Version 1.0 Christopher Lee Boger leslumens@yahoo.com Note: This is only the walkthrough. For the remainder of the things such as weapon stats, spell charts, monster charts, find the appropriate file located at http://darken.0catch.com/goblin/ggdomain.htm under the Video Game FAQ's section. I did this in order to make printing time quicker for those who only wanted one specific section. Illustrated Hyperlinked version also available at the same address. This walkthrough will contain story spoilers, so if you do not wish that, perhaps use the playing tips section found at the same address which offer varying degrees of explanation in order for you to beat the game more or less yourself. BEGINNING YOUR JOURNEY ====================== Talk to the King. Then take the treasure chests from the Throne Room. Stand on top of the treasure chests and use the "take" command to open them. You will receive 120 Gold, a torch, and a magic key. Talk to the guards for information. Throughout the game, talk to everyone you see. After significant events, you may wish to talk to people again. Sometimes a person's conversations may change after an event. Now stand in front of the door and use the "door" command. Your magic key will be used and the door will open. Walk to the stairs and use the "stairs" command to descend to the lower floor of Tantegel Castle. Walk around and talk to everyone you can reach (some people are behind locked doors and can't be talked to at this time). After you are done, exit the Castle in the South. Now walk over to the town which is just to the East. This is Brecconary and you can purchase equipment here. Almost due North of the entrance to town is the Weapons Store. Talk to the shopkeeper and purchase the club and clothes. Now walk to the Southeast side of town. On a small island here sits the General Store. Purchase the Dragon's Scale. Open the item window and use the Dragon's Scale by selecting it and pressing the "A" button. The Dragon's Scale is now equipped. This item will increase your defensive abilities. Now walk around and be sure to talk to everyone in town. ALWAYS talk to everyone you encounter. JOURNEY INTO THE WILDERNESS & UNLOCK THE SECRETS OF MAGIC ========================================================= Now go outside, wander around and fight Slimes. Don't get very far at all from town, because you are very weak at this point. Slimes will be able to cause 1-4 points of damage per battle to you at this point. Red Slimes can cause about 2-5. Be careful and return to town any time you become weak. Rest at the Inn to recharge your HP. Make sure, if you are at less than 10 HP, that you are no more than 1-2 squares away from town. Getting into battle as you are running back to town to heal could be the death of you. Keep this up until you reach level-2. When you do, walk back into Tantegel Castle and talk to the King to save your game. Head back outside and continue fighting Slimes. Keep this up until you reach level-3. Now you can use a trick that works in the first three Dragon Warriors, because you acquire the Heal Spell at level-3. Walk into Tantegel Castle. Turn East at the first place you can and follow the path to the old man behind the counter. Your MP will be restored to max each time you talk to this man. Now cast Heal Spells until you have reached your max HP. If you run out of MP before you reach max HP, talk to the old man again for another magical boost. When you are done, your HP and MP will be at full power! You need never use an Inn while you are near Tantegel again! Now go talk to the King and save your game. Then go to Brecconary. Buy another torch at the General Store. You might not need it, but if your first torch burns out before you escape the cave in the next part, you could be lost in the cave! INTO THE DARK-MESSAGES FROM YOUR ANCESTOR ========================================== Exit the Castle and head North. Stay on the grassy plains, because monster attacks are less frequent here. After a short journey you should see some sand on the West edge of the screen. Walk toward this and you will see a cave in the center. Walk into the cave. (Beware! You might encounter a Drakee, or worse, a Ghost as you head toward this cave. They are much tougher than slimes!) -{}- FIRST FLOOR: No monsters will attack you inside this cave, which is protected by the Spirit of Erdrick, so you need not fear being too weak to explore it. Immediately upon entering, open your item menu and use one of your torches. You will now be able to see a short distance in front of you. At the first intersection, turn East and go straight as far as you can go. When a wall blocks you from continuing to go straight East, go back West one square, then turn South. Follow this until a wall blocks you again. Go back one Square North and head East again. When the wall blocks you from continuing East, turn South. After turning South, look for a way to go East again. As soon as you see it, go East. When the wall blocks you, Turn South. You will arrive at some stairs which you need to use to reach the second floor. SECOND FLOOR: When you arrive on this floor, start heading North. You will then need to turn West. Skip the path leading North which you see soon after turning, it is a dead end. Keep going West until you see a path heading South. Go South upon reaching this. Follow this until it turns West and keep walking. You will then have to make a series of one block turns. North, West, North. Here there will be a path North and one West. Go West, as the North is a dead end. Keep going West until you hit the wall, then turn North. The path will then turn East. Keep following it. Skip the passage South, then turn North when the path turns that direction. When you hit the wall, turn West. Keep following this path when it turns North, then turns East. When you see a path to the South, use it. Follow this until you hit the wall, then go straight East. You should see a treasure chest. Take the chest and you will read the tablet left by your ancestor Erdrick. Now make your way out of the cave. Be very careful and remember what direction you came from and you should have no troubles. Your first torch should last long enough for you to escape, even if you get turned around a couple of times. If it goes out, use another. GO NOT UNPREPARED INTO THE UNKNOWN ================================== Now you know what your task is. You should not just start walking away from town and start searching, you're too poorly equipped! Make your way back to the area near Tantegel Castle. Your goal now is to acquire 90 GP and buy a Shield in Brecconary. If you head a little bit South of Tantegel, you can encounter Drakees. They are stronger than Slimes and worth more GP and XP. Stay on the grassy plains if you do this, or you may encounter dangerous enemies. Whatever you do, don't enter the foothills. Magicians, Magidrakees, and even Scorpions may lurk here, and they will make short work of you. If you reach level-4 before you acquire the 90 GP, go talk to the King and save your game. You'll learn the Hurt Spell at this level. It will allow you to better combat the strong enemies like ghosts and magicians should you accidently encounter them. You'll also gain lots of Strength and Speed and MP at this level, however, it may still be best to continue fighting with your weapons and conserve precious MP for casting Heal Spells. If you encounter Magicians, Magidrakees, or Scorpions, then use the Hurt Spell! You shouldn't be this far from the castle, but a couple of Hurt Spells might get you out of the fight alive. Once you acquire the 90 GP, go to Brecconary and buy the Small Shield. Then go talk to the King and save. Now your goal is to acquire 70 GP and upgrade to the Leather Armor. A good place to do this is the foothills South of Tantegel. Drakees and Ghosts show up here often and you should be able to defeat them fairly easily now. Leave the foothills and return to the grassy plains if your MP is less than 10. This is because those three dangerous enemies can appear in the Southernmost area of these foothills. If you encounter one, blast it with a couple of Hurt Spells, which should kill it. Then go recharge your MP at Tantegel Castle. Magidrakees are worth 5 XP and 11 GP, Scorpions are worth 6 XP and 13 GP, and Magicians are worth 4 XP and 11 GP. Killing a couple of these will boost your GP total quickly! When you have the 70 GP, go to Brecconary and buy the Leather Armor. The shopkeeper will buy back your clothes for 10 GP, so the armor actually only ends up costing you 60 GP. Go save the game after purchasing this. You should be reach level-5 sometime soon, make sure you save your game once you do! Now earn 48 GP and buy two Herbs. These are for emergencies when you are low on MP. They are actually more powerful than the Heal Spell, anyway. Once you have the 2 Herbs, The Leather Armor, and level-5, it's time to head for new territory. Save your game before you leave! CROSSING THE WILDERNESS TO GARINHAM TOWN ======================================== Head North from Tantegel Castle and stay on the grassy plains. Just keep heading generally Northward on the plains until you reach the sea. Now follow the water's edge in a generally West direction. Stay on the plains or as near them as possible to avoid enemy encounters. More than a couple of fights with Magicians will send you running home quickly. Eventually you will reach the town of Garinham. Enter and talk to all the people here. There is a door on the North side of town, but you don't have a magic key to open it. The General Store has nothing new, but the Weapon Shop sells some fine equipment. Unfortunately, it also costs an arm and a leg. You will also discover that Gwaelin was taken East. Head back to Tantegel Castle when you are done exploring Garinham and gathering information. JOURNEY INTO THE EASTERN LANDS ============================== You must cross a bridge to reach areas farther East, and you know that stronger enemies lurk there. The journey will also be a long one, so you should be better armed. Your goal now is to get 180 GP and buy the Copper Sword. It's time to stop whacking monsters with tree limbs! The foothills South of Tantegel still offer the best place to build GP and XP because of the quick escape to Tantegel where you can heal for free. Sometime near when you have the GP for the sword you should make it to level-6. Make sure you still have 2 herbs and go save the game once you have reached both these goals. Head North from Tantegel. Instead of continuing North to the sea, turn East on the grassy plains and head that way. You should see a bridge over a river. Cross this and continue to follow the grassy plains East, then South. You will now come to another bridge. Cross this one as well to reach the far Eastern lands. Head North once you cross the bridge, try to stay on the grassy plains, and don't walk into the desert for anything! Scorpions lurk there and the even more dangerous Skeletons also call that sand trap home. Once you run out of plains to walk on, you should see a town. Enter the village of Kol. Talk to everyone. The people tell you many things about Golems, magic keys, flutes, etc., but nothing about Gwaelin! Remember everything they tell you, though. The General Store here sells wings. Using these will return you instantly to Tantegel Castle when you use them outside. It would be a good idea to buy a pair for when you are far from home. The Weapons Shop offers some good equipment, but it's mostly out of your price range. From what everyone says, your next destination seems to be South, through Swamp Cave. I wouldn't try it yet, if I were you! PREPARING TO FACE THE DANGERS OF SWAMP CAVE =========================================== Head back to Tantegel. You may need to rest at the Inn in Kol first if you are very weak. this area is starting to look pretty familiar isn't it? Your goal now is to earn level-7. Do this in the foothills South of Tantegel. The line of them farthest South tend to produce the more valuable monsters more often. At level-7 you will receive a significant speed increase, which makes it easier for you to dodge enemies and run from them. This will become very important in times ahead. You also receive the Sleep Spell at this level. While this doesn't always work on the enemy, when it does it may allow you to defeat enemies much stronger than yourself while they are sleeping and unable to attack. Go save your game. You should have a significant stockpile of GP by now. When you have at least 300, go to Garinham and upgrade your Leather Armor to the Chain Mail. Return to Tantegel and save your game again. Your goal now is to acquire the 560 GP for the Hand Axe. You should not need to resort to the Hurt Spell to kill stronger enemies in this area very often now. You should be able to combat them with your weapons fairly effectively and save all your MP for healing. I still do my GP building at this point in the foothills South of Tantegel. Once you have the GP, go to Garinham and purchase the Hand Axe. Then return to Tantegel Castle and save your game again. TESTING THE STRENGTH OF SWAMP CAVE'S ENEMIES ============================================ Before you set out again, make sure you have at least one Torch and 4 herbs in your inventory. Head toward the village of Kol. When you cross the second bridge you will see a poisonous swamp. Walk through this swamp while watching your HP carefully and enter the cave here. The enemies here are worth good XP and GP, and are not overly strong. Also, as soon as you enter the cave, there is a perfectly straight hallway which runs North/South you can walk up and down and fight enemies in. Whenever you can go no farther South, turn around and walk North until you hit the wall. The stairs should be right under your feet at that point. This way you don't have to keep purchasing torches. Build GP and XP here for a while, and gauge the strength of the enemies you will face in this cave. Remember, you're going to have a long walk home when you decide to return to Tantegel castle, and there is a poisonous swamp between here and there! Try to save at least 8 MP for the trip home. In an emergency, use Wings or go to Kol and rest at the Inn. If you go all the way North and the stairs aren't there, you've somehow managed to make a wrong turn. Light that emergency torch you brought with you and head North and West. The stairs are in the upper Northwest corner. Your goal is to reach level-8 and acquire 800 GP for the Large Shield. Whenever you acquire either of these, return to Tantegel and save your game. You'll get a fair increase in all stats at level-8 and this will most defiantly benefit you in the trials which are ahead. The Large Shield offers good defensive bonus and can be purchased at Garinham. Now your goal is level-9. I still use Swamp Cave for this, but you can also try using the Sleep Spell to fight Skeletons in the desert South of Kol. Level-9 offers a massive increase in power, as well as a good increase in MP. More importantly, you receive the Radiant Spell. This costs 3 MP, but lights up an area twice the size of a torch. It slowly wears down as you walk, however. Go save your game. Your next goal is 1000 GP and the Half Plate Armor. I use either the Desert South of Kol (safer) or the first floor of the Mountain Cave for this. If you choose to brave the dangers of Mountain Cave, look later for the description of how to get there. Once you have the Half Plate Armor, go save your game. That took long enough you don't want to have to do it over! A STRANGE VALLEY IN THE MOUNTAINS AND A STAIR IN THE EARTH ========================================================== There seems to be a narrow valley just West of Kol. It is connected to the area near Kol by a land bridge. Follow this valley and you will come upon a set of stairs. The monsters here, even the Skeletons, should prove to be not too much of a danger to you now. Talk to the old man you find at the bottom of the stairs. He is one of the keepers of the items you need to reach the Dragonlord's Isle, the Staff of Rain! He insists upon testing you, however. He wants you to retrieve the Silver Harp and bring it to him. Silver Harp? You've heard about a flute, but not a Silver Harp. Hmmm.... Guess we'll continue on for now, but remember where this old man is. Now your goal is level-10. Level yourself up either in the Mountain Cave, the desert South of Kol, or the Swamp Cave. Level-10 brings with it a good increase in power, lots of speed, some mediocre HP and MP, and the all important Stopspell. Stopspell will now allow you to do battle with the Warlocks and their dastardly Sleep Spell. Concentrate on Stopspelling these buggers before they nail you with Sleep or you won't live very long. Go get yourself a full load of 6 Herbs and a Wing if you don't already have them in your possession. Then save your game and prepare for the journey ahead. JOURNEY THROUGH SWAMP CAVE AND THE TOWN OF RIMULDAR =================================================== Now head for Swamp Cave. Your goal here is simply to pass through, not to explore. In fact, if you explore very much, you may be very sorry you did! Pop a Radiant Spell. Head South until you hit the wall. Go East one and South one and you should see the stairs. Just head for them and don't mess around too much. You'll want to conserve your power for the journey ahead. Now you're on the Southern continent. Enemies here are much more dangerous and include Wolves which are very fast. Warlocks have the Hurt and Sleep Spells. Warlocks here tend to use Sleep much more often than those in the Mountain Cave if you ventured there and were silly enough to go down to the second floor. Metal Scorpions also appear, but they are nowhere near the XP dyanamos that most metal creatures are in DQ games. Head South and toward the desert East of the mountains. Stay in the trees East of this desert, as enemy attacks increase in frequency in the desert. You'll see a path West after you skirt around the desert, but keep going South. At the end of the craggy mountain range, head West and enter the island town of Rimuldar. Don't be afraid to use some Herbs if necessary as you make this difficult journey, or even to retreat to Tantegel with the Wings if you grow to weak to continue. Try to keep a few herbs on hand for when you reach town. Explore town and talk to everyone. Here you will discover that the Stones of Sunlight are in Tantegel Castle. This is another of the three items you will need to confront the Dragonlord. Another person asks if you have any proof you are the descendant of Erdrick. An old man says Erdrick entered the lair of the Dragonlord through a secret entrance. One soldier says all true warriors wear a ring. The Inn is expensive (55 GP), but you are a long way from home. For sale in the Weapons Store is the Broadsword, Full Plate Armor, and Magic Armor. There is no General Store in Rimuldar, so don't let your Herbs run completely out while you are in the area. If you've really explored carefully, you might have found the key cutter. At the entrance of town, go North at the last red brick square and follow the water's edge to reach it. Magic keys cost 53 GP, and I wouldn't worry about purchasing any right now. Hmmmm..... All true warriors wear a ring, eh? MOUNTAIN CAVE AND THE FIGHTERS RING =================================== Before you go hunting for this ring, build up to 1500 GP and purchase the Broadsword. You should be close to that total already, anyway. Do this near Rimuldar, and don't head too far South! Once you have the Broadsword, and it's 5 Attack Power boost over the Hand Axe, head back to Tantegel. Restock your supplies and save your game. Now you want to go to Mountain Cave. You reach this cave by heading toward Garinham. Once you reach Garinham, head South. You will cross a bridge, then pass a finger of mountains. Just past these is a poisonous swamp in the East. Go East and skirt around the swamp and you will find Mountain Cave. -{}- FIRST FLOOR: Head North at the first opportunity once you enter this cave and pop off a Radiant Spell. Then turn East and North again. Now head West and follow the path as it turns North, then East. (Pass the stairs, they are a dead end) Your goal is the path South you see next. If you continue East, you can grab a Herb from the chest before you go down, so long as you don't have a full 6. There's nothing truly dangerous on this floor, mainly monsters you have fought before. It shouldn't be too dangerous. Grab the Herb if you want, and then head down the stairs. SECOND FLOOR: On the second floor, you will need to beware of Drakeemas with both the Hurt and Heal Spells. Warlocks also appear here. Poltergeists, which possess the Hurt Spell, also appear on this floor. Head East. There's a chest just South with some GP in it. Then head back North past the stairs. Head West when you can and keep going that way. You will discover a torch and the Fighter's Ring in two chests. Go to the item menu and use the Fighter's Ring the same way you used the Dragon's Scale to equip it. There is one more chest in about the center of the West side of this floor. You reach it from a path in the Southwest corner. It contains a fairly substantial amount of Gold. Now that you have proven your worth as a true fighter, exit the cave and save your game. Here's a neat trick. If you re-enter this cave, you can collect the gold chests, the Fighter's Ring, and the torch again (the Herb too, if you don't have max). Fighter's Rings are worth 15 GP at a General Store when sold. You can earn about 140 GP per trip from treasure here. If you sell a Fighter's Ring, make sure and use the one you are still wearing to make sure it is equipped. I stop keeping torches at this point, but you might want to keep 1 for emergencies. MAGIC KEYS AND THE STONES OF SUNLIGHT ===================================== The Stones of Sunlight are in Tantegel Castle, huh? Well, they must be behind some locked doors. Time to return to Rhimuldar and purchase some keys. You can carry up to 6 keys at one time, and you're going to need at least two or three for the near future. I usually buy all 6 before leaving Rhimuldar. Here in Rhimuldar, behind two locked doors of the Inn is a set of Wings. Who would want to go after them when it takes two 53 G keys to get one lousy 70 G set of wings? The old man behind the first locked door gives you an important clue, but I'll save you the GP and tell you what he says. "4 steps South of the fountain in Kol thou shalt find a magic item." Head back to Tantegel Castle. If you're tempted, the treasure room contains piddly amounts of gold, so don't waste your keys. The guard in the room says "Never does a brave person steal." Go around to the door where a nearby guard says you must have a key to open the door and do so. There is a key cutter behind the desk to the North, but his keys cost 85 GP. Talk to everyone you see in the new area of the castle. The guard behind the barrier give you a vague clue about the Grave of Garinham, to "push a wall of darkness". Head out by the key cutter's desk and follow the outside wall and the waterline farther South to some stairs and use them. Here in a chest you will find the Stones of Sunlight, one of the three necessary items! The old man gets rude once you take the chest ^_^ Now go save your game. You should be near level-11 now, so go ahead and earn it near Rimuldar. You get a moderate increase in strength and speed, a pretty good HP increase, and a nice MP increase at this level. Once you've got your level, head to Tantegel and save your game. Make sure you have a couple of keys on hand! I usually stop worrying about Stopspelling Warlocks at this point. Keep your HP above 30 while you're wandering about and they're not that dangerous. You should be able to smash them in about 2 blows most times now. RESCUE THE PRINCESS GWAELIN =========================== Seems there's been a Princess in captivity the whole time you've been wandering around. Let's go free her! Make sure you have a full load of six herbs (and a key), then head for Swamp Cave. Head to the East upon entering the cave and try to stay near the Eastern wall while heading South. Beware when you see the path turn into a single hall which can only be entered by passing over a single square, for here lurks the Dragon. Cast Sleep immediately, this Dragon is very susceptible to the spell. Once it works on the Dragon, heal up with spells while it is sleeping. When you reach about 35+ HP, start attacking until it awakens. While the Dragon is awake and attacking, use Herbs to heal and try to stay at 30+ HP. Use the Sleep spell again when you get a chance (any time when you're around 25+ HP should be good). Then try to spell heal again while the Dragon sleeps. Once again when you regain your strength, start whacking away with your sword. It's a tough fight (in fact, you may end up resetting and trying again a few times) but you can prevail. If you want to come back and do this later, you can. This is just when I always do it. In fact, you don't have to rescue the Princess at all if you want to be a real Jerk ^_^ Once you've defeated the Dragon, head South and open the door with your key. The Princess is very grateful, and you carry her from the cave back to Tantegel Castle. If you're really weak, use the Wings once you are outside. Talk to the King and earn his eternal gratitude, you'll get a bit more from Gwaelin. The item Gwaelin's Love tells you how much XP you need to reach the next level. It also tells you how many squares, and in what direction, you are away from Tantegel Castle while on the field. Very useful! Now replenish your Herb and Wing supplies, recharge your HP and MP, then save the game. Your next goal is 3000 GP for the Plate Armor and level-12. Without both, you're not going to get much farther. Do this around Rimuldar, and restock your keys while you're there. Don't wander to far South unless you are prepared to take on some tough foes! As you acquire one or the other of these goals, go back to Tantegel and save. Level-12 offers a massive strength increase, a good speed increase, a piddly HP increase, and a solid MP increase. You also learn the Outside Spell which allows you to escape dungeons at a cost of 6 MP. THE GRAVE OF GARINHAM AND THE SILVER HARP ========================================= There's another town with a locked door we haven't checked. Let's head to Garinham. Make sure you have at least 2 keys and that your Herb and Wing supplies are restocked. Once in Garinham, head for the locked door on the North side of town. Enter this door and talk to everyone you meet. People speak of Erdrick's Armor and a town in the South called Hauksness. Save your key and don't enter the room with the two guards. They both just say "Talk to the other guard, I'm busy!". The chests contain only minor items, but grab them since you're here. On the North side of the room, go three steps from the West edge and then go North "Into the wall of darkness". Head East after you pass into the new area and go down the stairs you find here into the Grave of Garinham. -{}- FIRST FLOOR: On the first floor, you'll encounter Warlocks, Skeletons, and other creatures of similar strength. If you head toward the Northeast corner, you'll find some chests with some minor items in them. Your goal, however, is to head North until you can go East. Then head East until you hit the Easter wall. Then turn South and keep going until you find a door. Open this door and follow the only path you can until it terminates at a set of stairs, then use them to reach the second floor. SECOND FLOOR: The stairs right next to you are a dead end. The stairs in the Northwest and Southeast corners both lead to a chest with the Cursed Belt. DON'T use this item! It's worth 180 GP at the General Store, however, and you can pick it up every time you enter the Grave. Good place to build up GP! If you do accidently use this, go talk an old man in Brecconary living in a house. He usually says "Return here if thou art cursed.". This old man will remove the Cursed Belt for you. The stairs in the Northwest are closer to this chest than the other. The stairs in the center of the floor are a dead end. Get the Cursed Belt, if you want (You might wait and just go straight for the Harp, coming back for this on the return trip if you're able). The actual place you need to go on this floor is the stairs in the Southwest corner. Take them down to the third floor. THIRD FLOOR: On the third floor you'll encounter Wolflords with Stopspell, Spectres with Sleep and Hurt, Droll Magi's, Druinlords with Heal, and Wraith Knights. Wraith Knights are extremely dangerous to you at this point. Use your Stopspell immediately upon encountering them to prevent them from casting the Heal spell and undoing all your hard bashing work. Be prepared to use some Herbs when you encounter one of these, as they hit very hard and dodge with alarming frequency. After coming down the stairs from the second floor, head North. Follow the Eastern fork when the path splits just North of the stairs. Then continue North and be on the lookout for a set of stairs to the East. These stairs will take you to the fourth floor. FOURTH FLOOR: Head straight for the stairs you see and use them. Dangerous Wraith Knights are frequent here! Take the Silver Harp from the chest and exit the dungeon. You might want to use the Outside Spell if you have the MP. (If you don't, it's likely that you're dead meat!) YOUR WORTHINESS PROVEN, OBTAIN THE STAFF OF RAIN ================================================ Go sell the Cursed Belt if you have it, and recharge yourself. Then save the game. The Silver Harp, when played by using it from the item menu, will cause monsters to automatically attack you wherever you are standing while on the field or in dungeons. It's only slightly less aggravating and time consuming than wandering around and waiting for attacks. I usually just go get rid of it immediately. Go back to the old man living at the bottom of the stairs near Kol. Talk to him and he'll vanish, allowing you to take the chest. You'll obtain the Staff of Rain, the second item you will need to confront the Dragonlord. Head back to Tantegel and save. Now, it's time to build GP again. A good place for this is the third floor of the Grave of Garinham. Grab the Cursed Belt to sell again and stay near the stairs back to the second floor. Another place offers better prospects and is actually safer. Head South past Mountain Cave where you got the Fighter's Ring. Keep going until you come near another bridge. DON'T CROSS IT! Instead, go to the small circular (nearly slime shaped) woods to the East of this bridge. Wander around here fighting Wraiths (Heal Spell and dodges well), Wolflords, and the grandaddy of all GP builders... the Gold Man! Gold Men hit hard, so you might be forced to use some Herbs on occasion. They're only worth a few XP, but they clock in at better than 150 GP most of the time! Your goal is 7700 GP for the Magic Armor. It won't take too long, especially if you're lucky with finding and defeating Gold Men. Your next quest is to acquire the legendary Armor of Erdrick. Thus you may choose to brave the dangers of this journey in your old armor, avoiding this GP buildup all together. It's up to you, but I always go ahead and get the Magic Armor to make things easier. The monsters you are about to encounter are nothing to sneeze at! The Magic Armor is sold in Rimuldar. This armor recharges 1 HP every 4 steps you take, very useful! You should reach level-13 around this time. This level brings a strong increase in speed, a good HP increase, some nice MP, and the Return Spell. Chant this at a cost of 8 MP and you'll be transported instantly back to Tantegel Castle exactly like the Wings. While you're in Rimuldar, restock your keys. Now, before you go get the Armor of Erdrick, journey South from Rimuldar and cross the bridge you find here. OLD MAN IN THE SHRINE ===================== Once you've crossed the bridge South of Rimuldar, beware Wyverns! They are fast, hit hard, and are difficult to hit themselves. On the Southern island you should see a set of stairs, use them. Talking to the old man here only gets you teleported out of the Shrine. You must be missing something.... The other old man wanted the Silver Harp, so this one must want something as well. It's a good idea to re-enter the shrine and walk around and recharge your HP with the Magic Armor, if you have it, before heading back. Now return to Tantegel Castle and save your game. Restock all your supplies first! Then head back toward the small woods where I said Gold Men appear frequently. This time, cross the nearby bridge. Almost immediately, you should see a town in the middle of a desert. This is the destroyed town of Hauksness, where Erdrick's Armor lies. Beware Wyverns, Knights (hit hard, use Stopspell), Demon Knights (Incredibly hard to hit! Worth good XP and GP), and Rouge Scorpions (hit hard). Once you cross the bridge, if you choose to enter Hauksness and try for the armor, skip ahead to that section and good luck! You're going to need it! The enemies in Hauksness are vastly powerful. I recommend you do go ahead and purchase that Magic Armor if you have not yet done so. Odds are you'll need to power up to level-14 to survive Hauksness anyway, and you'll surely have enough GP for the Armor by then. Odds are the first Demon Knight you encounter will exhaust you of most of your Herb supply. You might want to do your power up in the woods with the Gold Men instead of braving the other dangerous side of the bridge. Since you should have the Magic Armor, you can walk a bit North of the woods near a peninsula which looks like a pointing finger. Here there are weaker enemies, and you can allow your armor to heal you while you walk around in circles. Doing this can allow you to remain in the field between returns to town for quite some time, and it will take quite a while to reach level-14. You might also consider the Southern island near Rimuldar, however. Wyverns are worth around 5 more XP than most of the other comparable strength monsters which you can handle now. They are worth a lot of GP as well. Level-14 brings a massive power and speed increase as well as good HP and MP improvements. All these are near essential to surviving in the town of Hauksness. Return to Tantegel and save, making sure your supplies are restocked once you attain this level. A good gauge of your ability to survive in Hauksness is to fight Demon Knights on the field nearby. Keep yourself at near max HP in between fights. If you need to use more than one herb in this situation, you might not be strong enough. If the Demon Knight dodged a lot, or you were not at near max HP, you could throw off the gauge a bit. Try a couple of times to get a good gauge. CLAIM YOUR LEGACY, THE ARMOR OF ERDRICK ======================================= One you believe you are ready, head into the town of Hauksness. Your Heal Spell will be nearly useless during battle here, so make sure you have a full load of Herbs! Pray you aren't attacked very often as you head toward the resting place of Erdrick's Armor. You might want to try to run from most of the monsters, or you probably won't make it. Enemies here include Starwyverns who have Healmore, Green Dragons, Wizards with Sleep and Hurtmore, and extremely fast Werewolves. Your odds of surviving a battle with a Starwyvern are near zero, so you should run from them every time. Immediately upon entering, head East until you hit the wall. Then go North and skirt around the building, turning back East as soon as you can. You will soon see a path between the two destroyed buildings in the South. Head that direction. Just to your East you should see a swamp and a single tree surrounded on 3 sides by walls. It is here that the Armor rests, guarded by a great foe. Make sure you heal to max before stepping into the trees! The Axe Knight has the Sleep Spell, so Stopspell him immediately and keep at it until it works! You'll need to heal with Herbs, because he does way too much damage for the Heal Spell to have any use at all. The Axe Knight is more than capable of doing 20+ damage per round, even counteracting Herbs ability to keep you alive. Attack when you can, any round after he has been Stopspelled and tries to cast Sleep is a good time. When (and if) you defeat him, search the ground at your feet and claim the Armor of your ancestor, Erdrick. Erdrick's Armor makes you immune to damage from Swamps and Barriers. It also heals you 1 HP for every step you take! Head back to Tantegel and save your game, restocking your supplies. THE FAIRY FLUTE, PREPARING FOR A LONG JOURNEY ============================================= Now your goal is level-15 if you don't already have it. I usually do this level up near Hauksness. Don't forget that if you stay near the bridge North of Hauksness, you can cross back over to where weaker enemies dwell and allow Erdrick's Armor to heal you. This saves your MP and allows you to stay in the field much longer. Doing this, odds are that your number of herbs (and not your MP) will now determine how long you may remain in the field. Level-15 brings you an excellent strength and speed increase. Your HP also goes up significantly and you learn the Repel Spell. Chanting the Repel Spell prevents weak monsters from approaching you on the overworld. It doesn't work in caves or against monsters which are about your strength or stronger. Go back and save when you get this level. Everyone kept asking you if you had proof you were Erdrick's descendant. If you've checked around, you'll discover that they still don't believe you even though you're wearing the armor! that old man in Rimuldar said there was a magic item hidden in Kol. Let's go look for it. Whip off a Repel Spell to keep the pudly monsters away and go to Kol. Go to the fountain. This magic item is supposed to be four steps South of it. The fountain is the square of water in the middle of the bricks at the North/Central area of town. Walk three steps forward, starting with your back against the fountain. Search and you should find the Fairy Flute. Didn't someone say there was a Golem somewhere that would fall asleep to music? And isn't there supposed to be another town far in the South with good equipment? Time to set out and search! First, save and resupply. Make sure you have 6 Herbs, a set of Wings, and a magic key. You will likely need all these items, this next journey is by no means easy. Head for Hauksness, but continue South past it. When you reach the sea, head East and you should find a bridge. Beware as you near the bridge, because you may begin to encounter some of the dangerous enemies of the next area before you cross it. Some of the enemies are Starwyvern, Werewolf, and the Magiwyvern who has the Sleep Spell. Stopspell Starwyverns and Magiwyverns immediately. If you don't, you're dead meat. Don't be surprised if you have to retreat from this area several times before you get anywhere near crossing the bridge. Right near the bridge is also a place where you might encounter Metal Slimes. Metal Slimes have the Hurt Spell, but are immune to all magic. these Slimes are hard to hit, and you only do 1 point of damage when you do connect. They also have an annoying habit of running away just before you can kill them. This is because they are worth more than 100 XP. It might not be a bad idea to stay on the West side of the bridge learning how to combat these strong foes before venturing across and getting so far from home. Killing a Metal Slime or two could help you reach your next level faster as well. JOURNEY TO THE CASTLE TOWN OF CANTLIN ===================================== When you're ready, cross the bridge and head East. Keep your HP at 50+ at all times while traveling here. Try to only walk on grassy plains when you can, or forests if you can't. Do your best to avoid walking on mountains if at all possible. Follow the path, there's only one way you can really go, in a generally Northeast direction. You'll soon see a bridge, but don't cross it. Remember where it is, though. Continue Northeast. You may begin encountering Green Dragons now. There's still only one way to go, so follow it until you reach a bridge that crosses into a swamp. Cross this bridge, then head South. You should see the town of Cantlin surrounded by it's wall. Do not enter the space in the wall until you have healed up to max power! Here you will encounter the Golem. Use the Fairy Flue immediately to put it to sleep, then heal. Then beat on him until he wakes up. Put him back out with the Fairy Flute and repeat. The Flute always works on the Golem. How long it works each time is another matter. You'll always have one round to heal up, at least. You should prevail fairly easily, and be able to enter the castle town of Cantlin. The Inn is expensive (100 GP) but you can't get any farther from home and still be above ground. Merchants here sell nearly everything you've seen elsewhere in the world. Fairy Water, which acts just like the Repel Spell, is also sold here for 38 GP per dose. Talk to everyone you can, even those behind doors and barriers if you have the keys. One of them tells you about Erdrick's Token. That must be the thing you are missing! The most important place in town is on the East side of town near the Fairy Water seller. There is a door here where you see an old man behind a counter and, oddly enough, a soldier behind one. The old man sells keys. The soldier sells something much more important. The Flame Sword costs 9800 GP and the Silver Shield costs 14000 GP. When you have enough gold for this (Rest and replenish your supplies first!) you'll defiantly want to buy them. THE SEARCH FOR ERDRICK'S TOKEN ============================== Your next goal (though it's entirely possible you've already obtained it just trying to get here!) is to acquire the 9800 GP for the Flame Sword. Fight carefully near town to build Gold. Once you can afford the sword go buy it. If you are near enough GP to buy both the Flame Sword and the Silver Shield, you might want to go ahead and earn the GP for both and save yourself having to purchase another key. Once you have at least the Flame Sword, return to Tantegel and save your game. Now with the Flame Sword (and especially if you already bought the Silver Shield) many enemies will no longer be as dangerous. The exceptions are Wizards, Magiwyverns, and Starwyverns. Keep Stopspelling these dangerous enemies. Head back toward Cantlin. Remember that bridge you passed on your first trip here? Cross it now. You will arrive near an immense swamp. Start heading East across it. Cross the spot in the middle where it narrows down to one square wide. Stop when you reach the end of this narrow spot. Now walk carefully East 6 steps. Search here and you will find Erdrick's Token. If you use Gwaelin's Love, she will say that Tantegel Castle is 70 North and 40 West of the spot where the token lies. THE SUN AND THE RAIN MEET SOUTH OF RIMULDAR =========================================== Return to Tantegel Castle and save your game. Pop off a Repel Spell and head toward the old man on the island South of Rimuldar. Now that you have all three of Erdrick's items, the old man will use magic to combine the Sun Stones and Staff of Rain into the Rainbow Drop. The old man then cops an attitude again if you talk to him afterward ^_^ Exit the old man's shrine, then get off the small island it sits upon. Head Northwest along the coast after crossing the bridge until, far in the North, you reach a spot where two fingers of sand are separated by only a narrow strip of water. Here, use the Rainbow Drop. The Rainbow Bridge will appear and allow you access to the Isle of the Dragonlord! Go save your game. I wouldn't go after the evil one just yet, though. Your goal now is to reach level-16 and acquire the 11800 for the Silver Shield if you haven't already done it. Make sure to save after you acquire either of these goals. Level-16 gives some speed and strength, a few hit points, and a gargantuan increase in MP. The Silver Shield has excellent defensive powers. The MP increase at this level should make your MP higher than your HP! There's nothing else to spend gold on now, so I start carrying two sets of Wings, and sometimes some Fairy water in my inventory. Stock up, then it's time to venture onto the Isle of the Dragonlord. FIRST ASSAULT ON THE DRAGONLORD- ERDRICK'S SWORD ================================================ Truthfully, I'd say you're best off waiting for level-17 before daring to enter Charlock. The enemies here are extremely dangerous. The Isle Charlock rests on and the first floor of the Castle are good places to level up however. Be very careful of the Axe Knights and Wizards who have the Sleep Spell. Don't let yourself get any lower than 2 Herbs before heading for home to rest and recharge. You also better be near the door if your MP is lower than 20. Keeping your HP at 60+ while wandering around between battles will reduce your dependency on Herbs. Level-17 brings a good speed increase, a nice HP increase, some MP, and the all-important Healmore Spell. Healmore costs 10 MP, but is far above all other healing methods in power. Now go save the game. Time to make your first assault on the Dragonlord. Here are some useful tips for your first sojourn into Charlock Castle. Keep your MP up, you'll want at least 6 for the Outside Spell in case you need to retreat! Don't be surprised if you are forced to retreat from here several times before obtaining your goal. Also, keep some Wings in your inventory. Even if you manage to get off an Outside Spell, you might not have enough strength to get off the Dragonlord's Isle. Keep your HP at 30 or above at all times, but try to let walking in Erdrick's Armor heal you. From this point forward use only the Healmore Spell and Herbs to heal. The Heal Spell is a waste of MP. Don't use Healmore unless you're at less than 30 HP or you are in battle. Enemies to beware of..... Stonemen have very high HP and hit with great strength. Wizards and Starwyverns are still dangerous. Stopspell the Axe Knights to prevent their Sleep Spell. Blue Dragons can do a lot of damage, so watch your HP. Red Dragons are even stronger than Blue, and they have the Sleep Spell. Armored Knights cast Hurtmore and Healmore, so Stopspell them. -{}- FIRST FLOOR: Time to reclaim the Sword of your ancestor from the foul clutches of your enemy. Enter Charlock Castle and head West. Follow the outside wall as it turns North, then East, then South. Ignore all doors you see along the way. The hall will then turn heading East, and finally North over some barriers up to a throne. Walk behind the throne and search the middle square to find the secret stairs, then descend. SECOND FLOOR: Pop a Radiant Spell. There's only one way to go, so follow the path on this floor to some stairs. Take these stairs to reach the third floor. THIRD FLOOR: Once again, there's only one way to go. Follow it until you reach the set of stairs which will take you to the fourth floor. FOURTH FLOOR: Head toward the Northwest corner on this floor. (You arrive on this floor in the Northeast corner) There are some stairs just South of the Northwest corner which you want to take down to the fifth floor. FIFTH FLOOR: On the fifth floor, head East. Follow this path until you see a set of stairs going down. Go just a couple of steps West past the stairs and then head South. You should find a set of stairs up in a narrow corridor. Use these stairs to go back to the fourth floor. From here, the path is pretty simple. Just keep moving forward and climbing up and down stairs until you reach the treasure chest and claim Erdrick's Sword! Now whip off an Outside Spell and escape the Castle. Restock your supplies and heal up, then save the game. FINAL PREPARATIONS... AND THE FINAL BATTLE ========================================== You may have already reached these levels, but if you haven't you'll want to level up in Charlock now. Level-18 give a massive power increase, some good speed, massive HP, and some MP. Level-19 offers a pitiful power increase, another massive HP increase, some MP, and the Hurtmore Spell. Hurtmore costs 5 MP and is very powerful, but you'd be advised to save the MP for Healmore. Once you reach level-19, it's time to end the Dragonlord's reign! Conserve your MP on this trip through the Castle. Don't use Stopspell on Wizards or Starwyverns. Try to keep your HP at 55+ with Herbs while making your way through the Castle. You might try running from the slow Stonemen to avoid the massive damage that they can do to you. If you get below 80 MP, I'd advise exiting and trying again. -{}- FIRST FLOOR- FIFTH FLOOR: Follow the exact same path you used to reach the Sword. When you are on the fifth floor, don't take the stairs up this time. Where you passed the stairs down and turned South, keep going West this time. You'll come to another set of stairs down. These stairs take you down to the sixth floor. SIXTH FLOOR: Follow the U shaped hall and use the stairs down here to reach the seventh floor. SEVENTH FLOOR: Head straight East across this corridor and use the stairs to reach the eighth floor. If you are in a hallway only one square wide, you have gotten turned around and entered the eternal loop. Exit the castle and try again. The hall you want to be in on the seventh floor is several squares wide. EIGHTH FLOOR: Head West along the outer hall of the Castle. Don't go into the dead end central halls (there are some chests here, but you'll likely lose more by going after them than you would have gained). When you reach the area near the Northwest "tower", don't enter it. Turn East here. Follow this path and turn South to walk on the patchwork of destroyed land. This is a very dangerous area with many enemy encounters. If you don't have at least 80 MP when you near the Dragonlord, your best bet is to cast Outside and try again. Perhaps even earn another level or two before returning. Now walk to the Dragonlord. Heal up with Herbs if you have any, then talk to him. The Dragonlord asks you to join him and rule the world. DON'T SAY YES! The game will end immediately in a red blood hue if you do. Say "No" and fight the Dragonlord. Just beat on the Dragonlord with your sword. Don't waste power trying to Stopspell him. Once you beat his wizard form, the Dragonlord will reveal his true Dragon Form. He can do about 40 some odd damage per round, so be prepared with Healmore Spells. You'll probably be able to hit him once, use Healmore, hit him again. Rarely, you might get off two shots before you have to heal. You won't do much damage to the dread Dragonlord, maybe 12 or so at level-19 on a good shot. If you don't have at least 80 MP, you probably will not be able to live through his furious assault. It can be done, it's just not very likely. Even with 80 MP, this battle is near impossibly difficult. In the end, you'll triumph if you use the hit, heal, hit, strategy after conserving your MP throughout the rest of the Castle. There's a real good chance you won't be able to do it at level-19, though ^_^ After a great battle, you will defeat the evil Dragonlord. Upon his death, you will retrieve the Ball of Light from his dead clutches and restore light to the world. This time through, I was level-19 and had 84 MP upon reaching the Dragonlord. I used two of my four remaining Herbs before talking to the Dragonlord. When I defeated the Dragonlord's wizard form (he cast Stopspell three times and attacked once ^_^) I still had all my 84 MP and 110 HP. I killed the Dragon Form with a final blow, 4 MP remaining and my HP in red "danger" condition. No easy feat killing the D.Lord at level-19. CONGRATULATIONS!!!!!----THE END =============================== Now wander around and talk to people in towns, listening to them praise you. There are no more enemies, guess they all died with the Dragonlord. Either that or they ran into hiding at the very appearance of so great a warrior. Finally, return to Tantegel Castle. Walk toward the stairs to the King and talk to him. He's standing near the stairs in the main hall and not upstairs. Watch the ending. You may as well take Gwaelin with you, she won't take no for an answer ^_^ Watch the final credits and congratulate yourself. You have proven yourself to be the true descendant of Erdrick, the great DRAGON WARRIOR! If you find any errors in this walkthrough (other than the fact I'm a treasure hunter and like to power up more than is necessary before performing any task) please report it to one of my e-mail addresses and you will be credited in the revised walkthrough. Christopher Lee Boger leslumens@yahoo.com