| In the Famicom manual the player is the young hero of Aliahan, and in the North American handbook the King of Aliahan names the Archfiend Baramos as the enemy and sends the hero out. | p. 5, Go to See the King | Manual |
| Both manuals have the hero gather up to three companions at a tavern in Aliahan (Luida's in the Famicom manual, Luisa's Place in the North American handbook), where companions can be added and left behind; three are ready-made, and more can be created and registered upstairs, up to 11 in the handbook. A companion left at the tavern keeps their level and items. | p. 6, Recruit Your Alliesp. 6, Recruit Your Alliesp. 6, Recruit Your Allies | Manual |
| The manuals describe the hero, who fights well, casts spells, and has some spells of their own, and seven classes for companions: the Soldier (Warrior in the Famicom manual), a fighting specialist with no spells; the Pilgrim (Priest), who heals and revives; the Wizard, a specialist in attack spells; the Fighter (Martial artist), quick, who fights best bare-handed and lands more tremendous hits as their level rises; the Merchant, who earns more gold and can appraise items; the Goof-off (Jester), useless and more so with each level; and the Sage, who learns both the Pilgrim's and the Wizard's spells but can't be chosen at the start. | p. 7, Class Descriptionp. 7, Class Descriptionp. 7, Class Descriptionp. 7, Class Descriptionp. 7, Class Descriptionp. 7, Class Descriptionp. 7, Class Description | Manual |
| Both manuals describe changing class. In the North American handbook a character of level 20 or more can change by entering a shrine and seeing the man in the middle, starting again at level 1 with strength, agility, and intelligence halved, losing a talent such as the Merchant's appraisal but keeping every spell learned. The Famicom manual puts the change at a place somewhere in the world, and its example is a level-30 Wizard who becomes a Warrior able to cast spells. | p. 48, Change Class if You Likep. 48, Change Class if You Likep. 48, Change Class if You Likep. 48, Change Class if You Like | Manual |
| The North American handbook says time passes while the party moves in the field; some people appear only by day or only by night, most castles turn visitors away and most stores close at night, and monsters come more often at night. A night at an inn brings morning, and the spell Day-Night swaps day and night. | p. 17, Day and Nightp. 17, Day and Nightp. 17, Day and Nightp. 17, Day and Nightp. 17, Day and Nightp. 17, Day and Night | Manual |
| The Famicom manual gives the cartridge three adventure logs, so that three people can play at once, and suggests copying one to another before a class change, which can't be undone, as the North American handbook also advises; the North American handbook saves the game when the player visits a king or another keeper of the Imperial Scrolls of Honor. | p. 48, Change Class if You Likefront matter, Saving the Game | Manual |
| In the North American handbook's walkthrough, after Baramos the hero jumps through a hole in the floor of the Great Pit of Giaga into the World of Darkness, and the itinerary that follows includes Tantegel, Kol, Hauksness, Cantlin, and Rimuldar. | p. 66, The World of Darknessp. 66, The World of Darknessp. 21, Section II contentsp. 21, Section II contentsp. 21, Section II contentsp. 21, Section II contentsp. 21, Section II contents | Manual |