Mantra is stored in 0x600 - 0x61F
0x666 = Length of Mantra
Characters are numbered starting with 0 for 'A' and ending with 0x3F for '?'

Block properties: 

$06 = Special Quest Block ?


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0x000B = Screen color mode (Bit 0: Color (0) or Greyscale (1))

0x0019 = Pressed key (0x01 = Right, 0x02 = Left, 0x04 = Down, 0x08 = Up, 0x10 = Start, 0x20 = Select, 0x40 = B, 0x80 = A)
0x001A = Interrupt counter (+1 every interrupt)

0x0054 = Flag that indicates screen scrolling activity (0xFF = No scrolling; 0x00 - 0x03 = Scrolling to a certain side)

0x0063 = Current screen

0x0066 = Screen to the left
0x0067 = Screen to the right
0x0068 = Screen above
0x0069 = Screen below

0x008A - 0x008B = Offset of level's scrolling data
0x008C = ROM bank of current area

0x009D - 0x009E = Player's horizontal position (fractional / full)

0x00A1 = Player's vertical position

0x00A4 = Player behaviour

0x00A9 - 0x00AA = Used to determine the player's speed

0x00AD = Duration of invicibility after being hit
0x00AE = Phase counter when player hits with weapon

0x00BA - 0x00C1 = X Coordinates of sprites on screen
0x00C2 - 0x00C9 = Y Coordinates of sprites on screen

0x00CE = 0x009E + 0x10

0x00D2 = Weapon range

0x0F2 - 0xF9 = Information about current music
0x0FA = Current music
0x0FB = Next sound effect

0x122 = Sound effect ID

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While displaying text:
0x208 = 
0x212 =
0x213 = Flag that's set to 0 after all text was shown. Before that the text ID is stored there.
0x216 = Letter counter
0x217 = Line counter
0x218 - 0x219 = Base offset of text to display (Copy is kept in $EC / $ED)
0x21C = 
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0x0238 - 0x023E = ASCII buffer

0x24A - 0x288 = Blocks of current screen

0x0293 - 0x02B2 = Current palette
0x02B3 = Currently visible player magic
0x02B4 = Direction flag of currently visible magic (Bit 7 = Y; Bit 6 = X)
0x02B5 = X pos of magic (fractional)
0x02B6 = X pos of magic (full)
0x02B7 = Y pos of magic (fractional)
0x02B8 = Y pos of magic (full)
0x02B9 = Tick counter (probably magic-specific / only used by Tilte)
0x02BA = Phase

0x02BC - 0x02C3 = ?
0x02CC - 0x02D3 = Sprites on screen
0x02D4 - 0x02DB = Subtypes (If highest bit is set the animation is over)
0x02DC - 0x02E3 = Motion phase of sprite (movement) / Flag collection
  Bit 7 = Move up (0) or down (1)
  Bit 6 = Phase initialized?
  Bit 5 = 
  Bit 4 = Enemy visible (0) or invisible (1)
  Bit 3 = 
  Bit 2 = Walking into next block is OK
  Bit 1 =
  Bit 0 = Move to the left (0) or to the right (1)
0x02E4 - 0x02EB = Phase counter (contains current phase)
0x02EC - 0x02F3 = Phase timer (internal tick counter to determine when to change phases)
0x02F4 - 0x02FB = Gravitation
0x02FC - 0x0303 = Gravitational factor
0x0304 - 0x030B = Sprize sizes
0x030C - 0x0313 = X movement rate?
0x0314 - 0x031B = ?
0x0x31C - 0x0323 = Movement phase
0x0324 - 0x032B = ?
0x032C - 0x0333 = PPU Offsets of sprites
0x0334 - 0x033B = Hit by magic behaviour
0x033C - 0x0343 = Hit by magic duration
0x0344  - 0x034B = Enemy hitpoints
0x034C - 0x0353 = Timer for special animation when player hits the enemy
0x0354 - 0x035B = Sprite behaviour (lower byte)
0x035C - 0x0363 = Sprite behaviour (upper byte)
0x0364 - 0x036B = Duration of phase in ticks
0x036C - 0x0373 = Sprite reward (Coins, meat, ...)

0x0378 = Current sprite number
0x0379 - 0x037E = Body part handling of sprite $12

0x0383 = Sprite update counter (increased once every time the sprites are updated)

0x390 - 0x391 = Experience
0x392 - 0x394 = Gold

0x039A = Magic
0x039B = Position of player's shield X
0x039C = Position of player's shield Y
0x039D - 0x03A0 = Type of Weapon X
0x03A1 - 0x03A4 = Type of Armor X
0x03A5 - 0x03A8 = Type of Shield X
0x03A9 - 0x03AC = Type of Magic X
0x03AD - 0x03B4 = Type of Item X

0x3BD = Equipped Weapon
    0xFF = No weapon
    0x01 = Long Sword
    0x02 = Giant Blade
    0x03 = Dragon Slayer
0x3BE = Equipped Armor
    0x00 = Leather Armor
    0x01 = Studded Mail
    0x02 = Full Plate
    0x03 = Battle Suit
0x3BF = Equipped shield
    0xFF = No shield
    0x00 = Small shield
    0x01 = Large shield
    0x02 = Magic shield
    0x03 = Battle helmet
0x3C0 = Equipped Magic
    0xFF = No magic
    0x00 = Deluge
    0x01 = Thunder
    0x02 = Fire
    0x03 = Death
    0x04 = Tilte
0x3C1 = Equipped Item
    0xFF = No item
    0x00 = Ring of Elf
    0x01 = Ring of Ruby
    0x02 = Ring of Dworf
    0x03 = Demons Ring
    0x04 = Key A
    0x05 = Key K
    0x06 = Key Q
    0x07 = Key J
    0x08 = Key Jo
    0x09 = Mattock
    0x0A = Magical Rod
    0x0B = Crystal
    0x0C = Lamp
    0x0D = Hour glass
    0x0E = Book
    0x0F = Wing boots
    0x10 = Red Potion
    0x11 = Poison
    0x12 = Elixir
    0x13 = Pendant
    0x14 = Black Onyx
    0x15 = Fire Crystal
0x03C2 = Number of weapons
0x03C3 = Number of armor
0x03C4 = Number of shields
0x03C5 = Number of magic
0x03C6 = Number of items
0x03C7 = Sprite visibility flag (FF = Visible; Other values = ID of current shop)
0x03C8 = Mirror of selected weapon

0x3D1 = Music theme of current area
0x3D2 = Copy of 0x3D1 used when entering a house?

0x03D4 = Something about the current palette
0x03D5 = Something about the current palette

0x03E2 = SpriteBox.Left
0x03E3 = SpriteBox.Top
0x03E4 = SpriteBox.Width
0x03E5 = SpriteBox.Height
0x03E6 - 0x03F5 = Last column of screen to the left of current screen
0x03F6 - 0x0405 = First column of screen to the right of current screen
0x0406 - 0x0415 = Last row of screen above
0x0416 - 0x0425 = First row of screen below
0x0426 = Elixir is active flag
0x0427 = Duration of ointment in seconds
0x0428 = Duration of glove in seconds
0x0429 = Duration of wing boots in seconds
0x042A = Duration of hour glass in seconds
0x042B = Key requirement of current door
0x042C = Non-Selectable items; 8 bits for 8 items; The order of the bits equals the order of the items in the inventory
0x042D = Quests

0x0431 = Health (Full points)
0x0432 = Health (Fractional points)

0x0437 = Title
0x0438 = Player is dead flag

0x04ED = Title the player will be given the next time he visits the guru.

(0x43C - 0x53B = Block properties)

0x600 - 0x6CF = Blocks of current screen

0x0700 - 0x07FF = Used to animate player

Sprites in Screen data:
0x00 = Meat
0x01 = Coin
0x02 = Coin

