abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyza _____ _ _ ___ | __ \ | | | | / _ \ | | \/ ___ | | __| | ___ _ __ / /_\ \_ _____ | | __ / _ \| |/ _` |/ _ \ '_ \ | _ \ \/ / _ \ | |_\ \ (_) | | (_| | __/ | | | | | | |> < __/ \____/\___/|_|\__,_|\___|_| |_| \_| |_/_/\_\___| _ _ _ | | | | (_) | | | | __ _ _ __ _ __ _ ___ _ __ | |/\| |/ _` | '__| '__| |/ _ \| '__| \ /\ / (_| | | | | | | (_) | | \/ \/ \__,_|_| |_| |_|\___/|_| Complete Walkthrough by Andrew Light Copyright 2012, Andrew Light ======== Contents ======== Section I - My Guide -------------------- 1.1 - Introduction 1.2 - Legal Notes 1.3 - Controls 1.4 - Version History Section II - Lists ------------------ 2.1 - Items 2.2 - Villages 2.3 - Enemies Section III - Walkthrough ------------------------- 3.1 - Map and notes 3.2 - Full Walkthrough Section IV - Credits and Thanks ------------------------------- 4.1 - Credits and Thanks =============================================================================== ******************** Section I - My Guide ******************** 1.1 Introduction ---------------- "In ancient times, a race of ruthless giants rebelled against the power of the elders. Usurped they were forced to fight a brutal war, and many of them fell on the field of battle. Their followers began to think that the age of the elders had ended. Amid this turmoil, a brave warrior swore to put an end to the rebellion. He fought heroically, ultimately succeeding only because he possessed the Golden Axe - a gift from Thor's spirit of thunder. Many years passed, and the bitter incident was nearly forgotten - forgotten, that is, by all but the evil giant, Death Adder. Everyone lived in peace and happiness in the country of Firewood, a land ruled by a family that had mastered the magic of the nine crystals, relics that warded off evil and preserved peace, and had also mastered spells of thunder, earth and fire. Unable to attack Firewood, Death Adder conquered Nendoria and Altorulia, but longed for the day when he would finally defeat Firewood. Finally, a greedy high ranking minister of Firewood betrayed the king, selling the gems to the evil Death Adder. Firewood quickly fell and was burned. Heroes of Firewood sought to kill Death Adder, but his grusome monsters seemed to be everywhere. Left to his own devices, the entire world might fall under his evil reign! Unless, of course, a hero emerges brave enough to end Death Adder's rule..." Welcome to my guide for Golden Axe Warrior for the Sega Master System. This is one of my favourite games for the system and a game that I have played for many years. I felt because of this is would be good to put together some sort of guide with all details of the game. I hope this will be useful to you. Enjoy! 1.2 - Legal Notes ----------------- This may not be produced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright owners. 1.3 - Controls -------------- D-Pad - Move character Button 1 - Access inventory Button 2 - Attack 1.4 - Version History --------------------- Version 1.00: All elements of the game have been completed and the guide is ready for general publication. Any further updates/additions will be detailed here. Start Date: 19/05/2009 Finish Date: 07/04/2012 Notes: Although this guide was originally started back in May 2009 it was shelved for a few years whilst I worked on other projects. It was picked up again in 2012 and finished shortly afterwards. =============================================================================== ****************** Section II - Lists ****************** 2.1 - Items ----------- Short Sword: The Short Sword is the weapon you begin your journey with. It is a relatively poor weapon that only have a short reach and should only be used until you get an upgrade. Long Sword: As the name suggests the Long Sword is a longer version of the Short Sword and is also more powerful. This is a good weapon that will do you well for a large chunk of the game until you can upgrade further. You can use its long reach to your advantage by hiding behind scenery and keeping enemies at bay. Once obtained, this weapon replaces the Short Sword. Flame Sword: The Flame Sword is the best sword that is available to players in the game. It has the same reach as the Long Sword but has the added benfit of being much more powerful. The only weapon that surpasses the Flame Sword in terms of power is the Golden Axe. Once obtained, this weapon replaces both the Short Sword and the Long Sword. Battle Axe: The first axe that becomes available to players is the Battle Axe. This axe will be used by players in place of the Short Sword due to its increase in versatility and power. The axes are the only weapons that can cut down trees and cactus. Many hidden passages hide here so the weapon has great importance. Golden Axe: The Golden Axe. The one weapon that can stop Death Adders rule is the most powerful weapon in the world and can cut down even the toughest of foes. Once obtained this weapon replaces the Battle Axe. Magic Oil: The Magic Oil is a specifically formulated Oil that can instantly fix rusted armour. A rusted set of armour is useless and will cause players to take much more damage but the Magic Oil will fix this instantly. Torch: The Torch is a magical item that can instantly light all of the lights in the darkened rooms of Death Adder's labyrints. The magical torch is said to never go out. Thunder Magic: One of the four magics of the world. Thunder magic is used as an offensive magic to damage enemies. Bolts of lightning will fly towards the enemy. Earth Magic: One of the four magics of the world. Earth magic has two features. The first of these is the ability to freeze enemies where they stand. The second is the ability to break rocks. You can also obtain a stronger version of this magic once you have sufficiently progressed in the game. Fire Magic: One of the four magics of the world. The fire magic is a hugely powerful magic that can harm multiple enemies at a time. This magic can also be upgraded once you have sufficiently progressed through the game. Water Magic: One of the four magics of the world. The elusive Water magic was lost many, many years ago and has never been recovered. It is said to have legendary healing powers. Golden Apple: The Golden Apple is a legendary fruit that can fully heal all known wounds if it is eaten. This magical fruit is in shortage across the world and is highly sought after by all. Magic Feather: A magic teleportation device that will return you to the last place you saved your game. Beware however this item cannot be used inside dungeons or inside houses so plan ahead well! Ice Bell: The Ice Bell is a magical device that will reveal all rocks that are breakable. This is a more advanced method than using the Earth magic as this is the only item that can reveal the secrets of certain rocks. Airship The airship is a useful device for when you get stuck in the game. It will give you a much more detailed version of your map and will even point out your location and destination. Canoe: The Canoe is an essential item for accessing new areas early on in the game. The Canoe will allow you to cross/run through rivers as normal. You can enter or cross a river anywhere as long as it is not blocked by trees/rocks etc. Magic Rope: The rope is another essential item for progessing the game as it allows you to reach previously inaccessible areas. The key to finding areas to use the rope is to look out for flat areas in the cliffs. The rope can be used here to climb up into new areas Speed Shoes: A simple, yet effective item the Speed Shoes will allow your hero to run much quicker. This can be an essential item when you are fighting enemies that are dangerous or can chase after you. Ship: The ship is in effect a much more advanced version of the canoe in that you can now sail over seas to reach whole new areas and continents. The only drawback is that you can only launch the ship from a launch pad. Chain Mail Chain Mail is the first and most basic armour that you will start the game with. It will protect you from death against the most basic of attacks but against tougher enemies it will prove to be ineffective. Plate Mail: Plate Mail is an upgraded version of armour and will replace the Chain Mail when you obtain it. It has a medium level of protection and will be useful for most of the adventure until you reach its latter stages. A good all round armour. Dragon Mail: The Dragon Mail is the most effective armour in the whole world. It will provide your hero with maximum protection and is an essential item you will need before facing Death Adder. Small Shield: As with the Chain Mail you will begin the game with a basic shield - the Small Shield. Shields are used to block items fired at you such as arrows, axes and magic spells. The small shield will only block the most basic projectiles so will need to be upgraded as soon as possible. Knight Shield: The Knight Shield is a perfect upgrade for the Small Shield and can actually be obtained very early on in the game, although it does carry a hefty price tag. Take the time to build up your stash of horns and buy this as soon as you get chance. The Knight shield will be able to block low to moderate attacks from enemies and is a good choice for the majority of the game. Dragon Shield: The Ultimate Shield capable of deflecting the most powerful spells and providing our hero the best protection from Death Adder and his monsters. Thief's Key: The Thief's key is possibly one of the most useful items in the game as you will now be able to unlock any locked door in the dungeons with this without the need to have any normal keys. Misc Items: Keys: These are small golden keys that are used to unlock locked doors in the dungeons. They can be bought from various shops and people on the world map and are also dropped by enemies in the dungeons. These become obsolete when you obtain the key item - the Thief's Key. Horns: Horns are the currency used in the game. They come in yellow and blue varieties with the yellow ones worth 1 and the blue ones worth 5. Crystals: Relics that warded off evil and preserved peace these were sold to Death Adder as part of a betrayal to the royal family that ruled the three continents. Each dungeon contains one of the nine crystals and you will need to obtain all of these before you are able to face Death Adder. Bread: Bread is a useful healing item that when picked up will heal one heart of health on your hero. Meat: Similar to Bread, the Meat is a healing item that will restore three hearts of health to your hero. Magic Pot: In order to cast magic your pots of magic will become depleated. Pick up a magic pot to replenish these and continue using magic. =============================================================================== 2.2 - Villages -------------- Miliver ------- The village of Miliver is located at E9 and is the second screen that you will enter when you start the game as it is next to the graveyard where you begin your adventure. The village has two houses that you can enter. The first has a Sage for saving your game, an inn that you can use to rest and recover your life (there is no charge for this) and also a shop. The shop has the following: Key: 060H Magic Feather: 060H Magic Oil: 130H The people in the shop also give you the following advice: "Death Adder hid the nine crystals in nine different labyrinths. Those labyrinths are supposed to be around here" "If you head north, you'll encounter stronger beasts" "I'm from a southeastern town called Saylun. When the monsters attacked, I escaped" The other building in this village is a house that has three people in it. They will give you the following advice: "Death Adder killed the King of Firewood and Princess Tyris! Firewood's finished!" "Some have seen Death Adder's monsters near Miliver, too!" "Good luck!" Saylun ------ The village of Saylun is locasted in the forest area on the continent of Firewood at H12. Here you will find two buildings. The first one contains a save point for you to save your game, an Inn where you can stay free of charge, and a shop. The shop has the following items for sale: Key: 060H Magic Feather: 060H Magic Oil: 130H The people in this house offer the following advice: "On my way here, I saw a dwarf. It was in the south - I guess it was near Lake Whale. He seemed to be suffering. I should have helped him". "A lot of people used to live in Saylun. But the monsters destroyed all of them". In the next house there is no one left alive but you can walk up the back of the fireplace to find a Golden Apple. Kari-Kari --------- The village of Kari-Kari is located in the desert are at F5. There are three buildings here. The one on the left hand side has two people that offer the following advice: "The crystals give power to those with kind hearts. But first you must collect all nine of them." "The world is made of Firewood and two other continents." The central house in the village has a save point for you to save your game, an inn where you can stay for 20 horns, and a shop that offers the following items: Golden Apple 100H Key 060H Magic Oil 160H The two people hanging out in the shop offer the following advice: "I came to Kari-Kari to look for the Magic Rope that helps you climb stone walls. But i think Death Adder already has it." "I saw one of Death Adders Labyrinths. It was west of Kari-Kari village." In order to reach the last house you will need to enter from the north, however you can cut down the cactuses near the lake here to reveal a passage that will let you pass through. The final house has no people in it but you can walk up behind the fireplace to obtain the Magic Oil. Dwarfs Village -------------- You will find the dwarfs village located up in the mountains at area C2. There are also two blue globus hanging around this area. There are two buildings. Both buildings are completely empty. If you use the Earth magic on the gravestone nearest the left hand building you will find some hidden stairs that lead to a man who offers the following advice: "This is what's left of Numibi, the Dwarf's village. Death Adder's a giant. Your weapons won't do him any harm." Dagorald -------- Dagorald village is located at point H5 on the map. There are two buildings, the first one on the left containing a group of people who give you the following advice: "This is Dagorald. People used to stop here on their way to a different continent. But now it has turned into a swamp and hardly anyone comes." "Now that the people are trapped in this village, the only place they can shop is here. I feel sorry for them - but i have more customers!" "When I was small, my grandpa told me that there's a special armour hidden somewhere in the northern mountains." "I was on my way to Nendoria to look for the Dragon Shield, the shield that protects you from all kinds of missiles. But now im stuck!" "When you're in the labyrinth look in the other rooms for ways to open the door." The second house contains a save point for you to save your game, an Inn where you can stay for 20 horns, and a shop that sells the following items: Golden Apple 100H Magic Feather 060H Magic Oil 130H There are also two residents who advise: "You're lucky you're all in one piece. The river flooded and our village turned into and island." "I wonder if we're going to be trapped in this village for good..." Riskas ------ Riskas is located at the furthest Southwest point you can find, A15. It has two buildings. The one on the left is home to two people who will give you the following advice: "Riskas used to be famous for its Golden Apples. Im looking for a store that has them but i cant find it." "Everybody's afraid that one of these days Death Adder might destroy this place. There's a rumour going around that one of Death Adder's labyrinths is in the forest." The second house has a save point and an Inn that you can stay at for 20 horns, but there is also a hidden shop if you cut down the trees above the left house. They offer the following: Golden Apple 040H Sid --- The village of Sid is located at square M4. There are three houses that you can enter but only the one on the left holds anything valuable. Once you have obtained the crystal from Labyrinth VI the man will give you the Dragon Shield. You can also break down the gravestone at the top of the screen with the Earth magic to reveal a passage. This passage holds three people who give the following advice: "The Volcano's in the north have erupted. Look for the Dragon Shield and take it with you when you head north" "This is Sid" "Mommy, I'm scared!" Eren ---- This village is surrounded in fire so use your Ice Bell to your advantage. The village contains three buildings. The left house has three people which offer the following advice: "The nine crystals have the power to defeat all evil" "You're in Eren. The royal family of Firewood used to come here to learn the Fire Magic. Princess Tyris was the last person who was here. But she was Killed." "When you use the Ice Bell you can tell which rocks are breakabke and which ones aren't." The central house has an Inn which you can stay at for a price of 40 horns. There is also a save point here and a shop which offers the following items: Golden Apple 100H Key 060H Magic Oil 160H There are also three people here that offer the following advice: "Death Adder's a giant who uses powerful magic. Many have fought Death Adder but failed!" "We were able to cross over to other continents by ship...,but Death Adder destroyed everything." "There's a rumour that Death Adder's immortal. If he really is - we're finished!" The house on the right contains one man who gives the following advice: "Princess Tyris learned the Fire Magic in seconds!" Aires ----- This village is located at point O15 and is a snow and river area with three buildings. The house on the right has two people who offer the following advice: "My grandma told me that the Ice Bell has a mysterious power but I can't remember what it was." "Unless you use the Golden Axe, Death Adder will never die." The central house contains three people who offer the following advice: "Altorulia had a king, but Death Adder killed him. The king had a son. You look like him..." "Even if you use the Ice Bell, you sometimes won't be able to tell if certain rocks are breakable" "I heard this place used to be warm before I was born. Now, it's freezing!" The left house has a save point, an inn where you can stay for 040H per night, and a ship that has the following items: Golden Apple 100H Magic Feather 060H Magil Oil 130H There are also three people that offer the following advice: "There are four types of magic: Thunder, Earth, Fire and... No one knows the fourth one". "You came from Firewood? We haven't had visitors for ages!" "Death Adder turned our town Aires into a world of snow." Halls ----- This village is located at area O12 and is a mountain area with two buildings. The left building has three people who offer the following advice: "The gate to Death Adder's headquarters can only be opened if you have the nine crystals" "When you use the Water Magic, the power of the water helps you become stronger." "I don't know what I'll become when I grow up." The house on the right contains a save point and an inn which you can stay at for 040H per night. =============================================================================== 2.3 - Enemies ------------- This section includes details of the enemies that you will face on your quest. There are different enemies depending on whether you are on the world map or in one of the labyrinths. I have also included details of how strong each monster is so you can make clear decisions on which enemies to attack and which ones to run from. This is based on the two strongest weapons as the others are eventually replaced and are no longer used. World Map enemies (in no particular order) ----------------- Globi ------ Varieties: Green/Blue/Red Appearance: The Globus is a small creature that has no particular distinguishing features. It appears to be some sort of slug type creature that moves around by contracting its body Strength: Green Globus Flame Sword: one hit kill Golden Axe: one hit kill Blue Globus Flame Sword: one hit kill Golden Axe: one hit kill Red Globus Flame Sword: two hits to kill Golden Axe: one hit kill Notes: The Globi is one of the weakest variety of monster and will probably be one of the first you encounter. The green varieties are easy enough to kill but the blue and red varieties will divide into multiples if you don't kill them first time. The red varieties are also much quicker than their relatives. Beast ----- Varieties: Green/Blue/Red Appearance: Beasts are creatures that resemble trolls and are easily recogniseable by their facial features. They have large ears and snout like noses. Strength: Green Beast Flame Sword: one hit kill Golden Axe: one hit kill Blue Beast Flame Sword: one hit kill Golden Axe: one hit kill Red Beast Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: The Beast can be a tough opponent if you are not sufficiently prepared. Each beast has their own weapon based on their variety. The green Beast will fire arrows at you, the blue Beast will throw an axe and the red Beast will fire a magical missile. These can be blocked depending on the type of shield you have. Bouncer ------- Varieties: Blue/Red Appearance: Bouncer are round balls that bounce up and down on you to cause you injury. Strength: Blue Bouncer Flame Sword: one hit kill Golden Axe: one hit kill Red Bouncer Flame Sword: three hits to kill Golden Axe: three hits to kill Notes: There is little else to note about the Bouncer other than that the red variety bounce quicker than the others and are therefore harder to catch out than the others. Sandworm -------- Varieties: Green/Blue Appearance: The sandworm is a worm the hovers across sand and marsh areas. They can be found in both green and blue varieties. Strength: Green Sandworm Flame Sword: one hit kill Golden Axe: one hit kill Blue Sandworm Flame Sword: two hits to kill Golden Axe: one hit kill Notes: The Sandworms are not a particularly dangerous group of monsters if you have the health but it can be difficult to kill them without taking any damage as they often suddenly break into a roll and charge at you so beware if you are low on health. Scorpion -------- Varieties: Green/Red Appearance: The scorpions are pretty distinguishable as they look exactly like scorpions as expected. They have no other features and come in green and red varieties. Strength: Green Scorpion Flame Sword: one hit kill Golden Axe: one hit kill Red Scorpion Flame Sword: two hits to kill Golden Axe: one hit kill Notes: Green Scorpions can be encountered quite early on in the game and can be difficult to face when your hero is not very strong. It is also possible to meet a red scorpion early on too and it is advised to avoid them at this stage. The green scorpion does not have any weapons but the red scorpion will fire missiles at you. Twister ------- Varieties: One variety Appearance: The twister is a small tornado like creature. Strength: Twister Flame Sword: one hit kill Golden Axe: one hit kill Notes: The twister can be a very frustrating enemy to deal with as they cannot be harmed most of the time. They can only be killed when they stand still. When they pause an eye will appear (perhaps the eye of the storm!) for a second or two and this is when you will need to strike. Knight ------ Varieties: Blue/Red Appearance: The Knight is a large enemy that is clad in armour and is armed with a sword and shield. Strength: Blue Knight Flame Sword: two hits to kill Golden Axe: two hits to kill Red Knight Flame Sword: three hits to kill Golden Axe: two hits to kill Notes: The Knight is a tough enemy expecially when they are in groups. The Knights will throw swords at you and the red ones are much quicker than the blue variety. Make sure you take these down quickly before they kill you. Mountain Giant -------------- Varieties: Blue/Red Appearance: The Mountain Giant is a huge slow moving creature that carries a gigantic rock above its head. Strength: Blue Mountain Giant Flame Sword: two hits to kill Golden Axe: one hit kill Red Mountain Giant Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: The Mountain Giant's attacks, although slow are dangerous as they will soon sap your health. The Mountain Giant's attacks are most dangerous when they throw the giant rocks at you. Avoid these at all costs. Bushbeast --------- Varieties: Green/Blue/Red Appearance: Bushbeasts are creatures that primarily hide in the forests and look just like regular trees until you walk past them and they come alive. Strength: Green Bushbeast Flame Sword: one hit kill Golden Axe: one hit kill Blue Bushbeast Flame Sword: two hits to kill Golden Axe: two hits to kill Red Bushbeast Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: The bushbeasts are not a particularly difficult creature to deal with, particularly at the lower levels. The green variety will fire single bombs at you where as the blue variety will fire several at once. The red variety can be tricky to kill due to their strength, however they are easily killed by using the Ice Bell. Snowman ------- Varieties: Only one variety. Appearance: Snowmen are green coloured creatures that walk around and fire balls of ice at you. Strength: Snowman Flame Sword: four hits to kill Golden Axe: three hits to kill Notes: Although these creatures look fairly harmless they can actually cause you some serious damage if you are not carefull. Considering they also take several hits to kill, even with the best weapons they are a dangerous foe. Snowball -------- Varieties: Only one variety. Appearance: As the name suggests they are simply an unmistakeable snowball. Strength: Snow Ball Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: Not particularly dangerous these creatures are more irritating than anything else as they hop around and have the ability to disappear back into the snow. Flying Fish ----------- Varieties: Green/Red Appearance: Huge fish that will jump up out of the water and attack you. Strength: Can only be damaged with the cannon on the ship Notes: These creatures are probably one of the most difficult creatures to hit, especially the green varierty as you have no idea where they are going to jump out. They will slowly drain you health so it is often best just to ignore them and run. You may have more luck with the red variety as they are marked out by moving shapes in the water. Sea Dragon ---------- Varieties: Green/Blue/Red Appearance: These creatures pop up out of the water and have fins on the side of their heads. Strength: Can only be damaged with the cannon on the ship. Notes: As with most of the sea creatures these are not too hard to defeat but can be difficult to hit in the first place. Watch out for their missiles if you run into large numbers of them. Flying Mirror ------------- Varieties: One variety only. Appearance: A walking mirror that will run and attack you if you hang around too long. Strength: Flying Mirror Flame Sword: one hit kill Golden Axe: one hit kill Notes: These creatures will only cause you trouble early on in the game when you have weak weapons and armour. Watch out for their flying attack. Desert Cap ---------- Varieties: One variety only Appearance: The Desert Cap is a yellow cone shaped enemy that slides along the sand and digs holes for you to fall into. Strength: Desert Cap Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: To say that you meet the Desert Caps quite early on they are actually quite tough and can be frustrating to kill. They will dig holes in the ground that you can fall into but they are also quite unpredictable in movement, resulting in you losing lots of health to them. Fire Dragon ----------- Varieties: One variety only Appearance: These creatures are red in colour and look very similar to large bats or dragons. Strength: Fire Dragon Flame Sword: one hit kill Golden Axe: one hit kill Notes: These creatures will rapidly take down your health so the only sensible way to kill them is to take them out instantly using the Ice Bell. If you are forced to attack them without this, beware that the fire they breathe will continue to attack you until you leave the area, doing massive damage. Labyrinth monsters (in no particular order) ------------------ Crabs ----- Varieties: One variety only Appearance: These are small, red crab like creatures that lurk in the rooms of the labyrinth. Strength: Crab Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: These crabs are an interesting in that they are slow and not particularly strong, however they are able to rust your armour which will increase the damage you receive considerably. Only the magic oil will fix this and you can only carry one at a time. Magic Fire ---------- Varieties: Green/Blue/Red Appearance: These small circular enemies have no other distinguishing features other than their colour. Strength: Green Magic Fire Flame Sword: one hit kill Golden Axe: one hit kill Blue Magic Fire Flame Sword: Two hits to kill Golden Axe: Red Magic Fire Flame Sword: three hits to kill Golden Axe: two hits to kill Notes: These enemies are large bright burning fires that can move around in the labyrinth rooms. The weaker varieties are not too much of a problem as they can be killed easily but the blue and red varieties can be more problematic as they can multiply into further enemies. The red magic fires can multiply several times to cause havoc to players. Skeleton -------- Varieties: Green/Blue/Red Appearance: The skeletons are the undead warriors of ages past, forced to guard the labyrinths of Death Adder. They still carry the armour and weapons they died with. Strength: Green Skeleton Flame Sword: one hit kill Golden Axe: one hit kill Blue Skeleton Flame Sword: one hit kill Golden Axe: one hit kill Red Skeleton Flame Sword: three hits to kill Golden Axe: two hits to kill Notes: Skeletons are fairly standard enemies that shouldn't cause you too much trouble. Even the blue and red varieties should be fairly easilty defeated as you will have good armour and weapons by the time you encounter them. Scorpion -------- Varieties: Blue/Red Appearance: Not to be confused with the scorpions that you will meet on the world map, the labyrinth scorpion is a creature that will wander the halls of the labyrinth and are easily spotted by their coiled tails. Strength: Blue Scorpion Flame Sword: one hit kill Golden Axe: one hit kill Red Scorpion Flame Sword: three hits to kill Golden Axe: two hits to kill Notes: Labyrinth scorpions can be a real handfull. You will often meet both varieties when you are not really ready for them. The red variety will follow you around the room which can make them really dangerous in enclosed spaces or when they attack in packs. Troll ----- Varieties: Green/Blue/Red Appearance: Small trolls with horns. Strength: Green Troll Flame Sword: one hit kill Golden Axe: one hit kill Blue Troll Flame Sword: two hits to kill Golden Axe: two hits to kill Red Troll Flame Sword: four hits to kill Golden Axe: three hits to kill Notes: Trolls are another creature that can be difficult to defeat. Strangely enough the blue variety will cause you problems as you will have weak armour when you first meet them and they will charge at you also. The red variety, although strong, move slowly and only fire missiles that can be blocked. Bat --- Varieties: Green/Blue/Red Appearance: As the name suggests the labyrinths are home to bats although these creatures will not be afraid of you as normal bats may be! Strength: Green Bat Flame Sword: one hit kill Golden Axe: one hit kill Blue Bat Flame Sword: one hit kill Golden Axe: one hit kill Red Bat Flame Sword: two hits to kill Golden Axe: one hit kill Notes: Bats are one of the easier enemies you will face in the labyrinth. The only difficulty you may experience with them is hitting them as they do fly quickly. Magician -------- Varieties: Blue/Red Appearance: Evil spirits that are capeable of powerfull magic spells and illusion. Wear large magic robes. Strength: Blue Magician Flame Sword: one hit kill Golden Axe: one hit kill Red Magician Flame Sword: three hits to kill Golden Axe: two hits to kill Notes: Magicians are difficult and time consuming to kill although they shouldn't cause you too much difficulty. Shell ----- Varieties: Blue/Red Appearance: A strange creature the shell is a regular seashell that has a monster living inside it. Strength: Blue Shell Flame Sword: two hits to kill Golden Axe: two hits to kill Red Shell Flame Sword: four hits to kill Golden Axe: three hits to kill Notes: The shells, are difficult opponents to face. You can only damage these creatures when they are facing you and the blue variety move in a random motion. The red variety will chase you and hunt you down making them problematic. Black Hole ---------- Varieties: One variety only. Appearance: A large tub like creature. Strength: Black Hole Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: The creatures are more frustrating than anything else. As well as doing damage to your hero they will also steal your horns. Eye --- Varieties: Green/Blue/Red Appearance: A giant bloodshot eyeball Strength: Green Eye Flame Sword: one hit kill Golden Axe: one hit kill Blue Eye Flame Sword: two hits to kill Golden Axe: two hits to kill Red Eye Flame Sword: four hits to kill Golden Axe: three hits to kill Notes: The green and blue eyes are fairly easy to kill providing you stay out of their line of sight. They will fire missiles at you but you can position yourself to attack with the axe to kill them easily. The red variety are more difficult as they have no fixed position. Ghost ----- Varieties: One variety only Appearance: A ghost that haunts the halls of the labyrinth. Strength: Ghost Flame Sword: one hit kill Golden Axe: one hit kill Notes: Ghosts should not cause you any trouble whatsoever as they are easily killed and only appear when you stand on plain sections of the floor. Spirit ------ Varieties: Blue/Red Appearance: An evil face surrounded by a field of magic. Strength: Blue spirit: Flame Sword: one hit kill Golden Axe: one hit kill Red Spirit Flame Sword: one hit to kill Golden Axe: one hit to kill Notes: Another easy creature to defeat, the spirit will only cause you difficulty by being hard to catch. Sleeping Box ------------ Varieties: Blue/Red Appearance: A strange creature that can only be described as a box that hides in the brickword of the labyrinth. Strength: Blue Sleeping Box Flame Sword: two hits to kill Golden Axe: two hits to kill Red Sleeping Box Flame Sword: three hits to kill Golden Axe: three hits to kill Notes: These creatures are difficult to kill and will cause you trouble if you let them. Use the brickwork to your advantage to kill them with your long range swords. Fake Chest ---------- Varieties: One variety only Appearance: Looks exactly like a standard treasure chest. Strength: Fake Chest Flame Sword: two hits to kill Golden Axe: two hits to kill Notes: Found in the later labyrinths the fake chest will come alive and attempt to eat you. Find out which are the bogus chests and leave the room to reset their position. =============================================================================== ************************* Section III - Walkthrough ************************* 3.1 - Map and Notes ------------------- The grid below represents every area in the game. The whole world is depicted on a 15x15 grid. Some of the important areas have been marked on it for ease of use but please refer to the notes on each individual section for more info. If you pause the game you will be presented with an exact copy of this grid, although it is often quite difficult to work out exactly where you are on it. Later on in the game you will obtain the Magic Balloon which will allow you to view a much more detailed version of this map. A B C D E F G H I J K L M N O ------------------------------------------------------------- 1 | L | | | | | | | | | | | L | | | | 1 ------------------------------------------------------------- 2 | | | V | | | | | | | L | | | M | | V | 2 ------------------------------------------------------------- 3 | | | | | | | | | | | | | | | | 3 ------------------------------------------------------------- 4 | | | | | | | | | | L | | | V | | | 4 ------------------------------------------------------------- 5 | | | | | | V | | V | | | | | | | | 5 ------------------------------------------------------------- 6 | | | L | | | | | | | | | | | | | 6 ------------------------------------------------------------- 7 | | | | | | | | | | | | | | | | 7 ------------------------------------------------------------- 8 | | | | | | | | | | L | | L | | | | 8 ------------------------------------------------------------- 9 | | | | | V | | | | | | | | | | | 9 ------------------------------------------------------------- 10 | | | | M | | | | | | | M | | | | | 10 ------------------------------------------------------------- 11 | | | | | | | | | | L | | | | | | 11 ------------------------------------------------------------- 12 | | | | | | | | V | | | | | | | V | 12 ------------------------------------------------------------- 13 | | | | | | | L | | | | | | | | | 13 ------------------------------------------------------------- 14 | | | | | | | M | | | | | L | | | | 14 ------------------------------------------------------------- 15 | V | | | | | | | | | | | | | | V | 15 ------------------------------------------------------------- A B C D E F G H I J K L M N O Key: L: Labyrinth M: Magic scroll V: Village A1 - Land and sea area. Contains three blue globus. Location of labyrinth IV. A2 - Land and sea area. Land contains three green beasts and two green globus. Sea area contains one green sea man. A3 - Mountain area. Contains three blue Knights and two blue Globus. Use Ice Bell to highlight breakable rock which leads to man who will give the following advice: "Go to the third continent. Look for the harbor and use the Ice Bell. A4 - Mountain area. Contains three blue Beasts and one blue Flyer. Left central rock can be broken with Earth Magic to reveal stairs to man who will take 30 horns. A5 - Mountain area with gravestones. Contains four blue beasts. Cave enterance which leads to traveller who gives message "Thanks for helpling Gillian. Here, [NAME], take this. It'll come in handy. Chest contains Long Sword. A6 - Desert area. Contains three blue Beasts and two blue Globus. Rock in central area can be broken to reveal a passage to a man who will give you 40 horns. A7 - Forest area. Contains three blue Globus and two blue Beasts. Trees can be cut down to access each area. A8 - Forest area. Contains four blue Beasts and one blue Flyer. Tree at the top of the row can be cut down to reveal a man who will give you 40 horns. A9 - Forest area. Contains four blue Beasts and three blue Globus'. A10 - Forest area with river. Contains four blue Globus'. Some trees can be cut but nothing else of interest. A11 - Sea and forest area with river. Contains two blue Globus' and one green Flying fish in sea area only. No other items. A12 - Sea area with some land. Contains two green Globus and two Sea Swimmers. Launch pad for the Ship. Passage leads to a man who will give you and additional Magic Pot. A13 - Sea area with some land. Contains one green Beast. Launch pad for the Ship. A14 - Mostly sea area with some islands. Contains three Sea Swimmers and two red Sea Men. A15 - Forest area. This is the village of Riskas. See section 2.2 for full details. B1 - Land and sea area. Contains three blue beast and one green sea man in sea area. Cut down green trees to remove brown tree. This then leads to passage with a man who offers the following advice: "One of the buildings here used to be the dwarf's palace". B2 - Land and sea area. Contains two blue globus. Trees can be chopped down to reveal stairs leading to save point. B3 - Mountain area. Contains three blue mountain giants and one red mountain giant. B4 - Mountain area. Contains two blue Beasts and one blue Globus. Stairs contain passage to man who will give the following advice: "When you get the Magic Rope, go to the left side of this cave toward the stone wall and push up." B5 - Desert area. Contains four Sandmen. B6 - Desert area. Contains three Sandmen and three green Scorpions. B7 - Desert area. Contains three green Scorpions and two green Sandworms. Central passage leads to a shop selling the following: Key 040H, Magic Feather 040H, Magic Oil 070H. B8 - Desert area. Contains three Twisters and two green Sandworms. Bottom cactus can be chopped down to reveal a passage to a man who will take 40 horns from you. B9 - Forest area with river. Contains three green Globus' and three blue Globus'. Tree in centre area next to the river can be cut down to reveal stairs leading to man who gives the following advice: "I heard there's a knight who can use the Earth Magic. Do you know where he is?". B10 - Forest area with river. Contains three green Beasts and two blue Globus'. Tree at bottom right hand side can be cut to reveal stairs to man who will give you 30 horns. B11 - Sea and forest area. Contains three green Globus and one blue Globus. Tree on small island can be cut down to reveal passage to house containing Dragon Mail. B12 - Land and sea area. Contains three blue Globus and two red Sea Men. Launch pad for the Ship. B13 - Mostly sea area with some forest. Contains one blue Bouncer. B14 - Forest area with some sea. Contains two green Globus, one blue Globus, one green Flyer and one green Beast. The tree on the bridge can be chopped down to pass to the islands. B15 - Forest area. Contains four blue Globus and one green Beast. The most southern tree in the central group can be chopped down to reveal a man who will take 30 horns from you. C1 - Sea and mountain area. Contains two blue beasts and one blue flyer. C2 - Dwarfs Village. See section 2.2 for more details. C3 - Mountain area. Contains two blue Beasts and three green Globus. Use Ice Bell to reveal breakable rock that reveals stairway to man who will give you more magic pots. C4 - Mountain area. Contains three blue Globus and one blue Beast. C5 - Desert area. Contains three green Scorpions and two Desert Diggers. Bottom left cactus can be chopped down to reveal a passage to a save point. C6 - Location of Labyrinth 3. Contains two green scorpions. C7 - Forest area. Contains three blue Beasts. Top tree and a row of central trees can be chopped down to access different areas. C8 - Desert area with lake. Contains one green Sea Man and three Desert Diggers Top passage leads to a man who gives the following advice: "The three continents are Firewood, Nendoria and Altorulia. I know of someone who escaped from Altorulia when Death Adder invaded. I wonder what happened to that poor soul..." The bottom right hand tree can be chopped down to reveal a passage to a man who will give you an extra heart. C9 - Forest area with river. Contains three green Beasts and two green Globus. C10 - Mountain area. Contains two blue Mountain Giants and two green Globus. Central tree can be chopped down to reveal a man who will take 10 horns from you. C11 - Mountain area with small sea area. Contains three green Beasts and two blue Globus. Magic rope can be used on rocks to the north to gain access to area C10. C12 - Forest area. Contains two green Globus and one Blue Globus. C13 - Forest area with some sea. Contains two blue Globus and two green Beasts. C14 - Forest area. Contains two green Globus and three green Beasts. Various trees can be cut down. On on the southern group will reveal a passage to a man who will give you 30 horns. C15 - Forest area. Contains three green bush beasts. Tree in the bottom right hand side can be cut down to reveal a shop that has the following items: Meat 020H, Magic Feather 030H, Magic Oil 090H. D1 - Mountain area. Contains three blue globus and one blue flyer. Top left tree can be chopped to reveal stairs to a betting game shop. Rope passage to the south D2 - Separated mountain area. Left side contains four blue bouncers. Chop down central tree to reveal passage to a shop. See section 2.4 for details. Rope passage to the north west. D3 - Mountain area. Contains two blue Globus, two green Beasts and two blue Beasts. Rock in top row centre can be broken with Earth Magic to reveal a man who gives the following advice: "Try breaking graves, too." D4 - Mountain area. Contains two green Beasts and two blue Beasts. Use the Ice Bell to reveal breakable rocks. D5 - Desert area. Contains three green Scorpions and two green Sea Worms. Kill all of these to reveal a passage to a shop that sells the following: Meat 020H, Magic Feather 030H, Magic Oil 090H. D6 - Forest and desert area. Contains three green scorpions and one red scorpion. D7 - Forest area. Contains three blue Beasts and one blue Globus. D8 - Forest area with a river and a bridge to cross. Contains two green Globus and one blue Globus. No other items of note. D9 - Forest area. Contains four green Globus' and one green Beast. No other items of note. D10 - Mountain area. Contains three blue Bouncers. Chop down right hand tree in circle to reveal passage. Advice given by person here is: "You came all the way up here to see me? I'm Battler. I'm getting ready to confront Death Adder. So you're after him too, huh? But let me tell you, its not going to be easy. He killed my sister - poor kid. I'm definately going to get that fiend! Hey, how about giving me 50 horns for the Earth magic scroll? The Earth Magic won't destroy enemies but it can freeze them. It also has the power to break rocks. I think it's a pretty good deal. You made the right choice. [NAME] learned the Earth Magic. Take care!" D11 - Mountain area. Contains three blue Globus and one green Beast. Trees in top right area can be chopped down to give access to man who advises: "There's a guy in these mountains who's into magic and sword fighting. I'm sure he'll be able to help you. But you won't be able to climb the rocks bare-handed. In Kari-Kari, a town in the northern desert, you'll find a magic device that will help you climb rocks". D12 - Forest area. Contains two green Globus,two green Beasts and two green Bushbeasts. Various trees in the northern section can be cut down. Chop the tree in the far left corner to reveal stairs on the right. Here you can refil your magic pots as follows: 2 pots 020H, 4 pots 030H, 8 pots 050H. D13 - Forest area. Contains one blue Globus, one green Beast and four green Bushbeasts. D14 - Forest area with river and lake. Contains three green Bushbeasts. D15 - Forest area with river. Contains three blue Globus and two green Beasts. E1 - Mountain area. Contains one red Globus, two blue Globus and two blue Beasts. Use Ice Bell to reveal rocks that can be broken. Break these to reveal secret door to Inn where you can stay for free. E2 - Mountain area with rope passage to the north east. Contains two blue mountain giants, one red mountain giant and one blue globus. E3 - Mountain area. Contains two blue Mountains giants. Top left rock can be broken to reveal stairs to shop that sells the following: Golden Apple 040H. E4 - Swamp area. Contains five green sand worms. E5 - Desert area. Contains two green flyers and four desert diggers. Middle right cactus can be cut down to reveal man who gives you 10 horns. E6 - Desert area. Contains four green Scorpions and one red Scorpion. Central cactus and rock can be chopped/broken to gain access to bottom area. Rock in bottom area can be broken to reveal passage to man who gives the following advice: "To get out of the desert go southeast, north, northeast south and then north." E7 - Forest area. Contains three blue Beasts and two green Globus. E8 - Forest area with river. Contains two green Globus. No other details of note. E9 - Miliver Village. See section 2.2 for full details. E10 - Dense forest area. Contains four green Globus and one green Beast. Centre trees can be chopped down. E11 - Forest area. Contains three green Globus and one green Beast. One tree in central area can be cut to reval a man who will give you 30 horns. E12 - Forest area. Contains two green Beasts and four green Bushbeasts. E13 - Forest area with river. Contains four green Beasts. Tree to the north can be chopped down to reveal a man who will give you 10 horns. E14 - Forest area with river. Contains three green Beasts and two green Bushbeasts. Trees can be chopped down in central area to reveal man who will take 20 horns from you. E15 - Forest area with river. Contains four blue Globus. Tree can be chopped down to reveal stairs that lead to a man who will give you 50 horns. F1 - Mountain area. Contains two blue Globus and one blue Mountain giant. F2 - Mountain area with passage to man who offers the following advice: "The Dwarf's village is to the west". Contains three blue mountain giants and one red mountain giant. F3 - Open mountain area. Contains two blue mountain giants and two red mountain giants. F4 - Swamp area. Contains three green sandworms. F5 - Kari-Kari village. See section 2.2 for full details. F6 - Desert area. Contains two green scorpions and two twisters. Chop down cactus next to bones to reveal steps to man who steals 30 horns. F7 - Desert area. Contains three blue Beasts and one green Flyer. Contains a passage to a man who gives the following advice: "When you think you're stronger, go back to the cave where you learned magic - you'll learn a more effective magic." Break the rock to the left of the centre for access F8 - Mountain area with a river and a bridge to cross. You need to chop down tree infront of the bridge to cross the river without the canoe. Contains two green Globus, two blue Beasts and one green Seaman in the river area only. No other items of note. F9 - The starting point of the game. There are no items of interest here or any secret areas to investigate. The area itself appears to be a graveyard for the nearby village of Miliver. F10 - Forest area. Contains five green Globus and one green Beast. Kill all to reveal passage to shop that sells the following: Key 040H, Magic Feather 040H, Magic Oil 070H. F11 - Open forest area. Contains three green Beast's and two green Globus'. Bottom right tree in the centre of this area reveals a man who will present you with 10 horns. F12 - Forest area. Contains two green Globus and one blue Globus. Chop down tree to the north to reveal stairs to a man who will give the following advice: "Walk along the river in the forest". F13 - Forest area with river. Contains three green Beasts and one green Flyer. Chop down trees at the bottom of the area to reveal a set of stairs to a save point. F14 - Forest and river area. Canoe needed to access. Contains one green sea man Chop down brown tree on the right to reveal a man who will increase your magic pots by 1. F15 - Forest area. Contains two green Beasts and two green Bushbeasts. Tree in the centre row of the top trees can be chopped to reveal an Inn where you can stay free of charge. G1 - Mountain area. Chop down top tree to reveal stairs to a man who will take 40 horns from you. G2 - Mountain area. Contains three blue Knights and two blue Globus. G3 - Mountain area with river area. Contains two green Sea Men. Rope climb to the north. Chop down the single tree to reveal a passage that connects to H8. The cost is 10 horns. G4 - Swamp area. Contains one green Sea Man. G5 - Swamp area. Contains two green Sea Men and three blue Sandworms. G6 - Swamp area. Contains two green Sea Men and three blue Sandworms. G7 - Desert area. Contains three desert diggers and two green scorpions. Kill all creatures to reveal passage to man who offers the following advice: "The desert of death that death adder created is straight ahead." G8 - Desert and mountain area. Contains three green beasts and one green sea man. Left hand tree can be cut down to reveal a man who offers the following advice: "The Earth magic breaks most rocks, but it may not break some rocks." G9 - Forest area with lake. Contains four green Globus and two green Beasts. Tree can be removed to reveal passage to N6. Must be used from N6 first. Costs 10 horns. G10 - Forest area. Contains three green Globus and three green Beasts. Chop down trees in top left to reveal passage to man who will give you 10 horns. G11 - Forest area. Contains three green Beast's, two green Globus' and one blue Globus. All trees can be cut. Cut down tree in bottom left corner to reveal stairs to man. Advises: "It's dangerous to go to the northern desert without the Knight's shield" G12 - Forest area. Contains three green Globus and two green Beasts. G13 - Forest area. Contains two blue Globus. Also contains Labyrinth II. G14 - Desert and water area. Contains two blue bouncers. Chop down trees on right hand side of area to reveal passage through trees on left hand side Chop down central trees to gain access to Gillian the Dwarf. His comments are: "You're not an enemy, are you? I'm Gillain. I'm from a Dwarf's village up north. Ooo, it hurts. Can you bring me a Golden Apple? It's supposed to cure wounds instantly. Thanks. My wound should heal in no time. It was just a few days ago when Death Adder's army invaded our village. Our village was destroyed and many were killed. Luckily I managed to escape. As a token of my appreciation, I'll give you the Thunder magic scroll. If you use this magic, you can attack enemies from a distance. Farewell! Do come back! G15 - Forest area. Contains four blue Bouncers. Northern most tree can be chopped to reveal a man who will take 10 horns from you. H1 - Mountain area. Contains three blue Mountain giants. H2 - Mountain area. Contains three blue beasts and one red beast. Kill all enemies to reveal passage to man who will say "Thanks for helping Gillian. Here [NAME] take this. It'll come in handy. He will reward you with the Plate Mail. H3 - Mountain and desert area with river. Contains two blue Globus. H4 - Swamp area. Contains two green Sea Men. H5 - Dagorald Village. See section 2.2 for details. H6 - Swamp area. Contains five green Sandworms and one green Sea Man. H7 - The desert of death. Contains two green scorpions and two twisters. To escape the desert area to the north (H6) go southeast, north, northeast, south, north. H8 - Land and sea area. Contains two green Sea Men, one green Flying Fish, and two green Globus. Cut down trees to access stairs that lead to G3 for 10 horns. H9 - Land and sea area. Contains one green Flyer, two green Sandworms and one green Sea Man. H10 - Forest area. Contains three green Beasts and one Green Globus. Chop down trees in middle line to reveal passage to a gambling minigame. H11 - Forest area. Contains three green Globus' and one green Beast. Some trees can be cut but no other items. H12 - The village of Saylun. See section 2.2 for full details. H13 - Forest area. Contains four blue bouncers. Kill all four bouncers to reveal stairs in the top left. These lead to a shop that sells the following: Key 040H, Magic Feather 040H, Magic Oil 070H. H14 - Forest area with some desert and sea area. Contains one green Flyer, two green Globus and two blue Globus. Central line of trees can be chopped down to reveal a man who will give you 30 horns. H15 - Forest area. Contains three green Beasts and two blue Bouncers. I1 - Mountain area. Right hand section contains rock that can be broken to reveal a passage to a man who will give you a heart. I2 - Mountain area. Contains one green Globus and one blue Beast. I3 - Mountain area. Contains two blue Globus. I4 - Swamp area. Contains two green Sandworms, one blue Sandworm and two green Sea Men. I5 - Swamp area. Contains three green Sandworms, two blue Sandworms and two green Sea Men. I6 - Swamp area. Contains three green Sandworms, two blue sandworms and one green Sea Man. I7 - Sea and land area. Contains four Sea Swimmers and one red Sea Man. Launch pad for the Ship. I8 - Sea area. Contains two Sea Swimmers and two green Flying Fish. I9 - Forest, desert and sea area. Contains two green Globus, two blue Globus and one green Flying Fish. I10 - Forest and sea area. Contains one green flyer, two green Sandworms, one green Globus and one green Seaman in sea area only. No other items of interest. I11 - Mainly forest area. Contains four green Globus' and two green sand worms. Kill all enemies to reveal secret passage to save area. Other trees can be chopped but no other secrets. I12 - Forest and beach area. Contains four green Sandworms and two blue Globus'. No other details. I13 - Large open area, part forest part beach. Contains two green Beasts and three green Sandworms. I14 - Mostly sea area with small amount of forest area and some beach area. Contains two green Seamen and two green flying fish in the sea area only. I15 - Forest and beach area. Contains three green Sandworms. No other details to note. J1 - Sea area. Contains three green flying fish and two Sea Swimmers. J2 - Sea area. Contains two Sea Swimmers, one green Flying Fish and one red Sea Man. Contains labyrinth VIII. J3 - Sea area. Contains two Sea Swimmers and three green Flying Fish. J4 - Land and sea area. Contains Labyrinth V. Once this Labyrinth has been has been cleared a bridge will appear to the new continent. J5 - Swamp area. Contains one green Sea Man and one red Sea Man. J6 - Swamp area. Contains two green Sea Men. J7 - Mostly sea area. Contains two green Flying fish and four Sea Swimmers. J8 - Sea and land area. Contains Labyrinth X - Death Adders Labyrinth. J9 - Sea area. Contains two Sea Swimmers and two green Flying Fish. J10 - Sea area. Contains two green Flying Fish, one red Flying Fish and one Sea Swimmer. J11 - This area is the location of Labyrinth I. The area contains three green Globus' and some trees that can be chopped. No other items of note. J12 - Mostly sea area witrh some forest. Passage leads to a man who will give you an additional heart. Contains two green Globus. J13 - Desert and sea area. Contains two green Sandworms. J14 - Sea area. Contains three green Flying Fish. J15 - Mostly sea area, with some beach area. Contains two green Globus and one green Seaman in sea area only. Contains ship launch pad and shop. See section 2.4 for listings. K1 - Mostly sea area with beach area. Contains two green sea men, one red sea man and two sea swimmers. Area also has a launch pad for the ship. K2 - Mostly sea area with minimal beach area. Contains two red sea men, two green flying fish and two sea swimmers. K3 - Mostly sea area with strip of beach. Contains two green flying fish. K4 - Land and sea area. Contains two red Globus, 2 blue Beasts and one red sea man. Chop down tree to reveal passage to man who gives the following advice: "Death Adder has already conquered Nendoria. You better watch out! Those beasts are awfully strong!" K5 - Mostly Sea area with some swamp. Contains two red Sea Men, one Red Flying Fish and two Sea Swimmers. Has launch pad for the Ship. K6 - Mostly Sea area with some swamp. Contains three Sea Swimmers. Has a launch pad for the Ship. Tree can be chopped down to reveal path to man who will give you the Flame Sword. K7 - Sea area. Contains two red Sea Men and three Sea Swimmers. K8 - Mostly Sea area. Sail point attached to small paved land area. No enemies. K9 - Sea area. Contains two Sea Swimmers, one green Flying Fish, one red Flying Fish and one red Sea Man. K10 - Sea area with some desert. Contains three Sea Swimmers and one red Sea Man. Launch pad for the Ship. Stairs lead to woman who will give you the Water Magic and the following advice: "You must be [NAME]. I'm glad to see you alive! I'm Linda, I used to serve the king of Altorulia. And you're the king's descendant. When that evil giant attacked twenty years ago, the king made sure you escaped. I knew you were going to be all right. The king wanted me to teach you the Water Magic. Now that I've accomplished my duty... Its not going to be easy to destroy Death Adder. Be extra careful!" K11 - Mostly sea area. Contains one green Flying Fish and two Sea Swimmers. K12 - Mostly sea area. Contains two Sea Swimmers. K13 - Snow and sea area. Contains two Snowmen and one Snowball. Passage leads to man who gives the following advice: "Death Adder changed our warm, sunny world into a world of snow and ice". K14 - Snow and sea area. Contains three snow balls and one red Sea Man. K15 - Snow and sea area. Contains two red Sea Men and two green Flying Fish. Chop down tree to reveal passage to a save point. L1 - Fire area. This is the location of Labyrinth VII. L2 - Beach and sea area. Contains four blue Beasts and two red sea men. Tree in the top right hand side can be chopped down to reveal stairs to a man who will give you the following advice: "Princess Tyris is hiding somewhere in an area covered with lava. I beg you, brave one, to help her." L3 - Desert area. Contains three red Globus and two blue Globus. Use the Ice Bell to reveal breakable rock leading to a man who gives the following advice " People used to worship Nendoria's elder in the palace in the south." L4 - Forest area. Contains three blue Knights and two blue Globus. L5 - Forest area with some sea. Contains one green Flyer, one blue Flyer, two red Globus and two red sea man. Chop down central tree to reveal man who will take 20 horns from you. L6 - Forest area. Contains three blue Knights, one blue Flyer and one red Sea Man. L7 - Forest area. Contains four blue Bushbeasts. Chop down central tree to reveal a shop that will refil your magic pots as follows: two pots 020H, four pots 030H and eight pots 050H. L8 - Paved land area. Contains enterance to Labyrinth VI. No enemies. L9 - Paved land area with gravestones. Contains four flying mirrors. L10 - Forest area with sea. Contains two blue knights and two red Sea Men. Tree at top left can be chopped to reveal man who will give the following advice: "The second Earth Magic can break certain rocks that the first Earth Magic couldn't." Area also contains a ship launch point. L11 - Desert and sea area. Contains three red Knights. Kill all three to reveal secret passage to man who gives the following advice: "This is Altorulia- one of the three continents in this world. Death Adder blocked the path that leads to the central region of this continent". L12 - Desert area with river and lake. Contains two blue Knights. Chop trees down to gain access to the snow area. L13 - Snow area. Contains three Snowmen. Chop down tree to the right to reveal passage to man who gives the following advice: "You better pay up before you leave! Poor [NAME] lost 40 horns". L14 - Snow area. Contains two Snowmen. Contains labyrinth IX. L15 - Snow area. Contains one Snowman and two snowballs. Break ice block to reveal passage to man who gives the following advice: "Someone said that Death Adder is an immortal giant, but that's a big lie! I've seen him suffer before". M1 - Fire area. Contains one red Bushbeast. M2 - Fire area. Chop down the trees and use the Earth magic to reveal a passage on the left hand side. This will lead you to Princess Tyris who gives the following message: "You seem to be a pretty good swordsman. Plus you can use magic, too. I'm Princess Tyris from Firewood. When Death Adder attacked, I managed to escape. I'm determined to get revenge, but I'm not strong enough. Can you find the nine crystals? If we have them, we can demolish that evil giant. Oh, before you go, I'll teach you the Fire Magic. When you do find the nine crystals, make sure you let me know." M3 - Fire area. Chop down trees in left corner to reveal passage to a woman who will let you go to area K1 for 10 horns. M4 - The village of Sid. See section 2.2 for full details. M5 - Forest area. Contains five red Globus. Chop down one of the central trees to reveal a betting game. M6 - Forest area. Contains two blue Knights and two red Knights. M7 - Forest area. Contains three red globus and two blue globus. Divided in two down the middle by trees. Two central trees can be cut down to gain access to the other side. M8 - Forest area. Contains four red globus and two blue globus. Trees can be chopped down in bottom left corner to reveal a midden passage to man who has the following advice: "There are monsters that have the power to make your armour rust. When your armour starts flashing, it means that it's starting to fall apart." M9 - Paved land area with gravestones. Contains five flying mirrors. Bottom right hand gravestone can be removed with earth magic to reveal stairs leading to Save point. M10 - Forest and sea area. Contains two red Globus, two green flying fish and one green Sea Man. Tree at top right can he chopped down to reveal man who will give you 30 horns. M11 - Mostly sea area. Contains one green Sea Man and one red Sea Man. M12 - Desert area with river. Contains two red Bouncers and two red Beasts. M13 - Snow and desert area. Contains three blue Knights and one red Knight. Stairs reveal passage to man who will refill your Magic Pots as follows: 2 pots: 020H, 4 pots: 030H, 8 pots: 050H. M14 - Snow area. Contains one Snowman and three Snowballs. Break ice blocks to reveal passage in top left corner to man who gives the following advice: "I can make you carry more Magic Pots". M15 - Snow area. Contains four Snowballs. Chop down bottom left tree to reveal a passage to an item shop selling Golden Apples for 040H. N1 - Fire area. Contains one fire dragon. Use Earth magic to reveal passage in central area leading to a man who will give you an additional heart. N2 - Fire area. Contains two red Bushbeasts and one red Fire Dragon. N3 - Fire area. Contains two red Bushbeasts. N4 - Mountain area. Contains three red Globus and two Blue Beasts. N5 - Mountain area. Contains two blue Knights and two red Knights. Use Earth magic to break rock on the right hand side to reveal stairs leading to a man who will give you 10 horns. N6 - Desert area. Contains four desert diggers and two red scorpions. Chop down cactus in bottom left group to reveal a passage to G9 for 10 horns. N7 - Desert area. Contains three blue sand worms and three twisters. Chop down cactus in bottom left to reveal stairs to man who will give you 30 horns. N8 - Forest area. Contains five blue Globus. Kill all five to reveal secret passage to shop that sells the following Meat 020H, Magic Feather 030H, Magic Oil 090H. N9 - Forest area. Contains three blue Knights and two red Globus. N10 - Forest area. Contains two red Knights and three red Globus. Bottom left tree can be chopped down to reveal an Inn where you can stay free of charge. N11 - Forest and sea area. Contains two red Globus, two Sea Swimmers, one red Sea Man and one red flying fish. Chop down single tree to reveal man who will give you 10 horns. N12 - Desert area with sea. Contains three red Bouncers. Break rock to lead to a man who will give you the following advice: "Something awful occurred in my hometown, Halls! It's so awful - I don't even want to talk about it!" N13 - Snow and desert area. Contains three red Globus and two red Beasts. Chop down tree in snow area to reveal passage to man who gives the following advice: "I'll give you a present. [NAME] earned 30 horns". N14 - Snow and desert area with river. Contains three blue Knights and one red Globus. N15 - Snow area. Contains three Snowmen. O1 - Fire area. Contains two red Beasts. O2 - The village of Eren. See section 2.2 for full details. O3 - Mountain area. Contains three blue knights and two red Beasts. Use the Ice Bell to reveal breakable rock that reveals passage to a man who gives the following advice: "Did you know that Princess Tyris, the King of Firewood's daughter, is alive?" O4 - Mountain area. Contains four red Globus and two red Beasts. Use the Ice Bell to reveal breakable rock behind dead trees. Stairs are revealed that lead to a shop that sells the following: Golden Apple 100H, Magic Feather 060H, Magic Oil 130H. O5 - Mountain area. Contains four blue Knights and two red Globus. Use Ice Bell to highlight rock that can be broken to reveal stairs to a shop that sells the following: Golden Apple 040H. O6 - Desert area. Contains three red Knights and two blue Flyers. O7 - Desert area. Contains four twisters. O8 - Forest area. Contains two red Knights and three red Globus. Chop down tree on the right to reveal stairs to man who will take 30 horns from you. O9 - Forest area. Contains three blue Globus and two red Globus. Tree in top left can be chopped to reveal man who will give you 10 horns. O10 - Forest area. Contains four blue Knights and two blue Globus. O11 - Forest and sea area. Contains one Sea Swimmer and two red Sea Men. O12 - Halls village. See section 2.2 for more details. O13 - Desert area. Contains three red Knights and two blue Globus. Passage leads to a gambling minigame. O14 - Snow and desert area. Contains two blue Knights and two red Knights. Passage at bottom right leads to a man who will give you 50 horns. O15 - Aires village. See section 2.2 for more details. 3.2 - Full Walkthrough ---------------------- The Quest begins... "[NAME], Firewood's facing a crisis. Death Adder attacked and stole the nine crystals which protected us. Death Adder killed your parents. Destroy Death Adder and get those nine crystals". You will begin your journey at point F9. Head left to the area E9 - the village of Miliver. Speak to the residents here and save your game if you wish. You can investigate the surrounding areas if you like to get a feel for the game and build up a few horns but eventually you will need to head to section J11 - the first Labyrinth. Labyrinth I ----- | 16| --------- | 14| 15| ------------- | 13| 12| ------------- | 11| 10| ----------------- | 6 | 5 | 7 | 9 | ----------------- | 4 | 8 | --------- | 3 | --------- | 1 | 2 | --------- You will begin in room number 1. Head into the room 2 on the right. Upon entering this room the doors will lock behind you. The room contains two green skeletons and three green bats. Kill them all to open the doors again and obtain a key. Head on to room 3. This room contains four green skeletons. Kill them and continue into room 4. Room 4 has a river (?) with bridges over it and contains 3 green skeltons. Again, kill these and head into room 5. Room 5 has an open door to the left and a closed door to the right. Enemies are 3 green skeletons and two green magic fires. Killing all enemies in the room will open the door on the right. Room 6 on the left contains four green bats. When entering, the door will lock behind you. Enter room 7. This room has two green skeletons and three green bats. The room has two locked doors and a hole in the floor preventing you from reaching room 8. Kill all the enemies in the room to make a bridge appear. Head down into room 8 and kill the three green skeletons and two green bats to reveal the second key. Go first into room 9 which is mostly water. In here you will find three green skeletons and a chest containing the Battle Axe. Equip this straight away as it is more powerful than the Short Sword. Now head back into room 7 and use your key on the northern door to enter room 10. In here you will be greeted by four green skeletons. Kill them and head over the bridge into room 11. Room 11 is probably the hardest room in this labyrinth as it contains three blue scorpions and a locked northern door. You need to kill all three to open the door to room 12. This room contains three green magic fires and two green bats. The room also has two closed doors, one to the left and one to the north. You will need to push the light switch on the left to open these doors. Room 13 on the left has three blue scorpions, kill these to obtain the final key. Head up into room 14 and kill the three green bats and two green skeletons before heading through the open door on the right to room 15. This room has four green magic fires and some floor spike traps. Kill the four enemies and avoid the traps before using your final key on the northern door. Enter room 16. This is the final room of the labyrinth. There is an easy way to kill the giant here. As soon as you enter the room don't move. You will not be visible but will be stood in the doorway. The boss will move forwards but if you swing your axe to hit him he will be unable to harm you. Continue attacking in this way to finish off the enemy. He will eventually explode and you will be presented with the Orange crystal. Upon picking this up you will also be given another heart and will have your life and magic pots replenished. Make your way back out of the labyrinth and back out onto the world map. Once you have left the labyrinth head down to area J12 and walk down the stairs here. Speak to the person in here to get another life heart. Now head across to H12 to the village of Saylun. You can visit the shops and speak to the people here but the main item you are looking for is the Golden Apple which you can find hidden behind the fireplace in the lower house. Now that you have the Golden Apple and the Battle Axe, you can head over to area G14. Head up the right hand side passage first and cop the trees down here to reveal a passage through on the left hand side. Go up the left hand side and cut throught the trees in the central area to reveal a passage to Gillian the Dwarf. Give him the Golden Apple and he will reward you with the Thunder magic scroll. This will be essential in the next Labyrinth. Now that you are suitably armed you need to head through the forest to area G13 and enter Labyrinth II. Labyrinth II ----- | 12| --------- | 11| 13| ----------------- | 10| 14| 15| 16| --------------------- | 9 | 5 | 6 | 17| 18| --------------------- | 8 | 4 | 7 | ------------- | 3 | 2 | --------- | 1 | ----- You will begin in room number 1. Head north into room number 2 where you will find four green bats. Kill these and head left into room 3 where you will be locked in and faced with four blue scorpions. Kill all of these and a key will appear and you will be able to exit the room again. Head back into room 2 then north again into room 4. Here you will be outnumbered against five blue scorpions. However you do not have to kill them just yet. Push the lights that are mounted on the wall on the top right to reveal a bridge over the water. For now head north again into room 5 where you will meet two blue scorpions. Kill these whilst avoiding the missiles coming from the stone statues in the middle of the room and move through to room 6. In this wide open room you will find three green skeletons and two green magic fires. Finish them off and go south to room 7. Kill the three green bats and two green skeletons in here to reveal another key and open the closed door to your left. Head back through here and you will find yourself back in the heavily populated room with the river and bridge. Cross the bridge into room 8. This room contains three green magic fires and two green bats. Kill these and unlock the door to the north with one of your keys to progress to room 9. This room appears to be empty but stand on the unmarked floor areas and you will set off the arrow traps. Tread carefully to avoid the arrows and if you have to take a hit, make sure you are facing the arrow to avoid taking any damage. Push the light fixture on the wall to the left to open up the door to room 10. This room contains four green bats and two blue scorpions which need defeating. Once this has been done, you will be presented with another key. Pick it up and head north again to room 11. This tricky room has three blue scorpions and missiles coming from each corner. This can make it difficult to get to the enemies without getting hit. Do your best to clear the room and use your key on the door to the north. In room 12 you will find three green skeletons. Kill these and open the chest in the top of the room to get the Torch. Head back down into room 11 and open the door to the right with your key. Room 13 contains three green skeletons and one blue scorpion. Kill these and move down to room 14. Kill the four blue scorpions to clear the room and reveal a key. Move into room 15. In this room you simply need to time your runs to avoid the traps and exit through the door on the right to room 16. In here, kill the four blue scorpions and head south to room 17. This penultimate room contains two blue bats and four green eyes. See off the bats then position yourself near each eye to be able to hit it with your axe whilst staying out of its line of fire. Then use your key to enter room 18, the boss room. When fighting the green dragon stand slightly to the right, in line with its left shoulder and as close to the southern wall as you can. If you get this right the dragon will be unable to hit you with its fire breath attack. This leaves you free to pound away at the dragon with your newly acquired Thunder magic. You will need 5 pots of magic to finish off the dragon other wise you will have to go in close with your weapon, which can be very difficult, even with full health. Once the dragon has been defeated you can pick up the crystal and head back out of the Labyrinth. I think now that you have a decent amount of health it is wise to try and save up some horns to buy yourself the Knight's shield. This is quite an expensive item though as it cost 250 horns. However with the right tactics its not too hard to save them up. Set yourself up in an area where there are plenty of enemies that you can easily defeat. The area around Labyrinth I is a good area. Kill as many enemies as you can to build up your horns. Make sure you save regularly and make use of the free inn at Saylun nearby to restore your health if it gets low. Repeat this until you have the 250 horns needed to buy the shield. If you run out of easy enemies, dont risk being killed by tougher enemies, just walk in and out of a Labyrinth and all the enemies will have respawned again. Once you have the 250 horns head over to section J15 and enter the shop there. Once you have this you are now ready to head to Labyrinth III. This can be found at section C6. To reach this you will have to head north and pass through the desert area. Labyrinth III ----- | 15| --------- ----- | 9 | 14| | 4 | --------- ----- ----- | 8 | 13| | 7 | | 3 | ----------------------------- | 10| 11| 12| 6 | 5 | 1 | 2 | ----------------------------- You start off in room number 1 so head first to the right to room 2. Kill the four green trolls in here. Watch out for the stone statues firing missiles at you. A point of note is that now with you newly acquired Knight's shield if the missiles hit you at the front they will simply bounce off without causing damage, giving you extra protection. Head up into room 3. You will find a similar room to the one in Labyrinth 2 here with arrow traps on the floor. Again, tread carefully and use your shield effectively to avoid damage. Press the lights on the left hand side to open the northern doors to room 4. Kill the three green magic fires and two green skeletons here to reveal a key. Collect this and head back to room 1. Move across to the left and enter room 5. Use the torch here to light the room and kill the five green trolls here. This will open the door to room 6. Room 6 contains three green skeletons and two ghosts. Kill these to leave the room. There is nothing else of use in this room so head back to room 5 and use the key to unlock the northern door leading to room 7. Room 7 has two green bats to kill. Kill these and stand on the shimmering block in the room. This is a warp crystal and will take you to room 8. Here there are two blue spirits and four green trolls to kill. With the layout of the room as it is you can easily kill the trolls by using your sword to reach over the water areas. This will take longer to kill the enemies but they will not be able to harm you. Once defeated this will unlock the doors to the east and north. Go north first and clear out the room of the three green skeltons, two blue bats and one blue scorpion living there to reveal a key. Head into the southern room 10 and into a tough battle with five blue scorpions and one red scorpion. Finish these enemies off to get another key. Head right to room 11 which contains three green magic fires and two blue spirits. Kill these to open the door to the north. First use your key to unlock the door to the room on the right which is number 12 and kill the four green skeletons before opening the chest to reveal the Magic Rope. After taking this, head to room 11 and take the northern path to room 13. This small area contains two green trolls and three blue scorpions to kill. Once cleared, press the left hand side light in the small segregated area to open the northern door to room 14. You will now have to head back out through rooms 11, 10 and 8 to move into room 14. Lighting up the room with the torch will reveal four green magic fires and three green bats to kill. Once you have killed these, enter room 15 to battle the boss. You will be fighting a red giant so keep your distance and fire away with your thunder spell to bring the giant down. When he rides around in his magic barrier he cannot be harmed so dont waste magic trying to hit him. As with Labyrinth II you may run out of magic and have to finish him off with your weapons. Personally I find the sword the better option as altough it wont do as much damage as your axe it will allow you to keep a safe distance. After the battle is won, pick up your third crystal and head back outside the Labyrinth. Now that you have your magic rope there are several new areas of the map that yoou can access. The first of these that you should visit is A5. Providing you have helped Gillian you will get the Long Sword as a gift. Your next job is to collect 50 horns and head over to section D10. Chop down the right hand tree to open up the passage way and head down. Speak to Battler and agree to pay 50 horns for the magic. You now need to head up through all the mountains to area A1 and into Labyrinth IV. Labyrinth IV ----------------- | 23| 20| 18| 19| ----------------- | 22| 21| 17| ----------------- | 9 | 11| 15| 16| ----------------- | 8 | 10| 12| ------------- | 7 | 14| 13| ------------- | 6 | 5 | --------- | 4 | 3 | --------- | 1 | 2 | --------- After starting out in room 1, head into room number 2 and kill the three green skeletons and one blue bat in here to reveal your first key. Head north into room three and kill the three blue trolls and two blue bats in here to open the door to the left. Progress through here into room 4. Here you will find six green magic fires. Kill these then head back out to room 3. Use your Earth magic on the single pink block here to open the passage to the north to room 5. In this room you will find three blue bats and four blue sleeping boxes hiding in the brickwork. Kill these and go left to room 6. This room contains three green skeletons and two spirits. Kill these and move on to room 7. This room is divided in the middle and contains three blue and two red scorpions. Kill all of these. To pass through, push the light swith on the left hand side of the lower area. Move up into room 8. This room again has the same enemies in for you to finish off. Kill these and use your Earth magic to remove the block covering the left hand wall switch. Push this to open the passage to the northern room. This room contains two blue scorpions, one red scorpion and two black holes. Kill all of these to reveal a key. Pick up the key and head back through room 8 into room 10. This room has three blue ghosts to catch and kill aswell as having four blue sleeping boxes if you stray too close to the stones. For now head north into room 11 and kill the three green skeletons and two black holes here to reveal another key. Watch out for the floor spikes here and use the wall to your advantage when taking on enemies. Use your key on the door to the right back in room 10 to enter room 12. In here you will find two green trolls and two blue ghosts. Move south and kill the two blue skeletons in 13 and avoid the spike trap to press the right hand set of lights to open the left door leading to room 14. In here you will find two green skeletons, three black holes and one blue skeleton. Press the light switch on the right to open a passage through the river and reveal a key. After taking the key, take the northern door back through rooms 10 and 12 and use the key on the door to the north to enter room 15 which is a room largely filled with water. Kill the three green skeletons and one blue skeleton to clear the room and open the treasure chest to reveal the Canoe. You can now use the canoe to pass over the water area to room 16. Kill the three blue bats here and the one red scorpion, before using your Earth magic to turn the pink block into a warp crystal. In room 17 you need to kill the three blue scorpions and three green trolls to open the door to the left. Head north first to room 18 and kill the three blue scorpions and three blue skeletons here to reveal a key and open the door to room 19. Upon entering this room you will be locked in with three green bats and two green trolls. Kill these to leave and pass through room 18 to room 20. You can avoid the enemies in this room if you walk around the blank patches on the floor and dont get too close to the bricks. If you do you will be faced with four spirits and two blue sleeping boxes. Head south into room 21. This room has three blue trolls and two blue skeletons waiting for you. As before make use of the walls to avoid damage here. Clearing the room will open the door to room 22 where you will need to kill the two blue bats and avoid the spike traps. Use your key on the final door to enter the boss room, number 23. Here you will meet a sorcerer who in all fairness shouldnt pose you too many problems provided you have adequate amount of magic. Equip your Thunder magic and fire shots off at the sorcerer when he pops up. Make sure you keep your distance and you cannot get harmed. Dont rush this fight and make sure your shots hit as the magic is valuable. If you run out of magic you will have to try get in close with your sword. Again dont rush this, pick your moment carefully to avoid taking damage. Once the sorcerer has been defeated you will be presented with the usual crystal and heart upgrade. Once you have these head back out of the labyrinth onto the world map. Now that you have your canoe you can walk along any river areas. By all means explore these new areas but eventually you will need to head to J4 which is labyrinth V. Stop off at Dagorald village at H5 first to rest and save. Labyrinth V --------------------- | 10| 8 | 9 | 4 | 5 | ------------------------- | 11| 14| 7 | 6 | 3 | --------------------- | 12| 13| 15| | 2 | ------------- ----- | 1 | ----- You begin in room 1 which is empty. Head straight on into room 2 and kill the two blue bats and four green trolls to clear the room to reveal a key. Pick up the key and use your earth magic on the second stone in on the right to open the door to room 3. In room 3 you will find three blue bats and three blue beasts. Use the water to your advantage to kill these creatures then push the lights on the right hand side of the wall to open both sets of doors. Head north first into room 4 and kill the two blue skeletons here. Avoid the spike traps and use your key to enter room 5. In here you will find three blue skeltons. Kill them and pick up your bonus item, the speed shoes. Head back to room 3 and exit through the left door. This room appears to be empty when you light the flames but you will be attacked by four spirits when you walk through so be prepared. Head left for now into room 7. This room has three blue trolls and two blue eyes. Again skillfully evade their attacks using the water for the trolls and your axe for the eyes. Clearing the room will open the door to the north. There is nothing you can do here at the moment tho so head to room 9. You are going to have a tough fight here as you need to kill three blue beasts with nowhere to hide. You can however just push the lights on the right hand side to open the door to the left. This will give you access to a different area of room 8. In this roo there are two blue skeletons, two blue bats and two blue spirits. Kill whichever get in your way and push the lights on the northern wall to reveal a bridge. You can now go through room 7 to reach this side of room 8 to pass into room 10. In here there are two black holes and four blue magicians to kill. Once you have killed these use your earth magic on the central block on the left three to transport to room 11. Kill the four blue beasts here and push the lights on the left hand side to open up a set of doors in the next room, room 12. Clear out the three green bats, two blue bats and two blue spirits in this room and progress to room 13. Room 13 has three blue trolls and two blue magic fires which i would avoid and use a spare key to head straight into the boss room, number 14. Room number 15 should be avoided where ever possible as it is full of tough enemies. The boss here is either very easy or very difficult depending on your tactics. To defeat the boss easily, stand in the doorway and fire your Thunder magic to destroy the barrier. You may need to resort to your weapon depending on your aim. If so, edge slowly out and pound away with your sword. You shouldn't take hardly any damage at all if any if you get this right. Then you will just be faced with the greater spirit himself. Again, as long as you havent come too far out of the doorway he will be unable to reach you and you can stab away with your sword until he is finished. When defeated, pick up the crystal and leave. When you leave the labyrinth you will see a bridge appear, allowing you to access a whole new continent. Before you move across be sure to head over to section H2. Kill all the enemies here to reveal a passage leading to a man who will give you the Plate Mail. This will make taking on enemies much easier as your defence will be greatly increased. You may also want to go and pick up an additional heart from section I1 and a magic pot from F14. You can also upgrade your Earth magic for 100 horns if you visit the same place where you picked it up from. Once you have these you can move over to Nendoria but beware there are some really tough enemies here. Feel free to explore but sooner or later you will need to head to Labyrinth VI at section L8. Labyrinth VI ------------------------------ | 29| 30| 31| 26| 18| 15| 12| ----------------------------- | 28| 27| 24| 25| 19| 14| 11| --------------------------------- | 23| 21| 20| 13| 8 | 9 | ------------------------- | 22| 17| 16| 10| ------------------ ------------- | 5 | 4 | 7 | ------------- | 2 | 3 | --------- | 1 | 6 | --------- Head through the enterance room into room number 2. In here you will find three blue skeltons and two crabs. Clear the room to open the door to room 3. In here you will find four blue bats and two blue spirits. Clear the room and head north to room 4. This room contains three blue skeletons and two blue trolls. Clear this room to open the doors on both sides and obtain a key. Heading left to room 5 contains a warp square but this only takes you to room 6 which contains two red bats, three blue bats and one blue skeleton so avoid this for now. Head over to room 7 which has four green trolls. Kill these and use your Earth magic on the block on the bottom right. This will open another path to room 8. From here head right to room 9. Clear the room to open the door again but make sure to push the right most lights to open another door back in room 8. Clear room 8 of the two blue scorpions and four red scorpions. Head south to room 10 and kill the two red bats and three blue magicians to reveal a key. Head up to room 11 and kill the six blue eyes there before unlocking the north door. Kill the two blue bats and avoid the traps to press the lights on the right hand side of room 12 to open the door to the left. Before you move on you will need to head back through room 8 and into room 13. Here you will find two crabs, three blue magicians and one red magician. Use your key on the northern door and enter room 14. In here you will need to dodge the traps and enter room 15. In this room there are five blue scorpions. Kill these and push the light switch in the sectioned off area to open the door. Head to room 16 and kill the four blue skeletons to unlock the door to the left. In room 17 kill the four blue bats and one red bat to reveal a key. Take this and head all the way back to room 12. From here pass into room 15 and through to room 18 via the newly opened door. This room contains one crab, three blue magicians and two red magicians. Kill all of these to reveal another key. Head down into room 19 and kill the two magic pots, two green skeletons and the three blue magicians. Use your Earth magic on the block to the left to open up a passage way to room 20. Room 20 has two red scorpions, two magic pots and one crab to deal with. Kill these and move to room 21. In this room kill the two blue spirits and go south to room 22. Kill the four blue skeletons and one crab here before moving using your Earth magic on the left most block to open the door to room 23. In here kill the three crabs and two blue skeltons before using your earth magic again this time on the top right block to open the way. Head north to room 24. In this room you will find 3 blue trolls and two red scorpions. Kill them all to open the door to the left. In this room kill the two green magic fires, two blue magic fires and two blue bats. Use your Earth magic on the bottom right block to open the door to room 26. This is the boss room so before you enter first go to room 27 and take care of the three blue bats and three blue trolls here. Move to room 28 and kill the three blue trolls and two blue skeletons here before pushing the lights on the right hand side of the room to open the door to the north. Use your key here to open the door to room 29. In here kill the two blue and two red skeletons before picking up your item out of the chest in the middle of the room. Avoid the chest in the corner as this is a fake. The item you will get is the Ice Bell. You can now head to room 30 to kill the two green trolls and three blue magicians to obtain another key. You will also unlock a bridge to room 31. This room contains four red scorpions and a warp crystal that will take you back to room 8 so avoid this for now. There is nothing left to do now other than to defeat the boss in room 26. Once you enter the room stay in the doorway and fire away with your thunder magic until the Red Dragon is defeated. Pick up the crystall once it is defeated and as always you will have your hearts and magic pots restored as well as an additional heart added to your maximum. Make your way out of the Labyrinth and back to the world map. Once you have left the Labyrinth head over to the town of Sid at section M4. He will give you the Dragon shield now that you have the crystal from Labyrinth VI. You should also now use your Ice Bell to your advantage in the fire areas to the north. Head to section N1 and use the Earth magic to reveal a passage to a man who will give you an additional heart. Before moving on it is worth pointing out that you can also get an additional heart from section C8 so make sure you pick this up before moving on as you are going to need all the help you can get when the enemies start to get tougher. Labyrinth VII ----- | 18| ----- | 17| ------------- | 15| 14| 16| ------------- | 13| --------------------- | 7 | 6 | 5 | 4 | 3 | ------------------------- | 9 | 8 | | 2 | ------------- ----- | 12| 10| | 1 | --------- ----- | 11| ----- In room 1 you will need a key to open the door so find a shop that sells them and pick one up. Head over into room 2. Room two contains three blue bats and two red bats. Kill these to reveal a key. Head into room 3. This room contains four blue trolls and one red troll. Use the central blocks and your long sword to your advantage here to kill them. The door to room 4 will now open. This room contains two blue Skeletons and one red Skeleton. Dodge the arrows and push the lights at the far side to open the door. This room contains three red bats and three red sorcerers. Kill these to reveal another key. Use the earth magic to access the lights on the right to open the next door. Room 6 has a boss battle against a Dragon. Head left into room 7 once you have defeated the dragon. This room has three green Trolls and three blue shells. Kill these and head south into room 8. This room has three red scorpions and three blue trolls which sounds hard but bearing in mind they cannot go on water you have an easy hiding place to attack from. Kill them all to reveal another key. Use it to head into room 9. This room has four blue eye balls and two red skeletons. Kill these and move into room 10. Kill the three blue bats and one red bat here. Stand on the blank spaces and you will be attacked by ghosts. Kill these to reveal a bridge. Head into room 11 and kill the two Magic Pots and two Crabs. Ignore the treasure chests as they are fakes and instead press the lights on the left hand side to open the door to room 12. In this room there are two blue skeletons and one red skeleton. Kill them, dodge the arrows and pick up the Ship from the chest. Once you have this head back to room 6 and take the north passage to room 13. In here kill the five blue skeletons and one crab. Use your earth magic on the top left block to reveal a warp cube. Take it to room 14. In here there are three Magic Pots, three blue sorcerers and one red sorcerer. Kill these and enter room 15. Kill the three blue shells and ghosts here and move use a key to enter room 16. Kill the three blue shells here to open the door to room 17. Kill the three red bats and four red Sleeping Boxes here to open the door to the final room. Kill the boss, pick up the crystal and head back out to the world map. Now that you have the Ship you have access to all areas of the world, except for Death Adder's final labyrinth so there is plenty of exploring to be done. One area that you should head back to is in Firewood at point A12. Use your ship to access the island. Inside the passage you will find a man who will give you an additional Magic Pot. Also in the area at section B11 is a much more important item - the Dragon Mail. This item will reduce the amount of damage you take from enemies. Another area where you can pick up an important item is at K6 where you pick up the Flame Sword. This item will allow you to do more damage to enemies. Finally you will want to head over to K10. Sail onto the small island and use the Ice Bell which will reveal a passage to Linda, who was a servant of the king. She will teach you the Water Magic which is a healing spell. Once you have done all this you are ready to head off to labyrinth VIII at point J2. Labyrinth VIII ----- ----- | 16| | 11| --------- --------- | 14| 15| | 12| 10| --------- --------- ------------- | 5 | 4 | 3 | ----------------- | 13| 8 | | 2 | --------- ------------- | 9 | | 1 | 6 | 7 | ----- ------------- In room 1 there are no enemies and at the moment no further actions to be taken so head up into room 2 to the north. This room contains three blue Skeletons and three red Skeletons. Kill these to open the passage to the north. In the next room, use your torch to light up the room. In here there are initially three red Trolls but also three red Sleeping Boxes hiding in the stones. Kill all of these to open the western door. In room four you will find a sub boss of the labyrinth - a green Giant. Killing him is the only way to open the next western door so take him down as quickly as possible and head into room 5. Room 5 initially contains three red Magic Fires although these can quickly multiply and cause you problems so kill them as quickly as you can. Use the teleport cube to move to room 6 which has two blue bats and two red bats. Killing these will open the room to the east but first push the western lights into the wall before leaving into room 7. This room has three blue Trolls and three red Magicians. Kill these and press the eastern lights to open the door back into room 1. Head all the way back into room 5 and you will now be able to access the southern door into room 8. This tricky room has four blue Shells and two red Eyes. For now you can pass through this room into room 9. This room has three Crabs, two red Skeletons and two Chest Monsters. Use the Earth Magic on the right box and go through the teleport into room 10. This room contains four red Bats and two red Magicians. Firstly kill these to open the western door, but first head north into room 11. There are three blue Magic Fires, two Crabs and two Magic Pots. Kill these and push the western lights on the wall. Head back through the other rooms into room 12. This room contains one blue Skeleton and three red skeletons. Kill these and pick up the Thief's Key from the chest. Head back through the portal in room 10, back through room 9 and into room 8. Head through the western door into room 13 and kill the three red Bats and three blue Shells in here before transporting through the teleporter into room 14. This room initially has two red Skeletons, however standing on the light patches on the floors will summon four ghosts. There are also two red Sleeping Boxes in the central pillar that need killing. This will open the northern door. You can head into room 15 which contains two red Spirits and three blue Shells but this is a trap and you will be forced to warp back to the start again so head north into the final room. You can kill the boss and pick up the crystal before heading all the way back out onto the world map. Before heading off to the next labyrinth, be sure to stop off at point M14 on the map. Break the top blocks of ice to the left to reveal some stairs. In here the man will give you an additional magic pot. You should now have the maximum amount of pots and be just one heart short of the maximum there. This you will get from the next labyrinth at L14... Labyrinth IX ----------------- | 13| 12| 11| 10| ----------------- |n/a| 17| 9 | 8 | ----------------- | 15| 16| 7 | ------------- | 14|n/a| 6 | ------------- |n/a|n/a| 5 | ------------- |n/a| 4 | --------------------- |n/a|n/a| 1 | 2 | 3 | --------------------- From room 1 head across to the east and kill the three crabs and the three red scorpions here to open the door to room 3. Use your tourch to light the room and kill the crab, two blue magicians and three red magicians to open the northern door to room 4. This room contains three red spirits, two blue bats, and two red bats. Kill these to reveal the bridge to the north and room 5. In here kill the three red shells and two blue eyes before removing the left most block and push the lights into the wall to open the northern door. This room is home to two red spirits, two blue magicians and two red magicians. Use your Earth magic on the left two blocks and a path will be displayed. The door to the west will now be open once the room is clear, however you should ignore this route as there is nothing of value here and you will just end up back at the start. Head through the northern door to room to room 7. In here there is a red dragon to kill and once it has been slain, the northern door will be open again. Head into room 8. This tough room has four red shells and two blue shells which all need killing to open the northern door. Firstly though head through the western door and kill the two pots and three red eyes before pushing the left set of lights. Leave room 9 and head through room 8 into room 10. This room has three red skeletons and two blue trolls to kill. This will reveal a warp square but first head west into room 11. Head straight across the traps into room 12 from here. This room contains another sub boss so kill the red giant here and move into room 13. Here you will find two red skeletons and four fake treasure chests. The chest on the far left is the real one and contains the Magic Balloon. Dont bother with the room south of here as it is just a trap with nothing of value. Head all the way back to room 10 and use the warp square here to room 14. This room has two red skeletons and three red eyes so kill these to open the north door. Room 15 has three red trolls and two red shells. Push the left set of lights to open the door to room 16 which has two red bats and four blue bats. Killing these will open the door to room 7 but you do not need to go through here. Push the right set of lights here instead and proceed through room 15 into the final room, number 17. This boss is what appears to be death adder but is actually a decoy. Either way kill him, take the crystal and get out of there back onto the world map. There is one final task to complete before heading to the final labyrinth to face Death Adder. Head back to area M2 and speak to Princess Tyris who will congratulate you on obtaining the nine crystals but will also confirm your fears that Death Adder is not dead yet. She will upgrade your fire magic before wishing you luck in your final mission. Head out now to the final labyrinth which is located at J8. In order to reach this you need to go back to the labyrinth at L8. A new passage will be revealed showing the way to labyrinth X. Labyrinth X ------------------------- | 12| 13| 17| 16| 23| 22| ------------------------- | 15| 14| 18| 19| 20| 21| ------------------------- | 34| 32| 31|n/a| 24| ------------------------- | 36| 35| 33| 42| 10| 11| ----------------------------- |n/a| 37| 38| 39| 41| 8 | 7 | ----------------------------- | 25| 40| 9 | 5 | 6 | --------------------- | 26| 29| 30| 4 | 3 | --------------------- | 27| 28|n/a| 1 | 2 | --------------------- In the first room, head right into room 2. Kill the two crabs and three red Eyes. This will open the door to the north into room 3. This room contains four blue magicians and two red magicians. Killing these will open the doors to the west (room 4) which has three red magicians and three red shells. Empty this room to open the door to room 5. In the small available area kill the fake chest and push the left-hand lights in before heading back into room 3 and up north into room 6. Dodge the spike traps and press the right-hand light to open the passage to room 7. This room contains your first sub boss - a red giant so kill him and head over into room 8. In this room kill the two red spirits and avoid the spike traps. Head south back into room 5 and pass through into room 9. This room has three blue shells and two red shells which you can avoid for now and simply exit using the warp square. Room 10 contains two red skeletons and three red eyes. Kill these to open both doors. For now, head east to room 11, where you will find three red magic fires. Kill these before they get chance to multiply before taking the top right block out with the Earth Magic. This will reveal another warp square which you can now to go to room 12. Kill the four ghosts and two red magic fires in here, before heading into room 13. Kill the four red eyes and two red spirits here before removing the left block to reveal the passage to the south into room 14. Kill the three blue skeletons and two red skeletons to open the next door. Room 15 has five red shells to kill before you push the lights on the left side. Head into room 14 again and there will be a new warp crystal for you to use. Warp through this into room 16 and kill the two crabs and four red magicians to open the door. Before moving on, drop down into room 19 and quickly push the lights on the right hand side. This will help later. Room 17 contains four red skeletons and three red shells. Room 18 has four red bats and two red magicians that need killing to open the door to room 19. In here kill the two red spirits and the four red eyes before passing into room 20. Kill the four red bats and move into room 21. Kill the three red skeletons and two red shells to open the door to the north which is room 22. There is your second sub boss lurking in here - a red sorcerer. Kill this one and head into room 23. This room has three red skeletons and four fake chests. Kill these before picking up the mighty Golden Axe from the real chest in the top left hand corner. You now need to head all the way back into room 16 to warp here back into room 14. Make your way back to room 12 and warp back to room 11 Back in room 11 you head north into room 24. Kill the two red skeletons and three red eyes. Take out the top right pair of blocks to reveal a nother warp cube. Use this to transport to room 25. This room has three red magicians and three blue shells that need killing to remove the blockage to the south. Head there to room 26. Here there are three red magic fires and three red skeletons. Kill these and head south into room 27. Use the torch to light the room. Kill the five red magicians and two red shells to clear the room and open the door to room 28. This room has three blue shells and two red shells to kill before you head north into room 29. Kill the three red bats and two blue bats before heading into room 30. Kill the three red shells and the three fake chests before pushing the lights in the top right corner. You can now access the warp square in room 29 so make your way back around the rooms and go through this into room 31. This tough room has three red scorpions and three red trolls that need killing so dispatch these a soon as possible to open the next door. Use the torch in room 32 and kill the three red magic fires and four ghosts. Head south into room 33 and finish off the three red bats and two red spirits before pushing the lights on the right hand side. Head back north again and through the locked door into room 34. This room has four ghosts and two blue magic fires to kill. Head south into room 35 and kill the two crabs and three red eyes to open both doors. Head left to kill the three red bats and two blue bats. Remove the left block and push the lights to open the passage to the south and room 37. Kill the three red skeletons and three red shells to open the doors. Head back to room 33 and use the warp cube here now to enter room 38. There are two crabs and five red magicians to kill here before moving into room 39. In here remove the left most blocks to reveal the bridge. Head into room 40 to kill the three red bats and the four red skeletons. Head across into room 9 and north into room 41. This room has three ghosts and three red sleeping boxes to kill which will open the door to the final room. In here is your final battle with Death Adder which can be a difficult one as Death Adder will take approx 22-23 hits with the Golden Axe to kill. See the enemies section for tactics on this one. Congratulations!! You have defeated the evil Death Adder and completed Golden Axe Warrior! "The collected peoples of Firewood, Nendoria, and Altorulia enthusiastically celebrate your return from the palace under the sea, the lair of the evil giant, Death Adder. Your success means a new age of peace and prosperity for, Princess Tyris and her people and for all the countries of the world. A great feast is announced in your honour, and amid the festivities, the assembled royalty join in a pact to unite their lands under the princess, to insure future peace. The golden axe, the instrument of the world's liberation, returned once more to its resting place beyond the grasp of mortals. The legends say that the axe will return only when evil rises once more to challenge peace and happiness. The legend of your battle with Death Adder and his vile minions will be told beside the evening fire for ages to come. The people feel certain that if the evil ever returns so shall the golden axe warrior." =============================================================================== ******************************* Section IV - Credits and Thanks ******************************* 4.1 - Credits and Thanks ------------------------ Credit to Sega for the Introduction paragraphs taken from the original game. Thanks to GameFAQ'S for giving me the opportunity to publish this guide. Thanks to the makers of Sega Mega Drive Ultimate Collection for reproducing this game on a modern console. Thanks to Sega for making the original game. Thanks to the readers for looking at my guide.