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4+5 Walkghrough
4+5 Walkghrough
The notation XdY means the same thing as it does in traditional tabletop
gaming; a random number is generated by rolling a Y-sided die X times and
then adding together the rolls.
TABLE OF CONTENTS
-----------------
1. Party Creation
A. Classes
B. Races
C. The Seven Statistics
D. Skills
E. Recommended party
F. Party development
2. Spell list
3. Guide to Darkside
A. Locations of major areas
B. Locations of skills
C. Locations of spells
D. Locations of temporary stat boosters
E. Locations of permanent stat boosters
F. Locations of hidden monsters
G. Locations of other treasure
H. Locations of awards
I. Mirror portal keywords
J. Maps of selected areas
4. Monsters
A. Table of monster statistics
B. Monsters by location
5. Items
A. Equipment generation and properties
B. Shops of Darkside
6. Other hints
A. Tavern rumors and tips
B. Miscellaneous tips and tricks
SECTION 1A - CLASSES
--------------------
(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)
Here is a table showing the different classes in the game, with the column
headers indicating:
Knights are pure warriors; they can equip any weapon, body armor, or shield in
the game, but may not cast spells.
Barbarians are also pure warriors; they have more hit points and are superior
in raw melee combat ability compared to Knights, and likewise may not cast
spells. However, they are more limited in the melee weapons they can equip
(though they can equip more than in Might and Magic III), and may not use body
armor heavier than scale armor.
Knights and Barbarians receive bonuses to-hit in combat that other classes do
not receive; combined with their greater number of attacks at higher level,
this makes them much more effective melee combat machines than the hybrid
classes.
Robbers are trained in the arts of Thievery, but are not able to cast spells.
They may equip most weapons, and can use a shield, but may not use body armor
heavier than chain mail.
Ninjas are also trained in the arts of Thievery; they are poorer at it compared
to actual Robbers, but make up for it with superior combat ability. They also
cannot cast spells, may not use a shield, and may not use body armor heavier
than ring mail.
Clerics are primarily magic users who use the clerical spellbook. They are
poor in melee combat, are not allowed to use edged weaponry, and cannot use
ranged weapons. However, they are allowed to equip shields and body armor as
heavy as splint mail.
Sorcerers are primarily magic users who use the arcane spellbook. They are
even worse in melee combat than Clerics; they can equip very few weapons, and
the only body armor they can equip is robes.
Druids are primarily magic users who use the druidic spellbook. The druid
spellbook includes all the lower-level Cleric and Sorcerer spells, but does
not include any unique spells as in Might & Magic III. Like Clerics, they make
for poor fighters, though they can equip more melee weapons than Clerics can.
They may equip shields, but the only body armor they may use is robes.
Paladins are hybrid fighter-clerics. While they are allowed to use any piece
of armor, and also any weapon (note that this is a change from Might and Magic
III), they do not fight quite as effectively as Knights or Barbarians. They
may cast spells from the clerical spellbook, but only have half as many spell
points as full Clerics, and their spells cost twice as much in mage guilds.
Apart from these limitations, they cast spells just as well as a Cleric of the
same level.
Rangers are hybrid fighter-druids. They are as effective in melee and ranged
combat as Paladins, and can equip any weapon that a Paladin can. Their
defensive ability is worse than a Paladin but better than an Archer, as they
may equip a shield and any body armor other than plate. They may cast spells
from the druidic spellbook, but only have half as many spell points as full
Druids, and their spells cost twice as much in mage guilds. Apart from these
limitations, they cast spells just as well as a Druid of the same level.
All characters may equip any helmet, cloak, boots, gauntlets, belt, ring,
amulet, or other piece of equipment. Any character may also use any charged
item that can cast spells, such as a wand.
The base number of spell points per level for a spellcaster is 3. This is
first modified by race, Intellect and Personality scores, and the
class-relevant skill; this is then divided by 2 for Paladins, Archers, and
Rangers. Fractions are retained, and only discarded after multiplying by the
character's level.
SECTION 1B - RACES
------------------
(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)
The following table shows all the effects of the different races. "Thief Mod"
represents the modifier to Thievery.
* Elves who are not archers or sorcerers do NOT receive this bonus.
(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)
Each character has seven major statistics that define his or her abilities.
These are Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck;
random values for these stats at character generation can range from 3 to 21.
For all of these stats, the numerical rating corresponds to an adjective given
by the game when you click on the statistic on the character screen. Each of
these adjectives corresponds to the standard numerical bonus for that
stat value. These ranges and bonuses are:
MIGHT: The bonus applies to the physical damage done with each successful melee
attack; penalties cannot drop damage per attack below 1. Might is also used
when bashing open doors and performing other such feats of strength.
INTELLECT: The bonus applies to the number of spell points per level for
Archers and Sorcerers. For Rangers and Druids, the average of the
Intellect and Personality bonuses is used. Some quest locations also
directly check Intellect.
PERSONALITY: The bonus applies to the number of spell points per level for
Paladins and Clerics. For Rangers and Druids, the average of the Intellect
and Personality bonuses is used. No effect for other classes.
ENDURANCE: The bonus applies to the number of hit points per level.
SPEED: The bonus applies to Armor Class. Speed also determines when your
character acts during combat. Unlike later Might and Magic games, it does
not determine how often your character acts.
ACCURACY: The bonus applies to the chance to hit with a weapon, either melee or
ranged.
LUCK: The bonus applies to resistance rolls, both damage resistance and status
condition resistance. If the damage resistance roll works like it does in
later Might and Magic games, you must have at least 1 resistance point for
the Luck bonus to apply at all.
Age, whether artificial or natural, affects statistics other than Luck starting
at 36; at this age a character gets -2 to Might, Endurance, Speed, and
Accuracy, and +2 to Intellect and Personality. At age 51, the penalties and
bonuses become -5/+5; age 76, the penalties and bonuses become -10/+10; at age
101, -20/+20; at age 201, -50/+50.
SECTION 1D - SKILLS
-------------------
A freshly generated character will have zero, one, or two free skills that
derive from race and class. All such skills except for Thievery may be found
after character generation; the locations for these are listed in section 3B.
Unlike in Might and Magic III, there is no way to get Thievery for any
character other than a Robber or Ninja. The actual game function of the skills
follow.
Name Function
Arms Master +1 to hit.
Astrologer Druids get an extra 2 spell points per level. Rangers get
1 extra spell point per level. No effect for other classes.
Body Builder +1 hit point per level.
Cartographer The auto-mapping feature only works if at least one character
possesses this skill.
Crusader Does nothing on the Darkside of Xeen.
Danger Sense If at least one character has this skill, you will know if
there are foes nearby.
Direction Sense The compass feature only works if at least one character
possesses this skill.
Linguist Allows the character to read foreign languages.
Merchant Allows the character to receive full value instead of half
value when selling an item in a store.
Mountaineer At least two characters with this skill are needed to move
through mountains on foot.
Navigator With this skill, moving through desert takes the normal 10
minutes per move instead of 4 hours.
Pathfinder At least two characters with this skill are needed to move
through dense forests on foot.
Prayer Master Clerics get an extra 2 spell points per level. Paladins get
1 extra spell point per level. No effect for other classes.
Prestidigitator Sorcerers get an extra 2 spell points per level. Archers get
1 extra spell point per level. No effect for other classes.
Spot Secret Doors If at least one character has this skill, this permits the
automatic detection of walls that can be bashed down.
Swimming The whole party must possess this skill to move around in
shallow water without magic.
Thievery Required to pick locks on chests and doors. A character's
base Thievery rating is 30 for Robbers and 15 for Ninjas.
This is modified by race, with a bonus of 2 points per level.
Tracker Does nothing.
Here are some key points to keep in mind when choosing your party of six:
For this reason, your party should include one of these. More than one is
not as useful as it was in Might & Magic III, owing to the lack of items that
can cast high-level spells. Barbarians are better than they were in Might &
Magic III since they can equip a wider variety of weapons now.
* The druidic spellbook just isn't all that useful; while Druids get all the
lower-level Cleric and Sorcerer spells, they do not get any high-level
spells. This is even less useful than it sounds, because anyone can use
rechargeable spellcasting items that cast lower-level spells.
* Unlike in Might & Magic III, there is no way to get Thievery other than
starting out as a Robber or Ninja, so your party should include one of those.
* There are not as many doors or chests in this game compared to Might and
Magic III or IV, so the extra combat capacity of Ninja makes them better.
If you have played the game before, the pure spellcasters aren't quite as good
because you can use spell point fountains; in that case you may wish to replace
the cleric and sorcerer with a second Paladin and a second Archer.
* Training for the next level costs gold equal to your current level squared
times 10; it follows that training a character from level 1 to level x costs
(x-1)*x*(2x-1)*5/3 gold.
The maximum unbuffed level a character can have is 255. If you have enough
money (which is the hardest part), there is more than enough experience
available in World of Xeen to reach this level. For this you need to train
three characters to level 198, two to level 197, and one to level 194 before
using any permanent level boosters, then use all the free level boosters
available in World of Xeen. There should be exactly enough to reach level
255 with a full party of six. The training will cost a total of 151,768,660
gold. Note that this is massive overkill; any combat becomes reasonably
winnable at around base level 70.
* Weapons and armor: materials that are metals starting with iron, along with
gemstones, make the best weapons and armor. This is detailed in section 5A,
but the basic progression is Iron -> Silver -> Steel -> Gold -> Platinum ->
Ruby -> Emerald -> Sapphire -> Diamond -> Obsidian, for both weapons and
armor. Equipment made of such materials should be chosen above all but the
best elemental weapons and armor, although you should retain extra elemental
weapons to deal with foes resistant or immune to Physical damage.
Of particular note is the best possible material at the higher item levels,
listed in the treasure and monster tables:
Level 3 - Steel
Level 4 - Gold
Level 5 - Emerald
Level 6 - Obsidian
Level 7 - Obsidian (only material possible at this level)
* Miscellaneous items: items that cast spells are useful for casting Lloyd's
Beacon, or spells that cost a lot of gems or spell points. They also allow
nonspellcasters to cast lesser spells with all the effectiveness of an
actual spellcaster.
Everyone in your party can have an active Lloyd's Beacon, even those who
cannot cast spells. Items that cast Lloyd's Beacon are the only way
clerical casters and noncasters can cast it; you will need the Recharge Item
spell to maintain an item of Lloyd's Beacon.
Other spells that are useful to get on spellcasting items: Protection from
Elements, Day of Protection, Day of Sorcery, Town Portal, Dancing Sword, Moon
Ray, Power Cure, Fire Ball, Lightning Bolt, Golem Stopper.
You will have to play most of Darkside to reach step 9, so you will play
most of the game with most stats below 50 if you choose to do this; I would
not recommend this for any other than dedicated minmaxers.
* Resistances: There are fountains in the Great Western Tower that are reusable
and will increase low elemental resistances, so skip any elemental resistance
boosters until you reach them. The fountains in the Temple of Bark will then
increase elemental resistances by 50 if they are below 50. You can then go
back to the resistance boosters you skipped, such as the fire and electricity
resistance books in Ellinger's Tower.
(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)
"MP Cost" in the following indicates how many magic points are needed for the
spell. "/L" under cost indicates the number of magic points required per level
of the caster. "*" under cost indicates how many gems are required. There are
no level requirements in a mage guild for learning a spell, unlike in Might &
Magic III. "Gold" indicates the base cost of purchasing the spell from a mage
guild; this is doubled for Paladins, Archers, and Rangers.
A "group" of monsters means all the monsters in the first square in front of
the party that has monsters; spells that affect a group can hit up to 3
monsters. "All" monsters indicates all monsters in front of the party.
"Elem." means you can select one of Fire, Electricity, Cold, or Poison, and
the spell will protect against that specific element.
Bless, Day of Protection, Day of Sorcery, Heroism, Holy Bonus, and Power Shield
max out at a power level of 255. If they are cast at a power level higher than
this, it wraps around 255 back to 0.
Town of Castleview:
Main entrance at A4 (14,10)
Pass for entry obtained at A4 (15,12)
(1,13) grate - to Castleview Sewer (1,13)
(2,29) grate - to Castleview Sewer (2,29)
(12,10) tower - to Ellinger's Tower Level 1 (11,8)
(12,30) grate - to Castleview Sewer (12,30)
(15,31) main gate - to A4 (14,11)
(26,1) grate - to Castleview Sewer (26,1)
(26,24) pyramid - to Cloudside F3 (8,10)
(30,18) grate - to Castleview Sewer (30,18)
Castleview Sewer:
(1,13) ladder - to Castleview (1,13)
(2,29) ladder - to Castleview (2,29)
(12,30) ladder - to Castleview (12,30)
(17,0) ladder - to A4 (14,8)
(26,1) ladder - to Castleview (26,1)
(30,18) ladder - to Castleview (30,18)
Town of Sandcaster:
Main entrance at E3 (4,12)
Pass for entry obtained at B3 (7,1)
(1,1) grate - to Sandcaster Sewer (1,1)
(1,26) grate - to Sandcaster Sewer (1,26)
(13,9) grate - to Sandcaster Sewer (13,9)
(13,28) grate - to Sandcaster Sewer (13,28)
(27,10) grate - to Sandcaster Sewer (27,10)
(30,21) grate - to Sandcaster Sewer (30,21)
(31,16) main gate - to E3 (5,12)
Sandcaster Sewer:
(0,16) ladder - to D2 (12,2)
(1,1) ladder - to Sandcaster (1,1)
(1,26) ladder - to Sandcaster (1,26)
(13,9) ladder - to Sandcaster (13,9)
(13,28) ladder - to Sandcaster (13,28)
(27,10) ladder - to Sandcaster (27,10)
(30,21) ladder - to Sandcaster (30,21)
Town of Lakeside:
Main entrance at F2 (3,15)
Pass for entry obtained at Sandcaster (18,8)
(0,3) main gate - to F2 (2,15)
(1,11) grate - to Lakeside Sewer (1,11)
(7,14) grate - to Lakeside Sewer (7,14)
(11,6) grate - to Lakeside Sewer (11,6)
(15,14) boat - to F2 (6,8)
Lakeside Sewer:
(1,11) ladder - to Lakeside (1,11)
(7,14) ladder - to Lakeside (7,14)
(11,6) ladder - to Lakeside (11,6)
Town of Necropolis:
Main entrance at B2 (8,12)
Pass for entry obtained at Lakeside (1,14)
(1,9) grate - to Necropolis Sewer (1,9)
(8,5) grate - to Necropolis Sewer (8,5)
(8,14) grate - to Necropolis Sewer (8,14)
(15,8) main gate - to B2 (9,12)
Necropolis Sewer:
(1,9) ladder - to Necropolis (1,9)
(8,5) ladder - to Necropolis (8,5)
(8,14) ladder - to Necropolis (8,14)
Town of Olympus:
Main entrance at Skyroad C2 (2,7)
Pass for entry obtained at Great Pyramid Level 4 (6,9)
(1,5) grate - to Olympus Sewer (1,5)
(5,14) grate - to Olympus Sewer (5,14)
(7,0) main gate - to Skyroad C2 (2,7)
(10,7) grate - to Olympus Sewer (10,7)
(14,5) grate - to Olympus Sewer (14,5)
Olympus Sewer:
(1,5) ladder - to Olympus (1,5)
(5,14) ladder - to Olympus (5,14), after giving "Tribbles" password en route
(10,7) ladder - to Olympus (10,7)
(14,5) ladder - to Olympus (14,5)
Ellinger's Tower:
Main entrance at Castleview (12,10)
Key obtained at Castleview (27,19)
Level 1 (11,8) gate - to Castleview (13,10)
Level 4 (9,8) up stairs - to Skyroad A4 (14,10)
Great Northern Tower:
Main entrance at C1 (2,10)
Key obtained at C1 (1,8)
Level 1 (7,4) gate - to C1 (2,9)
Level 4 (9,11) up stairs - to Skyroad D1 (2,10)
Great Western Tower:
Main entrance at A3 (4,9)
Key obtained at A3 (8,10)
Level 1 (11,8) gate - to A3 (5,9)
Level 4 (11,8) up stairs - to Skyroad A3 (4,9)
Great Eastern Tower:
Main entrance at F3 (10,9)
Key obtained at Sandcaster (30,1)
Level 1 (3,8) gate - to F3 (9,9)
Level 4 (3,8) up stairs - to Skyroad F3 (10,9)
Great Southern Tower:
Main entrance at D4 (2,7)
Key obtained at F4 (6,7)
Level 1 (7,12) gate - to D4 (2,8)
Level 4 (7,12) up stairs - to Skyroad D4 (2,7)
Castle Kalindra:
Main entrance at A4 (5,14)
Levels restored by Ellinger at Ellinger's Tower Level 4 (4,8)
Level 1 (15,7) down stairs - to A4 (6,14)
Level 3 (5,5) up stairs - to Skyroad A4 (5,14)
Castle Blackfang:
Main entrance at F1 (9,11)
Entry obtained via quest of Ambrose at B1 (12,5)
Level 1 (7,8) tent - to F1 (9,11)
Level 3 (15,0) up stairs - to Skyroad F1 (9,11)
Castle Alamar:
Main entrance at A1 (10,4)
Level 1 (15,8) down stairs - to A1 (11,4)
Level 2 (14,8) up stairs - first set dials at (0,1), (0,15), (14,1) and
(14,15) all to 9, then go to the giant skull at (7,8) and say "Sheltem" to
go to the next level
Level 3 (4,8) up stairs - to Skyroad A1 (9,4)
Temple of Bark:
Main entrance at C4 (2,8)
Key obtained at B4 (3,12)
Level 1 (0,7) up stairs - to C4 (2,9)
Level 4 (1,0) down stairs - must have "Disciple of Bark" award to go to the
next level
Dungeon of Lost Souls:
Main entrance at F2 (6,10)
Key obtained at Castle Kalindra Level 2 (11,15)
Level 1 (8,1) down stairs - turn hourglasses at (2,9), (5,10), (11,10), and
(14,9) to satisfy guardian; neglecting this will not stop you from going
down but the guardian will prevent you from proceeding later on
Level 1 (8,14) up stairs - to F2 (6,9)
Level 3 (7,14) down stairs - pull levers at (1,1), (1,10), (13,14), and
(14,2) to go to next level
Level 4 (14,2) down stairs - pay a total of 266000 gold (one time only) to go
to the next level
Great Pyramid:
Main entrance at D2 (0,5)
Key obtained at Castle Blackfang Dungeon (1,1)
Level 1 (5,6) up stairs - pull levers at (4,28), (5,4), (11,30), (18,6),
(22,6), and (26,6) to pass security
Level 1 (11,1) down stairs - to D2 (0,4)
Level 2 (9,9) up stairs - answer riddle with "1701" to pass security
Level 4 (10,5) up stairs - to Skyroad D2 (0,5), once you are "Chosen one"
Gemstone Mines:
(1,0) ladder - to A2 (5,0)
(2,14) ladder - to A2 (7,5)
(6,26) ladder - to D3 (4,5)
(10,2) ladder - to A2 (13,1)
(11,10) ladder - to C3 (6,9)
(16,0) ladder - to B2 (1,0)
(19,31) ladder - to B2 (4,2)
(24,25) ladder - to C3 (12,7)
(25,0) ladder - to B3 (10,9)
(30,10) ladder - to C3 (6,7)
Troll Holes:
(2,24) ladder - to E4 (13,6)
(3,3) ladder - to B4 (8,12)
(6,13) ladder - to C4 (5,12)
(9,3) ladder - to B4 (12,13)
(14,23) ladder - to D4 (14,5)
(14,30) ladder - to E3 (7,0)
(15,3) ladder - to B4 (11,6)
(17,12) ladder - to C4 (7,5)
(19,3) ladder - to C3 (2,0)
(22,19) ladder - to D4 (8,12)
(22,26) ladder - to E4 (5,5)
(26,19) ladder - to C4 (14,11)
(28,5) ladder - to C4 (4,14)
(28,15) ladder - to C4 (13,5)
(29,26) ladder - to E4 (6,8)
Escape Pod 1:
(22,7) hatch - to B2 (4,8)
(22,9) hatch - to B2 (4,8)
Escape Pod 2:
(22,6) hatch - to B1 (2,9)
(22,8) hatch - to B1 (1,9)
A1:
(10,4) castle - to Castle Alamar Level 1 (15,8)
A2:
(5,0) cave - to Gemstone Mines (1,0)
(7,4) cave - to Gemstone Mines (2,14)
(13,1) cave - to Gemstone Mines (10,2)
A3:
(4,9) tower - to Great Western Tower Level 1 (11,8)
(14,7) hut - to Skyroad A3 (13,8)
A4:
(5,14) castle - to Castle Kalindra Level 1 (15,7), once Ellinger restores
Castle Kalindra Level 1
(14,8) grate - to Castleview Sewer (17,0)
(14,10) town - to Castleview (15,31)
B1:
(2,9) craft - to Escape Pod 2 (22,6)
B2:
(1,0) cave - to Gemstone Mines (16,0)
(3,8) craft - to Escape Pod 1 (22,7), once you return the Dragon Pharaoh's
Orb to the Dragon Pharaoh
(4,2) cave - to Gemstone Mines (19,31)
(8,12) town - to Necropolis (15,8)
B3:
(10,9) cave - to Gemstone Mines (25,0)
B4:
(8,12) hole - to Troll Holes (3,3)
(11,6) hole - to Troll Holes (15,3)
(12,13) hole - to Troll Holes (9,3)
C3:
(2,0) hole - to Troll Holes (19,3)
(6,7) cave - to Gemstone Mines (30,10)
(6,9) cave - to Gemstone Mines (11,10)
(12,7) cave - to Gemstone Mines (24,25)
C4:
(2,8) dungeon - to Temple of Bark Level 1 (0,7)
(4,14) hole - to Troll Holes (28,5)
(5,12) hole - to Troll Holes (6,13)
(7,5) hole - to Troll Holes (17,12)
(13,5) hole - to Troll Holes (28,15)
(14,11) hole - to Troll Holes (26,19)
D1:
(2,10) tower - to Great Northern Tower Level 1 (7,4)
D2:
(0,5) pyramid - to Great Pyramid Level 1 (11,1)
(12,2) grate - to Sandcaster Sewer (0,16)
D3:
(4,5) cave - to Gemstone Mines (6,26)
D4:
(2,7) tower - to Great Western Tower Level 1 (7,12)
(8,12) hole - to Troll Holes (22,19)
(14,5) hole - to Troll Holes (14,23)
E3:
(4,12) town - to Sandcaster (31,16)
(7,0) hole - to Troll Holes (14,30)
E4:
(5,5) hole - to Troll Holes (22,26)
(6,8) hole - to Troll Holes (29,26)
(13,6) hole - to Troll Holes (2,24)
F1:
(9,11) castle - to Castle Blackfang Level 1 (7,8), once you have "Enchanted
Bridle" award
F2:
(3,15) town - to Lakeside (0,3)
(6,10) dungeon - to Dungeon of Lost Souls Level 1 (8,14)
F3:
(10,9) tower - to Great Eastern Tower Level 1 (3,8)
Skyroad A1:
Roads to Skyroad A2, Skyroad B1
(2,13) - say "Fire" -> to Elemental Plane of Fire (1,1)
(10,4) grate - to Castle Alamar Level 3 (4,8), once the Mega Dragon is
defeated
Skyroad A2:
Roads to Skyroad A1, Skyroad A3
(3,14) - can teleport 9 east
(12,14) - can teleport 9 west or 9 east
Skyroad A3:
Roads to Skyroad A2, Skyroad A4, Skyroad B3
(4,9) grate - to Great Western Tower Level 4 (11,8)
(13,7) well - to A3 (14,7)
Skyroad A4:
Roads to Skyroad A3, Skyroad B4
(2,2) - say "Water" -> to Elemental Plane of Water (1,1)
(5,15) grate - to Castle Kalindra Level 3 (5,5), once Ellinger restores
Castle Kalindra Level 3
(14,10) grate - to Ellinger's Tower Level 4 (9,8)
Skyroad B1:
Roads to Skyroad A1, Skyroad C1
(5,7) - can teleport 5 north or 9 south
(5,12) - can teleport 5 south
Skyroad B2:
(5,5) - can teleport 9 north
(5,14) - can teleport 9 north, 9 west, or 9 south
Skyroad B3:
Road to Skyroad A3
(11,8) boat - to Skyroad C2 (2,5), once you are "Chosen one"
Skyroad B4:
Roads to Skyroad A4, Skyroad C4
Skyroad C1:
Roads to Skyroad B1, Skyroad D1
Skyroad C2:
(2,7) town - to Olympus (7,0)
(3,5) boat - to Skyroad B3 (11,6), once you are "Chosen one"
(4,8) boat - to Skyroad C2 (15,6), once you are "Chosen one"
Skyroad C3:
(7,0) - can teleport 9 east
Skyroad C4:
Roads to Skyroad B4, Skyroad D4
Skyroad D1:
Roads to Skyroad C1, Skyroad E1
(2,10) grate - to Great Northern Tower (9,11)
Skyroad D2:
(0,5) grate - to Great Pyramid Level 4 (10,5)
Skyroad D3:
(0,0) - can teleport 9 west or 9 south
Skyroad D4:
Roads to Skyroad C4, Skyroad E4
(0,7) - can teleport 9 north
(2,7) grate - to Great Southern Tower Level 4 (7,12)
Skyroad E1:
Roads to Skyroad D1, Skyroad F1
(12,1) - can teleport 9 east or 9 south
Skyroad E2:
(3,8) - can teleport 9 east
(8,3) - can teleport 9 north or 9 south
(8,12) - can teleport 9 east or 9 south
(12,8) - can teleport 9 north or 9 west
Skyroad E3:
(8,4) whirlpool - to E3 (8,4)
(8,10) - can teleport 9 north
Skyroad E4:
Roads to Skyroad D4, Skyroad F4
Skyroad F1:
Roads to Skyroad E1, Skyroad F2
(1,5) - can teleport 7 north or 9 south
(1,12) - can teleport 7 south
(3,3) - can teleport 9 north or 9 east
(3,12) - can teleport 9 south
(5,1) - can teleport 9 west or 7 east
(9,11) grate - to Castle Blackfang Level 3 (15,0)
(12,1) - can teleport 7 west
(12,3) - can teleport 9 west
(13,13) - say "air" -> to Elemental Plane of Air (1,1)
Skyroad F2:
Roads to Skyroad F1, Skyroad F3
(1,12) - can teleport 9 north or 9 west
Skyroad F3:
Roads to Skyroad F2, Skyroad F4
(10,9) grate - to Great Eastern Tower Level 4 (3,8)
Skyroad F4:
Roads to Skyroad E4, Skyroad F3
(6,9) boat - to Skyroad E3 (11,0)
(13,2) - say "earth" -> to Elemental Plane of Earth (1,1)
Elemental Plane of Fire:
(13,2) hole - to Skyroad A1 (2,14)
Elemental Plane of Air:
(2,2) hole - to Skyroad F1 (13,14)
Elemental Plane of Earth:
(2,13) hole - to Skyroad F4 (13,3)
Elemental Plane of Water:
(13,13) hole - to Skyroad A4 (2,3)
Dragon Tower:
Main entrance at Cloudside D1 (10,5)
Key at Castle Alamar Dungeon (13,3)
Level 1 (7,4) gate - to Cloudside D1 (10,5)
Levle 4 (7,4) up stairs - to Dragon Clouds (15,10)
Dragon Clouds:
(15,10) down stairs - to Dragon Tower Level 4 (7,4)
Darkstone Tower:
Main entrance at Cloudside B3 (11,0)
Key at Castle Alamar Dungeon (11,9)
Level 1 (7,4) gate - to Cloudside B3 (11,0)
Level 1 (7,12) up stairs - first ring the gongs at (7,7) and (7,9) to go to
the next level
Level 2 (7,4) up stairs - first ring the gong at (7,9) to go to the next
level
Level 3 (7,12) up stairs - first ring the gongs at (7,7) and (7,9) to go to
the next level
Level 4 (7,4) up stairs - to Clouds of the Ancients (29,2), if you have the
Chime of Opening
Clouds of the Ancients:
(13,15) pyramid - if the reflectors at Cloudside A1 (0,15), Cloudside A4
(0,0), Cloudside F1 (15,15), and Cloudside F4 (15,0) are activated, and
you have the "Awakened Fire Sleeper", "Awakened Air Sleeper", "Awakened
Earth Sleeper", "Awakened Water Sleeper", "DEFEATED LORD XEEN", and
"DEFEATED SHELTEM" awards, then you win the combined World of Xeen game
and start third endgame sequence
(29,2) down stairs - to Darkstone Tower Level 4 (7,4)
Southern Sphinx (the game calls the Dungeon "Level 3"):
Main entrance at Cloudside A2 (11,9)
Amulet at Castle Alamar Dungeon (13,15)
Level 1 (7,5) down stairs - to Cloudside A2 (11,9)
Level 1 (7,15) up stairs - if no one is on the party is the cursed, give the
password "Picard" to go to the next level
Dungeon of Death:
Main entrance at Cloudside E3 (3,4)
Key at Necropolis (10,8)
Level 1 (18,0) up stairs - to Cloudside E3 (3,4)
Level 1 (20,0) down stairs - complete crossword puzzle to go to the next
level, also receive award + +5 Levels, party
Level 3 (20,0) down stairs - ring gongs at (2,23), (2,28), (27,30), and
(29,4), then pull the lever at (17,3), all without touching any of the
treasure hoards to open the path to here
Castleview (3,27) - Awaken, Beast Master, Blessed, Clairvoyance, Cold Ray, Cure
Wounds, Energy Blast, Fire Ball, First Aid, Flying Fist, Frost Bite, Heroism,
Holy Bonus, Identify Monster, Insect Spray, Jump, Levitate, Light, Lightning
Bolt, Lloyd's Beacon, Magic Arrow, Nature's Cure, Pain, Power Cure, Power
Shield, Prot. from Elements, Revitalize, Shrapmetal, Sleep, Sparks, Suppress
Disease, Suppress Poison, Toxic Cloud, Turn Undead, Wizard Eye
Sandcaster (18,22) - Acid Spray, Create Food, Cure Disease, Cure Paralysis,
Cure Poison, Dancing Sword, Day of Protection, Day of Sorcery, Deadly Swarm,
Detect Monster, Dragon Sleep, Enchant Item, Etherealize, Fantastic Freeze,
Fiery Flail, Finger of Death, Fire Ball, Frost Bite, Golem Stopper, Heroism,
Hypnotize, Incinerate, Item to Gold, Lloyd's Beacon, Mass Distortion, Mega
Volts, Moon Ray, Nature's Cure, Poison Volley, Power Cure, Power Shield,
Raise Dead, Recharge Item, Stone to Flesh, Super Shelter, Teleport, Time
Distortion, Town Portal, Walk on Water
Lakeside (1,9) - Create Food, Day of Protection, Day of Sorcery, Elemental
Storm, Enchant Item, Etherealize, Fiery Flail, Golem Stopper, Holy Word,
Incinerate, Inferno, Item to Gold, Mass Distortion, Mega Volts, Moon Ray,
Prismatic Light, Raise Dead, Resurrect, Stone to Flesh, Town Portal
Necropolis (5,1) - Day of Protection, Day of Sorcery, Divine Intervention,
Elemental Storm, Enchant Item, Etherealize, Holy Word, Implosion, Incinerate,
Inferno, Mass Distortion, Mega Volts, Moon Ray, Prismatic Light, Raise Dead,
Resurrect, Star Burst, Stone to Flesh, Sun Ray, Town Portal
Olympus (7,9) - all spells
This is included not only for completeness, as monsters are at least worth
experience and sometimes treasure.
This excludes gold, gems, and items given as part of quest awards; see section
3H for those. An "item" is any one of weapon, armor, accessory, or misc. Item
levels are defined in section 5A.
Numbers in brackets are experience given for picking the lock guarding the
treasure.
All awards are for the whole party unless otherwise indicated.
"Awakened Air Sleeper" - if you have the "Chosen one" award, speaking to the
Air Sleeper at Elemental Plane of Air (12,12) grants you this award
"Awakened Earth Sleeper" - if you have the "Chosen one" award, speaking to the
Earth Sleeper at Elemental Plane of Earth (12,3) grants you this award
"Awakened Fire Sleeper" - if you have the "Chosen one" award, speaking to the
Fire Sleeper at Elemental Plane of Fire (3,12) grants you this award
"Awakened Water Sleeper" - if you have the "Chosen one" award, speaking to the
Water Sleeper at Elemental Plane of Water (3,3) grants you this award
"Cartographer's Challenge" - Miles the Cartographer at Castleview (30,20) poses
a riddle; answer "Sandcaster" for award, 100000 XP
"Castleview Guild Member" - Castleview (5,28), costs 50 gold per character
"Cheered Dimitri" - get quest and *Key to Dungeon of Lost Souls from Megan at
Castle Kalindra Level 2 (11,15); retrieve Songbird of Serenity from Dungeon
of Lost Souls Level 5 (1,8) and give it to Dimitri at Castle Kalindra Level
2 (10,15) for award and 5 L7 items
"Chosen one" - after freeing Corak at Escape Pod 1 (4,8) from stasis, return to
the Dragon Pharaoh at Great Pyramid Level 4 (6,9) for award, *Pass to Olympus
"Cleaned up Castleview" - get quest from Mayor Snarfblad at Castleview (23,27);
deal with Gettlewaithe at Castleview (29,13) and return; receive award, 50000
XP, 10000 gold
"DEFEATED SHELTEM" - after getting Soul Box with Corak inside, go to Castle
Alamar Level 3 (2,12) to receive award, *Cube of Power, and trigger the
winning endgame sequence; if you do not have the Soul Box with Corak inside,
then total party kill
"Defeated Xenoc and Morgana" - get quest from Astra the Good Sorceress at
Sandcaster (20,14); slay Morgana located at around (2,29) and Xenoc located
at around (13,2) and return; receive award, 2000000 XP, 1000 gems
"Disciple of Bark" - set dials at Temple of Bark Level 4 (0,4) and (0,11) to 1,
at (2,15) and (9,15) to 2, and at (15,3) and (15,8) to 3; then pull lever at
Temple of Bark Level 4 (15,14); it may be necessary to defeat Shaalth first;
then drink from fountain at Temple of Bark Level 4 (8,7) for award and +19
All Statistics, once per character
"Drawkcab Extraordinaire" - Brother Reger at A4 (1,4) poses a riddle; answer
"Palindrome" for award, 500000 XP
"Enchanted Bridle" - go to Ambrose at B1 (12,5) and tell him "Dimitri" sent you
to get quest and *Bridle; give Bridle and 50000 gold to Natasha at Sandcaster
(21,4) and receive *Enchanted Bridle; return to Ambrose for award, 500000 XP,
50000 gold
"Exterminated Queen Rat" - get quest from Valio at Castleview Sewer (31,26);
kill Rooka at around Castleview Sewer (21,8) and return; if Valio is still
alive, receive award, 25000 XP, 1 L4 item
"Fed Nibbler" - B4 (3,12) hut - Nibbler first asks you to find a Monga Melon;
return and give 1 Monga Melon for 10000 XP. Nibbler then asks you to go to
entrance of the Temple of Bark; do so, return, and give another Monga Melon
for award, 10000 XP, *Key to Temple of Bark
"Freed Corak" - after speaking to the Dragon Pharaoh at Great Pyramid Level 4
(6,9) for the first time, go to and enter Escape Pod 1 at B1 (2,9); go to the
console within at (2,8), and answer "Where no man has gone before", then
speak to Corak at (4,8) for award, 5000000 XP
"Freed Sandro" - get quest from Sandro at Necropolis (10,8) after COMBAT: 1
Sandro; retrieve Sandro's Box from Necropolis Sewer (1,14) and return;
receive award, 2000000 XP, *Key to Dungeon of Death
"Goober" - go to Dungeon of Death Level 4 (14,30) and enter anything to receive
award
"Helped Caleb" - get quest from Caleb at E3 (13,13); retrieve Caleb's
Magnifying Glass from F1 (10,0) and return; receive award, 500000 XP, 50000
gold
"Helped Dreyfus" - get quest from Dreyfus at A3 (8,10); retrieve Key to Great
Western Tower from Great Western Tower Level 4 (9,8) and return; Dreyfus
thanks you and moves to Great Western Tower Level 4 (4,10); pass the Cult
Leader and visit him there for award, 500000 XP, 10000 gold, 200 gems
"Helped Ector" - get quest from Ector at E2 (3,12); retrieve Ector's Ring from
E1 (11,12) and return; receive award, 50000 XP, 1 Obsidian battle axe
"Helped Kramer" - get quest from Kramer at B3 (11,4); destroy the Ogre forts at
D3 (3,7) and D3 (9,8) and return; receive award, 150000 XP, 150000 gold
"Helped Megan" - get quest and *Key to Dungeon of Lost Souls from Megan at
Castle Kalindra Level 2 (11,15); get "Cheered Dimitri" award; return to Megan
for 3000000 XP, 1000 gold
"Helped Nadia" - get quest from Nadia at Castleview (27,19); retrieve Onyx
Necklace from Castleview Sewer (21,9) and return; receive award, 100000 XP,
*Key to Ellinger's Tower
"Helped Vespar" - get quest from Vespar at B3 (7,1); retrieve Vespar's Emerald
Handle from E3 (13,5) and return; receive award, 200000 XP, *Pass to
Sandcaster
"Lakeside Guild Member" - Lakeside (3,5), free with answer of "Witch"
"Master of Words" - complete crossword puzzle that comprises Dungeon of Death
Level 1, then go down the stairs at (20,0); receive award, +5 Levels
"Member Drawkcab Brotherhood" - in this specific order: first talk to Tinit at
Castleview (13,23), then talk to Bob at Castleview (16,23), then talk to Otto
at Castleview (16,15), then talk to Pip at Castleview (13,15), then return to
Tinit for award, 25000 XP
"Merchant's Challenge" - James the Merchant at Sandcaster (23,17) poses a
riddle; answer "100" for award, 250000 XP
"Necropolis Guild Member" - Necropolis (10,6), costs 50000 gold per character
"Olympus Guild Member" - Olympus (5,1), free
"Paladin's Friend" - Enchanted Boulder at C2 (11,10) poses a riddle; answer
"Paladin" for award, 1000000 XP, equipment awards at the other 7 boulders
"Rescued Jasper" - get quest from Jethro at Castleview (22,24); free Jasper
from jail at Castleview (1,20) and return; receive award, 10000 XP, 6500 gold
"Rescued Roland" - show Gold ID card at Castle Alamar Dungeon (15,9) to be
able to reach the coffin at (13,15), which can be investigated to speak to
Roland; receive award, *Amulet of the Southern Sphinx, 5000000 XP
"Rescued Sprite" - get quest from Sharla at C4 (1,7); Sharla can also simply be
attacked, which results in COMBAT: 1 Sharla + 14 Medusa Sprite; the treehouse
can then be searched for 2 *Energy Disk. If you accept the quest, rescue
Princess Sheewana at Temple of Bark Level 3 (8,12) and return; receive award,
250000 XP, 40000 gold, 200 gems, 2 *Energy Disk
"Restored Castle Kalindra" - get quest from Ellinger at Ellinger's Tower Level
4 (4,8) throne; 250000 XP for reaching Ellinger for the first time; give 5
Energy Disks to restore each of Castle Kalindra Level 1, Castle Kalindra
Level 2, Castle Kalindra Dungeon, Castle Kalindra in that order; receive
award
"Restored Fountain of Youth" - get quest and *Key to Great Southern Tower from
Thaddeus at F4 (6,7); retrieve Jewel of Ages from Great Eastern Tower Level
3 (5,11) and return; receive award, 1000000 XP
"Returned Orb" - take Dragon Pharaoh's Orb to the Dragon Pharaoh at Great
Pyramid Level 4 (6,9); you are asked to investigate Escape Pod 1, and you
receive award, 5000000 XP, Escape Pod 1 opens
"Returned statuettes" - get quest from Luna at A4 (13,15); retrieve Golden
Pegasus Statuette from Great Western Tower (7,7), Golden Dragon Statuette
from Lakeside Sewer (12,11), and Golden Griffin Statuette from Necropolis
(10,10) and return; receive award, +5 Levels
"Sandcaster Guild Member" - Sandcaster (18,10), costs 20000 gold per character
"Saved the Queen" - get quest from Queen Kalindra at Castle Blackfang Dungeon
(1,1); get "Cheered Dimitri" award to receive combination 3-31-62; retrieve
Queen Kalindra's Crown from Castle Kalindra Level 3 (2,15) and return;
receive award, 5000000 XP, *Key to Ancient Pyramid
"Super Goober" - go to Dungeon of Death Level 4 (14,30) and enter "Computer"
to receive award
"Superior Intellect" - Edmund the Weapons Forger at Sandcaster (27,17) poses
a riddle; answer "3" for award, 250000 XP
"Taste Tester Royale" - get quest and *Key to Great Northern Tower from Bosco
the Dwarf King at D1 (1,8); retrieve Chalice of Protection from Great
Northern Tower Level 4 (7,4) and return; receive award, 1000000 XP, 100000
gold
SECTION 3I - MIRROR PORTAL KEYWORDS
-----------------------------------
In order to use Darkside mirror portals, you must first activate them using
the sundial at Castle Kalindra Level 3 (1,1). The portals may be found at the
following locations:
Keyword Location
Acid Pond B3 (2,13)
Aging Forest E4 (13,10)
Castle Alamar A1 (10,4)
Castle Blackfang F1 (9,11)
Castle Kalindra A4 (6,14)
Castleview A4 (14,11)
Crossroads E3 (14,11)
Dark Grove A3 (14,6)
Desert of Doom C2 (15,1)
Forbidden Zone B2 (15,15)
Forest of Peril E2 (7,15)
Gemstone Range C3 (5,7)
Genesis special: shows World of Xeen ending (if installed)
Great Eastern Tower F3 (9,9)
Great Northern Tower D1 (2,9)
Great Southern Tower D4 (2,7)
Great Western Tower A3 (5,9)
Griffin Pass B1 (12,4)
Howling Woods E4 (0,14)
Isle of Lost Souls F2 (6,8)
Lakeside F2 (2,15)
Magic Mountain E1 (1,12)
Necropolis B2 (8,11)
Octopod Lake F2 (6,3)
Ogre Pass D3 (11,9)
Parabolic Barrier D1 (3,0)
Perishing Sands D2 (15,4)
Quivering Forest C1 (11,4)
River of Wrath F3 (2,5)
Sandcaster E3 (5,12)
Showdown special: shows Darkside of Xeen ending
Showtime special: shows Clouds of Xeen ending (if installed)
Snow River Rapids F1 (6,3), rapids take you to F2 (6,15)
Sprite Forest C4 (1,9)
Venom Pond F4 (4,10)
The second line indicates awards given for defeating the monster.
Exp - experience gained
Gold - gold gained
Gems - gems gained
Items - level of item dropped (item levels are defined in section 5A); the
probability that this item drops is not indicated.
Resistances
ID# Name HP AC Spd Acc At Dam DT R BT Ta Ph/ F/ C/ E/ P/En/Ma
2 Annihilator 1500 40 200 12 5d50 En Y 80/80/Im/80/Im/ 0/ 0
Exp: 1M
52 Arachnoid 50I 10 40 1 3d5 P Poi 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 4000
5 Armadillo 800B 50 15 60 1 100d6 Ph BrW 50/50/80/ 0/80/50/ 0
Exp: 60K
3 Autobot 2500 100 200 2 5d100 En 50/50/Im/50/Im/ 0/ 0
Exp: 1M
6 Barbarian 50H 5 40 20 3 1d20 Ph Y So 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 100 Gems: 0 Items: Level 3
94 Barkman 40K 25 100 3 250 F 0/Im/ 0/50/Im/ 0/ 0
Exp: 4M Gold: 0 Gems: 0 Items: Level 6
18 Beholder Bat 75 15 80 P 5d5 F 0/Im/ 0/50/ 0/ 0/ 0
Exp: 10K
8 Cleric of Mok 125H 10 40 1 250 E Y Cl 0/10/10/Im/10/10/10
Exp: 30K Gold: 0 Gems: 10 Items: none
11 Cloud Dragon 2000D 40 150 P 600 C Y 50/ 0/Im/50/Im/50/25
Exp: 500K Gold: 0 Gems: 10 Items: none
63 Coven Leader 250H 20 100 P 10d15 En Y SP 0/10/ 0/Im/50/Im/50
Exp: 120K Gold: 0 Gems: 20 Items: Level 6
80 Ct. Blackfang 1500U 50 150 120 1 10d100 Ph Dea Cl 75/75/75/75/75/75/75
Exp: 2M
68 Cult Leader 100H 20 60 P 10d10 En Y 0/50/50/50/50/Im/50
Exp: 100K Gold: 0 Gems: 100 Items: Level 6
66 Dark Wolf 70B 10 70 10 3 3d8 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
31 Death Knight 750H 50 80 150 2 2d250 Ph Pa 0/50/50/50/50/50/10
Exp: 100K Gold: 100 Gems: 0 Items: Level 6
71 Doom Knight 1000H 50 100 150 4 2d250 Ph Dea Pa 0/80/80/80/80/80/20
Exp: 500K Gold: 200 Gems: 0 Items: none
15 Dragon Mummy 3000D 30 100 200 1 2000d2 Ph Dis Cl 90/ 0/Im/80/Im/ 0/10
Exp: 2M
17 Earth Blaster 1000 10 100 200 P 5d100 Ph 90/Im/90/90/Im/ 0/ 0
Exp: 250K
7 Electrapede 200I 10 50 1 50 E Par Pa 0/50/50/Im/50/50/ 0
Exp: 10K
50 Enchantress 100H 25 60 1 3d150 E Y Cl 0/10/10/Im/10/10/20
Exp: 40K Gold: 0 Gems: 20 Items: none
14 Energy Dragon 5000D 100 250 P 1000 En Y 50/80/60/80/Im/Im/30
Exp: 2M Gold: 0 Gems: 20 Items: none
19 Fire Blower 1000 20 60 P 5d100 F 50/Im/ 0/50/Im/50/ 0
Exp: 250K
28 Gamma Gazer 5000 60 200 7 10d20 En 60/Im/ 0/Im/Im/Im/ 0
Exp: 1M
21 Gargoyle 150 35 30 60 2 5d50 Ph 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 30K
70 Gettlewaithe 100 15 35 10 2 5d5 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 2000 Gems: 0 Items: Level 5
91 Ghost Mummy 500U 35 175 150 1 200d5 Ph Age Cl 80/ 0/80/60/80/80/50
Exp: 500K
22 Giant 500 25 45 100 2 100d5 Ph Unc 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 100K Gold: 1000 Gems: 0 Items: Level 5
23 Goblin 10 5 30 1 2 2d6 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 1000
38 Gorgon 4000 90 100 100 1 100d3 Ph Sto 70/ 0/ 0/ 0/ 0/ 0/60
Exp: 250K
84 Graalg 200 15 50 30 1 5d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 20K Gold: 1000 Gems: 0 Items: Level 5
13 Green Dragon 2500D 50 150 P 500 F Y 50/Im/ 0/50/Im/50/25
Exp: 500K Gold: 0 Gems: 10 Items: none
25 Gremlin 20 7 35 10 2 2d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 2000
26 Gremlin Guard 50 10 35 20 2 6d5 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 3000
27 Griffin 800B 35 150 150 2 50d6 Ph Kn 0/ 0/ 0/ 0/ 0/ 0/80
Exp: 60K
88 Gurodel 750 30 60 110 2 100d6 Ph Unc 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 100K Gold: 5000 Gems: 0 Items: Level 6
20 Hell Hornet 250I 30 50 2 2d250 P Wea Dr 50/50/50/50/Im/50/ 0
Exp: 50K
39 Higher Mummy 400U 20 60 100 1 10d40 Ph CuI Cl 75/ 0/50/50/Im/50/20
Exp: 100K
83 Hobstadt 400 20 70 30 1 2d50 Ph 0/50/50/50/50/ 0/ 0
Exp: 25K Gold: 1000 Gems: 0 Items: Level 4
29 Iguanasaurus 2500B 20 30 150 1 10d50 Ph Ins 20/50/50/50/50/50/ 0
Exp: 100K
46 Killer Cobra 1000B 25 100 30 1 2d100 Ph Age 0/ 0/ 0/ 0/Im/ 0/50
Exp: 25K
32 Lava Dweller 1500 30 40 P 5d100 F 50/Im/ 0/Im/Im/50/ 0
Exp: 500K
33 Lava Roach 500I 20 70 1 5d50 F 0/Im/ 0/Im/Im/ 0/ 0
Exp: 50K
36 Magic Mage 300 25 80 P 10d30 E Y 0/50/50/Im/50/50/50
Exp: 200K Gold: 0 Gems: 75 Items: none
10 Mantis Ant 300I 30 40 30 2 2d100 Ph Poi 30/ 0/ 0/ 0/Im/ 0/ 0
Exp: 40K
78 Master Thief 100H 20 50 40 1 1d250 Ph Ro 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 20K Gold: 250 Gems: 20 Items: Level 4
64 Master Wizard 500H 25 150 2 10d40 F Y Kn 0/Im/50/50/50/50/50
Exp: 120K Gold: 0 Gems: 50 Items: none
53 Medusa Sprite 30 5 30 10 1 3d3 Ph Sto Ra 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000
69 Mega Dragon 64KD 100 200 P 10d200 En Y Era 90/Im/Im/Im/Im/Im/Im
Exp: 100M Gold: 0 Gems: 232 Items: none
73 Mega Mage 500 35 100 P 10d40 E Y 0/80/80/Im/80/80/80
Exp: 500K Gold: 0 Gems: 100 Items: Level 6
37 Minotaur 3000 80 120 150 1 100d4 Ph Age 60/ 0/10/ 0/ 0/ 0/50
Exp: 250K
9 Mok Heretic 150H 12 50 1 500 Ma Y Cl 0/20/20/50/20/20/30
Exp: 50K Gold: 0 Gems: 25 Items: Level 4
77 Morgana 300H 35 100 P 2d60 En Y Par 0/50/50/50/50/Im/80
Exp: 200K Gold: 0 Gems: 100 Items: Level 6
35 Mystic Mage 200 20 70 P 10d20 E Y 0/50/50/Im/50/50/30
Exp: 100K Gold: 0 Gems: 50 Items: none
41 Octopod 2500B 40 80 P 2d100 P Poi 0/ 0/50/ 0/Im/ 0/ 0
Exp: 250K
42 Ogre 100 15 30 30 1 4d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K Gold: 100 Gems: 0 Items: none
24 Onyx Golem 10KG 50 100 P 2d250 Ma SP 50/Im/Im/Im/Im/Im/Im
Exp: 1M Gold: 0 Gems: 100 Items: none
74 Orc Elite 200H 15 40 20 2 5d10 Ph Dw 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 15K Gold: 100 Gems: 0 Items: Level 3
40 Orc Guard 60H 10 20 20 1 3d10 Ph Dw 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 50 Gems: 0 Items: Level 2
43 Orc Shaman 50H 15 30 P 5d5 C Y Slp 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 10K Gold: 75 Gems: 10 Items: Level 2
12 Phase Dragon 4000D 80 200 P 750 C Y 50/ 0/Im/50/Im/80/50
Exp: 2M Gold: 0 Gems: 20 Items: none
92 Phase Mummy 500U 35 175 150 1 200d6 Ph SP Cl 85/ 0/80/70/80/80/60
Exp: 500K
34 Power Lich 500U 20 60 P 10d10 Ma Y Unc 70/ 0/ 0/ 0/ 0/ 0/80
Exp: 200K
54 Rogue 50H 10 30 10 1 1d60 Ph Ro 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 70 Gems: 0 Items: none
76 Rooka 60B 5 40 15 1 3d10 Ph Dis 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 0 Gems: 10 Items: Level 4
79 Royal Vampire 750U 40 125 120 1 10d50 Ph CuI Cl 65/50/50/50/50/50/50
Exp: 400K
44 Sabertooth 100B 20 60 30 3 5d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
45 Sand Flower 100 10 50 50 5 5d5 Ph Lov 50/ 0/ 0/ 0/ 0/ 0/50
Exp: 10K
72 Sandro 1000U 20 75 P 10d10 Ma Y Dea 80/ 0/ 0/ 0/ 0/ 0/90
Exp: 200K Gold: 0 Gems: 100 Items: none
16 Scraps 3000D 30 100 200 1 2000d2 Ph 90/ 0/Im/80/Im/ 0/10
Exp: 2M
67 Screamer 3000 50 200 P 10d20 P Poi 60/ 0/ 0/ 0/Im/ 0/ 0
Exp: 500K
60 Sewer Hag 75H 10 40 1 10d25 E Y Ins Pa 0/ 0/ 0/Im/Im/ 0/20
Exp: 50K Gold: 0 Gems: 10 Items: none
47 Sewer Rat 40B 5 35 10 1 3d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 2000
48 Sewer Slug 25I 2 25 5 1 2d10 Ph 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 1000
4 Sewer Stalker 250B 30 25 50 1 3d100 Ph 0/ 0/50/ 0/50/ 0/ 0
Exp: 50K
75 Shaalth 300H 15 50 P 5d10 C Slp 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 20K Gold: 1000 Gems: 50 Items: Level 5
90 Sharla 50 5 50 20 1 3d4 Ph Ra 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
49 Skeletal Lich 2000U 30 200 1 1000 En Y Era So 50/80/80/70/Im/Im/50
Exp: 500K
87 Sky Golem 1000G 50 100 P 2d100 C Y 50/50/Im/50/50/50/50
Exp: 200K
30 Slayer Knight 500H 30 50 100 1 2d250 Ph Pa 0/50/50/50/50/50/ 0
Exp: 50K Gold: 50 Gems: 0 Items: Level 5
51 Sorceress 200H 30 80 P 2d50 Ma Y 0/10/10/20/10/10/80
Exp: 80K Gold: 0 Gems: 50 Items: Level 5
55 Thief 100H 15 40 20 1 1d100 Ph Ro 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K Gold: 200 Gems: 0 Items: none
61 Tidal Terror 1000 10 200 P 5d100 C Im/Im/50/50/Im/50/ 0
Exp: 500K
82 Troll Chief 300 15 65 30 1 2d50 Ph 0/50/50/50/50/ 0/ 0
Exp: 20K
56 Troll Grunt 100 5 50 30 1 2d25 Ph 0/50/50/50/50/ 0/ 0
Exp: 10K
81 Troll Guard 200 10 60 30 1 2d35 Ph 0/50/50/50/50/ 0/ 0
Exp: 15K
86 Valio 150H 15 60 1 10d25 Ma Pa 0/50/30/30/30/40/30
Exp: 60K
57 Vampire 400U 30 80 100 1 10d10 Ph Wea Cl 50/50/50/50/50/50/50
Exp: 200K
85 Vampire King 10KU 60 200 150 1 10d250 Ph Era Cl 90/80/80/80/80/80/80
Exp: 3M
58 Vampire Lord 500U 35 100 120 1 10d30 Ph Slp Cl 70/50/50/50/50/50/50
Exp: 300K
59 Vulture Roc 2500B 50 150 100 1 5d60 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 200K
1 Whirlwind 1000 10 250 250 P 5d100 Ph Con Im/Im/Im/Im/Im/ 0/ 0
Exp: 250K
62 Witch 150H 15 70 P 10d10 E Y 0/ 0/ 0/Im/20/ 0/20
Exp: 80K Gold: 0 Gems: 10 Items: none
65 Wizard 250H 20 125 1 10d25 Ma Y Pa 0/50/30/30/30/30/30
Exp: 60K Gold: 0 Gems: 20 Items: none
93 Xenoc 700H 35 175 P 10d50 En 0/50/50/50/50/Im/50
Exp: 250K Gold: 0 Gems: 100 Items: Level 6
89 Yog 100H 5 60 25 1 1d30 Ph So 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 25K Gold: 200 Gems: 0 Items: Level 4
(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)
Items range in power from level 1 to 7; this is the item level listed in the
treasure tables above.
BASE ITEMS
Base items are independent of level. The following tables show base damage,
armor class ratings, cost, and which classes may equip them.
ONE-HANDED WEAPONS
Name Damage Cost Usable by
Broad Sword 3d4 100 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Club 1d3 1 All
Cudgel 1d6 15 All except Sorcerer
Cutlass 2d4 40 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Dagger 2d2 8 All except Cleric
Flail 1d10 100 All except Sorcerer
Hand Axe 2d3 10 All except Cleric, Sorcerer
Katana 4d3 150 Knight, Paladin, Ninja
Long Sword 3d3 50 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Mace 2d4 50 All except Sorcerer
Maul 1d8 30 All except Sorcerer
Nunchakas 2d3 30 Knight, Paladin, Ninja
Sabre 4d2 60 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Scimitar 2d5 80 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Short Sword 2d3 15 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Spear 1d9 15 All except Cleric, Sorcerer
Wakazashi [sic] 3d3 60 Knight, Paladin, Ninja
MISSILE WEAPONS
Name Damage Cost Usable by
Crossbow 4d2 50 All except Cleric, Sorcerer, Druid
Long Bow 5d2 100 All except Cleric, Sorcerer, Druid
Short Bow 3d2 25 All except Cleric, Sorcerer, Druid
Sling 2d2 15 All except Cleric, Sorcerer, Druid
OFF-HAND ITEMS (may equip only one; prevents the use of a two-handed weapon)
Name Armor Cost Usable by
Shield 4 100 Knight, Paladin, Robber, Cleric, Barbarian, Ranger
Common Material +To Hit +To Dam +AC Value Multiplier Item Levels
Wooden -3 -3 -3 0.1 2
Leather -4 -6 0 0.25 2
Brass +3 -4 -2 0.5 2-3
Bronze +2 -2 -1 0.75 2-4
Iron +1 +2 +1 2 3-5
Silver +2 +4 +2 5 3-5
Steel +3 +6 +4 10 3-5
Gold +4 +8 +6 20 4-6
Platinum +6 +10 +8 50 5-6
Rare Material +To Hit +To Dam +AC Value Multiplier Item Levels
Glass 0 0 0 2 2
Coral +1 +1 +1 3 2-3
Crystal +1 +1 +1 5 2-3
Lapis +2 +2 +2 10 2-4
Pearl +2 +2 +2 20 3-4
Amber +3 +3 +3 30 3-5
Ebony +4 +4 +4 40 4-5
Quartz +5 +5 +5 50 5
Precious Material +To Hit +To Dam +AC Value Multiplier Item Levels
Ruby +6 +12 +10 60 5-6
Emerald +7 +15 +12 70 5-6
Sapphire +8 +20 +14 80 6
Diamond +9 +30 +16 90 6
Obsidian +10 +50 +20 100 6-7
Value Item
Fire Name Resistance Damage Added Levels
Burning +5 +2 200 2
Fiery +7 +3 300 2-3
Pyric +9 +4 400 2-4
Fuming +12 +5 500 3-5
Flaming +15 +10 1000 3-6
Seething +20 +15 1500 4-6
Blazing +25 +20 2000 5-6
Scorching +30 +30 3000 6-7
Value Item
Cold Name Resistance Damage Added Levels
Icy +5 +2 200 2-3
Frost +10 +4 400 2-4
Freezing +15 +5 500 3-5
Cold +20 +10 1000 4-6
Cryo +25 +20 2000 5-7
Value Item
Electrical Name Resistance Damage Added Levels
Flickering +5 +2 200 2
Sparking +7 +3 300 2-3
Static +9 +4 400 2-4
Flashing +12 +5 500 3-5
Shocking +15 +10 1000 3-5
Electric +20 +15 1500 4-6
Dyna +25 +20 2000 5-7
Value Item
Acid/Pois. Name Resistance Damage Added Levels
Acidic +10 +2 200 2-3
Venemous [sic] +15 +4 400 2-4
Poisonous +20 +8 800 3-5
Toxic +25 +16 1600 4-6
Noxious +40 +32 3200 6-7
Value Item
Energy Name Resistance Damage Added Levels
Glowing +5 +2 200 2
Incandescent +7 +3 300 2-3
Dense +9 +4 400 2-4
Sonic +11 +5 500 3-5
Power +13 +10 1000 3-6
Thermal +15 +15 1500 4-6
Radiating +20 +20 2000 5-6
Kinetic +25 +30 3000 6-7
Value Item
Magical Name Resistance Damage Added Levels
Mystic +5 +5 500 2-4
Magical +10 +10 1000 4-6
Ectoplasmic +20 +20 2500 6-7
Value Item
Intellect Personality Speed Bonus Added Levels
Clever Buddy Quick +2 200 2
Mind Friendship Swift +3 300 2-3
Sage Charm Fast +5 500 2-4
Thought Personality Rapid +8 800 3-5
Knowledge Charisma Speed +12 1200 3-6
Intellect Leadership Wind +17 1700 4-6
Wisdom Ego Accelerator +23 2300 5-6
Genius Holy Velocity +30 3000 6-7
Value Item
Accuracy Bonus Added Levels
Sharp +3 300 2-3
Accurate +5 500 3-4
Marksman +10 1000 3-5
Precision +15 1500 4-6
True +20 2000 5-6
Exacto +30 3000 6-7
Value Item
Luck Bonus Added Levels
Clover +5 500 2
Chance +10 1000 2-3
Winners +15 1500 3-4
Lucky +20 2000 4-5
Gamblers +25 2500 5-6
Leprechauns +30 3000 6-7
Value Item
Hit Points Bonus Added Levels
Vigor +4 400 2-3
Health +6 600 3-4
Life +10 1000 3-5
Troll +20 2000 4-6
Vampiric +50 5000 6-7
Value Item
Spell Pts. Bonus Added Levels
Spell +4 400 2-3
Castors +8 800 3-4
Witch +12 1200 3-5
Mage +16 1600 5-6
Archmage +20 2000 6
Arcane +25 2500 6-7
Value Item
Armor Class Bonus Added Levels
Protection +2 200 2-3
Armored +4 400 2-4
Defender +6 600 3-5
Stealth +10 1000 4-6
Divine +16 1600 6-7
Value Item
Thievery Bonus Added Levels
Mugger +4 400 2-3
Burgler [sic] +6 600 3
Looter +8 800 3-4
Brigand +10 1000 3-4
Filch +12 1200 4-5
Thief +14 1400 4-5
Rogue +16 1600 5-6
Plunder +18 1800 5-6
Criminal +20 2000 6
Pirate +25 2500 6-7
Level 1 items - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
Insect Spray, Light, Magic Arrow, Pain, Prot. from Elements,
Revitalize, Shrapmetal, Sleep, Sparks, Toxic Cloud
Level 2 items - Beast Master, Bless, Clairvoyance, Heroism, Holy Bonus,
Identify Monster, Jump, Levitate, Lloyd's Beacon, Nature's
Cure, Power Cure, Power Shield, Turn Undead, Wizard Eye
Level 3 items - Acid Spray, Cold Ray, Cure Poison, Detect Monster, Dragon
Sleep, Fire Ball, Frost Bite, Hypnotize, Lightning, Time
Distortion, Walk on Water
Level 4 items - Cure Disease, Cure Paralysis, Day of Protection, Day of
Sorcery, Deadly Swarm, Finger of Death, Golem Stopper, Poison
Volley, Super Shelter, Teleport
Level 5 items - Create Food, Dancing Sword, Etherealize, Fantastic Freeze,
Fiery Flail, Moon Ray, Raise Dead, Recharge Item (cannot be
recharged), Stone to Flesh, Town Portal
Rumors and tips are listed as-is; some of them are inaccurate.
* EXPLOTING MONSTER AI
Monsters will not attack you until you are facing them. You can exploit
this by moving around backwards, so that ranged-attack monsters don't attack
until later.
If a monster does see you, you can make its AI forget about you by turning
away from the monster, then saving and reloading the game.
* DONATING AT TEMPLES
Having a character donate at a temple a number of times equal to the current
day of the week will enchant your party with the Light and Clairvoyance
spells, as well as the Bless, Heroism, Holy Bonus, and Power Shield spells
at a power level equal to the current day of the week.
Barkman: Barkman does lots of fire damage (three attacks for 250 damage
each), but actually doesn't have a ranged attack. You can use the Jump spell
to keep your distance from him; there should be plenty of maneuvering space.
Cast Mass Distortion to start out with, then start mixing in Implosion
spells; if you don't have these spells you'll have a much harder time. By
the time you run out of spell points, you should hopefully have whittled him
down enough to win with physical attacks.
Mega Dragon: The main danger from the Mega Dragon is getting eradicated. To
protect against this, increase your energy resistance and luck as high as you
can get them. You can get energy resistance from the fountain in B1, luck
from the well in in B4, and a set of Kinetic scarabs from the vendor in
Skyroad E3. The +2500 hit point well in A1 should provide you with more than
enough hit points. Cast the Mass Distortion spell several times to get the
Mega Dragon's hit points down to levels down to where physical attacks can
eliminate the rest.
SNTS-CKDEM
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1-ITN-HNA-A
9BNHEMTDGS!
9ESEXI--IA-
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T-MEOE-FENN-TEAO
Y"PRNV4--G-DHE-N
PCU"-E-TDEOE--S!
EOT-LLOHUOFASYO-