Index

Challenge

Characters

Melee Fighting

Orb Magic

Magic Items

Ranged Weapons

Potions

Beastiary

Walkthrough

Downloads

Quirks

Beastiary:


The beastiary section contains pictures and information on all of the non-boss monsters in the game. Attack describes the monster's method of attack. Special details any special moves or abilities it is capable of. Block and parry describe whether the monster can block (with a shield or their arms), or parry (a move that only enemies and grandad can do - usually if attacked twice in quick succession.) 'Vulnerable to' lists vulnerabilities of the enemy, meaning either ways of doing critical damage to them, or tactics/weapons that are particularly effective against them. The entries for 'health' and 'danger' are relative to the stage of the game at which they are met. For example, beholders would undoubtedly be a 10 if they were met early in the game. Since beholders are only met late in the game in Altro, and since the player just got a health recharge from the dig, and is about to get another from the lady of light, the beholders only have a rating of 4.
Likewise, the archer thugs in rain certainly aren't as challenging as the purple undead knights that summon skeletons, but since they are met so much ealier in the game, their danger to the player's life is just as significant, so they both have the same danger rating.

 


David's island & library :

Guard :

Attack: Melee
Health: Average
Special: -
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 4

Imp :

Attack: Melee
Health: Minute
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 1

Red goblin :

Attack: Melee
Health: High
Special: Cleaver
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 6

Flying imp :

Attack: Melee
Health: low
Special: Flies
Block: No
Parry: No
Vulnerable to: -
Danger: 1

Mud Golem :

Attack: Melee
Health: average
Special: No
Block: Yes
Parry: No
Vulnerable to: Ice
Danger: 4

Goblin Jester :

Attack: None
Health: above average
Special: Summons imps, resurrects golems
Block: No
Parry: No
Vulnerable to: -
Danger: 6
 

 


Rain:

Rain thug :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 4

Rain archer :

Attack: Ranged
Health: low
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 9

Rain blue dog :

Attack: Melee
Health: high
Special: Charges
Block: No
Parry: No
Vulnerable to: -
Danger: 8

Rain Knife thug :

Attack: Ranged
Health: low
Special: -
Block: No
Parry: yes
Vulnerable to: -
Danger: 7
 

 


Winter 1:

IceWyvern :

Attack: Swoop melee
Health: average
Special: Flying
Block: No
Parry: No
Vulnerable to: Fire
Danger: 2

Winter Yeti :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: No
Vulnerable to: Fire
Danger: 2

Winter Ice demon :

Attack: Ranged (ice)
Health: low
Special: -
Block: No
Parry: No
Vulnerable to: Fire
Danger: 7

 



Behind David's House:

Green goblin :

Attack: Melee
Health: low
Special: -
Block: Yes
Parry: No
Vulnerable to: Fire
Danger: 4

Tree Monster :

Attack: Melee
Health: high
Special: -
Block: Yes
Parry: No
Vulnerable to: Fire
Danger: 8

Giant Bee :

Attack: Melee
Health: low
Special: Flying
Block: No
Parry: No
Vulnerable to: Ranged
Danger: 5

Bear :

Attack: Melee
Health: average
Special: Dive
Block: No
Parry: No
Vulnerable to: -
Danger: 5

Lesser Fire Demon :

Attack: Ranged (Fire)
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: Ice
Danger: 7

Winter 2:

Dalmation :

Attack: Melee
Health: low
Special: Charge
Block: No
Parry: No
Vulnerable to: -
Danger: 6

 



Spires :

Giant Lobster :

Attack: Melee
Health: high
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 3

Fish Man Thug :

Attack: Melee
Health: average
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 4

Fish man caster :

Attack: Ranged (spell)
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 8

Bat :

Attack: Melee
Health: tiny
Special: Flyer
Block: No
Parry: No
Vulnerable to: -
Danger: 1

Winged helm guards :

Attack: Melee/ranged
Health: high
Special: -
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 7

 



Swamp:

Blue Swamp lurkers :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: No
Vulnerable to: -
Danger: 4

Purple Swamp lurkers :

Attack: Melee
Health: average
Special: Reaper
Block: Yes
Parry: No
Vulnerable to: -
Danger: 5

Ranged Swamp lurkers :

Attack: Ranged
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 9

 



Monastery :

Fighting monk :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: No
Vulnerable to: -
Danger: 5

Fat monk :

Attack: Melee
Health: above average
Special: Cleaver
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 6

 



Winter3 :

Blue ice viking :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 4

Grey ice viking :

Attack: Ranged/melee
Health: average
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 7

Big purple ice viking :

Attack: Melee
Health: above average
Special: Cleaver
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 10

Little blue ice knight :

Attack: Melee
Health: tiny
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 2

Mimic (Chest) :

Attack: Melee
Health: tiny
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 1

 



Sewers :

Brown Sewer Rat :

Attack: Melee
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 4

Black rat :

Attack: Melee
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 3

Plaguerat :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: Yes
Vulnerable to: Earth
Danger: 3

Ranged Plaguerat :

Attack: Ranged
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: Earth
Danger: 9

Giant Spider :

Attack: Melee
Health: high
Special: -
Block: No
Parry: No
Vulnerable to: Fire
Danger: 3

 



Chains :

Big Neanderthal :

Attack: Melee
Health: average
Special: cleaver
Block: No
Parry: Yes
Vulnerable to: -
Danger: 6

Ork knight :

Attack: Melee
Health: high
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 6

Dinosaur man :

Attack: Melee
Health: above average
Special: Reaper, Cleaver
Block: No
Parry: Yes
Vulnerable to: -
Danger: 6

Spiked Imp :

Attack: Melee
Health: low
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 2

Small Neanderthal :

Attack: Ranged
Health: average
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 7

 



Deadgate :

Skeleton Warrior :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 4

Skeleton Bomber :

Attack: Ranged
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 10

Purple Undead Knight :

Attack: Melee
Health: above average
Special: Summons skeletons
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 9

Black Ghost :

Attack: Melee
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 4

 



The Dig :

Cyclops :

Attack: Melee
Health: very high
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 6

Dryad Soldier :

Attack: Melee
Health: above average
Special: -
Block: Yes
Parry: No
Vulnerable to: -
Danger: 4

Dryad SwordFighter :

Attack: Melee
Health: above average
Special: -
Block: No
Parry: Yes
Vulnerable to: -
Danger: 7

Dryad Spellcaster :

Attack: Ranged (earth)
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 9

Dryad Fletcher :

Attack: Ranged (Fire bow)
Health: average
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 10

 



Altro :

Red Beholder :

Attack: Ranged (Earth)
Health: average
Special: Invisible
Block: No
Parry: No
Vulnerable to: -
Danger: 4

Purple Beholder :

Attack: Ranged (Poison)
Health: high
Special: Invisible
Block: No
Parry: No
Vulnerable to: -
Danger: 4

 



Metallon :

Black Guard :

Attack: Melee
Health: high
Special: Cleaver, Scythe, Web of Death
Block: No
Parry: Yes
Vulnerable to: -
Danger: 7

Elite Fletcher :

Attack: Ranged
Health: low
Special: -
Block: No
Parry: No
Vulnerable to: -
Danger: 9

Fat Wizard :

Attack: Ranged (various)
Health: high
Special: Teleports
Block: No
Parry: No
Vulnerable to: (Various)
Danger: 10

Elite Purple Knight :

Attack: Melee
Health: average
Special: Cleaver, Reaper, Scythe
Block: Yes
Parry: Yes
Vulnerable to: -
Danger: 10


Bosses:


Big yellow imp :

Attack: Melee
Health: low
Special: Stomp, big chop
Block: No
Parry: No
Vulnerability: While relaxing after big chop
Danger: 2
This giant imp is easily dispatched by simply keeping a distance while he stomps, the running a ring around him while he does his big chop. After his chop misses, simply slash 2-3 times, then get away again in time for his stomp.

Incubus :
http://www.youtube.com/watch?v=WJoTcbsMS2M

Attack: Ranged
Health: average
Special: summons imps
Block: No
Parry: No
Vulnerability: While relaxing after summoning
Danger: 2
The incubus is easily beaten by hiding behind the central rock in his room and waiting for him to summon imps. When he summons, pop out and zap him with the ice wand, the retreat behind the rock and kill the imps he summoned.

Ice Warlord :
http://www.youtube.com/watch?v=K0-450DdT9M

Attack: Ranged+melee
Health: High
Special: stomp, Ice bolt, summon ice demons, icicle rain
Block: No
Parry: No
Vulnerability: Fire
Danger: 10
Probably the hardest boss in the game. There are many techniques to beat the ice warlord, but the safest takes advantage of the fact that he only summons ice demons if you run low on mana:
- Before the fight make sure you are on full mana.
- At the start of the fight start dodging his ice bolts. Shoot him with a single fire magic whenever you have *full* mana. Otherwise, shoot him with the bow 4 times before dodging the next ice bolt. - Once he's on low yellow health he will come down to meet you, and stop firing ice bolts.
- Close in on him, then use lunges and dodges to keep him at your maximum sword distance. Be sure to dodge twice when he stomps on the floor. Due to the viking's slow walking speed, if you just use lunge/dodge your lunges will start to miss from being at long-range, which can be dangerous if he decided to stomp on the floor. You can avoid this problem by running towards him for a split-second after each dodge, to close the ground.
- When he is on red health (not orange with red background, red with black background) switch to fire magic and pound him until he runs out of health. He will sometimes die at this stage.
- If he did not die when you reduced him to 0 health, beware, you're in trouble! He will walk toward the middle of the screen, and will not die just yet. He will wait to perform the last attack he was planning, until you come close to him. Then he will perform his last attack (usually a stomp or summoning ice demons). After this attack, he will quickly walk directly to your position, laugh, and unleash an icicle spell that deals about 75 damage per hit, raining icicles from the top of the cavern. This damage is usually enough to kill you in one. It's very hard to survive this, the best way is to run up to him then drink a potion - the drinking invulnerability will let you survive the spell.

Fire demon :
http://www.youtube.com/watch?v=TkQzddATrqw

Attack: Ranged
Health: average
Special: summons fire demons
Block: No
Parry: No
Vulnerability: Ice
Danger: 5
A lot of caution and patience is your best weapon here. Make sure you hide often, and never risk more than 1 shot before you start moving again.
When he summons lesser fire demons, kill them with the ice wand, and pick up their mana orbs to use against the boss.

Werewolf :

Attack: Melee
Health: above average (silver) / extremely high (without)
Special: -
Block: No
Parry: No
Vulnerability: silver
Danger: 3
Very easy fight. Just lunge, lunge, lunge, lunge, until he's in a corner. Once you corner him, the safest tactic is to dodge back, lunge, dodge back, lunge etc until you are in a corner, at which point you start just lunging again.
Never risk specials, he will often dodge and get un-targetted (that is, david will no longer automatically aim at him with lunges, blocks, and specials. At this point he'll be behing you, hitting you in the back where you can't block or dodge. Better, then, not to risk the specials.

Poison Dragon :
http://www.youtube.com/watch?v=YiOZwMrpGgg

Attack: Ranged
Health: average
Special: stomp
Block: No
Parry: No
Vulnerability: on his belly
Danger: 7
Most of the time fighting this boss he won't get a single hit in. The reason I rated the danger as a 7 is because if he *does* get a hit in, the poison will usually kill you without healing.
To beat him, run towards him on the left or right sides. When he attacks, immediattely run to the opposite side. He will fly over, and you can hit him on the belly with a 2 spells (2 casts of ice 1 do far more damage than a single fire 2, and use less mana). He will react by stomping on the floor, so make sure to get away. After the stomp you can go back and get a third hit if you feel up to it, before picking up the orb he dropped, and continuing the sequence.

Swamp Minotaur :
http://www.youtube.com/watch?v=IvXftmzfzn8

Attack: Melee
Health: average
Special: Fire Rain, tail swing
Block: Yes
Parry: No
Vulnerability: None
Danger: 3
Another easy one. Simply use lunge/dodge until he makes an angry noise, at which point run away. Repeat until he's dead.

Draco (Ice dragon) :
http://www.youtube.com/watch?v=r5YG89IsdBU

Attack: Ranged
Health: average
Special: Ice spray, Icicle storm
Block: No
Parry: No
Vulnerability: During his chargeup for his big ice bolt.
Danger: 6
Beating draco is a more complicated pattern to master than most. The main thing to be aware of is that by running horizontally across the screen you can dodge his icicle storm. This is a far safer method than trying to hide behind jug's frozen body.
- At the start of the fight, run behind jug and let his 3 ice bolts harmlessly hit jug's body.
- Draco will now sprau ice needles around the screen. When he's nearly finished spraying, pop out and throw a fire 2 at him, before running back behind jug as the spray moves up the screen towards you. - Your fire 2 bolt will have made draco drop a mana orb.
- Draco will now fly up in the air and fire 3 more bolts at you. Let the first 2 hit jug, then tell david to pick up the mana orb, and the third frost bolt will miss you as you run.
- As soon as the third bolt misses (usually before david has reached the orb) fire off another Fire 2. THEN pick up the orb.
- Draco will fly into the air again, but this time he's about to unleash the deadly icicle storm. Run to the far left of the screen. When draco's body starts moving ready for his stomp of the floor, start running to the right. His icicles will miss you.
- Run back behind jug, and start again.

Plague Rat Lord :
http://www.youtube.com/watch?v=rfCmniiN538

Attack: Melee
Health: average
Special: Acid Rain, tail swing
Block: Yes
Parry: No
Vulnerability: None
Danger: 3
Another easy one. Simply use lunge/dodge until he makes an angry noise, at which point run away. Repeat until he's dead. Same as the swamp minotaur, above.

Kahn :

Attack: Melee
Health: average
Special: -
Block: Yes
Parry: Yes
Vulnerability: Chaos Potion
Danger: 2
Silver's second henchman, and he's almost as useless as Jag was - being succeptible to a chaos potion makes him no challenge at all.

Fuge :

Attack: Melee+ranged(lightning)
Health: High
Special: Cleaver, Reaper, Berserker
Block: No
Parry: Yes
Vulnerability: None
Danger: 7
The key to beating fuge is invisibility, spray magic, and invulnerability potions.
- As soon as the fight starts use the ring of invisibility. Then run close to fuge and start spraying him with Ice 2 until you run out of mana.
- Now hit him with each of your specials.
- When the invisibility runs out, drink a mana potion, immediattely drink an absolute protection potion, then hit him with Ice 2..
- Fight Fuge in melee, drinking absolute protection potions regularly, until he dies.
The reason for the disgusting amounts of invulnerability is Fuge's berserker special. If he decides to do this and you're within range, you'll be dead before you can dodge. Trying to block won't help either - a shield will be immediattely destroyed and you'll still die.

Dryad illusion weaver (dig site) :

Attack: Summons.
Health: average
Special: Teleports
Block: No
Parry: No
Vulnerability: Freezing/berserker
Danger: 1
This fight can be frustrating, because the boss will dissapear whenever you try to get close to him. He even dissapears if you throw a spell at him.
However, it can be the easiest and quickest boss fight in the game: - Use the ring of invisibility, run up to him, and cast Ice 2 on yourself.
- Use the 'berserker' special.
That's it, fight immediately over.
To explain - since you are invisibile, he doesn't teleport away when you approach. Since Ice 2 is a self-cast spell, he doesn't teleport away when you cast it. Ice 2 freezes him, stopping him from moving even if he get's hurt. Berserker then hits him a crazy number of times, killing him.

Lady of light :

Attack: Melee + ranged (light)
Health: Very High
Special: Teleports, falcon
Block: Yes
Parry: No
Vulnerability: -
Danger: 4
I would have rated the danger level higher were it not for the fact that the player had a full-heal from beating the illusion weaver only about 6 opponent's before... Her stage, altro, is just too short - you're rather refreshed when you face her!
As it stands, since you have so much health, the best way to approach this fight is to drink a strength potion, cast time 3 on yourself, then run up to the lady of light and click like mad with dual knightly swords. If she ever get's herself into a corner, cast berserker. Otherwise, just whack away at turbo speed until she dies.
That said, if you *are* low on health from fighting beholders, watch out for her falcon special. The ground impact effect of falcon is unbloackable, and will deal about 450 damage, enough to insta-kill you at times.

Giant metal bull robot :

Attack: Melee + ranged (lightning)
Health: High
Special: Charge
Block: No
Parry: No
Vulnerability: After he charges into a wall
Danger: 3
Best solution - Get ready with time magic and berserker. Dodge his lightning bolts. When he starts kicking his feet ready to charge, cast time 3 on yourself. Dodge his charge, run up behind him, then hit him with berserker while he's vulnerable. This will kill him isntantly.
If your berserker misses (easy to happen) simply back away, start dodging his lightning bolts again, and do the same with falcon, whirlwind, or cleaver next time he charges. He'll be dead before you get a chance to use all 4 of them.
Speaking of which, I'm positive I've killed him with a single falcon special, and I'm suspicious that time 3 might increase the amount of hits falcon inflicts.

Silver:

Attack: Melee
Health: Extremely high
Special: -
Block: No
Parry: No
Vulnerability: -
Danger: 2
Another easy fight, if you know what you're doing. Simply get a special ready (your weakest special besides web of death), then hit the disco ball at the top of the scren with the appropriate magic spell (level 3 is best).
When the robot appears, use your special on it, pick up the mana orbs it leaves behind, change to your weakest special again, and repeat. Eventually you will probably run out of specials. If this happens, just use invisibility, or absolute protection, and kill the robot with stabby swords. Hell, it's easy enough even if you don't use invisibility, but it takes longer, and it's not like there's any point saving anything for later!

???:

Attack: ???
Health: ???
Special: ???
Block: ???
Parry: ???
Vulnerability: ???
Danger: ???
I'd be loathe to spoil the last fight, and there's little reason to mention it. It's designed to be completed without healing, so after doing the whole game without healing, this fight feels like an absolute walk in the park. For a decent challenge, try to do it without being hit at all! (Tip - run in tight circles around the volcanoes, rather than running away from them)