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Walkthrough

Please note: You can't do any level over again until you beat the game. So if you are going to get all of the red fairies, make sure you get them all on your first time through or you won't be able to get them until you beat the game.

Alanjeh Castle
Plains of Rowahl
Apothecary
Blessoon
In between levels
Dahl-Nok Valley (optional)
Gromtull Desert (optional)
Burial Grounds
Shayel Passage
The Castle Grayl
Rohbach (optional)
Bridge of Sarvan
Kendarie Castle
Yyprek Mines
Lumsted (optional)
Bernden Field
Castle of Whyt
Grenfoel Church
Lake Bestriel (optional)
Coliseum
Mt. Jarndunn
Ruh-Arok Temple
Hupon-Jen (optional)
Temple of Amentankh (optional)
Terjon Temple (optional)
Yalwog (optional)
Broch Black

Alanjeh Castle

Once the guard finishes his story, you can move Katia. It doesn't matter if you talk to the guards or not. Just walk down the hall and turn right at the intersection. Pretty simple castle, huh? Walk into the room and open the treasure chest. After the cut scene you'll have to take care of the skeleton that is attacking you. Use whatever cards you feel like on it. Once you fight your way out of the room, talk to the old lady and the level will be over.

End of round bonuses
One Skeleton Two Fairies Three Birdmen


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Plains of Rowahl

Now you are on your way. Before you enter the next level, go into the menu and edit your deck. Add any cards that you gained to your deck and begin.

Gurd will be with you the entire time giving you pointers. There aren't any random battles in this level, they're all scripted battles that happen whenever Gurd talks to you. The first treasure chest is right in front of you. At the first intersection make a right and go into the camp. There's another treasure chest there. Keep going until you get to another treasure chest and you'll see a short blue pillar. That's the deck point, it'll heal you and you can add the cards you found to your deck. The boss of the level is in the dirt area ahead of the deck point, but you can go to the field beyond it and get a couple more cards from treasure chests and return to the deck point to add them to your deck.

Boss Fight: One Sand Golem and three Hobgoblins
The Hobgoblins are slow and pretty weak. The Sand Golem poses a bigger threat. The Sand Golem will dig into the ground and pop out near you to try and smash you. Keep moving to avoid its attacks. You can try to bait the enemies into attacking the boxes on the field. The boxes will explode and will damage whatever is in range.

Kill the Hobgoblins first so they don't get in your way. You can get right in on the Sand Golem to attack it, but try to stay behind it so it doesn't attack you.

This fight isn't that hard, just remember to keep moving.


End of round bonuses
One Sand Golem Two Mandragoras Three Hobgoblins


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Apothecary

Basically Gurd will start you off with a couple of ponters and tell you where to go next. You can also buy a couple of cards for your deck since it's unlikely that you'll have 30 cards by now. Make sure you have a Fairy card or two by now, you're going to have to start healing yourself soon. Also make sure to add all the cards that you gained to your deck.

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Blessoon

Red fairies here: 6

The level starts you off with the task of finding the four capstans in the area to progress in the next one. The capstans are the yellow dots on your map. The cards that you use and the way you battle I'll leave up to you. You can refer to the cards section to see what I think of each card. I'll give you some basic pointers on battling and navigating maps

First, try to destroy objects on the battlefield to get more magic stones, the occasional card, or an entrance to a new area. When you are done with a battle, head in the direction that you were going in before you go through all of the end of battle screens. This will cut down on the amount of battles you fight in.

Also, make an effort to get all of the treasure chests that you can find, even crappy cards are better than nothing at all.

Ok, that's it for tips for now.

There is a deck point in the middle of the area next to the fountain. Make sure to check it to recover your HP and add cards to your deck.

Once you get by the gate by lighting the capstans you enter a cut scene intiating the only real side quest in the game: your hunt for the red fairies. Basically after every ten fairies or so that you collect, Alexander will give you a new card. The cards get to be very good when you get a lot of fairies so try to get them all. I will tell you exactly where the fairies are in the walkthrough, but you can also see the red fairy section for more general locations and a reward list.

You will automatically get a fairy in the cut scene, there is a fairy floating around in plain sight and there is a fairy hidden in a crate in the campsite.

Ahead of the campsite take a left instead of going over the bridge, (you can go to the deck point if you want though) to pick up another red fairy. Behind the fairy is a row of barrels that are blocking your way. Walk in circles until you get into a battle. During the battle, destroy the barrels or have the enemies destroy them to go into another area. In this are there is a fairy in the corner of the map and the last fairy is hiding in a bed in a destroyed house.

Once you get all of the fairies and the chests in the area go back to the bridge and use the deck point. Beyond that is the boss fight of the level.

Boss Fight: One Fire Golem
The Fire Golem will remain stationary throughout the fight. he Fire Golem has two attacks: It will either shoot rockets at you if you are far away or it will cause rocks to shoot up from the ground if you are close to it. It's better if you stay away from him since the rockets will usualyl overshoot you. Get him with any long range cards that you have. If you don't have any, get in quick and run back out. Independent cards also do well to distract it.

Keep it up and it should fall quickly.




End of round bonuses
One Fire Golem Two Lycanthropes Three Plague Rats


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In between levels

Now, here's a couple of rules of thumb when you go in between levels. First, always go to the Fairy House to see if you can get another card. Second, always go to the Apothecary and talk to Gurd. Talking to Gurd may open up an optional level. Also you can buy, sell, copy, or transform your cards there. Last, make sure you edit your deck to your liking.

At this point you can get a card from Alexander and you can open up an optional level from Gurd.

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Dahl-Nok Valley (optional)

Red fairies here: 5

Start along the path and an orc will destroy the bridge to the other side. That's ok since you have to explore this area to do your mission objectives. Pick up the red fairy that you see. Right by the fairy is a tree with a bee's nest on it, press A by it to intiate a battle.

Boss Fight: One Giant Bee
You'll have to fight these guys pretty often suring the level. The thing about Giant Bee's is that they are fast, but now very smart. It will buzz around you shooting projectiles at you which can possibly poison you. It can sometimes get a cheap shot at you at the beginning of some fights, so be cautions. To beat the Giant Bees you just have to attack them with weapons. The Giant Bee will be in front of you a lot, but it will not always be pointed at you. Get behind it and strike.


There are two more bee trees in this alcove and a card lying on a stump. There is another bee tree by the ladder leading down.

Climb down the ladder and walk all the way down the river to pick up another fairy and a card that's on the ground. Climb up the other ladder for another fairy and a deck point. Also break the egg in the nest that's near the deck point. There is another egg up the dirt slope near the deck point. Now beat the two bee trees near the deck point.

Make the corner after those bee trees and search a stump close to some treasure chests to get another red fairy. The last red fairy is in a stump in the corner of the map. Ignore the other bee nests for now and go to the broken bridge and break the last Cockatrice egg. Well now you pissed off their parents so go up the dirt slope and talk to them.

Boss Fight: Two Cockatrices
The Cockatrices only use melee attacks so the only real danger is getting trapped in a corner or getting stuck in between them. If you do get trapped, start using cards to avoid damage and to fight your way out. The Cockatrices are not particularly elusive so any cards will do. You should try to keep a healing card handy though.


Now that you defeated the cockatrices everything that was petrified dissapeared and you can get the treasure chests behind them. Now beat the last two bee nests and the level is over.

End of round bonuses
One Killer Bee Two Venus Spiders Three Orcs


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Gromtull Desert (optional)

Red fairies here: 3

During this level you should be on the look out for triangular pillars like the one that is right in front of you at the start of the level next to the oasis. There are four of these switches. The first red fairy is in a chest just beyond the oasis under some arches. Near the chest is another oasis with a switch in front of it.

You should see a sandstorm nearby walk into it to intiate the first of many battle with the level's boss.

Boss Fight: One Sand Worm
The Sand Worm will not move during the fight. The key to fighting the Sand Worm is to move in next to it and keep running aournd it. Weapon cards will work well here since you can attack quickly and keep running. It you stand still too long, the Sand Worm will either blow sand at you or lunge at you with its head. The Sand Worm's attacks are quite powerful but if you stay on its backside and keep running he shouldn't be able to hit you.


Continue around the corner again to meet up with the Sand Worm again. Use the same tactics as before and he'll run away after you take away another 50 of its HP. Beyond the second boss fight is another oasis. To get the switch here you'll have to get into a battle and break the short cactus that's next to the oasis. After the battle you can activate the switch. Don't forget to use the deck point if you need it. There is another red fairy just around the corner.

Within sight of the red fairy there is another Sand Worm fight. Beat him again and he'll run away yet again. After that, go to the corner of the map to find another oasis with a cactus, and a red fairy. Break open the cactus to use the switch.

Now you'll open up a cave near the deck point and you'll get a couple of treasure chests. Use the deck point to add them to your deck.

After you get all of your cards, go to the end of the level to fight the Sand Worm for the last time. He'll have 100 HP this time so just be cautious.

End of round bonuses
One Sand Worms Two Sand Beetles Three Mummies


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Burial Grounds

Red fairies here: 6

To start things off, there is a fairy hidden in the first gravestone that you see. The next fairy is in the open just down the path. Keep going down the path and at the turn there is a well. Check it to get another fairy.

Keep going down the path and there will be some treasure chests. One of the will have a fairy. Near that fairy will be the last two fairies out in the open.

After you get all of the fairies, keep going until you reach the four lighted gravestones. Touch them in this order: yellow, green, white, and red. If you mess up you'll have to fight a skeleton and start over. The gate to the boss battle will open up when you solve that.

Boss Fight: One Necromancer and two Skeletons
The Skeletons are not much of a threat, so kill them quickly so they don't get in your way. The Necromancer is a big annoyance though. It will shoot out skulls that will chase you until it hits you. Casting a card won't help so you'll have to keep running. Use independent cards to draw its fire and try to get it from behind while it's busy. The Necromancer warps around the battlefield a lotso it can be tricky to hit. Be careful since it does have a close range attack that packs a punch. Just try to keep it busy and do your best to damage it.


End of round bonuses
One Necromancer Two Wraiths Three Ghouls


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Shayel Passage

Red fairies here: 6

There will be two fairies straight ahead of your starting point. You'll walk quicker if you go down the sides of the sewer.

At the first intersectin, there is a tall tank that you can break. Monsters will come out, but you have to break it anyway. Turn left at the intersection to get another fairy.

Now hit the white switch at the end of the hall to open up a pair of gates. Run back past the tank you destroyed and you'll see the gate moving. Enter the hallway and walk to the clump of dirt next to the bridge to get another red fairy.

After you get the red fairyand the chests in there, backtrack to where you hit the switch. Go down the hall at the intersection and break open the tank there. Walk up the stairs to get another fairy. There's another tank to break at the end of the hallway. Make the turn and break the tank at the end of this hallway also.

Continue to a deck point in the middle of the bridge. The last fairy is hiding in a rock after the brige in the water. Break the last tank and beat those monsters. You'll see a little cut scene. Make your way down the path. You'll eventually see a deck point, just beyond that is the boss battle area.

Boss Fight: One Mind Flayer and three Flayer Spawn
The Flayer Spawn aren't tough but they can be annoying since they have a long range attack. The Mind Flayer uses a close range attack that can damage you several times per attack and has has a very good chance of paralyzing you. None of the enemies are all that fast or tough, but use long range cards on the Mind Flayer to avoid its attacks.


Winning the battle will yield you the key to the castle. Back track a little to where the map shows a large red arrow. Slide down the waterfall, hit the switch again and go through the gate. Follow the path to a dorr which you can unlock with your key.

End of round bonuses
One Mind Flayer Two Giant Crabs Three Dragonoids


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The Castle Grayl

Red fairies here: 3

You'll start the level trapped in a room. Check the statues of armor to find a hidden switch to move on. A red fairy will be in the second room. Keep going and you'll enter another room that's blocked off. Check all of the armor there to activate two switches. Backtrack to a path that was blocked by a statue. The statues has moved so you can get the chest there.

There's not much else to this level, keep going until you get to the end. You'll reach the throne room and you'll have to fight another summoner.

Boss Fight: Female Summoner
This is your first fight against another summoner. Her strategy is to constantly have two independent cards out at once and then pummel you with weapons. Her cards are pretty low level so they don't pose much of a threat. The summoner is very skilled at evading attacks. When you try to get in close she will use a weapon card right away which will either hit you or counter the attack you were going to try. Your best bet to defeating her is to set out a couple of independent cards of your own and then try to hit her with a summon or quick weapon card while she is physically dodging attacks. She can't use cards when she's jumping around so it is the best chance you have at damaging her.


After you defeat her, don't open the treasure chest just yet. Check the rubble piles in the room to find the other two red fairies.

Now you can open up the treasure chest to recieve the Runestone. Now you have 150 hit points, 15 magic stones and your status defenses increas by five. The changes will be the same when you acquire more Runestones.

End of round bonuses
One Stone Head Two Wizards Three Will o' Wisps


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Rohbach (optional)

Red fairies here: 5

Start the level by going left. There will be a red fairy on the path. Just a little down the winding path is a tree that sparkles a little. You'll automatically enter a boss fight when you approach it.

Boss Fight: One Sasquatch
The Sasquatch is a formidable fighter. It will either try to punch you or try to double hand smash you. Its attacks are quite powerful but are easy enough to avoid by dodging them to the side. So try not to stay in front of it. The best approach to attacking it is to dodge its two handed smash and then hit it. It has to recover after it lands the attack so that's your best opportunity to hit it. Keep moving or you'll get clobbered.


Check the tree after the battle to get your herb. Also check the sled that's past the tree to find a red fairy. After that you'll be at a frozen lake. Check the sled on the lake to get a fairy. There will also be a fairy near the deck point. The second Sasquatch tree is also in this area.

Cross the frozen lake and go up the narrow path to get the last red fairy and the last Sasquatch tree. Once you beat the last Sasquatch and get the herb, the mission is over.

End of round bonuses
One Sasquatch Two Crystal Roses Three Elephants


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Bridge of Sarvan

Red fairies here: 4

There aren't any bosses on the level per say, but Chimeras are tough monster to beat and have a very powerful charging move, so don't get in front of them.

The first red fairy will be near a statue just a little way from the start. Once you get to the center of the bridge wou'll have to work some levers to get across. Also there is a fairy next to each of the switches on the sides of the bridge. The switches will require 1 magic stone to move. If you start to run low go in the middle of the bridge and try to catch a blue fairy. Hopefully it will give you more magic stones.

Now you want to lower the east bridge fully so you can operate the lever to lower the staircase. Once the stairs are lowered you can cross the bridge.

A little after that area will be a flight of stiars leading to a small island with a red fairy on it. There are a pair of Chimeras waiting for you on the island so be prepared. That will be the last fairy on the level so finish crossing the bridge to end the level.

End of round bonuses
Two Sirens Two Gold Butterflies Two Evil Eyes


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Kendarie Castle

This isn't a real level. It's more of a cutscene telling you to go to Yypreck Mines. There's a Runestone there, go get it!

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Yyprek Mines

Red fairies here: 5

The first red fairy is in a mine cart in the beginning of the level. The next red fairy is on a path west of the starting point. Go off the ridge that's past the second fairy and talk to the soldier. He'll lead and "protect" you from the not-so-random encounters that will happen while he's with you.

Follow the soldier and pick up any chests along the way. The soldier will stop when he sees a monster. He can't be killed so don't worry abour him. After the first battle, you'll find another red fairy.

After the soldier take a wrong turn and you fight the battle there, get ahead of him to get the red fairy and turn down the right path and check the wood pile that's near the treasure chest to get the last red fairy of the level.

Keep following the soldier and after the fifth battle he'll stop and the boss battle will start when you enter the next area.

Boss Fight: One Puppet Master and Two caterpokers
The Caterpokers are quite a pain in this fight since they can paralyze you with their attacks. This is not good since the Puppet Master can attack very quickly. The Puppet Master wil whip out some strings in front of itself quickly and often. It's best to let an independent card or two handle the Puppet Master while you kill the Caterpokers. Concentrate on overwhelming the Puppet Master once the Caterpokers are gone.


After the battle, open up the treasure chest and you'll get the second Runestone. Your stats will rise again.

End of round bonuses
One Puppet Master Two Juggernauts Three Catoblepases


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Lumsted (optional)

Red fairies here: 6

This level requires you to find four well and stop them from emitting the white mist. You do this by simply going next to them and checking them.

The first red fairy is by a house near the start. Make a right from the fairy and go to a little alcove near the graveyard. There will be a fairy hiding in the stump near the well.

There is a well in the graveyard. Stop that well and open the chest near it to get a red fairy. Also there is a fairy behind a house near the entrance to the graveyard.

Once you leave the graveyard and get that fairy, bear right to get another fairy and another well. Turn around from there and follow the path to get to the stairs. Go up the stairs and check the stump near the well to get a fairy.

Stopping the last well wil automatically return you to Gurd. She will give you a card. I got a Venom Lizard card.

End of round bonuses
Two Sea Monks Two Hands of Pain Two Running Birds


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Bernden Field

Red fairies here: 5

The first red fairy is in plain sight before the first gate. You'll find the second one as you leave the first field. Once you enter the second field, go right and you'll enter a small passage. There will be two fairies in this alcove. One of the is behind the large tablet. The last fairy will be in the second field also.

You can't leave this field until you defeat the zombie dragon, which is a pile of bones in the center of the field.

Boss Fight: One Lich and One Zombie Dragon
This is a tough battle since there is no good way to avoid damage in this fight. You have to defeat the Lich because the Zombie Dragon is much too powerful at this point in this game. The Dragon will disappear once you kill the Lich. There's no good way to avoid damage since the Zombie Dragon takes up so much space on the battlefield. Never get in front of the dragon because it has a really nasty breath attack. The Lich's attack is pretty powerful but it's also hard to avoid. Try to use weapon cards as it attack to avoid taking damage from it. Just stay behind the Zombie Dragon and counter the Lich and it should go all right.


After the battle there will be a Zombie Dragon card where the pile of bones were.

Exit the field and continue along the path until you get to a cutscene.

Boss Fight: One Beelzabub and Two Archer Trees
The Beelzabub is one tricky devil (no pun intended). It is fast and its attacks are hard to avoid. Kill the Archer Trees quickly because you don't need more thigns shooting at you than you already do. When it's just you and the Beelzabub, try to overwhelm it with independent cards. The Beelzabub has a cheap acid rain attack that can potentially keep some creatures from attacking it so try to get in with some weapon cards as well. It has a wide disc projectile that's hard to avoid. Keep moving and keep it busy and you should win this one.


End of round bonuses
One Beelzabub One Lich Four Archer Trees


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Castle of Whyt

Red fairies here: 3

Go right from the beginning to get a card from a dying soldier and to activate a switch in the small room past him. Turn around and go down the hall to get a red fairy, another card from a dying guard and another switch.

Get to the scond floor and you will find another red fairy. Head to the room on the left side of the lobby to get the key for the room on the opposite side of the lobby. Pul the lever in that room to activate the elevator to the third floor.

On the third floro, find a switch on the third statue on the left side of the room. That opens the door to the throne room. Once in the throne room, enter the small room on the left side. Destroy the grating that blocks the fireplace in that room. Cross the bridge that you opened up and open the chests to find the last fairy.

Talk to the dying soldier in the throne room to end the level.

End of round bonuses
One Chaos Knight Two Ghost Armors Three Tiger Mages


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Grenfoel Church

Red fairies here: 5

This level is tricky because it has no deck points. If you start to run out of cards towards the end of the level, start trying to get blue fairies to restore your cards.

The first thing you have to do in this level is open the four treasure chests that are in the central area in the church. Each of these chests hold a candle. Also look for the red fairy that is floating among the pews. There is another fairy near the organ at the back of the church. Go to the opposite side of the church from the organ to get another red fairy. Also you have to get in a battle near the treasure chest and break open the grating that surrounds it. Open the chest to get some sheet music.

Playing the organ opens up a secret room with the last two fairies. Also, you can open up the coffin for a card.

Leave that room and place the four candles in the holders to open up another door. Follow the staircase down to get a Runestone from the treasure chest and to enter the boss fight.

Boss Fight: One Vampire and two Great Demons
The Great Demons drain your hit points when they damage you so try to kill them quickly. Try to use your weapon cards so that you can hit many of your enemies at once since they tend to bunch together. The Vampire can cause some status effects when he shoots bats out of his cape. The Vampire is hard to hit since it warps around the battlefield a lot. The best time to attack it is when it stops for a minute to gloat at you, make him pay for it.


End of round bonuses
One Vampire Two Great Demons Three Night Mares


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Lake Bestriel (optional)

Red fairies here: 5

There is a fairy in sight as soon as you start the level. There will be another fairy farther down the path as well. After you make the first corner you will soon see a ruin with a ladder on it. Open the chest on top of this ruin to get another fairy.

Eventually as you go down the path you'll reach a set of spiral stairs. At the bottom is a Unicorn card. I don't usually point out cards to you, but this is a good healing card.

Down the path from the staircase is a red fairy. Back up from the fairy and look at the stone tablet. It will create a bridge for you at the cost of three magic stones. You will have to make many more bridges at the price on one more magic stone than the last. The last fairy is on the first island and the boss fight of the level is on the second island.

Boss Fight: One Hydra
The Hydra is really easy. Its only attack come out of its mouth so you should stay behind it. It's not hard to stay behind it since the Hydra is so slow. Just keep using weapon cards while you are behind it and it will go down eventually.


On one the islands off of the Hydra's island will have a treasure chest with the Stone of Cleansing in it. Once you get that follow the islands until you get back to a statue. Place the Stone on the statue to end the level.

End of round bonuses
One Hydra Two Demon Skeletons Three Maelstroms


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Coliseum (optional)

This whole level is just the final boss fight against Helena.

Boss Fight: Helena
The strategy used in this fight against Helena is pretty much the same as the last one. The major difference is that Helena will have some better cards this time around. Also she will heal herself with fairies when her hit points are running low. She will try to keep out two independent cards and attack you with weapons and summons. She uses summons more often this time around, namely Fire Gargoyles and Sasquatches. Attack her while she is jumping around and keep the pressure on so she can't heal herself.


The level is over once you beat her.

End of round bonuses
One Zombie Dragon Two Cockatrices Three Sasquatches


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Mt. Jarndunn (optional)

Red fairies here: 3

Get the first red fairy and take the left most path. Get to the deck point and take the left most path again to get another fairy. Continue up the hill and turn right to get another deck point and the last red fairy. Turn back and go to the top of the hill to enter the boss fight.

Boss Fight: One Red Dragon and two Hands of Fire
The Hands of Fire are real pains in the ass. They can attack quickly and set you up for a really nasty fire breath attack from the Red Dragon. Taking care of the Hand of Fire is key here. Once they are gone, get in behind the Red Dragon. The Red Dragon is quick but staying behind it is not impossible. It has its fire breath attack but it will try to bite you too. Independent cards won't last too long against it but you can try to distract the Dragon with them while you keep getting it with your weapons and summons. But weapons and summons are key to killing it.


End of round bonuses
One Red Dragon Two Behemoths Three Hands of Fire


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Ruh-Arok Temple

Red fairies here: 9

The first fairy is at the entrance. Turn right since that's the only way you can go. You'll get another fairy along the path. Keep going to the end and you'll get to a switch. Activate it and go through the door you opened.

in this room there is a fairy hiding in the southwest hole in the floor and the northeast hole in the floor. Go forward and up he flight of stairs to get the White Gem from the treasure chest.

Now go up the other flight of stairs and follow that path straight to the end to activate a switch. Back track to the intersection you passed and get the fairy. Turn left at the next intersection to pick up the Black Gem.

Now you'll be back in the starting room. use the two gems on the little pedestals to make the wall disappear. In the next rom check the southeast and northwest holes in the floor to get two more fairies. The last two fairies will be in the room up the stairs from the previous two fairies.

Now we come to a unique situation. Do not go north out of this room, instead go either east or west. There are a total of four doors here, each representing a specific element. Each of these doors will lead to an optional level themed to that element. To get all of the red fairies and some really good cards you'll need to go to all of these rooms.

The secret to these rooms are to have 20 different cards of the element in your collection to enter them. So for example, if you have 20 wood cards and 19 water cards in your collection you can enter the wood door but you can't enter the water door. If you can't open any of these doors abort the level and check your card collection. In the edit deck menu on the world map press the X button to check how many of each element of card you have. If you are running short go to the Apothecary to buy cards that you don't have. You can also transform your cards into others to get up to the number you need. Finally you can level up your cards in the Ruh-Arok Temple to get the experience you may need for it.

If you can open the wood (green) door you're going to
Hupon-Jen.

If you can open the earth (yellow) door you're going to the Temple of Amentankh.

If you can open the water (blue) door you're going to the Terjon Temple.

If you can open the fire (red) door you're going to Yalwog.

When you are ready, go north out of the room to fight the boss.

Boss Fight: One Black Dragon and two Steel Skeletons
This is one fight where the support monsters are as strong as the main boss monster. The Black Dragon's breath and charge attacks are quite powerful, but they are pretty slow and easy to avoid if you can keep running around it. The Steel Skeletons will constantly slow you down so you should counter them with a couple of Steel Skeletons of your own. Once you've got your Skeletons out, support them with summons and weapons. Just don't get careless and stand in front of anyone or you'll get into trouble.


A cut scene will start when you finish the battle and the level will be over.

End of round bonuses
One Black Dragon Two Goblin Lords Three Steel Skeletons


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Hupon-Jen (optional)

Red fairies here: 5

Since this is a wood based level, stack your deck with as many fire cards as you can and as few earth cards as possible.

You'll start the level right next to a red fairy. Soon after the fairy will be a room that closes you in. After you leave that room check the mushroom next to the treasure chest to get another fairy.

Now even though this level loops around itself a lot, it's quite linear. Eventually you'll reach a dead end. You will have to touch a totem pole to open the door. A fair yis hiding in a mushroom near the totem pole. There will be a fairy just past the door you opened up.

Go ahead to the room with the deck point and go down the only path that you haven't yet. It has the last red fairy and the boss battle.

Boss Fight: One White Tiger
The White Tiger's rushing attack is almost impossible to avoid since it's range is so long and it has a wide attacking area also. Your only hope will be to use a card just as it is about to hit you so you avoid taking damage from that attack. Independent cards will be toast pretty quickly against it. The White Tiger will sometimes stop to take a quick breather after its attacks so that is your best oppotunity to hit it with a quick weapon or summon. This fight isn't pretty so you're going to need a bit of luck on your side on this one, too.


End of round bonuses
One Unicorn Two Fenrils Three Tricksters
You'll also get the White Tiger card


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Temple of Amentankh (optional)

Red fairies here: 4

This is an earth level so put as many wood cards in your deck as possible while cutting down on the water cards.

You start the level right next to a fairy. There is a fairy in the third room of the temple also. When you get that fairy, go up the stairs. Go straight ahead at the top of the stairs and open the chest in the room you reach. Go back to the room at the top of the stairs and climb up another flight of stairs. There will be another fairy here. Place the necklace you recieved in the holder next to the door.

Get the mummy card out of the coffin and go back to the room that had the second fairy in it. Go down the hall that you haven't yet. The last fairy will be in this room. Keep going until you reach another intersection. Go down the stairs to run into the boss battle.

Boss Fight: One Giant Turtle and two Sphinxes
These enemies have high endurance, but none of them are particularly fast. The Sphinxes attack in a straight line and the Great Turtle will shoot rocks out that will explode on the ground. Just keep running around them and you should be able to avoid taking any damage. If you brought your White Tiger card with you, assuming you have one, it will prove to be very effective in this fight. Try to attack a couple of enemies at once and remember that wood cards are your friends here. There shouldn't be many problems.


End of round bonuses
One Zombie Dragon Two Sphinxes Three Catoblepases
You'll also get the Great Turtle card


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Terjon Temple (optional)

Red fairies here: 4

Since the is a water level, stack your deck with earth cards and leave out the fire cards.

The first fairy is near the start. Make a hard right when you get to the central shrein area and go down the path with the windmill. There will be a fairy by the windmill. Follow the path to the end to activate the switch. Go back to the middle and take the other right path.

There will be a fairy near the switch at the end of this path. Go back to the middle area and go straight across to the next path. There will be another switch at the end. Open up the chart near it to get the last fairy.

Now go down the last path and use the last switch to open up the door in the shrine area. Go up the stairs and talk to the Blue Dragon to start the boss fight.

Boss Fight: One Kraken
The Kraken is a very powerful and surprisingly mobile opponent judging on its size. It attacks straight ahead, but sometimes it's difficult to get behind it. It will either try to smack you with a tentacle or create ice on the ground. The ice attack covers a wide area. Keep a couple of independent cards out to distract it while you hit it from behind. If you get trapped use cards while it's about to attack to counter. If you have some healing cards and keep the Kraken busy you should be fine.


End of round bonuses
One Kraken Two Wraiths Three Vampire Bushes
You'll also get the Blue Dragon card


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Yalwog (optional)

Red fairies here: 4

This is a fire level so load up on water cards and stay away from the wood cards.

Red fairies are a little hard to see since the level is so red but there will be a fairy near the start. Now go up to the area where the Pheonix is. Go down the staircase it is facing and take a left to get a fairy.

Go back to the Phoenix and take the flight of stairs to the right of it. Go through the maze of caverns until you get to an open area with some chains in the floor. There will be a fairy floating among them. Slog through the mud to find the red fairy. Just beyond the deck point is the boss.

Boss Fight: One Demon Fox
You'll be at a disadvantage during this fight since the battlefield is small and it's muddy so you'll be moving slower than normal. The Demon Fox is tough since its attack will not stop chasing you until it hits you. It will eventually hit you since you move so slowly but it's hard to keep the flames from damaging you by using cards. The trick to the Demon Fox is that it will turn to face whatever hit it last, so if you can keep a couple of independent cards on it, it may not get many attacks off. Also try to get some hits in with your weapons and summons as well.


A path will open up when you beat. Go and talk to the Phoenix to end the level.

End of round bonuses
One Demon Fox Two Fire Gargoyles Three Efreets
You'll also get the Golden Phoenix card


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Broch Black

Red fairies here: 4

Once again a red fairy will be next to the starting point of the leve. Continue on the east path to pick up another fairy. Eventually you'll come to a funky looking thing with a rotating eye on it. Check it to warp. Follow the warps to get the Stone of Darkness and a fairy in a chest.

Make your way back to the beginning of the level and open the door to the north with the Stone. This time when you warp there will be multiple paths. Explore if you want to but I'll tell you the quickest route to the boss. At the first multiple warp island you get to, take the east warp. Then take the north warps to get out of the area.

The last red fairy will be in this area. If you have collected all of the fairies in the game at this point, abort the level and visit the Fairy House. Alexander will give you the Doppelganger card. This card can kill anything in one hit, including bosses.

You'll have to defeat the enemies in the rooms to the east and west of the last fairy. This will open up the door that looks like a dragon. Now it's time for a boss fight.

Boss Fight: Thalnos: The Enchanter
This battle is similar to the ones against Helena. However, while Helena was fond of summons, this guy loves summons. He'll cast Elephant Kings and Necromancers so much that it will really dirupt the flow of the battle. His summons don't pose much of a threat to you since you can avoid them easily, but they can be draining on your card supply. However, there is a small window of opportunity to attack him when he comes back from summoning a card. After he appears, nail him with a weapon card. Try your best to also keep out a couple of independent cards of your own and keep moving to avoid everything. The battle will get pretty chaotic but keep your wits about you and you should be able to pull through this one.


Don't get comfortable yet, you have one last boss fight to go through.

Boss Fight: The God of Destruction
This guy is tricky and cheap to say the least. First thing: do not go in the middle of the battlefield. He can launch an attack that will drain you to one hit point. Also, if you are close to him, he will throw down balls to the ground which will explode to do nearly 100 damage to you. Magic stones will be a problem here so try to have plenty of healing cards like Water Birds and Blue Dragons with you. The God of Destruction will be invincible when he emits white rings around himself. Strike when he lowers his defenses. This is the best advice I can give you...

Or you can use your Doppelganger card on it to get the cheapest win in the world. The choice is yours.


If you lose, try again. If you win, congratulations, you just beat the game!

End of round bonuses
Two Beelzabubs Two Vampires Two Puppet Masters
You'll also get the God of Destruction card


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