado is waiting to settle the score from
    your Shyron encounter.
    BOSS: MADO                             REQUIRED LEVEL: 14     SWORD: WATER 
      Mado hasn't changed appreciably. He stays in the ball a bit more now, and is
      a lot faster than previously, but his attacks are still very antiquated.
      Equip the Power Ring with the Sword of Water, and unleash a few Level 3
      shots from the center of the room.
    When Mado dies, the chest he drops contains a Sacred Shield. You probably
    already have one, so just hang onto it for decorative purposes. :) Walk up and
    talk with Asina, who replenishes your hp and mp, and then walk up to the
    stairs behind her.
    Follow the path to the three way split. Walk right, and follow this path to
    the stairs. Walk up, right, then down and take the next set of stairs. Follow
    the path here and take *another* set of stairs.
    Go up, right, up, left, and to the first path going up. Destroy the Iron Wall,
    and continue walking up. Walk right and take the stairs.
    Put on your Leather Boots, and walk left to the third pit of spikes. Follow
    this one up to the top of the pit and take the stairs.
    Use your Barrier magic to get past some more shooting statues, and you get to
    face off with Draygonia's Finest - Karmine.
    BOSS: KARMINE                          REQUIRED LEVEL: 14     SWORD: THUNDER
      Karmine shoots fireballs in random directions. They bounce for a while, then
      trail off the screen. He can also cast a circle of fire at you that will
      turn you into a slime if it hits - this elusive condition is called `nuper`,
      and is curable only with the Fruit of Repun.
      Karmine floats around in a wavy pattern. He isn't that hard to beat, though.
      I recommend the Power Ring with the Sword of Thunder. It shouldn't take many
      shots of any type to put him down. Watch out for the fireballs after he
      dies; they can and will still cause damage.
    Karmine also leaves a chest behind, this time containing an Ivory Statue. Walk
    all the way up from Karmine's room to find the Storm Bracelet.
    | 4.23: .. but where's Kensu?                                  ML:14 RL:15   |
    ITEMS  : Fruit of Power
    SPECIAL: Flight Spell
    Walk down from Karmine's room, past the now-quiet statues. Take the stairs
    down. Walk across the spikes with your leather boots and take the stairs on
    the left.
    Walk to the right, and take the first path up. There's a blue slime just
    sitting around. If you talk to him, you find that it's Kensu, and that he got
    nailed by Karmine. Equip and use the Ivory Statue to restore him to his normal
    Kensu tells you that the emperor and mesia left for the pyramid, and that
    Mesia has the power to call the tower. He teaches you the spell of Flight, 
    and replenishes your hp and mp again.
    He also lets you take the short cut in back. It leads to an underground cave
    with an odd floor texture. Use Flight to cross it. Swing left at the river for
    a Fruit of Power, then hop and fly over the river, go down to the stairs, and
    you come out of the Oasis Cave.
    | 4.24: Final preparations                                     ML:14 RL:15   |
    SPECIAL: Warrior Ring, Bow of Sun, Psycho Shield
    Teleport back to Goa. Use the Change spell to turn yourself into Anakaha, then
    walk to the building in the upper right part of the city. The man inside will
    recognize you (as Anakaha) and will hand over the Warrior Ring, which he
    borrowed from you. This ring lets you fire your sword at Level 1 without
    charging, and will be your friend.
    Walk down and leave Goa, then walk back to the path that goes into Mt. Hydra.
    Walk along to the split and go up, and go into the cave. Walk up and left,
    then take the stairs.
    Follow the path from here, watching out for red puddles. When you reach the
    next split, go to the right and enter the cave. Walk up and then left to reach
    the stairs.
    Walk left, up, all the way right, and take the stairs. Follow this next path
    to the next set of stairs, taking liberty to destroy the rock wall that blocks
    the path.
    Walk right, then up, right, up, and take out another rock wall. Then, walk up,
    left, down, and head outside. Walk to the left a little bit, and use the
    Flight spell to cross the gap. Open the chest, and acquire the Bow of Sun.
    Now, teleport back to Shyron.
    Leave Shyron and go back to the mountain cave. Pass through and cross over the
    ice bridge that you created earlier. Walk back to the split, and take the
    upper path. Enter the cave.
    Walk up and left to the stairs. Follow the path across the wooden bridge, then
    up, and right. Cross the ice bridge, and follow the path until its next split.
    Take the left path, and follow it back to the stairs. Take the stairs up.
    The door will be open from the last time you visited. As you walk up you'll
    have to deal with statues that fire projectiles at you. Use the Barrier spell
    to walk safely by.
    Walk all the way to the right at the first intersection, then up and take down
    the witch blocking the door. Keep walking up until you reach the river of
    poison. Walk all the way right, then up, and you'll see land on the other side
    of the river. Use the Flight spell to cross over, and walk to the left. The
    upper chest is a trap, so be careful. Open the chest on the left; you now have
    the Psycho Shield.
    | 4.25: The Desert Pyramid                                     ML:16 RL:16   |
    SPECIAL: Deo's Pendant, Psycho Armor, Bow of Truth
    Teleport back to Swan, heal, and save. You'll pass through another town, but
    the prices are much more expensive, so it's generally not worth it.
    Walk left and down from Swan to find the mountain pass into the desert, just
    as you did early for the Oasis Cave. Throw on your Leather Boots, then trudge
    across the desert heading down. Walk a little bit to the left while heading
    down, and you'll find a cave that has its entrance blocked by a pair of sand
    whirlpools. The entrance faces down, so don't be discouraged if you find what
    looks to be a big rock. :) Use the Flight spell to hop over the whirlpools and
    enter the desert cave.
    This cave is fast; just walk right and down to get outside. Once you leave the
    cave, use the Change spell, and turn into Stom. Talk to all of the bunny
    rabbits here, until you find Deo. Deo will ask you about Stom, then will hand
    over his Pendant while he demands vengeance for Stom's death.
    Change back to yourself, and walk down to find the town of Sahara. Save here,
    then exit to the right and enter the cave you find. The cave doesn't have any
    side branches, so just walk on through to enter the deeper desert. You come
    out just to the left of the Pyramid. Use the Flight spell to cruise over the
    whirlpools at the entrance, and drop down inside.
    Once you're in, walk all the way up, then all the way left, and take the
    Walk right and down to the third intersection, and then walk right for about
    an intersection and a half. You'll find a stairwell leading up; take it.
    Walk straight up from here to fight the Emperor, Draygon. But do yourself a
    favor, and as you approach the landing he's on, try to keep to one side.. :)
    BOSS: Emperor Draygon                  REQUIRED LEVEL: 15     SWORD: THUNDER
      Draygon will always lead by charging straight down at a high rate of speed
      when you're under him, so if you took my advice and stood to one side, you
      probably have a good shot at avoiding his attack. He then floats slowly back
      up to the top of the screen, pausing periodically to unleash huge lightning
      attacks that cover most of the lower areas of the screen. If you're level
      with him, he likely won't attack, and if he does, it won't hit.
      Once he makes it back up top, he'll slide from side to side, and will charge
      down if you get under him. His pattern is *very* simple to learn.
      Use the Power Ring coupled with the Sword of Thunder. Two Level 3 shots will
      kill him outright.
    When  Draygon is beaten, he'll drop a chest that contains the Psycho Armor.
    When you pick up the chest, a hole appears under you, and you'll fall down to
    find Azteca, the Grand Puba. Chat with him, and he'll tell you that Mesia is
    waiting on the highest floor of the Pyramid - and he'll also give you the Bow
    of Truth to fight Draygon with.
    Walk straight down to exit the pyramid, and then teleport to Sahara to stock
    up before proceeding. I recommend healing, buying a magic ring if you can
    afford it (hint: sell off your older armor), and saving - but you should have
    this routine down by now. :) Saving is important, as this is the last time you
    can save without being unable to go back through the world at your leisure..
    so make sure you're satisified with all you've done before proceeding.
    Go back through the cave to the right of Sahara, then use the Flight spell to
    head up and right from the cave's exit. You're looking for the basement
    entrance to the Pyramid. It's up and a little left from the Pyramid itself,
    and has its entrance blocked by whirlpools. The entrance faces up. Fly over
    and drop down into the Pyramid basement.
    Stop at the entrance and equip Deo's Pendant. If you stand still, it will
    refill your magic, while the Psycho Armor refills your hit points. You can't
    beat that kind of double team. :)
    Once you're ready, walk down, left, and up, and you'll run smack into the
    Guardians of the Sun and Moon. It's a good thing that you've got the Bows,
    hmm? Equip the Bow of Moon and use it anywhere in the room to kill the Moon
    Guardian, then repeat with the Bow of Sun to kill the Sun Guardian. They both
    die instantly. No real fight to be had. If you're injured by the fireballs
    they can spit, just rest with the Psycho Armor and Deo's Pendant.
    Walk right, up, right, and then up all the way to find the spike pit. Throw on
    the Leather Boots, and walk up through the pit to the stairs.
    Walk up, left, and then down through the spiked pit. Walk to the right and up,
    then use the Flight spell to cross over the gaps in the path. Yes, you can use
    the moving platforms if you really, really enjoy falling down to previous
    levels. The Flight spell lets you move faster and dodge the butterflies and
    sorcerers better, so stick with it.
    After crossing the pits, take the stairs. Stop and regenerate your health and
    magic, because you're about to take on the Emperor *one more time*.
    BOSS: Emperor Draygon                  REQUIRED LEVEL: 16     SWORD: THUNDER
      After the fight starts, equip and use the Bow of Truth. Draygon's true form
      will be revealed - the Emperor turns into a giant walking green dragon. (Not
      that the name was any clue.:) )
      Draygon will strut around and throw fireballs, just like Karmine does. He
      walks left and right at the top of the screen, and will charge down at you
      on a diagonal path. When he hits the bottom of the screen he'll copy Karmine
      again and try to turn you into a slime by firing that magical shot at you.
      Dragyon then runs back up to the top at an angle. A jewel on his chest will
      open up, and he'll begin firing lasers from both of his hands at you. The
      lasers fire rapidly but are slow to change direction, and the two hands
      rarely work in perfect concert, so this isn't hard to avoid.
      When he finishes, the jewel will close, and he'll shoot fire straight down
      like the Giant Insect does. After that, the steps repeat.
      You can only damage Draygon while the jewel in his chest is open, so equip
      the Ring of Power and charge your Sword of Thunder up to Level 3, then bide
      your time. Draygon only requires two or three good hits to kill at Level 3,
      *if* you have the Power Ring equipped. If not, you'll be here a while
      longer. :)
    Watch the Emperor die, and then enter the Floating Tower.
    | 4.26: The Floating Tower                                     ML:16 RL:16   |
    You can save in the first room of the tower, so that you don't have to fight
    Draygon every time you want to come up here.
    Throw on the Sword of Thunder and the Warrior ring, and exit the first room.
    The Floating Tower is policed by a variety of robotic enemies. There are four
    main types - light walkers, heavy walkers, flyers, and the wall-mounted
    variety. The only ones that count towards your progress are walkers, so kill
    the others as needed, but don't make a big hobby out of it.
    There are three floors that you'll have to complete. On each floor, walk from
    one side to the other and kill the three light walkers you find. When you do,
    walk back the way you came. Heavy walkers will attack, with two coming out of
    each door on your level. Kill all six of them.
    While you're fighting, flying robots will attack. There is also one
    wall-mounted bot per level, but if you stay towards the bottom of the screen,
    it won't fire on you. Just concentrate on killing the walkers. Your Warrior
    Ring should be about indispensible, as it makes cleanup nice and simple.
    When you've killed all of the walkers, the screen will flash, and a stairwell
    will appear in the middle of your level, leading up to the next floor. Every
    time you go up a stairwell, you get a little more backstory explaining who you
    are and where you came from. Some of it is quite disturbing. :)
    After the third floor, climb up the stairwell. The fourth floor has no
    walkers, though flyers are still present. Enter the large doorway, and meet
    with Mesia, who's been waiting on you. She'll take your four swords and
    combine them into the Crystalis sword.
    Mesia then tells you that you have to destroy the central computer, DYNA. If
    you win, you're to ram your sword through its reactor. Chill out in Mesia's
    room to refill your hp and magic. This is the last stop.
    Leave Mesia's room, and go up the last tall staircase. Enter the door up top
    to find DYNA.
    BOSS: DYNA                             REQUIRED LEVEL: 16     SWORD: CRYSTALIS
      DYNA looks a lot like a giant heart with an eye on it. the eye is blue, and
      is on the left side. There are two purple projections, one to each side of
      the main body.
      The purple things spew forth a large number of projectiles in a wide, tight
      pattern; it's harder to avoid than most other attacks in this game.
      Once the purple things have fired, the eye opens up, and shoots laser blasts
      straight down. Dyna doesn't move, so these almost never hit.
      The Crystalis sword shoots a very large projectile, so walk to either side
      of the eye, and fire on DYNA's eye with the Crystalis sword. Be careful;
      every successful hit causes the purple things to each fire a wave beam at
      your position, so fire and move *fast* to evade. You'll likely get hit, but
      you can always stand still a while to heal, as well as using the Refresh
      spell. After all, DYNA's attacks aren't that hard to learn. :)
      I recommend using the Power Ring with the Crystalis sword, since you can
      fire Crystalis by charging it up -at all-. You don't have to go to Level 1
      to shoot it. Just charge a tiny bit and let go.
    Now, chill out, watch the ending, and congratulate yourself; it's over. :)
      5.  THE EXTRAS    
    | 5.1: Experience and Spell charts                                           |
    - Experience Chart
     Level   Experience    Life    Magic   Attack   Defense *
       1          0          48      34       1      01-01
       2         30          64      34       2      02-02
       3         60          80      51       3      03-03
       4        150          96      68       4      04-04
       5        300         112      85       5      05-05
       6        700         128     102       6      06-06
       7       1200         144     119       7      07-07
       8       1600         160     136       8      08-08
       9       3500         176     153       9      09-09
      10       5800         192     170      10      10-10
      11       8000         208     187      11      11-11
      12      10000         224     204      12      12-12
      13      20000         240     221      13      13-13
      14      30000         255     238      14      14-14
      15      40000         255     255      15      15-15
      16      50000         255     255      16      16-16
    * The first number represents body defense, the second
      number represents shield defense.
    Your Experience resets to 0 at every level.
    - Spell chart
    Name        MP   Effect
    Refresh      2   Heals 4hp; can be used continuously
    Paralysis    4   Puts an enemy or townsperson to sleep temporarily
    Telepathy    8   Lets you talk with the four Elders
    Teleport    20   Instant travel from town to town
    Recover     24   Cures paralysis, poison
    Barrier      1   Shields you; can be used continuously
    Change      20   Allows you to change forms
    Flight       1   Levitation; can be used continuously
    | 5.2: Equipment, Town Items, and Event Items                                |
    - Wearable Equipment
    ! = negates the effect of <attack>
    + = additional protection against <attack>
    Name              Rating    Location        Price      Special
    Tanned Hide          2      Leaf              100         -
    Leather Armor        6      Brynmaer          140         -
    Bronze Armor        10      Portoa            600         -
    Platinum Armor      14      Portoa          2,000         -
                                Amazones        1,800         -
    Soldier Suit        18      Swan            3,000         -
    Ceramic Suit        24      Shyron          5,500    + fire
                                Swan            6,500  
    Battle Armor        20      Oasis Cave      Found    ! poison
    Psycho Armor        32      Pyramid         Found    Restores life
    Name              Rating    Location        Price      Special
    Carapace Shield      2      Brynmaer           70         -
                                Leaf               80         -
    Bronze Shield        6      Brynmaer          220         -
    Platinum Shield      8      Portoa           1500         -
                                Amazones         1300         -
    Mirrored Shield     12      Amazones         2000    ! petrify
    Ceramic Shield      18      Swan             2500    + fire
    Sacred Shield       16      Shyron           6000  
                                Amazones         9000    ! paralysis
    Battle Shield       24      Shyron           5000         -
                                Swan             6000         -
    Psycho Shield       32      Cave of Styx    Found    ! all status attacks
    Name               Rating    Location
    Sword of Wind         1      Leaf
    Sword of Fire         2      Oak
    Sword of Water        4      Waterfall Cave
    Sword of Thunder      8      Cave of Styx
    Crystalis            16      Floating Tower
    - Town Items
    Name           Lf  Bry Oak Nad Por Jl  Sw  Ama Shy Goa Sah  Effect
    Alarm Flute     50 --- --- --- --- 300 --- --- --- --- ---  Wakes people up
    Antidote        40  45  60  70 --- 150 200 --- 200 600 1000 Cures poison
    Fruit of Lime  --- --- --- --- 180 --- --- --- 300 --- ---  Cures stone
    Fruit of Power --- ---  80 100 --- 180 350 150 --- --- ---  Restores 32mp
    Fruit of Repun --- --- --- --- --- --- --- --- --- --- 3000 Cures nuper      
    Lysis Plant    --- --- --- --- 200 --- --- 150 --- 700 ---  Cures paralysis
    Magic Ring     --- --- --- --- --- --- --- --- 800 --- 4000 Restores full mp
    Medical Herb    30  35  50  60  90 120 180 --- 180 500 ---  Heals 32hp
    Warp Boots      60  65 ---  80 120 --- 300 100 --- 800 1500 Warp to any town
    Inn             16  20  40  50 100 120 150  80 150 300 500  Heal full hp/mp
    - Event Items
    Name            Function
    Gas Mask        Protects you from the toxic fumes in the Swamp Forest
    Power Ring      Doubles your base power
    Warrior Ring    Allows you to fire at Level 1 without charging first
    Deo's Pendant   Recovers MP while worn
    Rabbit Boots    Allows you to jump
    Leather Boots   Stops spike damage
    Shield Ring     Doubles your base shield defense rating
    Iron Necklace   Doubles your base armor defense rating
    Shell Flute     Summons the dolphin
    Eye glasses     Opens a secret door in Joel
    Broken Statue   Becomes the Statue of Gold
    Statue of Gold  Used to calm the whirlpools
    Love Pendant    Give it to Kensu to remind him of his duty
    Fog Lamp        Return it to the boat keeper in Portoa
    Kirisa Plant    Trade this with the Amazona Queen for the Bow of Moon
    Glowing Lamp    Fixes the broken statue into the Statue of Gold
    Key of Styx     Opens the gate to the Cave of Styx
    Ivory Statue    Restores Kensu from his blob state
    Bow of Moon     Defeats the Guardian of Moon
    Bow of Sun      Defeats the Guardian of Sun
    Bow of Truth    Reveals the Emperor's true form
    | 5.3: Enemy chart                                                           |
    - Enemy Chart
    Element key:
    W = Wind
    F = Fire
    w = Water
    T = Thunder
    - = Invulnerable to this element.
    Name               Exp.   Gold     Element    Notes
    Blue slime (sm)      1     1        WFw-      /
    Wolf                 1     2        WFwT
    Green slug           2     2        WFwT
    Green serpent        3     4        WFwT
    Red slime (sm)       2     2        WFw-      /
    Brown bear           4     4        W--T
    Blue bat             1     0        WFwT
    Vampire             10     0        W---
    Brown Axe thrower    5     4        WFwT
    Blue mushroom        8     4        -FwT
    Blue slime (lg)      6     4        WFw-
    Rolly-Poly           8     4        WFwT
    Flying insect        8     4        -FwT
    Killer flower        6     0        WFwT
    Giant Insect        40     0        -F--     
    Rock Zombie         12     8        -FwT
    Green crawler        8     8        W-wT      poison
    Red serpent         10     8        W-wT      poison
    Green spider         8     8        -FwT
    Red crawler         15     8        W-wT      poison
    Blue bear           35     8        -FwT    
    Red bat              1     0        WFwT
    Draygonia guard     25     8        W--T    
    Blue spiny          15     8        -FwT
    Draygonia guard     25     8        W--T    
    General Kelbesque  100     0        W---
    Green axe thrower   25    16        W-wT
    Red flying plant    40    16        -FwT
    Red slug            22    16        WFwT      poison
    Red crab            30    16        W-wT
    Killer chest       126   500        ---T      poison  
    Gorgon              50    50        --wT      petrify 
    Red eagle           60     0        -FwT
    Red spider         120    30        -FwT      paralysis
    Purple spiny       100    30        WF-T      poison
    Purple bat           1     0        WFwT  
    Purple mushroom     80    30        -F-       poison
    Killer chest       126   500        ---T      poison  
    Red serpent         10     8        W-wT      poison
    Red spider         120    30        -FwT      paralysis
    Purple spiny       100    30        WF-T      poison
    Purple mushroom     80    30        -F-T      poison
    Purple serpent      10     8        W-wT      poison
    Pollenator         592     0        ---T      paralysis
    Merman             144    50        WF-T
    Octopus            176   100        WF-T
    Turtle             160    30        WF-T      poison
    Purple mushroom     80    30        -F-T      poison
    Red flying plant    40    16        -FwT
    Dark green serpent  85    50        --wT      paralysis
    Killer chest       126   500        ---T      poison  
    Draygonia guard     25     8        W--T    
    Purple Eagle        60    30        -FwT
    Purple Butterly    208     0        WFwT      paralysis
    Red shadow ninja   256   100        WF-T      paralysis, *
    Vampire            544     0        W---
    Sabera             ???     0        -F--
    Draygonian archer  256   100        W-wT
    Purple eagle       288    50        -FwT
    Red puddle         304   100        W-wT      poison, +
    Red eagle           60     0        -FwT
    Mado               ???     0        --w-
    Mace wielder       320   100        --wT      poison
    Red crab            30    16        W-wT
    Red puddle         304   100        W-wT      poison, +
    Beholder           272    50        -F-T      petrify
    Purple bat           1     0        WFwT  
    Red slime (sm)       2     2        WFw-      /
    Red slime (lg)      20     6        W---
    Killer chest       126   500        ---T      poison  
    Red witch          672   100        W-wT
    Red puddle         304   100        W-wT      poison, +
    Brown scorpion     608   200        W--T      magic drain
    Beholder           272    50        -F--      petrify
    Purple Butterly    208     0        WFwT      paralysis
    Desert eagle       288    50        -FwT
    Desert zombie      208    50        W--T
    Blue insect        592     8        -FwT      paralysis
    Swordsman          560   100        W--T
    Bat                672   100        WFwT
    Purple mace        320   100        --wT
    Gorgon              50    50        --wT      petrify 
    Bat                672   100        WFwT
    Red shadow ninja   256   100        WF-T      paralysis, *
    Purple Butterly    208     0        WFwT      paralysis
    Armored mace       600   400        ---T
    Red shadow ninja   256   100        WF-T      paralysis, *
    Purple spider     1280   200        W--T      petrify
    Skeleton          1280   200        ---T      magic drain
    Beholder           272    50        -F--      petrify
    Purple Butterly    208     0        WFwT      paralysis
    Brown puddle      1920   400        --wT      magic drain +
    Brown scorpion     608   200        W--T      magic drain
    General Kelbesque          0        W---
    Sabera                     0        -F--
    Mado                       0        --w-
    Karmine                    0        ---T      turns you into a monster
    Desert scorpion   1440   200        ---T      poison
    Brown puddle      1920   400        --wT      magic drain +
    Desert scorpion   1440   200        ---T      poison
    Red shadow ninja   256   100        WF-T      paralysis, *
    White mummy       1760   400        --w-      petrify
    Beholder           272    50        -F--      petrify
    Emperor Draygonia 2032     0        ---T
    Desert sorcerer   1920   400        W---      turns you into a monster
    Green butterly     208     0        WFwT      paralysis
    Emperor Draygonia ----     0        ---T      turns you into a monster
    Light walker      ----     0        WFwT
    Heavy walker      ----     0        WFwT
    Flyer             ----     0        WFwT
    Wall mounted      ----     0        WFwT
    *: Shadow ninjas start as shadows on the ground. In order to hit them, you   
       have to first attack with a Level 3 blast from any sword to make them
       reveal themselves.
    +: Puddles slide around on the ground, and are invincible until they stand up
       to fire on you.
    /: Slimes are a little peculiar. If you hit a small one with a blast from the
       Sword of Thunder, it will grow into a large slime. The larger slime is
       stronger, slower, and harder to kill than its tiny relative. So, make life
       simple, and don't use lightning on them. :)
    | 5.4: Game Genie Codes                                                      |
     _ Single line codes _
    VVOGUOSE    Start with some gold
    VEOGUOSE    Start with $65,280
    VVZGXOSE    Start new game with the Sword of Wind
    VVZGSOSE    Start new game with the Tanned Hide
    VVZKEOSE    Start new game with the Carapace Shield
    VVZKUOSE    Start new game with the spell Refresh
    VESGUOSE    Start new game with 255 magic points
    VVAGNOSE    Need 286 exp. for Level 2
    VVAGXOSE    Only need one exp. for Level 2
    SXNOVXSE    Magic doesn't use up M.P.
    AASVVNYA    Immune to poison
    AEKTSNYA    Immune to paralysis
    NYVSPZGV    First pupil gives you more gold
    TEOTVYGA    Stronger poison
    ZEOTVYGA    Weaker poison
     _ Multi-line codes _
    SZUOIVSE + SZKPLVSE     Don't get charged for boarding at Inn
    SXVPUOSE + SXVOOOSE     Don't get charged for items in shops
    | 5.5: Odd Tricks                                                            |
    Getting past a guard without Paralysis:
    For guards in Portoa and Amazones, there's a trick you can use to slip by to
    visit the throne room. Walk up next to the guard and walk into them twice,
    pressing A to clear the message boxes. Then, try to walk away from the door
    (if the door's up and right, walk down and left). Keep hitting A as the guard
    complains, and you'll eventually be thrown past.
    Semi-random warping:
    Plug in the second controller. Press and hold A and B on Controller 1, then
    press A on Controller 2. As soon as you do, you will be warped to another part
    of the game. Here's the list..
    1.  Town of Leaf
    2.  The Wind Valley
    3.  Sealed Cave (inside)
    4.  Sealed Cave exit
    5.  Swamp Forest
    6.  Mt. Sabre West
    7.  Exit of Mt. Sabre North
    8.  Lime Tree Lake area
    9.  Leaving Portoa on the boat
    10. Entrance to the River Cave
    11. Town of Swan
    12. Exit from Swan
    13. Mt. Hydra
    14. Main Desert Entrance
    15. Fortress of Goa
    16. Deep Desert, left of the Pyramid
    After you've warped to the Pyramid, warp again to go back to Leaf. These warps
    are instant, don't require magic, and can be done from anywhere and at any
    Keep in mind though that you might wind up somewhere that you aren't prepared
    to be. Also keep in mind that if you warp yourself out of the Floating Tower
    with this trick, you've effectively lost, since there's no way to re-enter the
    Tower once you've killed Draygon the second time.
    - Credits
    Kao Megura, for his Final Fantasy 7 FAQ, which I studied in order to learn how
    to better write FAQs myself.
    GameFAQs.com, for providing the best online gaming resource that I've ever
    encountered. Without that site, where would we all be?
    - Contact Info
    Do you have something to add? A correction that needs to be made? A question
    that wasn't answered? Send it over to <wingchild@home.com>. I'll try to get an
    answer back in short order, and, if appropriate, I'll incorporate the change
    into the next version of the FAQ, with full credit to the author.
                             (c) 2000, by Brian Kern
                         Limited reproduction rights as assigned.

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