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MIRACLE WARRIORS - SEAL OF THE DARK LORD
"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.

Contents
This is a large guide, so it has been split over several pages as follows:
This Page.

Before You Start
Civilisation & Ruins
Terrain
Objects
Arms And Armour
The Beginning
Traveller's Tales
Reaching Out A Little Further

Page 2

Your First Recruit
Journey Into Darkness
Iris' Axe
Kadia And Guy
Guy's Sword, Minos and The Village Of Restoration
The Knight & The Boat
Torif & the Staff Of Earthquakes
Menos & The Armour Of Kronos
Medi

Page 3

Getting Medi Armed
Get A Little Extra Help...
Down, Down, Deeper & Down
A Strange Odyssey
Finding Treo & Completing The Ancient Scroll
Arming Treo
Finishing Arming The Party
Crossing To Areos

Page 4

Welcome To Areos
Another Trip Into The Desert
Finding The Keys?
Finding The Keys! Part 1
Finding The Keys! Part 2
Finding The Keys! Part 3
The Final Encounter

Before You Start
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.

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Civilisation & Ruins
You will come across a number of Castles, towns, villages, caves & monuments on your travels.
Castle - These are the seats of the Kings of the Lands. Visit these at appropriate times to gain new items.
Town - These contain a number of dwellings where you will be able to get equipment & help.
Village - Villages are the site of one specific person, object or service.
Monument - Explore the dark passages in search of help for your quest.
Cave - Hides fearsome creatures & fabulous treasures. Most are locked, so how will you get in?

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Terrain
There are 6 types of terrain in the game:
Plain - The safest of any environment. Desert - The most dangerous land terrain.
Forest. Rivers, lakes & ocean.
Mountains. Sea of Areos. Storm tossed & very dangerous.

In addition there are underground passages & caverns.

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Objects
Feather Feather. Feathers are used to teleport to a town where you have previously purchased one.
Mask. This mask will enable you to see a little further into the underground passages.
Crystal. The crystal lets you see the furthest of all.
Helm. Use the helm to decipher the unreadable writing scribbled occasionally on cavern walls.
Mantle. Once you have the mantle, many of the weaker monsters won't bother you again
Sacred Nuts. These are sometimes obtained by fighting Liphants. They can be thrown at enemies to damage them. A maximum of eleven can be held at any one time.
Staff Of Earthquakes. Causes a lot of damage to enemies. A maximum of four can be carried at any one time.
White Sphere. This is the most powerful weapon of all - pity you can only carry one at a time.
Stone of Protection. Stops your enemies casting spells - but doesn't always work! You can carry a maximum of six stones.
Potion of Resurrection - Doesn't resurrect (damn!) but does give a living character maximum health. A maximum of three can be carried.
Weaponsmith. Once the smith has joined you, your weapons will be kept in constant repair - for free!
Boats. There are two to find. One for normal seas & one for crossing the stormy Sea Of Areos.
Scroll. The scroll will be assembled as you collect your companions. Then you may follow its directions.
The Key Of Earth, Key Of Heaven and Key Of Hell. Required to complete the quest.
You can also purchase herbs from healers in the towns. A maximum of 24 herbs may be carried.

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Arms and Armour
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.

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The Beginning
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  Evil Merchant. Easy to kill & you gain 2000 Guilders and +10 Charisma.
Thief
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  Merchant. Killing him gives you 1500 Guilders, but you lose 80 Charisma points.
Traveller
Traveller. Not profitable at all. You get 500 Guilders for slaying him but lose 500 Charisma - ouch!
The White Monk
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

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Traveller's Tales
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."

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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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