Wed, 13 Mar 2002 16:37:52 -0500 (EST) ############################################################################# 888888 888888 88888 88888888 88 88 88 88888 888888 888888 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 8888 8888888 88 888888 88 88 88 888888 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 888888 888888 88 88 88 88 88 8888888 88888 88 88 888888 ############################################################################# DEATHLORD FAQ Version 0.41 by Wilson Lau Copyright © 1999-2002 Wilson Lau This FAQ is best viewed in Courier, 10 point font. This FAQ may be distributed FREELY so long as it remains unaltered AND is the latest version (see below for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. Email any comments, changes, typos, etc. to me at darktoshi@yahoo.com. Make sure that you are reading the latest version BEFORE you email me. Deathlord is copyright © 1987-88 Electronic Arts, Al Escudero, and David Wong. ----------------------------------------------------------------------------- You may find this FAQ and all future revisions at: ----------------------------------------------------------------------------- Dark Toshi's Home Page (me) www.geocities.com/TimesSquare/Realm/4610/ GameFAQS www.gameFAQs.com Because the FAQ is updated about every 5 months, you can find an mini FAQ at http://www.geocities.com/TimesSquare/Realm/4610/deathlord/deathnews.txt that is updated more often and contains information that overrides the FAQ. Note that new version of this FAQ will incorporate all the info found in the deathnews.txt up to that point. Deathlord discussion group at http://deathlord.listbot.com/ ----------------------------------------------------------------------------- CREDITS ----------------------------------------------------------------------------- The following people have helped with the Deathlord FAQ and/or script. For specific details, see section XV below. Andrew Schultz Chad Caldwell Chris Anderson Doom Golem Eric the Barbarian Hisamatsu Iuchi John Village Markus Brenner Michael G Finnegan Son Goten ============================================================================= CONTENTS ============================================================================= I. FAQ History II. Introduction III. Characters IV. Commands and Onscreen Activities V. Equipment VI. Spells VII. Combat and Monsters VIII. Maps and the Terrain IX. More maps -- Lorn, the World of Deathlord X. Main Walkthrough XI. The Ending XII. Miscellaneous Tricks XIII. Other Miscellaneous Information XIV. Frequently Asked Questions XV. Credits XVI. Disclaimer ============================================================================= I. FAQ HISTORY ============================================================================= Version 0.41 (March 13, 2002) [219k] Minor change to intro and credits Version 0.40 (March 17, 2000) [219k] Croyo, Town Royal, Red Shogun's Castle/Dungeon, Greenbanks, Clearview, Morningfrost, Snowraven, Twin Rivers, N&S Spindrift info. Chess dungeon, Sirion dungeon, Asagata, Sirion monsters. Updated monster info. Version 0.30 (January 20, 2000) [184k] Added the ending verbatim in the new section (XI) New treasures New monsters (north and south versions are separate now) Monsters choice in abilities Added negotiate to monster list New location names Vorn added to map Linear Dungeon info Giluin info Skull Keep info 7 Gates of Hell dungeon info Updated and corrected Troll Hole walkthrough Ruby Ring location method 2 Sword of fire's use Added new tricks Added bugs and quirks Added more odds and ends Emerald Rod as random treasure Spell Max damage calculation Dragon breath damage calculation Map size explained Added corrections Added credits to the top of FAQ Contributors now up to date Version 0.20 (August 24, 1999) [130k] New Section, More maps -- Lorn, the World of Deathlord Updated Equipment lists Walkthrough for Cave of the Four Elements Walkthrough for Pirates Den Walkthrough for Red Shogun's Dungeon Walkthrough for Troll Hole New FAQ's New Miscellaneous Tricks New words added Deathlord discussion group URL of map downloads Version 0.11 (July 31, 1999) [88.7k] Minor changes Addition of new words Version 0.10 (March 13, 1999) [85k] The FAQ begins ============================================================================= II. INTRODUCTION ============================================================================= --------------------------- A. Emperor’s Exhortation --------------------------- Once, my kingdom knew peace. Now it only knows evil. Renegade forces have infested my realm, destroying Kodan’s second largest city. Their provocations continue unabated, threatening the safety of my people and making travel unsafe in many parts on my kingdom. They approach the seat of my power, lurking insolently in the catacombs under my castle. At the head of the devilry is an outcast wizard. Plans to dispatch him have failed, as he has set up magical barriers that have befuddled even my most experienced scouting parties. As the ninth Emperor of the Kingdom of Kodan, I call upon you, brave adventurers, to seek out the source of this living malice and restore calm and civility to Kodan. For you success, I promise these riches: 100,000 pieces of gold and choice southern lands for each member of your party. Beyond these, you will bring honor to your family name, a name which will be repeated through the centuries with great reverence. Whether you are driven by ancestral duty or adventurous desire, go forth with fortune in your future. Be diligent in your journey. Gird yourself for battle, recover from the setbacks that may befall you, and above all, pleasure in the nobility of your cause. Remember, he who fights and dies is honored, but he who fights and lives is honored and rewarded. Emperor Nakamoto ---------------------------------- B. Greetings from the Deathlord ---------------------------------- Stupid adventurers! Your weak party is not enough to stop even my most slack-spined drone. I would encourage you to stay in the security of your little homes, but I thrive on misery and dread. Your futile quest to stop me is sure to yield just that. Even if you defeat my lowly pawn, you still must answer to me, face to face. Should you insist on pursuing this fatal course, I offer these clues: seven words, six items, and your ineptitude prevent us from meeting. Go now. And prepare to embrace your Emperor in my hell. --------------- C. Your goal --------------- Your goal in Deathlord is to identify and defeat the source of evil loose in the world of Lorn. If you succeed, you’ll earn the gratitude of the Emperor of Kodan and his promised reward. To do this, you need to collect clues and articles. You also need to build up your party, gathering strength and knowledge to help you accomplish your aims. ============================================================================= III. CHARACTERS ============================================================================= ---------------------- A. Creating a Party ---------------------- Assembling an effective party of adventurers is crucial for success. Each party can have from one to six members. 1. Preset Party -------------------- When you first start Deathlord for the first time, six adventurers await your command. If you're an inexperienced player, you may want to use them to sample Deathlord before you send your newly-crafted characters into the lap of a demon. Once you're familiar with how Deathlord works and know the types of adventurers you want, you can replace them. Even if you're an experienced player, you can use this party to get an idea of the scope of the game. ----------------------------- B. Creating new characters ----------------------------- When you create new characters, you choose such things as race, class, alignment, and sex. As you assemble your group of adventurers, be sure that each character complements the party. A proper mix of warriors and magic- bearers makes a well-rounded party that has the option of using muscles or magic. Add a thief to pick a lock or two, and the party could have the gratitude of the Emperor in no time. 1. Races ----------- The first step in creating a character is to pick from one of the eight races. Human Humans are hardy and strong, which, incidentally, makes them the predominant race in Lorn. Of all the races, only Humans can be a member of any class. Toshi Toshis are intelligent, which makes them good magic users. They may be physically weak, but they've got long lives. Nintoshi The Nintoshi is a hybrid of Human and Toshi, being smarter than the former and stronger than the latter. Kobito This dour, durable race has magnificent stamina. Although they aren't large, they are strong and tough. Kobitos prefer to avoid the magic arts since they have a tough time casting spells. They're best as fighters or thieves. Gnome The Gnome is like the Kobito but has a greater respect for nature and is more social. Gnomes also like to use magic, with Genkai high on class potential. Obake The Obake is a darker and dumber version of the Toshi. Tiny and nimble, they make fine thieves and assassins. Troll These homely humanoids are strong but fairly slow-witted for spell casting. Senshi is the best class for them, but if truly desired, you can make a Troll a Shisai. Ogre A hybrid species of Human and Troll, the Ogre is stronger than the Human and brighter than the Troll. They're usually fighters and thieves, but can also become decent Shisais. 2. Attributes ---------------- All characters have seven mental and physical attributes, each ranging from a value of 3 to 21. While values are distributed randomly, you have a measure of control over each character's values when you create your party. During the course of play, a character's attributes will rise and fall as events occur. Strength The amount of damage your character can inflict on an (STR) opponent during combat. You'll want to make your fighting character strong. Constitution Your character's health and, ultimately, his or her ability (CON) to survive. A character with a higher Constitution is tougher to kill. Size Fighters tend to be large while magic-users are small. Big (SIZ) characters are better at smashing down doors and doing other things where greater mass is an advantage. Intelligence A character's mental capacity. High Intelligence for magic (INT) users improves their spellcasting abilities and lets them recover Power faster. Dexterity Agility and nimbleness. High Dexterity helps your (DEX) character avoid hits and land the first blow during combat. Dexterity is also important to thieves for success in picking locks, avoiding traps, and stealing merchandise. Charisma Your character's physical beauty and persuasive abilities, (CHA) which can affect transactions and negotiations. Power A character's magical aptitude. It's important to (POW) spellcasters since Power determines the number of spells that they can cast. Power is consumed one a one-to-one ratio (i.e. a 4th level spell costs 4 power points). 3. Classes ------------- The classes you get to choose from depend on the character's race and attributes (see Options charts below). Senshi The ultimate mercenaries, Senshi hire out to any mission that pays well. The combat-hungry Senshi can wear any armor and use any weapon. Kishi These noble warriors are dedicated to the principles of honor, justice, and order. They also enjoy casting a Shisai spell or two. Ryoshi This solitary class of scouts and trackers is skilled with all types of weapons, although they favor bows and axes. For maximum mobility, they should wear light armor. Ryoshi enjoy working with Shizen orders. Yabanjin Northern and primitive to the core, Yabanjin are instinctive survivalists and tough in a fight. What they lack in technique, they make up for in sheer meanness. Yabanjin shun heavy armor. Kichigai Come battle time, Kichigais go into a frenzy which gives them great strength, but leaves them prone to attacks from opponents. Like the Yabanjin, they avoid heavy, restrictive armor. Samurai Another honorable order, the Samurai takes pride in his or her fighting technique. Samurais reach their skill peak with special weapons of honor. Ronin Ronins are corrupt brutes who look out only for themselves. They enjoy a kicking, gouging fight where they can employ dirty tricks. A patron deity supplies the evil Ronin with a few Shisai spells. Yakuza The cunning Yakuza is best at lockpicking and trap- neutralizing and not so good at fighting. For extracurricular activities, the Yakuza enjoys stealing from merchants. Ansatsusha These assassins are better fighters than the Yakuza and also have a greater selection of weapons. They possess limited thieving abilities. Ninja The Ninjas are specialists in hand-to-hand combat, as befits a secret order. They also aren't too bad with conventional weapons. Shukenja These disciples of holiness resemble Ninjas in makeup, but train for enlightenment and not assassination. Less skilled than the Ninja in combat, the Shukenja compensates with some spell-casting abilities. Shisai Shisai of different lands share common rituals and spells. They use medium-weight armor and smooth weapons, and can cast many curative and protective spells. Shizen A secretive class, Shizens like the outdoors, drawing from nature to cast spells. Metal armor cuts their casting power, so they usually don leather armor. Mahotsukai This rare class is highly respected. They may be weak fighters, but they have a variety of potent spells to neutralize and slay opponents. Genkai The Genkai confuses and befuddles opponents with a variety of illusions. Their numbers are fewer than the Mahotsukai. Kosaku The peasant Kosakus are the untouchables of the realm-- mainly because nobody would care to touch them. 4. Alignment --------------- In most cases, there are three alignments to choose from: good, neutral, or evil. Alignment has some bearing on what characters can be put together in a group. Characters who are innately good or evil will have their alignments assigned automatically. 5. Sex --------- The character's sex has little bearing on his or her abilities to carry out a task. Female fighters are just as capable of handing a dragon its head as male fighters. 6. Options charts -------------------- The following charts contain information that will help you create your characters. A. Character Classes Class Type Armor Max #of weapons* Hit Points ============================================================================= Senshi Fighter 3 3 10 Kishi Fighter 3 3 08 Ryoshi Fighter 2 3 09 Yabanjin Fighter 1 3 12 Kichigai Fighter 2 3 11 Samurai Fighter 3 3 09 Ronin Fighter 3 3 08 Yakuza Thief 1 2 06 Ansatsusha Thief 1 3 06 Ninja Thief 0 2 07 Shukenja Thief 0 2 05 Shisai Priest 2 1 08 Shizen Priest 2 1 08 Mahotsukai Wizard 0 0 04 Genkai Wizard 0 0 04 Kosaku Peasant 1 2 06 B. Minimum Statistics Required Class STR CON SIZ INT DEX CHA POW ============================================================================= Senshi 11 - - - - 09 - Kishi 11 13 - 11 - 11 13 Ryoshi 11 13 - 11 - 11 - Yabanjin 13 13 - - - - - Kichigai 13 - - - - 11 - Samurai 11 11 - - - 13 - Ronin 13 11 - 11 - 11 - Yakuza - - - - - 13 - Ansatsusha 11 - - - - 13 - Ninja 11 13 - - - 15 - Shukenja 11 13 - 11 - 13 - Shisai - - - 11 - 09 - Shizen - - - 11 - 09 11 Mahotsukai - - - 11 - 09 - Genkai - - - 11 - 09 - Kosaku - - - - - - - C. Class Availability Class Human Toshi Nintoshi Kobito Gnome Obake Troll Ogre ============================================================================= Senshi Y Y Y Y Y Y Y Y Kishi Y Y Y N N N N N Ryoshi Y Y Y N N N N N Yabanjin Y N Y Y Y Y Y Y Kichigai Y N Y Y Y Y Y Y Samurai Y Y Y N N Y N Y Ronin Y Y Y Y Y Y Y Y Yakuza Y Y Y Y Y Y Y Y Ansatsusha Y Y Y Y Y Y Y Y Ninja Y Y Y N N Y N N Shukenja Y Y Y N N N N N Shisai Y Y Y Y Y Y Y Y Shizen Y Y Y Y Y Y N Y Mahotsukai Y Y Y N N N N N Genkai Y Y Y N Y N N N Kosaku Y Y Y Y Y Y Y Y D. Racial Statistics Ranges Class STR CON SIZ INT DEX CHA POW ============================================================================= Human 03-18 03-18 03-18 03-18 03-18 03-18 03-18 Toshi 03-13 03-13 03-12 08-19 08-19 07-18 08-19 Nintoshi 03-15 03-15 05-14 06-18 06-18 05-18 05-18 Kobito 08-19 08-19 03-08 03-16 03-16 03-16 03-16 Gnome 05-18 08-18 03-06 03-17 06-18 03-16 03-17 Obake 03-15 03-16 03-07 03-14 08-20 03-14 03-18 Troll 11-21 11-20 13-21 03-11 03-13 03-10 03-12 Ogre 08-19 08-19 11-19 03-13 03-13 03-12 03-14 ============================================================================= IV. COMMANDS AND ONSCREEN ACTIVITIES ============================================================================= You can use the following commands almost anywhere. In most commands, the program assumes that the party leader is performing the action unless you indicate that another character will act by entering his or her roster number. ------------- A. Commands ------------- Key Command Description ============================================================================= A Attack Press this key and a direction to initiate combat. During combat, just press "A" to return attack. B Board/Disembark This command either helps your party leave land for a waiting (and friendly) ship or disembarks them onto dry land. Follow up the command with a direction. B Break Camp This removes your party from a pitched camp. C Cast This puts your character into a spell-casting mode. You'll be queried for a character number and then a spell name, which you must type in full. You can also press and "?" simultaneously to get a list of the spells that character can use. Next to the word "cast" you'll see a value for Power. The more spells you cast, the lower it gets. You can't cast certain spells unless you have enough Power. D Drop E/F/G/T Enter "D" and then the letter of the type of item you want dropped (E=equipment, F=food, G=gold, T=torches). Once you drop something, it's gone for good; you can't change your mind and pick it back up. E Enter Press "E" and a direction key to pass through something. An area doesn't have to be visible to be enterable. F Search Press "F" and then enter a direction to search the area for traps, secret doors, or anything unusual. F Flee Use this if you'd like your party to make a run for it. The sooner you use this command during combat, the better your chances are that you'll get to flee. G Get item This command opens chests, coffins, and coffers, removes money from urns, and steals from a merchant's counter. Press "G" and then a direction. H Hide Hide may (or may not) successfully hide the party from monsters. While hiding, any new actions will reveal the party and their position. I North Use this to move your party up one space. J West Moves your party one space left. K East Moves your party one space right. L Light Torch Type "L" and any character's roster number. If the character you choose has a torch, he or she will light it. M South This moves the party one space down. N New Leader Type "N" followed by a character's roster number to establish a new party leader. His or her shape now represents the party. N Negotiate Lets a character negotiate with a monster. Can range from offering food to unabashed pleading. The monster may leave, ask for money and then leave, or ask for money and still attack. O Orate To communicate with a character outside the party, press "O" and a direction key. (This is a great way to pick up clues for play.) At the prompt "Type", enter one of the following options. B) Buy purchases merchandise in a shop. S) Sell sells excess or unwanted items in a shop. C) Chat stimulates casual conversation with someone . T) Talk attemps to get information from someone. I) Inquire causes "Re" (short for "regarding") to appear; type in the subject of interest to get specific information. OG)OfferGold offers a sum of money to someone who says "Pay up". OI)OfferItem offers a piece of equipment or an item to someone. A character stays in the oratory mode until you press RETURN without entering information or press ESC. P Pick Lock Enter "P" and then a direction to have a character (with the right tools) try to pick a lock. CTRL-P Pitch Camp This lets you camp for 1 to 24 hours. Time goes faster when you pitch camp, enabling your characters to recover hit points and Power quicker. Use this also to wait out the night hours. But don't sleep too soundly--you can still be attacked while you camp. Q Saving Game Use this to save your game at any time except during combat (You should stick out your battles for experience, anyway). R Read Press "R" followed by a direction key to read a sign. R Retreat Moves the character whose turn it is to the back of the group on the next round. Good for injured characters. S Smash Press "S" and a direction to have your character try to smash against a surface (like a door). There's a damage penalty for failure. S Skip Causes the current character, and those after him or her, to skip their attacks. Handy if your spellcasters (grouped together at the end of the roster) need a rest but the fighters want to keep battling. In this case, press "S" when you get to the spellcasters. T Give E/F/G/T This lets you pass an item. Type "T" and then the letter of the kind of item you want to pass (E=equipment, F=food, G=gold, T=torch). You're then asked who's getting the item and who's giving it. Remember, you can only hold so much, so if you transfer something to someone who already carries a full load, he or she will automatically drop an item. U Use Press "U" and return. Then type in the number of the character whom you want to use something. Next, you'll get a list of items that are available for use. Choose a piece of equipment with the arrow keys. A number after an item name indicates the number of charges it has. Double asterisks (**) after a name mean that its use is unlimited. V View Follow view with a direction to get information on the adjacent object or character. W Ready Weapons Select "W" and then the letter of the type of weapon you want to ready (O for open hands, H for hand weapon, and M for missile weapon). X Exchange Exchange lets characters swap equipment with each other. Press "X", indcate who's getting and who's giving, and M for missile weapon). Y Yell Enter "Y" and then any word that the character wants to say. During your journey, you'll find special words that the characters will want to yell, sometimes in relation to a spell. Z Drink Press "Z", a character number, and a direction to slake a thirst in a dungeon waterhole. 1 Displays statistics for character 1. 2 Displays statistics for character 2. 3 Displays statistics for character 3. 4 Displays statistics for character 4. 5 Displays statistics for character 5. 6 Displays statistics for character 6. RETURN Displays statistics for the party leader. ESC Aborts any action started but not completed. CTRL-A Use this to assign macros (up to four). A macro is a string of commands that can be executed by a single key stroke. Type "CTRL- A" and then assign the macro to a number from 1 to 4. Next, enter the commands you want in succession. The comma(,) works as a within a macro command. For example: "C, NASU," would cause whoever was the party leader to cast a Nasu spell. It would execute as follows: "Cast-1" appears followed by "Name:" and then "NASU". "C3NASU," is the same except that only the third character on the roster will cast the spell. You can have up to 15 characters in a macro string. CTRL-S Toggles the sound on and off. & Executes macro 1. ' Executes macro 2. ( Executes macro 3. ) Executes macro 4. # Reorder Use this to change the order of the party characters. Enter "#" followed by a number from 1 to 6. The character is moved to wherever the highlighted box is. $ Pool Gold This lets you take the gold from other members of the party and add it to the sum of the character indicated (up to his maximum carrying capacity). Any excess remains in the possession of the original character. The character whose name is highlighted will give the gold. Enter "$" followed by the number of the character who will get the gold. : Time Lag Lets you set the length of the delay between the displaying of information in combat. Enter any value from 0 to 255; the higher the slower. Space Bar This key causes the party to wait and do nothing for one move, or forfeit a move in combat. ^ This helps a character climb out of a pit after he or she has had the misfortune of faling into one. ------------------------- B. Onscreen Activities ------------------------- When you're done creating characters and enter the world of Lorn, you'll see a screen full of information. The upper right box shows the time, and the sun and moon cycles. Underneath that box is your group's name. The center right box lists the names of those in your party in their roster order. Beneath that is the name of your location (i.e. indoor or outdoor). If you're engaged in combat, this area tells you what type of enemy your opponent is and how many there are. The bottom right box shows information related to the commands your choose. If you're in the midst of a fight, it shows attacks made by you and your opponent. To change the speed at which the messages scroll by, use the ":" command to change the time lag. 1. Statistics ---------------- During the course of play, you can examine your character's attributes and the items he or she possesses. Enter the number that represents the character's order in the party. (If you hit without selecting a number, you'll see the party leader's statistics.) First you'll see a general description of the character. Press (or the space bar) to see the seven attributes. Press again and you'll see the character's possessions. (If he or she has no possessions, you'll bypass this screen.) Press one last time to see the listing for armor, gold, torches, and food. The maximum values for these four items are: armor=10, gold=10,000, torches=10, and food=100. 2. Party Leader ------------------ To make playing a little easier, you designate a party leader who automatically performs all actions. The party leader is the one whose name is highlighted on the roster. You can change it by pressing "N" and then the number of the character you want to be the new leader. Having a party leader doesn't mean that the fate of the group lies in the hands of one, because you can override the party leader and have any character perform any action at any time. Let's say you want a lock picked. There's two ways to do it. 1) Press "P" for Pick Lock and then enter a direction that the attempt will be made. The party leader automatically picks the lock since you didn't designate a character to do it. 2) Press "P," enter a character number from 1 to 6, and then enter the direction that the attempt will be made. The character you chose does the work in this case. 3. Time ---------- Time passes at about one Deathlord hour for every five real minutes. The more actions you perform, the faster time passes. (You can expedite matters by pressing the SPACE BAR repeatedly.) At about 6:00 p.m. the sun begins to set. When the sun goes down and darkness dims your way, you can either camp out for the night or light a torch and keep going. Sunrise begins at about 4:00 a.m. ============================================================================= V. EQUIPMENT ============================================================================= You'll come across many pieces of equipment, some mundane, some magical. A few items are relics of exceptional power which the character must accumulate in order to solve the game. These items are preceded by a double asterisk (**) and may not be sold. Some have to be traded to receive a more powerful item. Some equipment can't be used by certain individuals. Note that although a character may not use certain equipment, he or she may still carry it. Make use of this fact by giving any extra armor you find to a designated "holder" such as a Shisai or Mahotsukai. A character can carry only one of each of the following items: hand weapon (i.e. a sword) missile weapon (i.e. a bow) armor shield miscellaneous armor miscellaneous item (i.e. lockpick or holy symbol) jewelry scroll ----------------------- A. Weapons and Armor ----------------------- You can buy the following items in various weapon shops. When a character buys armor, he or she automatically wears it. If the character is already wearing armor, he or she is forced to drop it unless it's first given to someone else. The table shows what class of characters can use which weapons and armor. Magical items are not listed. Any class surrounded by parentheses means that class can't equip the item. Class Abbreviations ======================= Senshi Sen Kishi Kis Ryoshi Ryo Yabanjin Yab Kichigai Kic Samurai Sam Ronin Ron Yakuza Yak Ansatsusha Ans Ninja Nin Shukenja Shu Shisai Shi Shizen Shz Mahotsukai Mah Genkai Gen Kosaku Kos 1. Weapons Table ------------------- Class Armor Shield Misc Armor *Weapons ============================================================================= Senshi any any any 01 Kishi any any any 01 Ryoshi haramekido any any 02 Yabanjin harame-do any any 02 Kichigai haramekido any any 02 Samurai marame-do any any 02 Ronin any any any 01 Yakuza harame-do none gloves 03 Ansatsusha harame-do none gloves 03 Ninja cloak none gloves 04 Shukenja cloak none gloves 03 Shisai ring mail medium jingasa 05 Shizen harame-do medium jingasa 05 Mahotsukai cloak none gloves 06 Genkai cloak none gloves 06 Kosaku harame-do none gloves 03 *Weapons: 01) Tanto, bo staff, jo stick, sai, masakari, glaive, naginata, sling, light bow, crossbow, heavy bow, great bow 02) Tanto, bo staff, jo stick, sai, masakari, glaive, naginata, wakizashi, katana, sling, light bow, crossbow, heavy bow, great bow 03) Tanto, bo staff, sai, light bow, crossbow 04) Tanto, bo staff, sai, nunchaku, light bow, crossbow, shuriken 05) Jo stick, sling 06) Tanto, bo staff The shields come in small, medium, or large. Miscellaneous armor includes gloves jingasa, gauntlets, and kabutoes. 2. Weapon/Armor Glossary --------------------------- Item Description ============================================================================= Bo staff Walking staff Do-maru Full body armor Glaive Staff with long, curved blade Hara-ate Chest plate Haramakido Near full body armor Harame-do Studded leather Jingasa Open helm Jo stick Short fighting staff Kabuto Great helm Katana Long Samurai sword Masakari Heavy battle ax Naginata Staff with cleaver Nunchaku Two chain-connected blunt clubs Sai Long prong flanked by two shoter prongs (a pair) Shuriken Throwing stars Tanto Dagger Wakizashi Short Samurai sword Yoroi Full body armor over chain mail 3. Hand Weapons ------------------ Name AC value Equipped by ============================================================================= Berserk Sword Bo-Staff Defender (Manijin) +4 Sen, Ryo, Ron, (Shi), (Gen), (Mah) Dragonslayer Emerald Rod (Santate) +6 Sen, Ryo, Ron, Shi, (Gen), (Mah) Giantslayer +1 Glaive Holy Blade Jo-stick Katana Masakari Naginata Nunchaku Powerstaff +4 Rod of Death +1 Rod of Light (Moakari) +0 Shi, Mah Runeblade (Korosu) +2 Sen, Ryo, Ron, (Shi), (Gen), (Mah) Sai Sling Sunspear +3 Sen, Ryo, Ron, Nin, (Shi), Gen, Mah Sword of Fire (Hitate) Tanto Thunderblade (Taiyohi?) +1 Unholy Blade Ron Wakizashi 4. Missile Weapons --------------------- Name AC value Equipped by ============================================================================= Crossbow Greatbow +1 Heavy bow +1 Kobito Hammer +2 Ryo Light bow Shuriken Sling Toshi Bow 5. Armor ----------- Name AC value Equipped by ============================================================================= Cloak +1 Sen, Mah Do-maru +5 Do-maru+1 +6 Shi Do-maru+2 +7 Sen, Ryo, Shi Golden Yoroi +10 Sen, Ryo, Ron, Nin, (Shi) Hara-ate Hara-ate+1 Haramakido +3 Haramakido+1 +4 Sen, Shi Harame-do +3 Sen, Ryo Harame-do+1 +4 Sen, Ryo Sable Cloak +3 Sen, Ryo, Ron, Mah Toshi Cloak +2 Nin, Mah Yoroi +6 Sen, Ron, (Shi) Yoroi+1 +7 Sen, Ron, (Shi) Yoroi+2 +8 Sen, Ron, (Shi) 6. Shields ------------- Name AC value Equipped by ============================================================================= Bronze Shield +3 Ryo, Shi Golden Shield +5 Sen, Ryo, Ron, Nin, Shi Great Shield +3 Sen, Ron, Nin Medium Shield Silver Shield +4 Skull Shield +6 (Sen), Ron Small Shield 7. Gauntlets --------------- Name AC value Equipped by ============================================================================= Gauntlets +2 Ryo Gloves Golden Gloves +3 Sen, Ron 8. Helmets ------------- Name AC value Equipped by ============================================================================= Falcon Helm +4 Sen, Ron Gold Jingasa +2 Ryo, Shi, (Mah) Golden Crown +3 Sen, Ryo, Nin Jingasa +1 Kabuto +2 Nin, (Mah) ----------- B. Items ----------- Besides weapons and armor, your characters also carry miscellaneous items. They are Gold Pieces, Food, and Torches. The maximum amount of money one character may carry is 10,000 GP. Maximum food supplies may not exceed 100. Although characters do not die of hunger, you should not ignore low food supplies. Food allows characters to slowly gain lost hit point through the passage of time. In addition, magic users' power points (POW) are regained in time. There are many items to be found in Deathlord. Some more valuable than others. 1. Item list --------------- Lockpick Holy symbol Scroll-Cure Scroll-Heal Scroll-Raise Scroll-Ward Torch -------------------------------- C. Six Relics and Seven Words -------------------------------- In order to complete Deathlord, you will need to find 6 relics and 7 words. The relics are found around the world and are needed to win the game. Found in dungeons, the words are distinct from other messages because they are centered in the text box. 7 words are required to pass through the gates of Hell. The words are hidden deep within 7 different dungeons, each offering its own tricks and traps. Be warned as these words are usually located in an obscure location inside the dungeon. Miss anything and you will be unable to finish the game. There is also the 7th relic that is the proof of your final victory. 7 Relics ----------- Name Location ============================================================================= Black Orb Skull Keep. Fight the Deathlord for it. Blue Crystal Lost Lagoon (search the ground around the mahotsukai that says "Look at all the crystals!") Emerald Rod Sultan's Palace on Akmihr. Search the southeast tower. Lantern Greenbanks (search around a tombstone) Ruby Ring Red Shogun's Castle (need blue crystal) Sharktooth Malkanth (search the Shrine of Chaos) Sunspear Twin Rivers (exchange a blue crystal to Senju) 7 relics' uses ---------------- Black Orb Given to the Emperor. End game sequence will begin. Blue Crystal Permits passage through Rakhammon's curtain. Curtain will still do 4 dmg to all members though. Emerald Rod Casts "Santate". Effective against demons. Lantern Illuminates lvl 1-4 of the 7 Gates of Hell dungeon. All other light sources will fizzle in those lvls. Ruby Ring Casts "Hitate". Sharktooth Permits party to locate Hell Island on the map. Sunspear Only weapon capable of hurting the Deathlord 7 Words ---------- Word Dungeon Continent ============================================================================= Chijoku Clearview Canyon dungeon lvl 3 Sirion Daraku Red Shogun's Castle lvl 7 Black Isles Fushin Troll Hole lvl 4 Chigaku Nikumu Kobito Mines lvl 4 Akmihr Osoreru Cave of the Four Elements lvl 4 Lost Isles Seiyoku Isle of the Dead's Pyramid lvl 8 Isle of the Dead Yokusei "Chess" dungeon lvl 6 Sirion --------------------- D. Items won/found --------------------- The following is a list of all the items in Deathlord and the monster they can be won from. The items may also be found in chests/coffers/etc. Chests may have traps on them. They include: Acid Trap (dmg to all), Blade Trap (dmg to leader), Crossbow Bolt (dmg to leader?), Exploding Box (dmg to all), Poison Needle (poisons leader?). Name Monster won from ============================================================================= Berserk sword Ogre-Mages, Guards, Kraken Black Orb Deathlord Blue Crystal Found Bo-Staff Kaibu, Hobake, Brigands, Lizard Men Bronze Shield Minotaurs, Ogres Cloak Lost Souls Crossbow Yakuza, Skeletons, Wolves Defender Diamyo Document Kawahara Do-maru Trolls Do-maru+1 Undead Ronin, Purple Worms Do-maru+2 Sea Dragons, Guards, Acid Demons Dragonslayer Wraiths, Mermen, Golems Emerald Rod Found. Akhamun-Ra? Falcon Helm Sea Dragons, Molochai, Banshees Gauntlets Brigands, Yakuza Giantslayer Ogre-Mages, Firebats, Minotaurs, Guardians, Guards Glaive Shadows, Skeletons Gloves Kaibu, Wolves, Lost Souls Gold Jingasa Ogres Golden Crown Smoke Demons, Guards Golden Gloves Kawahara, Dark Demons, Slime Demons Golden Shield Sea Dragons, Slime Demons, Flame Lord Golden Yoroi Beholders Great Shield Ryoshi, Senshi, Yakuza Greatbow Minotaurs, Senshi Hara-ate Lost Souls, Obake Hara-ate+1 Guardians Haramakido Yakuza, Kaibu, Skeletons, Zombies, Brigands, Lizard Men, Senshi Haramakido+1 Blaze Demons, Behemoths Harame-do Kaibu, Obake, Brigands Harame-do+1 Niatama, Blaze Demons, Trolls, Wraiths Heavy bow Yakuza, Skeletons Holy Blade Shades, Molochai, Vampires, Vapor Demons, Ogre-Mages Holy Symbol Wraiths, Kichigai, Kobito Jingasa Yakuza, Skeletons, Zombies, Hobake, Brigands Jo-stick Lost Souls Kabuto Skeletons, Hobake, Ghouls Katana Ninja, Wraiths, Trolls Kobito Hammer Dark Toshi Lantern Found Light bow Yakuza, Skeletons, Kobito Lock Pick Skeletons, Brigands, Yabanjin Masakari Wolves, Hobake, Kobito Medium Shield Yakuza, Hobake Naginata Ghouls, Gorgons Nunckaku Powerstaff Acid Demons, Undead Ronin Ring of Life Wraiths, Dark Demons, Fire Giants Rod of Death Dark Demons, Slime Demons, Guardians Rod of Light Sailors Ruby Ring Found Runeblade Gorgons Sable Cloak Sai Kaibu, Lizard Men, Lost Souls Scroll-Cure Guards, Smoke Demons, Fire Giants, Guardians Scroll-Heal Trolls?, Guardians Scroll-Raise Ghosts, Molochai, Guards, Fire Giants, Ice Giants Scroll-Ward Fire Giants Sharktooth Found Shuriken Minotaurs, Wraiths Silver Shield Sea Dragons, Vapor Demons, Molochai Skull Shield Sea Dragons, Acid Demons, Vampires, Werebears Sling Kaibu, Wolves Small shield Kaibu, Lizard Men, Lost Souls, Obake Sunspear Found Sword of Fire (Hitate) Behemoths, Dark Toshi, Vapor Demons, Guards, Sphinxes Tanto Lost Souls Thunderblade Sea Dragons Toshi Bow Blaze Demons, Vapor Demons, Guards (south) Toshi Cloak Trolls Unholy Blade Guards, Good Wizard Wakizashi Kishi, Kobito, Minotaurs Yoroi Yoroi+1 Sea Dragons, Acid Demons, Undead Ronin, Knight Yoroi+2 ============================================================================= VI. SPELLS ============================================================================= Each of the four character classes of magic users has a large repertoire of spells. The spells that a magic user can cast depend on his or her level. The following chart shows what level a magic user must be in order to cast any spells at that level or lower. The fighter-mages learn spells at a slower rate than the mages. Magic User’s Level Highest Accessibility Spell Level 1 1 3 2 6 3 10 4 14 5 19 6 24 7 Power is an extremely important aspect of spellcasting. You’ll notice that when you press "C", Power appears in brackets next to the word "cast." The more spells you cast, the lower this number gets. Be sure to keep an eye on it; you may need to cast a healing spell worth four Power points, but to your surprise find you only three points left. Remember, power regenerates with time and rest. ------------------- A. Shisai Spells ------------------- The Shisai spells are mostly protective and curative in nature. Level Spell Description ============================================================================= 1 Nasu Calls on power of patron diety to repair 1 to 8 hit points of damage on a character, including the caster. Does not cure the dead or petrified, nor will it cure diseases. Akari Causes the air around the caster to give off a pale blue glow. Allows players to see more than a torch would show. Only effective in the still air of dungeons. Lasts roughly 195 "waits." Katai Provides selected character with protective aura during combat, making him or her harder to hit. Effects are cumulative. 2 Motu Paralyzes 1 to 3 opponents for a time dependent on the caster. Each monster gets a chance to resist the spell. Dosoi Slows effects of poison. Halves hit point loss until poison is neutralized or character dies. Tsuiho Causes undead (ghouls, zombies, skeletons, etc.) in vicinity to flee. Creatures may try to resist the spell’s influence. One of the few offensive Shisai spells. 3 Moakari Lights up a larger area than the Akari spell. Works only in still air of dungeons. Lasts roughly 300 "waits." Motunasu Helps paralysis victim recover limb use. A Shisai who is paralyzed will not be able to cast this spell. Onkei Blesses entire party during combat and endows adventurers with better fighting ability. 4 Donasu Eradicates toxins from recipient’s body. Subdues strongest poisons but doesn’t restore points lost to the venom strike. Monasu Restores from 17 to 32 hit points of damage. Monasu works like Nasu, only better. Makatai Casts a globe of defensive aura around the party, affording them some protection from attack for the duration of the melee. 5 Hinagu Shoots tower of flames into air and burns offending monsters. Potency of spell depends on caster’s level. Inochi Restores life--but not vitality--in a slain character. Those restored permanently lose a point of constitution and are restored to one hit point. Success of spell depends on character’s constitution. Try Moinochi if this fails. Honasu Restores from 33 to 64 hit points to a character. A stronger version of Monasu. 6 Alnasu Most powerful curative spell available. Heals all damage a character has sustained. Top of the Shisai line. Kurenza Blasts all enemies to pieces at the very intonation of the word. Damage inflicted depends on the level of the caster. Kaeru Choose a place that the party can later be transported to in case of danger. Cast the spell and enter any secret word. At any time, use the "Yell" command, type in the secret word, and the party will immediately be transported to the location your previously staked out. 7 Shinseigo Causes enemies to be swallowed by the ground and delivered to Hell’s chambers to suffer eternal torment. Moinochi Restores life and vitality to a character, except in cases of petrification. Causes no loss in constitution. Can be repeated if fails it fails at first. Yawarishi Last chance for a character turned to stone to be turned back to flesh. ------------------- B. Shizen Spells ------------------- Like those of the Shisai, the spells available to the Shizen are mainly of a curative or protective nature, but they tend towards the outdoors. The Shizen also have a few more offensive spells they like to use. Level Spell Description ============================================================================= 1 Kusamotsu Uses plant life to entwine enemy, holding 1 to 4 monsters fast for warriors to finish off. Works only on grass, bushes, or trees. Hikakomu Bathes the opponent in flickering flames for the duration of the melee and gives a character a bonus on his chance to strike the monster. Ichihan Lets Shizen question the stones of the dungeon to determine how far underground the party is. Useful after being teleported. 2 Kino Causes the skin of the recipient to stiffen and become as hard as tree root. This cumulative spell can be cast on anyone. Dunasu Cures 1 to 8 points of damage on any character, including the caster. Does not cure dead or petrified players and does not cure diseases. Moya Raises a thick mist around the party, shielding them while they try to escape combat unscathed. Chance of escape depends on level of opposing monsters. 3 Byokinasu Cures most illnesses and diseases, including the foul touch of the dreaded mummy. Does not restore lost hit points. Konpasu Helps you find land when you’re at sea. "Below" is used only when land is very close or if the water below is extremely shallow. Yobuzuma Bolt of lightning strikes down from the heavens and smites enemies. Nasty offensive spell. 4 Hitate Causes the group to become impervious to regular fire and heat. Does not work on magical sources of fire. Lasts for 32 steps. Santate Protects party from most common types of corrosive liquids. While it doesn’t protect against all types of acids, it will reduce the damage inflicted. Lasts for 32 steps. Tabemono Changes vegetation into edible food (a synthetic bread that lasts and lasts). The amount of food created depends on the vegetation the spell’s casted on. 5 Hikabe Creates a wall of indigo flames around offending monsters. Damage depends on the caster’s level. Drunasu Similar to the lower-level Dunasu spell, except that it heals from 17 to 32 points of damage. Jishin Causes the ground beneath monsters to buckle and split, dropping the less agile ones into the earth, where they will perish. 6 Hiarashi Rolls a giant, billowing cloud of flames from the hand of the caster, scorching any monsters in its path. Kyoki Causes monsters to go insane. Most will wander aimlessly and die, but some, spurred by madness, fight with greater ferocity. Tsukakusu Lets the party take on the form of the terrain around them so they can walk unseen through the wilds. Creatures are oblivious to their presence. 7 Konran Monsters who fail to resist this spell will stand still and gape stupidly until they are slain. Komaru Point at foe, intone spell, and foe dies instantly. A single-digit assault with an excellent success rate. Druinochi Restores life--and possibly vitality--to a slain character. Those raised will have one hit point and constitution will be lowered permanently by one. ----------------------- C. Mahotsukai Spells ----------------------- Mahotsukai are the fighters of the spellcasting bunch. Their spells are wickedly offensive. Level Spell Description ============================================================================= 1 Todo Pelts one opponent with small, fiery red bolts. The number of missiles depend on the caster’s level, with four being the maximum. Neru Puts opposing creatures with relatively low levels into deep sleep. Length of sleep depends on the caster’s level. Tate Shields recipient of spell against enemy blows during combat. Effects are cumulative. 2 Chikara Fills party with a surge of strength to better inflict damage on foes. Effects are cumulative. Yowameru Weakens monsters and reduces the damage that they can inflict on your party during combat. Has cumulative effects. Kowa Strikes fear into the heart of one opponent. If that creature fails to resist, it will flee in blind panic. 3 Zuma Intone spell to cause a sheet of lightning to spread from the caster’s outstretched hands, cutting down the opposing ranks. Isogu Living members of the party will have their movements accelerated, enabling them to get in an extra attack in every round of combat. Kumo Creates strands of thick, sticky webs from air and entangles monsters in the area. Holds them fast until they manage to break free. 4 Hitama Ball of rosy flames rise upon casting and then explodes among monsters. Damage depends on the experience level of the caster. Ugoku Sends adventurers fleeing randomly from danger, moving them 1 to 8 squares away. Fails if wall or object is in the square to be landed on. Mokowa Wave of fear sweeps the ranks of the opposing creatures. Those who fail to resist flee in panic, dropping anything they are carrying. 5 Dokumo Thick, black smoke forms a suffocating cloud around the enemy. Kills all but the strongest. Koori Pummels monster with fist-sized chunks of ice. The severity of the spell depends on the level of the caster. Hohyo Causes the caster and those with him to become transparent for the duration of the melee, making them harder to hit. 6 Korosu When this spell is intoned, those of an unfriendly disposition must resist or are slain instantly. Unmei Lets the caster point a finger at the opponent and speak a word of power to destroy that enemy. Arashi Sweeps the monsters with sheets of blazing blue fire that burn like the fires of hell. Provides a thorough roasting. 7 Toki Freezes opponents in time, rendering them helpless while you escape or move around unhindered. Unpan Escape spell that teleports a party directly up or down in a dungeon, up to four levels. Taiyohi Opens a gate between the sun and offending monsters, raking them with mortifying flames. Most damning. ------------------- D. Genkai Spells ------------------- Genkais have a batch of spells that create illusions and are predominantly defensive. Level Spell Description ============================================================================= 1 Kiri Places a sphere of darkness around the party, helping them to escape unnoticed from enemies. Hibana Showers of scintillating sparks shoot forth from the caster’s hand, damaging all those in its path. Shoten Enhances a character’s vision during combat, making it easier for the fighter to hit opponents. 2 Nikko Creates a brilliant silvery light about caster so party can see better in dungeons. Only works indoors, where the air is calm. Nijin Makes a character blurry and translucent, and harder for creatures to hit during combat. Mekura Fills opponent’s mind with roaring sounds and dancing motes of lights. Those who can’t resist the spell are impaired and can’t effectively fight. 3 Kawa Strikes overwhelming terror into the hearts of 1 to 3 monsters, causing them to flee. Nigeru Pours thick fog around party, obscuring them from view and giving the party a chance to escape. Mamotu Paralyzes any number of creatures and offers a good target for a fighter’s solid thrust. 4 Manijin Makes all living members in the party invisible, reducing their chances of getting hit. Kakusu Blends the party in with the environment so they become undetectable. Lasts as long as characters do not move or make noise. Geneitodo Pelts opponent with sheets of phantom missiles. Those who resist suffer less damage. 5 Meiro Spins a ball of colored lights before the monsters, leaving them mesmerized and vulnerable. Manigeru Covers opponent with nausea-inducing grey smoke and loud booming sounds, enabling the party to escape. Yujo Beguiles creatures into seeing adventurers as their friends. Instant enemy impotence. 6 Uku Causes party to enter an “unreal” state that allows them to pass over water as if it were solid ground. Makawa Strikes terror into the hearts and bowels of all opposing monsters. A refined version of Kawa. Kotoba Intone this word of power to blast the life from creatures that the party is fighting. Some opponents may suffer little effect from this spell. 7 Honigeru Creates an illusory duplicate of the party so adventurers can slip away unnoticed. Most monsters are fooled by this spell. Yurei Sends party into dimension of shadows and illusion; creatures see them as acquaintances or cousins. Tsukihi Creates a cascade of blinding silvery fire that engulfs the nemeses with its hungry flames. ---------------------- E. Max Spell Damage ---------------------- Here's something that might be interesting; it is about wide-range spells and the damage they can do. Class Spell Lvl Name Max Damage ============================================================================= Genkai 1 Hibana 6 4 Geneitodo 30 6 Kotoba 75 7 Tsukihi 105 Mahotsukai 3 Zuma 30 4 Arashi 50 5 Koori 75 6 Hiarashi 105 7 Taiyohi 140 Shisai 5 Hinagu 30 6 Kurenza 50 Shizen 3 Yobuzuma 30 5 Hikabe 50 ============================================================================= VII. COMBAT AND MONSTERS ============================================================================= ------------ A. Combat ------------ Combat is inevitable when you meet the monsters that ply the highways and byways of Deathlord. You needn't fear combat, provided your warriors are well-equipped with armor and weapons and your offensive spellcasters are ready. Warriors are your best attackers and least vulnerable to monster-inflicted damage. Magic users, on the other hand, are most vulnerable but can protect themselves with defensive spells. Retreating is a good way to shield weaker party members. Negotiating is an option with some monsters, though others will dismiss entreaties with carnivorous disdain. Sometimes it's wisest to have individuals retreat or have the entire party flee. Getting bloodied a few times gives you insight about the strengths of different monsters. It's a general rule that the serious foe is neutralized by a combination of repeated warrior attacks and weighty magician's spells, while the lightweights may fall under the force of a single spell or a few solid hits. Successful combat has its benefits. You can reap much in moneyu and armor. You can gain experience. You can live to see a new day. The bigger the kill, the bigger the reward. 1. Money ----------- The monetary system in Lorn is based on the gold piece, or GP. You can buy the goods, services, and information that you need with gold pieces. 2. Experience ---------------- Gold and armor have their material charms, but experience is just as valuable to your character. The more combats you enter and the more monsters you attack, the more experience you'll gain. And as you gain more experience, you become more capable of handling the next mess you get into. Sorry, but fleeing from combat or negotiating with monsters won't give you experience. Another important aspect of experience is that the more your acquire, the closer you get to advancing another level. The higher your level, the more powerful and effective you are in your role. Fighters fight better, thieves thieve better, and spellcasters cast more powerful spells. When a character has amassed enough experience points to advance a level, you'll see a plus (+) next to the character's name. All the character has to do is find a training center and pay a fee to advance a level. (This fee is necessary to cover expenses such as supplies, training costs, spell books, religious articles, etc.) You may only have a maximum of 2 pluses (+) for level advancement. Therefore, you should train for the next level as soon as the plus appears. 3. Healing ------------- Your characters can expect to be injured in combat or from trying to force entry into certain areas. Time usually heals these wounds, but certain spellcasters can hurry the process along with curative spells. If spellcasters lose too much power, they may temporarily lose their ability to use certain spells. The more exotic forms of damage, like poison and disease, require more than rest to overcome. Sometimes it takes a spell. Other times a drink from a magical spring is the cure. There are also a number of temples throughout Lorn offering healing services--with a proper donation, of course. 4. Life after Death ---------------------- Death is not necessarily the end. For those unfortunate ones who die in the early stages of the game, resurrections are offered in a number of temples and religious establishments for a fee. For those more experienced, there are high level spells which restore life. There are also rumors of items which possess great magical power that can bring back the dead. Should the same deadly fate befall your entire party, the game stops. Remove the scenario disk, insert the boot disk, and reboot the computer. You can then disband the characters using the Character Options and use another character (who's alive) to resurrect them. Another option, although, not the most honorable, is to copy the characters from the last backup disk you made of your group. A final alternative is to assemble an entirely new group of characters and head out anew. -------------- B. Monsters -------------- While you will encounter many people during your adventure, you will also run into monsters. There are over 128 different kinds of them each eager to send you to an early grave. You can easily identify most monsters because they will be colorful as opposed to your one color of white. The undead are usually white and grey. While the townsfolk are normally docile, if you attack a townsperson, the guards will become your enemy. If you are attacked first though, the guards will not bother you. Monsters that have special abilites like drain lvl and 2x hits can only do one or the other. For example, ghouls can paralyze or hit 2x. If you see only 1 miss, that means it tried to paralyze you but missed. If you see 2 misses or 1 hit and 1 miss, that means that it was trying to hit you 2x and you won't get paralyzed. Complete Monster List (125 of 128 found) ------------------------------------------- The format will be as follows: Name (names prefixed with an asterisk (*) indicates a unique/major enemy. Rating (E = easy, M = medium, H = hard) ~HP (approximate HP) Attacks/Special Abilities/Misc info Special abilities include PAR (paralysis), TOX (poison), ILL (disease), RIP (slaying), drain lvl, stone, summon help, breath (dmg to all), casting spells. If a monster can be negotiated with, in the description, there will be a "Y" followed by the general price. Otherwise an "N" will be present. A "?" is for monsters that haven't been negotiated with yet or if they can be negotiated with but the price is unknown. Name Rat ~HP Attacks/Special Abilities/Misc info ============================================================================= Acid Demons 1x hits, Y:1330 ??Acid Dragons?? Breath (?? dmg all), ? *Acid Lord (Jhelag) 135+ 4x hits, 13-33 dmg per hit. Drain lvl? (only hits once), casts Korosu, Y:4000 *Akhamun-Ra 135+ casts spells (Korosu, Zuma), N Ansatsusha Poison, Y:525 Apparitions 1x hits, drain lvl,? Banshee Scream (Korosu), ? Barlican 2x hits, Y:776-885 Behemoths (sea) Summon help, N Beholders Stone, casts spells (Korosu), ? Blaze Demons Poison, Y:? Brigands 1x hits, Y:274-383 Centaurs 3x hits, Y:1047 *Cerebus 100 Breath (10-50 dmg all), ? Couatl casts spells, ? Cyclops 1x hits, Y:1811-1846 Dark Demons 60 2x hits. Drain lvl. looks like "darkness", Y:? Dark Toshi 30 2x hits, Poison, Y:1083-1131 *Dark Lord (Malokorai) 100+ 50 dmg per hit, casts spells (29 dmg all, Korosu), ? *Deathlord 225+ 1x hits, 5-66 dmg per hit. Drain lvl, casts spells (Korosu). Only Sunspear can hurt him. Todo also works. Most other spells have no effect., N Demonguard 2x hits, Y:1330-1364 Diamyo 70 2x hits, Slaying, ? Djinni casts spells, ? *Emperor 140 2x hits, 1-50 dmg per hit, ? Evil Spririts ? Evil Trees 1x hits, N, look like trees with fangs Fire Giants 2x hits, Y:2058-2128 Fire Spirits ? Firebats 65 Breath (1-29 dmg all), Y:1400 Firedrakes 1x hits, breath, Y:1352-1387 *Flame Lord (Frasaak) 135+ 2x hits, 30 dmg per hit, casts spells (Korosu, Taiyohi? for 30 dmg all)., Y:3500 Genkai ? Ghosts 60 2x hits, drain lvl, ? Ghouls Paralyze, N Golems ? *Good Wizard (Senju) ~130 HP casts spells (Taiyohi, Korosu), Y:3847- 3930 Gorgon ? Green Slimes Poison, ? Gremlins Summon help, ? Guardians 2x hits, disease, N Guards (North) 75 Y:? Guards (South) Y:1280-1405 Harpies Disease, ? Hobake ? Ice Giants 1x hits, Y:1820 Ice Toads ? Ice Wolves ? Kaibu Y:256-383 *Kawahara 65-80 Drain lvl, casts spells (Motu, Korosu, 10-30 dmg all). Looks like a necromancer with a crown. N Kichigai 2x hit, summon help, Y: Kishi Y:563 Knight 1x hits, drain lvl, N Kobito Y:597-616 Kosaku ? Krakens (sea) 8x hits, ? Lich 100 Drain lvl, casts spells (Korosu, Taiyohi: 3-49 dmg all), ? Lizard Men Y:269-376 Lost Souls 5 Summon help, Y:0-10 Mahotsukai casts spells (Todo, Zuma), ? Manticores ? Master Ninja Slaying, ? Medusas ? Merchants (North) ? Merchants (South) Y:97 Mermen (sea) ? Mimics looks like the square you're walking on., ? Minotaurs Y:774-883 Mist Dragons 1x hits, breath, Y:1910 Molochai 50 Drain lvl, 2x hits, ? Mummies ? Necromancers casts spells (Korosu, ?-?? dmg all), ? Niatama 2x hits, ? Ninja critical hits to low lvl characters, ? Nintoshi ? Obake Y:289-366 Ogre-Mages casts spells (Zuma?, 1-40 dmg all), Y:1317-1407 Ogres 1x hits, Y:816-843 Phantoms ? Purple Worms 1x hits, Slaying, ? Raiders Y:546-563 *Red Shogun ? Rock Spirits ? Ronin ? Rook 1x hits, stone, N Ryoshi ? Sailors Summon help, ? Samurai ? Sand Dragons ~75 Breathe (22-44 dmg all), Y:1805 Sand Squids found in desert continents, ? Sea Dragons (sea) 60 Breath (1-39 dmg all), ? Sea Serpents (sea) Poison, ? Sea Spirits 2x hits, ? Senshi 1x hit, Y:574-622 Shades Drain lvl, ? Shadows Paralyze, ? Shisai casts spells (Motu), ? Shizen ? Shukenja 2x hits, ? Skeletons N Slime Demons 4x hits, Y:? Smoke Demons casts spells (Motu), Y:1200 Sphinxes ? Stone Giants ? Stonebrows Summon help, Y:6-115 Sultan N Tomb Robbers Y:610-633 Toshi 3x hits, Y:879 Trappers looks like red floor bricks, ? Triclops 3x hits, Y:1364 Trolls 3x hits, ? Undead Ronin 90 2x hits for 20-40 dmg per hit, N Unicorns ? Vampires Drain lvl, casts spells (Korosu, 10-20 dmg all), N Vapor Demons casts spells (Motu, 20 dmg all), Y:1200- 1344 Vipers Poison, ? Werebears ? Whorls (sea) 4x hits, ? Will O Wisps 1x hits, Paralyze, Summon, N Wind Dragons 1x hits, breath, Y:2124 Wind Spirits ? Wolves N Wraiths Drain lvl, N Yabanjin ? Yakuza ? Yeti ? Zombies ? --------------------------- C. Continents' Monsters --------------------------- Osozaki monsters ----------------- Brigands Hobake Kaibu Niatama Trolls Vipers Giluin monsters --------------- Brigands Hill Giants Niatama Trolls Vipers Isle of the Dead monsters ------------------------- Apparitions Ghosts Ghouls Skeletons Will O Wisps Zombies Asagata monsters ---------------- Brigands Kobito Raiders Sandsquids Sirion monsters --------------- Hobake Kaibu Niatama ============================================================================= VIII. MAPS AND THE TERRAIN ============================================================================= ---------- A. Maps ---------- As your party moves through the many dungeons, caverns, and labyrinths, you can map their movements so your characters don't have this nagging sense of deja vu. Dungeons are laid out one screen block per one graph paper block, with each dungeon layer fitting on a single sheet of standard 8 x 11 sheet of graph paper. Look at your maps with a critical adventurer's eye. You may notice an unmarked area in an otherwise packed map. Could that be the stairs to a lower level? Or you'll notice something unusual about a corridor. A hidden room, perhaps? A word about teleporters. A quick blink of the screen combined with the fact that you're somewhere entirely different or not getting anywhere at all suggests that you've been teleported. For instance, you may be walking down a corridor that never seems to end. In fact, you may be getting repeatedly teleported a few steps back in the corridor, so you're trekking the same path over and over. As soon as you catch on to the fact you've been teleported, correct your map, if necessary. "Dungeon" maps are usually 32x32, 33x33, 34x34, or a mixture of the three. "Indoor" maps are 64x64. For maps, see section IX. below or go to http://www.geocities.com/TimesSquare/Realm/4610/deathlord/maps.html ----------- B. Areas ----------- The world of Lorn possesses a variety of climatic zones. The temperate regions have forests, plains, and swamps. The arid regions are made up of desert sands and scrub. The frozen regions to the north have tundra, frozen marshes, and some forests. To travel between these varied continents, you'll need to sail the great seas. You'll find ports where you can engage the services of a friendly ship in exchange for some gold. An alternative is to forcibly engage the services of an unfriendly ship by attacking it. Seafarers be advised--oceans are especially dangerous places. -------------------------- C. Buildings and Places -------------------------- Certain buildings and places in Lorn hold clues and items vital to your quest. The more you investigate, the more you'll find. Place Description ============================================================================= Castles The only known castle belongs to Emperor Nakamoto in Kodan. Rumor is that another strongly fortified castle exists on an uncharted island east of Kodan. Cities Most commerce happens in the cities and the prices are usually lower here than in other areas. Dungeons These labyrinthed caverns and natural catacombs can be found in any region. Look for a cave mouth or grotto, take a deep breath, and enter. Fortresses These fortifed strongholds guard mountain passes from invasion. Pyramids These buildings in the great southern deserts house long-dead kings and are protected by curses on the living. Ruins The remnants of a town, city, or village may house ferocious monsters or precious treasure and valuable clues. Skull Keep There is only one skull keep and it belongs to the Deathlord in "Hell." Temples Found in remote areas, these places are set up by non-human cults. Caution is advised around temples. Towers Towers are inhabited by Wizards and Necromancers of ill repute who chose to remove themselves from society in order to perform ghastly experiments and rituals. Towns These are smaller settlements than cities. While mostly residential, there are shops for the wandering traveller to restock his or her dwinding supplies. Be sure to talk to the townsfolk for the latest kingdom gossip. Villages These peasant communities can offer food and lodging to the weary adventurer. Some are rumored to offer much more... ------------- D. Objects ------------- Knowing the following common items can help you in your quest. Object Qualities ============================================================================= Acid Burns living characters Arkhan's Wall Magic wall that saps strength of those who try to pass through (exactly 1/2 of remaining hit points) Boat Water transportation Bush/Tree Hides party Chest Store coins and equipment Chute Drops characters into a lower level of the dungeon Coffer Holds valuable treasures Coffin/Sarcophagus Holds rare treasures and undead terrors Darkness Light-consuming void Door Must open or smash to pass through False Door Does not open Fire Provides light or deters intruders Illusory Wall Looks like normal wall but can be passed through Illusory Object Deceives characters Mausoleum Houses the dead (and maybe undead) Pit Trap Concealed pit possibly spiked; can be climbed out of Pool May contain good or bad magic Portcullis Iron gates preventing passage; can be raised with force Rakhammon's Curtain Magic curtain of force that gives powerful electrical jolt to those who pass through (4 dmg to all members). May be passed through only with a special item (blue crystal) Secret Door Hides doorways Sign Warns adventurers or offers a clue Signpost Advertises something Sinkhole Dumps adventurers to lower level of dungeon Stairway Allows ascent and descent Swamp Contains unsavory predators; may be contaminated Teleporter Transports adventurers to other part or level of dungeon Urn Holds money and treasures Water Most safe to drink ============================================================================= IX. MORE MAPS -- LORN, THE WORLD OF DEATHLORD ============================================================================= ----------------------- A. The 16 Continents ----------------------- The world of Deathlord consists of 16 continents. The grid below is 16x16 and represents the entire world. Each continent/land is numbered 1-16. Every "block" on the grid represents one disk sector (56x56 size). Some continents span more than 1 disk sector. The block borders are where the disk drive will spin. After each number is the name of the continent, followed by any towns and/or dungeons found. Any dungeons inside of towns are surrounded by parentheses. . indicates sector is nothing but water. A B C D E F G H I J K L M N O P 01 1 1 . . . . . . . . . . . . . . 01 02 1 . . . . 2 . . . . . . . . . . 02 03 . . . . . . . . . . . . . 3 . . 03 04 . . . . . . . . 4 . . . . . . . 04 05 . . . 5 . . . . . . . . . . . . 05 06 . . . . . . . . . . . 6 . . . . 06 07 . . . . . . . 7 . . . . . . 8 . 07 08 . . . . . . . 7 . . . . . . . . 08 09 . . 9 . . . . . . . . . . . . . 09 10 10 . . . . . . . . . . . . . . 10 10 11 . . . . . . . . . . 11 . . . . . 11 12 . . . . . . . . . . . . . . . . 12 13 . . . . . . . . . . . . . . 12 . 13 14 . . . . . . . 13 . . . . . . . . 14 15 . . . 14 . . . . . . . . . . . . 15 16 . . . . . . . . . . 15 . . 16 . . 16 A B C D E F G H I J K L M N O P 1. Kodan: dungeon east of Kawa Emperor's palace (palace caverns) Kawa (yakuza guild) Tokugawa Tokushima Yokahama 2. Osozaki: Deepingdale Telegrond Vorn in the SW 3. Asagata: Croyo Hill giants' dungeon in the east Towne Royal (named Makimura on the map) 4. Deserted desert island 5. Akmihr: Akhamun-Ra's pyramid Desert Flower Kobito Mines Oasis Sultan's palace 6. Isle of the Dead: Pyramid of the Old Ones 7. Giluin: Kobar in the SE Linear Dungeon in the northern mountains Shupan in the NE Temple of Oceanus in the west 8. Narawn: Fort Demonguard Kashiwa (on an island) The Lost Lagoon Malkanth (behind Fort Demonguard) 9. Deserted forest island 10. Sirion: Clearview to SE Chess dungeon to NW Greenbanks in the west 11. Tsumani: dungeon to NE Morningfrost Snow Raven in SW 12. Nyuku: dungeon North Spindrift South Spindrift Two Rivers 13. Hell Island: Skull Keep 14. Chigaku: Crystalmist Fort Wintergreen Tower of Shumi Troll Hole 15. Black Isle: Red Shogun's Castle "Decoy islands" here 16. Lost Isle: Cave of the Four Elements "Decoy islands" here ---------------------------- B. Buildings and Dungeons ---------------------------- Below is information about every town and dungeon in Deathlord. Towns will have their location next to their name. The information is presented as follows. Towns [continent] Type : Towns and ruins are of type "Indoor". Pyramids are also Indoor. Keywords: These are the words you type when inquiring a townsfolk. Monsters: Number of Groups of monsters found. This doens't include non- aggressive monsters (ie. townsfolk). Shops : Every shop and their prices Secrets : Any secrets/unusual information Dungeons Type : Dungeons are always of type "Dungeon" Size : Dungeon sizes range from 1-16 lvls Treasure: Only major treasure listed (7 words, 6 items, document, etc) Monsters: Monsters found and the lvl(s) found in. Monsters' names prefixed with an asterisk (*) indicates an unique/major enemy. ----------------------------------------------------------------------------- Kawa -- town in the heart of the northern side of Kodan ----------------------------------------------------------------------------- Type : Indoor Keywords: bone island, cavern, dungeon, ruins, tokushima, wakiza, yakuza, yokahama Monsters: 1 Diamyo, ? Yakuza, 1 Vampires Shops : The Weapon Shop Item Price ====================== Tanto 011 Bo-staff 029 Jo-stick 044 Sai 059 Masakari 091 The Armor Shop Item Price ====================== Cloak 021 Hara-ate 069 Harame-do 124 Haramakido 219 Supplies Item Price ====================== Torches 5 Lock Pick 089 Holy Symbol 114 The Mist Dragon Inn Item Price ====================== Food 003 Secrets : Yakuza Guild: Search the 9th right wall above the doors of the southwest tower. The yakuza are behind the door leading to the Yakuza Guild. The vampire is in the Diamyo's Residence. Guards and the Diamyo reappear when you reeenter. ----------------------------------------------------------------------------- Yakuza Guild -- inside Kawa [Kodan] ----------------------------------------------------------------------------- Type : Indoor Keywords: none Monsters: Ansatsusha, 1 *Master Ninja, ? Ninja, ? Yakuza Shops : none Secrets : teleporters in the fire lead to treasure chambers. Master Ninja is located in the southern room. ----------------------------------------------------------------------------- Emperor's Palace -- West of Kawa [Kodan] ----------------------------------------------------------------------------- Type : Indoor Keywords: cavern, dungeon, emperor, kawa, spy, tokushima, yokahama Monsters: 3 Brigands, 1 Kaibu, 1 Lich, 1 Shades Shops : Palace Kitchen Item Price ====================== Food 003 Healer Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Secrets : Palace Caverns: In the southeast tower The brigands and kaibu are all in the prison. The lich is in the 2nd coffin from the right inside the royal crypt behind the emperor. The shades are locked up inside the emperor's private garden. Guards do not reappear when you reenter. ----------------------------------------------------------------------------- Tokugawa -- city on the NW tip of Kodan ----------------------------------------------------------------------------- Type : Indoor Keywords: kawa, kiyoshi, mages, necromancer, palace, ship, yakuza Monsters: 1 Ghouls, 1 Necromancers, 2 Zombies Shops : Goro's Quality Weapons & Armor Item Price ====================== Tanto 013 Bo-staff 025 Jo-stick 030 Sai 063 Masakari 090 Glaive 127 Naginata 258 Item Price ====================== Cloak 023 Hara-ate 065 Harame-do 110 Haramakido 223 Do-maru 420 Yoroi 617 Missile Weapons Item Price ====================== Sling 033 Shuriken 075 Light Bow 110 Crossbow 163 Heavy Bow 220 Great Bow 307 Tai's Rice Shop Item Price ====================== Food 003 The Shipyards Item Price ====================== Ship 10000 The Academy Item Price ====================== Training varies Secrets : Kiyoshi's Residence: Enter the city through the north by ship. Upon entering, head 1 space north and then east until you see a place to land. Search the northeast tower located in Kiyoshi's Residence to find a passage leading to a treasure chamber which is blocked by a Rakhammon's curtain. The zombies are found behind the door of the dark passage to the coffin rooms inside Necromancer Yang's home. The ghouls are in the upper left coffin in the right side coffin room inside Necromancer Yang's home. Necromancer Yang's chamber is found by searching the north wall 1 square to the left of the door of the left coffin room. Guards reappear when you reenter. ----------------------------------------------------------------------------- Wakiza -- ruins on the southwest coast of Kodan ----------------------------------------------------------------------------- Type : Indoor Keywords: cave, dungeon, gates, great land, kawahara Monsters: 4 Lizard Men Shops : none Secrets : Pirates Den: Enter from the east and head north to the stone wall. Then "hug the wall" westward and northeastward through secret walls until you see the stairs. It's on the NE corner. The lizard men appear to be 4 preset groups. ----------------------------------------------------------------------------- Tokushima -- village on the east coast of Kodan ----------------------------------------------------------------------------- Type : Indoor Keywords: bone island, dungeon, noise, senju, tokugawa, wizard, yokahama Monsters: 2 Kosaku, 2 Yakuza Shops : Kosaka Brothers Foundry & Armor Supply Shop Left Side Item Price ====================== Cloak 035 Hara-ate 068 Harame-do 117 Right Side Item Price ====================== Small Shield 045 Medium Shield 088 Tokushima Bakery Item Price ====================== Food 003 Tokushima Healer Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Secrets : Bone Island: Enter from the east via ship. Head south until you see it. The 2 groups of Kosaku are in the back of the Tokushima Bakery and, they will reappear when you reenter. Guards are Kosaku and reappear when you reenter. ----------------------------------------------------------------------------- Yokahama -- ruins southwest of Tokushima [Kodan] ----------------------------------------------------------------------------- Type : Indoor Keywords: crystal, evil ones, kawahara, palace, senju Monsters: 12 Skeletons Shops : none Secrets : The skeletons will reappear when you reenter. ----------------------------------------------------------------------------- Pirates Den -- inside Wakiza [Kodan] ----------------------------------------------------------------------------- Type : Dungeon Size : 8 lvls Treasure: none Monsters: Name lvl ============================================================================= Brigands 1-4 Dark Toshi 4-8 Ghosts 8 Ghouls 5-8 Green Slimes 3-6 Gremlins 3,4 Hobake 1-4 Kaibu 1-4 Lizard Men 1-4,6,7 Mermen 2-4 Niatama 5-8 Obake 1-2,4 Ogre-Mages 5,8 Ogres 2,4,5 Sea Dragons 5-8 Shadows 5-8 Skeletons 1-4 Trappers 5,7 Will O Wisps 5,6,8 Zombies 2-4 Walkthrough: Level 1: Follow the path SE. When you hit the bottom go west about 10 paces. Then follow the path north and when you reach a split in the path, take the NW branch and follow it north to the stairs. Level 2: Take any of the 3 ships available to the south shore. You will have to land next to the swampy shore where there is a ship already anchored. Follow the dirt path westward until you reach another ship. Take this ship south and dock next to the ship already on the shore. Follow the trail eastward where yet another ship will be waiting. Take this ship east to the stairs down to lvl 3. Level 3: Board the ship and head west. Go west until you reach the 2nd room with acid in the middle. Head north through the secret walls until you hit a real wall. Now search north to reveal a hidden door. Search the westmost wall in the room to reveal another hidden door. Go north to the stairs. Note there is another set of stairs east of the room with the first hidden door. These stairs lead to a dead end in lvl 4. The correct set of stairs is the one through the 2 hidden doors. Level 4: There are 2 routes to the stairs: land or sea. The land route is full of pits. Be careful to search each spot before you step on it. Follow the path which goes in a clockwise direction to reach the stairs down. The sea route avoids all the pits and is the only way to reach the treasure chests with the teleporters. There are also 2 hidden doors on the NE corner of the water which lead to treasure rooms. There is also a secret wall to the left of the water next to the stairs down. Level 5: Take the ship east and follow the water until you can't go north any more. Disembark and head north to another ship. Board it and follow the water to the southeast until you see another ship docked in the corner of water that zigzags NE. Board that ship and when you reach the middle of the zigzagging water, you will be teleported to the middle south part of the dungeon. The same spot that you are teleported to is also another teleporter so you must step off immediately or you will be teleported to lvl 8. The stairs down are in southeast corner. Level 6: If you teleported here from lvl 5, then stay on the same spot to get teleported to lvl 7. If you took the stairs from lvl 5, then board the ship and follow the water north until you see another ship. Board that ship and head due south taking the east branches, until you see another ship on the south. Board that ship to the stairs down. Level 7: If you teleported here from lvl 6, stay on the same spot to get teleported back to the square that you first got teleported on in level 5. Step off it otherwise you will reenter the 5,5,8,5,6,7,5 teleporter loop. If you took the stairs from lvl 6, then just take the ship and follow the water around to the stairs. Level 8: If you teleported here from lvl 5, follow the water west until you reach the wall. Then head south until you reach the wall. Then go all the way east to get teleported to lvl 5 in the southeast area, which is just above the area where the first teleporter in lvl 5 sent you to. If you took the stairs from lvl 7, then board the ship and head north to read the sign. The portcullis can't be raised by brute force. The stairs down behind it are fake. There is no lvl 9. If you want, you can disembark into the darkness and follow the path to a treasure "room" with ghosts (drain lvl). Note: The Sea Dragons are preset at first in lvls 5-8. They can do BIG dmg with their breath attack. Avoid them if you can. ----------------------------------------------------------------------------- Palace Caverns -- inside Emperor's Palace [Kodan] ----------------------------------------------------------------------------- Type : Dungeon Size : 6 lvls Treasure: document Monsters: Name lvl ============================================================================= Behemoths 3 Brigands 2-6 Ghouls 2-6 Green Slimes 6 Gremlins 4 Hobake 2-6 Kaibu 1-6 *Kawahara Mahotsukai 6? Minotaurs 4 Obake 2-6 Ogre-Mages 6 Ogres 3-6 Shadows 5-6 Skeletons 2-6 Stonebrows 2-6 Will O Wisps 6 Wraiths 5-6 Zombies 2-6 ----------------------------------------------------------------------------- Kodan Dungeon -- east of Kawa [Kodan] ----------------------------------------------------------------------------- Type : Dungeon Size : 4 lvls Treasure: none Monsters: Name lvl ============================================================================= Ghouls Gremlins Harpies Kobito Niatama Ogres Skeletons Stonebrows *Vampire 3 Zombies ----------------------------------------------------------------------------- Cave of the Four Elements [Lost Isles] ----------------------------------------------------------------------------- Type : Dungeon Size : 4 lvls Treasure: word (see walkthrough) Monsters: Name lvl ============================================================================= Couatl 2 Djinni 2 Fire Spirits 3 Purple Worms 1-2 Rock Spirits 2 Sea Spirits 4 Stone Giants 2 Wind Spirits 2 Walkthrough: There are no stairs up except to leave the dungeon, only down. The first level is earth, then air, then fire, then water. You can also go roughly near the center and cast UNPAN down 3 levels to get right to the word. Save the game first and so on if you want to see the word really quickly. Monsters are tough and do up to 25 damage. Level 1: Earth. 8 squares south of the entrance there's a barrier to the south. From this point go WSWSSESSWWSSWSWSSESESSEEN (you should hit a secret door here) NNNN (hit a teleporter to the second level). Even if you get lost remember there's a whole huge area surrounded by walls that you can't map out. You can circle around that area and you'll find the illusory wall at the south. Level 2: Air. Go all the way east until you hit a wall (all walls except boundaries are illusory here!). Go 1 square west and then go north until you see the stairs down 1N and 1E from where you are. Go east and then north, or you'll hit a teleporter. Level 3: Fire. I stumbled on the stairs down pretty quickly. What I did was to go southwest, northwest, and so on until I got to the upper left. Then I slowly worked my way east; a lot of the walls are illusory. I found the stairs that way. Level 4: Water. This is the easiest to map. Basically, you get on a boat and go in a spiral towards the center. When you get there, there's an island. As you've mapped everything else, it's the only place left the word can be, but it has no illusory walls--on the outside. Search the southernmost tip for a secret door. Enter it and go north UNTIL you can see the word to the north. Then step west or east (more illusory walls) to avoid the teleporter to the first level, which is the first square to the north that's NOT an illusory wall. Read the word, OSORERU, and hit the teleporter which is now very convenient--it takes you to the sign just south of the dungeon entrance. ----------------------------------------------------------------------------- Troll Hole [Chigaku] ----------------------------------------------------------------------------- Type : Dungeon Size : 4 lvls Treasure: word (see walkthrough) Monsters: Name lvl ============================================================================= Hobake 1-4 Kaibu 1-4 Skeletons 1-4 Trolls 1-4 Walkthrough: The main sources of damage in this dungeon aew from the swamps so make sure you have a Shisai who can cast Alnasu. The word is on level 4, and you can read it from 11 squares west of where you enter. You can not Unpan directly to this location without using Uku. However, you can get close to the word and then uncover hidden doors to work your way to the word. Level 1: From the stairs go 3E, 2S, 5E, 2N, 6E, 7S, 9W, 3S, 20W, 19S, 26E, 4N. Level 2: From the stairs go 3W, 2N, 14W, 8N, 2E, 3S, 2E, 3S, 8E, 10N, 8E, 11N, 1W, 1N, 12W, 1S, 1W, 7S, 9W, 7N, 4W, 1N. Level 3: From the stairs go 1S, 3E, 17S, 5W, 6S, 6E, 3S, 4E, 1S, 14E, 3N. Level 4: From the stairs go 2W, 1N, 1W, 3N, 2W, 1N, 10W, 1N, 3W, 1S, 6W, 7N, 4E, 9N, 3W, 2N, 3E, 2N, 1W, 1N, 1W. Now search west to find a secret door. Search north 2 times to find 2 more hidden doors. Search east 2 times to find 2 hidden doors. You will now be left of the sign with the word FUSHIN. Short solution? Using Uku: 3W, 2S, 2W, 2N, 5W. Cast Uku. 1W. Cast Unpan, down 3. Read north. Cast Unpan, up 3. Retrace steps (6E, 2S, 2E, 2N, 3E, 1N). Without Uku: 3W, 2S, 8W. Cast Upan, down 3. 1W, 1N, 1W (fake wall). Now search west to find a secret door. Search north 2 times to find 2 more hidden doors. Search east 2 times to find 2 hidden doors. You will now be left of the sign with the word. Backtrack out by going 2W, 2S, 2E, 1S, 1E. Cast Unpan, up 3. 8E, 2N, 3E, 1N. ----------------------------------------------------------------------------- Dungeon behind Red Shogun's Castle [Black Isles] ----------------------------------------------------------------------------- Type : Dungeon Size : 8 lvls Treasure: word (see walkthrough) Monsters: Name lvl ============================================================================= Walkthrough: The first two levels consist of doors and illusionary doors. Starting on the space between the stairs out and the sign, the fastest route to the word is as follows. Level 1: Take one step east then five steps south (the first three doors are already open. After that you have to start picking/smashing)Then: 1W, 5S, 1W, 3S, 1W, 2S, 1E, 1S, 1E, 5S, 1E, 2S, 1E, 1S, 2E, 1N, 2E, 6S, 2E, 1N, 1E, 4N, 2E, 1S, 2E, 3S, 1W, 3S, 2E, 1N, 1E, 3N (you are now on level 2 even though there was no sign. Backtrack 7 steps and you're back on level 1.) Level 2: 2E, 2N, 2W, 4N, 2E, 1S, 1E, 1S, 2E, 3N, 1E, 1N, 1E, 5N, 1E, 6N, 1E, 1N, 1E, 3N, 1E, 2N, 2E, 3S, 2E, 1S, 2E, 1S, 2E. To the south lies a 3x3 square of open doors. The center of these nine door is a teleporter to the 5th level. Take it. Level 5: Level 5 consists of nothing but a NW-SE corridor. Moving one diagonal step NW (either N then W of the other way around) teleports you back to the start of this level so the corridor seems endless. 21 diagonal steps SE teleports to level 8 (an identical corridor, NW teleports you back to level 5 so there is no obvious transition) [a side trip:*] Take 21 diagonal steps SW from the teleport that took you to the eighth level. This leads to a teleport to the 7th level. [another side trip:**] Take ten diagonal steps SW, two steps east, two steps east through illusionary walls. There is a secret door to the east. 5 steps east is a crossroad in darkness. The three passages lead to 3x3 rooms with chests. Go south. In the south wall of the southeast corner is a secret door. There is another secret door to the east of this. This door opens into the room with the word, DARAKU. To leave, go back to the NW-SE corridor, ten diagonal steps SE teleports you to the 6th level. 24 diagonal steps SE brings you to the end of the main corridor and a teleport back to level 1 (between the stairs out and the sign). *Level 8 side trip: There are illusionary walls that can be stepped into on the east side of the corridor 1 step south of the teleport and 9 steps south of the teleport. Both lead east to another illusionary wall, then a secret door, a passage to a crossroads in darkness: each of the other three passageways lead to 3x3 rooms. The second set of three rooms (9 steps south in the main corridor) contain treasure chests. A similar set up occurs one step east and three steps south of the teleport: two illusionary walls to the south, a secret door, passage south to crossroads in darkness and three 3x3 rooms containing urns. The central portion of the west wall of the southern room is illusionary and opens to a short passage to a portcullis through which you can see the chamber with the word. Unfortunately, you cannot get through the portcullis so you can skip all this. **Level 7 side trip: Immediately to the east of the teleport to level 7 are an illusionary wall, another illusionary wall, a secret door, a crossroads in darkness and three rooms of coffins. ----------------------------------------------------------------------------- Crystalmist -- town in the NE of Chigaku ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, lagoon, kasumi, shumi, tower, troll hole Monsters: 3 Ansatsusha, 2 Guards, 1 Kobito Shops : Wai's Weapon Warehouse Left Side Item Price ====================== Tanto 011 Bo-staff 028 Jo-stick 044 Sai 058 Masakari 085 Glaive 129 Naginata 260 Right Side Item Price ====================== Sling 031 Shuriken 078 Light Bow 124 Crossbow 158 Heavy Bow 215 Great Bow 309 Welcome to Toni's Armor Emporium Top Item Price ====================== Cloak 021 Hara-ate 068 Harame-do 124 Haramakido 218 Do-maru 415 Yoroi 619 Bottom Item Price ====================== Gloves 011 Gauntlets 078 Jingasa 114 Kabuto 188 Adventurers Guild Item Price ====================== Training varies Secrets : The ansatsusha are in Sotashi's home. The kobito is in the first room above the guards on the east side. The guards are in the storehouses. Guards reappear when you reeenter. ----------------------------------------------------------------------------- Fort Wintergreen -- fortress in the NW of Chigaku ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, hole, pools, senju, troll hole, word Monsters: 5 Senshi, 1 Merchant, 1 Kaibu Shops : The Helmet Shop Item Price ====================== Gloves 018 Gauntlets 072 Jingasa 106 Kabuto 181 Shield Shop Item Price ====================== Small Shield 038 Medium Shield 082 Great Shield 126 Wintergreen Armor Store Item Price ====================== Cloak 028 Hara-ate 062 Harame-do 116 Haramakido 211 Do-maru 416 Yoroi 619 Secrets : The merchant is in the room left of the helmet shop. Two senshi are in the stockade. Three senshi are in the vault. The kaibu is in the stockade. Guards reappear when you reeenter. ----------------------------------------------------------------------------- Sultan's Palace -- castle of Akmihr ----------------------------------------------------------------------------- Type : Indoor Keywords: garden, guild, mine, pyramid, rod, sultan, tower Monsters: 1 Ansatsusha, 3 Guards, 1 Raiders, 1 Sand Dragons Shops : Palace Arms Room Item Price ====================== Tanto 014 Bo-staff 025 Jo-stick 037 Sai 050 Masakari 085 Glaive 126 Palace Armory Item Price ====================== Cloak 024 Hara-ate 065 Harame-do 117 Haramakido 210 Do-maru 415 Food Storage Room Item Price ====================== Food 003 Secrets : Search the third wall from the eastern guards to find a secret door to the southeast tower. The emerald rod is in the chest in the rakhammon's curtains. Search the third wall section from the right in the right room of the garden to find a secret door. The guards are in the jail. 2 Guards are found in the treasure room. The raiders are in the jail. The ansatsusha are in the jail. The sand dragons are guarding the Emerald Rod. The guards reappear when you reenter. ----------------------------------------------------------------------------- Desert Flower -- village north of the palace [Akmihr] ----------------------------------------------------------------------------- Type : Indoor Keywords: guild, malkanth, mine, palace, pyramid, relic, spear Monsters: 1 Raiders, 1 Shisai Shops : Weapons (no name) Item Price ====================== Tanto 014 Bo-staff 022 Jo-stick 033 Sai 056 Armor (no name) Item Price ====================== Cloak 024 Hara-ate 062 Harame-do 113 Haramakido 216 Do-maru 420 Food (no name) Item Price ====================== Food 003 Training (no name) Item Price ====================== Training varies Secrets : The shisai is found in the priest's chambers The raiders are found in the middle room of the 5 rooms in the southwest. The guards reappear when you reenter. ----------------------------------------------------------------------------- Oasis -- town north of the palace [Akmihr] ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, guild, mine, palace, pyramid, sultan, tomb, word Monsters: 2 Raiders, 2 Skeletons Shops : Oasis Weapons Item Price ====================== Tanto 018 Bo-staff 026 Jo-stick 035 Sai 054 Masakari 093 Glaive 127 Naginata 250 Oasis Armory Item Price ====================== Cloak 028 Hara-ate 066 Harame-do 115 Haramakido 214 Do-maru 423 Yoroi 617 Arrowhead Missile Weapons Item Price ====================== Sling 038 Shuriken 076 Light Bow 115 Crossbow 154 Heavy Bow 223 Oasis Date Store grown fresh on the premises Item Price ====================== Food 003 Temple of Fire Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 Training Item Price ====================== Training varies Secrets : The raiders are found in the second room down on the west side. The skeletons are found in Grool's chambers. The guards reappear when you reenter. ----------------------------------------------------------------------------- Kobito Mines -- Nestled in the hills of Akmihr ----------------------------------------------------------------------------- Type : Dungeon Size : 4 lvls Treasure: word (see walkthrough) Monsters: Name lvl ============================================================================= Kobito 1-4 Walkthrough: ----------------------------------------------------------------------------- Ak-hamun-ra's Pyramid -- tomb of the old kings [Akmihr] ----------------------------------------------------------------------------- Type : Indoor Size : 2 lvls Treasure: none Monsters: Name lvl ============================================================================= Guardians 0-1 Walkthrough: ----------------------------------------------------------------------------- Tower of Shumi -- [Chigaku] ----------------------------------------------------------------------------- Type : Dungeon Size : 4 lvls Treasure: none Monsters: Name lvl ============================================================================= Kaibu 1-4 Phantoms 1-4 Shadows 1-4 Skeletons 1-4 Zombies 1-4 Mummies 2-4 Wraiths 2-4 ----------------------------------------------------------------------------- Linear Dungeon [Giluin] ----------------------------------------------------------------------------- Type : Dungeon Size : 4+ Treasure: none Monsters: Name lvl ============================================================================= Dark Toshi 1-4 Green Slimes 1-4 Medusa 1-4 Mimics 1-4 Minotaurs 1-4 Ogre Mages 2-4 Ogres 1-4 Trappers 1-4 ----------------------------------------------------------------------------- Deepingdale -- town in the heart of Osozaki ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, kobito, north bank, ruin, wakai Monsters: 3 Kobito, 1 Ronin, 1 Senshi, 3 Yakuza Shops : The Weapon Store Item Price ====================== Tanto 022 (25) Bo-staff 022 (20) Jo-stick 031 (37) Sai 061 (61) Masakari 080 (85) Brass Ring Armor Emporium Item Price ====================== Cloak 029 (35) Hara-ate 065 (60) Harame-do 125 (117) Haramakido 211 (221) Do-maru 414 (415) Deepingdale Store Item Price ====================== Food 003 Secrets : Senshi are found in the room at the northwest corner of town. Ronin are found in the room NW of the armor shop. The Yakuza are found in the building NE of the armor shop. The Kobito are found on the north bank. The guards reappear when you reenter. ----------------------------------------------------------------------------- Telegrond -- abode of the circle of thirteen ----------------------------------------------------------------------------- Type : Dungeon Size : 16 lvls Treasure: none Monsters: Name lvl ============================================================================= Beholders 14 Couatl 09 Dark Toshi 10,11 Djinni 10,11 Ghosts 09,11 Golems 09,11 Gorgons 10-12,14 Harpies 09,11 Lich 14 Mahotsukai 1 Medusas 09,11 Phantoms 09,10 Purple Worms 14 Sea Dragons 13 Sea Spirits 10,11 Stone Giants 13 Vampires 09,13 Werebears 09 Wraiths 10,11 Notes: Very good weapons and armor may be found (Defender, Runeblade, Thunderblade, Golden Crown) Also chests give good gold (500+). Many teleporters. ----------------------------------------------------------------------------- Wakai -- ruins on the southwest coast of Osozaki ----------------------------------------------------------------------------- Type : Indoor Keywords: deepingdale, dungeon, house, pyramid, red shogun, wakai Monsters: 1 Obake, 1 Vampires, 1 Wolves Shops : None Secrets : Wolves are found in the south side in a small alcove. Obake are found in the first room just south of the east entrance. The vampires are found in the room marked "No Trespassing." ----------------------------------------------------------------------------- Kobar -- town on the NE coast of Giluin ----------------------------------------------------------------------------- Type : Indoor Keywords: chin, dungeon, kobar, oceanus, shrine, temple, tohei Monsters: 2 Kichigai, 1 Ryoshi, 2 Senshi Shops : Edmond's Near-new Weapon Shop Item Price ====================== Tanto 022 Bo-staff 034 Jo-stick 045 Sai 051 Masakari 090 Goro's Adventurer Supply House Item Price ====================== Torches 005 Lock pick 094 Holy Symbol 115 Mad Yings Adventuring Academy Item Price ====================== Training varies Secrets : The Ryoshi are found in the room south of the east entrance. The Senshi and Kichigai are found in Chin's Training School. For amusement, one of the tombstones reads "Tomb of the Unknown Peasant" The guards reappear when you reenter. ----------------------------------------------------------------------------- Shupan -- town on the SE coast of Giluin ----------------------------------------------------------------------------- Type : Indoor Keywords: akuma, dungeon, kobar, monk, north shore, oceanus, old house, temple Monsters: 1 Banshees, 1 Diamyo, 2 Mahotsukai, 2 Toshi Shops : Missile Weapons Item Price ====================== Sling 030 Shuriken 075 Light Bow 122 Crossbow 153 Heavy Bow 222 Great Bow 302 The Shupan Armory Item Price ====================== Cloak 020 Hara-ate 065 Harame-do 122 Haramakido 213 Do-maru 422 Yoroi 612 The Supply House Item Price ====================== Torches 5 Lock pick 085 Holy Symbol 112 Nakamura's Bakery Item Price ====================== Food 003 Secrets : The Banshees are found in the condemned house. The Diamyo is found in his residence. The Mahotsukai are found in the house with the sign "No admittance" The Toshi are found the first room south of the graveyard. The guards reappear when you reenter. ----------------------------------------------------------------------------- Temple of Oceanus -- shrine of the Lord of the Deeps ----------------------------------------------------------------------------- Type : Indoor Keywords: garden, hell island, oceanus, maze, pyramid Monsters: 1 Banshees, 1 Ghosts Shops : Food Item Price ====================== Food 003 Healing Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 Secrets : Enter from the west and disembark south on the second wall from the left to find a hidden passage to the Shrine of Deathlord. Enter from the north and disembark east on the second wall from the top to find a hidden passage. The "clue in the garden" refers to the 24 made by the grass in the ground. There's also a grass arrow too. The 24 means that you search 24 spaces south of the arrow's tip which is the 18th wall section from the east entrance. Search down to find a hidden room. Banshees are found in the 2nd coffin from the right. Ghosts are found in the 4th coffin from the right. The guards reappear when you reenter. ----------------------------------------------------------------------------- Pyramid of the Old Ones -- on the Isle of the Dead ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, exit, out, word, yorik Monsters: 27 Minotaurs, 2 Sphinxes Shops : none Secrets : Enter from the north to reach the stairs down. The pyramid is divided into 3 areas: north, west, south/east 5 Minotaurs are found in the south/east area. 1 Sphinxes are found next to the east entrance. 1 Sphinxes are found next to the south entrance. 18 Minotaurs are found in the north area. 4 Minotaurs are found in the west area. 1 Sphinxes are found in the west area but they don't attack. The Minotaurs and the Sphinxes (except non attacking one) reapppear when you reenter. ----------------------------------------------------------------------------- Dungeon of the Old Ones -- below the Pyramid ----------------------------------------------------------------------------- Type : Dungeon Size : 8 lvls Treasure: word (see walkthrough) Monsters: ----------------------------------------------------------------------------- Lost Lagoon -- village on the northern coast of Narawn ----------------------------------------------------------------------------- Type : Indoor Keywords: crystal, demon, demonguard, kashiwa, malkanth, volcano Monsters: 5 Kichigai Shops : Weapons Item Price ====================== Torches 5 Tanto 011 Bo-staff 026 Jo-stick 042 Sai 059 Masakari 086 The Leather Ranch Item Price ====================== Cloak 021 Hara-ate 066 Harame-do 122 Haramakido 219 Sensei's House of Training Item Price ====================== Training varies The General Store Item Price ====================== Torches 5 Lock Pick 086 Holy Symbol 112 Food Item Price ====================== Food 003 Secrets : The Kichigai are found in the room in the southeast corner. Enter from the west. Head east and enter the first building you see in the south side. Head through a secret wall in the room to find a mahotsukai. Search the area to find unlimited blue crystals. There are no guards in town. ----------------------------------------------------------------------------- Kashiwa -- town near the old volcano ----------------------------------------------------------------------------- Type : Indoor Keywords: demonguard, fiery pit, lagoon, loop, malkanth, village Monsters: none Shops : Weapons of Honor Item Price ====================== Nunchaku 115 Wakizashi 408 Katana 608 Missile Weapons Item Price ====================== Sling 045 Shuriken 078 Light Bow 118 Crossbow 156 Heavy Bow 211 Great Bow 313 The Kashiwa Armor Shop Item Price ====================== Cloak 035 Hara-ate 068 Harame-do 118 Haramakido 216 Do-maru 411 Yoroi 623 The Protection Shop Item Price ====================== Gloves 025 Gauntlets 078 Jingasa 108 Kabuto 186 The Temple of the Fire Spirits Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 Ronin's Quality Produce Item Price ====================== Food 003 Kashiwa Academy Item Price ====================== Training varies Secrets : Check the second lower "loop" from the western entrance. Disembark in the middle of the loop to find a fake wall. The guards reappear when you reenter. ----------------------------------------------------------------------------- Fort Demonguard -- home of the Demonguard clan ----------------------------------------------------------------------------- Type : Indoor Keywords: crystal, demon, gate, malkanth, pit, pyramid, snowraven Monsters: 1 Acid Demons, 2 Demonguard, 1 Smoke Demons, 1 Acid Demons Shops : Weapon Storeroom Item Price ====================== Tanto 014 Bo-staff 035 Jo-stick 036 Sai 064 Masakari 081 Glaive 135 Naginata 256 Demonguard Armory Item Price ====================== Cloak 024 Hara-ate 075 Harame-do 116 Haramakido 224 Do-maru 411 Yoroi 625 Demonguard Temple Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 Secrets : The demons and demonguard are found in the prison. The guards reappear when you reenter. ----------------------------------------------------------------------------- Malkanth -- Hell on Earth ----------------------------------------------------------------------------- Type : Indoor Keywords: demonguard, hell, malkanth, shrine, slime Monsters: 1 Banshees, 1 Lich Shops : Weapons Item Price ====================== Tanto 021 Bo-staff 034 Jo-stick 038 Sai 052 Masakari 086 Glaive 121 Naginata 256 McEvils Fast-Food Item Price ====================== Food 003 Secrets : The Sharktooth is found in the Shrine of Chaos. Search the third spot west of the top coffin. The Banshees are found in the adventurers inn. Lich are found in the room southeast of Goolag's Weapons. The guards reappear when you reenter. ----------------------------------------------------------------------------- Towne Royal -- the sea town [Asagata] ----------------------------------------------------------------------------- Type : Indoor Keywords: croyo, dungeon, island, mages guild, mine, oasis Monsters: 1 Diamyo, 1 Kichigai, 1 Ninja, 1 Ronin Shops : Towne Royal ** Weaponmaker ** Item Price ====================== Tanto 020 Bo-staff 033 Jo-stick 039 Sai 050 Masakari 090 Glaive 129 Naginata 256 Shelly's Samurai Supply Store Nunchaku 110 Wakizashi 413 Katana 609 The Greedy Dwarf Supply House Item Price ====================== Torches 5 Lock Pick 093 Holy Symbol 109 Akmihr Restaurant Item Price ====================== Food 003 Training Academy Item Price ====================== Training varies Secrets : Ronin is found in the first room on the right hand side when you enter from the south. The room is left of the Diamyo's residence. Kichigai is found in the room just southwest of the island in the center of town. Diamyo is found in his residence. Ninja is found in the room just northwest of the island in the center of town. The guards reappear when you reenter. ----------------------------------------------------------------------------- Croyo -- town in the hills of Asagata ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, giant, greenbank, key, kobito, mine, toshi Monsters: 1 Kobito, 1 Senshi Shops : The Weapon Shop Item Price ====================== Tanto 021 Bo-staff 034 Jo-stick 038 Sai 052 Masakari 086 Glaive 121 The Armorer Item Price ====================== Cloak 031 Hara-ate 074 Harame-do 118 Haramakido 212 Do-maru 416 Jason's Supplies Item Price ====================== Torches 5 Lock Pick 094 Holy Symbol 108 Desert Rations Item Price ====================== Food 003 Secrets : Senshi is found in the room northwest of the weapon shop. ----------------------------------------------------------------------------- Giants Lair -- nested in the hills of the Ash Mountains [Asagata] ----------------------------------------------------------------------------- Type : Dungeon Size : 8 lvls Treasure: none Monsters: Name lvl ============================================================================= Barlican 1,4-5 Cyclops 4-5,7 Fire Giants 1-8 Firedrakes 5 Niatama 4-5,8 Ogres 4-5,8 Triclops 4 Will O Wisps 7-8 Wind Dragons 3 ----------------------------------------------------------------------------- Red Shogun's Castle -- citadel of the myth [Black Isles] ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, malakorr, red shogun, ring Monsters: 1 Golems, 1 Mist Dragons, 2 Smoke Demons Shops : Castle Weapons Item Price ====================== Tanto 020 Bo-staff 022 Jo-stick 030 Sai 062 Masakari 086 Glaive 132 Naginata 251 Castle Armory Item Price ====================== Cloak 030 Hara-ate 062 Harame-do 110 Haramakido 222 Do-maru 416 Yoroi 622 Missile Stores Item Price ====================== Sling 040 Shuriken 072 Light Bow 110 Crossbow 162 Heavy Bow 216 Goro's Supply Centre Item Price ====================== Torches 5 Lock Pick 082 Holy Symbol 100 Temple of the Mist Dragon Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 Secrets : Smoke Demons are found in the jail Mist Dragons are found in the Temple. Golems are found in the Shogun's chambers The guards reappear when you reenter. ----------------------------------------------------------------------------- Greenbanks -- ruins of a once great city [Sirion] ----------------------------------------------------------------------------- Type : Indoor Keywords: acid, dungeon, town Monsters: 3 Ice Giants, 1 Ice Wolves, 10 Skeletons, 1 Trolls Shops : none Secrets : 1 Ice Wolves is found in the first room down at the north side. 3 Ice Giants are found in the most northeast room. 9 Skeletons are found in the necromancer's home 1 Skeletons is found in the graveyard 1 Trolls is found in the room north of the graveyard ----------------------------------------------------------------------------- Clearview -- city on the southeast corner of Sirion ----------------------------------------------------------------------------- Type : Indoor Keywords: cave, dungeon, island, tsumani Monsters: 1 Ansatsusha, 1 Senshi Shops : Hiro's Honorable Weapon Store Item Price ====================== Tanto 010 Bo-staff 024 Jo-stick 039 Sai 062 Masakari 085 Glaive 123 Tasha's Sake Item Price ====================== Food 003 Clearview Academy Item Price ====================== Training varies Secrets : Senshi found in first room to the right from the southern entrance. ----------------------------------------------------------------------------- Chess Dungeon -- in the northwest canyon of Sirion ----------------------------------------------------------------------------- Type : Dungeon Size : 6 lvls Treasure: none Monsters: Name lvl ============================================================================= Centaurs 3 Dark Toshi 5 Evil Trees 3 Ghouls 1-2,4 Green Slimes 5 Hobake 1,4 Knight 6 Medusas 5 Niatama 1,4 Ogres 1-2,4 Ogre-Mages 2 Rook 6 Skeletons 1 Trolls 1 ----------------------------------------------------------------------------- Morningfrost -- village in the hills [Tsumani] ----------------------------------------------------------------------------- Type : Indoor Keywords: bear, dungeon, koshi, snowraven, south star Monsters: 1 Snow Bears, 3 Yabanjin Shops : The Weapons Store Item Price ====================== Tanto 023 Bo-staff 025 Jo-stick 044 Sai 056 Masakari 080 Runik's Rawhide Shield Shop Item Price ====================== Small Shield 043 Medium Shield 085 Great Shield 134 Dried Meats Item Price ====================== Food 003 Secrets : Snow Bears found in Koshi's home Yabanjin found in the room in the northeast corner Guards reappear when you reenter ----------------------------------------------------------------------------- Tsumani Dungeon -- in the hills west of Morningfrost ----------------------------------------------------------------------------- Type : Dungeon Size : 4 lvls Treasure: none Monsters: Name lvl ============================================================================= Banshees 4 Ghouls 1 Hobake 1-4 Ice Giants 1,3-4 Niatama 4 Ogres 1-4 Ogre-Mages 2-4 Shadows 4 Triclops 1,4 Trolls 2,4 Werebears 3-4 Whorls 2 Yeti 2 Notes: The Whorls guarding the door in level 4 are fake. ----------------------------------------------------------------------------- Snowraven -- star of the south [Tsumani] ----------------------------------------------------------------------------- Type : Indoor Keywords: cross rock, dungeon, icine, lanter, red shogun, ring, south star, staff Monsters: 1 Yabanjin, 4 Yakuza Shops : Rolan's Weapons Item Price ====================== Tanto 021 Bo-staff 029 Jo-stick 043 Sai 062 Masakari 094 Glaive 129 Naginata 262 Snowraven Armory Item Price ====================== Cloak 031 Hara-ate 069 Harame-do 123 Haramakido 222 Do-maru 424 Fresh Vegetables Item Price ====================== Food 003 Training Hall Item Price ====================== Training varies Temple of Icine Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 Secrets : Yakuza found in the room southeast of Fresh Vegetables Yabanjin found in the room east of Rolan's Weapons Enter the south by ship and sail around to the right to find the mermen behind the temple. ----------------------------------------------------------------------------- Twin Rivers -- home of Senju [Nyuku] ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, evil, senju, spindrift, token Monsters: 2 Yabanjin Shops : Cobar's Defence Shop Item Price ====================== Tanto 020 Bo-staff 020 Jo-stick 030 Sai 064 Rumiko's Store Item Price ====================== Torches 5 Lock Pick 095 Holy Symbol 108 The Twin-Rivers Sushi-Bar Item Price ====================== Food 003 The Twin-Rivers Adventurer Repair House Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Secrets : Yabanjin are found in the room south of the eastern guards. Yabanjin are found in the middle room of the 3 rooms west of Senju's. ----------------------------------------------------------------------------- North Spindrift -- town of rogues [Nyuku] ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, senju, sennin, stone, twin river Monsters: 1 Ansatsusha, 1 Beholders, 2 Kaibu, 1 Kobito, 2 Mahotsukai, 1 Necromancer, 1 Ronin Shops : Specialty Weapons Item Price ====================== Nunchaku 108 Wakizashi 404 Katana 615 Missile Weapons Item Price ====================== Sling 041 Shuriken 084 Light Bow 118 Crossbow 152 Heavy Bow 216 Great Bow 301 Odds N Ends Item Price ====================== Gloves 018 Gauntlets 074 Jingasa 115 Kabuto 183 The Spindrifter Item Price ====================== Food 003 Secrets : 2 Mahotsukai are in the first room to the right in the Sennin's Lair Necromancer is in the room south of the 2 mahotsukai Beholders is found in the second room to the left of the Sennin's Lair Kobito is in the room southeast of the seventh stone Ronin is in the room north of the seventh stone 2 Kaibu are in the middle room southeast of the signpost 1 Ansatsusha is in the room east of the Kaibu's room ----------------------------------------------------------------------------- South Spindrift -- town of friends [Nyuku] ----------------------------------------------------------------------------- Type : Indoor Keywords: dungeon, miser, twin-river Monsters: 2 Yabanjin Shops : Sato's House of Weapons Item Price ====================== Tanto 017 Bo-staff 021 Jo-stick 039 Sai 051 Masakari 088 Glaive 126 Naginata 253 Goku's Adventurer Supply House Item Price ====================== Torches 5 Lock Pick 081 Holy Symbol 109 Sevn-Levn Item Price ====================== Food 003 The Shrine of the Earth Spirits Item Price ====================== Deparalyze 100 Detoxify 150 Healing 200 Cure Disease 250 Raising 300 Resurrection 500 Depetrify 750 ----------------------------------------------------------------------------- Sunken Temple -- 16 level nightmare [Nyuku] ----------------------------------------------------------------------------- Type : Dungeon Size : 16 lvls Treasure: none Monsters: Name lvl ============================================================================= Beholders 13,15-16 Djinni 11-12 Golems 15-16 Ice Giants 8-9,14,16 Ice Toads 1 Kobito 1 Lich 15 Minotaurs 4 Mist Dragons 15-16 Ogres 1 Purple Worms 15-16 Sea Dragons 13 Sea Spirits 7 Shadows 5 Shisai 2,5,8 Undead Ronin 15 Vampires 16 Wraiths 11 Whorls 9 Zombies 2 ----------------------------------------------------------------------------- Skull Keep -- Fortress of the Deathlord [Hell Island] ----------------------------------------------------------------------------- Type : Indoor Keywords: none Monsters: 12 Acid Demons, 1 Cerebus, 6 Smoke Demons, 10 Vapor Demons Shops : none Secrets : all monsters reappear when you reenter. Unsure if Cerebus returns , but I assume it does. 3 Acid Demons are found while walking around counterclockwise. 4 Acid Demons are found in the first "demon room". 5 Acid Demons are found in the second "demon room". 6 Smoke Demons are found around the small rooms in the keep, 1 per room. 3 Vapor Demons are found while walking around counterclockwise near the magic wall halls. 4 Vapor Demons are found in the first "demon room". 3 Vapor Demons are found in the second "demon room". 1 Cerebus is found in the room before the stairs to the 7 gates. Walkthrough: Do not proceed further if you don't have all 6 items: Blue Crystal, Emerald Rod, Lantern, Ruby Ring, Sharktooth, Sunspear. Make sure you have all 7 words too. You will need them for the 7 Gates of Hell. Since you'll face a lot of demons in here, equip your fighters with the Emerald Rod because it is effective against demons and it gives very good AC bonuses. The keep winds counterclockwise forming an "ankh" type shape. After you reach the very end, above the 20 magic walls (1/2 hp) , you will be in the middle of the keep. Search the right walls above the magic wall and you will find 2 secret doors, each after the other. Search the second secret door's north wall to find a third hidden door. Search the east wall of the third door to find a fourth and then fifth door. Search the fifth door's north wall to find the sixth door. As a result of finding the sixth door, you will find that the room is occupied by 8 groups of demons (4 acid, 4 vapor. Defeat all of them. Now search the north wall of the room the demons were in to find another secret door leading to yet another room of demons. Defeat them all and search the north wall of their room to find a secret door. The demon dog, Cerebus is waiting behind the door. He has about 100 hp and breathes. Defeat Cerebus and head north. Now use the blue crystal to pass through the curtains. After passing through about 5 curtains, you should see the stairs down on the north side of the room. Before descending though, heal your characters. Since this is a location of type "Indoor", no random monsters will appear. I assume you fought all the demons while walking here so set a macro to pass time and have your Shisai heal everyone. Make sure everyone is fully healed and has max spell points as you will need it. Now prepare to enter the 7 Gates of Hell. ----------------------------------------------------------------------------- 7 Gates of Hell [Hell Island] ----------------------------------------------------------------------------- Type : Dungeon Size : 16 Treasure: black orb Monsters: Name lvl ============================================================================= Acid Demons 9-16 *Acid Lord (Jhelag) 12 Blaze Demons 5-8, 13-16 Dark Demons 1-4, 13-16 *Dark Lord (Malokorai) 4 *Deathlord 16 *Flame Lord (Frasaak) 8 Firebats 5-8, 13-16 Lich 13-16 Lost Souls 1-12 Molochai 1-4, 13-16 Shades 1-5, 13-16 Slime Demons 9-16 Smoke Demons 5-8, 13-16 Undead Ronin 13-16 Vampires 13-16 Vapor Demons 9-16 Walkthrough: The dungeon is divided into 16 lvls: 4 dark, 4 fire, 4 acid, and 4 death. Each level contains the corresponding lord. The first 3 lords are optional. You must kill the Deathlord to get the black orb. The Shizen spell Yobuzuma will not work in lvls 1-4 probably because it is a lighting spell and 1-4 are the realm of shadows. Also you might want to have lots of money so you can negotiate out of tough fights to conserve your strength. Level 1: The next four levels are Malokorai, the Dark Lord's realm. Use the lantern to see. Any other type of light source will fizzle or have no effect. The upon entering, you will see a sign to the right of the stairs. The top part of the dungeon has 6 teleporters. 1 is the square to the left of the stairs up. Another one is to the right of the sign. The third teleporter and fourth teleporters are to the left of the one left of the stairs and to the right of the of the one next to the sign respectively. These will take you to level 2 so step in either one. The fifth one is the seventh square to the right of the left wall. The sixth teleporter is the third square to the left of the right wall. If you're confused, here's a map, where 0 is wall, s is sign, u is up and t is teleporter. 0000000000000000us00000000000000 0 t tt tt t 0 So the shortest path is from the stairs 1S, 2W, 1N. That will send you to level 2. Of course you could also go 1S, 3E, 1N and that is also fine. Level 2: Upon reaching lvl 2 via any of the 2 teleporters, immediately head south to avoid the teleporters to the right and left of where you were teleported because they will send you back to lvl 1. Instead, walk along the water and head east through the eastern wall which is fake. Now step east 1 more step and then head south until you reach some water. Now follow the walls east and you will see the stairs to lvl 3. Level 3: From the stairs move 4S, 6W, 2S, 8W, 5N. You will now be in front of the first gate of Hell. Don't bother trying to raise the gate because only yelling one of the 7 words will let you pass. Yell the word "YOKUSEI" and head north to the stairs. Level 4: There is a fake set of stairs. Avoid it and instead, move from the stairs 1S, 3E, 3N and you will be in front of the second gate of Hell. Yell the word "NIKUMU" to pass. Now you will see water surrounding the path. A few more steps and you will hit an intersection. To the north is an empty room with water that has random effects when you drink it I think. To the west is Malokorai, the Dark Lord's chamber. To the east are 4 water rooms. You could drink the water which could fully heal a character but also be aware that the water could injure, poison, or disease you too. When you head west you will encounter a group of Shades that do not move. Similar to the humans in Malkanth, they are just "statues". Just walk north or south through the fake walls to pass through them. In the center of the room you should see the Dark Lord surrounded by Molochai statues. Heal up and confront him. He has about 100 hp and hits for 50 dmg per hit. He can also cast Taiyohi for 29 dmg to all and Korosu. When you've dispatched the Dark Lord, head south of his chamber. While there are treasure chambers to the left and right (the 7th wall on each side is fake), I'd avoid the money so you don't fight more monsters. Use the Ruby Ring to avoid the fire damage and head west and you should see the stairs to Frasaak, the Fire lord's domain. Level 5: Fire. These next four levels are the lair of Frasaak, the Flame Lord. Everything is fire so set a macro to use the ruby ring. The monsters to avoid are the Firebats because they breathe. This level is just a zigzag with you just following the walls until you can no longer head north anymore at which point you head west and you'll be teleported to level 6. For the shortest route from the stairs go 4S, 20E, 9N, 5W, 5N, 6E, 6N, 20W. One more step west is the teleporter to lvl 6. Level 6: More fire. This level is similar to lvl 5. Just follow the walls all the way north. Then go all the way west. Finally head south until you see 4 sets of stairs, 2 on each side. Take the lower right stairs. The shortest route from the spot you got teleported to from lvl 5 is 9W, 16N, 9E, 7N, 12W, 1S, 7W, 1N, 5W, 8S, 6W, 10S, 1W, 7S, 3E. One more step east are the correct stairs down to lvl 7. All four stairs lead to lvl 7. The only difference is the lower right set of stairs down starts you in lvl 7 the closest to the stairs down to lvl 8. Level 7: From the lower right stairs in lvl 6, head all the way east and the stairs are behind some secret walls in the lower right corner. The shortest route is 2E, 1N, 17E. One more step north are the stairs down to lvl 8. Level 8: From the stairs go 1S, 15W, 3N. You will now be in front of the third gate of Hell. Yell the word "SEIYOKU" to pass. Head north and smash through the second portcullis. Head north a few more steps and you'll see Blaze Demon statues. A little further north is the Flame Lord. You can fight him if you wish. He has about 135 hp, hits 2x for 30 dmg, and casts Korosu and Taiyohi. You can also negotiate with him for 3500 GP. In the Frasaak's chamber there are pillars on the left and right sides. There are 2 fake walls between the pillars. The one on the left side between the first and second pillars from the top leads to the Flame Lord's personal treasure chambers. The one on the right side between the second and third pillars from the top is where you want to go. Once you pass the wall head north and you will see the fourth gate of Hell. Use the Emerald Rod first so you don't get hurt when you pass through the gate. Yell the word "DARAKU" to pass. Head north to the stairs down. Level 9: Acid. These next four levels are the realm of Jhelag, the Acid Lord. Set a macro to use the Emerald Rod. The monsters aren't tough except for the Vapor Demons who can casts spells to hurt the entire party. From the stairs go 3S, 1E, 5S, 3E, 5S, 1E, 12S, 9W, 9N, 1E, 8N, 4W, 6N, 8W, 9S, 3E, 4S, 5W. One more step west is the teleporter to lvl 10. Level 10: More acid. From the spot you got teleported go 3W, 2S, 1W, 3S, 5E, 1S, 1E, 6S, 1W, 6S, 1E, 5S, 5W, 7N, 3W, 5N, 4W, 2N, 2W, 2N, 1W, 7N, 10W, 5S, 2E, 4S, 1W, 5S, 4E, 4S, 4W, 1S, 1W, 6S. One more step south is the teleporter to lvl 11. The one immediately below you will teleport you to a different location than the one to the left of it. Take the one below you. Level 11: More acid. From the spot you got teleported go 2S, 1E, 9S, 9W, 10S, 4E, 1N, 2E, 5N, 7W, 4N, 2E, 4N, 2E, 10N, 8E, 5S, 1W, 6S, 1E, 3S, 3W, 1N, 3W, 1S, 1W, 3S, 2E, 1S, 1E, 1S, 4E. The stairs down should be right above you. Level 12: Head south. Now head 10W. Take only one step north. Now search north to reveal a pit. Head north until you're in the last water room. There is a fake wall east of the water. Go through it and all the way east. Now head north through the fake wall and you will see the fifth gate of Hell. Yell the word "FUSHIN" to pass. Head north through the fake wall and follow the passage until you see the Rakhammon's curtain. Use the blue crystal to pass through to enter Jhelag's chamber. You will see statues of Acid and Vapor Demons. In the middle of the room is Jhelag. He has about 135 hp, hits 4x for 18-33 dmg, has drain lvl ability I believe, and casts Korosu. He is negotiable as well for about 4000 GP. Head to the west side of Jhelag's chamber and use the blue crystal to pass the curtain. Now follow the passage and head south through a fake wall. You will see the sixth gate of Hell. Yell the word "OSORERU" to pass. Now head south through the fake wall and follow the passage. At the end of the passage, head east through a fake wall. You should be in a water room. You can drink the water but it will make you ill. Stand under the water and search south to reveal a pit. Now head all the way south and then all the way east. Head north to reach the stairs. Level 13: Death. These last four levels are the realm of the Deathlord. You will fight monsters from the previous 12 levels plus the triple team of Vampires, Lich, and Undead Ronin. Monsters to avoid include Lich, Vampires, Firebats, Vapor Demons, and Undead Ronin. From the stairs go 2N, 3E, 3N, 24E, 3N, 1E, 1N, 1E. The next step east is the teleporter to lvl 14. Level 14: The level is shaped like an "S" so just follow the walls around. Otherwise from the spot you were teleported to go 2E, 3N, 8E, 1S, 8E, 4N, 7E, 7N, 13W, 2N, 6W, 3N, 1W, 7N, 4E, 1N, 12E. The next step is the teleporter to lvl 15. Like the one in lvl 10, both teleporters (top/bottom) will send you to different locations (left or right side) in lvl 15. Take either one. Level 15: Just east or west depending on which teleporter you took and you should see water with some Rakhammon curtains and Arkhan's walls (1/2 drain). Head toward the water and go north where you will pass a line of statues of the various demons you have fought so far. On each side are 63 chests and 3 urns containing 500 GP or more each. You can take the money if you want but at this point, it would be best to avoid fighting additional monsters. When you're ready, head north past the last statues and through the fire and acid where you will see the seventh and final gate of Hell. Yell the word "CHIJOKU" to pass. Level 16: The entire level consists of 1/2 hp drain magic curtains forming the walls of a maze so don't walk too fast. The Deathlord's chamber is in the middle of the level. There are 2 ways to get to the Deathlord: the long but safe way, the short but dangerous way. The dangerous way goes through 3 1/2 hp drain curtains. Risky way (from the stairs): 1E, 9S, 2E, 6S, 4W. Then go north through the Rakhammon's curtains to fight the Deathlord. Safe way (from the stairs): 3W, 1N, 8W, 2S, 2W, 2N, 2W, 9S, 2E, 2S, 2W, 2S, 2E, 2S, 2W, 4S, 4E, 2S, 2W, 5S, 4E, 9N, 2E, 1S, 2E, 2N, 4E. Go north through the Rakhammon's curtains to fight the Deathlord. Fighting the Deathlord: First, make sure someone in the front row has the Sunspear equipped as all other weapons do 0 damage. The Deathlord has about 225 hp, drains lvls, hits for 3-66 dmg, and casts Korosu. Most spells have no effect on him but Todo works. You can also have your spellcasters cast Hikakomu or Onkei. It is wise for the Mahotsukai to cast Isogu to enable the fighters to get an extra attack per round. Once you win, you will see a message and then get the black orb. You now have to return the black orb to the Emperor in Kodan. You can do this in 2 ways. One is to save the game and then disperse the party and start outside Kawa. The other alternative is to go back through the 16 lvls, through Skull Keep, through Hell Island, and sail back to Kodan. You can rest safely in the Deathlord's chamber but there might be a horde of monsters waiting outside when you finish healing. Here is how the screen looks after you kill the Deathlord. +-------------------+ | = = /=\ =. | | /= = = = = = | | = = /= = = = | | = = \=/ =. | +-------------------+ ORIGINAL DSQUAD +-------------------+ Graphics | DEBT LORD 383 612 | here | OVER LORD 338 440 | | DSQUAD3 171 377+| | DSQUAD4 382 434+| | DSQUAD5 186 245 | | DSQUAD6 128 179 | +-------------------+ DUNGEON +-------------------+ | A CHILLING SCREAM | | SURROUNDS YOU AS | | THE EVIL ONE IS | | CONSUMED BY WHITE | | FLAMES. AMID THE | +----------------+ | ASHES YOU FIND A | | | | PULSING BLACK ORB | | | | | | | | | +----------------+ +-------SPACE-------+ +-------------------+ | = = /=\ =. | | /= = = = = = | | = = /= = = = | | = = \=/ =. | +-------------------+ ORIGINAL DSQUAD +-------------------+ Graphics | DEBT LORD 383 612 | here | OVER LORD 338 440 | | DSQUAD3 171 377+| | DSQUAD4 382 434+| | DSQUAD5 186 245 | | DSQUAD6 128 179 | +-------------------+ DUNGEON +-------------------+ | | | BLACK ORB | | | | | | | +----------------+ | | | | | | | | | | |WHO WILL TAKE?- | | | +----------------+ +-------------------+ ============================================================================= X. MAIN WALKTHROUGH ============================================================================= The adventure begins ---------------------- Begin the game by creating a party of six. You can create less but your chances of success are lower and you must carry six different special items to win the game so stick with a group of six. I would recommend starting off with one Senshi, one Samurai, one Ninja, one Ryoshi, one Shisai, and one Mahotsukai. The Senshi will be used to smash doors and portcullises. The Samurai can equip certain unique weapons while the Ninja can eventually get decapitation skills. The Ryoshi is a total package, combining both hand and missile weapons with the spells of the Shizen. He is most useful during the navigation of the open seas. The Shisai and Mahotsukai are both vital to the group, providing the offensive and defensive spells. Note that you could replace the Ryoshi with the Ronin and the Shisai and Mahotsukai with a Genkai or Shukenja. Just as long as someone has healing and offensive spells, although the 4 basic spellcasters (Shisai, Shizen, Mahotsukai, Genkai) learn the spells at a much faster rate than the specialized classes. After creating your group you should now begin the game outside of the village Kawa. Enter town and gather information, equipment, and money. After that you will be ready to fight a few easy battles (Run from brigands until you are at level 3 of exp). After gaining a few levels and visiting Tokugawa on the northwest peninsula and the Emperor's Palace west of Kodan, you will be ready to enter the cave one screen east of Kawa. After plundering this four level dungeon and killing the Vampire in the third level, you should be powerful enough to kill the Daimyo in one of the towns. Don't worry about killing a townsfolk because, the Daimyo attacks you first. Therefore the rule of thumb is never initiate a fight with townsfolk, but they can start a fight with you though. If you managed to kill the Daimyo, you should be high enough level to enter the catacombs beneath the emperor's palace and confront the necromancer Kawahara. Make sure your Mahotsukai has enough hit points to withstand a Zuma spell because Kawahara will use it. After finishing off Kawahara, return the document you won to the Emperor. He will grant you a boat from the Tokugawan port and order you to find the source of the evil (Deathlord). From here on you can basically go anywhere in the world. However you may be eager to leave Kodan, don't, at least not until your Shisai can cast Donasu since the Sea Serpents in the ocean poison you. Since you have some levels to gain, you can finish exploring the continent of Kodan, raid the ruins of Wakiza to the south, or explore the ruins of Yokahama southwest of Tokushima. Now the real adventure begins. Seek the seven and find the six to ultimately come face to face with the Deathlord himself. Quest for the relics ---------------------- First, you might want to get the lantern. It's the easiest one, and you don't need any combat. In the southwest of Greenbanks, there is a graveyard. Find the grave to the west that is enclosed by a forest. Clues to find the lantern: A Ryoshi in Croyo tells you to look in the graveyard (SE corner). A skeleton there says "search my grave in Greenbanks." Next is the Tooth/Sharktooth. If you enter Malkanth from the east (Hitate/Ruby Ring will save you a few hit points, but it's not really necessary) and take the first passage south, and search the east end of the diamond room for a secret door. Follow that passageway to the end (the side room is highly amusing) and the sharktooth is in the west part of the Shrine of Chaos at the end of the passage. Clues to find the Sharktooth: "Search the shrine" in Kashiwa. Someone pointed out on the Deathlord list group that you may need the Lantern first. We must pick the Blue Crystals up next, since they're necessary to pick up the rod, ring, and spear. Clues to find the Blue Crystals: In Kashiwa, people say the Lost Lagoon to the north has them. In the Lost Lagoon, I also believe that you meet people who say you need a Genkai. Look for an island with a Mahotsukai. Incidentally, PICK UP TWO, unless you want to go back to the Lagoon. Why not just one? Here's why. The Sunspear is next. Senju is in Twin Rivers, in the SE corner. Talk to him and OI a crystal. Don't OI twice--he'll just thank you unless, of course you leave, and enter on a backup disk. Clues to find the Sunspear: Sorcerers Guild tells you Senju has it. The Emerald Rod is next. Enter the Sultan's palace from the east. There is a secret door the third wall past the guard's enclave to the south. Go through it and down the corridor. The room behind the door has a bunch of magic walls surrounding a chest. Use your crystal and encounter the Sand Dragons (make sure you're at full strength before then--they breathe damage) and then get the emerald rod from the chest. Clues to find the Emerald Rod: Mahotsukai in Sultan's Palace tells you to search the tower. Unconfirmed: I think the rod could also be won from the bosses since I'm sure that I won it from Akhamun-Ra as well. The Ruby Ring is last and probably trickiest. It's handy so you don't have to deal with fire and helps your armor class too. From the Red Shogun's conference room, follow the passage to the south. Follow it as it bends to the east and then south. You may want to take a detour here, smashing the jail door(to the west). The southwest-most cell has a secret door to the south which leads to an exit. Don't take the exit--it wouldn't be a detour then. After you get the ring, you may want to get out quickly. Simply go back to the gate at the end of the hallway and smash it. You will then have to attack the golem, who you'll notice is standing in front of a magic wall. Use the crystal to get through the magic wall, then search the walls to the west, which leads to a path and then a small room with just one chest. That chest holds the ring. Now, if you've found the secret door in the cell, you don't have to exit by the main entrance (and face all those golems and smoke demons!) Just cut out the back way, and you'll miss most of the guards. Clues to find the ring: Malakorr, the necromancer in the forest(who--don't worry--does not attack you) tells you the Red Shogun is hiding the ring. The Mahotsukai in the room behind the golem says "search the walls." Ruby Ring method 2 -------------------- There's a pretty odd way you can get the Ruby Ring, other than stealing it from the Red Shogun's Castle. It's on the last floor of the Temple of Loric (the nightmarish 16-floor dungeon on Senju's continent). When you enter that floor the usual way (i.e. not by Unpan), two small pillar-surrounded cells are beside you. The left one has a coffer. If you cast Unpan so you land next to the coffer, you can open it for a Ruby Ring. Quest for the Words --------------------- ============================================================================= XI. THE ENDING ============================================================================= Talk to the Emperor. Then offer item (OI), black orb. Disk drive will spin and you will be asked to insert the boot disk. Screen changes to a shot of a pagoda on the right side with 3 colored banners , each with Japanese on it. The upper left side has Japanese ink painting styled bamboo. Below the bamboo in the lower left corner is a black text box. There is a mountain (Fuji?) in the background. Ending text: And so it came to pass that the evil tyranny of the Deathlord was broken by the heroic efforts of 6 adventurers & Because of their deeds, the cause of much of the evil in the lands was banished, and the people knew peace at last. In the days that followed, a great shrine was raised by the people and it was called the Hall of Heroes. Inside the shrine stood the statues of many heroes of legend, but among their ranks stood a statue that was dedicated to: & In this way did the legend of the mighty quest live on for all time! The End ============================================================================= XII. MISCELLANEOUS TRICKS ============================================================================= As you journey from place to place, be sure to collect clues. Mingle with the various individuals you meet in cities and towns: guards, warriors, fellow travellers--even mayors and sultans. Talking and inquiring are your best bets for eliciting clues, though a nice chat never hurt anyone. Some of the folks with key information are really shy; be sure to look in odd corners for these wallflowers. Signs scattered throughout inhabited and uninhabited areas also provide clues. If you encounter a valuable lead, take out pencil and paper to make note of it. Try committing it to memory and you may soon forget the game- completing clue. Clues can give you insight into certain problems, provide part of a complex phonetic riddle, or even tell you where you can find someone or something. 1. Other tips ---------------- 01. Explore an area thoroughly before moving on to another or you may miss important clues. Search walls for doors and passages. 02. If you are in the first-level, avoid going into the second and third level of the dungeon until you feel comfortable with the current level. Make short forays into the dungeons at first--and keep the stairway close by. 03. When you are low on spell power or hit points, get out of or avoid combat situations. If you assault "one more monster", you may assault your very last monster. 04. Diversify your party. Do not encumber yourself with six fighters who are unable to get out of a situation that one magic user could have swiftly resolved with a spell. 05. Distribute yourselves strategically within the group. You will not want your Shisai in the front line being disemboweled by a cyclops while the Samurai in the back row is spectating. Only the first three characters can attack or be attacked. 06. Conserve your spells. There is no point in wasting a sleep spell on two gremlins when a dozen demons lay in wait around the corner. 07. Save the game whenever something good happens to the party. Should you meet an untimely demise, you can recall your hard-earned spoils. 08. Do not worry about equipping the entire party right away. Just make sure your fighting front line (first three characters) have weapons at the outset. 09. The inhabitants of the kingdom dislike those who initiate attack for the sheer joy of fighting. Avoid killing for fun unless you want to make your quest substantially harder. Once you attack an innocent, the town will PERMANENTLY hate you (the guards will attack you). Note that some townsfolk are will initiate fights with you without you attacking them. The guards will leave you alone as long as you did not initiate the fight. 10. Return any documents that you find to the emperor. You must also return a very special object obtained from an important battle if you wish to collect your reward. 11. Ships get stolen so always keep your boats outside of town and NEVER leave town without your ship otherwise it will most likely be owned by someone else the next time you return. Also never disperse your group while your ship is in the middle of the ocean. You won't lose it but it will be "sitting" wherever you were last at. Unless you want to have a boat in the middle of nowhere, don't disperse until you are on dry land. Even then make sure you have a spare boat otherwise you may have to pay 10,000 GP for a new one. 12. While you can still beat the game albeit a harder game by attacking townsfolk, you will NOT get far by killing the instructor at the Training Academies nor by killing Tai (and others like him from the food shops). Killing the Temple Healer is optional depending on how powerful a Shisai you have although I'd rather leave him/her alive. Also, as tempting as it may be to attack the Emperor himself, don't, because you must give him a special object to win the game. If you still wish to do so, be warned that he is a powerful fighter (see Ultimate Cheat below for what to do if you kill the Emperor). 13. Macros are in the game for a purpose, use them. 14. To camp safely without being attacked, just set a macro with nothing but "space bars". This will pass time much quicker than you holding the space bar yourself. Then have the group hide in a bush and use the macro. 15. Ultimate Cheat Ever want to get more than 1 rare item and more gold? Well, the manual hints at how you do it. Here's how. You will need to make 2 copies of the Scenario Disks. 1 is the "real disk" while the other is the "loot disk". The real disk must never have any towns attacked (that's what the loot disk is for). It's only purpose is to ensure that you can "reset" the town's view of you. You'll notice that the disk drive spins when you enter town, save, die, or descend past a multiple of 4 in the dungeons. The disk drive reads the town status "as is" from the disk currently inserted, meaning that if you attacked the town, it will be "evil" and vice versa. By inserting the "real disk" when you enter town, the town will start off "good". Once the disk drive stops spinning, you may take out the real disk, insert the loot disk and plunder, murder, etc to your heart's content. Exit town when you're done. Once outside, reinsert the real disk and re-enter town. The town will be "good" once more. Repeat the previous steps as much as you like to reap unlimited gold, treasure, etc. Some places this trick is useful include the Yakuza Guild, Emperor's Palace (remember to keep him alive after you're done though), Kobito Mine, and any other town or dungeon where there are many treasure boxes. Note that along with resetting the treasure chests, any pre-set monsters will reappear also (i.e. the Emperor "resurrects"). 15a. Ultimate Cheat corrollary If you happen to find a new item through battle and would like to have more than one of it, simply copy the characters with the items you want, rename them, disperse the existing group, form a new group and trade the copied characters' items to your group. 15b. Corrollary 2 Be careful to make sure that both disks have ships waiting outside town otherwise you may make the ship disappear when you use the cheat. 16. Ways to get fast Exp a. Attack ships and have the Mahotsukai cast Taiyohi on the sailors. b. Fight in the Kobito Mine, Yakuza Guild, or any place that has either many preset monsters or monsters that give good exp. c. Fight "summoning" monsters (i.e. Stonebrows, Sailors, Behemoths), always leaving behind at least one so it can summon more. d. Use the Ultimate Cheat to reset preset monsters (i.e. Vampire in cave east of Kawa). e. The deadlier the monster, the more likely it will have better exp, gold, and treasure. 17. Save money from healing by raising a Shisai or two. They will more than earn their keep when a couple of your characters are killed or stoned. 18. To detect illusory doors, have someone, without a lockpick, try to pick it. If the door is fake, then it will say "Nothing there!". However if the door is real, then it will say "No lockpick!". Open doors will say "Already Open!". 19. To tell if you're teleported or not, there are 3 things you can do/look for. 1. The screen looks different. 2. The shadows didn't move right when you moved. 3. Cast Ichihan before and after you moved. (Note: some teleporters send you to the same level so Ichihan will be ineffective) 20. To read messages on signs as long as you want without removing the message, just use a command like cast, smash, search, etc. ============================================================================= XIII. OTHER MISCELLANEOUS INFORMATION ============================================================================= ------------------------- A. Kawahara's Document ------------------------- To his most noble countenance, the emperor of demons & lord of death! Greetings Master! I have done your bidding and sent forth the initial wave of creatures that were readied for the invasion of the kingdom. I have also ordered a contingent of skeletons to loot and pillage the surrounding area. It is my duty to inform you that your legions have met with stiffer resistance than was anticipated & although they managed to raze the town of gold-rock the wizard somehow escaped destroying fully half of the army in an explosion the like of which I had not known was possible. I am currently in the progress of restoring the bulk of the army sufficiently to allow me to crush the emperor and send his soul to your domain that he may suffer for the inconvenience that his treasure has cost. Your servant, Kawahara ---------------------- B. Emperor's Decree ---------------------- Go to Oceanspray where a vessel awaits you. Hunt down the wizard's master and don't return until he is no more! ----------- C. Other ----------- 01. Shukenja seem to be able to attack with their hands for damage equal to half their level. 02. Shukenja loses 1 AC point naturally every even level until level 32 when it goes back up to 10. 03. Fighter-mages learn spells 1/4 as quick as mages. 04. Characters only gain experience if they attack. It may/may not be based upon amount of damage inflicted, monster killed, or just simply attacking. 05. Drinking certain water in dungeons can do one of the following to the character: nothing, +1 to any stat, fully heal HP, fully restore character's POW, damage, poison, disease, or sex change. 06. All townsfolk in any one town have all the answers to any valid keyword for that town. 07. Damage from dragon's breath is proportional to its remaining hit points. 08. For amusement try drinking fire (will say "Aaargh!" and take 4 dmg) For amusement try drinking acid (will say "Aaargh!" and take 8 dmg) 09. The negotiation price is relative to the monster's difficulty with stronger monsters demanding more GP than weaker ones. 10. Chests behind a certain sort of vendor are filled with his wares. Missile weapon vendor keeps chests with missile weapons, food vendor keeps urns with food, etc. Ship vendors can't fit ships, so they just put in 1000 gold or so. ----------------- D. Bugs/quirks ----------------- Here are known bugs/quirks of Deathlord. Shukenja bug: AC? Someone please send me detailed info on it. Ninja bug : AC? Someone please send me deatiled info on it. My ninja seems to be unaffected, at least that's what I thought. Fort Wintergreen bug: You'll notice that the leftmost area you can walk to in the fort is right on the edge of the water which also happens to be the end of the disk sector. Normally you can't leave since you will get the message "Invalid command" when you try to walk on water without casting Uku first. Well in the fort, the disk will spin if you push against the water. This will cause you to exit the fort and be stuck on water. You can reenter the fort but if you do not have a Genkai in your group with Uku, you will be forced to disperse your party either way. Quirks include the 7 Gates's fire realm where you still need to cast Moakari to see even though fire is all around you. Some monsters like Lost Souls ask for 0 GP when negotiated with. You can refuse. When negotiating, even if there's only 1 monster, it will still say "We want XXXX GP" ------------------------------------- E. The 7 Words meaning in Japanese ------------------------------------- ============================================================================= Chijoku: Dishonor (of the strong variety--"chi" for dishonor, "joku" for shame) Daraku : Degeneracy Fushin : depending on which kanji is used for "shin", it can be either disloyalty or deceit Nikumu : Hatred Osoreru: Fear (probably as in cowardice) Seiyoku: Lust Yokusei: Oppression ---------------------------------------------- F. Map size explanation (by Andrew Schultz) ---------------------------------------------- The reasoning for 48x48 is as follows: I think areas are in general stored in a 64x64 array. But the problem is that any sector must also include what the player can see on each side--which is 4 squares in any direction. So they put a buffer of 4 squares on each side (for instance, for continents linked together this is necessary) and each sector is 56x56. Now, if you could "see" one continent/sector while on another continent, there is the potential of 1) different monsters and 2)different icons on that other continent/area you might be able to see, which might have different parameters for monsters, etc. So the continent must be 4 squares in (range of view) on each side of the sector borders. So lone continents can only be 48x48. Approximately 33x33 dungeons are a corollary of this. I would imagine that they have a 64x64 map, with (0,0) as upper right and (63,63) as lower left. I re-downloaded DoomGolem's Deathlord Utilities earlier today, you can see the whole map, and that is the case. He also mentions the 56x56 thing in a readme file I probably read the first time I downloaded it 3 weeks ago, so it's possible I read it, forgot that I'd read it on his readme, and told you--thought it'd be fair for me to point that out, because it may not have originally been my idea. Here's what happens with dungeons: "Level 1" is boxed in by rectangle extending from (1,1) and (31,31) with exit stairs at (16,0) or thereabouts. "Level 2" is boxed in by (1,33) and (31,63). "Level 3" is boxed in by (33,1) and (63,31). "Level 4" is boxed in by (33, 33) and (63,63). Again, this is all a guess, but that is the general idea--dungeon is vaguely like a town, but it has rock borders on north, south, east, and west, with stairs acting as teleporters 32 squares in one direction and maybe in another as well(Unpan is not DOWN 1 as much as east/west/north/south 32!) Row 0 is reserved for the stairs up to the outside on level 1 and possibly not used for levels 5 and down. (32,0) to (32,63) and (0,32) to (63,32) are all rock/bricks, or else you could jump from one level to another, which would be kind of weird-- you can, sort of, in the Pyramid of the Dead. When you enter town, you start at a certain location. Using the cartesian coordinate system, here is where you start off. 1,1 is the southwest most spot. 64,64 is the northeast most spot. Direction entered Initial location ------------------------------------------ North (33,63) South (33,02) East (63,33) West (02,33) ============================================================================= **POTENTIAL BIG SPOILER*** ============================================================================= About finding Skull Keep, it's about how if you are on Oceana, you enter Oceanus's temple from the east. Then you disembark to the south--illusory wall. Take the boat on the other side to the Shrine of Evil. You'll find that Hell Island is due north. I saw it after I got the tooth and just sort of used it outside, and I stumbled on it. I made a rough map of the fire area, etc. and got down to level 2, but I was just playing around & didn't have all the words anyhow. Besides Unpan didn't work. Unpan doesn't work because in the Skull Keep, you will encounter the 7 gates of "Hell" which are portcullis that CANNOT be smashed. You yell one of the 7 words and you can pass through. ============================================================================= XIV. FREQUENTLY ASKED QUESTIONS ============================================================================= Q: What is Deathlord? A: Weren't you reading this FAQ? It is a computer role playing game (RPG) for the Commodore 64 and Apple IIe computer systems. It was made by Al Escudero and David Wong and originally published in 1987 (Apple IIe) and later in 1988 (C64). Q: Where can I obtain a copy of it? A: Unfortunately, as much as you may want to play the game, Deathlord is a very old game and for even older systems. Consequently, you probably won't find it anywhere. However salvation can be found in emulation. The Apple IIe version is available at ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/. Email me for the Commodore 64 version. Q: What are the system requirements? A: Now this is a question ahead of its time. Remember, there are only 2 versions of Deathlord available so there are only 2 systems it is available for. For the C64 version, you will need to have a C64 1541 or 1571 disk drive and 2 blank disks. I assume it's similar for the Apple IIe version as well. Q: Why are my characters getting mauled by ? A: Well I can't really say. Depends on what monster you are fighting. In most cases, make sure your characters are equipped (It does no good to buy a shiny new sword and not equip it). If that doesn't work, have you taken advantage of its inherent weakness? (i.e. Cast fire spells on ice-based monsters). If you're still having trouble, your characters may not be high enough level to fight the monster. Just go to an area where your characters have no problem dealing with the monsters there and level up a few times. Then you should have no problems. Of course you can always try running... Q: I heard rumors of a ship that you can camp on. How do I obtain this vessel? A: You don't. That's because such a ship doesn't exist in Deathlord. Therefore, it is crucial that you find a town before your food supplies are exhausted. Q: I'm broke. Where can I get more gold? A: Have you sold all unnecessary equipment? If you have, then make a gold foray into a dungeon for the sole purpose of raising money (and EXP). You can also try the cheat mentioned in the previous section. Q: I'm lost. What should I do? A: Whenever you're lost at sea, just have someone cast Konpasu. If you're stuck inside a dungeon, cast Ichihan or Unpan to escape. Remember, if you keep a well drawn map, you won't get easily lost. Q: Do I need a party of six? A: Yes! While it seems that theoretically you could win the game without 6 members, you will need them to carry the 6 items needed to win the game. The minimum number of characters needed to carry the items I think is 3. Theoretically, you only need the Sunspear, Sharktooth, and Blue Crystal to beat the game. The Lantern can be done away with if you have the map of the level. The Rod and Ring can be done away with if you have a high enough Shizen to cast Santate and Hitate enough times. Q: I need more help! A: Well, if this FAQ hasn't answered all your questions, there is a Deathlord discussion group at http://deathlord.listbot.com/. ============================================================================= XV. CREDITS ============================================================================= This script and the FAQ wouldn't be possible without the hard work and contributions of the following people. To them, I owe my thanks. Al Escudero and David Wong for whom without, this wonderful game and FAQ would never have been possible. Stan My brother who got me the first and now another working copy of Deathlord for C64 that was still in its FACTORY SEAL! Kao Megura for his FAQs which partly inspired me to do my own and whose high level of quality I tried to maintain. Andrew Schultz *** The map editor!!! *** Emailed me a good working copy of Deathlord for Apple 2e Near complete world map Osoreru, Seiyoku words. Fushin word confirmation Nimatsu word but probably is fake word. Seiyoku is the real one Cave of Four Elements walkthrough Troll Hole walkthrough Isle of the Dead, Cave of Four Elements, Red Shogun's Dungeon, Snowraven Dungeon, Yakuza guild, Croyo, Towne Royal, Asagata, Tower of Shumi, Hill Giants dungeon, Giluin, Sirion maps, Belgorn, Nyuku, Isle of the Dead, Black Isles, desert island, forest island, Lost Isles, Narawn, Ossiria, Pyramid of the Dead, Dungeon behind Red Shogun's Castle, Lost Lagoon, Greenbanks, Twin Rivers maps. Skull Keep location Miscellaneous info C1-4 Yakuza Guild exp tip Emerald Rod location correction New monsters (sand squids, merchants, ice toads, ice wolves, mimics, fire giants, ice giants, sand dragons, triclops, barlican, yeti, knight, rook, firedrakes, guardians, mist dragons, werebears, unicorns, phantoms, good wizard, evil trees, medusas, evil spirits, raiders, toshi, sphinxes, apparitions) Beholders korosu ability Ninjas critical hit ability Rooks, Knights, Whorls abilities. a few chats vendor's chests info stealing info 6 items walkthrough Continent #10 update Continents #15,16 name correction "spiral" Nyuku dungeon indentification dragon breath dmg calculation Yakuza guild signs, Tower of Shumi's signs Spells max damage calculations Map size explanation Tower of Shumi monsters Fire quirk Icons (ansatsusha, ninja, obake, ronin, samurai, yabanjin, yakuza, behemoth, couatl, djinni, fire giants, fire spirits, kraken, purple worms, rock spirits, sea serpents, sea spirits, stone giants, wind spirits, acid demons, akhamun-ra, banshees, beholders, centaurs, daimyo, demonguard, evil spirits, evil trees, ghosts, ghouls, golems, gorgons, green slimes, gremlins, guardians, guards south, harpies, hobake, ice giants, ice toads, ice wolves, kawahara, knight, kobito, lich, lizard men, manticores, master ninja, medusa, merchant south, mermen, mimic, minotaurs, mist dragons, molochai, necromancers, niatama, ogre mages, ogres, raiders, red shogun, rook, sailors, sand dragons, sea dragons, senju, skeletons, smoke demons, stonebrows, sultan, toshi, trolls, undead ronin, unicorn, vampires, vapor demons, vipers, werebears, whorls, will o wisps, wolves, wraiths, yeti, zombies, apparitions, phantoms, sphinxes, acid lord, barlican, blaze demons, cerberus, cyclops, dark lord, deathlord, firebats, firedrakes, flame lord, lost souls, sand squids, shizen, slime demons, triclops, wind dragons) Linear Dungeon bestiary and signs Chad Caldwell Chijoku, Fushin words. Info on Berserk Sword, Giantslayer, Dragonslayer, Toshi Bow, Defender, Thunderblade, Runeblade, Powerstaff, Emerald Rod, Rod of Death, Rod of Life, Ring of Life. Confirmed Ultimate Cheat worked on Apple 2e as well. informed me of Palace Caverns lvl 4 correction Chris Anderson founded Deathlord discussion group, http://deathlord.listbot.com/ Kodan Dungeon maps informed me of Palace Caverns lvl 4 correction Deathlord clue book contents Doom Golem informed me that Pirates Den lvl 3 had alternate stairs. his disk utilities readme mentions the map 56x56 size Deathlord character editor/mapper Eric the Barbarian early supporter of the FAQ Hisamatsu Iuchi Chijoku, Seiyoku word confirmation and location "spiral" Nyuku dungeon identification Words meaning in Japanese elaborated Ruby Ring location 2 Osozaki's 16 lvl dungeon name (Telegrond) 7 Gates of Hell lvl elements distribution confirmed Pyramid of the Old Ones name John Village Sharktooth walkthrough on deathlord.listbot.com Markus Brenner sent me the C64 version for emulator. Michael G Finnegan Daraku word. Red Shogun's Dungeon walkthrough Illusionary door lockpick trick Osozaki, Tsumani name confirmation Words meaning in Japanese Son Goten Fire Giants dropped treasure and # of attacks Kishi's dropped treasure Sword of Fire's use Deathlord Manual intro, charts, commands, spells My Commodore 64c for lasting all these years ============================================================================= XVI. DISCLAIMER ============================================================================= This FAQ is neither affiliated nor endorsed by Electronic Arts, Al Escudero, David Wong, nor any other party involved with Deathlord. It is meant to be a guide to those willing to play such a classic, old game. As such, it may be distributed FREELY so long as it remains unaltered AND is the latest version (see above for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. Email any changes, typos, etc. to me at darktoshi@yahoo.com Make sure that you are reading the latest version BEFORE you email me. Copyright © 1999-2002 Wilson Lau.