Tuesday, February 10, 2026

Xanadu: Won!

 

I've only just realized something about Xanadu that I wish I had figured out much earlier. When you pause, your "defend" stat, which represents a product of your equipped armor class and your skill with it, is a direct representation of damage negation potential. Take an enemy's strength value (revealed with spectacles), subtract your defense stat, and that's roughly the median value of damage you can expect to suffer per hit. This is important throughout the whole game, because the best way to raise your defense is to find something that can hurt you, but just barely, and let it hurt you until it can't any more, and knowing the direct relation between defense and pain threshold would have taken out much of the guesswork.

And it's more important than ever now, because there's nothing left for me to do except get my defense high enough to survive the Dragon God's attacks for a few seconds. No other enemy poses a threat to me; my attack strength is as high as it can get, and I have death magic plus 38 invulnerability items to use against anything too dangerous to approach, either because they use magic themselves (which ignores your defense) or because they're quick and hard-hitting.

But I must get hurt to make progress, and with my own defense at 319,000 points, the only melee-based enemy on level 9 that can harm me are Volts which have 500,000 strength, which means a median of 181,000 damage per hit, and I won't survive that long. I must move on.

A partial level 10 map. This is a good place to save Winged Boots for.

 

Searching for a good training monster is troublesome. I find:

  • Aarakocras - flying devils who cast death magic, but cannot hurt me at all up close.
  • Sylphs, who are completely harmless but curse you if you kill them.
  • Berserkers, with 500,000 strength.
  • Medusas, who have Tilte magic (which is almost as bad as death magic) and also can't hurt me up close.
  • Isis, who teleports around and casts death magic. 
  • Copper Dragons, who have 965,000 strength.
  • CZ-812CE robots, who have 990,000 strength. 

 

Level 10 also has its share of dead-end traps. You need a Fire Crystal to warp out of this one.


Things look bad until I reach the tower again and find one last monster type - salamanders, who at 327,000 strength, can hurt me, but not instantly kill me. I just need to be careful to ensure they attack me head-on and not from the sides.

Chests are your friends, but also be careful not to kill the last survivor too soon.

 

Even better, they sometimes drop those wall-bypassing mantle items, which are surely the rarest consumable item in the game. With two in my inventory, I can raid the tower again and grab that elusive Large Shield+7 along with a few other knick-knacks in otherwise inaccessible cubbyholes.

With this shield, whose protection value is initially lower than the trained small shield it replaces, I realize something. I can deliberately equip a weaker shield to lower my defense while still having my Battle Suit equipped, and squeeze out a few more armor points out of an enemy that otherwise wouldn't be able to hurt me any more. Now I wish I had held onto my old shields instead of selling them once something better came along, but I've still got my Small+7 and a Large +5.

I'm able to get my armor skill up to 169 using this technique against the salamanders. That's still not good enough to survive blows from the next enemy up on the food change - berserkers - but it's good enough to let me warp down and suffer hits from the Darkstalkers, who had been killing me previously. It's a good thing I kept some alive.

This gets my armor up to 179, and I realize that my shield skill is a weak point, so I downgrade my armor and fight some 150,000 strength Garlerduhrs head-on, first equipping my Dragon Slayer to ensure I don't kill them accidentally.

I do go through a number of potions.


It's a painfully slow process, but it gets my shield skill up. I simply wait in front of the creature and heal whenever necessary, and eventually the damage stops entirely. Then I downgrade my armor again and repeat. At 149 shield skill points, it can no longer hurt me even with the worst armor equipped. Similar tactics against a 180,000 strength Variyka gets it to 179, but by the time I hit that, I'm down to my last two potions.

Combined with the battle suit, this gives me just over 600,000 defense points. That's easily enough that the 500,000 strength enemies can't hurt me, but not high enough to fight the 965,000 strength enemies immediately above them. Further training is going to be awkward.

It turns out, this is enough to beat the Dragon God. But not by ramming into him with the underpowered Dragon Slayer. For once, you've got to use some of that action gaming finesse - the technique is to wait for him to approach, leap over his flame breath, and then descend, sword drawn. Your timing has to be absolutely perfect - it took me over 20 tries, and just barely survived on the successful attempt. Mercifully, the game auto-saves just before entering his lair, and a reload upon failure is free.

His stomp could kill me in four frames. That was three of them.


Your reward is a very slowly-scrolling text-only epilogue.


I have Google's AI mode translate this, but it also thinks this is the epilogue for Genji: Dawn of the Samurai for the Playstation 2, so I'm taking it with a grain of salt. 

"Your battle, recorded today alongside the words of the gods, has come to its end.
Your trials, a battle manifesting the Great Will, shall be celebrated with the cup of victory and become a crown of gold, blessed by the radiance of the heavens.

In this land, the long-standing cries of the people’s suffering have been removed, along with the seeds of evil, by the sword of the chosen one in your hand—the incarnation of the Great Will.
Behold, the grimly built mound of death is reborn as a magnificent monument, bringing brilliance back to the earth.
Its form, surrounded by walls and towers, shall reflect its presence upon the earth as a sign of wisdom, both within and without.

The figure of Kubla Khan, the great ancestor and king of Aisia, has been reclaimed.
Soon, the children of the earth will bow their heads once more, the young spirits of fragrance will dance with the wind, and the sacred flow of Alph, poured from the fountain of life, will nourish this entire land.

Hearken, for the flow that returns to the eternal end beyond human reach resonates in place of the voices of great ancestors; the laments and groans of the people will become a song of praise for you and the gods.
No longer shall anything be swept away, not even by the flow of frozen time.

However, since the time when heaven and earth were divided, the seeds of evil have sprouted like water.
Watered by the waves of sorrow and shed blood, they bear fallen fruit upon their branches.
Oh, the parched land, like a vast ocean of fury. Oh, their number, like the sands washed ashore.
Those who are blown upward will whisper a song of sorrow, played by countless souls.

That is the prayer of the people who seek you; there is the new land for you to till.
The tears of the gods that have flowed shall guide you. The sword shall never leave your hand.
O you who have been placed in the hands of the gods, until the time of your next journey, may you grant peace to your soul."

 

GAB rating: Average.

As an action RPG, Xanadu makes no sense. The action elements are there, but they're poor and almost unnecessary, from the strange combat mechanics to the unpleasant platforming. And it doesn't make much sense as an RPG either; it has the mechanics of one, but the steep power curve and closed economy means you'll be screwed if you play it like one. CRPG Addict bailed because of a combination of anxiety and boredom.

Viewed as an action-puzzle game, though, Xanadu makes a lot more sense, but it's one out of Tower of Druaga's school of design (albeit far less cruel than its master) where you're expected to play, fail, and replay with a bit more knowledge, until you know enough to plan out your victory and win. It anticipates Tower of the Sorcerer, as commenter Sunfall to-Ennien noted, which commits more fully to its RPG-like optimization puzzle concept with completely deterministic gameplay and a single intended solution. And like Tower of the Sorcerer, this trial-and-gotta-reset-the-entire-game-error gameplay isn't going to appeal to everyone.

I don't automatically hate this approach, and Xanadu turns out to be a lot more lenient than I initially assumed, but it has one big problem, apart from its comparatively minor friction points like clunky controls, annoying platforming, pointless items, needlessly cruel karma system, insane late-game food consumption rates, ugly graphics, and repetitive music and sound. It's kind of boring. Boring and overlong and stuffed with filler. You could cut the level sizes in half, including the dungeons, and lose nothing of importance, but you've got to explore every inch and fight the majority of enemy encounters up to four times to ensure you've got enough experience, skill, and gold/items to take on the next one, and that gets tiresome pretty quickly.

I suppose in the context of 1985, when you don't have a million other RPGs to play on your Sharp X1 or PC-88, Xanadu's sheer size could be seen as a good thing, but it leaves me wanting less.

Sunday, February 8, 2026

Xanadu: How to train your dragon slayer


I have the best armor in the game, but thanks to Xanadu's item-experience system, I die in 1-2 hits. And I have the titular endgame weapon Dragon Slayer, but there are basic enemies that it doesn't even scratch. It's not even worth it to try fighting the Red Dragon God.

So of course I tried.

That tiny chunk of damage was from a vain Death spell.

 

First priority - get comfortable in that Battle Suit. I have to get myself beat up before it will reach its protection potential, but I can't die in the process.

Thankfully, there's a level 9 enemy that can do this for me - the Decaton. They can kill me almost instantly with their corrosion spells, but up close they prefer melee attacks which, when struck from behind, "only" do enough damage to kill me in a few seconds. And I have potions to spare.

Say hi to Nordom for me.


It takes a few, but I get my ultimate armor level up to 63, at which point they basically can't hurt me with melee, though magic is still a killer. Otyugh's are the next step, with a stronger melee ability and no magic, and after letting them punch me in the ass for what must be nearly twenty minutes (and drinking plenty of potions), my armor is at 113.

Adepts are real bastards and best fought with an hourglass or demon's ring.
  

Second priority is the Dragon Slayer. My penultimate weapon, the Vorpal Blade, is actually way more powerful than the Dragon Slayer. Even without any experience points, it's doing 240,000+ damage per hit, which one-shots almost any non-boss yet encountered. A green Dragon Slayer does about 5,000, if it even does anything at all - some enemies' defense stats are high enough to negate it. Tempting to use the Vorpal Blade, but I've got to train the Dragon Slayer, even if it means fights take forever. The skill points incidentally gained while armor training has improved this somewhat; the Dragon Slayer skill is at 107 already and damage has tripled, but this isn't that impressive against enemies with 150,000+ HP, which are common here.

After exploring the majority of the level, Dragon Slayer skill is over 200, but there are still a few enemies I can't fight with it; Garlerduhrs are immobile rock-like enemies who my blade just doesn't scratch, Volts are fragile but quick stingrays whose sting does 500,000 raw damage and OHKO's me even with my armor at its current level, and DarkStalkers are robed swordsmen with spinning blades who I also can't scratch, but they can shred my HP so fast that whatever armor level gained doesn't seem worth it. These enemies are avoided in the hopes that they can be useful to me later.

In one tower room, I encounter a pack of high strength "Varikya" enemies who I can just barely harm. By freezing them in place with an hourglass and hitting them for ultra-low damage, I eventually max out my Dragon Slayer skill.


Afterward, I switch to the Vorpal Weapon and easily clear out the level, but spare one enemy in each dungeon room except for those who are truly too dangerous to be left alive (namely Adepts and Volts) so that I might come back to them for more advanced armor training. In retrospect, I wish I had done this in earlier stages too.

As a side note, this stage has a LOT of locked doors, but after unlocking most of them (and also finding quite a few in the towers), I've still got 131 left. So even though buying more would be prohibitively expensive now, I'm not that worried about running out. There's only one more level to go.

Level 9 map:

Wednesday, February 4, 2026

Xanadu: Tickling the dragon


In contrast to level 7, level 8's layout is... kind of fun? Or maybe I'm just conflating fun with easy at this point. The world map layout is a gimmick, but at least it's a gimmick that doesn't make getting around a horrible time. I guess it's a little bit tricky to navigate if you're relying purely on the standard zoomed-in view, but with a map to reference, it's pretty straightforward.

Two things are a bit alarming, though. One, enemies just aren't dropping gold like they used to. I entered with $30k, and finished the overworld section with $50k. A full heal at this point will cost $20k, so I'd better hope my potion supply holds up. Two, I am chowing down on food at a truly stupid rate, at over 3,000 units per minute, which means I need to spend $18k for enough food to sustain each hour of gameplay.

The dungeon, which requires winged boots to reach one of its entrances, isn't quite the nigh-unmappable void that its predecessor was, but it does have some one-way walls, and one of its corners contains, cruelly, an endless loop that forces me to expend one of my wall-passing mantle items to escape from. I've only got one left now! But after selling the loot found within - my sequence-breaking gear is better, I have just over $160k, which is great because the food is starting to run low.

I wish I could buy more than 990 units at once.

 

So now that levels 1-8 are done, can I beat the Silver Dragon on level 9?

Yes, I can. But not with my puny Murasame blade. At melee range, it will just eat you. Thankfully, I've been training my Death spell throughout the level, and now it has 135 points of experience, and my rank of Necromancer gives me an intelligence of 145.

This is basically just enough to kill it.

With a strategic use of a single Black Onyx to warp close to the tower entrance, a single Demon's Ring for invulnerability, and two Hourglasses to freeze the minor enemies (as I would rather not kill them with anything but the Dragon Slayer), I locate the dragon, and Death it to, well, death.


Sure enough, its lair holds the last elemental crown, and all I need to use to escape with it is one more hourglass.

So, now that I have all four, can I snatch the Dragon Slayer and start training it?

Well, first, I visit the temple to see if I can level up. I do - my new Fighter rank is "Super-hero," and I also get a cryptic map.

Google translates this as a colloquialism roughly meaning "what's done is done." No idea if that's accurate, or if that kanji is even legible.

 

I don't get how the map is supposed to help me, and it's not clear at all how/if its corridors would map to a Xanadu dungeon layout, but I use another Black Onyx to warp to level 10, make my way to the tower while avoiding combat, and enter.



It takes me a few suicidal runs to explore, but level 10's tower is indeed full of top-end gear, including the Dragon Slayer. It's also full of bosses - nothing I haven't seen before, and most of them just die the moment I prick them with my Murasame, but all of the best stuff is guarded by silver dragons.

Such as this cache of eight battle suits.

 

The regular monsters can easily kill me in one hit, but hourglasses freeze them in place, letting me just walk past them. I have no shortage of them at this point. I just have to be quick to re-activate after killing any boss, because boss mode ends the power of any durationed item, and the boss lairs here often have normal enemies that attack immediately after killing their master.

Such as with this penultimate room


I take the most efficient path to the Dragon Slayer, killing quite a few Silver Dragons along the way, and pick up some other good things on this path - a Small Shield +7, several Battle Suits, and a "Vorpal Weapon" which may in fact be much more powerful than the Dragon Slayer.

But one prize must remain unclaimed. The Large Shield+7 is stashed in an enclosed Silver Dragon room, and you'd need one mantle to get in, and another mantle to get out. And I've only got one!

Take it and I'll be trapped with it forever.
 

If I can survive long enough to get my battle suit experience high enough to protect me worth a damn, then I should be golden! I hope.

Monday, February 2, 2026

Xanadu: Sea of squares


What a miserable experience level 7 is. You've got endless repetitive terrain. You've got invisible, silent teleporters that give you little clue you've been teleported because they just warp you into more corridors that look exactly like the ones you just left. You've got inescapable monster pits that you can only get out of by using flying boots or teleportation items. You've got cursed enemies that inflict karma when you kill them. You've got invisible teleporters that drop you right into the inescapable monster pits. You've got a nasty, Amidar-style maze occupying a big slice of the map, which has dead-ends you can't escape from without using a teleporting item.

And when you find the dungeon, it's curiously abandoned!


 

Instead of monsters, you've got a maze of one-way passages and non-euclidean wrapping. Starvation is a legitimate threat here as you wander around in circles! Thankfully, I've got the non-euclidean wrapping figured out already, and I'm able to make a quasi-sensible map.

Wrapping left shifts you up one row, wrapping right shifts you down one row.


A few fire drakes guard a handful of rooms with minor treasures toward the end of the maze, but the real prize here is the third crown guarded by a Hindu god.

Kartikeya gave up and died so as not to insult Murasame. I think.

 

Crown #3 plus some assorted goodies

 

Few enemies means not much gold for healing, but I'm not too worried for now - I've got enough red potions for 16 full heals, plus the three elixirs.

If you've been following how I approach Xanadu, then you may be wondering - do I stand a chance against the Silver Dragon in level 9, who I assume guards the final crown? Could I possibly grab it, and with it learn the whereabouts of the Dragon Slayer while there are still monsters weaker than the Red Dragon himself to practice on?

Nope!

Saturday, January 31, 2026

Xanadu: Anxious powergaming

I have a potential problem. Maybe. Perhaps I'm being paranoid, but I'd rather think about potential problems now and become overprepared for a non-issue than ignore potential problems and get screwed later.

Whenever you get a new spell, weapon, or armor, it is basically useless at first. Every usable item in the game has its own experience level, and when you get that new thing, you have zero experience with it and it's only going to provide a fraction of its potential damage or protection until you use it some.

As far as spells go, this doesn't concern me too much. The ultimate spell, Death, is nearly in my reach already, and if it sucks, I can just spam it on something tanky until it doesn't suck.

For weapons, this concerns me a little bit. The halberd I bought for level 5 was fine, but there are seven more incrementally powerful weapons to find. Future weapons might be more scaled to the level where I find them, and enemies in melee range hit back. What happens if, by the time I find that Dragon Slayer, there's nothing left to kill but the Red Dragon, and no weapon-enhancing pickups left to find? I've already cleared five stages and I don't know how many are left.

For armor, this concerns me a lot. The only way to train armor, apart from finding pickups in the dungeons, is by letting yourself get beat up. Which means finding enemies strong enough to do damage, but not strong enough to OHKO you. There's still six armor upgrades to find, and my experience with plate armor in level 5 involved multiple expensive trips to the healer before it started offering any real protection.

 

My solution - I'm going to use my level-warping items to scout ahead to the towers where the good stuff is, and use my invulnerability items to find them. Items don't expire as long as you're in battle mode, and as long as you don't kill all of the enemies in any given screen, battle mode doesn't end!

A test run - there's a Large Shield +3 in level 6


Better stuff lies in later towers, and the Black Onyxes reveal two things - that level 10 is as deep as Xanadu goes, and its tower is inaccessible. The one in level 9, though, will let me make out like a bandit.

But it also has boss rooms best avoided for now.

 

I map out the dungeon with the aid of my item, mainly Demon's Rings and Mantles (and I have only three of the later), then reload and clean house with strategic use of one of each.


This gets me:

  • 1 luck-blade (fifth-best weapon)
  • 2 Murasame blades (fourth-best weapon)
  • 1 reflex armor (fifth-best armor)
  • 1 ring mail+2 (fourth-best armor)
  • Small shield +5 (sixth-best shield)
  • 2 large shields +5 (fifth-best shield) 

I'm not sure how there can be so much more stuff left in the upgrade path when this is the penultimate tower, but I take what I've got back to level 6, and it's not too long before nothing there can hurt me head-on, and I'm doing enough damage with each hit to kill the toughest enemy three times over.

I need a few mattocks to get everywhere but I find some on the monsters here too.

After clearing level 6 and selling my extra loot, I have over $500,000 saved up, and more than half of it easily came from the gear in level 9 (I kept the best stuff for myself, obviously). That's enough to buy Death and all of the AOE spells in the scroll shop, another 154 keys (at which point I have 200 and the guild kicks me out), and still have $13,329 left over.

I can just stop worrying about money now, right? Right?

I make a backup save just in case.

Thursday, January 29, 2026

Xanadu: Full plate and packing steel

The lower-right shows the Strider monster's stats.

A trip to level 5 reveals some trends. Monsters here favor melee over magic, but they hit much harder than they ever have before, with a 11,500 strength Snowman being middle of the road here. However, their HP levels are not that high at all!

I also took an opportunity to play around with magic, using a save point to restore after experimenting. Seems there's really only two kinds of spells - projectiles, which can be steered mid-flight and hit one enemy, and area-of-effect spells which hit everything on screen for much less damage per-hit but can be spammed by holding the space bar down. Projectiles can accidentally (or purposefully, i.e. against poison) destroy treasures, AOE spells do not. Beyond that, the only differences are in power and elemental alignment.

As for what's available, the most expensive spell I could buy, deg-corrosion, is freakishly powerful, doing over 8000 points per cast, and that's without any training! Bear in mind it is an AOE spell and it is no problem at all to spam six casts of an AOE spell in the time it takes for a monster to cross two tiles' widths. However, it would cost most of the cash in my bank. The next-most powerful AOE spell cost half as much and isn't half as powerful, though I'm sure it gets better with repeat use.

That said, my well-trained deg-fire is doing a good 3000 points per cast. For a point of comparison, it was originally doing less than 600 per cast. I'm not sure if all spells scale with experience the same, and deg-fire isn't likely to get much better, but I figure I can rely on it for this level, at least, and save my escudos for something bigger.

What I do buy is the best weapon and armor for sale - a halberd and full plate. Not so much because I expect to need them here, but so I can get a head's start in training them. Though a quick look at the experience charts tells me that I'm not even close to the end of the weapon and armor upgrade paths.

It's not the most user-friendly layout, but my short sword and deluge magic experience are maxed out.

 

The halberd is indeed powerful - out of the gate it is doing 8,000+ damage per hit which kills most things here, and I expect that with experience the damage will quadruple. When it doesn't, the armor absorbs about 4,000 damage, which isn't nearly enough for what I'm facing here, so I have to rely on magic a lot. Weaker monsters, when I find them, are allowed to beat me up for some armor experience. But I eventually run into two enemies, Storopers and Myconids, who are much too scary to fight in melee but are also immune to deg-fire (and deluge), so I purchase a weak deg-mittar spell which does work on them... almost unbearably slowly.

  

I find in level 5 that I am required to use a strange double-jumping technique to traverse certain places. It isn't in the manual, and it feels weird to execute, as if you're exploiting a bug that requires frame-perfect timing, but this is definitely intentional. Earlier levels had passages that suggested the possibility of double-jumping, but here it's required.


 
Fighting Storopers in dungeons suuuuucks.

 

But my halberd training pays off!


As I prepare to enter level 6, I now have $122,742 saved up, but there's not much I can buy. Deg-corrosion is still the best magic under this price point; apart from that there's just keys, which will cost $750/each at my current level.

I also review my current inventory:

  • 76 keys
  • 2 crowns - I need 4 to find the Dragon Slayer sword and win the game
  • 3 elixirs, which automatically restore 100% of your HP on death
  • 55 spectacles, which partially reveal enemy stats
  • 50 red potions, which restore 24% of your HP
  • 33 lamps, which illuminate a tower for the duration of your trip
  • 6 black onyxes, which warp you up a level (e.g. 5->6)
  • 5 fire crystals, which warp you down a level
  • 8 mattocks, which destroy a single brick tile
  • 12 hourglasses, which freeze enemies in place for a short duration
  • 2 winged boots, which let you fly for a short duration
  • 3 mantles, which, for a short duration, let you pass through brick walls and doors in the overworld, and through tiled walls in towers
  • 14 demon's rings, which grant invincibility for a short duration
  • 19 balances, which instantly open all treasure chests on the screen
  • 20 pendants, which open cave doors in the overworld, or locked doors in towers
  • 29 candles, which turn you into a skeleton for a short duration
  • 6 rubies, which double your strength for a short duration
  • 5 brown potions, which double your intelligence for a short duration
  • 8 mirrors, which double your agility for a short duration
  • 2 bottles, which double your charisma for a short duration

 

Notably, the "short duration" items, whose durations are determined largely by your wisdom stat, last indefinitely while in battle mode! And if you're in a tower, there are ways to ensure battle mode doesn't end.

I have a cunning plan. 

Sunday, January 25, 2026

Xanadu: Honey tongue, butter fingers

How much to pick my lock, stud?

Xanadu clearly wasn't meant to be beaten on your first try, and I'm restarting with a new build.

First and foremost, I decided that I need more charisma. This seems to be the only stat in the game that never goes up, and at 40, the unending need to buy increasingly expensive keys was just bleeding me dry. Charisma should help with that, not to mention give me a much-needed discount on gear and healing, the latter of which just hadn't been worth it compared to the fixed per/HP cost of resting.

Second, based on what the manual said, wisdom seems unimportant. You need some, or else items don't work, but having more than the minimum just means they last longer. I rarely use durationed items, and most of the time that I do, I only need the effect immediately. Long-lasting Demon's Rings will be missed, but there's only so many of them.

Third, dexterity seems like a dump stat. It governs your chest-opening ability, and again, you need some or you can't open chests at all, but past the minimum you just open them faster.

As it happens to work out, if I take the minimum for wisdom and dexterity, I can max out charisma and have just enough left over to have the rest of my stats be exactly as they were during my first playthrough. I might hate it when chests take forever to open, but money is more limited than patience.

 

Yes, this is also an Ultima trace.

The general price difference is striking, even at character level 1. At 40 charisma, a full 1500HP heal had cost $144. At 100 charisma, it's merely $88! Keys come down from $120/per to $75/per. Both will increase as I gain levels, but hopefully in proportion.

Gear and spells are also uniformly 37.5% off, same as level 1 keys. I'm very interested to see what a magic bottle does here, if anything.

 

I replay level 1, and I'm able to enter level 2 with 38 dirt-cheap keys (they won't be dirt cheap for long!), ring mail, deluge, and 11,500HP. After that, knowing I won't need better gear just yet, I'm able to enter level 3 with 53 keys and 44,000HP. Level 4 is entered with 72 keys and a screen-harming deg-fire spell (and 59K maxHP but I don't bother healing from the current value of 32K).

I wind up using most of these keys on level 4's towers (like I said, you never seem to have enough of them!) but for my thoroughness I have $67,050 in the bank plus a Large Shield+1 and Scale Armor, as well as the various pickups and skill points found exploring, which includes a truly impressive amount of food dropped by the shriekers.

Level 3 has a convenient shopping mall.
 

So now I have a choice. With the gold accumulated, and the use of a charisma-doubling bottle, I could buy any of the following:

  • A $12,500 halberd, which is the best melee weapon in the shop, and a $20,000 full plate suit.
  • Any spell in the shop except the last two, which are "Deg-Tilte" and "Death." I'm not really sure what most of them do, but the most expensive one I can afford, "Deg-Corrosion," costs $62,500. The preceding two, "Tilte" and "Deg-Poison," would cost $25,000 each.
  • 134 keys, which would give me a total of 153. 

I think I'll poke my head into level 5 and see what nightmares await!

Thursday, January 22, 2026

Xanadu: Pick poor Robin clean

Another Ultima trace job.

 

One of Xanadu's most agonizing decisions is figuring what to spend your money on and when.

In most RPG-adjacent games this isn't that much of a dilemma. You have spare cash, you can afford something that will make your party incrementally better, whether it be a superior sword, a new suit of armor, a new spell, some training fees, or whatever. The investment makes you stronger and able to take on harder, better paying challenges, and the cycle repeats until you've bought best-in-class gear for your entire party and money becomes useless, unless the game has a bottomless money sink that you turn to for infinite upgrade potential.

Not so here. Money is a limited resource, and if you've farmed all the enemies you can currently handle, you'd better hope your next upgrade is enough to take on the next level. In Wizardry, you might spend your last piece of gold on suit of plate armor, but if you do that in Xanadu, then you might have doomed yourself to a walking dead scenario where you can't harm anything on the next level, all so that they do slightly less damage to you. Or maybe you buy a new spell and find out it's borderline useless. Or maybe you upgrade to a longsword, large shield, and banded mail, and then find out that you needed the plate armor after all because with anything weaker you get stunlocked. Or maybe what you really needed was keys, since you can't open doors with a sword upgrade. Damn keys - never seem to have enough of them!

Compounding the dilemma here is the fact that every time you level up, keys get more expensive, and therefore you buy fewer of them with the money you do have.

To an extent, it makes sense to prioritize buying keys before leveling up, but without knowledge of what awaits you, this is risky. Will I face more locked doors than I have spare keys? Almost certainly - so better to buy as many keys as possible before the price goes up, right? An expendable "bottle" item also temporarily raises my charisma which lowers the prices on keys and gear, allowing me to buy more of them (or afford a better upgrade). But what if the next level introduces something too nasty for my current setup and I regret not having a bigger sword?

A quick visit into level 4 shows that this is, in fact, not the correct decision, as a number of very scary monsters do await there. In particular, there are Liliths, teleporting ghosts who are immune to my physical attacks and shoot lighting bolts for 1000+ damage a piece, and "Ustilagors" who appear in groups of 9, spam the hell out of unavoidable deg-needle spells, and hit for 2000-3000 points of damage up close.

I'll need some group-targeting magic, and the best I can do is "deg-fire" which requires a bottle item and still uses up most of my cash. It's significantly weaker than the deluge spell, but it hits everything on screen instantly and is spammable.

It's boring, but do you have any better ideas?

Level 4 is very twisty and annoying to map out, but the enemies for the most part pose very little threat as long as I keep out of their line-of-sight when spamming deg-fire. Probably the most threatening enemies are an octopus monster whose magic resistances vary depending on the respawn count; when they have fire resistance I must engage with deluge and risk eating return fire; and "Shriekers" who to be fair only do any damage to me because they are among the few enemies weak enough to fight with a sword and shield.

 

The towers are, overall, somewhat easier to manage, as the monsters don't respawn with greater strength.

But sometimes damage is completely unavoidable.

Alas, I run out of keys exploring the larger of the towers. And while I could go back to the thieves' guild and buy more at $1200/per ($850/per with a magic bottle), I can't help but feel I might be able to do better and have a less frustrating experience in the long run with a different build strategy.

Tuesday, January 20, 2026

Xanadu: I expect you to buy

Curbed-stomped by birds.

Xanadu isn't playing around any more and it's obvious I'm not going to survive by my current combination of stats and gear. Magic is great and all - the deluge spell kills most things, but not everything. One of the first monsters I find on level 2 is a mutant lobster person who is immune and forces me to rely on the much weaker needle spell, and occasionally I'm just going to have to fight things that spawn up close, so I'm screwed if I can't even stand toe-to-claw against a three pound corvid.

I wish I could go back to town and train more stats; I could easily afford to max out STR/DEX/AGL, but there's no way back as far as I can tell, so I'm only going to get better through leveling and buying better gear.

The weak link in my gear is definitely armor - I haven't found a single upgrade from my cloth gambeson, and I've been wary about buying any from the shops. There are so many armors to choose from, and with gold being a finite resource, I certainly don't want to waste money on the leather armor only to find out that by the time I needed it, I could have afforded the studded leather. But I need something better now.


I return to the shopping mall on level 1 and buy the best armor I can afford - ring mail for $3600. Armor also has skill points which are tracked individually and go up as you take damage - another good reason not to upgrade your armor too frequently - so I pick fights with the few remaining denizens of this level and allow them to hit me repeatedly for minuscule damage.

It's not long before they stop doing damage altogether, so I continue the pain training on the weakest monsters of level 2, who do a number on my health but also raise my ring-armor skill considerably - at least until it reaches 100 points. Then, the level's enemies are sharply divided into "enemies that can't hurt me at all" and "enemies that will do thousands of cumulative HP damage before the armor skill goes up by even a single point."

But by this point, I'm immune to all enemies except the krakens and  ravens when attacking them head-on. And after a few more armor points gained, I'm immune to the krakens too. Ravens, with a weirdly high strength rating of 2000, remain suicidal to engage in melee. This doesn't mean I can be careless fighting anything else, mind you - most enemies can still inflict grievous injuries if they hit me from the sides or behind.

Red spots = Invisible, silent teleporters, which can be confusing until you realize they exist.
 

I'm able to clear out the map, purchase roughly 20 keys, and level up considerably (which then jacks up the key price to $720/per) before storming the towers, one of which must be entered by digging through a blocking wall with a mattock, and another, the boss tower, by backtracking to level 1 and re-entering level 2 by way of a different, less easily-accessible door.

Getting there takes some cursed jumping techniques.
 

The towers don't reveal anything except several treasures, so I move on to level 3. 

The self-contained region dominating the left column has to be reached by way of an alternate level 1 exit.
 

Monsters in level 3 aren't too bad at first, with one exception - Beholders teleport and pelt you with rapid-fire Mittar spells, and Xanadu's clumsy controls don't make it easy to close in and hit them without having massive amounts of HP whittled away first. I use up a Demons Ring to clear a pocket of them. Lizard Men are also hard-hitters and more advanced varieties of them cast magic, but Deluge makes short work of them.

There's also a ghostly enemy "Uinal" who teleports around and spams needle spells, but they don't do any damage to me at all. And they drop more Demons Rings, which is great, except killing them also brings you bad karma. Lots of bad karma.

 
Walking around them is really annoying and it's real tempting to just smash them.

When the time comes to take on the towers, I come to realize something about how they're laid out. All of the towers in any given level occupy the same space; a grid of 64 rooms, laid out in a 4x16 pattern:

0 1 2 3
4 5 6 7
8 9 10 11
12 13 14 15
16 17 18 19
20 21 22 23
24 25 26 27
28 29 30 31
32 33 34 35
36 37 38 39
40 41 42 43
44 45 46 47
48 49 50 51
52 53 54 55
56 57 58 59
60 61 62 63

Going east from any room increments by 1, going west decrements by 1, going down increments by 4, and up decrements by 4, and if the end result falls outside the 0-63 range, add (or subtract) 64 to find out where you wind up. Not all of the rooms are meant to be accessible, and not all of them contain anything interesting, but they're all there, and they all obey the same wrap-around rules except for a select few containing the tower exits.

Ultimately, I have a plan to deal with everything I meet in the towers. My short sword, ring mail, and small shield (soon replaced with a small shield+1) are enough to take on most foes with acceptable damage, though the stronger varieties can withstand numerous hits before they go. For the Lizard Men, I use magic. When I encounter Uinals, I walk around them. The few Beholders can be destroyed with a Demon's Ring, though I do worry about running out.

Well, almost everything. There is a boss kraken here, and I can't inflict a single point of damage on him, but he can one-shot me.

Guess I'll come back later?

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