Symbol Legend
| Symbol | Meaning |
|---|---|
@ | Game starting point |
G | Get object(s) here |
X | Normal room |
Q | Get object(s) with demon/bat(s) |
E | Exchange object(s) |
C | Use caution (falling objects) |
B | Bat(s) |
D | Demon/guard/archer |
P | Power-potion bottle location |
S | Save game location (must bow) |
T | Teleporter (must have sparkling stone) |
| | Hole with rope |
# | Connection only via teleportation |
: | Pit (must avoid falling into) |
^ | Jump required |
Level 1 Map
a b c d e f g h i j k l m n o p q r s t u v w x y z
0 X--D--D
| |
1 Q--D--D D--D--D^G G^G
| | | |: : :
2 X--X D--D--X X--D--G--S--}(TO LEVEL #2)
| (becomes 2a)
3 G--@--X--D-^B^-G--D--S--B--Q
| :
4 | : P--X--X--G G--X--B--X--X--D--X--X--X:
| : | | | | :
5 X--D--G--C--Q--D-^X--X--B--X--X--B--X--B--D--X--X--B--X--X--B--X--X--P:
: | | | | :
6 X--B--X--X--D--X--X--X--B--X--D--G :
Level 1 Suggested Path
3b, 3a, 3b, 3c, 3d, 3e, 3f, 3e, 3d, 3c, 5c, 5d, 5e, 5f, 5g, 5h, 5i, 5j, 5k, 5l, 6l, 6m, 6n, 6o, 6p, 6q, 6r, 6s, 6t, 6u, 6v, 6w, 6v, 6u, 5u, 5v, 5w, 5x, 5y, 5z, 5y, 5x, 5w, 5v, 5u, 5t, 5s, 4s, 4r, 4s, 5s, 6s, 6r, 6q, 6p, 6o, 5o, 5n, 5m, 4m, 4l, 4m, 4n, 4o, 4n, 4m, 5m, 5l, 5k, 5j, 5i, 5h, 5g, 5f, 5e, 5d, 5c, 3c, 3d, 3e, 3f, 3g, 3h, 3i, 3j, 2j, 2k, 1k, 1l, 1m, 2m, 2n, 2o, 1o, 1p, 1q, 1q, 1q, 0q, 0r, 0s, 1s, 1s, 1s, 0s, 0r, 0q, 1q, 2q, 2r, 2s, 2t
Level 2 Map
a b c d e f g h i j k l m n o p q r s t u v w x y z
0 G--Q G--D
# #
1 T--X--D--X D--D--D--X--T--D
| #
2 E--Q--X--D--D--Q--D--X--X--D--D--X--D--S--Q--D--D--P--D--T--D--D--X--T
| #
3 Q--X X--X
|
4 Q--Q--B--X
Level 2 Suggested Path
2a, 2b, 2c, 2d, 2e, 2f, 2g, 1g, 1f, 0f, 0g, 0f, 1f, 1g, 1g, 1h, 2i, 3i, 3h, 3i, 2i, 2j, 2k, 2l, 2m, 2n, 2o, 2p, 2q, 2r, 2s, 2t, 2u, 2v, 2w, 2x, 3x, 3w, 4w, 4v, 4u, 4t, 4u, 4v, 4w, 3w, 3x, 2x, 2w, 2v, 2u, 2t, 1t, 1u, 0u, 0v
General Notes
Save the game at all available save-locations by bowing in front of the statue. Watch your power level and use a power-potion (the large white bottle) as required. Do not use any small brown bottles — they contain poisonous potions. Bats rob power; either kill them, avoid them by ducking, or outrun them. Use varied sword techniques on the different types of demons and guards. Shurikens (ninja-stars) are most useful on archers and evil-wizards. Several rooms contain multiple objects, so search carefully. Falling into pits is instant death in most cases.
Level 1 Solution
Proceed down the suggested path for Level 1, collecting all objects and reading all scrolls along the way. Shurikens (ninja-stars) are the least important items and should be thrown as needed to make room for other objects. Once you return to the surface and reach the first save-point at map location 3h, discard everything — place it on the ground — except the golden goblet (obtained at location 4r) and any remaining shurikens. Then save the game.
Continue until you reach location 1q. Here you must make special jumps across the rope to the small island-platform, collect all the objects there, and then jump back. The same technique applies at map location 1s; if you fall through, it is no big deal — simply climb back up via the rope at location 2q and try again. When you reach the second save-point at 2t, ensure that you are carrying the red box (from location 3j) and the golden goblet, then save the game again.
Level 2 Solution
The first thing you encounter on the Level 2 map, at location 2a, is the friendly wizard Athna-An. Bow to him and place the golden goblet on the ground. He will leave the sparkling stone for you to pick up. This stone must remain with you at all times in order to see and use the teleporters. Continue the route until you reach the first teleporter at map location 1f. Enter the teleporter, wait to be transported, then exit to the right at 0f. Collect the small yellow bottle, then enter the workshop of the evil-wizard at 0g. Destroy the evil-wizard and any bats, then retrieve the two stone-tablets one at a time. Use each tablet to display its message, then drop it — you do not need to carry them once they have been read. Also pick up another small yellow bottle and the small red-orange bottle. Use caution here, as there is also a small brown bottle in the workshop which contains poison.
Exit the workshop via the teleporter and continue to location 3h. Exercise extreme caution here, as every breath of flame from the dragon will damage you by an amount equal to half of your maximum power. The recommended procedure is: approach as close as possible, wait for a breath, use one of the small yellow bottles (a shrinking potion) to travel under the flame until you are right against the dragon, duck through the next breath (you will be full-size again by then), collect the object, duck once more for another breath, and then jump back quickly. Do not use the second small yellow bottle here — it is required later. Save the game at 2n with the following items in your inventory: red box, sparkling stone, small yellow bottle, small red-orange bottle, and the necklace.
When you reach the teleporter at 2t, quickly walk through it and continue to location 2x. Enter the teleporter there and exit at 3x. Now use the small red-orange bottle (a see-in-the-dark potion) and travel to 4v. Use the remaining small yellow bottle to enter the hole on the left side of the screen into location 4u. Destroy the second evil-wizard there and collect the small yellow bottle left behind; use it to exit through the same opening. Handle location 4t with a careful jump-duck-get-duck-jump technique, then travel to 0u.
The Final Battle
You can ignore the shurikens at location 0u — they are useless against the EVIL ONE himself. When you enter 0v for the final battle, follow these steps:
- Have full power before engaging.
- Jump quickly to within striking distance.
- Use only the stand-up striking method throughout the fight.
- Strike as many times as possible — keep the pressure on!