home |
top |
intro |
versions |
weapons |
world |
faq
|
World Map
The numbers on the map above indicate the levels, but more specifically indicate the locations of the first 6 bosses. There is a
number 7 missing for the final boss, Astaroth. Each level is subdivided into 2 areas. I don't know the official names
for each area, so I'll use some common sense ones.
Remember, you have to go through every level twice to truly finish the game.
Each area is timed. Time runs out and you die. The timer is reset when you enter a new area, so if you scrape though area 1.1 with
just enough time, you'll get a brand new timer to use in 1.2. The NES version contains items that increase and decrease your remaining time.
Generally, though, there is never much danger of running out of time.
|
|
1.1 - Graveyard
The initial area is no cakewalk for new players, with a constant stream of Zombies, Crows and Green Monster attacks. The game will try and trick you into
collecting the Torch on the first level. Avoid it at all costs. The tombstones contain a bizarre secret:
attack them 15 times and the Magician appears, casting a spell that turns you temporarily into a frog, which can only run and jump. Killing the Magician nets
you 2000 points, well worth the effort since there are many tombstones and the first extra life comes at 20,000 points by default. Arthur has his first encounter
with a Red Areemer, after which there is a small platform floating in the water. It's very easy to die here if you're not careful.
|
1.2 - Forest
You'll encounter a few sets of Flying Knights (in their only appearance) and then clusters of Wood Sprites armed with Onion Spears. Keep moving and
finish off the single Unicorn by the iron gate to collect a key for coming in.
|
2.1 - Towers
This area always seemed out of place to me. A collection of frozen towers spanning a body of water. Well, it might seem like Astaroth or Satan or
someone was responsible for the freezing, but even thawed out it would be a pretty strange construction. In any case, despite its looks, Arthur will
not slip around on the ice. There are, however, many annoying Blue Killers and a dropping platform at the end, which will almost certainly lead to death
your first time through.
|
2.2 - City
Arthur will pass by a few large buildings, one which spews forth Petite Devils. He'll then pass through a Donkey Kong-esque structure
filled with ladders and Big Men. Take on the Big Men one at a time, as they require 10 shots each. On the second and third floors, its
a good idea to walk all the way right up the brick walls that divide the floors in two, where you can fire your weapon through to kill
the Big Men on the other side. This makes the second half of the building a lot easier. After the Big Man house comes the floating bridges.
These stone sections float up and down, requiring a bit of careful jumping while avoiding or defeating random crows. Finally, you'll
encounter 2 Unicorns by the iron gate. If you are careful enough, you'll only have to take one of these guys on at a time. Defeat them
for the key.
|
3.1 - Cave
Arthur is now at the start of the underground path leading to Hades. The cave is a bit of a throwback to the Graveyard area. There are
more Zombies and large rocks that contain Magicians, similar to the tombstones. You've also got Bats and Tower Monsters, neither of which
are too much trouble. In fact, unlike the City, this area is quite short. It is also the first good opportunity to obtain the Knife. Keep
working the spawning Zombies until you get it.
|
3.2 - Dungeon
The difficulty really jumps up here. The area is replete with Red Areemers mostly situated on uneven ground, which makes for
very difficult battles. There are two paths through the level, a high road and a low road. Both are equally difficult, so it depends on
your taste. If you make it through this gauntlet, you've still got the Dragon to contend with at the iron gate. Depending on his mood, this
battle could go either way, especially if you are sans armor.
|
4.1 - Platforms
This section is dramatically easier than the Dungeon. In fact, there are no enemies. Just a lot of jumping between platforms
made of eyeballs hovering over bottomless pits. The one difficulty is that a higher platform can push you off of a lower one. In the NES version,
even this is eliminated, as you pass right through platforms that would push you around in the Arcade version.
|
4.2 - Bridge
Now its starting to look like Hades. There are two Red Areemer encounters on flat ground, Blue Killers and spouts of fire. The trick is to
just continuously run right between Areemer encounters and nothing will hit you. The level concludes with another Dragon encounter, but
some Arcade versions even let you bypass this via a glitch. Walk just far enough along the bridge so that the music changes to the boss
theme. As soon as it does, run back the way you came. After a little bit, the music will stop and you'll see "Take a Key for Coming In".
The Dragon has vanished and the key is yours.
|
5 - Lower Castle
Asteroth's castle, ground floor. Things are going to get tough again. There are all kinds of different enemies here, and unlike previous levels, no
checkpoint between the level start and the iron door. Destroy the Skulls before you get too close, otherwise you'll face the nasty hopping Skeletons. There
is a fork in the road again, the right path and the left path. The left path is the easier route. If you're playing the Arcade version, it is strongly
recommended that you pick up the Cross/Shield on this level, as it's hard to come by on level 6. A single Satan waits at the end of the level. He's not
too tough if you strike him quickly and aggressively. Like level 4's Dragon, you have an opportunity to escape from this boss for an easy victory. Climb
up the ladder underneath him far enough to trigger him and then retreat down the level as fast as possible. Drop right into the large open area in
the center and once you hit the bottom, Satan (and all other enemies) should disappear. Note that this doesn't seem to work in all Arcade versions.
|
6 - Upper Castle
This is it, ladies and gentlemen, Hell. Literally. Level 6 is easily twice as hard (or more) than any level before it and you will spend most of your
time trying to pass it. All the worst baddies are here: Unicorns, Dragons, Big Men, Red Areemers, Satans. This is also the level that varies the most depending
on the version you are playing, but even at its easiest its damn hard. At its hardest its pretty close to impossible. If you happen to be playing a version
that starts off with two Unicorns instead of one, you may want to employ a handy glitch. Climb up the ladder underneath them far enough to trigger them. Climb
back down and walk 2 or 3 character-lengths distance from the left side of the screen and start attacking the empty air. The Unicorns should eventually move over
directly above you and then hop. This hop will leave them floating mid-air, making them easy to avoid. After this though, you're on your own. Stick to the left path.
On the upper floors you may face a grueling test of several Big Men at once with Areemers lurking nearby and Skeletons always ready to pounce. If you miraculously manage to get to
the iron gate with your armor intact, you still have to face a pair of Satans in cramped quarters. You will eventually pass this, but it could take a long time.
Once you do, though, oh what a feeling. Oh and for the love of God, make sure you pass this with the Cross/Shield, or its back to the start of level 5 with you.
|
7 - Astaroth's Lair
Finally, the main man. Only his lower face is vulnerable, so nail him there. As you battle back and forth, Arthur will always automatically face Astaroth,
making things a little bit easier. Vanquish him and you get... to start over from level 1. It was only an Astaroth illusion. But if it's your second time
through, then you've won. Feel that strongth welling in your chest! Don't miss the green frog sitting on the throne in the background. I knew the frog was
behind it all!
|
|