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Ultra Techniques | Extra Rooms | GDV | The End
Trap
Unless you are careful there are rooms that use devices that will ruin you. This is when you drop down into a figure that you cannot get out of, either by placing a stone somewhere you shouldn't, or by not removing a stone.
Related Rooms: 1, 9, 10, 23, 24, 35, 45,

Bell of Lyrac
Ringing a bell causes the release of one fairy. Every 10 Faries collected is a 1-Up.
Related Rooms: 1(x2), 2(x1), 3(x1), 4(x2), 5, 6(3), 7(x1), 8(x2), 9(x1), 10, 11(x2), 12(x2), 13(x2), 14(x1), 15(x2),16(x1),17(x2), 18(x2), 19, 20(x1), 21, 22(2), 23(x3), 24(x2), 25(x2), 26(x4), 27(x1), 28(x1), 29(x1), 30(x1), 31(x1), 32(x1), 33(x2), 34(x2), 35, 36(x2), 37(x2), 38, 39(x1), 40(x2), 41, 42(x1), 43(x2), 44(x1), 45(x2), 46(x1), 47(x2), 48(x1), Hidden(x12), for 81 bells.
Related Info: Theoretical Maximums.
Crystal of Rad
Points. Blue ones increase the distance of your fireball by ½ a block, red crystals increase it by 2 blocks. These can be found in the Switch Jewels.
Related Rooms: All, Hidden.
Fairy
When recovering a fairy from a walking demon with the use of the Demon Drop technique.
Related Rooms: 4(x1), 5(x1), 10(x1), 17(x12), 18(x1), 19(x1), 24(x1), 37(x1), 39(x8), 40(x1), 49(x1), for 29 faries.
Related Info: Bell Of Lyrac, Mighty Bomb Jack.
Gold Jewel
100,000 Points. The most valuable of the standard jewels.
Related Rooms: 13, 27, 33, 40, 42(x2), 43, 48, Hidden Rooms(x12).
Hourglass of Norm: Blue
Aka. The Blue Timer. This spell from Norm, the Merchant of Time, returns Dana's life to 10,000.
Related Rooms: 35,
Hourglass of Norm: Red
Aka. The Red Timer. This spell from the merchant Norm returns Dana's life to 5,000. Only grab this when your life is low.
Related Rooms: 34, 36, Hidden.

Jar of Magadora
Obtaining this ornate jar will convert the first Fireball on your scroll into a Super Fireball.
Jar of Manda
Aka. Fireball. Dana's missle attack is found in blue jars, orange jars contain super fireballs which ruin multiple enemies. The distance Dana's fireball can travel is increased by collecting Crystals of Rad. One strategy to fireball collection is to know when to stop collecting regular fireballs, possibly between rooms 16 to 21.
Related Rooms: 16, 21, Hidden.
Key
Each room has a key. There are a total of 64 possible rooms, however the most you can access in any given game is 62, as a complete game would skip the Leo and Aquarius Hidden Rooms.
Related Rooms: All
Medicine of Edlem
Aka. The Grey Jug. A half bottle of this grey potion multiplies your time x2. A full bottle multiplies your time x4.
Related Rooms: 22, 24, 25, 26, 27, 28, 31, 33, 34, 37,
Medicine of Meltona
Obtaining this orange bottle will ruin all demons in the room, except for Mirrors of Camirror or traps.
Scroll of Lyra
Increases the lenght of your scroll by one fireball, to a maximum capacity of 8.
Relevant Rooms: 7, 10, 24,
Switch Jewels
These are the four sided jewels that change when Dana waves his magic wand over them. The green Switches change to a regular Fireball, a coin, and a red Crystal of Rad. The red Switches change to a Fireball, a Scroll, a Bell, and back again.
Related Rooms: 4, 29, 39, Hidden.
Related Issues: Gold Wing.
Brownstone
These are the dark breakable stones. Dana is able to create these stones as his primary magic skill.
Whitestone
These are the bright unbreakable stones. In more advanced areas of the game you will find some false whitestone which will break like brownstone.
Special Items can only be collected during the first attempt at any given room Aside from the Medicine of Mapros, none of these items are mentioned in the instruction manual and had to be discovered and understood through gameplay..
Aladdin's Lamp
500,000 Points + 1-Up.
Related Rooms: 46.
Constelletion Sign
These signs are found in every fourth room. Collecting this sign for each of the signs of the zodiac will enable Dana to enter a Hidden Room. Although it is not mentioned in the instructions, these do relate to the ending of the game.
Related Rooms:
4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48.
Golden Crane
200,000 Points.
Related Rooms: 22, 23, 26, 32, 33, 44, 45, 46, 48, 49(x2).
Gold Wing
No Points. This item causes Dana to skip rooms and complete the game in around an hour at the cost of not being able to rescue the Princess. Your GDV may be around 65 with a score of 4 million. Skip the first two Gold Wings, the Wings in rooms 23, 31, & 39 will not interfere with the collection of Solomon's Seals or Mighty Bomb Jacks. Opt for Scrolls at all red Switch gems. Use a Super Fireball in room 6 and 23. Collect Scrolls in rooms 29 & 39 if necessary. The Aries & Pisces Constellations hold the only available Hidden Rooms when taking the Gold Wing Challenge. Perhaps their is a time related event somewhere?
Related Rooms: 7(to 13), 15(to 21), 23(to 29), 31(to 37), 39(to 45).
Goblin Coin
200,000 Points.
Related Rooms: 19, 30, 41, 42, 48.
Gold Mask
200,000 Points.
Related Rooms: 47.
Griffin
500,000 Points.
Related Rooms: 31, 43.
Lucky Rabbit
A secret technique for 500,000 points and a 1-Up. Once you have uncovered a Rabbit, place a stone on top of it and butt the stone.
Related Rooms: 20, 38.

Medicine of Mapros
Aka. The 1-Up. This spell from the legendary Mapros gives Dana another life.
Related Rooms: 3, 14, 19, 27, 30, 35, 40, 47, 48.
Mighty Bomb Jack
Another Tecmo hero helps to release some faries. 11 for room 17, and 8 for room 39.
Related Rooms: 17, 39.
Solomon's Seal
There are 9 of these seals hidden throughout the game. These items are not mentioned in the instructions, but collecting all of them enable Dana to attempt sealing Solomon's Key in room 50. Skip the first two Gold Wings to collect all of these.
Related Rooms: 9, 13, 17, 19, 21, 29, 46, 47.
Missing Pages of Time & Space Conjuration
You must collect all available Solomon's Seals and Constellation Signs to enter these rooms.
Related Rooms: 20, 44, 49.
Demon Drop
To ruin a walking demon by removing the Brownstone beneath it. Sometimes this results in a Fairy Rescue.
Related Rooms:
Jump
Press up to jump at a height of one square.
Stall
Pressing the Make Stone button while falling or jumping for the purpose of slowing your descent, kind of like a Matrix jump.
Related Rooms: 12, 20, 29.
Stone Butt
Jumping up into a Brownstone will cause it to crack, jumping up into it a second time will destroy it.
Stone Fan
When Dana waves his wand over a magic flame it will lower so he can jump over it.
Continue
Press A+B+Up, during the GDV screen, to continue.
Redirect
To remove a Brownstone while a Sparklingball is is on it for the purpose of changing the course of the demon, as if quickly making a sort of shield stone to block the approaching demon.
Related Rooms: 4, 7, 39, .
Remote Stone
To create or remove a Brownstone at a distance of two blocks.
Related Rooms: 25, All.

Box In & Out.
Boxing In is to contain a Sparkling Ball in a small form of stones. Boxing Out is to seal yourself into safety from Sparkling Balls.
Related Rooms: 7, 11, 16,
Countermeasure
Aka. Tip Toe. Standing on your toes on the edge of a block. At this distance you can still Fan a Burn.
Related Rooms: 24, 30.
Demon Trap
To place Brownstone below an opening that has Whitestone on both sides, effectively plugging a demon's drop through-point along a platform.
Related Rooms: 12, 15, 22, .
Head Butt In
Describes dropping onto a block that has another block that is two spaces above it. Dana will often perform a headbutt in the upper stone as this technique is performed.
Related Rooms: 9, 47, 48.

Star Jump
You are able to jump from your midair starting position. You must begin this jump by pushing and holding up on the control pad anytime during the room title or star gathering at the start of the room. In room 11 it apparently does nothing. In room 20 it allows you to recover the key and preplace some Brownstones. In room 42 it allows you to get the Goblin Coin, two Gold Jewels, a Bell, and to set a fast exit for the room.
Related Rooms: 11, 20, 42.
Double Demon
When killing two demons with a single fireball, there is an increased chance of better reward.
Related Rooms: 3, 43.

Lock & Key.
A boxing out technique.
Related Rooms: 13, 33.
Shield & Stone
The technique used in room 5 to move up the center by blocking a fireball attack on one side and creating a step stone on the other.
Related Rooms: 5.
Stone Door
Used to recover the hidden Page of Space Conjuration in the Hidden Room after Room 44.
Stone Mirror
Used in room 40 if the Constellation Sign doesn't appear.
Game Deviation Value
A scoring system for measuring gameplay. Minimum value of 27. Known Maximum of 82.
Scoring between 6-13 million is quite good (pers-13,771,960).
Rooms That Don't Appear To Have Neat Stuff, But Might & rooms with odd event triggers?
1, 2, 5, 6, 10, 11, 18, 25, 34, 37, 40.
Other Items for Theoretical Maximums
A total of approximately 164 faries (16 lives) and 19 1-Ups, times 400,000 points per life when you reach the Princess' Shrine, equals 14,000,000 available points.
Fairy Totals:
Bells(x81)
Hidden Rooms(12x3 = 36 faries).
Fairy Rescue (28 faries).
Mighty Bomb Jack (11+8 = 19 faries).
Switch Jewels
Random Drops
1-Up Totals:
Granted 1-Ups (x2)
Medicine of Mapros (x9)
Aladdin's Lamp (x1)
Lucky Rabbit (x2)
Goblin Coin (x5)
