MIRACLE WARRIORS - SEAL OF THE DARK LORD
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"Fate
calls thee to bar evils way! The Dark Lord Terarin has removed the
Golden Seal from the Pandora Passage to let monstrous creatures roam
the Five Lands. An ancient prophecy foretells of four brave warriors
destined to battle Terarin & return the Seal to it's rightful
place. Art thou the one fated to lead the Miracle Warriors? Dost
noble blood flow in thy veins?"
So begins the
introduction to this game of swords & sorcery. Evil creatures
bent on destruction have been released into the world & only
you can stop them. You must wander the lands, oceans, monuments &
dungeons of the Five Lands to find your 3 companions. Only then
can you walk in the footsteps of the mighty Iason & use the
Golden Seal to close the Pandora Passage, restoring peace to the
land. What follows below is a guide to the game to enable you to
get the best out of it. |
This is a
large guide, so it has been split over several pages as follows: |
The Miracle
Warriors game comes with a huge & colourful map of the Five
Lands. Keep this map handy as you will need it to work out where to
go from the clues given by characters in the game & in the notes
below. This makes it a bit harder for those of you playing on
emulators :-) Fortunately, there is a website that can help - "The
Sega Notebook". Here you'll find reproductions of manuals
for several games (very useful!) and a neat section on Miracle
Warriors including an excellent map and a list of all the creatures
in the game.
|
WEAPON |
ATTACK
STRENGTH |
DEFENCE
STRENGTH |
DAMAGE
|
NOTES
|
Knife |
+1
|
0
|
50
|
|
Armour |
0
|
+5
|
80
|
|
Shield |
0
|
+5
|
60
|
|
Sword |
+3
|
0
|
70
|
|
Iris'
Axe |
+6
|
0
|
90
|
For
you. |
Kronos
Armour |
0
|
+10
|
100
|
For
you. |
Ulysses
Shield |
0
|
+10
|
100
|
For
you. |
Turo's
Sword |
+6
|
0
|
90
|
For
Guy. |
Armour
Of Titan |
0
|
+10
|
100
|
For
Guy. |
Shield
Of Hector |
0
|
+10
|
100
|
For
Guy. |
Eros'
Sword |
+6
|
0
|
90
|
For
Medi. |
Armour
Of Athena |
0
|
+10
|
100
|
For
Medi. |
Shield
Of Celene |
0
|
+10
|
100
|
For
Medi. |
Halberd
Of Babel |
+6
|
0
|
90
|
For
Treo. |
Armour
Of Kaos |
0
|
+10
|
100
|
For
Treo. |
Shield
Of Kimaira |
0
|
+10
|
100
|
For
Treo. |
Attack
Strength shows the increase in a characters Attack Strength gained
by using the weapon. This value is compared to an unarmed character,
so when you gain Iris' Axe after having used a Sword, your Attack
Strength will increase by 3 not 6.
Defence Strength
shows the increase in a characters Defence Strength gained by
obtaining the relevant shield or armour.
Damage shows how
many hits an item can take before it breaks and will have to be
replaced. At this time I do not know what happens if you break one
of the Arms Of Legend.
|
You start
the game at the Castle Arasia in Arukas, where you are informed by
the King of your quest: "Fate calls thee to bar evils
entry. Thou must seek the Seal of the Dark Lord. The Seal is guarded
in the Gorkis shrine. Quickly find the Ancient Sage Kosama".
You should now build up your strength, experience, money, fangs &
items by adventuring around the town of Garia (SW of Castle Arasia).
Stay on the plains & avoid the forests, mountains & water -
the creatures there are just too strong for you - for now. Collected
fangs can be sold for 50 Guilders each but after a while, you'll
have to start stocking up - you need them to obtain certain items or
services. There are two creatures in particular that are very
profitable to attack at this stage in the game (the white bar in all
these pictures is an indication of the life force of each creature):
Evil
Merchant. Easy to kill & you gain 2000 Guilders and +10
Charisma. |
|
Thief. A
little tougher than an Evil Merchant, but still worth 300
Guilders and +5 Charisma. |
Not all
ceatures you will meet on your travels are dangerous. The
following should not be attacked, but talked to. They will give
you helpful advice. The White Monk may sometimes give you more - a
complete restoration to health for the whole party!
Merchant.
Killing him gives you 1500 Guilders, but you lose 80 Charisma
points. |
|
Traveller.
Not profitable at all. You get 500 Guilders for slaying him but
lose 500 Charisma - ouch! |
|
White
Monk. Hard to beat & you lose 5000 Charisma if you do! |
The town
of Garia is going to be your home base for a while so get to
know it. The nine dwellings offer the following: |
1. |
A man
giving the towns name. |
2. |
A healer
(restores health for a price and will sell herbs at 2000
Guilders for 5 herbs). |
3. |
Fang
buyer (1 fang = 50 Guilders). |
4. |
Weaponsmith
(Weapons & armour become damaged as they are used &
eventually break unless patched up at a weaponsmiths). |
5. |
Town
Elder. For a donation of 500 Guilders, you are told the
following: "Kosama dwells in a valley on the Border." |
6. |
The
occupant tells you: "Buy feathers for they will aid your
travel." |
7. |
The
occupant tells you: "Knave! Canst thou enter unbidden!?" |
8. |
The
occupant tells you: "Collected fangs are proof of valour in
battle." |
9. |
Shop:
Knife |
3000
Guilders |
Armour |
5000
Guilders |
Shield |
6000
Guilders |
Feather |
3000
Guilders |
|
|
Throughout
the game, talking to merchants & travellers will gain you hints.
Here is a list of hints that I have encountered, some useful, some
not.
"Stride the
open plains, where thou belongs!"
"Be not
scared. Art thou to crush evil?"
"First
become stronger, then thou canst fight."
"If thy fame
decreases, thy quest will be long & weary."
"Hast thou
collected 300 fangs?"
"I hear
there are two towns in Marula."
"Thou should
find the Mask of the Beast before venturing into the caverns."
"To awaken
thy first companion, thou needst the sword of a warrior!"
"The crystal
lets thee see far in the caverns."
"Magic items
are used to kill strong beasts."
"The Sacred
Nut and Staff of Earthquakes are valuable in combat."
"To awaken
thy 2nd companion, thou must put them in armour & cast a spell."
"Thy 2nd
companion can open any lock."
"Medi's town
was once called Saria."
"Pirate
blood runs in the veins of your last companion."
"Thy final
companion is trapped in a shrine in the lake."
"Beasts in a
cavern hold a shield that protects against black magic."
"Odysseus'
shield is kept in the far South." (In fact, it is Ulysses'
shield, not Odysseus').
"Thou art
only about half as big as Iason!"
"Rumour says
a marvelous ship can be found in a village in the desert."
"Iason was
twice as fast as a normal man and of great stature."
"The South
Wind carries the sweet & luscious fragrances of Spring."
"'Face not
dawn.' means you should go West."
|
Reaching Out A Little
Further |
Once you
have a weapon, armour, shield & full supply of herbs, you should
be strong enough to venture to the town of Oruk in Marula (for some
reason called Orcho on the map supplied with the game). On the way
you will meet newer & tougher creatures. Of particular
usefulness around Oruk is the Great Lion which yields 3000 Guilders,
5 Fangs & +15 Charisma when defeated. Oruk contains the
following locations and should become your new base of operations:
1. |
A man
giving the towns name. |
2. |
A healer
(restores health for a price and will sell herbs at 2000
Guilders for 5 herbs). |
3. |
Fang
buyer (1 fang = 50 Guilders). |
4. |
Weaponsmith.
This character will join you if you make him a one-off payment
of 12000 Guilders. |
5. |
Town
Elder. For a donation of 500 Guilders, you are told the
following: "Hast thou become a true warrior and received
the Armour of Legend?". |
6. |
The
occupant tells you: "When Terarins army came, one town was
lost." |
7. |
The
occupant tells you: "There are nine towns in this Earthly
plane." |
8. |
The
occupant tells you: "Venture not alone into the woods to
the South-West." |
9. |
Shop:
Knife |
3000
Guilders |
Sword |
4000
Guilders |
Armour |
5000
Guilders |
Shield |
6000
Guilders |
Mask |
15000
Guilders |
|
Kosama, the
sage, can be found in a village located in North-West Austel, just
north of the mountains. Enter the village & Kosama will greet
you:
"I am the
sage Kosama. Hmm...The Seal Of The Dark Lord is it? The Seal is
guarded by General Terarin. To reach Terarin you will require
three companions. These three of ancient lineage can help thee.
They do not realise their own power. Hearken, "Awake Giant!".
One is in a town which prays to the God of the Sea."
You now know
the spell "Awake, Giant!". Use this spell when you find
one of your companions and they will join you.
Return to the
town of Oruk.
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