----------------------------------------------------------------------- Table of Contents I Introduction/Game Information Differences Between GA and GA2 Story Modes of Play The Options Menu Codes and Oddities Hints/Tips Characters Character Attacks/Move List Character Magic Damage Explained Scoring Information Items Bizarrians Enemies II Walkthrough Ravaged Village Ruins Tower Dragon's Throat Cave Castle Gates Castle Dark Guld's Chamber III Frequently Asked Questions IV Credits V Version History ----------------------------------------------------------------------- I: Introduction/Game Information Differences Between GA and GA2 Note: These are just some notable differences - it would take too long to list all of them. - Tyris and Ax Battler no longer share the same back attack in GA2. - The way the game determines charge priority in GA is random. - Many of the glitches in GA2 don't exist in GA. - GA2's control is much, much, much more refined than GA's. In GA, whenever you fight around four enemies at once, you'll be hard pressed to kill them all without taking a hit since the characters move (and respond) so slowly. It's not that way in GA2 at all. Your character does as well as you control them. - In GA2, enemies can't do over 4 damage in one attack (except skeletons and neo-skeletons), so it's somewhat easier to stay alive. - In GA2, you don't lose hit points if hit while riding a Bizarrian, making them a lot more useful. - In GA2, you can choose which direction to throw an opponent. An opponent can also be thrown at another. - In GA2, the downward thrust works a little differently than in GA. ----------------------------------------------------------------------- Story This is the story of the game, and all of the other dialogue snippets that can be found at various points. (game) A few years after the last battle... in this land, the peace is threatened again by an evil power. The lord of darkness, `Dark Guld', who should have been imprisoned in ancient times, arose again. He destroyed entire countries with his evil clan to bring this world into chaos. Once again, the three warriors have thrown themselves into a mighty battle. (manual) The evil lord Dark Guld should have been put away for good the last time he was defeated in battle. But now he has recouped and is back in full force. And he's accompanied by his clan of evil followers who are creepier, slimier and more disgusting than ever. Dark Guld has come for revenge and he is driven by the desire to see this world revert to chaos. He has taken the powerful Golden Axe, which is a symbol of peace and prosperity, to use for his own evil purposes. His creatures terrorize every town they descend upon. Someone must put a stop to this horror! Once again, three warriors stand up to face the oppressors. One is Ax- Battler, the fierce barbarian; the second is Tyris-Flare, the ferocious Amazon; and the third is Gilius Thunderhead, the fearless dwarf. They are willing to risk their lives to put a stop to the terror. They won't rest easy until the Golden Axe is returned to its rightful place. It's time to start the long journey through enemy-infested territory. Don't let the strange reptilian enemy creatures frighten you, because you'll need every ounce of courage you can muster. Fight onward until you reach the final showdown, a battle with Dark Guld himself! (end of Ravaged Village) After the battle in the ravaged village, we decided to start for the ancient ruins. (end of Ruins) We found the enemy was using the ancient ruins as a base. We have destroyed it, and now we leave for the enemy's headquarters. (end of Tower) To reach the enemy's castle which is blocked by high mountains, we reluctantly decide to march through the cave called `Dragon's Throat.' (end of Dragon's Throat Cave) We have passed through the long, red hot cave, and found the castle gate standing in front of us. (end of easy) Congratulations! ... But true peace will not come until you play and defeat the harder modes. (end of Castle Gates) Our enemy, Dark Guld, must be in this castle. Now take courage! The real battle has just started! (end of normal/hard) After the long, hard battle you finally defeat the evil emperor. Now the world will be at peace again. You are a true hero! (the duel 1P/2P win) Player (1/2) won this duel Practice your techniques by fighting each other again. (end of the duel) Congratulations! Bravely you fought against all of enemies, and achieved total victory! Now, let's try another mode. ----------------------------------------------------------------------- Modes of Play Normal Game - The main quest of the game. Two players can play cooperatively, but your attacks can damage each other if you aren't careful. Also, you'll share continues. The normal game can be played on three different levels of difficulty. Easy - Enemies are much less plentiful than on other difficulties, and have fewer hit points. You also can't go past stage five, unless you use the level select code. Normal - Enemies have more hit points and appear in greater numbers. You can play through the entire game on normal. Hard - Enemies appear in even greater numbers than in normal. Other than that, it's the same game. The Duel - A series of fights. To move on to the next fight, all you have to do is defeat the enemies that come out of the gates. There are fifteen battles in all. In this mode, you can't use magic, start with a set amount of hit points (80) that can't be changed, and there are no bonus stages. If you lose, you'll have to start over, but this mode's actually much easier than it sounds. Two players can't play cooperatively in this mode; you'll fight each other instead. The battle order for this mode: 1 - Brown Longmoan 2 - Blue Heninger with a Chicken Leg 3 - Green Lizard 4 - Blue Heninger x2 5 - Fuschia Longmoan x2 with a Green Dragon 6 - White Skeleton x2 7 - Silver Longmoan x2 with a Chicken Leg/Fire Dragon 8 - Bronze Armor 9 - Red Lizard x2 10 - Minotaur x2 11 - Gold Longmoan x2 and Gold Heninger 12 - Purple Lizard x2 13 - Blue Minotaur x2 14 - White Neo-Skeleton x3 15 - Pink Armor x2 ----------------------------------------------------------------------- The Options Menu Difficulty - Choose between easy, normal, and hard. On easy, only the first five stages of the game are available. The default is normal. Life Meter - Lets you choose your maximum number of hit points. You can have 40 (five bars), 32 (four bars), or 24 (three bars). The default is 24 hp. You'll never be able to go above your maximum. Magic - Lets you choose the way magic works. Special lets you use however many points of your magic that you want by holding down the magic button as the points light up one by one, and then releasing it at the desired point. However, that takes time. On normal, all of your magic is immediately used when you press the magic button. The default is special. Control (1-6) - Lets you choose the way you want the buttons configured. There are six different combinations, which are all of the possible ones for three buttons. The default is the first setup. Number Magic Attack Jump 1 A B C 2 A C B 3 B A C 4 C A B 5 B C A 6 C B A BGM - Lets you listen to the game's background music. Press A or C to start, and B to stop. Number Music 1 Ravaged Village 2 Intro Theme 3 Boss Theme (stages 1-3) 4 Castle 5 Boss Theme 2 (stages 4-6) 6 Ruins 7 Tower 8 Credits 9 Dragon's Throat Cave 10 Castle Gates 11 Dark Guld's Theme 12 Ending 13 Final Rating Screen 14 Game Over 15 Intermission Screen 16 Bonus Stage SE - Lets you listen to all of the game's sound effects, from swings to the magic attacks. There are 35 sounds in all. Press A or C to start, and B to stop. ----------------------------------------------------------------------- Codes and Oddities Magic Glitch - You need to be playing with the magic option set to special to be able to do this. When you reach the minotaur at the end of the first stage, hold down the magic button (A by default) and then kill him without letting go of it. Just before the screen changes to the bonus stage, release the magic button. While in the bonus stage, don't do anything. If you did this right, when the second stage begins your character will automatically use their magic and you'll suddenly have 255 points of it, but be careful not to use too much of it at once (i.e. more than your character could normally), because you can easily crash the game. Level Select - There are a few different ways to perform this code, but here's one. First, go to the options screen and set the options to whatever you like, and then exit it. Now, go back into options by pressing and holding down A, B, and C all at the same time. When you enter the options screen again, let go of B and C, but continue to hold A down. Exit the options screen by pressing B and C at the same time while still holding A down. Don't change anything this time - just go straight down to exit. Now choose one or two players and the normal game by pressing B and C at the same time. After choosing your character, you should arrive at a black screen with the number 1 on it. Press A, B, or C to increase the number corresponding to the stage you want to start at, and then press start to make your choice. You can start past stage five on the easy difficulty level this way, which normally isn't possible. Eight Continues - When the game is at the introduction, hold down A, B, and C, and press start to make all of your selections, but first go to the options screen. While in options, release A, but keep B and C held down. Exit options after setting them to whatever you want, then select one or two players, and the normal game with the start button. Look down at the southeast corner of the screen to see if you have eight continues. Keep A Friend Alive - Simply use your magic when whoever you're playing with is reduced to 0 hit points (i.e. all their bars are gone), and they won't die. The catch is they'll still have 0 hit points, so a knockdown (or a few slashes) will kill them regardless of damage, unless you do this again. Kill An Enemy Twice - Simply use your magic while your character's dead opponent is on the ground flashing, but before they disappear. This glitch is useless besides using it to cheat for a higher score, however, it can be repeated for as many times as you have the magic. Gilius Damage Glitch - Every long range slash done as Gilius against another character actually counts as two, and therefore does double damage. Don't know how Sega missed this one. The Mysterious Glitched Purple Heninger - Just after fighting the four grey neo-skeletons in stage four, you'll see a purple heninger in the next enemy group. This heninger is no ordinary one, however, as you'll find out when you damage him (he just turns a strange color). Note: He only appears on hard. Game Genie Codes AEBT-AADN Player 1 starts with 1 life AJBT-AADN Player 1 starts with 2 lives AYBT-AADN Player 1 starts with 5 lives A6BT-AADN Player 1 starts with 7 lives BEBT-AADN Player 1 starts with 9 lives AEBT-AAE2 Player 2 starts with 1 life AJBT-AAE2 Player 2 starts with 2 lives AYBT-AAE2 Player 2 starts with 5 lives A6BT-AAE2 Player 2 starts with 7 lives BEBT-AAE2 Player 2 starts with 9 lives AGXA-AADR Both players continue with 1 life ALXA-AADR Both players continue with 2 lives A0XA-AADR Both players continue with 5 lives A8XA-AADR Both players continue with 7 lives BGXA-AADR Both players continue with 9 lives BTJA-AA48 Infinite lives (both players) FEPA-BJYA Each magic book is worth 2 FEPA-BNYA Each magic book is worth 3 ----------------------------------------------------------------------- Hints/Tips - The downward thrust might seem like a useless move, and it definitely isn't the safest way to fight, but there's one time that you can do it without much risk; unless you really know what you're doing, the best time to do this is while your character's opponent is on the ground. Time it so that, just as they're getting up, your character falls on them and hits them. It's easy with a little practice. The downward thrust is also a nice defensive move if an enemy is charging at you and you're too close to them to move out of the way; high jump over them. - Always keep a Bizarrian when you get one until you either lose it or finish the stage. In something exclusive to GA2, you don't lose hit points if hit while riding one, so there's no reason not to keep one. - The throw is (usually) a decent move. While throwing an opponent, your character is invulnerable. It also does good damage. Another thing not in the original, you can choose which direction to throw your opponent before doing it. You can actually use this to create a chain of throws by throwing them in one direction, comboing them as soon as they get up, then throwing them in the other direction, always alternating. This is a very good way to kill armor, and Dark Guld. - Don't leave yourself vulnerable. Enemies (especially some varieties) always charge whenever you're a certain distance away from them. GA2's control is very good (the best of the series), so it shouldn't be hard to avoid enemies. - Don't rely on the back attack much. It sounds like a good way to get out of being surrounded, but it takes so long for the move to finish that you'll be hit. If the enemies are a certain distance away from you when you do it, the move can work, but this still isn't the best way to deal with being surrounded. - Don't underestimate knockdown moves. While they don't deal as much damage as combos, they put your character's opponent out of commission for a few seconds. That gives you valuable time to deal with other enemies if facing many at once. - As Ax Battler, you'll usually want to use combos over knockdowns (since his charge is unreliable), unless either there's more than one enemy on the screen, or the particular enemy he's fighting has a longer range than him. If you use mostly knockdowns to fight, then you should place more emphasis on downward slashes and less on charges than if you were playing as Tyris or Gilius. It's okay to charge as long as an enemy is close enough to you that he won't charge as well, though (because if he does, Ax Battler will probably lose). - As Gilius, you should almost always use combos when fighting only one enemy, or when you don't need to worry about getting charged. Gilius' range is better than that of most enemies, so he doesn't have to use knockdowns as often as the other characters. - As Tyris, never go up to enemies and combo them (unless you're fighting armor/Dark Guld) in except perhaps the first stage - her range is too short. It gets increasingly harder to swing before them as the game progresses, and if you're not fast enough with the attack button or don't time it just right, you'll usually be the one that ends up getting comboed, not them. Instead, rely on knockdown moves, especially charges; her's is unstoppable. Take advantage of it. ----------------------------------------------------------------------- Characters Ax Battler (blue) - Average range, weak magic. His charge has very low priority. Gilius Thunderhead (green) - Long range, weakest magic. The favorite of most players, and recommended for beginners. His charge has slightly higher priority than Ax Battler's. Tyris Flare (red) - Short range, best magic. Her charge has priority over anyone, even Bizarrians. Not recommended for beginners. ----------------------------------------------------------------------- Character Attacks/Move List Walk - Hold down the directional pad in the direction you want to move. Slash - Press the attack button. Can go into one of three things depending on the proximity of your character's opponent: a long range combo, short range combo, or throw. Damage: 1 Long Range Combo - Press the attack button repeatedly from a distance just close enough to hit your character's opponent. Damage Notes: Each slash does 1 damage, except for when the last hit looks different, then that hit does 2 damage. However, this doesn't apply to Ax Battler for some reason, so he'll always only do 1 damage. Also, when Gilius does this combo against another character, every swing is counted as two, and they do double damage as a result. Short Range Combo - Press the attack button repeatedly at close range. Damage Notes: All hits do 1 damage, except for the kick, which does 2. Throw - Slash an opponent, and before they can recover, get right up to them and then press the attack button. To choose which direction you want to throw the opponent, tap it (left or right) before your character does the throw. Damage Notes: The throw does 2 damage. An opponent can be thrown at another, and the victim would incur 4 damage. Run - Tap forward or away twice, holding it down on the second tap. To stop running, just let go of the directional pad. Can go into either a charge or high jump into a downward thrust. Charge - Press the attack button while running. Tyris does a flying kick, Ax Battler does a body slam, and Gilius does a head butt. Damage: 2 Jump - Press the jump button. Can go into a downward slash. High Jump - Press the jump button while running. Can go into a downward thrust. Downward Slash - Jump and then the attack button before hitting the ground. Your character can slash multiple times, but it won't combo, because the slash will knock down an opponent. Damage: 3 Back Attack - Press the attack and jump buttons at the same time. Tyris does a backflip kick attack, Ax Battler does an upper swing followed by a downward slash in the opposite direction, and Gilius uses his axe to do a spinning kick. Damage: 3 Downward Thrust - High jump and then press the attack button while in the air. Damage: 6 Damage Notes: If you hit something before your character is in their last frame of the attack, then the opponent will only take 3 damage, as if it was a downward slash. ----------------------------------------------------------------------- Character Magic Ax Battler Level 1 Magic Pots: 1-2 Damage: 2/3 Description: Several small tornados fly about the screen. An additional point in this level's magic adds an extra 1 damage. Level 2 Magic Pots: 3 Damage: 4 Description: Several small tornados combine to create a large one. All opponents on-screen are then caught in the tornado, and thrown into Ax Battler's grasp. Ax then tosses all of them to the ground. Level 3 Magic Pots: 4 Damage: 8 Description: A large tornado continually releases several smaller ones. Level 4 Magic Pots: 5 Damage: 12 Description: A pair of large tornados catch all opponents on-screen, who are then thrown to the ground and knocked back. Gilius Thunderhead Level 1 Magic Pots: 1 Damage: 2 Description: A large number of giant rocks fall from the sky. Level 2 Magic Pots: 2-3 Damage: 4/6 Description: A large number of boulders fall from the sky. An additional point in this level's magic adds an extra 2 damage. Level 3 Magic Pots: 4 Damage: 10 Description: A large number of boulders rush across the screen. Tyris Flare Level 1 Magic Pots: 1-3 Damage: 2-4 Description: A ball of fire becomes a large number of phoenix-shaped flames that circle around. Additional points in this level's magic add an extra 1 damage per point of magic, up to a maximum of 4 damage. Level 2 Magic Pots: 4 Damage: 6 Description: Several columns of fire rise from the ground. Level 3 Magic Pots: 5 Damage: 10 Description: A large number of phoenix-shaped flames dive into the ground, as a large number of balls of fire emerge. Level 4 Magic Pots: 6 Damage: 14 Description: A large column of fire rises from the ground, releasing a large number of balls of fire that fall to the ground. Level 5 Magic Pots: 7 Damage: 18 Description: A large number of phoenix-shaped flames rush onto the screen and become a phoenix. Level 6 Magic Pots: 8 Damage: 24 Description: A fire-breathing dragon appears and engulfs half of the screen in flames. ----------------------------------------------------------------------- Damage Explained Every time you successfully hit an enemy or one hits you, hit points are lost. The exact number depends on the attack, as they all have varying degrees of strength. You can't see your hit points, but they're there. The only thing you see are the blue bars. A bar is eight hit points, so if an attack takes off almost a bar, that's indicating that it's pretty powerful. The repeated mentioning of enemy hp is to give you an idea of how much damage an enemy can take. Note: You can see enemy hp, but only in The Duel. For them, each bar is 4 hp, not 8. ----------------------------------------------------------------------- Scoring Information At the end of each stage, you can see your current score (or strength) and use it as a way to judge your progress. What transpires during your game can affect your score in a positive or negative way. When the game's over (either by losing all of your lives and continues or completing the game), you can see your final rating, and what grade you got. BTW, getting the highest rating in GA2 is pathetically easy, so don't be depressed if you didn't get it the very first time you played. Classes: SA 100~ AA 90~ A 80~ B 70~ C 60~ D 50~ E 40~ F ~40 The following increases your score: - Killing an enemy. Knocking them to their death counts (in fact, it raises your score a little higher). Using magic to kill an enemy increases your score higher than if you used a physical attack. The power of the magic used doesn't matter. The following don't affect your score: - Losing hit points. - Damaging enemies. The following decreases your score: - Dying. ----------------------------------------------------------------------- Items Note: To use an item, just walk over it. Magic Book Location: These are found after battling wizards, and sometimes just on the ground. Effect: Adds one unit (or point) to your magic meter. The point is lost after using your magic, and you'll have to get more books to fill up your meter again. Bread Location: These are only found in bonus stages. The green wizards leave them behind when struck. Effect: Replenishes eight hit points (one bar). Meat Location: These are only found in bonus stages. The green wizards leave them behind when struck. Effect: Replenishes eight hit points (one bar). ----------------------------------------------------------------------- Bizarrians Note: All Bizarrian attacks do 4 damage. While on a Bizarrian, you can only walk, run, jump, high jump, use their primary attack, and charge. Feel free to charge while riding a Bizarrian - their charge has priority over anyone, except for Tyris, but she isn't an enemy. Green Dragon Stage: Ravaged Village Description: The Green Dragon attacks with its hind legs. While the range of its hind legs is somewhat short, the attack is powerful. Chicken Leg Stage: Ruins, Castle Gates Description: The Chicken Leg attacks with its tail. It has a farther range than the Green Dragon. Fire Dragon Stage: Dragon's Throat Cave, Castle Gates Description: The Fire Dragon, well, breathes fire. The fire attack can hit any number of enemies at the same time, and also has the largest range of anything in the game. ----------------------------------------------------------------------- Enemies Note: I've arbitrarily decided to borrow a couple of names from the original GA for the club/claw wielding enemies. The majority of the other names are tentative, as well. Longmoan Appearance: Shady character wielding a club. Varieties: Brown, Blue, Fuschia, Silver, Purple, Pink, Gold Description: Longmoans can swing their clubs and charge. You'll be seeing a lot of them, as these guys are in every stage in one form (or should I say, color) or another. Heninger Appearance: Shady character wielding claws, and wearing a helmet. Varieties: Brown, Blue, Fuschia, Silver, Purple, Pink, Gold Description: Heningers swipe at you with their claws, and can also charge. As with Longmoans, you'll see them in every stage. Wizard Appearance: Robed figure with a staff that has a skull on its top. Varieties: Green, Red, Grey, Purple Description: Wizards have replaced the role that the little elven thieves had in the original Golden Axe. Instead of magic pots, they give magic books when damaged, although you'll have to fight them for the books. They can swing their staff at you, or use their staff to fire a ball of magic. Neither do any real damage. Skeleton Appearance: Animated skeleton body wielding a sickle and carrying a small, round shield. Varieties: White, Grey, Pink Description: Skeletons are very versatile foes, and even have some of the attacks the characters use. They can swing at you with their sickles, charge, kick at you, do a downward slash, or even a downward thrust, which is just as damaging as the version available to the chracters. Neo-Skeleton Appearance: Animated skeleton body wielding a sickle and carrying a small, round shield. Varieties: White, Grey, Pink Description: As if skeletons weren't deadly enough, these look exactly alike their brethren, but have much higher hit points and move extremely fast. Lizard Appearance: Lizardman warrior wearing some armor, wielding a sword and carrying a round shield. Varieties: Purple, Red, Green Description: Lizards are a step up from the standard enemies, as they have more hit points, more attacks, and do more damage. They can swing their swords, charge, or hit you with their tails at close range. They're frequently grouped with bosses in the later stages. Minotaur Appearance: Tall, horned animal wielding a large, spiked mace. Varieties: Tan, Red, Blue Description: Minotaurs act as bosses and mini-bosses very frequently in the game. They can swing their mace down at the ground, charge, or throw you at close range. Armor Appearance: Towering animated suit of armor wielding a very long sword, and carrying a large shield. Varieties: Bronze, Pink, Silver, Gold Description: The suits of armor have quite a long range with their swords, and can also attack with their shields at close range, but can't run or charge. They usually try to evade your charges, making them better defensive fighters than most enemies. Dark Guld Appearance: Muscled figure in gold armor, wielding a large axe (the Golden Axe?), and wearing a red cape. Description: Well, this is the villian of the game. Dark Guld has the highest hit points of any enemy in the game, by far, as well as a large range with his axe. He can also summon skeletons to help him fight you, and use your character's highest level magic, although the damage is severely reduced. ----------------------------------------------------------------------- II: Walkthrough Note: At a few points in the game, you may fight a slightly different number of enemies than the number mentioned in these lists. Ravaged Village Magic Books: 4 Bizarrians: Green Dragon Enemies (Easy): Brown Heninger x2, Brown Longmoan x3, Green Wizard x2, Blue Longmoan x5, Blue Heninger x4, Tan Minotaur Enemies (Normal): Brown Heninger x2, Brown Longmoan x4, Green Wizard x2, Blue Longmoan x8, Blue Heninger x4, Tan Minotaur Enemies (Hard): Brown Heninger x4, Brown Longmoan x5, Green Wizard x2, Blue Longmoan x8, Blue Heninger x4, Tan Minotaur Bonus Stage: Magic Book x2 Nothing special here. The enemies are slow. When you get to the boss, a tan minotaur, just charge him until he's dead. He only has 16 hp (20 on normal/hard). Use your magic, if you want, because your meter will fill up again soon. Ruins Magic Books: 8 Bizzarians: Chicken Leg Enemies (Easy): Fuschia Longmoan x2, Red Wizard, Skeleton x2, Grey Wizard x2, Grey Skeleton x4, Pink Skeleton x2, White Neo-Skeleton x2, Bronze Armor Enemies (Normal): Fuschia Longmoan x2, Fuschia Heninger, Red Wizard, Skeleton x3, Grey Wizard x2, Grey Skeleton x5, Pink Skeleton x3, White Neo-Skeleton x2, Bronze Armor Enemies (Hard): Fuschia Heninger x4, Fuschia Longmoan x2, Red Wizard, Skeleton x4, Grey Wizard x2, Grey Skeleton x7, Pink Skeleton x3, White Neo-Skeleton x3, Bronze Armor Bonus Stage: Magic Book x3, Meat You'll be introduced to skeletons in this stage, but other than that, there's nothing special here either. The boss is a suit of bronze armor accompanied by two white neo-skeletons (three on hard). It has 24 hp (28 on normal/hard), and a long range with its sword, but moves pretty slowly, and can't charge. When you're walking up to it, just make sure that you swing fast so that you'll hit first. Use your magic, too. Tower Magic Books: 4 Bizarrians: N/A Enemies (Easy): Blue Longmoan x2, Silver Longmoan, Silver Heninger, Green Wizard x2, Tan Minotaur x2, Purple Longmoan x4, Purple Heninger x2, Purple Lizard x3 Enemies (Normal): Blue Longmoan x3, Blue Heninger, Silver Longmoan, Silver Heninger, Green Wizard x2, Tan Minotaur x2, Purple Longmoan x4, Purple Heninger x3, Purple Lizard x4 Enemies (Hard): Blue Longmoan x3, Blue Heninger, Silver Longmoan, Silver Heninger x2, Green Wizard x2, Tan Minotaur x2, Purple Longmoan x5, Purple Heninger x3, Purple Lizard x4 Bonus Stage: Magic Book x2, Bread, Meat This stage is pretty similar to the first stage, except that this one has somewhat of a mini-boss; two tan minotaurs. When you fight them, you'll be able to knock them into the nearby pits and kill them if you want, so it's pretty easy. Just don't slip up and fall off yourself, because you'll lose a life. The boss is three purple lizards (four on normal/hard). Go ahead and use your magic, because you'll have a full meter again by the time you reach the boss of the next stage. Dragon's Throat Cave Magic Books: 6 Bizarrians: Fire Dragon Enemies (Easy): Grey Neo-Skeleton x7, Purple Lizard x3, Purple Longmoan x2, Purple Wizard, Red Lizard x6, Red Minotaur x2 Enemies (Normal): Grey Neo-Skeleton x7, Purple Lizard x3, Purple Longmoan x2, Purple Wizard, Red Lizard x6, Minotaur x2 Enemies (Hard): Grey Neo-Skeleton x7, Purple Lizard x5, Purple Longmoan x3, Purple Heninger x2, Purple Wizard, Red Lizard x6, Red Minotaur x2 Bonus Stage: Magic Book x2, Bread x2, Meat You'll fight mostly grey neo-skeletons until near the end of the stage. When you're getting close to the boss, you'll start seeing red lizards. You want to be careful around them, because they'll try to charge you from the shortest distances, and are very fast. When you get the Fire Dragon in this stage, try to keep it, because it's the best Bizarrian, and is pretty good at killing just about anything, red lizards included. The boss of this level is a pair of red minotaurs accompanied by two red lizards. Start by using your magic. Depending on who you are, the magic will either damage or kill the lizards. If it doesn't kill them, concentrate on eliminating them first, and then turn your attention to the red minotaurs. Castle Gates Magic Books: 8 Bizarrians: Fire Dragon, Chicken Leg x2 Enemies (Easy): Purple Lizard x2, Silver Longmoan x3, Silver Heninger x3, Red Wizard x3, Pink Longmoan x4, Red Minotaur x2, Pink Heninger x2, Pink Armor Enemies (Normal): Purple Lizard x2, Silver Longmoan x3, Silver Heninger x5, Red Wizard x3, Pink Longmoan x4, Pink Heninger, Red Minotaur x2, Gold Longmoan, Gold Heninger x2, Silver Armor x2 Enemies (Hard): Purple Lizard x3, Silver Longmoan x3, Silver Heninger x5, Red Wizard x3, Pink Longmoan x4, Pink Heninger, Red Minotaur x2, Gold Longmoan, Gold Heninger x3, Silver Armor x2 Bonus Stage: N/A The standard enemies come in a couple of new colors here, but aren't very different from the ones you've fought already. You'll get a Fire Dragon early on, and, as in the previous stage, try to keep it until the end of the stage, because it'll really help. A while later you'll fight another pair of red minotaurs. They shouldn't pose any problems, especially if you have the Fire Dragon. The boss is shortly after this. If you're playing on easy, the boss will be a suit of pink armor with 36 hp, otherwise you'll fight two suits of silver with 40 hp each. If you still have the Fire Dragon, this should be simple. The dragon's range is farther than their sword range, so just let them come up to you, and breathe fire on them until they die. Finish them with your magic for a higher score, if you want. You don't need it if you have the Fire Dragon, but there won't be any opportunity to use it in the next stage, because the first thing you'll fight will be wizards - you'll need them to replenish your meter for what's ahead. Castle Magic Books: 12 Bizarrians: N/A Enemies (Normal): Grey Wizard x3, Silver Longmoan, Silver Heninger, Green Lizard, Blue Minotaur x3, Purple Heninger x2, Purple Lizard x2, Grey Neo-Skeleton x3, Purple Wizard x3, Pink Neo-Skeleton x3, Gold Longmoan x2, Gold Heninger x2, Red Lizard x3, Gold Armor Enemies (Hard): Grey Wizard x3, Silver Longmoan x2, Silver Heninger, Green Lizard, Blue Minotaur x4, Purple Heninger x2, Purple Longmoan, Purple Lizard x2, Grey Neo-Skeleton x4, Purple Wizard x3, Pink Neo- Skeleton x3, Gold Longmoan x2, Gold Heninger x3, Red Lizard x4, Gold Armor Bonus Stage: N/A The standard enemies in this stage are mostly of the slower colors, but play smart nevertheless, since this stage is long and doesn't have a Bizarrian or bonus stage. Early on you'll fight a blue minotaur (two on hard), and then two at once. They aren't really any different from the red ones, however. The boss is a suit of gold armor with 40 hp. It also moves faster than previous armor. Concentrate on eliminating the three red lizards that are with it first, and then fight the armor. Use the same tactics you did against the bronze one in the Ruins, although you might not want to use magic. The reason why is Dark Guld's next. Dark Guld's Chamber Magic Books: N/A Bizarrians: N/A Enemies: Dark Guld Bonus Stage: N/A As you enter the room, you'll see the Golden Axe fly into the ground, and Dark Guld appears. Dark Guld's main attack is an axe swing. He has a long range with it, and swings it upward, so don't try any downward attacks against him. You want to walk around above or below him, slowly getting closer to him, and then, when you're close enough, suddenly walk into and combo him. You need to be fast with the attack button when you do this, or he'll swing first. Also, try not to walk too far away from him, or he'll use your character's highest level magic on you (although it always does only 4 damage). When you combo him, you should almost always finish it with a throw - just don't throw him into a corner if you do, because you won't be able to throw him again until you get him out of it. As he's getting up, time your first swing to hit him just before he swings his axe, and then throw him away from whichever corner you're closest to. Use your magic if you have it, obviously. Dark Guld can do one other thing, given the chance - summon skeletons. He can only summon white ones, however, and only one at a time, up to a maximum of three. You'll probably want to throw the skeletons at Dark Guld, but try not to let him summon any. If you're close enough to him when he tries this, you can step in and hit him, which will interrupt him, but you have to be fast. As soon as you deal 64 damage to Dark Guld, he's history. -----------------------------------------------------------------------