Dana
A magician and the playable protagonist. Dana creates and destroys blocks while exploring the dungeon rooms.
Documented for this version
D-pad | Move Dana and climb ladders where available. |
|---|---|
A | Create a block adjacent to Dana when space permits. |
B | Destroy a block adjacent to Dana when possible. |
START | Pause the game. |
Button behavior follows the NES version's standard controller layout.
How it plays
Each stage is a single-screen puzzle room viewed from the side. Dana must obtain the key, reach the locked exit, and often rescue fairies or collect bonus items before leaving.
The player creates blocks to form platforms or barriers and destroys them to open routes. Enemies, fireballs, ladders, one-way passages, and falling hazards make timing important. Later rooms require careful planning, hidden passages, and efficient use of magic rather than simple movement.
Plan your run
Study the entire room before acting, especially the position of the key, exit, enemies, and any fairies. A block placed too early can seal a route or leave Dana unable to climb.
Use blocks as temporary platforms and barriers, and clear them only when doing so preserves a return path. Learn enemy timing and prioritize safe positioning over speed; many rooms are solved by planning several moves ahead.
Meet the cast
A magician and the playable protagonist. Dana creates and destroys blocks while exploring the dungeon rooms.
Before you begin
Map a room mentally before creating blocks.
Check for hidden items and passages after clearing suspicious walls.
Do not rush the exit if a fairy or bonus item can be collected safely.
Solomon's Key is a puzzle-platform game developed and published by Tecmo for the Nintendo Entertainment System. Players control Dana, a magician who enters a large sequence of single-screen rooms to recover the legendary Solomon's Key and rescue imprisoned fairies. The game combines precise platforming with block manipulation. Dana creates and removes blocks, avoids enemies and hazards, collects keys, and searches for exits while managing limited space and timing. Its demanding room designs and unforgiving mistakes gave it a strong reputation among late-1980s NES puzzle games, and its emphasis on experimentation helped it remain a notable cult favorite.
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