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Dragon Quest/Southeast Alefgard

Once you pass through the southern exit of the Swamp Cave, you will be in the southeast region of Alefgard. The monsters that you encounter here will be the toughest that you've ever faced. If that's not enough, they only get tougher as you travel further south. On your first visit to this region, you should concentrate on only one thing: get to Rimuldar. Once there, you can then use Rimuldar and its inn as your base of operations for the next few levels, until you become stronger and earn enough money for at least Full Plate armor and a Broad Sword. Only then should you attempt to wander into the realms of Wraiths and Wolflords in hopes of finding the elusive Goldmen, and the wealth that they award you with.

Besides Rimuldar, nothing in this area has importance until later in the game.

Enemies
Enemies that you will encounter north of Rimuldar:
 * Magidrakees
 * Scorpions
 * Skeletons
 * Metal Scorpions
 * Wolves
 * Warlocks

Enemies that you will encounter south of Rimuldar:
 * Wolflords
 * Wraiths
 * Goldmen
 * Wyverns

Spells
Sleep continues to be exceptionally useful against strong foes. Wolves and Wolflords are susceptible to your sleep spell, and Scorpions and Metal Scorpions remain virtually comatose after you put them to sleep. However, you will now face Warlocks, armed with both the Sleep and Hurt spells.

If a monster succeeds in putting you to sleep, you will be helpless to defend yourself until you are fortunate enough to wake up. These spellcasters can be countered via Stopspell, learned at level 10. With spells stopped, spellcasters will only be able to harm you with their weak physical attacks. Beware of Wolflords however, which will use this spell against you.

Rimuldar

Keys can be purchased from the small hut in the northwest corner of town, but you'll have to travel outside of the moat to reach it. Keys are 53 gold pieces each, and you can carry a maximum of six. Stock up as they are very useful.

Inside town, you will hear a variety of useful tips.
 * A man will advise you visit the temple to the south, while other townspeople warn you of the dangers that you may find there.
 * You will hear grumblings from other warriors about their search for a weapon strong enough to defeat the Dragon Lord.
 * One man will flat out tell you that the Sun Stone can be found in Castle Tantegel.
 * Another man on a small island will tell you about the legend of the hero and the rainbow bridge.
 * A man in the inn behind a locked door will tell you to search an area four steps south of the bath in Kol. In the room beyond the second locked door, you can find the Wings of Wyvern which will whisk you back to Tantagel; these are not worth the price of two keys that it takes to recover them.

The temple
In order to reach this southern temple, you'll have to battle your way through the strongest of all monsters that you will find in East Alefgard, including the incredibly strong Wyverns. If you manage to reach the south end of the mountain range, and travel back north to the stairway entrance, you can talk with the man inside the temple. He appears to be waiting for someone to appear with proof in hand of his legendary ancestry. No amount of talking will convince him that you are who you say you are. You must find something that is indisputable proof. Your search continues…

The channel
You may notice that the island to the west is separated by a tiny stream of water, but one just big enough to prevent you from crossing. You'll have to find some way to make travel across the tiny channel possible. Rumors in the town of Rimuldar say that a great hero mixed the power of sunlight and rain to create a pathway. You'll have to decipher the riddle to follow in the hero's footsteps.

title: Dragon Quest/Southeast Alefgard


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Dragon Quest/Unlocking Secrets

Now that you have access to Magic Keys through Rimuldar, you can access locked areas in regions you've already visited. This page gives a full overview of these, though several of them are unnecessary.

Kol
There are two locked doors in Kol. To unlock one of them would be a terrible waste since you can freely access the other side. However, if you use a key to talk with the man behind the second door, he will ask you if you found the flute. If you say no, he'll tell you that the man who owns it left for Rimuldar. If you respond positively, he will tell you to head to Cantlin, a town you have yet to visit. But what is the purpose of this mysterious flute? One warrior in town lets you know that Golem is afraid of the music of the flute, although you have never encountered a Golem before.

When you use a Magic Key in Rimuldar to speak with the man in the Inn, he will have told you to search a location exactly four squares south of the bath. Should you happen to search in the location depicted in the image to the right, you will indeed find an item: the Fairy Flute.

Brecconary
There is one locked door in the town of Brecconary. If you decide to open the door to the building in the north east corner of town, you will find a shop tended by a woman. If you talk to her across the counter, she will offer Fairy Water to you for the price of 38 gold. Fairy Water prevents encounters with the weaker monsters like Slimes and Drakees away from you as you wander across Alefgard. This can spare you the constant interruption of battles that yield little experience and gold, but doesn't prevent encounters with tougher enemies. If you leave the town and come back, the door will be closed again, so buy a lot of Fairy Waters in advance if you intend to use them.

You learn the spell of Repel at level 15, which has the same effect as Fairy Water.

Tantegel
There are two doors to unlock in Tantegel Castle; the essential Stones of Sunlight are hidden behind one.

One door opens into a treasure room, where the guard inside will admonish you for taking what isn't yours. All that you will find is barely enough gold to make up for the cost of the key that you just used.

The door near the back of the castle is more useful. Enter inside and you will find a number of people. One man mentions that he can't find the entrance to the castle cellar. Another guard stands outside of a room that has an especially dangerous type of barrier tile, which will damage you 15 HP per step. The man on the opposite side says something of interest: You must push against a wall of darkness to find the grave of Garin in Garinham. Remember that and proceed back across. Heading north a bit, you will find an outdoor shop selling, of all things, Keys! However, at 85 gold per key, they will set you back a bit more than in Rimuldar. Still, it's easier to stock up here than travel all the way east again.

You've looked everywhere, and yet, there's still no sign of a cellar entrance. The cellar is present, but it is in a very unlikely location. Remember how you had to travel just outside of the moat in Rimuldar to locate the entrance to the key shop? You'll need to do something very similar. The girl standing to the right of the Tantegel key shop tells you about the legend of the Rainbow Bridge. You can walk around her and down the side of the castle. Eventually, you will hit water. Be brave and travel just one more square to the right, and you can continue around the body of water where you will find the stairwell entrance to the cellar. A man inside will greet you happily and invite you to take the contents of the chest behind him: The Stones of Sunlight.

Garinham
Now that you have keys, you can finally explore that large building that occupies the north portion of Garinham. Stepping inside, you will find a number of people, as well as another odd site: a wall of darkness. Talking to the people inside, you will learn a few things: Edrick's Armor has been hidden, and there used to be a town to the south known as Hauksness. Do not waste a key on the door within the building as you will only encounter two bickering guards. The few treasure chests on the floor offer a herb, a torch, and a bit of gold. But is this all there is to this mysterious building?

If you braved the dangerous tiles that were on the other side of the door in Tantegel Castle, you would have spoken to a warrior on the other side who suggests that you push against the wall of darkness. There are no real visual indications of precisely where to look, so you must push against every square on the wall. Eventually, you will find an opening that was hidden from view. The opening leads to a path behind the building. As you follow it, you will come to a man who warns you of the evil of the Harp, but you can't afford to ignore it. Use the staircase to enter the Grave of Garin.

The Grave of Garin
In addition to any keys that you used to reach the grave, you will also need one more to proceed all the way to its depths. Keep a high MP count as well, as you will need the spell of Radiant quite a lot; it's far more useful for navigating dark corridors than a torch. It is highly recommended that you wait until at least level 12 before entering the grave so that you can make use of the Outside spell if you are in danger of dying. However, Outside requires 6MP to use, so if that's what you're down to, use it and rest up at an Inn. If you are at level 12, with Full Plate (or better yet, Magic Armor) and a Broad Sword, you'll be in good shape here.

Floor 1
Enemies that you encounter here: Floor one is quite expansive, with a number of twisting and criss-crossing corridors. There are three treasure chests stored in an alcove to the north, containing a herb and scant amounts of gold. The real goal is to reach the locked door in the bottom right corner. Unlocking that door with a key will allow you to travel along the southern branch of the floor to the staircase that leads to floor 2. Don't worry; the door will stay unlocked as long as you remain in the dungeon. However, if you leave, you'll need to bring another key with you.
 * Drakeemas
 * Drolls
 * Poltergeists
 * Skeletons
 * Warlocks

Floor 2
Enemies that you encounter here: Floor 2 consists of an arrangement of five downward staircases, arranged in each corner as well as the center. The northeast and center stairwells lead to dead-ends. The northwest and southeast stairwells lead to corridors that connect to one another. The only stairwell that allows you to progress deeper into the grave is the one in the southwest corner.
 * Skeletons
 * Warlocks
 * Wolves
 * Metal Scorpions

Floors 3 and 4
Enemies that you encounter here: Of the enemies present down here, the Wraith Knight is the most fearsome. With a strong sword arm and the ability to heal itself, fights may last a little longer than you wish. Wolflords can be put to sleep, but Specters like to Sleep you, so be ready with a Stopspell unless you're confident that you can kill them quickly.
 * Druinlords
 * Drollmagis
 * Specters
 * Wolflords
 * Wraith Knights

As mentioned above, if you took the northeast or center stairwell, you will find yourself in a dead-end. If you took the southeast or northwest stairwell, you will find yourself traveling most of the outer edge of this floor. From here, you can access a single treasure chest: the Curse Belt. Whatever you do, do not inspect the belt in your inventory. It will wrap itself around you and weaken you if you do. Then the only way to remove it is to visit the curse-breaker in Brecconary Town. The belt will sell for a worthwhile 180 gold. The only way to reach Floor 4 is to take the southwest stairwell from Floor 2 and follow the north path to stairs that lead down. Floor 4 is very small, and leads you to a rising set of stairs. Climb them, and you will reach the chamber containing the Silver Harp. Now you may cast Outside to leave the grave, or simply work your way back to the top for the extra battle experience.

Once you have the Silver Harp, there are two things you can do with it. One is to use it in any outdoor or dungeon location. It will instantly summon a monster to the spot and you will be forced to fight it. This is fine if you're healthy and want to earn experience points. However, to use it for its true purpose, you must fulfill your end of the bargain with the man in the Kol Shrine. He will trade the Harp for the contents of chest behind him, which happens to be the Staff of Rain.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Dragon Quest/Unlocking Secrets


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Dragon Quest/Southwest Alefgard

The northern part of this region contains easy monsters along with a cave where you can find the Fighter's Ring. Traveling south the monsters become harder very quickly; you'll find a ruined town in which is hidden Erdrick's Armor but you will most likely have to wait to venture there until after you visit Cantlin in the next chapter.

Enemies
The sets of enemies you'll encounter in this region isn't strictly divided up by bridges, but the monsters become harder very quickly once you go south.

By the time you start crossing that western bridge into the Southwest region of Alefgard on a regular basis, you will probably start to notice that you have become so powerful that monsters are now starting to flee from you! There's little that you can do about it except to appreciate how strong you've become.

Enemies that you will encounter near Tantegel Castle:
 * Ghosts
 * Magidrakees
 * Scorpions
 * Skeletons
 * Magicians

Enemies that you will encounter in the middle of the region:
 * Metal Scorpions
 * Wolflords
 * Wraiths
 * Goldmen
 * Wyverns

Enemies that you will encounter in the southern part of the region:
 * Knights
 * Wraith Knights
 * Demon Knights
 * Magiwyverns
 * Metal Slimes

The Mountain Cave
A cave is situated in the mountain chain along the eastern edge of this region. If you have the spell of Radiant, you can explore the cave and see what it holds. This cave is entirely optional and holds nothing of great value, though there is one useful item contained within. The cave is home to a different set of monsters, and when you venture from the first floor down to the second, the monsters get even stronger.

Floor 1
Enemies found on Floor 1: You won't find much treasure on Floor 1, just a lot of stairwells down to floor 2. If you travel to the passage along the northeast corner you'll find a lone treasure chest containing an Herb. All of the monsters on this floor match the difficulty of the monsters outside the cave, and should pose no problem. Only one of the stairwells on this floor, the one near the center, can lead you to all of the treasure contained in the floor below; the other two sets of stairs in the corner simply lead to dead-ends.
 * Ghosts
 * Scorpions
 * Druins
 * Magicians

Floor 2
Enemies found on Floor 2: This is where the real treasure is, but you're going to have to fight for it. The monsters down here are considerably tougher than the ones above. Knowing Stopspell is important for your survival in fights against Warlocks and Drakeemas, a special underground variety of the Drakee species; don't come down here without it. Knowing the spell of Outside is an added bonus, and will guarantee that your strength level is high enough.
 * Drakeemas
 * Poltergeists
 * Drolls
 * Skeletons
 * Warlocks

If you took the center stairwell to this floor, then you can collect everything that the floor has to offer. Of particular interest is the Fighter's Ring, which is contained in the left-most chest of the pair found in the north-west. Donning the Fighter's Ring by selecting it in your item list makes you more powerful. It does not enhance your attack power, but it does improve the rate at which you perform excellent strikes. (Note: There is a bug in the original NES version that prevents the Fighter's Ring from working as designed.)

Another interesting treasure chest can be reached by traversing the pathway along the southwest corner and back up. This chest may contain a lot of gold, or the Death Necklace. Whatever you do, do not examine the Death Necklace, or a curse will be placed upon you and you must then visit the curse-breaking man in Brecconary Town to remove the item. If you don't equip it, the necklace fetches a nice price of 1200 gold when you sell it at the item shops.

The second bridge
The further south you travel, the stronger the monsters get. While you might not have any trouble with monsters in the northern part of the region, the monsters below may rip you to shreds in no time. It becomes very important at this point in the game to pace yourself and dedicate some time to leveling up. While this slows down the progress of your game, it makes staying alive much easier, and it prepares you for parts of your quest that you must still complete.

If you've had no problem with the region around Rimuldar, than you'll be fine in the section below the Mountain Cave, before you cross the bridge to the west. You can fight the Wolflords, Wraiths, and Metal Scorpions with ease, and if you're lucky, you may stumble upon a Goldman. There is some very expensive equipment that you have yet to buy, so all the money you can find is welcome.

Crossing the bridge to the west is another story. If you are not prepared, monsters like Wyverns, Knights, and Wraith Knights can kill you in only a few turns. Even though it may take some time, it is wise to wait until around level 15 before you spend a lot of time on the other side of the bridge. Knights are quite susceptible to Sleep, but they know the magic of Stopspell and will try to prevent you from casting anything. Wraith Knights are powerful undead fighters that know the spell of Heal.

By traveling even further south, you will be venturing into the territory of Demon Knights and Magiwyverns. Magiwyverns aren't too bad if you manage to cast Stopspell successfully, but Demon Knights are in a class by themselves. Even at level 16, you should probably run away from them until you advance another level and learn Healmore.

Wandering around this far south may be dangerous, but it might be worthwhile if you chance upon a Metal Slime. Metal Slimes are to experience points what Goldmen are to gold pieces, but they don't like to stick around. They run quite frequently, making it difficult to score the three or four hits needed to take them down. There's not much you can do about it either as they're quite resistant to Sleep magic. Just be persistent and you might find a stubborn Metal Slime that actually insists on fighting you.

Hauksness

Enemies that you will encounter here:
 * Werewolves
 * Starwyverns
 * Green Dragons
 * Wizards

Additionally, there is a location with a specific encounter:
 * Axe Knight

Once you cross over the bridge south of the Mountain Cave, you will notice a region of desert to the south. If you travel around the mountain range to explore it, you will see what looks like a town situated in the desert.

One look at the town close up, and you'll realize that it is completely deserted. Worse, the town is literally crawling with strong monsters. If you're not ready to fight these monsters, then leave the town immediately. Obviously nothing in the game is without importance, but it will take a trip to the town of Cantlin further south to learn more about this mysterious devastated town. Whatever secrets it holds will have to wait until you are level 15-17, and preferably have some better equipment from Cantlin.

Once you visit Cantlin and speak with everyone available, you will hear a lot about the former Armor shop that used to exist here, and the tree under which something important is buried. Wandering around the remains of Hawksness, you'll find what looks like a former shop overgrown with poisonous swamp tiles. To the right of those tiles are a tile of trees. Once you step on those trees, you won't even have a chance to search before you are attacked by a one-of-a-kind Axe Knight. This Axe Knight is out to kill, and does not want you finding the item hidden here. Since this is a BOSS fight, you cannot run from this knight, and unless you know HEALMORE and have the Flame Sword and Silver Shield he will be very difficult to kill without luck. Defeat the Knight and search the area to be rewarded with a precious item: Erdrick's Armor. DO NOT LEAVE THE TILE UNLESS YOU WANT TO RE-FIGHT IT AGAIN! This armor is the best form of armor to be found in the game; healing you with every step that you take, protecting you from the effects of the poisonous swamp and barrier tiles, and increasing defense against breathing fire. It's an extremely valuable item that will quickly speed your progress, and well worth a few failed attempts to recover - just beware of dying and losing your gold that will be needed in Cantlin.

title: Dragon Quest/Southwest Alefgard


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Dragon Quest/Southern Alefgard

This region contains the town of Cantlin, where the powerful Flame Sword and Silver Shield can be purchased. Also found hidden in the swamps here is Erdrick's Token, an essential quest item. There's no need to enter this realm until you are high experience level, unless you have 10,000 or 15,000 gold pieces - in which case a mad dash to Cantlin, running from all monsters, healing frequently, and bringing along the Faery Flute from Kol, will allow you to buy the valuable equipment listed above and speed up your quest considerably.

Enemies
The enemies that you will encounter in this, the last unexplored region in Alefgard, are amongst the strongest that dare to roam the surface of the land. Although werewolves can be put to sleep like their weaker brethren, they are more resistant to it. Starwyverns have flame breath and know the helpful magic of Healmore which, if left unblocked, can extend battles far longer than necessary. Wizards, meanwhile, know the ultimate spell of Hurtmore, and use it against you frequently. But the toughest challenge of all may be the Green Dragons; they'd like nothing more than to make you their next dinner. Truly, you must be of high experience if you intend to survive in this realm.

Enemies that you will encounter in this region:
 * Knights
 * Demon Knights
 * Werewolves
 * Magiwyverns
 * Starwyverns
 * Wizards
 * Green Dragons
 * Metal Slimes

The Golem
With its high protective walls that keep out monsters, and a Golem guarding the entrance, the citizens of Cantlin have fared well against the rise in powerful monsters in their region. As such, when you finally make it in, you'll find a bustling town with several shops and secrets to discover. However, it is guarded by The Golem, which is slightly more powerful than most monsters in the surrounding area. If you can't defeat the golem in straight combat, you may put him to sleep using the Fairy Flute; finding this flute is described in the "Unlocking Secrets" section.

The town

Once inside, you'll find a number of sections of the town are closed off behind locked doors. Hopefully you brought a key along with you. If you only brought one key and you need more, make sure you open the door near the upper right corner of town so that you can access the third magic key shop in Alefgard. However, at 98 gold per key; they don't come cheap. When you access the key shop, you'll also access the only armor and weapons shop that has something new to sell you: the Flame Sword and the Silver Shield. Both of these items are incredibly expensive, but also invaluable to your efforts to level up, so buy them as soon as possible.

Discussion around the town include a number of subjects: You will hear quite a bit about the store that once existed in Hauksness, and the fact that a man buried something of immense value at the foot of a tree behind his shop. When you are strong enough to face the dangers outside of Cantlin, it is worth taking your time to explore the remains of the ruined town.
 * A strong sword that once belonged to your ancestor Edrick.
 * A way to find proof of your ancestry.
 * An old shop owner who once had a store in Hauksness,
 * The nature of the Dragon Lord himself.

Erdrick's Token
The most important information that you can obtain in Cantlin is hidden behind locked doors and very dangerous floor tiles. If you've managed to collect Edrick's Armor, than you have nothing to fear from the damaging tiles. If you haven't, you'll have to keep a watchful eye on your hit points if you intend to talk to the man beyond them. Heal with each step to ensure that you don't die. The man will tell you that proof can be found in the coordinates of 70 steps south of Tantegel and 40 steps east. Unless you are capable of counting every step that you take from the castle as you move along, you'll need a tool to help you locate such a specific position. Such a tool comes in a very unexpected guise.

By the time you reach Cantlin, chances are good that you are strong enough to take on the Green Dragon guarding the chamber in the interior of the Swamp Cave. With the spell of Healmore (received at level 17), the fight should be no problem even if you find your hit points dwindling. Once you best the Dragon, you can unlock the door on the other side of the pathway and rescue Princess Gwaelin. Return her to her father and you will receive a great reward: Gwaelin's Love.

While receiving the love of a princess is a nice idea, Gwaelin's Love is an actual object in your inventory. Upon using it, you will learn exactly how many experience points you need until you reach the next level and, if you are standing outside, exactly how many steps you are away from the castle; perfect for finding a specific coordinate. Using this item, you can figure out exactly when you are 70 steps south and 40 steps west of Tantegel, just as the man informed you. Once there, search around and you'll find the proof that you need. Only one step remains before you visit Castle Charlock.

title: Dragon Quest/Southern Alefgard


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Dragon Quest/Charlock Island

With the items you now have, you can create the Rainbow Bridge and reach Charlock Island. Hidden within a secret entrance to the Dragon Lord's castle on the island, you will find Erdrick's Sword as well as the Dragon Lord himself.

Enemies
Enemies that you will encounter on Charlock Island:
 * Knights
 * Demon Knights
 * Werewolves
 * Magiwyverns
 * Starwyverns

The Rainbow Bridge
At long last, the time has come to set foot on Charlock island and investigate the castle of the Dragon Lord. You should have all of the necessary items: If you do, it's time to make the story of legends come true. In the temple south of Rimuldar there awaits a grumpy old man who refuses to talk to anyone but the person who can prove their ancestry. With Erdrick's Token and the other two items above, he will perform the miracle that will create the Rainbow Drop.
 * The Stones of Sunlight
 * The Staff of Rain
 * Erdrick's Token

With Rainbow Drop in hand, trek back north to the edge of the channel that leads to Charlock Island. Hold the Rainbow Drop aloft in your hand, and another miracle will occur: the Rainbow Bridge bridge will appear and span the channel. You can now come and go from Charlock Island as you please. Of course, there's only one point of interest on the whole island: The castle of the Dragon Lord.

The Dragon Lord's Castle
The first time that you come here, you may be strong enough to face the powerful monsters that roam the first couple of floors, but you'll definitely need to spend some time leveling yourself up to become more powerful. You will not be any match for the Dragon Lord with levels below twenty.

The dungeons beneath the top floor of Charlock Castle are a twisting maze, with a multitude of stairwells that lead back and forth to one another. To make matters worse, even with Radiant, your view of the floor plan is somewhat limited, making it difficult to tell where you are in relation to other staircases. More confusing still, the entrance on the ground floor that you must use is a secret one and must be searched out.

Enemies that you will encounter in the first floor and first basement: Enemies that you will encounter in basement two through four: Enemies that you will encounter in basement five through seven:
 * Knights
 * Werewolves
 * Wizards
 * Starwyverns
 * Green Dragons
 * Axe Knights
 * Axe Knights
 * Stonemen
 * Wizards
 * Blue Dragons
 * Armored Knights
 * Stonemen
 * Wizards
 * Red Dragons

Ground floor
After you cross the poisonous marsh to reach the castle, you will be greeted by powerful monsters. As you battle your way through, you can spot two stairwells down to the lower floor. If you thoroughly investigate both stairwells you will eventually conclude that neither of them leads anywhere. Now remember the words of the lone wizard on the island in the town of Rimuldar. "Tis said he (Erdrick) entered the darkness from a hidden entrance in the room of the Dragonlord."

The trick is to search directly behind the throne, revealing a stairwell that leads to a rather straightforward path down into the castle's dangerous dungeons.

Basement 1
Once you find the correct, secret, entrance to this basement, it is a straight path from the top of the floor, down the left side, and along the bottom to a stairwell that will take you to the second basement level.

Basement 2
When you correctly enter this floor from the first basement, you'll travel along a circular pathway that takes you straight down to the next basement.

The corners are straight lines or loops coming and going from the adjacent basements.

The center room contains a treasure chest, but to claim it you'll have to go down to Basement 4 before taking the correct stairs back up. If you are successful in finding it, you will be rewarded with the ultimate weapon of Dragon Warrior: Edrick's Sword, the fabled sword that according to legend is the only one capable of cutting though the Dragon Lord's iron-like flesh. It's actually just a normal sword, albeit the most powerful one in the game.

Basement 3
You will arrive on this floor from the staircase at the top right. There are two other accessible staircases that lead up, but they simply loop around to one another. Your only other choice is the down staircase on the left side of the level.

You will travel back through the central part of this floor when you find the correct path leading to Edrick's Sword in Basement 2.

Basements 4, 5, and 6
You will arrive in the lower left corner of basement level 4. There is one other staircase leading up, in the lower right corner, and it will take you in a straight line up and down many levels to Erdrick's Sword; after getting the sword either use Escape to leave the dungeon or return the way you came to get back to this room. The stairs in the upper right take you to a never-ending looped dead end: a trap designed by the Dragon Lord. The other option is to take the stairwell in the upper-left corner of Basement level 4; these stairs will lead you toward the Dragon Lord and the final conflict.

Level 5 contains two straight pathways. The outer one connects the true path toward the Dragon Lord; the inner one is part of a dead end.

Level 6 likewise contains two straight pathways. The simple corridor contains a stairway down, but this stair leads back to the stairs on the left and is a looped dead-end. The larger room contains the stairs you will enter if you correctly traversed the maze above, and leads directly to the Dragon Lord's chamber.

Basement 7
With the strongest monsters that exist in all of Alefgard roaming the hallways of the lowest basement, reaching the Dragon Lord will be no easy task. You may be lured to the treasure room, however it contains nothing you are likely to find useful: a key, two herbs, a Wyvern Wing, gold, and a cursed belt. To reach the Dragon Lord himself, you must travel around the left side of the floor and along the top until you reach a broken portion of the castle that lies in a state of ruin. Cross the bridges and marsh until you are back inside the castle, in the designated throne room of the Dragon Lord.

The Dragon Lord
When you reach the Dragon Lord, he will welcome you with an explanation, and a surprising offer. Instead of fighting him, he offers you a place by his side, to share in his dark rule over the world. If you accept his offer, he will ask if you're sure. If you say that you are, the game will come to a dark close. You must stand firm in your beliefs and reject his offer. If you do, the final fight will commence.

The Dragon Lord appears as little more than a slightly stronger Wizard, and you may be surprised to find that you can defeat him with only a few strikes. The real surprise comes next, when his true form is revealed as a giant fire-breathing dragon. You'll need as much strength as you can muster, and as many magic points as possible for all of the Healmores that you will be casting throughout the battle. If you succeed at striking down this monstrosity, you can begin your journey back to Castle Tantegel, where you will be acknowledged as the true hero of Alefgard. Congratulations!

title: Dragon Quest/Charlock Island


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title: Category:Book:Dragon Quest


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text: Dragon Quest/Name changes

title: Dragon Quest/Name changes


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Category:Wikibooks pages with to-do lists

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Talk:Final Fantasy

Yes! This is the kind of thing I was looking for when I expanded on the "Computer Game Walkthroughs" to include internet, video, and board games. Now only if this would happen with other games, too, I think this part of the site has a huge potential. - SamE 04:48, 5 Apr 2004 (UTC)

Movement of this article/book?
I was thinking about writing the complete guide to the final fantasy series, not as in a walkthrough, but a guide to the genre, story guides for each individual game, etc etc, just about ever snippet of information the final fantasy fan could ever want.

I don't want to just move it without asking. However, obviously there's no point in reworking the wheel, so I was going to make this guide Final_Fantasy:FF1:Walkthrough

Would you be opposed to this change? Obviously things like character info, monster/item info, etc etc would be moved into another area of the FF1 subsection.

Please email me (through my user page) if you want to discuss this further. James Booker 11:34, 2 Sep 2004 (UTC)

Orphaned pages
I found some orphaned pages connected with this book:
 * FF1: Iron
 * FF1: Leather
 * FF1: Potion
 * FF1: Steel
 * FF1: Wooden

Merge them here or mark for deletion with delete templated. --Derbeth talk 14:29, 11 January 2006 (UTC)

title: Talk:Final Fantasy


text: Category:Book:People's Tactics

title: Category:Book:People's Tactics


text:
Splinter Cell

Splinter Cell is a series of third person stealth based video game. It is part of a web of games based on the wider Tom Clancy series. Other "Tom Clancy" game series include the Ghost Recon tactical shooters, the early Ryanverse games, H.A.W.X combat flight simulators, open world The Division action games, miscellaneous one offs, and the most well known, Rainbow Six.

The Splinter Cell series is overseen by the European game developer Ubisoft.

Series Overview

 * /Introduction/
 * /Games/

Meta

 * /About/

title: Splinter Cell


text: Category:Book:Splinter Cell

title: Category:Book:Splinter Cell


text: Category:Book:TimeSplitters: Future Perfect


text:
Xenosaga

Introduction
Welcome to the Xenosaga Wikibooks, a collective effort to create the following:
 * Walkthrough to every Xenosaga game, including:
 * Xenosaga Episode I
 * Xenosaga Episode II
 * Xenosaga Episode III
 * Pied Piper
 * Xenosaga I & II
 * Plot guide to the Xenosaga series and universe
 * Trivia and other information

Games

 * /Episode I/
 * /Episode II/
 * /Episode III/
 * /I & II/
 * /Pied Piper/

XenoCulture
This section is storyline-only information on the Xenosaga series. No measurements or stats will go here, nor will guides.
 * /Characters/
 * /Locations/
 * /Organizations/
 * /Other/
 * /Plot Summary/
 * /Starships and Vehicles/

Meta

 * /About/

title: Xenosaga


text: Category:Book:Xenosaga

title: Category:Book:Xenosaga


text:
Xenosaga/Episode I

Game notes
In Xenosaga: Episode I, players assume the role of Shion Uzuki and five other protagonists. Episode I focuses heavily on the Gnosis situation as well as the Zohar Emulators. It mainly serves as an exposition, or an introduction to the characters and the developing plotline. The game features no universal world map, but the player can travel to several regions of the game through the Encephalon. This Encephalon is also featured in Episode II.

Other features include an in-game database, several mini-game "plug-in" systems that can be accessed from Shion's portable UMN console, an e-mail system, and a turn-based battle system that includes both character and A.G.W.S. battles.

While the timeline of Xenosaga does not correspond completely to that set out in Xenogears -- some fans speculate that Xenosaga ' s creators wanted to avoid any legal battles with Square Enix -- the two are largely synchronous. T.C. 4767 is the year the events of the game take place, according to the Xenogears Perfect Works Book, but in that same year the Eldridge is supposed to have been launched and no mention of that is made in Episode I. The most common explanation is that Xenosaga is a re-envisioning of the Xenogears concept, using many similar elements, themes, and plotlines.

Xenosaga: Episode I sold a million copies worldwide.

Criticism
Some critics believed that the artwork in Xenosaga was not quite up to par with expectations, with the characters often having what some call the "glass eyes" style that is featured in some anime series. Episode II offers a different art style.

Others were not quite satisfied with the battle engine, or the use of the large mechas known as A.G.W.S., the "gear lookalikes". Many were also frustrated at the game's casual name dropping without in-game explanations, arguing that the in game searchable glossary was a cheap device to avoid exposition. However, since Xenosaga is a series, all of these elements will and have been integrated into the plot. A significant number of these terms and characters were developed in Xenosaga Episode II, and more will be explained in Episode III.

Xenosaga: Episode I Reloaded
In mid-2003, Namco also released a special version of Episode I in Japan to drum up hype for the upcoming Xenosaga: Episode II called Xenosaga: Episode I Reloaded, which featured the English voice-acting and a few special features, like costume switching and a play-back library of all the game's movie scenes.

Xenosaga Freaks
On April 28 2004, Namco released Xenosaga Freaks in Japan, a supplementary game including a Xenosaga-themed word-puzzle game based off of Namco's Mojipittan called Xenopittan, a comical adventure game Xenocomi, the complete dictionary of terminology from Episode I enhanced with audio and video clips, and a playable demo of Episode II. This is the closest that Xenosaga has come to Xenogears' "Perfect Works" anthology.

Walkthrough

 * 1) Part 1: Woglinde
 * 2) Part 2: Pleroma
 * 3) Part 3: Elsa
 * 4) Part 4: U-TIC Battleship
 * 5) Part 5: Dock Colony and Cathedral Ship
 * 6) Part 6: Exploration and the Encephalon
 * 7) Part 7: Kukai Foundation
 * 8) Part 8: The Song of Nephilim
 * 9) Part 9: Proto Merkabah

Glossaries

 * Bosses
 * Enemies
 * Items
 * ../Plot Guide

Name Explanation
Der Wille zur Macht (ゼノサーガ エピソードI 力への意志), literally "The Will To Power", is a reference to Nietzsche's thus named concept of an assumed rudimentary a-teleological force that elicits all activity stinted to existence itself.

title: Xenosaga/Episode I


text:
Xenosaga/Episode I/Woglinde

Turn your PS2 on, insert the Xenosaga: Episode I disk, and get ready for the adventure. In the opening menu, only "New Game" and "Continue" options appear; the game may be configured via the in-game menu. Upon selecting "New Game", you are presented with a series of introduction cutscenes. You may pause them by selecting "start". Also, from this menu you may skip the current cutscene by pressing the triangle button on your controller. Eventually, you will obtain control of Shion Uzuki.

The KOS-MOS Simulator (Part I)
You will find yourself in a large white room with KOS-MOS right beside you. Walk up to her and press "circle" to begin the tutorial segment.

title: Xenosaga/Episode I/Woglinde


text:
A Guide to Animal Crossing

Intro
Welcome to the Animal Crossing Wikibook, this Wikibook will give hints, tips, and FAQ's to help with Animal Crossing for the Nintendo GameCube.

Feel free to add any information to this book as long as it is relevant, factual, and neutral.

Contents

 * Getting Started
 * /Overview/
 * Gameplay
 * /Villagers/
 * /Fishing/
 * /Bug Catching/
 * /Digging/
 * /Cutting/
 * /Turnips/
 * Game Locations
 * /Tom Nook's Shop/
 * /Museum/
 * /Post Office/
 * /Police Station/
 * /Railway Station/
 * /Island/
 * Meta
 * /Technical Information/
 * /E-Reader/
 * /Time Travel/
 * /About/

Read more

 * Animal Crossing: Wild World - Portable successor game for the Nintendo DS.

title: A Guide to Animal Crossing


text: Category:Book:Animal Crossing

title: Category:Book:Animal Crossing


text: Category:Book:Animal Crossing: Wild World


text:
Animal Crossing: Wild World/Tom Nook

Aside from your home, Tom Nook's shop is one of the most important places in your town. Every day, Tom Nook will get a new shipment of items for you to purchase: furniture, tools, flowers and trees, and stationary. Tom Nook is by no means your sole supplier of goods, but you'll probably buy more stuff from him than from anyone else.

Another reason to frequent Tom Nook's store is to sell items. Nook will buy almost anything you can bring him. Bring fish, bugs, fruit, fossils, clothing, furniture or anything else you collect, and he will pay Bells for them.

As a businessman, you can't expect Nook to work out of a shack forever. As you buy and sell from him, he'll occasionally upgrade his shop. It will become bigger, nicer, and have a larger selection of items. The downside to this upgrade is that Tom Nook closes his store for a day. That's an entire day devoid of purchasing or selling. On these days, you can visit any other town online and simply shop at their store.

 * All of Tom Nook's Shops are open from 8:00 am to 11:00 pm every day of the week.
 * Nook buys items from you at any time when his store is open.
 * He will tell you current turnip prices and buy turnips from you Monday-Saturday (His turnip prices change at noon)
 * He also sells you items whenever his shops are open.

Nook's cranny
More of a shack than a shop. This is the first of Nook's shops.

Inventory

 * 2 pieces of furniture
 * 1 carpet
 * 1 wallpaper
 * 1 box of medicine
 * 1 Message in a bottle
 * 1 Piece of Stationery
 * 1 Bag of seeds
 * 2 Tools

Upgrade
In order to upgrade to the next shop you need to buy and sell items for a total of 25,000 Bells.

Nook 'n Go
A slightly bigger and better furnished shop now.

Inventory

 * 3 pieces of furniture
 * 1 carpet
 * 1 wallpaper
 * 1 box of medicine
 * 1 note in a bottle
 * 2 Pieces of Stationery
 * 2 Bags of seeds
 * 1 sapling
 * 3 Tools

Upgrade
In order to upgrade to the next shop you need to buy and sell items for a total of 90,000 Bells.

Nookway
The second biggest shop, now looks like a furnished supermarket.

Inventory

 * A table that offers a selection of four tools
 * A table that offers a selection of three different types of writing paper
 * A table that offers two saplings and four bags of flower seeds
 * A table that offers a Message Bottle and Medicine
 * A table that offers 2 carpets and 2 wallpapers
 * Five pieces of furniture
 * On special occasions a Spotlight product is offered

Upgrade
In order to upgrade to the next shop you need to buy and sell items for a total of 240,000 Bells and have a friend from another town buy an item from him.

Nookington's
When you enter the new shop, Nook will announce: "Nookington's features a new second floor filled with exciting new merchandise as well as a hair salon on the first floor! There, top stylist Harriet will cut your hair to your precise specifications!"

In addition to the new hair salon, Tom Nook has employed two young helpers. Timmy and Tommy are in charge of the second floor in Nookington's.

Grand bulletin board

 * Second Floor
 * Home Furnishings
 * Sundries

The main room of the first floor

 * A table displaying 6 out of 7 tools
 * A table that displays three saplings and 7 bags of seeds
 * A table displaying four different kinds of writing paper/stationary, a Note in a Bottle and Medicine
 * The hair salon is a separate room, with a traditional barber's pole next to the door called "Shampoodles's" Resulting in 14 different hairstyles, 28 if Harriet thinks that you would look good with a boyish/girlish pixie cut.

The second floor

 * Space for nine furniture items. (Spotlight products are found in the top left spot when in stock)
 * A table displaying 3 wallpapers, 3 carpets and a tin of paint.

Point System
Nook's store also has a Point-Trading Machine (PTM). The PTM keeps track of the points earned when you shop. For every 100 bells that you spend at Nook's you will earn one point. On certain special days (which are announced on the bulletin board) you can earn up to five points per 100 bells you spend. There are different membership tiers you can earn with points. Each membership has a prize (with HRA bonuses) and a discount associated with it.

title: Animal Crossing: Wild World/Tom Nook


text:
Animal Crossing: Wild World/Changes

List of changes from the original Animal Crossing

 * There are more villagers in Wild World, with many new villagers and most villagers from the original Animal Crossing. Some of the islanders (such as Bliss (now named Caroline) and Rowan) have now moved to the mainland.
 * The house does not have a basement, but more rooms can be added as it is expanded.

 * Players can send a letter to themselves in the future (which can be delivered to themselves any time before December 31, 2099)
 * Players can now wear a shirt, a hat, and an accessory. The accessories include false mustaches, glasses and flowers. The Player can also choose whether to wear a hat or not (a hat can be taken off on command).
 * Flowers may be picked up like regular items and also worn as hats (or accessories, in the case of roses).
 * Players can now join in a conversation between two animals. Sometimes, neighbors will ignore the player character, or other times, they'll ask for an opinion. Occasionally, a neighbor will give the other some new clothes.
 * The player can send a message in a bottle out to sea, which can received by a random player through Wi-Fi, or exchanged with another player using Tag Mode.
 * As there is no train, Blanca's face is changed by talking to her in the player's town after connecting to the Nintendo Wi-Fi Connection.

Villager Behavior

 * Animals have birthdays, and will invite players to their birthday party.
 * Villagers also can now change the furniture in their house. If the player mails them a gift, they'll throw their original furniture in the recycling bin, and they can be claimed by the player.
 * There is a maximum of 8 villagers, opposed to 15 in the GameCube Animal Crossing, but villagers often change when they move out and another moves in.
 * Villagers can now visit the player's house after arranging an appointment, and will later send him or her an item as thanks.
 * There are more tasks to perform for the animals, and players are not sent on deliveries nearly as often as in the GameCube version.
 * Animals pack and unpack, except for the first three days that the player lives in his or her town who have completed rooms and which can only unpack. The day they arrive and the day before they leave, their house is filled with boxes instead of normal furniture. Players can now talk to animals the day before they leave to convince them to stay. They'll often hint that they are staying by saying something along the lines of "Is that really how you feel? Well, I don't know... should I stay or not?"
 * There is no "need help?" option when talking to animals. Animals will ask players for help by themselves, and often have an exclamation point above their heads or run toward the player to signify that they have something to talk about.
 * Animals fall ill but can be nursed back to health with a daily dose of medicine. They can be cured faster if they get a letter attached to a gift.

General Gameplay

 * The introduction sequence is different. Originally, the player offered Rover a seat on the train, and he'd ask questions, determining the look and gender of the player character. Then he'd call Tom Nook, who'd find a house for the player character. Now, Kapp'n drives the player character to town in a taxi, and also determines not only their character's look and gender, but also the placement of their house.
 * Debts to Tom Nook are higher.
 * The player can create hybrid flowers.
 * Pitfalls, now named Pitfall Seeds, are much more commonly dug up.
 * Instead of signs, patterns can be placed directly onto the ground at no charge.
 * Bee stings can now be cured by taking medicine (as in the Animal Forest E+ version) or by saving and turning off the game. When the game is reloaded, the player's character will be healed. As opening the menu no longer pauses the game, catching bees is much harder. Players must switch to the inventory, and while doing this he or she will not get stung. Watching the bees' patterns will give players an advantage. When they go slightly farther from them switch out and catch them. Spinning an umbrella prevents bees from stinging, as well.
 * To obtain models of the various expansions of Tom Nook's store and the Nook's Cranny model, spend enough money at the store to rack up points (1 point per 100 Bells spent - "point specials" are days where players get 5x the normal value). Players can also get discounts this way.
 * Changing the town tune, asking about the environment, and mailing letters are all done at the town hall.
 * There is a wider range of tools the player can buy. The new tools are the slingshot (which allows the player character to knock balloons out of the sky) and the watering can (which is used to bring dying flowers back to life).
 * Instead of a dump, there is a recycling bin in the town hall. The player can toss anything in the recycling bin except fish, insects and fruit.

Special Characters

 * Gracie does not ask players to wash her car and instead asks that they pay for her designs. She soon sends out the results with one of her designs. Occasionally, she gives the player character the rare moldy shirt.
 * Wendell will draw patterns for food - not just fish - instead of wallpaper.
 * Joan now offers red turnip seeds which players must plant and water everyday.
 * K.K. Slider now plays at 'The Roost' café instead of the train station.
 * Saharah will now ask players to deliver three wall or carpet packages to various town figures (e.g. Nook and Blathers, as opposed to villagers), rewarding him or her with a choice of either a rare carpet or wallpaper.
 * Players can purchase insurance from Lyle the otter, who visits each Saturday, and he or she will receive 100 Bells in the mail per injury (falling down and bee stings). If players have over 3,000 bells this is not an option, but instead required. The next week, the Player can buy more insurance, and if the player purchases a counterfeit painting from Redd, Lyle will send the player character money in the mail. Lyle's second purpose is to book a date for Redd to visit.
 * The GameCube's train station becomes a gate in Wild World. Because of this, Porter is completely absent.
 * Crazy Redd now requires a password for entrance to his store, and will also sell counterfeit paintings. However, the player will not know whether a painting is a forgery or not until Blathers inspects it.

Special Events

 * Events no longer reflect real life events, such as Christmas. The only holiday carried over from the GameCube version is the New Years Eve Countdown.

Village

 * The DS only has one player's house instead of four, but the house can be anywhere in the village. Also, up to four players can live in the same house.
 * The police station is demolished, so Copper and Booker are now guard dogs who work at the main gate.
 * The town is smaller being only 16 acres rather than the original 30 acres.
 * There is no lighthouse.

Museum

 * Blathers can now identify fossils for players, unlike Animal Crossing where players had to send it to the Farway Museum.
 * The Museum now features a café in the basement and an observatory in the attic, where the player can buy coffee or draw constellations, which are visible in the night sky.

Items

 * There is more furniture, wallpaper and flooring to choose from.
 * The NES games are removed completely.
 * The Player can also obtain pictures of the animals at random events. That way, if a villager moves, the player still has a memento of the great friendship they had.

Technical

 * There are no raffles or journals in the DS version.
 * The player no longer has a gyroid outside his house. There is now an attic, and climbing into bed saves the game. The "options" is no longer triggered by starting up the game and telling your neighbors "Before I go..." and is now activated by contacting the operator on the telephone.
 * Nintendo Wi-Fi Connection allows DS players to connect online.
 * More than one person can travel through the town at one time, thanks to Local Area Network and Wi-Fi play.
 * The game is no longer paused by opening the menu, the action continues on the top screen, while the menu appears on the bottom.
 * The Player can save the game whenever they are, just by pressing the start-button, but you can't save and continue like in the GameCube version.
 * Players can "immigrate" from one town to another using two game cartridges and two DS's. To do this, have one player be at the civic center and someone else at the title screen. Have the first player tell the clerk that they'd like to move away, and the clerk will start DS Wireless Communications. Have the second player press "Start" on the title screen and start "Immigration Mode". If the connections work properly, the two will swap towns.

title: Animal Crossing: Wild World/Changes


text:
Animal Crossing: Wild World/Characters

New Characters
Brewster – A male pigeon who owns "The Roost", a café in the basement of your town's museum. Once the player buys coffee on a regular basis, Brewster warms up and becomes chattier.

Celeste – Female owl with pink bow who works in the observatory. She is Blathers' sister, and allows the player to look through the telescope and design constellations. For a comical effect, the player can tell Celeste "You're cute!" If you say this, she'll be shocked and blush.

Dr. Shrunk – Male axolotl who shows up in town occasionally. Will teach emotions for use in multiplayer chat. A wide variety of emotions exist, but the player may only know four at a time.

Harriet – Female pink poodle who works in a salon called Shampoodle. Will style the player's hair once a day for 3,000 Bells. She is only available once Tom Nook upgrades his shop to Nookington's. If the player gets all 8 haircuts, she will offer to style the player's hair into cuts that would normally only be available to the opposite gender. The hairstyles are generated using the answers the player gives to her questions.

Katie – A lost kitten who is separated from her mother Kaitlyn. She appears in someone's town, while her mother appears in a different town. If players reunite her and her mother, they will receive a gift in the mail. One of these gifts is a picture of her and her mother.

Lyle – Male weasel who sells insurance on Saturdays. Accident Insurance, which can be bought for 3,000 bells, will return 100 bells to the player for each play session the player is stung by bees or trips (caused by bad luck from either Katrina's fortune telling or wearing the King Tut Wig). Damage Insurance, for 6,000 bells, will cover fake paintings from Crazy Redd. This, as well, pays 100 bells per offense. Lyle can also book a date for Redd to visit town.

Pascal – Male beaver who turns up on the beach occasionally. He gives out pirate-themed furniture. He will also give players either a Golden Axe or Pascal's Pic if given a scallop (which players will not find on the beach, though a different type of scallop can be found). The scallop is obtainable through a trading quest involving most NPCs.

New Villagers – In addition, there are many more villagers available now that weren't available in the previous game.

Lyle and Harriet can sometimes pay visits to The Roost (Harriet only appears once Nookingtons is opened).

Returning Characters
Blanca – A faceless cat who will visit a player's town once they have connected to the Nintendo Wi-Fi Connection. Being faceless, Blanca is using a face someone else designed for her. She will ask the player to draw her a new face, and then will leave to go to another town.

Blathers – Curator of the museum, Blathers accepts donations and can identify fossils and forged paintings. He is quite scared of bugs. As an owl, he tends to sleep during the day, but is awake and alert promptly at 6:00 p.m.

Booker – A guard dog who works at the gate, known as the Checkpoint. Booker handles more remedial tasks like changing the town flag and holding lost items. Though he is lazy and apathetic, Booker keeps a watch over the gate and will tell the player if anyone has recently entered the town. Both Booker and Copper now wear guardsman uniforms and wield spears (they were police officers in the GCN version).

Copper – Another guard dog who works at the Checkpoint, Copper will let the player exit through the gate or open it for friends to visit, as well as issue the player's Friend Code.

Crazy Redd – A sly fox who shows up in front of the Town Hall occasionally. He sells furniture for more than Nook does, but many are very rare and cannot be found at Nook's at all. He is also the sole source of paintings. Be careful when shopping here however, because he has been known to sell fakes. Redd requires a password for entry into his tent, which he will send the player in the mail every time he visits if he or she pays the initial 3,000 Bell membership fee. Non-members would have to find out the password from a neighbor and cannot buy items from him until the membership fee is paid.

Gracie – A giraffe who drives into town occasionally. She is a famous fashion expert who gives the player rare clothing. First, her quiz must be taken, which comprises a few questions about the player's sense of fashion. she will then give the "Fashionista Badge," which is carried in the mail inventory, and an outfit which can be bought at Able Sisters. However, if she is spoken to persistently, she will offer some more clothing for a price. If she is given 5000 bells or more, she will give the player some of her designer clothing.

Gulliver – No longer washing up on the beach as in the first game, Gulliver the seagull now flies his flying saucer, The Porpoise 5000 (a reference to the Dolphin from Pikmin, which in itself is a reference to the code name of the  Nintendo GameCube while it was still in development), on the top screen. If the player shoots him down with a slingshot and finds Gulliver's several missing ship parts spread around the town, he will thank the player with an exclusive item. This is a rare occurrence, though. Unlike presents, which are seen in the sky at clocked intervals, Gulliver's ship appears at unexpected and random times. Additionally, the ship moves fairly quickly and is much harder to shoot down. A reference to Gulliver's Travels by  Jonathan Swift.

Jacko – A very happy rabbit that gives you as much money as you can hold. He comes once a year, on a random day.

Kapp'n – A romantic kappa who drives the player to town in his cab at the beginning of the game, or when he or she moves to a different town (i.e., game card) using the "moving" feature at the civic centre.

Katrina – A fortune-telling cat who sets up her tent outside Town Hall occasionally. She will give the player a fortune or tell his or her compatibility with a person for 100 Bells, or cleanse his or her soul (i.e., undo any fortunes given) for 10,000 Bells.

 K.K. Slider – A dog who plays guitar at The Roost on Saturday nights from 7:30 p.m. to 12:00 midnight. However, if the player talks to him before 8:00 p.m., he will tell the player to wait until 8:00 p.m., after his sound check. After his performance, he will give a bootleg of the song he just played. K.K.'s real name is actually "Totakeke", a reference to Nintendo employee Kazumi Totaka.

Mabel – The younger of two sisters who works at the Able Sisters' tailor shop. She assists the player in making purchases or designing patterns, which can be used for many things, including clothing, caps, and accessories. Mabel's look could be a possible reference to the SEGA character Sonic the Hedgehog (they are both blue hedgehogs).

Mr. Resetti – A mole who will pop out of the ground and scream a lengthy lecture at the player if he or she does not save before quitting. When the player turns the power off without saving, then begins to play again, he or she is not allowed to save or go back inside the house without first taking a couple steps forward and having him yell at them. After a couple times of this, he will begin to ask the player to answer his questions by either typing it in the keyboard, choosing between one of the two options, or selecting a degree of regret on a slider. He is very annoying, and often makes the player regret his or her mistake. His final remark is often about the player's hygiene.

Pelly – The cheery pelican who works at the Town Hall during the day, handling both Civic Centre and Post Office duties. Pelly has feelings for Pete, but he doesn't love her.

Pete – A hardworking pelican who works for the Post Office, delivering mail at 9:00 a.m. and 5:00 p.m. He can be shot out of the sky using a slingshot. Pete is dating Phyllis, who works in the Town Hall. It is apparently a rocky relationship.

Phyllis – Pelly's sister, the grumpy purple pelican who works at the Town Hall during the night, handling both Civic Centre and Post Office duties. She is dating Pete, the mail-carrier. She is apparently somewhat abrasive to him.

Rover – A blue cat who runs Tag Mode. He appeared in the introductory sequence of the original Animal Crossing. He shows up in the Roost occasionally, and mentions his old life of hopping the train, traveling, and his encounters with Blanca.

Sable – The older sister at the Able Sisters' tailor shop. Her job seems to consist entirely of sewing. Though she is shy at first, she will warm up to the player if they spend enough time speaking with her. Occasionally she hints at a lifetime, unrequited crush on Tom Nook.

 Saharah – A camel who delivers rare carpets and wallpapers. If the player helps with her deliveries, she will reward the player with either a carpet or a wallpaper. The player is allowed to choose either the carpet or the wallpaper; however, they do not know what design it is until they receive it.

Snowman – Appears when the player builds him in the winter. If he is constructed well, he will send the player a piece of rare furniture in the mail. If he is created out of proportion, he complains about his life and pities his own existence.

Sow Joan – An old boar who has been selling turnips for over 60 years. She will sell the player white turnips to play the "stalk market," or red turnips to plant and grow to sell for an enormous profit.

Timmy & Tommy Nook – Tom Nook's nephews who manage the top floor of Nookington's. They attempt to speak in unison, but Tommy always lags behind.

Tom Nook – A male tanuki and owner of the town's main general store. He sells the player a house when they start the game, and offers to expand it whenever the player pays off their mortgage entirely. This can happen a maximum of six times, when the house has reached its maximum size. Nook will occasionally get emotional, and if asked will discuss his failed dreams of a shop in the big city. In the American/PAL release, Nook is Americanized and referred to as a raccoon.

Tortimer – Tortimer is the mayor of the town, and a tortoise (hence the name). Tortimer appears in front of Town Hall during holidays and events and during the time when the player works at Nook's Cranny. The rest of the time, he's sleeping in the back of Town Hall.

Wendell – A blue walrus, described as a "starving artist." He now gives out patterns instead of wallpaper, and which one the player gets is dependent on what the player feeds him. He considers red turnips to be a great delicacy.

Rover, Kapp'n, Pelly, Phyllis, and Mr. Resetti all appear in The Roost, but Harriet only appears after Nookway has expanded to Nookingtons.

Characters who do not return from the N64 and Gamecube versions are Porter, Wisp, Jack, Jingle, Chip, Farley, Franklin, Don Resetti (Mr. Resetti's brother), and several villagers from the last game.

title: Animal Crossing: Wild World/Characters


text:
Animal Crossing: Wild World/Paintings

Paintings
Redd sells paintings occasionally. Beware, Redd's paintings can be forgeries, worth virtually nothing. All the game's paintings correspond to paintings in real life. They are listed here.

title: Animal Crossing: Wild World/Paintings


text:
Animal Crossing: Wild World/Golden Tools

Golden Tools
As in previous Animal Crossing games, players can receive golden versions of the tools in the game. These tools have special effects of varying degrees and can sometimes take some effort to receive.

Golden Shovel - The Golden Shovel is the easiest golden tool to get. Simply bury a normal shovel anywhere in town and leave it there for 24 hours, then dig it up. The Golden Shovel allows players to plant Bells (money) and grow them into Money Trees. Money Trees have a chance to bear money bags as fruit, tripling the amount planted.

Golden Net - The Golden Net is received from Tortimer after catching one of every bug in the game. The Golden Net is twice as big as the normal net, allowing players to catch bugs easier.

Golden Rod - The Golden Fishing Rod is received from Tortimer after catching one of every fish in the game. The Golden Rod has a luring effect, making it easier to catch fish.

Golden Axe - The Golden Axe is received from Pascal after successfully completing the trading game (see below). The Golden Axe is unbreakable.

Golden Can - The Golden Watering Can is received from Pelly or Phyllis after keeping the town in perfect condition for at least 16 days. The Golden Can allows players to turn withered Black Roses into Golden Roses.

Golden Slingshot - The Golden Slingshot is received after shooting down 15 floating presents with the normal slingshot. The Golden Slingshot will be the next present players shoot down. The Golden Slingshot fires three pellets at once, which spread out once they reach the upper screen of the DS, making it much easier to shoot things down.

The Trading Game
To receive The Golden Axe, players must embark on a complicated trading game. The final result can be the Golden Axe or one of several NPC photos which players can place in their house for extra HRA points.

 * 1) Purchase Red Turnip seeds from Joan the Sow on a Sunday. Plant them. Red Turnips must be watered daily.
 * 2) Dig up the Red Turnip and give it to Wendell the Walrus when he comes to town. Wendell will either give players a Turban or a Country Guitar.
 * 3) * Give the Country Guitar to K.K. Slider to receive his picture.
 * 4) If the player received the Turban, they must give it to Saharah the Camel when she comes to town. Saharah will give players a Massage Chair or a Red Vase.
 * 5) * Give the Red Vase to Redd the Fox. He will give the player a Safe.
 * 6) ** Give the Safe to Tom Nook to receive his picture.
 * 7) If players received the Massage Chair, give it to Tortimer the next time he is outside City Hall for an event. Tortimer will give the player a Scallop.
 * 8) Give the Scallop to Pascal the Otter the next time he visits. Pascal will then give the player the Golden Axe.


text:
Animal Crossing: Wild World/Random Tips

 * A theory suggests that if no other visitor appears in town on a given day, and Pete the Pelican does not fly by at 9am and 5pm, that there is a good chance Gulliver will appear at some point during the day.
 * Black roses can be hybridized from pairs of red roses. Purple Roses will spawn from pairs of white roses.
 * Crossing Black and Purple Roses can produce Blue Roses. Blue and Gold Roses are both worth 2,500 bells at Nook's.
 * Villager Photos are worth large amounts of HRA points, mail them lots of letters and talk to them often to get them to like the player.
 * Coconuts spring up on the beach occasionally if players keep it clean of sea shells. These coconuts are necessary to get some bugs for the museum, so it's generally recommended the players have at least one coconut tree.
 * Want snowman items? You will have to make a perfect snowman, then the snowman will send you a letter with one of the items in the rare snowman set.
 * If you play DS to DS or on Wi-Fi with friends, the people from their town will write and sometimes move from their town to yours

title: Animal Crossing: Wild World/Random Tips


text:
Talk:Animal Crossing: Wild World

Wikibook
The information for this Wikibook has been taken from the original article of Wikipedia. -- ReyBrujo 18:45, 25 March 2006 (UTC)

title: Talk:Animal Crossing: Wild World


text:
Talk:Super Mario 64

ScreenShots
I was wondering if anyone would like some screenshots, and I'm not completly sure of the legal standing of screenshots in games. But I'll take them of every level for the guide if possible. Maybe one outside the level (showing the enterence to it) and one inside, and perhaps a couple around for tricky parts? Cause images are very useful in this guide. (need to log in first next time) Mason11987 20:17, 11 January 2006 (UTC)

Yes Gerard Foley 00:39, 16 February 2006 (UTC)

Style
I'm proposing a set style for the level guide. The think each star should be listed as a sub section (with two ='s). I think it is clearest that way. Any comments?

And yes Gerard Foley 00:39, 16 February 2006 (UTC)

title: Talk:Super Mario 64


text:
Talk:Final Fantasy VII/Characters/Limit Breaks

LilyPond source for Tifa's limit break
The Lilypond source for Tifa's limit break would be as follows:

I don't know if Wikibooks uses WikiTeX, probably not (last I checked Wikipedia didn't, thus I don't think Wikibooks does either), but when and if it does, we could use this score. --Wwwwolf 10:37, 3 October 2005 (UTC)

Updates
I just recently went through and make the page more friendly and explained some more parts in detail through a few edits.


text:
Talk:Super Mario World

I added some info on the Lakitu enemy. I didn't put in a picture, and I can't remember what stages he's in, but I got the general idea of what Lakitu is across, I think. -7/28/05 Vyse

Adding
I'm going to try to go through this and add as much as I can about each level. And clean up the mess there is here.

Why Transwiki
Why doesen't this page belong on this wiki, and needs to be transwikiped? Please list arguments:

Why it doesn't: if we merge this into a whole wikibook about nintendo and the adventures of mario, donkey kong and wario, then it won't need to be transferred Wikisquared 16:06, 5 July 2006 (UTC)
 * Some of the discussions can be found here, here and here. I'm from the MapleStory book, and we're slowly moving over as well. If you need any more info, leave a message on my talk page. -- Prod-You 19:42, 4 September 2006 (UTC)

I'd go one step father and would say it's okay, as it is. Similar to the official game guids provided by Nintendo - just free and I think it's okay when we do this for every title, merging it all together will result in a great mess. :-/ --Mirrakor 20:32, 8 August 2006 (UTC)

System ?
Is there a different between the new Gameboy Advance Super Mario World and the old SNES? If yes, which?

The gameboy advance is extremely old now, and the difference between them was usually just more minigames (Super mario world 3: Yoshi's Island).

title: Talk:Super Mario World


text:
Talk:Mario Kart: Double Dash!!/Bob-omb Blast

This page was moved from a redirected page on Wikipedia: Bob-omb Blast. Smurrayinchester 16:30, 7 January 2006 (UTC)


text:
Talk:Sonic R

Great game!
Sonic R was a great game for the Saturn back in the day (1998), and I was also glad to see it make its way over to the PC and now over to the Sonic Gems Collection for the GameCube (which I guess should be noted in the article). It is a rather simplistic game and I was sad that it didn't have more courses or unlockables, but in the end it was a pretty fun game to play! --Brahman 19:06, 23 December 2005 (UTC)

 * I think it's a crap game. The last good sonic game I enjoyed was Sonic Jam Gerard Foley 20:47, 11 January 2006 (UTC)

title: Talk:Sonic R


text:
Talk:Pokémon Trading Card Game/Fossil

Please do not delete this page for a few days. Thanks, Gerard Foley 02:30, 12 January 2006 (UTC)
 * does dragonite come from a fossil? I thought it was a dragon, not an extinct creature. It doesn't have a fossil in any game I know. L10nM4st3r / Roar at me 11:31, 29 August 2022 (UTC)

L10nM4st3r / Roar at me 11:32, 29 August 2022 (UTC)

 * It does not in the mainline games, but I have no idea about it in the TCG. Mbrickn (discuss • contribs) 00:22, 30 August 2022 (UTC)

title: Talk:Pokémon Trading Card Game/Fossil


text:
Talk:Super Smash Bros. Melee/Pokémon

Where do the Attack Names in the table come from? Gerard Foley 23:19, 10 February 2006 (UTC)

I just read this:
 * A attack followed by (?) indicates that this is a possible name for the attack, but not definite.

It looks to me like someone is just guessing what attack is being used. I am going to remove them from the table. Please don't re-add them unless you can provide a reference for the information. Gerard Foley 23:23, 10 February 2006 (UTC)

title: Talk:Super Smash Bros. Melee/Pokémon


text:
Talk:MapleStory/Training Guide

Training Guide Table
Information included in training guide by MajesticMystic:

Monkey Forest I
 * Monsters
 * Lupin (Lv 37, 1500HP, 77xp)
 * Zombie Lupin (Lv 40, 1800HP, 90xp, weak to holy, undead)

 * Noticable Drops: Kumbi, Silver Crow, Leonheart
 * Suitable For: Assassins and Archers level 45+, Warriors and Bandits level 50+
 * Pros
 * Lots of monkeys running around
 * Not bad money
 * Good terrain

 * Cons
 * Their attack hurts
 * No good drops

 * Comments: Pretty bad training spot, but it's good for bore-breaking once in a while. Lupins hurt too much for this place to be a good spot for money.

As you can see, each spot has a block for map name, a block for monsters, a block for noticable drops, a block for suitable characters, a block for pros, a block for cons, and a block for additional comments. I am not a good designer, so I trust you to help me come up with a good table for it. Thank you! MajesticMystic 16:34, 21 April 2006 (UTC)

Heres a vertical version:

Heres a horizontal version:

Heres two versions, take your pick. For now, you can just paste whatever you have into the page and it will get cleaned up. Depeneding on how long it is, we can either set up a template, or just hard code it. -- Prod-You 17:59, 21 April 2006 (UTC)
 * And I think for the most part that a template on this simple matter would be a waste... although, if we change it in the future, a template may help us out. IMO, that is a good enough style and I don't think we would change it any time in the near future, so no template needed. -- Dragontamer
 * I like the vertical ones a lot better, but it doesn't seem to work very well with 3 or more items as whatever after the second item clutter up into a single item. I am not experienced at all with Wiki table editing, so I do not know how to fix it. Could you look into the situation for me please? Also, there are a lot of maps in my list and perhaps I might need to add more when I am higher levelled in Maple Story, so it might be worth the time to set up Templates. -- MajesticMystic
 * Dragontamer had noted on my talk page that he prefered the horizontal version. I'm on a widescreen computer and the wide version looks fine.  However, I doubt it would look as nice on a regular monitor so I am inclined to go with the vertical version.  MajesticMystic, if you could just paste everything you have into the main article, me and Dragontamer can take care of the formatting for you.  -- Prod-You 17:41, 1 May 2006 (UTC)

title: Talk:MapleStory/Training Guide


text:
User talk:86.7.105.2

Heu

title: User talk:86.7.105.2


text:
Talk:StarCraft

I think it would be an advantage to add a bit of strategy and counter strategies, specific to the races in this game.

Um.
In my opinion, it's only a skeleton. No offense intended, but the spulling grammar and in this guide is horrible and not up to wikibooks standards, and apart from that there are glaring ommissions which any real SC player would have put in. (Hell, I don't even play b.net and this looks like Swiss Cheese to me.) Gimme some time and i'll fix it up good. I got a few weeks and nothing better to do. -Li-aung 'Littleweseth' Yip

 * Um. I think it would be an advantage to fix the opinion. There is nothing better to do apart from that. No offense intended, but the spulling and grammar in this guide is horrible and not up to wikibooks standards, and apart from that there are glaring Swiss Cheese to fix in the opinion. (I think this looks like Swiss Cheese.) Hell, I don't even put in a bit of strategy, but this opinion, it's counter strategy and not up to SC player standards.

 * Lol. I constructed the above biting reply to your comment completely from your own words. Before you make any more changes to StarCraft Wikibooks, first prove that your grammar and spelling isn't horrible. --Yunzhong Hou 02:52, 7 May 2006 (UTC)

you mean "aren't horrible"... not that they are

Boot Camp for Starting a major StarCraft WikiBooks Revision
I am going to make a massive edit on this book, transwikifying in the pages that I have created in WikiPedia. --Yunzhong Hou 14:29, 8 February 2006 (UTC)

Well, here's my promised revision...at long last. I made some grammar changes, stylistic alterations, detail refinements, template repairs, and even a redirect for the StarCraft:Basics page because it fit well with the main page, titled Home. Now all of the links are working, the pages allow for further expansion, and things look neater. We still need to break the Strategy page into several separate ones, since looking at so many words on a single page can be quite daunting. Yunzhong Hou 22:39, 24 April 2006 (UTC)

 * You should be aware that Wikibooks is moving away from hosting computer gameplay guides. You might want to read Comments from the President of the Wikimedia Foundation. It is likely that this StarCraft book will move from Wikibooks to a different wiki.

 * Personally, I think that major problem was that most of our computer and video game guides were dumps of rejected Wikipedia content, and most of the best content was on Wikipedia; compare Doom with Wikipedia:Category:Doom. Instead of making good texts about computer and video games, users were only adding content that violated policies on Wikipedia. --Kernigh 03:34, 6 May 2006 (UTC)

StarCraft BroodWar. StarCraft Brood War. BroodWar. Brood War. StarCraft:BroodWar. StarCraft:Brood War. Testing...Yunzhong Hou 21:40, 25 April 2006 (UTC)

 * Do we need all these redirects? A "Starcraft" to StarCraft redirect might be useful, but the others seem unnecessary. --Kernigh 03:34, 6 May 2006 (UTC)

Phase I Nearing Completion
I would like to take the time to congratulate all the contributors to the Starcraft Wikibook for all of your dedicated work on this project. Currently, most of the pages have at least 2 kb worth of information, although many open links remain. Once we have something for every page, we will enter Phase II, which is basically an elaboration of existing pages, adding details/examples, and inclusion of higher-level tactics/strategies.

Font Changes
I've recently instated a lot of font changes on the Home Page for StarCraft. Tell me what you think of it. Also, see if you can find a way to change the background to black, add SC logos, change the font to the actual Starcraft one (and not Eurostile, which is only similar), and make the links all green. Thank you for your help.
 * Personally, I think it looks awful, and would much prefer the "standard" MediaWiki style. --24.147.9.40 03:09, 12 June 2006 (UTC)

 * agreed, it looks AWFUL
 * It offends my eyes. 72.73.33.64 07:02, 23 June 2006 (UTC)

Critical
OK Jchanhm, I realize you want to be a major participant in StarCraft Wikibooks. Thanks for your contributions. (and thanks for your contributions, everyone else!). However, we should maintain the table of contents as up to date as possible, and that means we stop using a separate table of contents from the navibar. Starcraft at Wikipedia already uses navibar templates en masse, and it really works better. Plus, no one really uses the main page after the first view, and scrolling down gets annoying. The synchronization is also burdensome.

Additionally, I have decided to put an end to the crisis of 'contributors'. From now on it will be in alphanumeric order, and IP addresses will be excluded.

Thank you in advance for your cooperation. Yunzhong Hou 22:02, 18 July 2006 (UTC)

Orphans
These pages are not linked to from anywhere in this book. Please either incorporate them into the text or mark them for deletion with delete.

 * StarCraft:Cloning
 * StarCraft:Strategy Guide

Thanks! --hagindaz 23:02, 26 July 2006 (UTC)

Transwikiing
I am slowly copying the info in this book over to StarCraft (rearranging the content as I go). If you would like to contribute to the guide, please join us. -- Prod-You 07:00, 21 January 2007 (UTC)

title: Talk:StarCraft


text:
Talk:MapleStory/Beginner Guide

Note- I think that now, when you get to level ten, you don't get any more skills till you pick a job. ---(Random editor)

What makes Super noobs challenging is having to figure out what clothes can be used for defense, and what weapons can be equiped, because there isn't a beginner store. Future editors who want to write about super noobs should include a list of clothes and weapons that can be used by beginners.

title: Talk:MapleStory/Beginner Guide


text:
Talk:MapleStory/Bowman Guide

Yo Bowmen from Sleepywood, do as you will. Just be sure you add correct info, ya? --Dragontamer 07:37, 16 November 2005 (UTC)

WTF is with the vandals? --Dragontamer 04:38, 24 November 2005 (UTC)

Uh hello!

Aight, now that I got a reasonable guide up and running, I'd like to cut it down in size while keeping the same content. Basically, find shorter sentences to make the guide an easier read.--Dragontamer 20:01, 26 November 2005 (UTC)

Hey, why are we having that stupidly big image blocking the way? 64.231.253.117 03:32, 1 December 2005 (UTC) Regal Star/MajesticMystic

 * Edited, now it is smaller. --Dragontamer

Severe Update
I think a update is severely needed for the training spot suggestions, as more than half the monsters listed are horrible for those levels. This is including the fact that Ludibrium and Omega Sector (Mostly Ludi) have a wide variety of monsters that will become the "home" for archers from lv.30-50. Could someone please update the list, thanks! -24.92.46.16 09:50, 9 July 2006 (UTC)
 * Severly needed? No, the training areas are fine. Ludibrium and Omega Sector options would make good additions, but they are by no means necessary for an archer from 30-50. -EMP Demon 12:37, 9 July 2006 (UTC)
 * Well, I hate to pull this on you; but Frankly speaking; I have surpassed the lvl 30-50 area. I truely have no idea how Ludi or Omega Sector compares to say, Fire Boars at those levels. A lvl 60+ archer cannot see how good a lvl 30 spot is. If you really want an update, you should do it. --Dragontamer 15:38, 9 July 2006 (UTC)

title: Talk:MapleStory/Bowman Guide


text:
Talk:MapleStory/Bowman Guide/Builds

BlkDuc52: I'm not sure because I never got a bowman into the 2nd job advancement, but I read somewhere that if you jump-attack, FA will NEVER activate. Somebody please check me on this.
 * This has been confirmed. I will move these messages to the discussion page btw in a week. They don't look good in the middle of a book.--Dragontamer 17:02, 8 January 2006 (UTC)

Archer or Bowman?
The terms "Archer" and "Bowman" seem to be used interchangably on this page, and likely others. If the guide was modified to be more consistent in terms, which would be used, "Archer" or "Bowman"? -EMP Demon 07:17, 9 February 2006 (UTC)
 * We should stick to Bowman when refering to the class in general, but when refering to the first job they are called archers. IE. a hunter, crossbowman and archer are all bowmen, but the first two are in second job, the last is in first job. This is how the game uses it.  --Prod-You 15:41, 9 February 2006 (UTC)

AB vs DS debates

 * Combos. Arrow Blow has an no advantage for combos because of it being a slower animated attack. It is easier to stack with skills like Iron Arrow/Arrow Bomb and Strafe. When you alternate between AB and your mob attack, you can make the mob attack follow the AB almost like a self-controlled Final Attack. That does not mitigate taking more than 1 point in AB. Like any slower attack, it just adds to your ability to chain together effective combos. While it seems counter-intuitive to mix in a weaker attack, it solves the problems of monsters in a mob breaking through and hitting you. --24.82.172.133 22:41, 26 February 2006 (UTC)

 * No offense to whoever posted the above; but everything in this paragraph is incorrect, and will be deleted in a few days. Arrow Blow has the same delay, precisely .7 seconds for a Bowman with booster, precisely .8 seconds for an Xbow with booster, and .88 seconds for Xbow no booster. It is the same speed as Double Shot, arrow bomb, and Iron Arrow. --Dragontamer 21:12, 27 February 2006 (UTC)

 * It has nothing to do with delay. It has to do with stacking. Delay is a pointless argument because you measure it in a bubble of shooting thin air at max range. What you don't see is delay changes with the length of the shot until it reaches the target. What I am saying is that there is a pause in animations of attacks, and during that pause you can input your next attack by "stacking" them. Just because people have not mastered this skill, like Jump Shot, doesn't mean you should remove it. This speaks to people who understand how to do this and have figured out you can chain attacks together without the margin of error in having to wait to input it and for it to be animated before it comes out. No offense to you either, but I don't think it's in the public's best interest for you to delete something instead of trying to figure out what I am talking about. Obviously I have discovered something you have not, and I suggest you test it out. It has nothing to do with delay and everything to do with repeating shots. Follow an IA/ABomb directly pressing your DS, almost simultaneously. You will see that it has to animate the entire pulling back of the bow and shooting of the DS, and it also has to animate both hits. Then follow your IA/ABomb with ABlow and you will see that it only animates the last frame of pulling the bow. That means it's been stacked. Perhaps I didn't explain myself well enough, but I think the proper course of action would be to try what I am saying and compare for yourself instead of deleting it since like you, I added it to be helpful. This is why you can keep mobs from overruning you if you alternate your IA/ABomb and ABlow, but if you use DS instead of ABlow mobs can advance on you. --Smacksaw 6:35, 10 March 2006 (UTC)
 * Moved this away from the main page since none of it is widely known. He said it would be deleted since we haven't heard of this before, and he posted the comment to give you a chance to respond.  My bowman is level 14 right now...so i can't really test this yet, but input from more people would be useful.  This info seems relatively new, so lets get a few people to test it before we put it in the main guide. -- Prod-You 01:59, 11 March 2006 (UTC)

 * I have tested this subject thourally, which is how I got the "Speed Ladder" for the guide. I have tested it using 2 methods: A stopwatch and counting, and actually taking videos of me doing it, taking them apart frame-by-frame, and then counting the number of frames between each attacks.
 * Now if you have some significant amount of work done like I have on this subject; then maybe I can have a belief of you; but my research has also shown that the "frames" that are shown when you do a attack is more related to lag than anything else. The "frames" (as in, pull bow back, etc. etc.) do not really count; as you "hit" the enemy as soon as you hit the button; everything else is the delay after you hit.
 * This is how I know you are wrong; 2 tests which took quite a long time thank you very much. If you would like to try my test; get fraps to record a movie, and then some sort of encoder to split it up into 200 or so picture files for you to analyse. After you've done that, lets talk.
 * Mind you; take no offense to this. Just most people I know see something happen, make a conclusion based on inaccurate tests, and then post it up on this guide. That is why I am suspicious of new information. And the "delay" I was talking about was the measure of the animation speed. Again; the actual animations change to lag conditions and other unknown conditions. I've seen PKB take up 1 frame, or 2 frames, and DS/AB take up 3 frames of animation before an FA and sometimes only 2. I've seen strafe bounce back and forth between 1 frame and 2 frames as well. The only accurate tests I've seen deal with making a video and then using it.

--Dragontamer 03:44, 11 March 2006 (UTC)

 * Now, I hate to be rude like this and all and ask for "proof", but could you just download fraps, and upload a video of this to google or something? Seriously; if it is something new; the video will show it most definitly. But I've tried it myself; and I'm sorry, I just don't see it. Until then, I'd have to say that this "combo" is false. --Dragontamer 03:53, 11 March 2006 (UTC)

AB Myth on wikibooks again
The last edit introduced a few myths into this guide again; which I have disproven several times. The deleted material shall go here again, just incase the editor wishes to discuss his contributions.

The following is from 202.156.6.54

 * Rebuttal : AB will enable you to go to higher levelled areas (e.g. Pepe, Golem, Yepe) earlier and enab;e you to kill them effectively, additionaly, with DS, the defence factor of the monster will come into effect TWICE, instead of just once by AB, so in effect, although DS, granted, is slightly more powerful, it will not enable archers who use DS to go into certain areas early.

 * For example, a level 39 hunter decides that he wants a Valuter 2000 (V2K) so in order not to have to purchase a V2K from the shop (at a whopping 300k over!) he has to hunt Jr. Pepes to get a drop of a V2K. Jr Pepe's often come in mobs and have a huge flinch damage of 1000, assuming that the average damage of that archer is 500 plus or minus a bit. A DS will do apprx 630 x 2, but just for simplicity, 1300-1600 damage (rounded), sometimes a one hit kill. But an Arrow Blow will do 1300-1500, well into the OHKO range as well, but now, AB consumes less MP as well, so shot for shot, not only will AB be more effective in some areas, but will save you a large amount on potions.

Basically; I'd like to talk over how this should be placed in the guide. Yes; we need a rebuttle; but some of thees things simply are not true. For example; Double-shot does much more damage than AB, and AB takes in as much armor as DS. Frankly; these two well-tested facts destroy your argument.

A more realistic range would be 1600 max damage with DS (800 + 800) and AB's max damage at 1200 dmg. Thanks to DingDong's and Butterz's dmg formulas from Sleepywood, we can also see that armor will factor in the same for both AB and DS. An estimation of the lower-end dmg range would be closer to 542.60 for both AB and DS. (with DS doing 220 dmg to 800 dmg x 2, and AB doing 542 dmg to 1200 dmg)

I've also proven that the dmg range is uniformly distributed. So we can expect AB to KB only 30% of the time if it gets a critical, and 0% of the time if it doesn't get a critical; leaving the actual KB % at 12%.

Frankly speaking; we can have a rebuttle; but lets try to write one which sticks to the facts. And I feel pretty bad to delete your stuff outright; or even modify your words because I obviously have a biased opinion towards DS. So lets get a rebuttle we both can agree on; one that sticks to facts.--Dragontamer 20:02, 16 March 2006 (UTC)

title: Talk:MapleStory/Bowman Guide/Builds


text:
Talk:MapleStory/FAQs

Moved link to here: This is not "publish ready" yet, not even a stub. MapleStory/FAQs/Newbies

Archived discussion
[HappyViet] BUT!!! if you are a Cleric, heed this warning. CLERICS DO NOT NEED MAGIC GUARD!!! CLERICS WILL NEED MAGIC ARMOUR!!! Why might you ask? A cleric heals HP therefore uses MP to heal this HP. If you have Magic Guard that PROTECTS your HP by SUBSTITUTING MP, then what's the point of having a heal that will recover lost HP? Magic Guard therefore is more required for a cleric mage.

 * Incorrect on many levels. Most simply, Balrog does 1600 damage by touch, and 2300 damage with his magic attacks. Crimson Balrog does over 3000 damage in a single strike. Mages at level 100 don't have 1600 hp, and would therefore die in a single hit. And this is not limited to boss monsters either. Yeti and Pepe do 1000 damage with earthquake, dark ones do 1200. The only way to survive is to use Magic Guard. Vikings in Lubridium do well over 1000 damage, Lycanthropes and Werewolves consistantly hit over 1000 damage, Brains at over 1500 damage. These are not boss monsters, but common training monsters at level 90.--Dragontamer 22:35, 7 February 2006 (UTC)

 * Note: Sorry for this clutter to the readers. I will archive this into the discussion page in a few days. To the other editors: leave it up for now so HappyViet will know where his advice went.

title: Talk:MapleStory/FAQs


text:
Talk:MapleStory/Bowman Guide/Skills

Arrow Blow/Double Shot charts
The charts for Double Shot and Arrow Blow (MP - % Damage) require updating. -EMP Demon 07:18, 25 March 2006 (UTC)
 * Seeing as how it's been two months and it hasn't been updated, I used Hidden Street to update it myself. >_> -- EMP Demon 04:51, 26 May 2006 (UTC)

title: Talk:MapleStory/Bowman Guide/Skills


text:
Talk:MapleStory/Glossary

Censoring?
To censor or not to censor, that is the question. -- Prod-You 04:27, 12 June 2006 (UTC)

title: Talk:MapleStory/Glossary


text:
Talk:MapleStory/Magician Guide

Are you sure that Explosion can attack more than 6 enemies? I was not aware of this --Dragontamer

 * Well, from what i've seen, it's the only mob skill that doesn't specifically mention a target number limit, so I'd assume that it's a bit like Poison Myst in it's operation. --Chrishu

 * Hidden-street, while an excellent reference, is not 100% accurate. Granted, nothing is 100% accurate (especially Wizet). --Dragontamer

 * Well, when I manage to test all of these skills out, I will. My characters aren't exactly up to it yet, though. Once they've been tested in oMS, i'll fix it. Hidden-Street is alot more reliable than Wizet, don'tcha think? --Chrishu

 * Not when they get their skill descriptions from Wizet :-p --Dragontamer 03:28, 28 November 2005 (UTC)

 * People, let's save this for the "discussion" page, yes? EMP Demon 07:51, 28 November 2005 (UTC)

 * I removed the phrase... I'd like some solid evidence before it is in :-p --Dragontamer 13:16, 28 November 2005 (UTC)

 * One more thing about Explosion, it's painfully and notoriously slow, not unlike Thunder Spear, according to a lot of CMS players. Therefore, I added that phrase to the description to Thunder Spear.

I found the following edit in the module:
 * The 300% heal percentage is wrong. Healing is dependant on Int for both attacking and for your party's health.  Only in cMS does this change, and it is actually based on health.  The reason we know this is that "combat" clerics with str and dex heal only one or two health at a time, and that pure hp clerics can only do the same as well.) --  71.134.154.30 00:39, December 6, 2005

Can anyone test this out?

Commentary: A few more pics would be nice. Also, I'm going to be helping out with the Magician stuff around here, and once it's good enough, I'll move on to Warriors. ~The Captain

title: Talk:MapleStory/Magician Guide