Revision: 2001-2-10
                                   DARK LAW
                               Meaning of Death

                         FAQ / WALKTHROUGH by Haeleth

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    CONTENTS
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1   Preamble
      1.1 Foreword
      1.2 Copyright information
      1.3 Contact information
      1.4 General notes
          - completeness of the FAQ
          - why this isn't a translation guide
          - why there isn't a cheats section
2 - Walkthrough
      2.1 Beginning of Destiny
      2.2 Death-Creature
      2.3 Ed and Karon
      2.4 The Guide of Death
      2.5 Return of a Saint
      2.6 King of Hell
      2.7 The Search
      2.8 Sorceror's Daughter
      2.9 Lefia Reunion
      2.10 Temple of the Wizard
      2.11 All Things
3 - Gameplay
      3.1 Controls
      3.2 Statistics
      3.3 Abilities
      3.4 The town
4 - Tables
      4.1 Monsters
      4.2 Weapons
      4.3 Armour
      4.4 Items
      4.5 Jobs
      4.6 Magic
5 - Maps
      5.1 Sealed Cave
      5.2 Sealed Labyrinth
6 - Miscellaneous questions
      - the rubbish bin
      - the Turbo-File
      - the Latin

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1   PREAMBLE
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1.1 FOREWORD

Of the SFC RPGs released in Japan, the great majority never reached Western
shores.  Many of these have been undeservedly neglected even by fans of the 
genre.  Dark Law is certainly one of these, a refreshing breath of originality
(or the next best thing) in a genre dominated by Final Fantasy lookalikes.  Had
it but borne the Square logo, there would have been a thousand translation
projects already, some of which might even have passed the 'monsters and items'
stage, and more FAQs than you can shake at a stick, some of which might even
have continued beyond the copyright notice.  In their absence, however, I can
only offer the best efforts of a single fan, and pray that the quality of the
game prove a sufficient mask for my failings.
                                                  -- Haeleth
1.2 COPYRIGHT INFORMATION

- Dark Law is copyright 1997 ASCII Corporation.

There are references in the FAQ below to "ROMs" or ROM images.  These are 
duplicates of copyrighted material, and in many jurisdictions the possession of 
such files is either illegal or limited to copies made by the owner of the 
original media for backup purposes or for personal use.  The author of this FAQ 
in no way condones or encourages the illegal possession or distribution of such 
material.

- This FAQ is copyright 2000-2001 Haeleth.

You may distribute this FAQ freely, with the following restrictions:

1. You MAY NOT use this FAQ in any way for commercial gain.  You may never 
distribute it as part of a package on which a profit is being made; nor may you
ever charge third parties more than cost.  You MAY, however, charge a nominal
sum to cover the price of distribution media where applicable.

2. You MAY NOT reproduce or distribute this FAQ in any form or with any content
other than the current without the explicit permission of the author.  This 
includes forms which are substantially the same (e.g. hard copies, HTML 
formatting) as well as more far-reaching modifications, such as translation.
The sole exception to this restriction is that you MAY produce or reproduce 
modified versions for strictly personal use.

3. Likewise you MAY NOT use or reproduce material taken from this FAQ for any 
purpose at all without authorial permission, with the exception that you MAY
reproduce extracts, of a size within the bounds of "fair use" legislation, in 
any form, provided that they are properly attributed, not used for commercial 
purposes, and the reader is made aware of the existence and location of the 
full FAQ, either in a bibliography or, when distributed in electronic format, 
by means of a hyperlink.

Anyone failing to conform to these requirements will face my wrath.  Moreover, 
anyone using the whole or any part of this FAQ for commercial gain may face 
legal action (unless they give me a cut of the profits); and anyone attempting 
to pass the whole or any part of this FAQ off as their own work will face 
public humiliation.  You have been warned.  :D

All trademarks to which reference is made are acknowledged to be the property 
of their respective owners.

1.3 CONTACT INFORMATION

The most up-to-date release of this FAQ can always be found at my website,
'Hlees wendende', which is currently at "http://www.openhosts.com/haeleth".
Please check here before emailing me about anything.  (I'll try to keep the
version at GameFAQs relatively up to date, but it may not reflect minor
revisions or corrections.)

My email address is haeleth@hotmail.com.  This address is solely for 
correspondance related to my FAQs, translations, or the games concerned.

Polite responses are not likely to be given to ROM requests, translation
requests, or to questions answered in this FAQ or at Hlees wendende.
You can ask me about translations of other games or about how to hack ROMs if
you like, but you're more likely to find useful information if you visit a
general site - the Whirlpool (http://donut.parodius.com) is probably the best
site for English translations, and the folk there can direct you to more 
specialised sites if necessary.

Constructive criticism or offers of help (excluding beta testing for my 
translations - I'll ask for that when I need it) are welcome, and all 
contributions will of course be duly credited.  In particular, please do
let me know of any errors in the FAQ, however slight.

1.4 GENERAL NOTES

 - Completeness of the FAQ

This is definitely not a complete reference guide to the game.  The walkthrough
will take you to the end of the game, but I know there's a lot missing on the
way.  Likewise the tables, particularly that for the monsters, still lack
certain important data, and are patchy in areas; and the only guidance you'll
get for the game's main dungeon is a set of near-unreadable maps (I haven't
quite finished this dungeon myself yet).  There's a long way to go before I'd 
advise any player to rely on this guide to the exclusion of their own wit.

There are several places in the walkthrough where I have included notes 
specifically asking for help.  Please, please, please, if you discover the 
answer to any of these queries, do let me know.  The essential questions are:
1. how to get the Magic Stone in "Ed and Karon"; 2. how to save Eris in "The
Search".  I'd also like to know where the third and final Magic Stone is...

I should perhaps mention a deliberate omission in the walkthrough: that
I've been rather inconsistent in my mentions of monsters.  If they're 'event'
battles I've usually told you about them, but bear in mind that there are a lot
of cases where I'm expecting you to deal with anything that comes your way.

 - Why this isn't a translation guide

Particularly where the walkthrough is concerned, this FAQ assumes that the
player is able to play the game, but needs help in making progress; so you'll 
probably need to understand some Japanese if you want to have a clue what's 
going on.  I have not included any translations, even of key scenes, and once a 
character has been introduced by name I will refer to him or her by that name, 
without necessarily giving any further hints.

Why take this route?  Simply because I've read too many FAQs which tend the 
other way, and give you a blow-by-blow account of the story, of every scene;
and even when they describe, rather than quoting, the result is irritating.
Particularly since a number of FAQ authors seem to have got the idea that this
is "how it should be", and adopt a similar style for games released in English:
so one doesn't even have to PLAY the game, just to read the FAQ.

As you may have gathered, I am currently engaged in translating this game into
English.  So those of you who don't read Japanese need not despair; before too
long, I hope, you'll be able to play the game in a more familiar language.

- Why there isn't a "cheats" section

There isn't, you know.  That's partly because I disagree on principle; partly
because (if you're playing the translated version, which obviously you aren't
yet) there's a much nicer way to make things easier; and partly because this
game is insanely simple to cheat at anyway.  If you really can't bear the 
thought of playing it properly, read through 3.4 carefully.  I'm sure you'll
work out how.

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2   WALKTHROUGH
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Dark Law, unlike most RPGs, does not have a single linear path along which the 
player is forced. It's scenario based: each scenario is a short quest which the
player can complete to advance the story and build up experience.

When you select 'start from the beginning' on the 'new game' menu, you'll be
presented with a pretty standard character creation system (name each character
and then assign their stats).  You can create between one and four characters,
of which any three can be in your party at one time.  The 'default' names are
based on their hair colours (Red, Yellow, Blue, Green).  When building your
party, bear in mind that while the men are stronger, they need more experience
to gain each level.  After this section, the game begins with the scenario
"Beginning of Destiny" (2.1).

The centre of the game is the town, which is menu-driven.  Most scenarios are
begun by talking to the various characters you'll meet here.  See section 3.4
for details of the various locations within the town.

To level up and hunt for items the player can always head to the Sealed Cave /
Sealed Labyrinth, which is the game's main dungeon.  The monsters rapidly get
tougher as you head in, so caution is advised.  There are maps in section 5
which may prove useful.  When you reach the point at which you can take "All
Things", be sure to pause to complete the Sealed Labyrinth: the equipment 
you'll find in there will be invaluable in the final battle.

Scenario requirements are detailed below.  The order is that in which they
become available, or, when I'm not certain of this, simply that in which I
took them.  Note that in some cases I haven't investigated the precise
requirements for a scenario!

#  NAME - the section here (2.x), "Scenario: ..." in main menu.*
Location: "Go to ..." in destination menu, "Location: ..." in main menu.
Level: your lead character must be within this range or the scenario will not
       be available.  The figures are inclusive.
Prerequisites: any other requirements, e.g. scenarios you have to take first.
Reward: the maximum benefit you can get from a scenario.  In most cases it's
        possible to come out with less.  The quoted values for 'exp' and 'gold'
        are restricted to explicit end-of-scenario rewards.
Items: any otherwise unobtainable items found.

* The numbers in parentheses after the names refer to the order of the data in
the ROM.  This is for my convenience while translating; I'll remove them when
the translation is done.  You might as well ignore them.

1  BEGINNING OF DESTINY (1)
      Location: Holy Sophia Temple
      Reward: 50 gold
2  DEATH-CREATURE (2)
      Location: Toras Forest
      Level: 1+
      Reward: 1100 exp, 10 gold
      Items: Teardrop
3  ED AND KARON (9)
      Location: Masaki Head
      Level: 2-4
      Reward: 1900 exp
      Items: M-stone?
4  THE GUIDE OF DEATH (3)
      Location: Reynard Castle Court, then South Creek
      Level: 4-6
      Prerequisites: complete "Death-Creature"
      Reward: 1800 exp
      Items: seal crystal*
5  RETURN OF A SAINT (6)
      Location: Deep in Fangi Forest
      Level: 6-8
      Reward: 2000 exp
6  KING OF HELL (8)
      Location: Mt. Drake Mine Ruins
      Level: (I was at 7)
      Reward: 2500 exp
7  THE SEARCH (7)
      Location: Toras Forest
      Level: (I was at 8)
      Prerequisites: complete "Death-Creature"?
      Reward: 2400 exp?
      Items: Damascus Sword?, possibly a seal crystal* too?
8  SORCEROR'S DAUGHTER (10)
      Location: Dr. Heifer's house
      Level: 9-?
      Reward: 2700 exp, 280 gold
9  LEFIA REUNION (4)
      Location: Shanoah Town
      Level: 10-?
      Reward: 3000 exp
      Items: Golden Heart, seal crystal*
10 TEMPLE OF THE WIZARD (11)
      Location: Mt. Molor Depths
      Level: (I was at 11)
      Reward: 3200 exp, 900 gold
      Items: seal crystal*
11 ALL THINGS (5)
      Location: Holy Sophia Temple
      Level: (I was at 13)
      Reward: the ending sequence. :D

* That is, one of the four crystals of the seal at the entrance to the Sealed 
   Cave will be restored if this scenario is completed successfully.

2.1 BEGINNING OF DESTINY

As the game begins, you'll find yourself lying outside an ancient temple.  To
your right is a small pentangle - that's a save point (looks rather like the 
ones in ToP, doesn't it?).  By all means use it - it's a good habit to acquire
(the 'record' option is the second tab from the right on the second menu from 
the bottom).

There are various things round here you can examine, but I shan't go into them.
Note that a lot of objects have more than one message associated with them, so
look at everything at least twice if you don't want to miss a thing.

Walk south off the screen, and follow the path down.  If you want to read that
monument you can see on the right, the way through to it is hidden almost
directly to its left.  In any case, your objective is the cliff edge.  Examine
the projection to the right twice.  Now collect either or both of the vines
(there's one on each screen: if you take both, the next scene is slightly
different), and examine the projection again to tie the vine or rope to it.
Climb down.

After waking up, walk through the doorway to your south.  A long conversation
follows.  It doesn't matter whether you answer 'yes' or 'no' when Orion asks
whether you'll help with the work - you'll end up doing it anyway.  After this 
you'll wake up again.  Head south again and go outside.  Talk to Orion, then 
follow him left and up.  Talk to him twice more and take the hoe.  Don't start 
work yet: instead head north onto the next screen.  See that blue sparkle?  
That's a Silver Dagger, so dig it up.  Now head south two screens.  There's 
another sparkle in the bottom left: grab that too, it's a Blue Crystal.  You 
can sell it in Shanoah for a few extra pieces of gold (every little helps).

Now head back north and get hoeing!  If you're lucky you may find some more 
crystals.  Do all eight squares, then talk to Orion.  Go back and hoe the area 
above the bottom left one again, and then rehoe two or three more.  Your hands 
should be tired now; when they are, Orion will happily talk to you some more.

You regain control back on the southern screen.  Move east a little for a 
nasty surprise, then go and (you guessed) talk to Orion.  He'll give you a
letter.  Talk to him again.  Now you're free to depart at last - so head off 
east and set off for the town!

Shanoah is explained in section 3.4.  Head to the castle and talk to King 
Reynard.  You'll hand over the letter; he'll give you 50 gold and authorise you 
to enter the Sealed Cave.  And that's the end of the initial scenario.

2.2 DEATH-CREATURE

To begin the scenario, talk to the guy at the pub and agree to help him. Now 
buy a potion if you don't have one, and leave the town. Select the middle 
option, '??', to go to Toras Forest.

Follow the path north.  Before the end of the first screen you'll see a little 
hole in the rock.  If you examine that, you'll fight a couple of Toras Vipers.
It's a very easy battle, so you might as well do it for the EXP.  Then carry on
until you reach Lambar's hut.

Enter the hut: it's empty, so leave again and keep going north.  On the next 
screen the path forks.  Examine the obstruction on the right-hand fork and the 
boulder blocking the left-hand way.  Since you can't go any further, head back 
to the hut.  It's still empty, but now if you go back north and up the lefthand 
side someone will appear.  Talk to her, examine the boulder, then keep talking 
to her (you'll give her a potion) until she moves it.  Take the new path and 
head north into the cave.

There are two things you should examine:  the debris immediately to your north, 
and the small hole in the top left wall.  Examine this latter until you find a 
pendant - it's the Teardrop accessory, which will raise your defence.  Now head 
south to drop down where Meryl appeared.  Go back to the hut: Lambar is back 
at last.  Talk to him to exchange your sak for some ingredients.

Now you can head back to the town.  Go to the pub and talk to end the scenario.

2.3 ED AND KARON

(NOTE: I've tried this in all the emulators available, and they ALL freeze at a
certain point.  This walkthrough will take you that far, but no further, and
you'll have to wait until either someone fixes the problem, or I get round to
retrieving my SFC from a loft several hundred miles away.  Of course, if you're 
using an emulator, I'd advise you simply to skip this scenario.  Likewise this
is one case where I know I'm doing something wrong - more below.)

Talk to Kofu at the Magic Guild, and agree to help him.  The second item on 
the menu outside Shanoah will now take you to Davis' house at Masaki Head.

Note that you can only cross the causeway to his house during the daytime.
Night will fall a short way into the scenario, so make sure you're ready before
you set out.

Head right towards the house.  The door's locked, so continue right.  Chat with 
the boy, then head back round to the front: Davis should be back.  He'll invite 
you in.  After a conversation his son will call him out, and you'll regain 
control.  There's a save point in the back room if you want to use one. Anyway, 
leave the house and head round to the back.  There's a door where the boy and 
the dog were earlier; go inside.  Talk to them, then head back to the house and
go to bed.

In the morning, talk to Davis.  Then head round to the barn and talk to Ed.  Go
back to Davis and talk again.  When the music changes, head back round to the
barn and talk AGAIN.  Now head back to the causeway.  Examine the highest 
point.  The bird will deposit a bottle in the water to your left, which 
contains a letter from Kofu.  Read it.

Now when you return Ed should be missing from the barn.  (At this point you
might have to enter the house and examine the scrolls on the shelves behind
Davis - I can't remember if this is necessary or not.)  Head to the back of
the barn and examine the floor until you find a loose plank.  Remove it.  Now
go to the plank to the right of it, and slide it across into the gap to reveal
a ladder.  Go down.

At the bottom, you can go either left or right.  If you go left, you'll come
out in a pit behind the house; there's nothing to do here, and you might be
attacked by Zombies, which will slaughter you unless you run.  So go right 
instead.  You'll come to a mazelike cave; there are Oak Jellies in here, but
those should be no problem.  There are two exits at the top of the screen.
The one to the right is a dead end for the moment, since you can't open the
door.  You need to know that, though, so head up that way and check the door
and the handle (to the left of it).  Now go back round to the opening to the
left, and go through the door.  You'll be in a large rectangular room.
There's a corpse in the top right corner.  Make sure your HP is full, because 
when you've examined it a few times, the Eleanor Zombie will attack.  She's not 
as tough as the normal Zombies ("ws se gryre lssa / efna swa micle swa bi 
mga crft / wiggryre wifes be wpnedmen..."), but she uses magic, Wolfstorm
and Earth Heal.

Now head to the ladder, climb back up, and go round to the front of the house.
When Ed leaves, follow him.  Go to the room to the right of that in which you 
fought Eleanor.  Ed will open the door.  Inside is that "Gate of the Dead" of 
which Kofu's letter spoke.  Read the note on the floor, and talk to Ed.
He'll try to remove the Magic Stone from the wall, but fail; so it's up to you.
Return to the barn and collect a bucket from the top right, then head to the
causeway and fill it with water.  Go back to the Gate of the Dead and try it
with the Magic Stone.  Things will get rather exciting.

(At which point all emulators freeze - see headnote to this scenario.  Now,
about the Magic Stone... if you followed this walkthrough, you just shattered 
it.  I'm pretty sure it's possible to remove it some other way, because there's
dialogue with Kofu for two endings - one where the Magic Stone was destroyed, 
and one where you have it.  So please let me know if you find a way to get the
latter!)

2.4 THE GUIDE OF DEATH

Head to the Temple in Shanoah.  Try to talk:  nobody's there, but you can head
inside.  Do.  Talk alternately to the standing man and the lying man until
a third character shows up.  When everything's finished, leave this room: 
you'll be back at the Temple menu.  Select 'talk' again.  The scenario begins. 

Once you enter South Creek, you won't be able to leave again without forfeiting 
the scenario.  This includes losing battles: if your party is annihilated,
you'll wake up back in Shanoah, and you won't be able to return to South Creek.
So make sure you've got some healing items, and save at the inn before you 
leave!  It's probably preferable to make sure everyone's at level 5, too, if 
you can stand it - but you can always level up when you get there.  When you're 
ready, exit the town and select '??'.

Cross the bridge. There'll be a short scene with Hybard.  If you head east, 
you'll come to a ruin.  Examine the rightmost block to find an inscription.
To enter the house, examine the door twice.  Head right and down, and examine 
the book on the table a few times. Then go upstairs and enter first the room on 
the left, then the one on the right.  If Hybard doesn't appear, go back 
downstairs and examine the book again, then come back.  After a long
conversation you'll get your bodies back.

Follow the good doctor to the ruins.  He's not there, so head back to the house
and examine the window three times.  You'll jump up and get the book from the
table.  Now return to the ruins and read that inscription. It's rather cryptic, 
so you need to think about it a bit:  go back to the house and examine the 
window again, then return to the ruins.  Presto: intrat deus ex machina!  So go 
ahead, knock at the Gate of Darkness three times.  An entrance will open.  Need 
I tell you to go inside?

At the moment you can go back to the save point by the bridge to rest if 
necessary - save any potions you may have for later.  When you reach the upper
floor there's no way down again, so level up now if you think you need to.

Head west.  Read the notice and examine the machinery, then go through the 
doorway.  Head up to the interesting apparatus in the top left. Examine the 
plate in the floor, the light coming in (twice), and so on.  You have to check 
the left-hand window at least four times before you can get the prism. When you 
have it, put it on the block in that beam of light (you have to do this from 
above the block). Now the lift is working, so go back out to it and ride it up.  
Examine the crate in the top right corner of the room until you get the bottled 
cheese, then leave the room by the door to the south.

You can't open the middle door, so go through the right-hand one.  Examine the 
pile of sacks twice, then the table in the middle of the room.  Go up to 
the place from which the rat appeared and examine the wall.  Now examine the 
desk to your left, then push it under the hole you saw.  Climb onto it (the 
drawer serves as a foothold) and examine the wall twice, then go back to the 
left-hand room and take the wedge from the crate.  Return to the desk and climb 
back onto it, and examine the wall twice more.  Get back down and take the 
candlestick from the table to the right, then back up and you'll be able to 
climb up to the hole.  Head up and left.  There are two gratings.  Look through 
the right-hand one, then head over towards the other.  When you regain control, 
take four steps.  You'll wake up back on the bridge again. 

The scenario will now end when you leave South Creek.  If you leave right away
you'll receive 1600 EXP; if you go and listen at the front door first you'll
get 1800.  It isn't a very difficult choice, is it?

Now when you return to the Sealed Cave you'll see that one of the crystals of
the seal at the entrance is lit up.

2.5 RETURN OF A SAINT

Head to Shanoah Temple.  Talk to the Archbishop.  It doesn't matter what your
first answer is, but be sure to say 'yes' to his second question - he'll only
ask once!  He'll give you a letter, and the scenario begins.

Make sure you have potions and antidotes aplenty, since the enemies here are
tough and poisonous.  Good armour is a must, too.  When you're equipped, head 
to Fangi Forest in the usual way.

Enter the tent and talk to the injured monk.  You'll give him the letter. Now 
leave the tent and head north (there's a Blue Crystal around here somewhere).
When asked if you want to proceed, agree.  As you approach the house, you'll be
challenged, and a Poison Corpse will attack.  Kill it.  Try to open the door;
you won't manage.  Now, at this point it may be possible to get through the
door by going back to Frammel to heal and then returning here - I seem to
remember that working.  The way I just did it, however, was to examine the
door three times then try to leave - another Poison Corpse attacks, and then
the door is unlocked.

Either way, once you're inside, head round to the ladder and climb down.  If
you explore to the northwest you'll fight some more Poison Corpses before
coming up against an array of locked doors; if you head south you'll eventually 
reach your objective, which is guarded by a pair of Hell Bandits.  When you've 
killed them, pull the switch to the left of the door they were guarding and go 
in.  Talk to the girl.

You'll end up back by the tent.  Frammel will give you some holy water.  If 
your MP is low, you can touch the fire to restore it; you can rest at the save 
point in the tent to restore HP.

Now return to the house, head down as before, and go south once.  Immediately
head back north.  After a few steps you'll be brought up short by a strange
sound; head back south again.  Two Poison Corpses will have appeared.  When
you've disposed of them, search the north wall next to the light to open the
secret door they came through, and follow the passageway behind it.

Sandoro is waiting in the next room.  The spirit isn't going to give him up
easily; after a brief conversation you'll be surrounded by enemies, three 
Poison Corpses and a Hell Bandit.  It goes without saying that this is your 
hardest battle yet; I hope you remembered to pack some Antidotes!  The only 
strategy I can suggest is that you try to gain the platform - taking out the 
Hell Bandit in the process - at which point you should be able to defend the 
stairs and keep more than two of the others from attacking you at once.

When you've defeated them, head up onto the platform.  When Sandoro's finished
talking, throw the holy water over him.  After a short scene with the spirit,
you'll return to the tent once more.  Talk to Frammel (he'll go back into the
tent), and then to Sandoro, who'll offer you a key.  Naturally you want to
accept.

Return to the cellars once more, and this time head northwest - take the upper
door in the little side passage near the ladder. (If you take the other door,
you'll have to fight those monsters that ran away earlier after you restored
Sandoro; you'll get a lot of exp and some money, but it's a nasty fight.)
You'll have to fight a couple of Poison Corpses if you didn't deal with them 
earlier, but now you can get through all those locked doors.  First head down 
the stairs to the left, enter the library, and read the book on the table; then 
take the ones to the right, and check the chests in the storeroom (I got a 
Morningstar, but for all I know the contents are random).  Of the other two 
doors, the one on the right leads to a small room containing two jars; one of 
these will restore your HP, the other your MP.  Finally, open the back lefthand 
door.  The Hell Bandit in here shouldn't tax you too far.  Examine the only 
other interesting feature of the room.  That's all you can do for now, so head
back to the tent and talk to Frammel again.  He'll tell you who the spirit is
(an ancient high priest, Dianoas), and offer to read you the letter.  It 
doesn't seem to matter which option you choose; either way, he'll give you an 
amulet.

Back to the cellars again!  Take the south door in the side-passage, and go
round to the northwest.  This is that room with the monsters I mentioned in the
last paragraph; you'll probably have to fight them now if you didn't before.
Then head up the step.  A stone in the northwest corner will start glowing when
you approach.  Examine it, and out pops Dianoas' spirit!  After a moving speech
he'll disappear again, and you'll pick up the stone.  Take it back to Frammel.

And everyone's happy again.  You'll return to Shanoah.  Go to the temple and
listen to Darme's sermon, and you'll finally receive your exp.

2.6 KING OF HELL

Go to the inn and talk.  Basconar will introduce himself and offer you a quest.
You, being obviously the intrepid type, will accept.  As usual, leave Shanoah
and head for your destination - this time it's Mount Drake.

Head left across the parched rock.  Follow the ominous shadow, and enter the
mine.  Follow the tunnel.  You'll see all sorts of interesting places you can't
reach, and then emerge blinking into the daylight again.  Follow the ledge; you 
don't need to wait long to learn more about that shadow.

After the fight, you have two options: you can head down the ladder and east,
where you'll find that save point you saw earlier and a large hole; you can
climb down into the hole, but the ladder only goes part-way.  To the left of
it, however, is a pile of rocks, which you want to examine.  Now take the other 
option, which is to enter the mine over at the far left.  The map-room you saw 
earlier is off to the right, but there's nothing there.  Head north instead.  
Near the top of this screen there's a dead-end passage to your left, and beyond 
it a small room apparently blocked in.  If you search the north wall of the 
dead-end you can open a secret door into that room; there's a skeleton inside 
which you can examine (you'll find, but leave, an eyepatch).  I don't know if 
there's any point coming in here, though.  In the same area, south of this 
small room, there's a pick lying on the floor; you want to grab it.

Head north again.  There's a save point. If you check the sacks in this room 
you may find a Red Crystal.  Anyway, head into the next room, where lurk a 
woman and another of those Gargbat things.  I'm sure you can guess what this is 
leading to.  Go on, kill it.

Now examine the bag below the table for a rope ladder, then head back outside 
and  down the first ladder.  Hack away at that pile of rocks; if you're lucky 
you'll get a crystal.  Climb down into the hole, using your ladder to extend
the existing one when you need to.  Head east, then follow the 'chibi' which 
appears and head north.  You'll find Vitus, Basconar's missing friend.  Chat 
with him for a while, then go back south; there's another Gargbat to fight.  
Keep going, and you'll run into an old friend.

She's less than delighted at this reunion, however, and will summon yet more
Gargbats for you to play with.  This time you'll fight three at once.  It gets
worse; once you defeat these, she'll summon a Heat Garg.  This beastie can cast
Flare Storm three times, which might give you rather a headache, so keep your 
HP up.  I have a suspicion it uses Earth Heal as well, but that's based on my
tentative interpretation of some of the data in the ROM - I haven't seen it do
so.

If you survive that, all that remains is to talk to Vitus some more and then
leave.  Antoniana will drop by as you approach the exit.  When you get back to
Shanoah, go back to the inn and talk to Basconar.  You'll get an option to ask
him about Nealertos, but whatever you reply, you've completed the scenario.

2.7 THE SEARCH

(NOTE: this walkthrough will take you to the worse of what appear to be two
endings to this scenario.  I don't know how to get the better one.  See note at
end.)

All I can say about the start of this scenario is that you'll see a notice in
Centoria Park about Kane's disappearance, and Gregor will mention it too.

Go to the shop in Shanoah and talk.  A girl (Eris) will appear and notice your 
pendant (the Teardrop).  Here's a diagram of the conversation:

                 Eris mentions the pendant.
                    Tell her about it?
                         /       \
                        /        NO
                      YES          \
                       |     Tell her where
                       |      you found it?
                       |      /           \
                       |    YES           NO
                       |    /               \
                Give it to her?       She leaves sadly.
                   /       \
                 YES       NO     
                 /           \
             20 gold      Teardrop
                  \         /
                Scenario starts

Obviously you want to end up on the left.  It doesn't matter whether you give 
her the Teardrop or not, although it's probably more useful than the money.
Whichever you take, head off to Toras Forest to make sure she doesn't get lost.

Check around inside Lambar's hut; there's nothing there, of course, but you
really do need to examine everything to proceed.  Now head north.  Remember the 
right-hand path, which was blocked back in "Death-Creature"?  This time you can 
jump over the blockade, and, if you head north, you can almost be drowned.  
Fortunately a chap called Rokifel (Meryl's brother) will show up just in time.  
Now head back round to the cave and go in.  Head up to the hole where you found 
the Teardrop.  You may have to fight some Bloodsuckers on the way.  As you 
approach you should hear a terrible scream; if you don't, go round looking at 
things and coming back here until you do.  Go and find out who it was: Eris, 
who is lying below the hole.  Talk to her.  You'll leave her in the bed in the 
hut; now go back to the marsh where you met Rokifel.  Guess who's waiting?

The Death-Creature will run away, however, and you can't follow it over the
poisonous water.  So return to the hut; Eris is no longer alone.  Fortunately 
the other occupant of the hut is McStarr, a knight from Reynard Castle.  He'll 
ask whether you want a hand.  If you do, he'll join your party. (Hint: you do.)

Now show him the marsh and the hole.  Return to the hut for a ladder.  You'll 
find Eris missing instead.  Examine her bed, then hurry to the marsh.  When you 
regain control, with Eris 'safely' back in the town, head back to the hole in 
the cave.  Use the ladder to climb up to it.

Now, in this room there's a door and some complex machinery.  You might be
forgiven for thinking that you need to use the one to open the other.  You'd 
also be wrong.  In fact, they control the marsh.  Examine the valve in the
lefthand room, then turn it; the tank should ring when you strike it.  Make
sure you can hear water in the pipe in the right-hand room (turn the handle if 
you can't) and then head back round to the marsh; it should hvae drained, to 
reveal a doorway.

Enter, and climb the stairs.  Turn the handle to fill the pool, then swim round
to the other tank and turn the handle on this one too.  Finally, swim back to
the right hand side and empty the pool again.  Now return to the tank in the
cave and turn the left-hand valve again (the tank should go 'thud' when you
strike it).  Now when you return to the marsh the water will be clean, and you
can swim across to where the Death-Creature disappeared earlier.  Examine the
grass at the north end of the bank to reveal another hole, and crawl in.

Have a look around inside.  Examine the crystal ball and the books several 
times to find out some truly shocking things.  There's also a panel in the 
ground by the left wall.  Open it and turn the handle inside to open that door 
back in the cave.  Now head back over there and go through the new entrance.

You'll arrive at a fork in the beautifully decorated passage.  The right-hand 
branch leads to a locked door, so head left, up the stairs, and through the 
doorway at the top.  Of course you'll have to deal with those suits of armour 
first; they're actually Undead Knights.  Now go through the door.  When you 
regain control, pull the lever to your right, then head back down to the fork,
up the right path, and through the now-open door.  Ignore Kane and Eris, and
head back after the sorceror and the Death-Creature.  There'll be a short 
scene, and then you'll face the sorceror in a new form: the Vampire.

This is "Vampire (1)" in the monster list.  As you can see he's barely tougher
than those Undead Knights you polished off earlier, so don't let the change in
music bother you.  His Black Rain spell usually misses, too.

Now head back south to end the scenario.

(NOTE: as I said above, this will give you the 2100 exp ending.  I *know*, from 
the ROM, that it's possible to come away with 2400 exp, the Damascus Sword, and
Eris alive, but I don't know how to do it... can anyone help me with this one?
I've played through it several times, but I haven't found anywhere where the
path seems to split, nor can I see any way of healing a silver knife in the
chest in any case.  There aren't any scenario items beside the ladder, either.
In the other cases where I know how to get both endings it's been pretty 
obvious, so I must be missing something.  Please do experiment...)

2.8 SORCEROR'S DAUGHTER

Talk to the girl at the guild and give a positive response.  Now leave Shanoah
and head for Dr. Heifer's house.

Knock on the front door.  Talia will invite you in.  Talk to her again.  
Eventually you'll regain control in a bedroom.  Talk to Cycas, then leave the 
room.

You can leave Heifer's house now if you want, and return to the guild; you'll 
get some gold and exp for your troubles.  There's more to do here, though, and
you get less of both if you leave now.  So don't; instead, go down to the lab 
again.  Examine the machine in the centre of the room, looking particularly at 
the gear on its bottom left.  There's a handle on one of the shelves behind the 
machine.  Use the handle with the gear, then turn it until a staircase is 
revealed.  Cycas will rush in; ignore him and go downstairs.  Enter the room 
at the bottom.  Check the crates in the corner for a couple of Revivals.  Now 
take the door in the back wall - there's a fairly easy-to-miss switch in the 
wall to the right of it that'll open it.

Inside, there's another switch which opens the gate to the right; go through.
Look into each cell in turn; Cycas will come through.  Eventually he'll ask
you whether you know of Nealertos; I hope you'll answer truthfully, although it
doesn't seem to matter that much.  In any case he'll be lost in thought again,
so leave him to it and head back up to the lab.  Kill the Fang Gel; go upstairs
and fight the Shadow Dueller.  He's nasty; his Magic Surge attack can really 
hurt, and he can sometimes heal as fast as you hurt him.  When you've killed 
him, follow Cycas.

You can take Heifer's keys from him now, and so you can explore a bit further:
there's a letter to Cycas in Talia's room, and you can put the Chemicaloids in
the basement out of their misery.  When you return, Heifer will be dead.  Talk
to Cycas.

Back in Shanoah, return to the Guild for your reward.  You can go to the park,
too, for a little scene with Hybard (I think this scenario was what triggered
it).

2.9 LEFIA REUNION

Talk to Meryl in the park and give the usual positive answer.  Now leave
Shanoah Town and select the option to, um, "Go to Shanoah Town".  I mean the
"??" option, not the "Town option".

Try the gate.  It won't open, so examine the wall, then try the stone instead.  
Meryl will arrive and open the gate for you; then she'll join your party.  Head 
up the path and enter the mansion.

Try the door to the right of the stairs.  It's locked.  You can use the Unlock
skill to get through if you have it, otherwise there's a key: go through the 
door to the left of the stairs.  There's a save point in here,and another door; 
use this one as well.  Examine the sacks a few times until you find a key.  
Now you can just unlock that door.  There's nothing much through there but a 
bathroom, but you're coming back.  Take the stairs up when you've finished 
searching the ground floor.

Examine the statue.  Now, there are four doors here, each with another statue 
behind it.  You need to examine them in the right order; which obviously you
don't know.  So head back downstairs and through the left-hand door.  Check the 
bookshelves; then go into the kitchen (where you found the key) and examine the 
large bin.  Now examine the mess on the floor, and lift the floorboard to 
reveal a ladder.  Do I have to tell you what to do next?

Examine the wine racks down here a couple of times.  Check the rack again where 
Meryl took her bottle, then try to leave.  You'll be attacked by a pair of Hell 
Worms.  Kill them, then leave.  You'll find Meryl hors de combat on the sofa.  
Examine her bottle.  You can't find the vintage on the label, but you can see 
that the motif on it is the Earth spirit.  Now head back down into the cellar 
and examine the other bottles.  The vintages are:

                            984   Wind
                            986   Fire
                            988   Fire
                            990   Wind
                            991   Water
                            993   Wind
                            995   Earth

This is the order you need to examine the statues in; unfortunately you need to
add another Earth to that from Meryl's bottle, and you can't tell what vintage
it is.  Examine the bottle as thoroughly as you can, and then Meryl should 
become slightly (and I mean slightly) more coherent.  She wants water.  Examine
the bucket next to the bin she pulled over, then go round to the other side of
the stairs and grab the silver bowl beside the sink in the bathroom.  Head back
and fill it, then give it to her.  She'll tell you the vintage of her bottle;
add it to the list above.

Now you can go back and examine the statues (from the left, they're Earth, 
Water, Wind, and finally Fire) in the order of the vintages.  Then check the 
statue on the landing twice; it should sink into the ground, allowing you to 
pass.  You may be wondering whether I could just have told you the order in the
first place?  Well, yes, I could, and you could have gone straight through. But
you need the silver bowl to proceed, and besides, it's much nicer to know WHY 
you have to do it in that order, isn't it?

Anyway, go past that point.  The passage is blocked.  Examine the obstruction, 
then fill the bowl with water again and replace it where you first found it.  
When you return here the wall will be gone, so you can pass that point and take 
the stairs.  Enter the room at the bottom.  Try the door at the top, then head 
over to the right and talk to the girl.  You can see a passage to the right of 
this room; there's a way through in the bottom right.  And off this passage are 
two doors; open the upper one and enter.

After Meryl leaves with Lefia, try the other door.  You'll fight a Fang Gel.
Then go back to that door you couldn't open before.  Meryl will arrange 
matters.  Go through it.

Time to fight another Vampire - this one is #2 in the table.  As you can see,
it uses a LOT of magic; the advantage of that is that its more powerful spells
will drain its MP fast, so if you can hang on for a while it'll lose the 
ability to heal.  If you have trouble defeating it you might like to try ranged 
weapons, since that way you'll be able to keep your party separated, and its 
area spells won't hit everyone.  Killing it will complete the scenario.

From now on you can talk to Lefia at the inn (you'll be able to choose between 
Chris and her).  If you go there now and talk to her, you'll receive the Golden
Heart, which you'll need if you want to complete the Sealed Cave/Sealed 
Labyrinth quest.

2.10 TEMPLE OF THE WIZARD

Get this scenario at the Guild, and head for Mt. Molor.  Enter the house, and
look around - check inside the cupboards, the chest on the table, and so on.
Head through the door at the back, and check the next set of rooms thoroughly.
At some point in all this you'll find a goblet (I can't remember where), which
you want to put in the alcove in the far right room at the back.  That'll open
up a tunnel into the depths of Mount Molor.  This is a point of no return, so
make sure you're kitted out and healed up before you go any further.

When you're ready, enter the tunnel.  Head to the left and kill the Shadow
Dueller.  Climb down the ladder to examine the sparkle.  Now head north; you'll 
see a sparkle on a rock to the left, and you should be able to jump across and 
get it (this might require the Jump skill, though).  Keep going, and enter the
temple.  Now keep heading north.  You'll reach a save point - if you take the
passageway to the right down (where Vernon was earlier) you'll reach an orb 
which will restore your HP.

(This section may be misplaced. Try getting Antoniana and rescuing Talia next.)
*Keep going north, then, until your path becomes less constrained.  If you take 
*the left path here, you'll reach an orb which'll restore your MP; when you've 
*done that (if you need to), take the right path.
*
*Two of Nealertos' minions will approach, and transform into Demi-Iriasters.
*They'll use Prominence a LOT, so things might be a little rough until they run
*out of MP.  When you've killed them, go back and recharge your MP if you need 
*to, then continue.
*
*When you reenter the temple, take the left-hand passage and examine the wall in 
*the top left corner; then you can take the right-hand passage if you're 
*desperate for experience (there's a Fang Gel down there), but otherwise take
*the door in front of you and go round to the left.  There's a Fang Gel here, 
*too.  When you reach the top of the screen, turn right and then down, and
*follow the passage round to a room with a goblet on a table.  Drink from the 
*goblet.  A hole will appear in the floor outside the entrance; you can jump 
*over it, or, if you don't have the Jump skill, there's a switch on the wall 
*behind the table that opens a secret door.  Head back round to the top left of 
*the screen, and exit to the left.  You'll be outside again, but this time the 
*next door won't open just for the asking.

(This is the section that you probably want to do before the above.)
Head all the way back to the passage to the right of the save point, and this
time go up the stairs.  Antoniana will join your party (I wish I could ask her
for the formulae of all those spells she knows!).  Look around up here, then
leave to the south, pausing to kill another Demi-Iriaster.  Head south past
the HP orb - there's a door - round to the left, and up the stairs until you
meet Vernon.  Kill the Demi-Iriaster, then the next Demi-Iriaster.  Answer
Antoniana's question as you wish, then head north again.

When you regain control, talk to Antoniana a few times, then head back south to 
the table with the knife on it and grab the knife.  Take it back to Antoniana.
Next you need to fetch Cycas (he's in bed in the room where you met Antoniana 
earlier).  Now head back to the save point.

(And now do the starred section if you didn't before.  I'll check to see if it
can be done in that order when I have time - I've only played this scenario 
once, and I did it in the order presented here.)

The crest Antoniana gave you will get you through that final door.  She'll join
your party again when you get there.  Head on in.  You'll have to kill two Heat
Gargs; that's no problem.  The _problem_ is that Antoniana won't be helping you
in your next battle, which begins in a few seconds - against Nealertos.

This can be nasty if you're not careful.  Devote one character to healing, and 
keep them away from him to spread the damage a bit.  He's unpleasant, but not 
impossible; as usual he'll run out of MP before too long.  In fact, when I 
fought him he didn't even heal, and so ended up being much easier than I'd
expected to defeat.

Pick up the book, talk to Antoniana, and leave the temple; then return to the
Guild for your reward.

2.11 ALL THINGS

Make sure you've done everything else you want to, then talk to King Reynard.  
He'll give you your final quest.  When you leave the castle the town will be 
deserted.

Head to the Holy Sophia Temple.  Climb down the well under the cliff, and then
go round and enter the temple.

The final battle against King Daruk begins.  He has two physical attacks: one
will hit your whole party anywhere on the screen for a significant amount
of damage. The good news is that he doesn't use that much magic; it's basically 
restricted to Earth Heal and Black Rain.  It's not actually that hard - if 
you're at a high level, spent lots of money on stat increases, have the best 
weapons and armour you can find, and are well supplied with potions and so on, 
that is.

If you kill him, you win.

-------------------------------------------------------------------------------
3   GAMEPLAY
-------------------------------------------------------------------------------

   The previous owner of my copy neglected to supply it with a manual.  If
   anyone luckier wants to send me some scans, I'd be most grateful.  In the 
   meantime, here's what I've worked out.

3.1 CONTROLS

Field:
        Directional pad - movement
        A - examine, talk, select
        B - cancel
        X - menu

Battle:
        Directional pad - movement
        A - action*
        B - cancel (returns character to initial position)
        X - use magic**
        Y - use item**
        L+R - hide (escape from battle)

* Your active character will freeze (if they have a ranged weapon, you can now
change the direction they're facing without moving).  Press A again to end your
turn or B to unfreeze.  If you choose to end the turn, your character will
attack if an enemy is flashing, otherwise they'll defend.

** Press the same button again to select something from the list.  Then select
your target and press it again to use the item or cast the spell.  For items
or single-target spells, you'll get a hand indicator to point at the target;
for directional spells, you'll get an arrow indicator (aim in the same way as
with a ranged weapon); for area spells you get a target indicator which you can
move around freely.  You won't be able to cast a spell without a target.

When firing ranged weapons or casting directional spells horizontally, note
that if you want to hit an enemy above or below you you'll have to position
yourself lower or higher on the screen - if you just line yourself up, you
won't be able to target them.

3.2 STATISTICS

Each character has a rating for seven essential attributes and two variable.  
The former, described more fully below, are rated from 1 to 25.  Their values
can be changed temporarily with magic, or permanantly by either donating money
to the Temple or by levelling up.  Stat changes on levelling up are determined
by a character's job, and in some cases a stat may fall.

The latter are HP and MP, representing (as usual) the character's health and
magical power; the absolute maximum value for each is 9999.  Both can be 
recovered with items, by making a tiny donation at the Temple, or by staying at
the Inn; HP can also be recovered by resting on save points or with the Restore
Lute skill.  The maximum values for each will increase on levelling up, or on
donating a large sum to the Temple, by an amount determined by the character's
job.

Accuracy:     "Raises weapon hit rate in battle."
              When your accuracy is low, you'll often only do 1 damage even on
              enemies with low dexterity.

Dexterity:    "Ability to evade enemy attacks"
              Likewise: the higher your dexterity, the greater the chance that
              even accurate enemies will barely scratch you.

Intelligence: "Raises magic power and evasion"
              Note the latter: even non-magic users will benefit from greater
              intelligence.  Besides, frankly, you'll probably want all your
              characters to be able to use healing magic.

Skill:        "Ability essential for opening things like locked doors"
              This directly affects the speed at which the numbers change.  You
              only need it high on one character, whom you should put in the
              lead when you want to pick a lock.

Agility:      "Determines movement range and AP in battle"
              This is very useful (it lets you get the first hit in with melee
              weapons), and essential if you want to equip heavy armour and
              still be able to move.

Vitality:     "Determines time taken to recover status and physical strength"
              I think this affects how long status ailments last, and how much
              HP is restored when you rest at a save point or use Restore Lute.

Luck:         "Depending on this value, good things may happen..."
              I've no idea what this does.  It might affect your chances of
              scoring a critical hit, or of finding treasure, but I haven't
              done any experiments.

3.3 ABILITIES

Critical        "Hit rate up"
Cross Attack    "Sword skill knowledge level 2"
Discount        "Sometimes buy items at discounted prices."
Dispel          "Release items from ancient curses."
Hit & Way       "Attack and simultaneously evade."
Judgement       "Identify unidentified items."
Jump            "You can jump over things to a certain extent."
Magic Barrier   "Protect self from magic attacks."
Mental Barrier  "Protect self from effects of magic."
Overpower       "Attack sometimes thrusts enemy away."
Restore Lute    "Play music that restores HP in the middle of dungeons."
Scroll          "Memorise spells in order to use magic."
Shoot           "Hitting the enemy with a projectile weapon becomes easier."
Slash!          "Certain kill sword skill"
Swimming        "You can cross over streams, lakes, etc."
Swordmaster     "Sword skill knowledge level 1"
Trick Guard     "Ability to ward off enemy attacks skillfully."
Unlock          "Investigate the shape of the key that opens a door's lock."

I don't understand how you learn abilities yet. They're learnt when you level
up, but rather than being attached to your level they seem to be learnt
according to the number of enemies a character has killed.

There are values in the ROM which seem to be related to the learning of
abilities.  More investigation is needed to work out precisely what they mean, 
though!  Here are a few examples:

        Traveller: [Scroll]  6
           Hunter: [Shoot]   7 [Jump]         8
            Thief: [Hit&Way] 6
         Guardian: [Shoot]   7 [Swordmaster]  5
             Poet: [Scroll]  7 [Restore Lute] 6

It looks as though, for example, a Traveller will learn 'Scroll' sooner than a
Poet - although in this case the lack of any money from being a traveller is
probably rather a disadvantage, what with spells being so expensive and all.

3.4 THE TOWN

-- Pub (Lackadack Pub)
This is where you change your party.  This facility is unavailable during some
scenarios.  The process is self-evident: one icon lets you remove members, the
other lets you add them.
Note that you don't have a fixed 'player character' in this game.  You can take
any combination of the characters you create, which need not include your 
initial character.

-- Arms (Gregor's Armoury)
-- Shop (Seriss' Item Shop)
The only difference between these two is the range of goods on sale.  You can
buy, sell, or identify items which fall into their range - the armoury obviously
deals with weapons and armour, while the item shop sells the various medicines
(and cloth-based armour).
An interesting feature is the ability to haggle when buying.  If you refuse the
list price, you may be offered the item at a slight discount.  Repeat for even
lower prices.  If you take it too far they'll stop offering the item and you'll
have to start again from the list price.  The likelihood of a discount being
offered is probably increased by the Discount ability.
Finally, you'll note that their ranges are pretty limited at the start of the
game.  You can build them up, though: if you sell them something they don't
have in stock, it'll be added to the list.  Note that you can only do this with 
certain items; in general, the more exotic an item, the less likely it is to be
duplicable.  In such cases you can buy them back if you sell them, but then the
entry will be removed from the list again.

-- Park (Centoria Park)
Read the town noticeboard, or chat with anyone who happens to be around.  Oh, 
and if you come here at the start of the game you can find 5 gold. :D

-- M.Guild (Rosasor Magic Guild)
As you might guess, this is where you learn magic.  Don't bother coming here
until at least one of your characters knows the 'Scroll' ability.  When that's
done, you have two options: you can research spells or buy them.
The former option is quite interesting.  It's a bit like the runes in UW2.  You 
arrange magic stones with various properties (elements, phases of matter, and 
the like) to make a spell formula, and the guy behind the counter will research 
it for you, for a fee.  If you're lucky you'll discover a new spell.
(I'd give you some formulae to try, but unfortunately I haven't found any yet.
Any contributions will be welcomed.)
Initially there are three blank spaces, but as you find M-stones and bring 
them here you fill these gaps.  So far I've only found the 'Chaos Stone: 
Heaven', which is in the Sealed Cave (see 5.1, note A).

-- Inn (Chris' Inn)
Back in the realm of convention, you can rest or save your game here.  Actually
you can save your game anywhere in Shanoah just by going to the main menu, so 
that feature is rather redundant, isn't it?  Note that resting here won't heal 
status ailments - for that, you'll have to go to the temple.
Also, you'll wake up here whenever your party is annihilated.  The game seems 
to pretend in such cases that you were just "having a bad dream"...

-- Castle (Reynard Castle)
You'll find King Reynard here, a good source of background info to the plot.  A
king you can just walk in from the streets and chat with - now there's a good
example for that nice Windsor lady, eh?

-- Temple (Saviour Temple)
Even the atheists among you will quickly grow to love this place.  The first 
option in here will remove status ailments - and it doesn't cost a penny.  The 
second option allows you to make a donation; it's expensive, but well worth the
money if you're already well equipped:
 10 gold: restore HP and MP
 40 gold: raise your characters' Luck
 70 gold: raise several stats for each character
 80 gold: increase your characters' max HP
 80 gold: increase your characters' max MP

-- Guild (Tax Guild)
This is where you go to change jobs.  If you don't read kanji, you might be
able to guess which job is which by comparing the salary displayed with table
4.5 below (which is in the same order as the list in the game).

-------------------------------------------------------------------------------
4   TABLES
-------------------------------------------------------------------------------

These data were in most cases simply extracted from the ROM, rather than pieced
together through observation.  In other words, where they're right, they're 
absolutely right; if I've misidentified the ROM data, however, they could be 
completely wrong.

4.1 MONSTERS

The 'status' data is only quoted where I'm sure of it.  The data is, of course, 
in the ROM, but there are a lot of values for the relevant byte which seem 
unconnected.  I'll figure it out when I have time, but until then bear in
mind that a blank space doesn't necessarily mean that an enemy _won't_ poison
you or whatever.  Likewise magic details - what's listed is uncertain, and 
there may be quite a lot not listed.

No value for experience is given.  This is because exp seems to be an attribute
of groups of monsters, not of the monsters themselves.  For example, I think a
group of five Slimes gives you 100 exp and one of three Oak Jellies gives you
90 exp.  Based on that, you might think that one of four Slimes and one Oak
Jelly would give you 110 exp (do the maths!) - but if my memory is to be
trusted it actually gives you 200.

  NAME             HP     MP    STATUS  NOTES

Acid Gel           88
Black Head         90
Black Widow        64           Numb
Bloodpicker       110           Poison
Bloodsucker       120           Numb
Blue Murder       206    100
Cave Bat           18
Centipede          70
Chemicaloid       158
Cult Murder       106
Daruk Golem       666    500
Dark Matter        60           Numb
Demi-Iriaster     160    200            Uses EH, HL, FA, Pr
Desperado         170     48
Eleanor Zombie     90    130            Uses EH, WS
Fang Gel          137
Gargbat           108           Numb
Grassjack          40           Poison
Heat Garg         118    100    Numb    Uses FSt
Hell Bandit       120
Hellworm          110
Iron Golem        380    120
Killer Crow        95
Killer Tusk       232
King Daruk        999    999            Lasciate ogni speranza.
Knight Idol       165
Living Armour     258    186
Mad Dog           155
Magifox           188    280
Manhunter         190     40
Manhunter 2       280     60
Master Ninja      200    290
Mi-Yaagi          200    186            How should I translate this?
Mouse Eater        25
Nealertos         444    444            Uses Pr; long range.
Ninja             190    230
Oak Jelly          20           Poison
Poison Corpse     111           Poison
Shadow Dueller    185    230            Uses EH, BR, WS, (IF, FF); long range.
Slime              14
Stone Golem       250
Toras Viper        20                   Not poisonous, maugre the sign!
Undead Knight     210
Undead Wolf        70           Poison
Vampire (1)       210    150            Uses EH, BR
Vampire (2)       275    200            Uses EH, BR, FB, FA, WS, Pr
Werewolf          160           Numb
Waterworm          85
Zombie             70           Poison

4.2 WEAPONS

The list is sorted by type first, then attack power.  There are few enough that
the loss of alphabetical order should cause little inconvenience.

  NAME           PRICE   ATK      TYPE

Dagger              8     6       Knife
Silver Dagger      20     6       Knife
Holy Knife         14     8       Knife
Short Sword        24     10      Short Sword
Short Sword +      34     12      Short Sword
Damascus Sword     50     18      Short Sword
Ashura            666     39      Short Sword   *1
Long Sword         40     16      Sword
Long Sword +       56     22      Sword
Bastard Sword      62     24      Sword
Great Sword        84     26      Sword
Moon Blade         55     16      Katana
Hinomoto Blade     70     24      Katana        *2
Murasame Blade    120     30      Katana        *3
Hand Axe           20      6      Axe
Battle Axe         44     12      Axe
Great Axe          68     18      Axe
Destroyer         999     36      Axe
Slingshot          15      4      Bow
Small Bow          20      8      Bow
Longbow            40     12      Bow
Crossbow           68     16      Bow
Arbalest          105     23      Bow           *4
Light Mace         40     10      Mace
Heavy Mace         46     12      Mace
Flail              60     16      Mace
Warhammer          90     16      Mace
Morningstar        58     18      Mace
Ebony Staff        10      4      Staff
Bone Staff         30      6      Staff
Chrome Staff       34      8      Staff
Iron Staff         26     10      Staff

1: In Bhuddist mythology, 'ashura' (Pkt. 'asura') signified the fourth 'path of
   being', above animals but below humans - the "warlike demons".
   The translation of the name should explain why it is given to weapons.
2: 'Hi no moto' is one of the Japanese names for Japan.
3: 'Murasame' means 'passing shower'.  What this has to do with swords I have
   no idea.  It's also a name, so it's possible that it means a sword made by
   some famous Murasame (as with Masamune) - can anyone enlighten me?
4: An arbalest was a large mechanical bow used in medieval sieges.

4.3 ARMOUR

NAME             PRICE    DEF  WEIGHT    TYPE

Leather Suit        8      1      0      Under-armour
Chain Suit         14      2      0      Under-armour
Cotton Robe         6      1      0      Armour
Silk Robe          20      2      0      Armour      *1
Leather Armour     30      2      0      Armour
Ringmail           38      3      1      Armour
Scale Mail         50      4      1      Armour
Chainmail          58      5      2      Armour
Brigandi           72      6      2      Plate
Breast Mail        80      7      2      Plate
Plate Mail         96      8      3      Plate
Hinomoto Plate    105      9      3      Plate       *2
Silver Plate      120      8      3      Plate
Knight's Mail     110     10      2      Plate
Silver Robe       100      6      0      Armour
Black Mail         95     11      4      Plate
Leather Shield     16      1      0      Shield
Buckler            30      2      0      Shield
Small Shield       50      3      1      Shield
Large Shield       70      4      1      Shield
Tower Shield       85      6      2      Shield+
Knight's Shield    94      7      2      Shield+
Veil Shield       100      8      3      Shield+     *3

1: This is obviously a better buy than Leather Armour. That's why checking the
   shop as well as the armoury is always a good idea!
2: See 4.2 note 2.  I imagine this is meant to be that 'samurai armour'.
3: "Makes the bearer invisible".  Sounds nice, ne?

4.4 ITEMS

  NAME           PRICE     TYPE

Potion              8      Medicine
Antidote            8      Medicine
Panacea            15      Medicine
Revival            70      Medicine
Tranquiliser       20      Medicine
Blue Crystal       10      Gem
Red Crystal        20      Gem
Ebony Ring         22      Accessory
Bone Ring          30      Accessory
Silver Ring        80      Accessory
Crystal Ring       96      Accessory
Talisman           34      Accessory
Rabbit Leg         40      Accessory
Aqua Stone         20      Accessory
Golden Heart       10      Accessory
Teardrop           --      Accessory
M-stone            --      Special (see the "Magic Guild" entry of 3.4)

4.5 JOBS

Only certain jobs are available for any character at a given time.  There may
well be a random element - I haven't investigated.  I also can't tell you when
each ability is learnt, which stats change on level up, or what equipment each
job allows, because I haven't identified these data.  On this last point, it's
largely common sense - obviously a warrior is going to be able to wear heavier
armour than a clerk.

NOTE: abilities are listed in numerical order (as given in the ROM), not in the
order in which they're learnt.

'?' in the Income column indicates a random element.  I know nothing more right 
now - when I have time to figure it out I might add 'max' and 'min' incomes for 
these jobs.

JOB TITLE       INCOME      ABILITIES LEARNT

Traveller          0        Scroll
Hunter          11+?        Shoot, Jump
Thief            ?+?        Hit & Way
Farmer            20        --
Merchant        15+?        Judgement, Discount
Fisherman       11+?        Swimming
Craftsman         22        Unlock
Guardian          20        Shoot, Swordmaster
Poet              20        Scroll, Restore Lute
Clown             19        Scroll, Discount
Monk              32        Scroll, Dispel
Cleric            26        Dispel, Restore Lute
Scholar           28        Scroll, Judgement
Magician          28        Trick Guard
Official          34        Judgement, Mental Barrier
Soldier           35        Swordmaster
Warrior           38        Swordmaster, Hit & Way
Bishop            45        Magic Barrier, Restore Lute
Sorceror          43        Magic Barrier
Knight            45        Cross Attack
Samurai           43        Scroll, Trick Guard
Ninja             46        Critical
High priest       48        Mental Barrier
Sage              53        Mental Barrier, Slash!
Ruler            100        Critical, Overpower
Wizard            60        Magic Barrier, Overpower
Crusader          77        Critical, Slash!

4.6 MAGIC

I haven't found any magic formulae yet, so I've only got the basic four spells
myself (except with Antoniana); I can't find the price data in the ROM, so 
it's only available for these.  Actually it may well be that other spells don't 
have prices as such.

The abbreviations are those used in the Monster table.

NAME         PRICE   MP   Abbr.

Acid Rain            20    AR
Air Shield           16    AS
Black Rain           14    BR
Cure Poison   100     7    CP
Earth Heal    100     8    EH
Fireball      160    10    FB
Flame Arrow          14    FA
Flame Fang           25    FF
Flame Sword          27    FSw
Flare Storm          30    FSt
Heat Lava            44    HL
Heaven Breeze        30    HB
Icefall              45    IF
Landquake            56    LQ
Mad Spider           14    MS
Physical Rain        30    PR
Plasma Bomb          46    PB
Prominence           58    Pr
Sandstorm            58    Sa
Sleep Mist           28    SM
Stone Squall         36    SS
Thunderbolt          50    TB
Wind Cutter   160    10    WC
Wolfstorm            32    WS

(Observant players may notice that this list isn't entirely complete.  Hey, I
wouldn't want to spoil everything...)

-------------------------------------------------------------------------------
5   MAPS
-------------------------------------------------------------------------------

Hurray for ASCII art!  Make sure you're using a fixed-width font.

5.1 SEALED CAVE

Key:    O = Save point
        T = Treasure chest
        Numbers indicate floor changes.
        Lower case letters indicate locks; codes are given alongside.

1F:                                _2_
                                  |   |
                                  | O |
                                  |   |
                                   |
                                    V
                               To Shanoah

2F:                          ___   ___   ___   _3_
                            /   \ /   \_/   \ /   \
                           |  T* |     _     |     |
                            \   / \   / \   / \   /
                            /   \_/   \ /   \_/   \
(code: 15)                 |     a     |     _     |
                            \   /\___/ \   / \   /
                            /   \ /   \_/   \ /   \
                           |     |     _     |     |
(code: 73)                  \_b_/ \   / \___/ \   /
                            /   \ /   \ /   \_/   \
(code: 26)                 |  T  |     |  T  c     |
                            \___/ \_ _/ \___/\___/
                                    1

* It's quite likely the chest in here will be empty, but you'll see a blue
sparkle when you open it.  Check that area for the Chaos Magic Stone 'Heaven'.

3F:                          ___   ___   ___   ___
                            /   \ /   \ /   \_/   \
                           |  T  |  T  |     _     |
(codes: 695, 151)           \_a_/ \_b_/ \   / \___/
                            /   \_/   \ /   \_/   \
(code: 68)                 |     _     |     c     |
(code: 13)                  \_d_/ \   / \   /\   /
                            /   \ /   \_/   \ /   \
                           |     |     _     |     |
                            \   / \___/ \___/ \   /
                            /   \_/   \ /   \_/   \
(code: 27)                 |     _     |  T  e     |
                            \___/ \_ _/ \___/\_ _/
                                    4           2
4F:
                             ___   ___   ___   _3_
                            /   \ /   \_/   \ /   \
                           |  T  |     _     |     |
                            \   / \   / \   / \   /
                            /   \_/   \ /   \_/   \
                           |     _     |     _     |
(code: 328)                 \   / \   / \_a_/ \___/
                            /   \ /   \ /   \_/   \
                           |     |     |     _     |
(code: 648)                 \_b_/ \   / \___/ \   /
                            /   \_/   \ /   \_/   \
(codes: 445, 212)          |     c  T  |  T  d     |
                            \_ _/\___/ \___/\___/
                              | 
                              V
                  to Sealed Labyrinth 1F


5.2 SEALED LABYRINTH

The Sealed Cave is pretty straightforward: just follow the map.  The Labyrinth,
as a brief glance at the maps below will show, is far more complex.  I'm afraid
the maps aren't very easy to read - limitations of ASCII - so I might be
persuaded to do graphical versions, or even a Sealed Labyrinth walkthrough, if
people have trouble following them.  It should however be possible to complete
the Labyrinth with just these maps.  It's certainly possible to complete it
without them!

Key as for Sealed Cave, plus:
        B: 'breeze' message (indicates a hidden passage)
        K: a chest containing a scenario item.  See right margin for details.
        L: a special door.  See right margin for how to open it.
        P: plate (inscribed with a 'strange poem')
        S#: a switch.
        @: see below that map...

                                    to Sealed Cave 4F
1F:                         ___ _2_ _^_ ___
                           |   |   |   |   |
Code: 4916                 |   a P | P | T |
Codes: 2123, 32            |_b_|___|_ _|_c_|
                           |   |   |   |   |
Code: 127                  | T d   |   |   |
Codes: 743, 21, 80, 124    |_e_|_f_|_g_|_h_|
                           |   |   |   |   |
Code: 128                  |   i       |   |
Code: 16, 631              |___|_j_|___|_k_|
                           |   |   |   |   |
Code: 11                   |   l           |
                           |___|___|___|___|

2F:                         ___ ___ ___ ___
                           |   |   |   |   |
Codes: 131, 3217           |   a   b       |
Codes: 1172, 4210          |_c_|___|___|_d_|
                           |   |   |   |   |
Code: 5963                 | T |   e T |   |
Code: 6638                 |_ _|_f_|___|_ _|
                           |   |   |   |   |
                           | B   T | T   B |
Codes: 3872, 262           |_g_|___|___|_h_|
                           |   |   |   |   |
Codes: 5524, 1219          | P i   j   | P |
                           |___|___|_ _|_ _|
                                     3   1

3F:                         _2_ ___ ___ ___   
                           |   |   |   |S1 |   
Code: 8426                 |   |   a   |   | 
Codes: 2615, 291, 6667     |_b_|_c_|_d_|_L_|      S2 on
                           |   |   |   |   |
Codes: 189, 538, 121       |   e   f T g   |
Codes: 140, 5517           |___|_h_|___|_i_|
                           |   |   |   |   |
Code: 26                   |   j   |     B |
Codes: 8427, 8386, 6345    |_k_|___|_l_|_m_|
                           |   |   |   |   |
                           | T |   L   |   |      S1 on, S2 off
                           |___|_ _|___|_ _|
                                 4       4 
                                 |       |
4F:                         ___ _3_ ___ _3_
                           |   |   |   |   |
Codes: 8426, 3623          |   a   |   b   |
Codes: 2413, 811           |_c_|_ _|_d_|___|
                           |   |   |   |S2 |
Code: 32                   |   |   e   |   |   
Codes: 9678, 9999          |_ _|_f_|___|_g_|
                           |   |   |   |   |
Codes: 1251, 20            |   | T h   i T |
Code: 8427                 |_j_|___|___|___|
                           |   |   |   |   |
Codes: 9294, 990           |   k       m   |
                           |___|___|___|_ _|
                                         5
5F                          ___ ___ _4_ ___
                           |   |   |   | K |      Ebony Key
                           |       |   |   |
Codes: 6610, 787, 5020     |_L_|_a_|_b_|_c_|      Requires Ebony Key
                           |   |   |   |   |
                          6  T |   |   |   |   
Codes: 2135, 2234          |___|_d_|_ _|_e_|
                           |   |   |   |   |
Codes: 9859, 3496          |   f T |   g   |
                           |_ _|___|___|_ _|
                           |   |   |   |   |
Codes: 1849, 1671          |   h       i T |
                           |___|___|___|___|

6F                          ___ ___ ___ ___
                           | @ | K |   | K |      Silver Key, Dark Key
Code: 2204                 |   |   a T |   |
Codes: 1124, 5813          |_L_|_b_|_c_|_L_|      Require Dark, Crystal Keys
                           |   |   |   |   |
Code: 632                  |   |   L   d   |      Requires Bronze Key
Codes: 5665, 9785, 7438    |_e_|_f_|_g_|___|
                           |   |   |   | K |      Bronze Key
Code: 9821                 |   L   L   h   |      Require Gold, Crystal Keys
Codes: 7216, 4311          |_L_|_i_|_j_|___|      Requires Silver Key
                           |   |   |   |   |
Code: 8878                 |   |   |   k    5
                           | K | K |   |   |      Crystal Key, Gold Key
                               

@: the Throne Room.  King Daruk's mummy (in the cadaverous sense) is here, and
you can read the diary of his last days; but you can't "do" anything without 
the Golden Heart.  If you examine him when you have that, you'll receive his 
heart, and the cave will be sealed; there's more to do in this area, but I 
don't know how to get back in again (the dialogue implies a pendant of some 
sort).

-------------------------------------------------------------------------------
6   MISCELLANEOUS QUESTIONS
-------------------------------------------------------------------------------

-- What's the 'gomi' (rubbish bin) for in the items menu?

You can only carry 22 pages of items - that's 132 items in total, not including
anything that's equipped.  132 sounds a lot, but bear in mind that each item 
uses a space of its own - in a Final Fantasy you can carry 198 items just by 
stocking up on potions and antidotes!

The bin is simply the way you discard unwanted items.  The difference here is 
that the bin can hold 8 items, which can then be restored or destroyed.  So you 
can actually carry 140 items around with you, if you really need to.

-- What's that 'Turbo-file' option?

The Turbo-file was an external storage unit for the Super Famicom made by 
ASCII, who are of course also responsible for Dark Law.  Other games supporting 
it include a wrestling game (also by ASCII - I forget the title) and, 
apparently, Bahamut Lagoon (Square: 1996).
        [drawn from several responses to a post on the Cherryroms messageboard]

-- What does that Latin sentence below mean?

A reasonable translation would be "Here ends the FAQ".  Please don't correct my
grammar, I'm not a classicist...

-------------------------------------------------------------------------------
                explicit tabula rogatorum quae crebro quaeruntur
-------------------------------------------------------------------------------