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Exploring the south[edit]

There are some interesting items to retrieve when you explore the lower half of the world. At this point, none of them are really an improvement over what you've found in the past so sell them off for gold at the shop. When you're done exploring, your next destination is the Town of Zandor.

N2 glove +1 (5G)
glove +2 (4G)
~ BELL ~ red potion
blue potion (23G)
sword +1 (15G)
headgear +1 (5G)
armour +2 (40G)
headgear +2 (15G)
N1 sword +1 (15G)
boots +1 (8G)
2 red potions ~ ZANDOR ~
red potion
headgear +2 (15G)
gloves +1 (5G)
red potion
gloves +1 (5G)
mace +2 (30G)
E1 E2 E3 E4

The Town of Zandor[edit]

Map of the town of Zandor

The people of Zandor say that you need a flower that blossoms in the darkness in order to talk with the spirits.

Your next destination is a dungeon that can be found nearby to the west of town.

Dungeon West of Zandor[edit]

Notice the figure drawn by the walls on the bottom floor.
  • Ground floor:

The four entrances give access to four separate areas. North and west are just fake gates. The south gate holds a weapon. The east gate allows access to the rest of the dungeon.

  • Floor −1:

This floor has the semblance of a prison for goblins. Maybe this is in reference to what the soldier in Bell said?

  • Floor −2, outer:

The map of the floor shows the silhouette of a creature. Is that Taz the ruler? Or a mandragore, maybe? The latter it is a magical plant, and you came here to look for a magical "flower" (a mushroom). It resembles the pokémon Gloom.

In the north-east corner, the path to the stairs splits in two. Take the north-west passage: you will face two enemies only (1 goblin, 1 lizardman), the others are locked behind doors.

South-east path: 6 enemies:

  • Connecting corridors:

Small corridors bring you back up to the ground floor, then down again to floor −2. Two or three unavoidable lizardmen.

  • Floor −2, inner:

You can outmaneuver the enemies in here, if you are quick. Attract them to the south-west, then run to the chest in the north-east and back to the safety of the stairs.

Floor Enemies Chests
0 Goblins, lizardmen SOUTH: sword +6
EAST: red potion, red elixir, trousers +2 (sell for 70G)
−1 Goblins, lizardmen Armour +6, trousers +3, blue jar (sell for 24G)
−2, outer Goblins, lizardmen, nagas Helmet +4, shield +2, red potion
−2, inner Lizardmen, nagas Fungus-flower

Sunken chamber[edit]

False color map of the Sunken Chamber

As soon as you get the mushroom/flower, nobody seems to be interested in it anymore. Instead, people direct you to the sunken chamber in the gulf south of Bell. To access it, stand in front of the ocean anywhere near where sunken chamber is and use the Earth runes Dungeon Magic rune earth 3.png Dungeon Magic rune earth 3.png to part waters. Next, drop down into the water and keep using the magic spell to open your way through the ocean until you find the entrance to the chamber.

In the sunken chamber, you need to be at least level 12 or the sea dragons are nigh invincible: impervious to physical attacks, and too tough to be taken down with magic.

Quick path to the magic book[edit]

  • Entrance floor, outer corridor

Use the map spell and move around until the monsters in the inner halls are crowded up in the north-west and in the north of their areas, then run to the southmost staircase in the east.

  • Floor −1, south-east

The two chimeras should be a minor nuisance.

  • Entrance floor, inner halls

Dodge the dragons, take down the chimeras, try and defeat the minotaurs. If the latter are too strong, leave the dungeon and grind enemies for one more experience level. The book you are looking for is at the end of the passages.

Thorough exploration[edit]

  • Floor −2, main area

You can find a trousers upgrade and a red elixir.

  • Floor −1, main area

The halls on the west are free from monsters. There is just one dragon, in the room to the north. Take advantage of the door and dispatch the other monsters. The three chests contain items that can be sold.

  • Floor −1, twisting corridors

The northern corridor holds just a red potion. For the sake of 100% completion, you will have to defeat three minotaurs and run around the dragon that guards it. Chances are that you will have to drink two potions to get one.

The southern corridor holds a new armour, unfortunately guarded by another dragon. Currently, your most efficient attack spell is made of Spirit and Earth runes.

Dragon's lair[edit]

False color map of the Dragon's Lair

With the mushroom/flower and the rune book, you can listen to the ghost in the south-west graveyard. Then, the townsfolk will direct you to the two entrances to the next cave.

If you enter from the hole in the forest, you'll drop down in the top area of the cave. Turn south straight away, a spellcasting demon will be behind you, where it will be unable to attack you (this game has honorable monsters: they are forbidden to stab you in the back). If you enter from the cave entrance, you'll begin in the middle area of the cave.

The dragon and Magi's armour are in the top area of the cave. Head north-east to reach the dragon, and the armor is in a chest directly south. Villagers warned you about the bad mood of the Dragon King: you should equip the ancient hero's armour before you go and talk to him in the north section.

It is getting clear now: Magi is the name of the ancient warrior, Tores is the name of his sword.

Return the sword in Deirus[edit]

Assuming you were properly equipped with the Hero's Armour when you spoke with the Dragon King, he will hand you the Sword of Water. To gain its benefit and apprentice under the magic of water, you must return the sword to the wizard who resides in Deirus (which lies west of Granville). Water magic is the magic of shields, which can greatly extend your defense for a certain number of hits, and give you a greater chance at defeating the tougher enemies that you will encounter towards the end of the game.