Unauthorized Dungeons And Dragons 2: Shadow Over Mystara FAQ v.0.6 written by Michael Lee (mleearch@ocf.berkeley.edu)
Dungeons And Dragons is a registered trademark of TSR. Shadow Over Mystara is a registered trademark of Capcom. This FAQ is copyrighted by me, with the following disclaimers. I'm not responsible for inaccuracies that may pop up in this FAQ. Everything I write is true to the best of my knowledge. Unless I'm lying through my teeth. The reader should be aware that different versions of this game exist, so not everything may be exactly the same as the game I play at the Underground in Berkeley. Deal with it. Feel free to distribute this FAQ but under no circumstances is this FAQ ever to be sold in any way, shape or form. This includes but is not exclusive to publication in books and magazines. Email it around, post it on your web page, cut and paste to your own FAQ (give me credit though :)) or whatever but if I ever find out someone made money off this FAQ, heads will roll.
Table Of Contents I. Getting Started A. The Player Characters B. Basic Controls C. Command Moves D. The Naming Game II. Stuff to Use/Stuff to Get A. Equipment B. Items 1. Weapon Items 2. Magic Items 3. Miscellaneous Items 4. Weapons 5. Treasures C. Magic 1. Cleric 2. Elf 3. Magic-User III. Stuff to Kill A. Non-bosses B. Bosses IV. Places to Go V. Miscellaneous
I. Getting Started A. The first thing you need to do is pick the character you wish to play. 1. The Fighter is a strong warrior and a good, basic beginning character. He receives high hit points and can wield almost every weapon. He is the only PC who can double-wield with a short sword, and is the only PC who can use the two-handed sword. He has no magic and depends on his skills with weapons and items to survive. The Fighter can use the following weapons: Normal Sword*, Short Sword (double-wield), Hand Axe, Mace, Bastard Sword, War Hammer, Two-Handed Sword, Morning Star, Battle Axe, Holy Avenger, Sword of Fire, Storm Blade, Sword of Frost, Sword of Legends, Dragon Slayer. Silver - Jarred Gold - Crassus 2. The Cleric is a holy fighter and healer. He may use only blunt weapons. The cleric's magic focuses on healing and enhancing the effectiveness of the party as a whole. He has the unique ability to Turn Undead and instantly defeat low-level undead creatures. At higher levels he gains some direct damage spells, but getting these to actually hit can be problematic. The Cleric can use the following weapons: Mace*, War Hammer, Staff of Snakes, Morning Star. Blue - Miles Brown - Greldon 3. The Magic User is a powerful spellcaster but weak in melee combat. He receives very few hit points and can use only basic weapons. However, his spells are quite potent and can be used to devastating effect. He does not have a shield. The Magic-User can use the following weapons: Staff of Striking*, Wand of Fireballs, Wand of Cold, Wand of Lightning, Wand of Paralysis, Staff of Elemental Power, Staff of Magic Attack, Staff of Wizardry. Black - Syous Green - D'Raven 4. The Thief is a multi-faceted character that takes practice to master. Although average in attacking power, and below average in hit points, she has some unique abilities. She can double-jump and triangle jump. She can steal items from monsters. She can backstab monsters for incredible amounts of damage. She can open chests without using a key. She does not have a shield. The Thief can use the following weapons: Normal Sword*, Short Sword, Hand Axe, Mace, Bastard Sword, War Hammer, Morning Star, Holy Avenger, Sword of Fire, Storm Blade, Sword of Frost, Sword of Legends, Dragon Slayer. Red - Moriah White - Shannon 5. The Dwarf is the powerhouse of the game. He receives the most hit points and is the strongest fighter by far. He may use almost any weapon. He gets bonuses against enemy spells. If the Dwarf opens a chest, it will remain open for a while. The Dwarf can hit the chest again for an extra item (usually money). His main drawback is his lack of speed. He has long recovery time using most items and stops gaining levels after 12. The Dwarf can use the following weapons: Hand Axe*, Normal Sword, Short Sword, Mace, Bastard Sword, War Hammer, Morning Star, Battle Axe, Holy Avenger, Sword of Fire, Storm Blade, Sword of Frost, Sword of Legends, Dragon Slayer. Red - Dimsdale Silver - Hendel 6. The Elf is a mix of fighter and mage. She is an average fighter and receives below average hit points. She may use most weapons and has some spells unavailable to the Magic-User. She stops gaining levels after 10. The Elf can use the following weapons: Short Sword*, Normal Sword, Hand Axe, Mace, Bastard Sword, War Hammer, Morning Star, Holy Avenger, Sword of Fire, Storm Blade, Sword of Frost, Sword of Legends, Dragon Slayer. Green - Lucia Blue - Kayla *designates the character's primary weapon B. Basic Controls Throughout this FAQ the buttons will be referred to as
A (Attack), J (Jump), S (Select), U (Use Item/Magic).
The following are some basic things to know. 1. Press A to begin the game as the default color for your character. To select the alternate color from the current character portrait, press Start instead. During the course of the game, pressing Start will bring up your Equipment screen and show you what your character is equipped with. 2. Press A and you swing your weapon. If you connect, you can start a string of attacks that ends in a knockdown blow after three or four hits (I call this a Basic Combo). The mage has no Basic combo, and knocks down an enemy after only two hits; he tends to do the least damage in melee. Pressing A also picks up nearby items. This takes precedence over attacking so be careful when fighting around items. When close to a fallen opponent, press A to hit him while he's down. The Magic-User MUST be above the opponent while following up, as must the Fighter when using the Two Handed Sword, and the Dwarf or Fighter when using the Battle Axe. The other classes may be below or to the side of the body. The Dwarf can press A repeatedly for a multi-hit attack. 3. Press J and you jump. Press a direction and J to jump in that direction. You can change the direction of your jump even in midair. Press A while jumping to do a Jump attack. Press Down and A while jumping to do a Downstrike. The Elf bounces up after a Downstrike, so she could Downstrike a second target. The Thief can jump again while in midair. The Thief can also jump off the side of the screen. 4. Press S to bring up the Item Select circle. Pressing S again will cycle through the Item circle. Pressing J while the Item circle is open will switch to another Item circle (Elf, Mage, Cleric only). Press A or U to close the Item circle. When in a shop, press this button when hands overlap to transfer silver at 10 sp/press. 5. Press U to use whatever Item or Magic spell you have selected in your Item box. If Nothing is selected, pressing U will execute the character's Kick attack. When in a shop, press this button when hands overlap to transfer silver at 100 sp/press. C. Command moves 1. Probably the most important move you will use is the Slide. This is done with the classic Capcom fireball motion (push the joystick Down, Down-Forward, Forward) and press the J button. Your character will slide along the ground (under most projectiles) and will also pick up stuff on the ground (money, gems, scrolls). Items that will NOT be picked up in a slide include Equipment and Weapon Items. Use the Slide to pick up booty and to dodge nasty things like deadfall traps and Dragon bites. Try not to slide into Burning Oils and the like. 2. The Sliding Attack is executed in the same way but uses the A button. Your character will slide and swing his weapon at the same time. The Sliding Attack is slightly stronger than a regular hit. You will NOT pick up items while in a Sliding Attack. You can interrupt a Basic Combo with a Sliding Attack (ie you can be doing a Basic Combo and then Slide Attack to add an extra, powerful hit). 3. The Aerial Attack is executed by pushing Down, then Up and A. The Fighter attacks upwards while jumping up and slightly forward. Repeat the motion for a second upswing. The Cleric attacks upward and then downward while jumping almost straight up and down. The Thief attacks upward while jumping up and forward; on the way down she will throw a Large Burning Oil (this does not do the same amount of damage as the Item Large Burning Oil, and is actually dependent on the melee weapon she currently has). The Dwarf will roll forward before spinning up and striking multiple times on either side of himself in the air. The Elf will Slide Attack forward before jumping up and back while spinning and striking on either side of herself in the air. The Magic-User has no Aerial Attack. You can interrupt a Basic Combo OR a Sliding Attack with the Aerial Attack (ie you can be doing a Basic Combo and then Aerial Attack to add some extra hits. OR you could do a Basic Combo, interrupt into a Sliding Attack interrupted into an Aerial Attack; sometimes you can juggle after the Aerial Attack with a well-timed Sliding Attack). If the Cleric is armed with a Morning Star, his Aerial attack changes. The Cleric spins around in place with the Morning Star striking on all sides. There is a long lag after this move. 4. The Heavy Attack is executed by pushing Forward on the joystick and A. Your character will rear back and then swing forward, knocking the victim across the screen. The Heavy Attack is slightly stronger than a regular hit and has a higher chance to dizzy. There is a startup lag to this move during which time you are vulnerable. EXCEPTION - the Magic-User's Heavy Attack is very quick: a sudden dagger strike. It has almost no startup lag and actually does MUCH LESS damage than a normal staff hit. However, the Magic- User's Heavy Attack almost always dizzies the target and also has a small chance to Critical Hit. The screen flashes briefly when this occurs. A Critical Hit damages a percentage of a monster's lifebar. This can be devastating to bosses (provided the Magic-User lives long enough to actually get that Critical Hit). If the Cleric is armed with a Morning Star, the Heavy Attack is different. The Cleric steps forward and the head of the Morning Star shoots out straight almost a full screen length. The Cleric is vulnerable during the entire time the head shoots out and retracts. There is a lag after this move. 5. The Doublejump or Backstep is executed by tapping J twice quickly. The Fighter, Cleric, and Elf will hop backwards. The Dwarf will roll backwards. The Thief will backflip and is invincible during this time. The Magic-User will teleport backwards and is also invincible during this time. Both the Thief and the Magic-User can extend their Backsteps by a little bit by holding the J button the second time. The distance traveled by Backstep is shortened significantly at the very top and the very bottom of the screen. 6. To Charge, push Forward on the joystick twice and hold the direction you want to go. A Thief can steal items from creatures by Charging into them. Charging characters knock down most creatures they run into; this does no damage to them. 7. To Kick Attack you supposedly tap A twice quickly. I can never get that to work unless a Haste spell is in effect. Just select Nothing in the Item circle and press U. The Fighter, Cleric, and Thief kick the enemy. The Dwarf headbutts the enemy and slides forward as a result. The Magic-User body-checks the enemy and slides forward as a result. The Elf flip kicks the enemy and flips backward and can hit multiple times. The Kick Attack knocks down creatures but does very little damage, even with the Kick- enhancing Anklet. 8. If your character has a shield, hold Back on the joystick and press A once. The Fighter and Dwarf can also select Guard in the Item circle and hold U. 9. To Crouch, hold Down on the joystick and press J. Use this to duck under arrows and Giant Beetles. To stand up again, press J once. You cannot execute a Simple Combo while Crouching. Sliding will not make you stand up again; Jumping will. 10. The Suicide Attack is executed by pressing A and J simultaneously. This move drains the PC's hit points if it hits an enemy and cannot be used if the PC's hit points are below a certain level. While executing this move, the PC is invulnerable. The Fighter will spin in place while whirling his weapons around him. The Thief will jump up and back while throwing a pattern of Large Burning Oils around herself. The Elf stands in place and summons a whirlwind of leaves around herself; this Suicide Attack lasts a particularly long time. The Dwarf jumps straight up and swings his axe to strike behind him. Neither the Cleric nor the Magic-User has a Suicide Attack. 11. Instead of a Suicide Attack, the Cleric presses A and J simultaneously to Turn Undead. This will destroy non-boss undead monsters (eg Skeletons and Ghouls). D. The Naming Game Depending on what name you type in for your character, you receive an item. To work out what kind of item you will get, use the following chart.
0 1 2 3 4 5 6 7 8 9 (values) ------------------- a b c d e 0 1 2 3 4 f g h i j 5 6 7 8 9 k l m n o 1 2 3 4 5 <--- these are Roman Numerals p q r s t . & - ! <--- [space] is value 7 u v q x y M F ? <--- Male and Female z
The values of each letter is added together, and if the sum is two digits these numbers are added together. i.e. total 54 -> 5 + 4 = 9.
0 gives you type A, 1 B, 2 C and so on.
Type Item A Medal B Boots of Speed C Headgear suited to class - Helmet (Fighter, Dwarf), Cleric's Hat (Cleric), Hood (Thief), Circlet (Elf), Mage's Hat (Magic-User) D Ring of Protection E Ring of Fire Resistance F Ring of Spell Turning G Gauntlets of Ogre Power H Anklet (Fighter, Dwarf), Brooch (Cleric, Thief), Earrings (Elf), Rod of Fire (Magic-User) I Rod of Cold (Magic-User), Bracelet (other) J Necklace (Elf), Rod of Lightning (Mage), Orb (other)
II. Stuff To Use/Stuff to Get A. Equipment 1. Headgear reduces damage you take from physical attacks slightly, as long as the Headgear matches the proper class. If a PC wears some other class' Headgear, it does nothing. 2. Armor is just for show; you can never improve on the Armor you begin with. 3. Gauntlets of Power increase the damage you do with your physical attacks. 4. Boots a. Boots of Speed make you move and run faster. b. Boots of Levitation allow you to fly. Tap J twice rapidly to activate. Normal Doublejump/Backstep is disabled. c. Boots of Striding and Springing allow the Thief to double jump and triangle jump. The Thief never loses them and no other PC can gain them. The Thief is still considered to be wearing these even if she picks up the other boots. 5. Shields a. Flame Shield lets you block fire attacks. b. Ice Shield lets you block ice attacks. c. Dragon Shield lets you block dragon breath. This is a very cagey proposition. Evidently, it merely reduces the damage taken from dragon breath (it's still a lot). d. Shield of Protection from Evil lets you block Dark Warrior fire and stops Ezerhorden from draining your spells. Supposedly. 6. Enhancements (breakable items are marked with *) a. Ring of Fire Resistance* lets you walk through fire jets, fire mines, Hellhound breath, Lich's Fireball and Wall of Fire, Red Dragon's Fire Columns and Fireball, Dark Warrior 2's Fire Columns, Synn's Fireball and flaming rocks. b. Ring of Spell Turning* lets you walk through Lich's magic spells, Dark Warrior 2's Fire Columns, Nagpa's Lightning. c. Ring of Protection from Evil* ensures 100% success at Turn Undead. Supposedly. d. Rod of Fire improves damage done by fire based spells (Fireball, Wall of Fire, Conjure Elemental (Fire), Bottle Efreet) and the Wand of Fire. e. Rod of Cold improves damage done by cold based spells (Ice Storm, Conjure Elemental (Water)) and the Wand of Cold. f. Rod of Lightning improves damage done by electric based spells (Lightning Bolt) and the Wand of Lightning. 7. Accessories a. Anklet increases damage of Kick Attacks. b. Bracelet increases damage of normal attacks. c. Brooch does absolutely nothing. d. Earrings increase damage done by spells. e. Necklace decreases damage taken from spells. f. Orb makes you immune to petrification and gas. 8. Special a. Displacer Cloak makes you invulnerable to all ranged attacks (i.e. Daggers and Arrows). b. Egg of Owlbear can be traded in at the first shop for Egg of Wonder. c. Eye of the Beholder can be traded in at the first Gnome shop for Boots of Levitation. d. Eye of the Displacer Beast is used to navigate through the Labyrinth Maze. e. Horn of the Dragon can be traded in at the shop after the Red Dragon for Staff of Magic Attack (Magic-User), Staff of Snakes (Cleric), or Dragon Slayer (all other classes). f. Medal is traded in for the next item at a shop (i.e. the next item you buy is free). g. Scale of Dragon can be traded in at the second Gnome shop for Displacer Cloak (Mage, Thief), or Dragon Shield (all other classes). h. Skin of the Displacer Beast can be traded in at the first Gnome shop for a Displacer Cloak. i. Skin of the Manticore can be traded in for information at the first Gnome shop. Since you can just talk to the Gnome anyway, there is no point to this item. B. Items 1. Weapon Items a. Arrows are fast (Dwarf, Elf) to midspeed (all others) missile weapons for straight line attack. The Cleric cannot use Arrows. i. Standard ii. Burning does more damage. iii. Silver does more damage and can harm Gargoyles, the Lich, and Ezerhorden. b. Burning Oils can set a groundbound enemy on fire for damage and knockdown. c. Daggers are fast (for most classes) to slow (Dwarf) missile weapons for straight line attack. The Cleric cannot use Daggers. i. Standard ii. Silver does more damage and can harm Gargoyles, the Lich, and Ezerhorden. d. Hammers are a fast (for most classes) to midspeed (Dwarf) missile weapon for a high arc forward attack. High chance to stun. e. Large Burning Oils can set an enemy on fire for damage and knockdown. Can also be used on prone opponent. Each explosion column counts for separate damage. 2. Magic Items a. Bottled Efreet is a one use area-effect fire elemental attack. b. Djinn Summoning is a one use area-effect wind elemental attack. c. Egg of Wonder is a one use Item that summons a White Owl Bear to fight for you. Disappears after a time. d. Rings i. Continual Light as the Cleric spell ii. Cure Serious Wounds as the Cleric spell iii. Fireball as the Magic-User/Elf spell iv. Invisibility as the Elf spell v. Lightning Bolt as the Magic-User/Elf spell but cannot be redirected vi. Magic Missile as the Magic-User/Elf spell but fires only one missile vii. Polymorph Other as the Elf spell 3. Miscellaneous Items a. Bless Potion as the Cleric spell (small orange) b. Haste Potion as the Elf spell (small yellow) c. Healing Potion restores some hit points d. Scrolls add one spell to appropriate level in spell caster's current stock. Spells can be stored above normal spell limits. e. Super Healing Potion restores many hit points 4. Weapons a. Bastard Sword. Long reach, equivalent to Level 4 Normal Sword. Good damage. Excellent for Elf. b. Battle Axe. Long reach, great damage. Dwarf loses Shield ability. Excellent for Dwarf. c. Cursed Sword 1 (1 sp). Long reach, equivalent to Sword of Legend. Excellent damage. Curse will damage PC at random upon swing. d. Cursed Sword 2 (1 sp). Long reach, equivalent to Holy Avenger. Curse will paralyze PC at random upon swing. e. Dragon Slayer (1500 sp). Long reach, weak damage. Against Synn, excellent damage. f. Hand Axe (170 sp). Long reach, good damage. g. Holy Avenger. Long reach, decent damage. Kills undead non-bosses in one hit. h. Normal Sword. Long reach, good damage. i. Mace. Mid reach, decent damage. j. Morning Star. Long to excellent reach, a bit slow, but great damage. Excellent for Cleric, Elf, Thief. k. Short Sword (170 sp). Short reach, good damage. l. Staff of Elemental Power. Long reach, good damage. Increases damage of Conjure Elemental spell, Bottled Efreet, Djinn Summoning. m. Staff of Magic Attack. Long reach, decent damage. Increases damage of all spells. n. Staff of Snakes (1200 sp). Long reach, good damage. Snakes bite target for extra damage. o. Staff of Striking. Long reach, good damage. p. Staff of Wizardry. Long reach, decent damage. Increases damage of all spells. q. Storm Blade (500 sp). Long reach, good damage. Magic - Elemental (Electricity). Knocks down. r. Sword of Fire (500 sp). Long reach, decent damage. Magic - Elemental (Fire). Knocks down. s. Sword of Frost (500 sp). Long reach, good damage. Magic - Elemental (Ice). Knocks down. t. Sword of Legends. Long reach, excellent damage. Magic. Excellent for all but Mage and Cleric. u. Two-Handed Sword. Long reach, great damage. Fighter loses Shield ability. v. Wand of Cold. Short reach, weak damage. Magic. Shoots mid-range icicles along ground to freeze enemy. Can strike enemies on ground. w. Wand of Fireballs. Short reach, weak damage. Magic. Shoots mid-range fireball to burn enemy. Can NOT strike enemies on ground (even if the Magic-User crouches). x. Wand of Lightning. Short reach, weak damage. Magic. Shoots a short-range wall of lightning to electrify enemy. Can strike enemies on ground. Can "freeze" some bosses in place. y. War Hammer. Long reach, good damage. Excellent for Cleric. A bit slow. 5. Treasures a. Silver Coin - worth 1 sp b. Gold Coin - worth 5 sp c. Small Bag of Silver - worth 10 sp d. Small Bag of Gold - worth 50 sp e. Large Bag of Silver - worth 100 sp f. Large Bag of Gold - worth 500 sp g. Agate (small yellow gem) - worth 10 xp h. Onyx (small black gem) - worth 50 xp i. Amber (small yellow gem) - worth 100 xp j. Garnet (small red gem) - worth 100 xp k. Book (closed) - worth 1000 xp l. Aquamarine (large blue gem) - worth 1000 xp m. Opal (spherical yellow gem) - worth 1000 xp n. Book (closed, tilted) - worth 2000 xp o. Sculpture (orange thing) - worth 2500 xp p. Book (open) - worth 4000 xp q. Perfume (green bottle) - worth 5000 xp r. Ruby (large red gem) - worth 5000 xp s. Emerald (large green gem) - worth 5000 xp t. Diamond (teardrop clear gem) - worth 10000 xp C. Magic 1. Cleric a. Level 2 Spells i. Bless improves damage of attacks (x1.25) and affects entire party ii. Hold Person paralyzes up to 3 humanoids for a time b. Level 3 Spells i. Continual Light can blind (dizzy) nearby enemies that face the Cleric ii. Striking improves damage of weapon (x1.5) c. Level 4 Spells i. Cure Serious Wounds restores hit points ii. Sticks to Snakes (Miles only) summons snakes that leap to attack enemies. They disappear after a while. d. Level 5 Spells i. Cure Critical Wounds restores hit points ii. Insect Plague (Greldon only) summons a swarm of Giant Beetles to strike enemies. e. Level 7 Spells i. Earthquake (Greldon only) creates a tremor that damages all landbound enemies ii. Holy Word (Miles only) strikes up to 3 landbound enemies with holy power. Strikes low level creatures first f. Clerics regain spells after War Machine, Dark Warrior I, Man Scorpions, Tel'Arin, Manticore, Displacer Beast, Red Dragon, Fire Salamander, Frost Salamander, Ezerhorden, Dark Warrior II, and Nagpa 2. Elf a. Level 1 Spells i. Magic Missile sends two or three bolts of energy that seek out a target. Tends to hit low level creatures first b. Level 2 Spells i. Invisibility makes enemies ignore you. It is cancelled by any offensive action and wears off after a time c. Level 3 Spells i. Fireball sends a fireball forward and down to explode on the ground ii. Haste increases speed of movement and attack. Affects entire party iii. Lightning Bolt fires a straight-line electrical attack that stretches across the screen. Can be redirected up and down to a limited 90 degree arc d. Level 4 Spells i. Ice Storm is an area-effect ice elemental attack ii. Polymorph Other transforms a single close range non-boss target into a harmless animal. This spell instantly kills Gargoyles. Note that you do NOT receive any items for enemies so defeated. e. Level 5 Spells i. Conjure Elemental is an area-effect wind elemental spell when facing left and a ground-effect earth elemental spell when facing right f. Elves get their spells back after Dark Warrior I, Man Scorpions, Ogre Master Brothers, Beholder, Green Dragon, Displacer Beast, Red Dragon, Ezerhorden, and Nagpa 3. Magic-User a. Level 1 Spells i. Magic Missile sends three to five bolts of energy that seek out a target. Tends to hit low level creatures first b. Level 3 Spells i. Fireball sends a fireball forward and down to explode on the ground ii. Lightning Bolt fires a straight-line electrical attack that stretches across the screen. Can be redirected up and down to a limited 90 degree arc c. Level 4 Spells i. Ice Storm is an area-effect ice elemental attack ii. Wall of Fire fires a straight-line fire attack that stretches across the screen. Can be spread around caster in 360 degree arc before launching forwards d. Level 5 Spells i. Cloudkill (D'Raven only) is an area- effect poison gas spell. Instantly kills non-undead, non-boss creatures ii. Conjure elemental (Syous only) is an area-effect fire elemental spell when facing left and an area-effect water elemental spell when facing right e. Level 6 Spells i. Flesh to Stone fires a straight-line beam that stretches across the screen. Any non-boss struck by the beam will be turned to stone, and bosses suffer damage ii. Protected Image creates many images of the caster, making the Magic-User completely invulnerable for a short time f. Level 7 Spells i. Reverse Gravity is a close to midrange spell for use against groundbound or low altitude enemies. It lifts monsters into the air and then slams them down g. Level 8 Spells i. Meteor Swarm (Syous only) is a spell that strikes groundbound or low altitude enemies with fiery meteors. Very powerful ii. Power Word Kill (D'Raven only) will instantly kill all creatures with less than a full bar of health. If a boss has over a bar of health, PWK will do about 1/3 of a bar of damage to the boss h. Mages get their spells back after Dark Warrior I, Man Scorpions, Ogre Master Brothers, Beholder, Green Dragon, Displacer Beast, Red Dragon, Ezerhorden, and Nagpa i. The Ultimate Magic - Final Strike can only be performed if the following conditions are met. There are at least three players. There is at least one Magic-User. A Magic-User has the Staff of Wizardry equipped. The total experience of the party totals at least 2 million xp. If these conditions are met, the Staff of Wizardry will be glowing red. To activate Final Strike, EVERY BUTTON of EVERY ACTIVE PLAYER must be pressed AT THE SAME TIME. This includes the Start Button. If successful, the Magic-User will jump up to the middle of the screen a la Cloudkill and break the Staff. Then every elemental will be summoned multiple times in succession and inflict massive amounts of damage to all enemies. WARNING: Should you still be in a combat situation after using Final Strike, be warned that the Staff of Wizardry is gone forever; it's been broken. Also be warned that EVERYONE now has ONLY 1 hit point! But it still is a damn cool spell :)
III. Stuff to Kill A. Non-bosses [xp value] (Items to be stolen) 1. Goblin - Little green humanoid. Weak. Throws sling stones and oils if given the chance. [300 xp] (Agate, Onyx, Opal, Sapphire) 2. Kobold - Little brown humanoid. Weaker than weak. Throws Daggers and Oils. [200 xp] (Dagger, S. Dagger) 3. Skeleton - Undead. Jumps around. [600 xp] (none) 4. Axe Gnoll - Orangish humanoid with a dog's head. Slow but has a long reach with that axe. [600 xp] (Burning Oil, Battle Axe) 5. Owlbear - Owl's head on a bear's body. Slow, has a tendency to jump on you. [800 xp] (Egg of Owl Bear) 6. Bow Gnoll - Orangish humanoid. Usually comes onto screen, fires arrows a few times and leaves. Dies with one hit. [500 xp] (Arrow, S. Arrow) 7. Hellhound - Black canine that likes to rush and knock you down. Bites. Breathes three types of fire. [1200 xp] (Burning Oil, Flame Shield, Large Burning Oil) 8. Troglodyte - Blue fishy-looking humanoid. Likes to throw burning oils and jump attack with a trident. Also likes swinging trident over its head. Can turn invisible and can paralyze PCs with gas. Often carries scrolls. [1200 xp] (Orb, Garnet) 9. Giant Scorpion - Crawling bug that usually runs back and forth over a predetermined area. Will stop for a second before charging a PC. Dies with one hit (even a body check). [100 xp] (none) 10. Ghoul - Undead. Attack can paralyze (Elf is immune to this paralysis). Often carries scrolls and hammers. [10 xp] (10 sp) 11. Shadow Elf - Purple-skinned humanoid. Disappears and reappears jumping down at you, swinging a sword. [1000 xp] (Circlet, 5 sp) 12. Giant Beetle - Flying bug that hits at chest level. Duck to avoid them; usually they will just leave after a while. Sometimes they will attack, even if you crouch. Dies with one hit (even a body check). [100 xp] (none) 13. Gargoyle - Winged stone demon. Animates to attack PCs if nearby. Can only be harmed by magic, Magic weapons, or silver weapons. Often carries scrolls, silver weapons, magic rings, and gems. [2000 xp] B. Bosses [xp value] (Items to be stolen) 1. War Machine [10k] (try it) does most of its damage by ramming into you. Also stops to activate a flame thrower, or launch rocks at you, or attack with chainspears. The Chief Goblin on top of the Machine throws Burning Oils at random. The War Machine is powered by four Goblins who push it from behind. If you kill these Goblins, the War Machine is stuck (until more come to push the War Machine again). a. If you must, use spells to keep the War Machine in the middle of the screen so the others can hack at it. b. Burning Oil stops the War Machine and does decent amounts of damage as it tries to run forward through the fire. c. The Thief has a two-hit slide attack. If done continuously while the War Machine is just off the screen, she can kill it all by herself. This takes timing, skill, and LOTS of practice to pull off. 2. Dark Warrior I [15k] (Bracelet, Gauntlets of Ogre Power) gets faster the closer he comes to death. Try to get in as many Full Combos as you can. If things get out of hand cast a spell to knock him down. Try to avoid the lightning he shoots at you and beware the Wall of Lightning. 3. Man Scorpions [15k (single)] can be difficult. Combo as much as you can and watch out when they throw their scythes. Let them catch the blade again before you continue. Watch out when they jump straight up. When they come down, there will be an explosion around them. Time your Backstep to avoid the flames and continue. Just jump with the Dwarf; his roll may still be hit. The Man Scorpions can grab a character and stab them for Bite damage. They can cast Flesh to Stone and Lightning Bolt. When you're casting spells like Lightning Bolt, try to hit both Scorpions. You'll do twice the damage. 4. Harpy [10k] (?) can be a real bitch when she gets airborne. Harpy attacks on the ground with a fast club swing (sometimes sliding forward at the same time). She can also blow the PCs to the far side of the screen with her wings. She does a diving attack from the air, and can also grab a PC and drop them for Bite damage. She sometimes fires a series of three feathers in a downward strike. a. The Harpy takes to the air after about two knockdowns so you want to do most of your damage while she's still on the ground and you can finish with a combo. b. Start off with daggers and arrows. These won't knock the Harpy down but will still do damage. If you connect with 9 arrows and 9 daggers and follow that with a Full Combo, the Harpy should be down somewhere around half a bar. With luck, she'll stay on the ground and you can finish her with another Full Combo. If she takes to the air, jump attack or Aerial Attack and hit her when she's down. 5. Tel'Arin [15k] (Level 2 Normal Sword) summons Skeletons, has quick recovery, fast attacks, can cast Lightning Bolt, Fireball, and Haste (only Tel'Arin). a. Tel'Arin is a bitch to kill when he's fast. He Hastes himself after about three knockdowns so you want to beat him before then. b. Start off with a Full Combo. Hit him while he's down to make him stand up. Do another Full Combo. Hit him while he's down to make him stand up. Do another Full Combo. Throw a Burning Oil directly on him. Hit him to make him stand up into the flame and get knocked down again. Repeat the Burning Oil/hit until you run out of Oil. By now he should be pretty dead. Hit him while he's down to make him stand up. He should roll out and summon Skeletons. Keep knocking him down until he runs away. c. If he gets Hasted, a Cleric comes in handy as Continual Light and Hold Person will both stop Tel'Arin in his tracks. 6. Ogre Master Brothers [15k (single)/20k (both)] (Yellow - Gauntlets of Ogre Power, Tiara; Green - Helmet) are fairly easy to beat. They like to charge at you so Block the rush, turn around and Full Combo them. Block or dodge the rocks the green one throws at you. They have a fast club attack and quick recovery. Just be patient and you'll kill them. Cleric can use Hold Person or Continual Light. When casting spells like Lightning Bolt, try to hit both Ogres. You'll do twice the damage. 7. Beholder can be tricky [25k]. It starts with a Flesh to Stone spell that can kill the unwary. It casts Cause Serious Wounds as a long range attack and Sleep and Telekinesis as short range attacks. It can also ram you and Bite you. All magics are negated by the Beholder's central eye with the exception of Bottled Efreet. a. To use spells, the Beholder must be facing away from the spell caster. It is easier if there are two spellcasters, one on either side of the Beholder. Then there is always someone who can cast a spell if need be. b. If you are armed with the Storm Blade or Sword of Flames, you can pin the Beholder against the side of the screen. You need to hit the Beholder to one side of the screen. On about the third hit of the combo, the Beholder should fly back and up against the screen. When it lands again, it lands right into the combo and gets juggled again. This works indefinitely but takes practice to set up properly. 8. Green Dragon flies at head height and attacks with fast claw attacks, a strong tail attack, and a vicious poison gas breath weapon. a. Cast a spell, any spell, to cancel the dragon breath. Remember that all dragons breathe up to a maximum of three times. b. Hammers are good to use as they can hit multiple times on such a large target. c. An Egg of Wonder can truly work wonders here. d. There is no real strategy or pattern fighting here; Aerial Attacks are good, but remember that most PCs are vulnerable on the way down. Try to cover for each other. As a player comes down from his Aerial Attack another goes up to forestall any counterattack from the dragon. 9. Manticore [25k] (Egg of Wonder) is easy to beat if you know his patterns. If you attack his head and yellow sparks appear, he is about to charge at you. Block the rush with your shield (or time your Backstep/teleport precisely). If the Manticore hovers in midair, he will shoot poison barbs at you from his tail. Block with your shield or backflip to dodge. If the Manticore flies up off the screen, he will dive and try to crush you. You can block this with your shield too. If you don't have a shield, you can walk back and forth in an up/down pattern to dodge. At every oppurtunity, just walk in and Combo. 10. Lich [50k] (?) is extremely easy to beat due to an AI problem. The Lich can cast Lightning Bolt, Fireball, Wall of Fire, Earthquake, Teleport and Meteor Swarm. His cloak sometimes blocks your attack. His touch can leave you paralyzed. His staff has a long range. a. The Lich flies in a circular/figure 8 pattern. It is easy to lure the Lich into a corner where you can continually beat on it. It works best if everyone crouches and heads to the bottom left, leaving room for the Lich to fly into the corner. When the Lich circles around into the corner, simply keep hitting A to keep it trapped. If a Fighter is double-wielding, it is almost a sure thing the Lich will never get out. Occasionally the Lich can Teleport out of the corner but it is easy to lure it to back. i. The reason everyone should duck is that when the Lich's hit points are down to a little over one bar, he will cast his version of Earthquake. This does no damage and knocks down standing PCs. ii. Another reason you should crouch is that crouching negates Simple Combos. Four single hits are more powerful than four Combo hits. Also, Simple Combos have a bit of lag at the end that the fast recovering Lich can use to get out of the corner trap. iii. The reason you should trap the Lich in a bottom corner is that when the Lich reaches a little over half a bar, he will cast his version of Meteor Swarm. This completely misses players standing at the bottom of the screen. b. If you are a Cleric or an Elf, this strategy doesn't work very well. The short reach of the Mace and Short Sword put you at a distinct disadvantage. Try casting Haste; rush in and slash like mad. With a Level 3 Short Sword, the Lich can go down very fast. c. Be careful when casting spells. The only spells you'll have at this point that affect the Lich are Ice Storm and Conjure Elemental. When hit by spells, the Lich will be knocked back. This can truly suck as the Lich paralyzes everyone he touches, and a careless Magic-User can end up knocking the Lich into the other PCs and kill the entire party. 11. Displacer Beast [40k] (Skin of the Displacer Beast, Haste potion) would be the easiest boss to kill if it weren't for those annoying Goblins that infest this level. The Displacer Beast casts a ghost image of himself to confuse players. The real Beast is the one with the shadow. It has a Bite attack and a tail-whip attack. a. The Displacer Beast jumps back and forth across the screen in a simple pattern. Full Combo it until it dies. Avoid or knock down the Goblins so they can't interfere when you Combo. b. If you hurt the Displacer Beast enough, it will drop a Skin. It can be made into a Displacer Cloak which grants immunity to missile attacks. 12. Deathwing the Black Dragon is functionally the same as the Green Dragon mentioned earlier. His breath attack is a flow of acid, not poison gas. Otherwise they are the same. a. Strategies are the same as for the green one. b. Got that Egg of Wonder? :) c. If you hurt Deathwing enough, he will drop a Scale of Dragon that can be made into a Dragon Shield or a Displacer Cloak. 13. Chimera [55k] (Staff of Snakes) is the first victim in the LBO Campaign. The Chimera acts much like the Manticore. When the Chimera hovers in midair, it breathes fire from its dragon head. a. Knock down the Chimera, preferably with a Full Combo. While the Chimera is down, throw all of your Large Burning Oils onto him. Try to space it so all the explosions are on the body. If all the players do this, the Chimera doesn't stand a chance. b. If the Chimera survives somehow, just try to Combo or just Aerial Attack it down. If it breathes fire, cast any spell to negate it. 14. Red Dragon [700k] has a sweeping claw attack, a bite, an advancing Wall of Fire (column-type), an exploding Fireball attack, drops rocks from the ceiling and to top it off, his dragon breath kills instantly. a. Full combos may be a bad idea. If the Dragon decides to bite and you're in the air from an Aerial Attack, you're pretty helpless as he decides to munch on you. On the other hand, being in the air does let you dodge his claws and the Fireball he casts. b. To dodge the rocks he drops from the ceiling, move all the way to the top of the screen. The rocks will miss you there. c. To dodge the exploding columns of fire, slide to the opposite side of the screen. Thief and Mage can continuously Backstep. Fighter, Thief, Elf and Dwarf can try continuous Suicide Attacks. Alternatively, you could cast a long spell like Ice Storm or Conjure Elemental. d. Walk up or down to avoid the sweeping claw. Sliding repeatedly usually works to dodge that nasty bite attack. e. Dragon breath kills you instantly. I've been messing around with the Dragon Shield but I have yet to see it block Red Dragon breath. Oh well. Just remember that there are three types of Red Dragon breath and you need to act differently for each. i. Far breath - the Dragon leaves you alone for a while and his head reappears in the far background and his fiery breath fills the entire screen. The only way to live is to be standing behind one of the rock formations on either side of the stage. Be warned that these formations are NOT in the corner so running all the way to one side will get you killed. ii. Side breath - the Dragon leaves you alone for a while and his head reappears from the side of the screen and his breath covers nearly 4/5 the screen. The only way to live is to be standing just under his head, all the way to the side. Before he breathes, there will be a vacuum to one side of the screen as the dragon inhales. Run WITH the pull to survive. iii. Near breath - the Dragon doesn't leave. He simply starts to inhale, the vacuum pulling all characters towards the center. Run AWAY from the vacuum. As in double push Forward on the joystick AWAY from the Dragon. Sliding continuously also works, and a very well-timed jump can save you too. iv. You know when this Dragon is going to breathe when your U button stops working. v. This is a cheap tactic that works very well. While the Dragon is breathing, have the Cleric Turn Undead. After the Turn takes effect, all characters can use the U button again. Area-effect spells like Ice Storm and Conjure Elemental will damage the Dragon, and you can even kill him while he is still breathing fire. Try not to use Cloudkill as you'll likely jump straight into the Dragon breath after the spell is cast. f. Large Burning Oils can work very well if you can get multiple explosions to hit the head. Many LBOs in succession can even "freeze" the Dragon's head in place, allowing for other players to combo. g. Hammers can work extremely well as you can get multiple hits on the Dragon from a single throw. Stand just by the head and throw. This also "freezes" the Dragon's head in place, allowing other players to combo. h. The Wand of Lightning works well as the Dragon is "frozen" in place, allowing other players to combo. If the Magic-User also has a Rod of Lightning, the Wand will do extra damage. i. If you hurt the Red Dragon enough, it will drop a Horn of the Dragon. It can be made into a Staff of Magic Attack (Magic-User), a Staff of Snakes (Cleric), or the Dragon Slayer sword (all other classes). The Dragon Slayer works extremely well against Synn (but oddly not that well on the Black Dragon). 15. Flame Salamander is immune to Fire spells, fights with a large trident with a huge range, attacks with its flaming tail, summons a set of aerial Fireballs, and can shoot off a bounding fire wall on either side of himself. a. The easiest way to defeat it is to use a magic Elemental Sword (Frost, Storm Blade). After knocking down the beast, simply attack it on the ground. If at one side of the screen, the third or fourth hit will juggle the Salamander up and back down. This can be repeated indefinitely. b. Another way to beat the Salamander is to use the Wand of Frost. It does nowhere near the same damage as the Sword, but the juggling effect is similar, keeping the Salamander helpless. The Wand of Lightning juggles the Salamander so well, it launches the beast up and off the screen. If this happens, continued juggles will keep it off the screen BUT the salamander won't take damage while offscreen. Let the Salamander fall back onscreen before continuing. c. There are Hellhounds protecting the Salamander so the other players should keep these guys busy while the juggle continues. 16. Frost Salamander [70k] is similar to its fiery counterpart, but is immune to Ice and Cold spells. It fights with a large trident with a huge range, attacks with its icy tail, and can summon a ring of icicles to fall and strike nearby players. a. The easiest way to defeat it is to use a magic Elemental Sword (Flame, Storm Blade). After knocking down the beast, simply attack it on the ground. If at one side of the screen, the third or fourth hit will juggle the Salamander up and back down. This can be repeated indefinitely. b. Another way to beat the Salamander is to use the Wand of Lightning. This Wand juggles the Salamander so well, it launches the beast up and off the screen. If this happens, continued juggles will keep it off the screen BUT the salamander won't take damage while offscreen. Let the Salamander fall back onscreen before continuing. c. There are Gargoyles protecting the Salamander. Remember that only magic or magical/silver weapons will harm them. Casting long spells can interrupt the juggle combo so use magic with care. d. If a PC is armed with the Sword of Legends, that PC should NOT be on juggle duty (unless there is no one else). That PC should run around killing Gargoyles. Mages/Clerics/Elves can really stock up on spells here. 17. Tel'Arin and Tel'Erond [50k (single)/] (Tel'Arin - Level 3 Normal Sword) fight exactly the same way as Tel'Arin did before, but with a penchant for casting Haste earlier in the fight. The easiest way to kill these Elves is to use Large Burning Oils on them after they are knocked down. a. If you kill Tel'Arin and leave Tel'Erond alive, Tel'Erond will be free from the spell he's under and will defeat Nagpa for you later. b. If you want to fight Nagpa, kill Tel'Erond. c. Tel'Arin is the purple-skinned Elf, Tel'Erond is the red-skinned Elf. 18. Tel'Arin [50k] (Normal Sword) fights exactly the same way he did before, but casts Haste earlier in the fight. The easiest way to kill him is to use Large Burning Oils on him after he is knocked down. 19. Ezerhorden [80k] is a bit tricky. He fires a ghostly fist as a projectile weapon but his main attack is his Bite. Unlike all other monsters, Ezerhorden does not let go of its target if struck by a physical attack. It lets go of the target if struck by spells. a. If Ezerhorden is biting someone, any physical attacks will damage the player being bitten. b. Ezerhorden's bite has a chance of draining spells from players (Cleric, Magic-User, Elf). c. Silver Weapon Items will hit Ezerhorden for extra damage. Normal, non-melee Weapon Items have no effect. Burning Arrows have no effect. d. Ezerhorden is extremely vulnerable to Lightning attacks, especially when moving about with its mouth open to bite. 20. Dark Warrior 2 [90k] has a gas projectile attack, summons columns of fire to erupt under players, casts a protective Wall of Fire (columns) around himself, Teleports like mad, can Haste himself, and wields the biggest sword this side of Berserk. a. The easiest way to kill him is to knock him down and then throw Large Burning Oils on him. b. Failing that, Hammers can strike him multiple times for big damage. c. Try to finish him off while some PC has some sort of magic spell in their Item Use window. This will help against the next boss. 21. Nagpa [10k] attacks with a Wand of Lightning Bolt but leaves most of the fighting to his companion Black Dragon and Manticore. Nagpa teleports at will, but appears at certain "hot spots" in the room so you can learn to predict where he will appear. a. When you first enter, the Black Dragon will usually start with its acid breath attack. Cast any spell to negate it. b. The Black Dragon and Manticore can be slain, just as before. Steal an Egg of Wonder from the Manticore and use it on the Black Dragon :D c. If you let Tel'Erond live, he appears in a cinema scene here and slays Nagpa and his pets with ease. The intro with Synn also changes. 22. Synn [500k] attacks in the same manner as the Red Dragon, but the rocks she drops from the ceiling are flaming meteors. These can NOT be dodged by moving to the top of the screen. a. To dodge the flaming meteors, cast a long spell like Ice Storm. Most characters can also try using their Suicide Attack. It makes you invulnerable and if you don't hit Synn with it, you lose no life. Mistiming the Suicide Attack can hurt though, as those meteors tend to drop on you just as you come out of your invincible frames of animation. You can also run from one side of the level to the other. The boulders usually miss. b. Almost all area-effect spells will not affect Synn if she is off the screen. Cloudkill is the only exception to this rule. Cloudkill will hit no matter where she is. c. Ground-effect spells like Earthquake and the Elf's Conjure Elemental (Earth) have no effect. d. Meteor Swarm will only affect Synn if her head is near the bottom of the screen. e. All strategies for the first Red Dragon apply to Synn as well. f. Dragon Slayer works very well. g. Final Strike is a great way to end the game. h. Kick Attack is a better way to end the game ^_^ i. Weird Stuff we've killed Synn with: Dagger, Arrow, Kick Attack (i was first!), Insect Plague (Ryan you da man with that bald cleric), Conjure Elemental - Wind (Luis the Master).
IV. Level Walkthrough A. Descent from the Broken Lands 1. This is the very first part of the game, designed to let you get a feel for the game's controls etc. The only enemies are Goblins (which are fairly easy to predict in terms of attack and defense). 2. Three or four wagons will rush by, carrying kidnapped townsfolk away. To rescue them, kill the Goblins pulling the carts and then break the wagon. Step near the tied-up people and press A to free them. 3. After a while, one of the townsfolk will run up to you and thank you for freeing them. At this point, you will get to name your character. See Part I Section D. B. The Village of Trintan 1. There is a bag of gold worth 500 sp directly down from the bridge where you start. There is a secret room at the top of the screen between the roofs of two houses. a. The room contains two wooden chests that contain weapons for most classes. b. The room contains two metal chests that require keys to open. The metal chest on the far right contains at least Boots of Speed and a Ring of Protection. The other metal chest contains 1 sp and is trapped. If a Thief opens this chest, there will be an extra bag of silver. There is also a small chance for a third bag of silver as well. c. Skeletons and Axe Gnolls defend this room. 2. Goblins populate this level and guard a chest that contains a Bottled Efreet and a Super Healing Potion. Also in this chest is either a Key, Magic Missile Ring, Cure Serious Wounds Ring, or a Fireball Ring. 3. Owlbears attack you about midway through the level. If defeated, they sometimes leave a Short Sword. This is one of the few chances for a Fighter to pick up this weapon. 4. Bow Gnolls appear to shoot a few arrows at you and then run away. 5. The War Machine (III.B.1.) is the level boss. C. To Ride A Juggernaut! 1. Goblins appear all throughout this level. There are multiple keys and a few Lightning Bolt Rings lying around. 2. This is one of the few places in the game where Bow Gnolls actually stay on the screen to fight (and where they take more than one hit to kill). 3. Axe Gnolls will drop in to fight you. 4. Hellhounds appear near the end of the Juggernaut. 5. Dark Warrior I (III.B.2.) is the level boss. D. Battle On the Vesuvia 1. The party will move through this level on a raft. The raft can be controlled by EVERY party member so teamwork is the key here. 2. There are bags of silver and gold along the top and the bottom channels of the River. 3. If the raft intersects with a monster, the scene shifts to a battle on the raft. Possible encounters include Axe Gnolls, Kobolds, Bow Gnolls and Owlbears, and Troglodytes. a. Fighting Troglodytes can be well worth it as they usually carry scrolls of magic. 4. If you take too long to reach the checkpoints, a Black Dragon appears to harass you and breathe acid on you. You cannot fight the dragon. You can usually avoid the acid by moving to the front of the raft. 5. Finishing the river portions quickly earns you bonus experience. 6. After the river portion, the party disembarks onto some stretch of Scorpion-infested land. There are a total of four chests here. If you take too long to advance to the right, various traps will spring (Deadfall, spears thrown from offscreen). 7. Man Scorpions (III.B.3.) are the level bosses. The Skies Over Aengmore The Riddle of Aensun The Forest of Despair The Forest Bridge Battle of Strong Oak The Grove of Destruction Labyrinth Rescue at the Gnome Village The Cave of Rafael, The Immortal Hidden Treasures Land of Fire Frozen World Underground Passageway Battle Royal Arena Revisited Inner Heart, Dark Heart
V. Miscellaneous A. The Glitch is a way for certain characters to become nigh- invulnerable. The only way for these characters to take damage is by a creature's Bite attack. They can also die to Petrification and Red Dragon breath. 1. An added benefit to the glitch is the temporary use of unlimited magic missiles or fireballs. 2. Another benefit to the glitch is 6 digits of sp. 3. There is also a way to temporariliy add Invisibility, Haste, Bless, and/or Protected Image. 4. The Glitch only works for Jarred, Moriah and Hendel. 5. During certain times, if a Glitched player presses the S key, the game will crash. 6. If the Glitch is done improperly, a Glitched player picking up a Special will also crash the game. 7. Sometimes the game will crash even if the Glitch is done correctly. 8. A variation on the Glitch gives you Staffs of Snakes. 9. Version 2 of the game fixes the Glitch anyway. B. Highlander mode is a way for Moriah, Shannon, Syous and D'Raven to be "immortal". Damage is taken as normal, but the character cannot die; they will stay at one hit point. The only way for these characters to die is to take that final damage from a Bite attack, or by Petrification, or Red Dragon breath. 1. There are no known drawbacks to this bug. 2. For the Thief, she must wear a Mage's Hat. 3. For the Magic-User, he must wear a Hood. 4. It is unknown if Version 2 fixes this bug. C. The Owl Bear Trick is a way to summon many Owl Bears from a single Egg of Wonder. As a player throws the Egg, have another player cast a person-effect spell on him (eg Striking, Invisibility, Cure Serious Wounds). If done correctly, the Egg of Wonder will still be in the first player's inventory and can be thrown again. It is unknown if Version 2 fixes this bug. D. To uncurse the Cursed Sword 1, the player wielding it must swing the Sword approximately 30 times or more. The curse will be lifted and the Sword of Legend appears. 1. One way to negate the damage from the curse is to cast a person-effect spell on the player just as he reels back from the curse. The spell will take effect and the curse damage will not register. 2. Another way to negate the damage from the curse is for the player to jump and swing the Cursed Sword just before landing. The landing animation takes precedence over the curse hit animation and can negate the damage. The swing still registers towards breaking the curse. This takes timing and practice to do effectively. This timing is different for each of the classes (Fighter, Thief, Dwarf, Elf). E. To uncurse the Cursed Sword 2, have a Cleric attempt to pick up the sword eight times. The Curse will be lifted and the Holy Avenger appears. F. If you join in the game (after the initial character select screen) you begin with 200 sp instead of 50 sp. G. If you continue, you get +1 xp ^_^
Credits Bradley Jayakody (s337186@student.uq.edu.au) the original FAQ guy Ruiner (ruiner@ucla.edu) for the specifics about Names Luis DelaFuente the other addict at the Underground King Bond Lee the local Elf master Jyh-I Lu for getting me back into the game after lo so many months The staff at the Underground Arcade at UC Berkeley TSR for making Dungeons and Dragons in the first place Capcom for making yet another wonderful Final Fight type game
v0.1 First Draft Completed August 17th 1997 v0.2 Revised August 30th 1997 v0.3 Revised September 24th 1997 v0.4 Revised September 30th 1997 v0.5 Revised December 13th 1997 v0.6 Revised July 15, 1999 (wow. I haven't touched this thing in ages. Well, I guess I should start working on it again, since the Sega Saturn version is coming out. hopefully they haven't changed too much and this FAQ will still be useful)