Dragon Crystal FAQ/Guide (Sega Master System & Sega Game Gear) August 2, 2006 v1.1 dammit9x at hotmail dot com Copyright 2006 This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any unauthorized web site or as a part of any public display is strictly prohibited and a violation of copyright. -------------------------------------------------------------------------------- TABLE OF CONTENTS 1. How to play 1a. Controls 1b. Subscreen 1c. Passage of time 1d. Food and eating 1e. Dying and continuing 1f. Objective 2. Character parameters 3. Level table 4. Items tables 4a. Swords 4b. Armor 4c. Books/Scrolls 4d. Rods 4e. Potions 4f. Rings 4g. In-game messages 5. Monsters table 6. Floors table 7. Gameplay tips 8. Hacking table -------------------------------------------------------------------------------- 1. How to play Dragon Crystal is a Rogue-style game: a turn-based crawl through 30 randomly generated dungeons (floors), each one harder than the last. The hero must find food and money to survive, and collect and identify equipment in order to fight the monsters that get in his way. His ultimate goal is to find the crystal ball on the 30th floor to escape his curse. Along the way he is followed by a mysterious dragon that hatches from a giant egg. The differences between the Game Gear (GG) and Sega Master System (SMS) versions are largely cosmetic. This guide explains the differences in detail. 1a. Controls Direction pad moves the character or attacks enemies by running into them. Button 1/A goes to the subscreen where you can change equipment or use items. Button 2/B picks up items underfoot, and also waits for time to pass. Start button, when pressed, toggles fast/slow animation in the SMS version. Start button, while held down, makes slow animation fast in the GG version. 1b. Subscreen Press Button 1/A to toggle the subscreen. Here you can see the basic character parameters (floor, rank, HP, PW, AC, money) and use items. See section 2 for details on parameters. There is one submenu for each item type: Swords, Armor, Scrolls (SMS) or Books (GG), Rods, Potions and Rings. Press button 2 to choose items and commands. Swords, Armor, and Rings are worn with the Equip command and change the character parameters. Sometimes equipment is cursed, and is impossible to take off without a Bless scoll/book. Cursed weapons and armor give no bonus to PW or AC, and cursed rings have other nasty effects. There is no way to tell a cursed weapon or armor without first equipping it. Scrolls/Books, Rods and Potions are consumed by the Use command. These are support items and perform such functions as healing and upgrading equipment. Some items have undesirable effects though. See section 4 for details. All items can also be dropped (provided there's room at the feet) or thrown. Throwing things at monsters either does a small amount of damage or has some other effect, such as "boggling" them. Thrown items sometimes miss the target. In any case, thrown items are always lost, and dropped items are always preserved. All items other than weapons and armor start out unidentified. They will have unhelpful descriptions such as "Mauve Potion." These labels will be different every game. There are two ways to find out what they are. The riskier way is to use them. The less risky way is to throw them. The thrown item doesn't actually have to hit anything. In any case, any item of the same type that is encountered again will be identified. 1c. Time Time is divided into increments known as ticks. Moving, attacking, picking up items and using items all take one tick. During this time, monsters move and attack, food is consumed and natural healing occurs. Status ailments other than Sluggishness wear off over time. Changing equipment and dropping items takes no time, however. You can choose to do nothing and let time pass by pressing button 2/B. There are several reasons to do this: You can try to get monsters to move into a position where you can shoot them with rods or throw things at them; you can wait repeatedly in front of a wall to search for a hidden passage; Or you can wait for a dangerous ailment to wear off before proceeding. 1d. Food and eating You need food to survive. Pick up bread for about 20 food units and meat for about 40. The maximum that can be carried is 99. Once every 10 ticks a unit of food is consumed, and once every 8 ticks HP is restored by an amount equal to the current level. These values can be changed by equipping certain rings. If you run out of food, healing stops and HP is consumed instead of food, eventually resulting in starvation. 1e. Dying and continuing If you get killed, you will be shown a summary of your performance and may have the opportunity to continue, provided you have enough money. When you continue you lose all items except the equipped weapon and armor. The character's level and other parameters are unchanged, except for the gold paid to continue. Identified items stay identified. You may continue up to three times, for a total of four lives. 1f. Objective Your goal on floors 1-29 is to find the exit to the next floor. This is always located in the vertical wall of a room, often at a corner. It's never on the edge of the map though. On floor 30 there is no exit. Instead you need to find and pick up the crystal ball. Picking it up ends the game. Your final goal will be easier if you prepare by clearing out each floor fully, getting all the treasure and slaying all the monsters for experience. 2. Character parameters FL: The current Floor, besides indicating how far along the game you are, determines the monsters present, the items available, and the cost of continuing at death. At floors 11 and 21, the background music changes. See section 6 for details. Exp: This is the total experience points earned from killing monsters. Kill monsters to gain exp and level-up. Note that Exp cannot be normally be seen during gameplay. Level and Rank: The character increases in level as he gains exp. The level determines his rank, the healing rate, the damage done by rods, and the development of the dragon companion. Each level-up gives a bonus to base PW and max HP. It's also possible to lose levels from certain items and monsters. In this case max HP is lost but there is no PW loss. You can't see the level directly but you can figure it out from the Rank. See section 3 for more info. HP: The character's health. The right number is the maximum and the left is the current amount. It goes down as monsters hit you; when it's 0 you die. The character normally heals damage over time. You can also drink healing potions. The max HP is increased by leveling up. It can also be decreased by leveling down or getting hit by the tree enemies. The formulas for max HP gain and loss are as follows: Max HP gained at level up = (New level + Floor) x 2 Max HP lost at level down = Old level + Floor PW: The power of your attack. A higher number will result in more damage. This is primarily determined by your weapon. Certain items can increase this temporarily or permanently. Leveling up also gives a bonus to your PW. Likewise it can be decreased by the Wither potion, and certain Snail enemies. AC: This is the measure of your defense. A higher number will result in less damage taken. It is determined by your armor and like PW can be raised by items. Unlike PW, however, it does not increase with level-ups, and the base AC can never go down. Hit: Determines the hit rate of your attack. A higher number results in fewer misses, though it is not a percentage. This parameter is not directly observable in the game, and is solely dependent on the weapon. Evd: Determines how often you dodge enemy attacks. A higher number results in more dodging, but it's not a percentage. Like Hit, this can't be observed directly and depends only on the armor. F: This is the current food supply. Maximum is 99. G: This is the amount of money carried. It's used to buy continues after death. Window color: The color of the windows and text indicates the character's basic condition. White: normal Blue: poisoned Yellow: out of food Throbbing red: HP is at <25% Status ailments: Status problems can be caused by certain potions or by the attack of certain enemies. All status ailments can be cured by advancing to the next floor. Paralyzed: The character can't do anything. Time automatically advances until it wears off. Caused only by a Freeze potion. Sluggish: The character takes twice as long to do anything. The only way to inflict is with a Slow potion. Can be cured with a rare Slowfix potion. Drinking a Slow potion typically proves to be a fatal mistake. Poisoned: Healing stops, but it doesn't hurt you. Caused by frog enemies. It wears off with time, or use a Cure potion. Fog: Vision is restricted to the adjacent tiles and fog persists outside this area. The explored areas become forgotten. Caused by a Fog potion or the Mad Witch/Sorcerer monster. It wears off with time, or use a Cure potion. Dizzy: The character moves in random directions. The ability to use and throw items is unaffected though. Caused by a Daze potion, and by many enemies. It wears off with time, or use a Cure potion. 3. Level table LEVEL RANK REQ. EXP. PW GAINED DRAGON STATUS 1 Apprentice 0 Egg 2 Ranger 20 1 3 Soldier 70 1 4 Warrior 130 2 Baby Dragon 5 Fighter 200 2 6 Swordsman 340 2 7 Veteran 560 2 8 Knight 860 3 Big Dragon 9 Champion 1300 3 10 Hero 2000 3 11 Master 3000 3 12 Paradin 4200 4 Gray Dragon 13 Warlord 5600 4 14 Dragonlord 7400 4 15 Avatar 9600 4 16 Masterlord 14000 5 4. Items Tables The ID numbers are used for codes. See section 8 for more info. 4a. Swords ID# GG name SMS name PW Hit Note Green 01 Dagger Dagger 2 0 Initial equipment; rusted weapon 02 Short sword Short sword 4 4 03 Long Sword Long Sword 8 8 04 Broadsword Broadsword 14 16 Red 05 Great Sword Gladius 19 20 06 Gladius Flamberge 25 24 07 Flamberge Rune Blade 32 30 08 Laser Blade Laser Blade 40 40 Blue 09 Magi Masher Magi Masher 12 10 Strong vs. Magicians/Witches 0A Hardbreaker Bushido Blade 13 40 Strong vs. Orbs/Mysts 0B Ninjakiller Ghost Killer 13 30 Strong vs. Ninjas/Ghosts 0C Dragonblade Dragonslayer 23 40 Strong vs. Dragons Purple 0D Blood Blade Blood Blade 14 20 Gain HP: ½ damage, rounded down 0E Masamune Great Sword 18 0 Doesn't work on oozes 0F Death Blade Death Blade 30 40 Lose HP: ½ damage, rounded down 4b. Armor ID# GG name SMS name AC Evd Note Light 10 Robe Robe 0 0 Initial equipment; rusted armor 11 Leathersuit Leathersuit 2 8 12 Cuirass Lamellar 5 12 Medium 13 Chainmail Cuirass 9 16 14 Scale Armor Chain Mail 15 20 15 Plate Armor Scale Armor 20 24 Heavy 16 Battle Suit Plate Armor 28 29 17 Cyber Suit Battle Suit 36 35 18 Dragon Suit Dragon Suit 44 40 19 Mystic Suit Mystic Suit 16 40 Never rusts 1A Power Suit Power Suit 50 50 4c. Books/Scrolls They are called Books in the GG version and Scrolls in the SMS version. The Daze, Cyber and Ninja Books in the GG are Mad, Gas and Ghost scrolls in SMS. ID# Name Effect 20 Blade +1 PW until weapon change 21 Shield +1 AC until armor change 22 Norust Prevents armor (not weapons) fr. rusting until floor change 23 Bless Uncurses cursed arms and destroys cursed rings 24 Map Maps the whole floor 25 Shift Teleport to a random room 26 Daze/Mad Dizzies monsters on the floor until you get close 27 Magi Turns equipped weapon into Magi Masher 28 Cyber/Gas Turns equipped weapon into Hardbreaker/Bushido Blade 29 Ninja/Ghost Turns equipped weapon into Ninjakiller/Ghostkiller 2A Dragon Turns equipped weapon into Dragonblade 2B Summon Monster appears in front of you 2C Blank Nothing 2D Potion Turns all carried potions into Midheal Potions 4d. Rods ID# Name Effect 30 Flame Damage = 4x level 31 Flash Damage = 6x level 32 Thunder Damage = 8x level 33 Travel Advance one floor; does nothing on FL 30 34 Wind Monster disappears; no Exp earned 35 Berserk Damage = 2x current HP, but you lose ½ current HP 36 Reshape Turns the monster into a different monster 37 Silent Prevents added effects of the monster's attack 38 Drain Exchanges HP with monster 39 Spirit Monster appears in front of you 3A Wood Nothing 3B Wither Lose a level 4e. Potions ID# Name Effect 40 Minheal Restores ¼ of max HP 41 Midheal Restores ½ of max HP 42 Slow Causes sluggishness 43 Slowfix Cures sluggishness 44 Fog Causes fog 45 Daze Causes dizziness 46 Cure Cures poison, dizziness and blindness 47 Freeze Causes paralysis 48 Power +1 PW permanently 49 Reflex +1 AC permanently 4A Maxheal Restores all HP 4B Water Nothing 4C Wither Resets base PW to 0 4f. Rings ID# Name Effect 50 Heal 6 ticks to eat, 2 ticks to heal 51 Magic Doubles damage from rods, including Berserk rod 52 Food 18 ticks to eat, 4 ticks to heal 53 Sight Searching reveals hidden passages in only 1 turn 54 Shield +4 AC 55 Ogre +4 PW 56 Cursed 6 ticks to eat, never heals; always cursed 57 Hunger 4 ticks to eat, 4 ticks to heal; always cursed 58 Toy Nothing 59 Shift Uncontrollably teleport to random rooms; always cursed 4g. In-game messages A message in the game is given whenever you use an item. The message can be useful for figuring out what the item was that you just used, if it wasn't identified. If the item is used under circumstances that cause it to do nothing, such as pointing a rod at a wall, the message will instead report that nothing happened. Remember that the item type is identified for future reference in any case. The message is different for the GG and SMS versions. Books/Scrolls Name GG Description SMS Description Blade My weapon became sharper. My weapon became Shield My armor got stronger. My armor got stronger. Norust My armor won't rust. My armor won't rust. Bless I awoke from the spell. I awoke from the spell. Map I found the map. I found the map. Shift I feel lighter. I feel lighter. Daze/Mad The enemy is confused. You've confused the monster! Magi My sword transformed. My sword changed! Cyber/Gas My sword transformed. My sword changed! Ninja/Ghost My sword transformed. My sword changed! Dragon My sword transformed. My sword changed! Summon Enemy! Enemy! Blank It's blank! It's blank! Potion The potions changed. The potions changed. Rods Name GG Description SMS Description Flame (Red flash) (Red flash) Flash (White flash) (White flash) Thunder (Yellow flash) (Yellow flash) Travel Time travel! You're slipping through time! Wind I blew the enemy away! The monster is blown away! Berserk Oh! Berserk!! You go berserk! Reshape The enemy transformed! The enemy mutates! Silent I warded off the enemy's magic! The enemy spell is deflected! Drain We've swapped our hit points! You've swapped hit points! Spirit Enemy! A monster is summoned! Wood Nothing happened. Nothing happened. Wither Oh! Backfire! My level went down. You've dropped a level! Potions Name GG Description SMS Description Minheal I feel better! Your health improves. Midheal I feel better! Your health improves. Slow I feel sluggish. You feel sluggish! Slowfix I can move faster! Your speed improves! Fog Oh, the fog... I can't see! You're blinded by dense fog! Daze I'm dizzy... Your head spins in confusion! Cure I'm cured. You recover from the poison! Freeze I'm paralyzed. You're paralyzed! Power I gained strength. You feel a surge of energy! Reflex It got stronger. Your reactions are sharpened! Maxheal I feel better! Your health improves. Water Nothing happened. Your thirst is quenched. Wither I lost energy. You're strength decreases! Rings Name GG Description SMS Description Heal I feel better! Your health improves. Magic I feel energized! You feel a surge of energy! Food I feel better! Your health improves. Sight I can see better. Your senses are enhanced! Shield Oh- A magic barrier. You conjure a magic wall! Ogre I gained strength. Your strength improves! Cursed Oh, no! It's a cursed ring. You've been cursed! Hunger Oh, no! It's a cursed ring. You've been cursed! Toy It's just a plain ring. No effect. Shift I feel lighter. I feel lighter. 5. Monsters table The following table gives the names of all monsters (both versions), the exp given, the monster's HP, the floors you'll encounter them on, color, movement type, attack type, and added effect. The added effect occurs when the monster attacks the character and can be prevented with a Silent rod. Monsters are grouped by sprite family. Movement types: slow: monster moves slowly and can move or attack only on every other tick norm: monster moves at normal speed, the same as the character fast: monster moves twice per tick but can only attack once per tick tele: monster teleports a random number of spaces (but not through walls) immo: monster is immobile and gives a 1 tick grace period before attacking Attack type: short: monster must be adjacent to the character to attack long: monster can attack the character at range if it's on the same rank or file GG name SMS name Exp HP Color Move Attack Added effect Oozes: Blue and red species sometimes divide themselves Green ooze Ooze 1 2 Green slow short Blue Slime Blue ooze 3 6 Blue slow short Red Jelly Red ooze 5 38 Red slow short Blob Blob 30 160 Gold fast short Toads Green frog Slimetoad 2 6 Green norm long Poison Blue toad Lochtoad 6 24 Blue norm long Poison Giant toad Bloodtoad 10 52 Red norm long Poison Scorpions Scorpiox Scorpion 6 10 Red norm long Scorpila Scorpius 20 96 Blue norm long Stones Flame bar Krag 10 9 Red fast long Dizzy Ice bar King Krag 22 50 Blue fast long Dizzy Ninjas/Ghosts Ninja Phantom 1 30 Gray tele long Asassinja Spectre 72 80 Blue tele long Sasuke Wraith 110 108 Red tele long Eyeballs Siro me Orb 8 40 Gray slow short Medama Blood orb 52 80 Blue slow short Rust armor Medaoyaji Death orb 96 230 Red slow short Rust weapon Wizards Magician Witch 25 60 Gray tele long Dizzy Sorcerer Mad witch 60 160 Dark gray tele long Fog Orbs: Passive until attacked Metal orb Myst 48 90 Gray norm short Death orb Death myst 150 220 Dark gray norm short Fliers Killer bat Demijaw 12 20 White fast short Devourers Sand shark Kraken 32 100 Gray norm short Steal food Sand jaws Krakos 130 250 Gold norm short Steal food Trees Drayad Root 44 90 Red immo long Hamadrayad Blood root 78 95 Blue immo long Lose max HP Treant Death root 140 100 Gold immo long Lose max HP Snails Red shail Red snail 62 64 Red norm short PW -1 Blue snail Blue snail 110 78 Blue norm short PW -2 King snail King snail 300 120 Gold norm short Lose a level Mimics: Passive until approached Mimic Kameleon 120 130 (rod) norm short Mimic Kameleon 120 180 (sword) norm short Dragons Dragon Dragon 250 480 Green norm long 6. Floors table The following tables give the monsters present on each floor, in both versions, and give the gold cost for continuing after death for each floor. Floor Monsters (GG version) 1 Green ooze, Green frog, Scorpiox 2 Green ooze, Green frog, Scorpiox, Flame bar 3 Scorpiox, Flame bar, Blue slime, Blue toad 4 Scorpiox, Flame bar, Blue slime, Blue toad 5 Blue slime, Blue toad, Ninja, Siro me 6 Blue slime, Blue toad, Ninja, Siro me 7 Ninja, Siro me, Red jelly, Giant toad 8 Ninja, Siro me, Red jelly, Giant toad 9 Red jelly, Giant toad, Magician 10 Red jelly, Giant toad, Metal orb 11 Magician, Metal orb, Killer Bat, Sand shark 12 Magician, Metal orb, Killer Bat, Sand shark 13 Killer Bat, Sand shark, Scorpila, Ice bar 14 Killer Bat, Sand shark, Scorpila, Ice bar 15 Scorpila, Ice bar, Drayad, Red shail 16 Scorpila, Ice bar, Drayad, Red shail 17 Drayad, Red shail, Asassinja, Medama 18 Drayad, Red shail, Asassinja, Medama 19 Asassinja, Medama, Hamadryad, Blue snail 20 Asassinja, Medama, Hamadryad, Blue snail 21 Hamadryad, Blue snail, Sorcerer, Death orb 22 Hamadryad, Blue snail, Sorcerer, Death orb 23 Sorcerer, Death orb, Treant, King snail 24 Sorcerer, Death orb, Treant, King snail 25 Treant, King snail, Sasuke, Medaoyaji 26 Treant, King snail, Sasuke, Medaoyaji 27 Sasuke, Medaoyaji, Blob, Sand jaws 28 Sasuke, Medaoyaji, Blob, Sand jaws 29 Blob, Sand jaws, Mimic, Dragon 30 Dragon Floor Monsters (SMS version) 1 Ooze, Slimetoad, Scorpion 2 Ooze, Slimetoad, Scorpion, Krag 3 Scorpion, Krag, Blue ooze, Lochtoad 4 Scorpion, Krag, Blue ooze, Lochtoad 5 Blue ooze, Lochtoad, Phantom, Orb 6 Blue ooze, Lochtoad, Phantom, Orb 7 Phantom, Orb, Red ooze, Bloodtoad 8 Phantom, Orb, Red ooze, Bloodtoad 9 Red ooze, Bloodtoad, Witch 10 Red ooze, Bloodtoad, Myst 11 Witch, Myst, Demijaw, Kraken 12 Witch, Myst, Demijaw, Kraken 13 Demijaw, Kraken, Scorpius, King krag 14 Demijaw, Kraken, Scorpius, King krag 15 Scorpius, King krag, Root, Red snail 16 Scorpius, King krag, Root, Red snail 17 Root, Red snail, Spectre, Blood orb 18 Root, Red snail, Spectre, Blood orb 19 Spectre, Blood orb, Blood root, Blue snail 20 Spectre, Blood orb, Blood root, Blue snail 21 Blood root, Blue snail, Mad witch, Death myst 22 Blood root, Blue snail, Mad witch, Death myst 23 Mad witch, Death myst, Death root, King snail 24 Mad witch, Death myst, Death root, King snail 25 Death root, King snail, Wraith, Death orb 26 Death root, King snail, Wraith, Death orb 27 Wraith, Death orb, Blob, Krakos 28 Wraith, Death orb, Blob, Krakos 29 Blob, Krakos, Kameleon, Dragon 30 Dragon Floor Cost to continue 1- 3 100 4- 7 200 8-11 300 12-15 400 16-19 500 20-23 600 24-27 700 28-30 800 Add 100 to continue the second time and another 100 for the third time. 7. Gameplay tips On the early floors, use or throw everything you find in order to identify as much as possible. You have little to lose if something goes wrong. The game gets harder as you go down floors. For this reason, you should play safer on the later floors: don't use strange items on yourself (especially potions) and don't wear new equipment unless a Bless scroll is handy. Drinking a Wither potion on the later floors will ruin your character. Try to clear every floor. If you skip floors the end of the game will be much harder. If you fight every battle you won't have to worry about running from strong monsters, and you should reach level 16 by the end of the game. Throw useless or harmful items at monsters. For example, the Freeze potion paralyzes the target. Monsters will try to avoid letting you set up a throw, however. Obviously, you should collect items that will help in difficult situations. When your hands are full you can drop something and pick it up again if you change your mind. Most of the rings are useful, but the best rings are the Ogre ring for fighting and the Food ring for exploring. Focus on offense. In other words, try to kill the enemy in as few ticks as possible. Most monsters either have crippling added effects or strong attacks which you really can't defend against. The dragon doesn't actually do anything for you, other than occupy the space behind you. This helps to avoid being attacked from behind. Try to collect each of the blue swords if you can. If you have the correct blue sword for a monster, always use it. It's better than any other weapon. Don't even try attacking orbs/mysts without the right blue sword. The Death blade and the Blood sword complement one another well. Figure out where the hidden passages are. They are always revealed by searching horizonally, never vertically. On later floors you may be forced to find passages to proceed. You will learn the layouts eventually. The eyeball enemies can ruin your equipment. While Norust scrolls and Mystic armor will help against the blue eyeball, there is no defense against the weapon rust of the red eyeball. However, since eyes move slow, it shouldn't be a problem. Remember: Never let the red eyeball get an attack on you. The blue and red ooze-type monsters sometimes divide instead of attacking. Since they are very weak, you can exploit this for easy exp by waiting for them to split and then harvesting them. The total amount of exp you can get from this is not high, but it's enough to make a difference on the early floors. It's possible to lose levels by using a Wither Rod or getting hit by a King snail. Since the amount of MHP lost at level down is less than MHP gained at level-up, and no PW is lost, you'll come out stronger by completing the round trip. When leveling down, exp is reduced to the minimum amount needed to reach the previous level. So if a level 7 character is brought down a level, his exp is set to 340. Since the exp required is much bigger at high levels, it's better to try this at low levels. 8. Hacking table The following table lists the addresses in RAM where key variables are stored. Edit the contents of these addresses directly to manipulate the game. Or, use this information to make Game Genie or PAR codes. Use the ID numbers given in section 4 to place specific items for C900-C92F. Unless otherwise specified, enter all values in hexadecimal. Multi-byte quantities such as money need to be entered in reverse order (smaller digits first). If you don't understand, search for a guide on basic hexadecimal concepts. If you try to put the game in an impossible state, such as placing a rod in your potion list, the game is very likely to freeze up. Use common sense. Address Function C01A Floor (GG version) C01C Floor (SMS version) C617 Hit of equipped weapon C618 PW of equipped weapon C619 Evd of equipped armor C61A AC of equipped armor C620 Food, in decimal C621-C622 Current HP, reverse order C623-C624 Max HP, reverse order C625-C626 Exp., reverse order C62B-C62D Money, reverse order, in decimal C62F Base PW C630 Base AC C632 Paralysis ticks left C633 Sluggishness status C634 Poison ticks left C635 Blindness ticks left C636 Dizziness ticks left C63C Food timer C63D Healing timer C63E Continues spent C900-C907 Swords C908-C90F Armor C910-C917 Books/Scrolls C918-C91F Rods C920-C927 Potions C928-C92F Rings Example: 00C901:0D would put a Blood sword in your second weapon slot. CLOSING This document is all my own work. Any questions, comments, corrections or complaints should be addressed to the address below, with clear indication in the subject line that the email is concerning this FAQ. Given that I prefer to write for obscure titles, I enjoy hearing from people who read my guides. If you've played the game and used the FAQ, feel free to drop me a line and tell me what you think. dammit9x at hotmail dot com