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Lufia and the Fortress of Doom
-------------------------------pgs. 01-02-----------------------
U/SNS-ES-USA
Taito (R)
Lufia and the Fortress of Doom (TM)
Instruction Booklet
Super Nintendo Entertainment System
WARNING: PLEASE CAREFULLY READ THE CONSUMER INFORMATION
AND PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE
USING YOUR NINTENDO (R) HARDWARE SYSTEM OR GAME PAK.
Taito (R)
Taito and Lufia & The Fortress of Doom are trademarks of Taito
Corporation.
(c) 1993 All rights reserved.
This official seal is your assurance that Nintendo has reviewed this
product and that it has met our standards for excellence in workmanship,
reliability and entertainment value. Always look for this seal when
buying games and accessories to ensure compatibility with your Nintendo
product. All Nintendo products are licensed by sale for use only with
other authorized products bearing the Official Nintendo Seal of Quality
(R).
Licensed by Nintendo (R)
Nintendo, Super Nintendo Entertainment System, and the Official Seals
are registered trademarks of Nintendo of America Inc.
(c) 1991 Nintendo of America Inc.
---------------------------------pg. 03--------------------------
CONTENTS
THE SINISTRALS RETURN! ..... 4
DOOM ISLAND ................ 6
THE FINAL BATTLE ........... 7
THE HEROES ................ 10
CONTROLLER ................ 12
VISION .................... 13
PARTY STATUS .............. 14
DOING BATTLE .............. 17
FIGHTING .................. 18
WEAPONRY .................. 22
ATTRIBUTES ................ 24
SPECIAL PLACES ............ 26
MODES OF TRANSPORT ........ 28
HERO'S LOG ................ 29
QUEST RECORD .............. 30
LEVEL 1 ................. 31
LEVEL 6 ................. 34
LEVEL 8 ................. 36
LEVEL 12 ................ 38
LEVEL 14 ................ 40
LEVEL 16 ................ 42
LEVEL 18 ................ 45
LEVEL 20 ................ 48
LEVEL 24 ................ 51
-------------------------------pgs. 04-05-----------------------
THE SINISTRALS RETURN!
Greetings, young hero. The mists of time reveal that you have not yet
begun your quest. Who am I? A poet, a seer, one with just a bit of
magic in his fingers -- no one of real importance. I exist only to
assist you. It is said you are known by many names -- I will simply
call you Hero. I have come to prepare you for a journey into darkness,
to give you the secrets you must know to conquer the corrupt forces
threatening our world.
The terror began one hundred years ago, when the Sinistrals appeared in
our sky on their floating island. Humanity was thrown into panic as the
four nightmare beings, Chaos, Destruction, Terror, and Death, spread
their dark powers across our land. I was a child then. Yes, I saw it
all ... and remembered. Our greatest warriors threw their lives away
trying to defeat the Sinistrals. Then the only four surviving heroes
gathered. They were Artea, Guy, and Selan, with Maxim, their leader.
They fought a might battle against the Sinistrals and won. That was 99
peaceful years ago.
But now, young Hero, the Sinistrals have risen again on their strange
island. They call upon the power of night and send forth their foul
servants to revenge themselves upon us all. You, with your three
companions, must become the new band of heroes to destroy the
Sinistrals.
I will help you get started by showing you how Maxim led his warriors to
victory. You will find yourself living that day of tremendous courage
and strife. I have just enough magic in me to draw aside the curtain of
time and let you walk in the steps of Maxim. I will try to send you
close to the last battle. Use this opportunity to learn and gain
experience for your own mission. Feel yourself change as you become
Maxim ...
---------------------------------pg. 06-----------------------
DOOM ISLAND
Doom Island looms like a black storm cloud over our fair land. All hope
is lost as our armies are crushed by the Sinistrals. Our four mightiest
warriors, the last ones, develop their plan.
-------------------------------pgs. 07-09----------------------
THE FINAL BATTLE
Maxim and his warriors battle their way onto Doom Island and enter the
Fortress. Now they seek the Sinistrals.
When the heroes find gold plaques, they approach them and push the A
Button. Valuable clues are then provided.
The Sinistrals leave red treasure chests around the Fortress. The
heroes open these by pushing A.
Powerfully armed with weapons and spells, the heroes destroy every foe
they encounter in this sinister Fortress.
Whenever the heroes walk over a blue and gold tile marked with a diamond
in a circle, their hit points are restored.
When approached, tiles painted with a gold staff against a blue circle
replenish the heroes' magic points.
Warp pads are pulsing blue circles on the floor. The heroes stand on
these to teleport to distant locations.
The Sinistrals lurk in a mysterious realm. Our heroes must use a warp
pad to find them and finish their mission.
Gades, master of Destruction, is the first Sinistral to attack. His
strength is awesome, but he is not invincible.
Selan must use her magic against Amon, master of terror. It is a
contest of furious power, and Selan is victorious.
Maxim pits his unmatched strength against Erim, the mistress of Death.
Her spells shatter and fall apart before him.
The heroes must join forces to destroy Daos, master of Chaos and all the
Sinistrals. He does not survive the battle.
-------------------------------pgs. 10-11------------------------
THE HEROES
Hero, you will begin this journey alone. Before long, your childhood
friend and dear companion, Lufia, will join you, and later Aguro and
Jerin.
HERO
Your fiery hair marks you as the descendant of Maxim. You are heir to
his power, his moral strength, and his devotion to duty. Your
greatest talents are those of a warrior, but you know some magic.
LUFIA
Lufia mysteriously appeared in Alekia when she was seven, and she is
your closest friend. She gladly joins your quest and vows to use all
of her tremendous magical skills to help destroy the Sinistrals.
AGURO
Aguro [is] the commander of the Lorbenian Army[;] his strength is as
great as Lufia's Magic abilities. Once you meet him in Treck, he
becomes devoted to you.
JERIN
As half-elf, half-human, Jerin has been outcast by both races. Only
her wondrous skill with bow and arrow and magic have kept her alive.
Because you save her, she joins your quest out of gratitude.
OTHER DEFENDERS
MAXIM
Your ancestor who led the original band of heroes to victory.
SELAN
This talented sorceress and Maxim went down with the Fortress.
ARTEA
His wondrous archery skill helped Maxim stop the Sinistrals.
GUY
A true soldier, loyal to Maxim. His strength ensured victory.
LOU
The son of old Professor Shaia, Lou was left behind in Lorbenia.
COOPER
An assistant to Professor Shaia, and his friend and confidante.
PROFESSOR SHAIA
Absent-minded Professor Shaia built a ship called the Falcon. He
focused his whole life on it. You will need the Falcon to succeed.
---------------------------------pg. 12-------------------------
CONTROLLER
Take this tool called Controller on your quest. Use it according to my
instructions, or else you will not survive the first hour of your
journey.
L Button
When you want to scroll through lists of items, weapons, spells, etc.,
push the L Button.
R Button
As with the L Button, press R to move around the various lists that
are available to you.
Y Button
On this quest, you will have no reason to use the Y Button.
X Button
To read descriptions of spells when looking at a list, use the Control
Pad to move the cursor to an item. Push X.
B Button
To see the Party Status, press the B Button. Push B again to return
to seeing the Overview.
A Button
Press the A Button to perform many actions, including conversation,
buying, selling, trading, and fighting.
CONTROL PAD
You must push the Control Pad to move around. In windows, move the
cursor with the Control Pad.
SELECT
The Select Button serves no purpose in this quest.
START
Push Start to begin the game.
-------------------------------pgs. 13-16---------------------
VISION
As you journey across the land, you will be able to observe yourself,
your party, and battles from three viewpoints: Overview, Player Status,
and Battle.
OVERVIEW
With this form of vision, you will look down on your group as you
travel. You will also be able to see the landscape around you.
PARTY
This is how your band appears in the Overview vision. The high
viewpoint also helps locate landmarks and find your way from town to
town.
TOWN/CASTLE
The towns and castles of our land are centers of commerce, with
shops, inns, and clerics. Put these services to good use.
FOREST
Unless you really need to collect Gold, or want to build your
experience, avoid the forest. It's a breeding ground for monsters
of every description.
MOUNTAINS
When you try to scale mountains, your progress is slowed. Monsters
can then catch up while you are vulnerable.
PLAIN
On the plains, your band can move quickly. When members of your
group have few hit points or are at low levels, try to stay on the
flatlands.
WATER
Since none of you are very good swimmers, you cannot cross bodies of
water without a boat. Take a ship or use the Falcon to explore the
lakes and oceans.
PARTY STATUS
When you're in Overview, push B to enter Player Status. Here you can
review the status of yourself and your friends, [and] take action with
items, weapons, or spells.
Inventory Window [left-hand box]
When you look into this window, you will see all of the items being
carried by your party.
Character Window [top right-hand box]
Your party's hit points, magic points, and health are revealed to
you in this window.
Command Window [middle right-hand box]
Here, you are given the power to change items, magic, equipment, and
some aspects of the quest.
Gold Window [bottom right-hand box]
As you all share the danger, so you share the rewards by keeping
your Gold in a common purse.
ITEMS
INVENTORY [left-hand box]
Position the cursor at Items [in the Command Window] and push A to
see this window. To scroll through the inventory list of your
items, press the L or R Buttons or use the Control Pad to move the
cursor.
USE OR DROP [bottom right-hand box]
Move the cursor to the object and push the A Button. You will be
asked whether you want to USE or DROP the item. Select an option
with the cursor and push A.
CHARACTER SELECTION [top right-hand box]
When you must use an item for one of your party, indicate the
recipient by moving the arrow with the Control Pad and push A.
MAGIC
SPELL LIST [left-hand box]
Spells a character casts are shown by selecting that character.
CHARACTER SELECT [top right-hand box]
To cast a spell on a friend, choose the spell, then select the
character.
EQUIP
EQUIPMENT IN USE [left-hand box]
Choose Equip, then a person. Weapons in use appear on the left.
SPARE EQUIPMENT [middle right-hand box]
On the right side is the spare equipment carried by your band.
MENU
SCENARIO ITEMS [first line of middle left-hand box]
Choose this to see a list of the rare and unusual items you have
collected during your quest.
COMBAT ORDER [second line of middle left-hand box]
Move the hand to a character. Push A. Position the second hand
and push A. The two switch places.
ITEM SORT [third line of middle left-hand box]
Shuffle your items around in the same way you did Combat Order.
MAGIC SORT [fourth line of middle left-hand box]
Rearrange the order of your spells as described above.
MESSAGE SPEED [fifth line of middle left-hand box]
Make a selection and push A.
MUSIC [sixth line of middle left-hand box]
Choose mono or stereo. Push A.
PLAY TIME [bottom left-hand box]
Shows the duration of the quest.
BATTLE SCREEN
When you confront an enemy, choose one of five actions. Four options
you select with the Control Pad and push A. To pick the fifth option,
only press A.
FIGHT [sword icon]
If you want to fight with the weapon you are currently using, do not
push the Control Pad. Simply press A.
SPELL [staff icon]
When you prefer to use magic, rather than engage in hand-to-hand
combat, push the Control Pad up and then press A.
ITEM [open box icon]
If you are carrying a particular item that you think will bring you
victory in battle, push the Control Pad left, then press A.
DEFEND [shield icon]
If you are feeling weak, and need to concentrate on self-defense
rather than attack, push the Control Pad right, then A.
RUN [running stick-figure icon]
When you decide that it would be best to avoid combat altogether and
escape, press the Control Pad down, then A.
---------------------------------pg. 17------------------------
DOING BATTLE
After selecting a method of attack, you will target enemies with the
icon. Each of your characters has a special skill to use in battle. By
fighting often, the agility of your characters will increase.
AGILITY BATTLE
Every time you fight, you learn about the enemy. You also improve
your reflexes and develop your skills. As you and your party gain
experience and move up levels, your agility will automatically
increase. With greater agility, some of your band can attack more
than others. Look in Player Status to check the agility level of your
character.
-------------------------------pgs. 18-21---------------------
FIGHTING
In battle, you will make a combat decision as described on Page 16 for
each member of your band. I have a few words of advice to help you win
your battles, so pay attention. Remember to draw upon the individual
strengths of your characters.
FIGHT OR FLEE
Once you determine whether a person should fight, defend, or use magic
or items, you will need to select a foe from among your enemies.
SELECT ENEMY
An icon appears when you make a decision to attack with weapon, item,
or spell. Use the Control Pad to position the icon over an enemy.
Push A.
tip: FOR EASY VICTORY ...
When you are confronted with an entire group of enemies, gang up on
the stronger ones first. Then recharge and attack the weaker foes.
HP (HIT POINTS)
Keep an eye on your status box to track your HP levels. When they are
low, the box [text] is yellow. If you are almost out, the box [text]
turns red.
ATTACK A FRIEND
If a member of your band is confused or asleep, awaken him with an
attack. Push down on the Control Pad to move the [targeting] icon to
your group.
HELPLESS
You cannot fight when you have no hit points. Use the Revive or
Miracle potion, or the Revive spell, to recover your hit points in
battle.
PETRIFIED
A number of curses and poisons can freeze up members of your band.
People can also collapse into a deep sleep. In any case, you must
find a way to restore the person. The causes of petrification are:
STONE [character icon turns grey]
Some kinds of spells and poison can turn a person into stone. The
effects ado not wear off, so the person must be cured.
PARALYZED [jagged lines around character icon]
Paralysis is temporary, and its duration depends on the strength of
the person affected. It always wears off by the end of a battle.
CONFUSED ["?" from character icon]
Enemy wizards like to cast spells of confusion because they make
people attack their own friends. Cure this condition quickly.
ASLEEP ["ZZ" from character icon]
Some poisons and certain spells can send a person into slumber. To
wake them, use Awaken potions or spells, or wait until the end of a
battle.
NO HP [character icon lies on back]
Without hit points, you become helpless in battle. Find a way to
restore your hit points before an enemy annihilates you.
COMBAT ORDER
How you arrange your party for battle will have a major effect on
whether you are victorious. The fighting skills of each of you must
be exploited. I can give you some advice on where you should be
positioned when you are faced with combat.
HERO, LUFIA
At the beginning of your quest, you and Lufia will be fighting
alone. Since you are the stronger in battle, position her beside
you.
HERO, AGURO, LUFIA
Aguro's talents lie in the power of his muscles. He should be
placed between you and Lufia so that he can help protect her while
she works her spells.
HERO, AGURO, JERIN, LUFIA
With her bow and arrow, Jerin can strike from afar. The best
position for her is after Aguro, where she can use her agility and
marksmanship.
-------------------------------pgs. 22-23------------------------
WEAPONRY
You and your people are skilled in the use of different weapons. You
each have unique requirements in the way of protective gear, as well.
Upgrade the equipment of your people whenever you can.
ARMING YOURSELF
While in Alekia, purchase a weapon and protective clothing of some
kind. Later in your quest, before entering the Old Cave, you should
at least be armed with the Long Knife.
FINDING WEAPONRY
Careless monsters often leave their weaponry behind. Also look in
chests; sometimes you'll find better equipment. Some weapons cannot
be bought; for example, the Broad Sword and Broad Rod. Items like
these are only found in treasure chests.
ASSIGNING EQUIPMENT
Arm yourself and Aguro with the mightiest swords and helmets you can
find. The Wave Ring increases your powers, and Aguro knows how to use
the Hi-Daze Ring effectively. Because of her sorcery, arm Lufia with
staffs and rods. Jerin uses bows and arrows. Both of them need to
wear berets and caps for head protection.
tip: BATTLE PREPARATION
Monsters usually attack quickly, giving you little time to prepare.
And once battle is joined, the action is too fast and furious for
you to change weaponry. Avoid trouble by getting into the habit of
equipping new items as soon as you obtain them.
-------------------------------pgs. 24-25----------------------
ATTRIBUTES
Each member of your party has his or her own set of individual strengths
and weaknesses. Attributes are given a numerical value -- the higher,
the better. They increase as the character's level goes up.
ATP -- ATTACK POWER
Attack power determines how powerful you are in combat and how much
damage you can inflict on your enemies.
DFP -- DEFENSE POWER
With a high defense power, you will protect yourself better and lose
fewer hit points when struck by an enemy.
STR -- STRENGTH
If you are strong, you can resist poison and some types of injury. To
strike effective blows, you must have strength.
AGL -- AGILITY
Your agility will increase as you battle foes and build up experience.
With high agility, you can attack or flee faster.
MGR -- MAGIC RESISTANCE
All of us have some inbred resistance to magic. With a strong magic
resistance, you are immune to certain spells.
MP -- MAGIC POWER
The more magic power you have, the more spells you can cast. When
running low, visit an Inn or take a potion to recharge.
HP -- HIT POINTS
The number of hit points you have determines how much injury you can
survive in battle. When you run out, you are helpless.
INT -- INTELLIGENCE
Intelligence is a necessary characteristic for everyone. Being smart
helps you resist confusion and learn spells.
-------------------------------pgs. 26-27---------------------
SPECIAL PLACES
Many services are available to you in towns and villages. To open
conversations with people, push A. To answer questions, or make
selections when purchasing, use the Control Pad and A Button.
INNS
To rest yourself and replenish hit points, visit an Inn and sleep.
CLERIC
A talented cleric can remove curses, revive characters, and record
your journey.
ITEM SHOP
When you have Gold clinking in your purse, visit an Item Shop to buy
the things you need.
WEAPON SHOP
The weapons dealers of our land have been doing a booming business.
Buy their goods.
ARMOR SHOP
Visit these shops and gird yourself and your friends in the best armor
you can afford.
WARP ZONE
Step onto a Warp Zone and your band will be whisked away to an unknown
destination.
WARP SHRINE
Arriving here, remember which Warp Zone brought you. The Keeper will
give you good advice.
---------------------------------pg. 28------------------------
MODES OF TRANSPORT
To hunt down the Sinistrals and their servants, you will need to find
special ways of traveling across the land. Mostly you will use the
Falcon, but you must also set sail in a military vessel.
THE MABERIA
In return for recovering the Maberia from the monsters, the ship's
captain offers you free passage between Treck and Lorbenia.
WATER FALCON
Professor Shaia's Falcon leaks a little, and is not in good repair.
But it will take you where you need to go and stay with you on your
journey. Be careful not to lose it.
SUB-FALCON
To travel underwater in the Falcon, you need to collect Alumina so
that Professor Shaia and Cooper can repair it. Look for a whirlpool
to dive underwater.
AIR FALCON
To make the Falcon fly, you must find a dangerous fuel known as Power
Oil. Bring it to Professor Shaia so he can prepare the Falcon for
flight. Once she's airworthy, press A to take off.
---------------------------------pg. 29------------------------
HERO'S LOG
---------------------------------pg. 30------------------------
QUEST RECORD
To begin your quest, push Start. You then have two choices. Select
Initial to start a new quest or choose Continue to carry on with an
earlier quest.
INITIAL AND CONTINUE
Once you choose Initial, record your name. A new quest will open to
you. When you select Continue, indicate the quest you want to resume.
You will return to the place where you last recorded your progress
with a Cleric.
RECORDING
Locate a Cleric in a town or village to have your accomplishments
recorded in the Book of Heroes. When you approach, the Cleric will
offer you several services. Choose the Record option.
tip: THREE PAGES
Three pages of the Book of Heroes are blank, so you can record up to
three different quests at a time. Or, you can record one quest in
three different ways.
-------------------------------pgs. 31-33----------------------
LEVEL 1
Level 1 indicates that you should rank level 1 at this point in the
game.
Use this table to plot your course in Alekia. You can stay overnight at
the Inn for free.
1. Alekia 5. Alekia 9. Alekia
2. Chatam 6. Chatam 10. Chatam
3. Caves 7. Cave
4. Sheran 8. Sheran
ALEKIA: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
FRIGHTFUL RUMORS
Rumor has it that monsters, the kind not seen for 99 years, are
attacking the town of Sheran. The King and armies are lazy now --
only you are brave enough to discover the truth.
THE ROAD TO SHERAN
On your way to Sheran, stop in Chatam, and go through the caves.
Save Lilah and rescue the prisoners. Hmm, this gets complicated --
I will provide details.
CHATAM: Inn, Item Shop
A WORRIED GIRL
As you go through Chatam on your way to Sheran, visit a young woman.
She is very worried about Lilah, who is supposed to be in Sheran.
Danil, her brother, has heard the frightful rumors and wants to save
Lilah. He has disappeared and is thought to have gone to the caves.
CAVES
ITEMS
The Sinistrals' servants stash their loot in the caves. Search for
powerful healing items, and a large stash of gold.
THE KEY
To unlock the dungeon of Sheran Castle, you need a key. Danil has
it. Find him in the caves near the exit that leads to Sheran.
SHERAN
EXPLORE
The once-lovely town of Sheran lies in ruins. Try to find survivors
and get information. Though in shock, they will be able to share a
little news. Next enter Sheran Castle and locate the King.
SHERAN'S KING
The King and his court are locked in the dungeon. Enter the throne
room and find the locked door on the left. Use the key Danil gave
you to open it. Flip the switch inside and go to the King.
GADES ATTACKS!
As you leave the castle, the Sinistral Gades attacks. Lufia escapes
with the others while you stay behind to fight. You are not yet
strong enough to defeat him, but he flees when Lufia returns.
-------------------------------pgs. 34-35------------------------
LEVEL 6
1. Treck 3. Treck
2. East Cave 4. North Cave
TRECK: Inn, Cleric, Item Shops, Weapon Shop, Armor Shop
GUY
When you are in Treck, visit the Elder. He gives you directions to
find Guy. You will need the help of the Elder's niece.
AN ALLY
You must locate Guy and speak with him. When you return to Treck,
you will meet Aguro. He joins you in a battle against four of Daos'
servants. Aguro's strength is impressive. Both of you will journey
north in search of his ship. But let me start at the beginning ...
EAST CAVE
FINDING GUY
Enter the East Cave. You must travel on foot to Guy. Only the
Elder's niece can unseal the door that blocks your passage through
the cave.
CRUCIAL INFORMATION
Guy, one of the survivors of the original band of heroes, has grown
old and suspicious. However, keep talking to him and he'll tell you
very valuable information about the return of the Sinistrals.
NORTH CAVE
AGURO'S SHIP
Pass through the North Cave to find the lost ship Maberia. The
servants of Daos have it, and they want to keep it. You must fight
a terrible battle to win back the vessel, but it is worth the cost.
-------------------------------pgs. 36-37-----------------------
LEVEL 8
1. Lorbenia 3. Old Cave
2. Grenoble 4. Grenoble
LORBENIA: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
LOU
Visit the dress shop when you arrive in Lorbenia and you will
encounter a young thief. He is Lou, the son of Professor Shaia, and
was left behind in Lorbenia. He only steals to eat.
GRENOBLE: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
SPRING BASEMENT
In Grenoble, a strange old man lives in the spring. He will only
tell you about Artea if you get him the Fairy Kiss.
A TASK
To earn the Fairy Kiss, receive a task at the Treasure Hunter's
desk.
OLD CAVE
HIDDEN CHESTS
The smarter monsters try to hide their treasure in pools of poison.
Use the float spell or potion to glide over pools and pull out the
treasure chests. The Old Cave is filled with hidden wonders.
RETURN TO THE CAVE
The Old Cave will play an important role in the success of your
quest. Visit it whenever you need to refill your purse with Gold,
or to find better weaponry in the hidden treasure chests.
tip: AMBUSH AND SURPRISE ATTACK
You need to watch for two special types of random attack. Enemies
can sneak up and ambush your party before you have a chance to
prepare for combat. In return, you can launch a surprise attack on
your foes and catch them off guard. Or, in Surprise Attack, you can
escape without being blocked.
-------------------------------pgs. 38-39----------------------
LEVEL 12
1. Tower 4. Kirof
2. Kirof 5. Ghost Cave
3. Medan
TOWER
THE KNIGHT
This powerful Knight trained with Artea; he can tell you about him.
However, he will share nothing until you prove yourself in combat.
ELFREA
After the fight, the Knight tells you about the land of the elves,
Elfrea. He also speaks of elfin magic. Heed his words when he says
to visit Kirof.
KIROF: Inn, Item Shop
REYNA
A merchant has brought his ill daughter, Reyna, to Kirof for the
healthy air.
MARK, THE THIEF
Mark is terribly worried about Reyna, so he goes after the Hope
Ruby.
MEDAN: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
THE HOPE RUBY
The Hope Ruby has not been granting many wishes in Medan lately.
Locate the Princess and her friend and eavesdrop on their
conversation. You will learn something most surprising.
GHOST CAVE
REYNA IS LOST
Follow Mark back to Kirof. There, you learn Reyna is gone. Seek
her in the Ghost Cave where she is being held prisoner. Find the
Ghost Ring the cave and equip it before you try to fight her captor.
tip: DEAD END
In the cave you face a chasm with two unusable bridges and a gap
where there should be a third bridge. Gather your courage and try
to find your way.
-------------------------------pgs. 40-41----------------------
LEVEL 14
1. Medan Cave 3. Dais
2. Belgen 4. North Tower
MEDAN CAVE
CLEAR PASSAGE
If you tried to pass through this cave earlier, you'll remember that
your way was blocked. However, after you rescue Reyna, see the
Princess of Medan. The Princess will arrange for you to have safe
passage through the cave.
BELGEN: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
A KIDNAPPING
Monsters are stealing maidens from Belgen. In fact, a kidnapping
just took place before you arrived. You are asked to rescue her,
but of course you would have volunteered to do so anyway.
DAIS: Inn
FOILED TWICE!
Elves prevent you from taking Jerin down from the dais. While you
are arguing with them and trying to get through, a monster swoops
down and carries off the poor young woman to the North Tower.
NORTH TOWER
MULTI-LEVEL MAZE
The top of the tower is a maze of platforms set a different heights.
You must warp from one to the other. The monster is especially
vulnerable to sleep and confuse spells.
-------------------------------pgs. 42-44------------------
LEVEL 16
1. Jenoba 3. Ruan
2. Blue Tower 4. Grenoble
3. Green Tower 6. Old Cave
JENOBA: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
THREE GEMS
To warp to Elfrea with elf magic, you must place the Red, Blue, and
Green gems in their home towers. First the Blue gem, the Green, and
finally the Red. You will then warp to Elfrea.
BLUE TOWER
PITFALLS
Beware the trap doors hidden throughout this tower. You can spot
these pitfalls because the trick tiles are a lighter color than the
rest of the floor. Remember their location and avoid them.
GREEN TOWER: Inn
FIND THE SWITCH
East of the Blue Tower is the Green Tower. Once in the Green Tower,
locate the switch that changes the stairs. You will need to move
around quickly, so remember the stair positions.
RUAN: Inn, Cleric, Item Shop
POISON WATER
The Dark Ghost now dwells in the Red Tower. He took the Water Fairy
prisoner and filled Ruan's wells with poison. The people are
becoming desperate for clean water and beg you to help them.
RECORD
At this point in your quest, locate a Cleric and have your progress
recorded. If you then lose all your hit points, you can return
here.
RETURN TO MEDAN
REMEMBER THE MINES
Remember the Old Man in the Medan Mines who wouldn't let you into
his room? Could it be that he is holding something you need now?
MEDAN MINES
OLD MAN
This man clutches his ruby tight and won't give it to you. But if
you take the time to talk to him and explain why you need it, he
will relent. He is old and frightened, but not selfish.
tip: FILL YOUR PURSE
While you are in the Medan Mines, take this opportunity to fill up
your purse with Gold and useful items. Search high and low for
treasure chests, and defeat monsters to take their Gold.
-------------------------------pgs. 45-47---------------------
LEVEL 18
1. Red Tower 4. West Cave
2. Elfrea 5. Odel
3. Ranqs 6. Lyden
RED TOWER
THE DARK GHOST
This is one of the most powerful enemies you have yet faced. Before
you engage him in battle, be sure you have equipped the Ghost Ring
-- it will provide you with a little assistance.
ELFREA: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
ELF MAGIC
Once the Dark Ghost is vanquished, place the gems in their towers,
starting with the Blue, then Green, then Red. You will be whisked
off to Elfrea.
ARTEA
Artea has grown old and blind in the 99 years since the last battle.
He gives Jerin his bow and speaks of the Dual Blade and the
Sinistrals.
RANQS: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
DISAPPEARING MEN
All the men of Ranqs have left to work on the tunnel to Odel. The
women of Ranqs run all the shops and Inns. They cannot explain the
strange enchantment at the end of the tunnel.
WEST CAVE
A MAZE
Some twisted servant of the Sinistrals has built a strange maze into
the entrance of the cave. All who enter become trapped and cannot
find their way out. Visit the elder in the cave east of Ranqs. He
will tell you what to do.
ODEL: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
FIND PIRON
The cave from Odel to Arus is split by a vast chasm, and the bridge
that once crossed it has collapsed. Only the great architect,
Piron, can rebuild it. He is in the Odel castle visiting the
Princess. Before he will agree to repair the bridge, he wants you
to get his assistant from Lyden.
LYDEN: Inn, Cleric, Item Shop
MEET THE MASTER CHEF
Locate Piron's assistant, but don't leave town right away. Go into
the local restaurants and talk to the chefs. Lyden is home to the
greatest cooking schools in all the land. Each of the chefs has his
own secrets, but one chef has developed new cooking that you may
want at a later time.
-------------------------------pgs. 48-51-----------------------
LEVEL 20
1. West Cave 4. Platina
2. Arus 5. Bakku
3. Tower of Grief 6. Carbis
WEST CAVE
WATCH THE REPAIR
Piron, the master architect, needs you to watch the bridge
reconstruction from a high ledge and look for mistakes. To observe
the work from the high ledge, exit the cave and return by the top
entrance.
ARUS: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
SEEK THE PROFESSOR
The Professor was in Arus for a while, but he left without warning
(he's very absent-minded). Rumor has it that he went to study at
the mysterious Tower of Grief. Ask the people in Arus how to find
the Tower of Grief, then go there to meet Professor Shaia.
TOWER OF GRIEF
THE ELDER
To obtain information, fight your way to the top of the Tower of
Grief. It won't be easy. An ancient wise man dwells there, and he
freely shares his knowledge with those who find him. He will tell
you about the Dual Blade, the Sinistrals, and where you can find the
missing Professor Shaia.
PLATINA
PROFESSOR SHAIA, AT LAST
The Professor has a lab in Platina, which you may have passed
earlier. Professor Shaia is eager to tell you about his many
wondrous inventions, and he'll press them upon you. Pay no
attention to those toys -- you need the Falcon, so ask for it. He
offers you the use of it if you find Cooper first.
BAKKU: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
COOPER
Though Cooper is supposed to be in Bakku, he has left. Find the
local Cleric and ask about Cooper. Also wander over to the right
side of town and talk to the man in the diner. Rumor has it he
holds the key to the Tower of Light. But he claims that the key was
stolen from him.
CARBIS: Inn, Cleric
THE FALCON
Once you've hunted down Cooper, take him to the Professor's lab in
Carbis. Shaia is quite pleased and shows you the Falcon. It is not
yet complete. The Professor must have seven pieces of alumina
before the Falcon will function. You must get them. Shaia says
Brant, who is in Linze, can tell you where to get them.
-------------------------------pgs. 51-54--------------------
LEVEL 24
1. Tower of Light
2. Linze
3. Gaya's Cave
TOWER OF LIGHT
PITFALLS
This tower was built by beautiful spirits of the air. The pitfalls
here are fairly safe -- in fact you need to fall through some of
them to obtain valuable items that you could not find elsewhere.
AMON'S SERVANT
Before you ascend to the top of the Tower of Light, search carefully
for a ring of power. You must have this before facing Amon's mighty
servant. He will fight you for the key. Be sure to equip the ring
as soon as you find it. To defeat this foul wretch, you will have
to attack with both steel and magic.
LINZE: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
BRANT'S LIFE
Brant is not in Linze. He left word that he is out searching for
alumina. However, the gossipers of Linze claim that Brant is
actually in love with a young woman in Marse and that he has gone to
visit her. Whatever the facts of his personal life may be, though,
you can find him in Gayas Cave.
GAYA'S CAVE
BRANT
When you finally do locate Brant, he is more than happy to talk to
you about alumina. He also shares the secret of the warp tiles
located on the three islands near Marse. In addition, Brant
mentions that the King of Herat is a known collector of alumina and
might be willing to trade -- if you have something good to offer in
return.
MARSE: Inn, Cleric, Item Shop, Weapon Shop, Armor Shop
TOUR THE ISLANDS
As soon as you enter the town of Marse, find a Cleric to record your
quest. Next, take a walk down to the docks and buy a ticket for the
island cruise. The tour carries you past all of the surrounding
islands. Make a mental note of their location so that you can find
them later.
THE CAVES & HERAT
GATHER ALUMINA
Three caves are located near Marse. In these caves, you can find
alumina that was mined and left behind some time ago. After you
have gathered the four pieces of alumina, go to Herat. Visit the
King and find out what he will trade for his supply of alumina.
tip: DRAGON EGGS
Throughout the game, you will find Dragon Eggs. Collect eight of
them and take them to the Dragon Shrine, northwest of Bakku. You
will receive special weapons, armor, and favors for them. You only
receive one special item for every eight Dragon Eggs, so once you
have traded them in, start collecting more.
FAREWELL
Well, young hero, I have helped you all I can. The time has come for
me to leave you on your own. Remember me and the things I have taught
you, on the rest of your journey. The fate of our world lies in your
hands, but the blood of Maxim flows through your veins -- use its
power to sweep the Sinistrals into oblivion!
---------------------------------pg. 55---------------------
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---------------------------------pg. 56----------------------
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