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MIGHT & MAGIC V -- DARKSIDE OF XEEN (including combined World of Xeen)

Miscellaneous Facts and Spoilers


Version v1.11 - May 4, 2012

by Stephen S. Lee (ssjlee@rawbw.com)


You may distribute this freely, so long as you give proper credit to me.
This was derived from the PC version; I make no guarantees about
applicability to other platforms.
Please feel free to e-mail me with corrections or suggestions.

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:

HP - base hit points gained per level. This number is modified by


Endurance, race, and the Body Building skill.
Att - number of levels it takes to get another melee attack per round,
so lower numbers are better.
Skill - skill that class starts with
Spell - spells that class starts with
Requirements - stat requirements needed to start as this class

Class HP Att Skill Spells Requirements


Knight 10 5 Arms Master - Mgt 15
Paladin 8 6 Crusader Light Mgt/Per/End 13
Archer 7 6 - Light Int/Acy 13
Cleric 5 7 - Awaken, First Aid, Light
Per 13
Sorcerer 4 8 Cartography Awaken, Light, Magic Arrow
Int 13
Robber 8 6 Thievery - Lck 13
Ninja 7 5 Thievery - Spd/Acy 13
Barbarian 12 4 - - End 15
Druid 6 7 Direction Sense Awaken, First Aid, Light, Magic Arrow
Int/Per 15
Ranger 9 6 Pathfinding Awaken, Light Int/Per/End/Spd 12

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.

Archers are hybrid fighter-sorcerers. They are as effective in melee and


ranged combat as Paladins, and can equip any weapon that a Paladin can. Their
defensive capacities are more limited, as they may not use a shield, nor can
they use body armor heavier than chain mail. They may cast spells from the
arcane spellbook, but only have half as many spell points as full Sorcerers,
and their spells cost twice as much in mage guilds. Apart from these
limitations, they cast spells just as well as a Sorcerer 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.

HP per MP per ---- Starting Resistances ---- Thief Starting


Name Level Level Fire Elec Cold Pois Ener Magic Mod Skill
Human +0 +0 7 7 7 7 7 7 +0 Swimming
Elf -2 +2* 0 0 0 0 5 5 +10 -
Dwarf +1 -1 2 2 2 2 2 20 +5 Spot Secret Doors
Gnome -1 +1 5 5 5 20 5 0 +10 Danger Sense
Half-orc +2 -2 10 10 10 0 0 0 -10 -

* Elves who are not archers or sorcerers do NOT receive this bonus.

SECTION 1C - THE SEVEN STATISTICS


---------------------------------

(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:

Stat Range Adjective Bonus


0-2 Nonexistant [sic] -5
3-4 Very Poor -4
5-6 Poor -3
7-8 Very Low -2
9-10 Low -1
11-12 Average +0
13-14 Good +1
15-16 Very Good +2
17-18 High +3
19-20 Very High +4
21-24 Great +5
25-29 Super +6
30-34 Amazing +7
35-39 Incredible +8
40-49 Gigantic +9
50-74 Fantastic +10
75-99 Astounding +11
100-124 Astonishing +12
125-149 Monumental +13
150-174 Tremendous +14
175-199 Collosal [sic] +15
200-224 Awesome +16
225-249 Awe Inspiring +17
250+ Ultimate +20

Increasing a statistic above 250 consequently has no effect. At the other


end of the scale, if a statistic is 0 it is possible to die when resting,
although this form of "natural death" can still be undone with the Raise Dead
spell.

The functions of these statistics are as follows:

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.

Some status conditions can affect your statistics, as follows:

Cursed -1 per severity to Lck


Diseased -1 per severity to Int/Per/End
Drunk +1 per severity to Per/Lck; -1 per severity to Mgt/Int/End/Spd/Acy
Heartbroken -1 per severity to all stats
In Love +1 per severity to all stats
Insane +1 per severity to Mgt/Spd; -1 per severity to Int/Per/Acy
Poisoned -1 per severity to Mgt/Spd/Acy
Weak -1 per severity to all stats

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.

SECTION 1E - RECOMMENDED PARTY


------------------------------

Here are some key points to keep in mind when choosing your party of six:

* A Knight or Barbarian is significantly better in melee combat than the


Paladin, Archer, Ranger, or Ninja. Their additional hit points and greater
number of attacks per round give them significant combat advantages over
hybrid classes, especially when considering that they can cast spells with
all the effectiveness of a spellcaster if they use an item that casts spells.

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.

My recommended party therefore is:


Half-Orc Barbarian
Dwarf Ninja
Human Paladin
Human Archer
Gnome Cleric
Elf Sorcerer

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.

SECTION 1F - PARTY DEVELOPMENT


-----------------------------

* 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.

Darkside training facilities are available at the following locations:

Castleview (8,17) - maximum level 30


Sandcaster (19,12) - maximum level 50
Castle Kalindra Level 3 (15,0) - maximum level 100
Olympus (5,10) - maximum level 200

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)

Use accessories instead of weapons or armor to get resistances and better


stats.

* 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.

* Maximizing statistics: the way to do this is to use the following specific


stat boosters in this order, skipping everything else:
1. (on Cloudside) +5 Personality/Endurance pools in Ancient Temple of Yak
2. (on Cloudside) +5 Personality for whole party from Mirabeth's quest
3. +25 Intellect for Sorcerers in Ellinger's Tower; use once only as you do
not want Intellect to exceed 49
4. Any boosters for stats of 10 or more, so long as you do not go above 30
(49 for the specific case of spellcaster Intellect)
5. Pool of Minimal Abilities in Great Eastern Tower (+10 to stats below 10)
6. +50 Intellect for arcane/druidic spellcasters in Great Eastern Tower
(only works if Intellect is less than 50)
7. Any boosters for stats, so long as you do not go above 30, except you can
increase spellcaster Intellect freely now
8. +19 to all statistics in the Temple of Bark for becoming Discples of Bark
9. +50 to all statistics less than 50 in Escape Pod 1 (the big one)
10. Now you can go back and collect all the stat boosts you missed

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.

SECTION 2 - SPELL LIST


----------------------

(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.

CLERICAL SPELL TABLE


Name MP Cost Gold Effect
Acid Spray 8 800 15 Poison damage to all monsters
Awaken 1 100 Remove SLEEP from all characters
Beast Master 5+2* 500 Attempt to paralyze a group of animals
Bless 2/L+1* 1000 +Level to Armor Class for party
Cold Ray 2/L+4* 1000 (2-4)*Level Cold damage to all monsters
Create Food 20+5* 2000 Create enough food for party if you lack it
Cure Disease 10 1000 Remove DISEASED from one character
Cure Paralysis 12 1200 Remove PARALYZED from one character
Cure Poison 8 800 Remove POISONED from one character
Cure Wounds 3 300 +15 hit points to one character
Day of Protection 75+10* 7500 Bless+Heroism+Holy Bonus+Prot. from Elements
Deadly Swarm 12 1200 40 Physical damage to one group
Divine Intervention 200+20* 20000 Heal party damage except ERADICATION; +5 Age
Fiery Flail 25+5* 2500 100 Fire damage to one monster
First Aid 1 100 +6 hit points to one character
Flying Fist 2 200 6 Physical damage to one monster
Frost Bite 7 700 35 Cold damage to one monster
Heroism 2/L+1* 1000 +Level to hit for party
Holy Bonus 2/L+1* 1000 +Level to Physical weapon damage for party
Holy Word 100+20* 10000 Destroy one group of undead
Hypnotize 15+4* 1500 Attempt to paralyze a group
Light 1 100 Provide light in dungeons and caves
Mass Distortion 75+10* 7500 One group loses half its hit points
Moon Ray 60+10* 6000 30 Energy damage to all; heals party as well
Nature's Cure 6 600 +25 hit points to one character
Pain 4 400 8 Physical damage to one group
Power Cure 2/L+3* 1000 +(2-12)*Level hit points to one character
Prot. from Elements 1/L+1* 500 +2*Level+5 Elem. damage reduction for party
Raise Dead 50+10* 5000 Remove DEAD from one character
Resurrection 125+20* 12500 Remove ERADICATED from one character; +5 Age
Revitalize 2 200 Remove WEAK from one character
Sparks 1/L+1* 500 2*Level Electrical damage to one group
Stone to Flesh 35+5* 3500 Remove STONE from one character
Sun Ray 150+10* 15000 200 Energy damage to all monsters
Suppress Disease 5 500 Reduce DISEASED on one character to 1
Suppress Poison 4 400 Reduce POISONED on one character to 1
Town Portal 30+5* 3000 Teleport to a town; noncombat only
Turn Undead 5+2* 500 25 damage to a group of undead
Walk on Water 7 700 Allow the party to travel on deep water

ARCANE SPELL TABLE


Name MP Cost Gold Effect
Awaken 1 100 Remove SLEEP from all characters
Clairvoyance 5+2* 500 Gives advice on noncombat decisions
Dancing Sword 3/L+10* 1500 (6-14)*Level Physical damage to a group
Day of Sorcery 40+10* 4000 Clairvoy.+Levitate+Power Shield+Wizard Eye
Detect Monster 6 600 Show number and location of nearby monsters
Dragon Sleep 10+4* 1000 Attempt to paralyze one dragon
Elemental Storm 100+10* 10000 150 damage of random type to all monsters
Enchant Item 30+20* 3000 Enchants an item which isn't already magical
Energy Blast 1/L+1* 500 (2-6)*Level Energy damage to one monster
Etherealize 30+10* 3000 Move straight through doors, other barriers
Fantastic Freeze 15+5* 1500 40 Cold damage to a group
Finger of Death 10+4* 1000 Attempt to destroy a group
Fire Ball 2/L+2* 1000 (3-7)*Level Fire damage to a group
Golem Stopper 20+10* 2000 100 damage to one golem
Identify Monster 5 500 Show monster group hit points, other stats
Implosion 100+20* 10000 1000 Energy damage to one monster
Incinerate 35+10* 3500 250 Fire damage to one monster
Inferno 75+10* 7500 250 Fire damage to a group
Insect Spray 5+1* 500 25 damage to group of insects
Item to Gold 20+10* 2000 Converts item into half gold value
Jump 4 400 Move the party 2 squares; noncombat only
Levitate 5 500 Party floats over pits and clouds
Light 1 100 Provide light in dungeons and caves
Lightning Bolt 2/L+2* 1000 (4-6)*Level Electrical damage to a group
Lloyd's Beacon 6+2* 600 Set and recall location; noncombat only
Magic Arrow 2 200 8 Magic damage to one monster
Mega Volts 40+10* 4000 150 Electrical damage to a group
Poison Volley 25+10* 2500 Fires arrows that do 10 Poison damage each
Power Shield 2/L+2* 1000 +Level damage reduction for party
Prismatic Light 60+10* 6000 80 damage of random type to all monsters
Recharge Item 15+10* 1500 +1-6 charges to a charged item
Shrapmetal 1/L 500 2*Level Physical damage to a group
Sleep 3+1* 300 Attempt to put a group to sleep
Star Burst 200+20* 20000 500 Physical damage to all monsters
Super Shelter 15+5* 1500 Allow safe rest; noncombat and on land only
Teleport 10 1000 Teleport up to 9 squares; noncombat only
Time Distortion 8 800 Cause the entire party to flee combat
Toxic Cloud 4+1* 400 10 Poison damage to a group
Wizard Eye 5+2* 500 Show an overhead view of the vicinity

DRUIDIC SPELL TABLE


Name MP Cost Gold Effect
Acid Spray 8 800 15 Poison damage to all monsters
Awaken 1 100 Remove SLEEP from all characters
Beast Master 5+2* 500 Attempt to paralyze a group of animals
Bless 2/L+1* 1000 +Level to Armor Class for party
Clairvoyance 5+2* 500 Gives advice on noncombat decisions
Cold Ray 2/L+4* 1000 (2-4)*Level Cold damage to all monsters
Cure Disease 10 1000 Remove DISEASED from one character
Cure Poison 8 800 Remove POISONED from one character
Cure Wounds 3 300 +15 hit points to one character
Energy Blast 1/L+1* 500 (2-6)*Level Energy damage to one monster
Fire Ball 2/L+2* 1000 (3-7)*Level Fire damage to a group
First Aid 1 100 +6 hit points to one character
Flying Fist 2 200 6 Physical damage to one monster
Frost Bite 7 700 35 Cold damage to one monster
Heroism 2/L+1* 1000 +Level to hit on for party
Holy Bonus 2/L+1* 1000 +Level to weapon damage for party
Identify Monster 5 500 Show monster group hit points, other stats
Insect Spray 5+1* 500 25 damage to group of insects
Jump 4 400 Move the party 2 squares; noncombat only
Levitate 5 500 Party floats over pits and clouds
Light 1 100 Provide light in dungeons and caves
Lightning Bolt 2/L+2* 1000 (4-6)*Level Electrical damage to a group
Lloyd's Beacon 6+2* 600 Set and recall location; noncombat only
Magic Arrow 2 200 8 Magic damage to one monster
Nature's Cure 6 600 +25 hit points to one character
Pain 4 400 8 Physical damage to one group
Power Cure 2/L+3* 1000 +(2-12)*Level hit points to one character
Power Shield 2/L+2* 1000 +Level damage reduction for party
Prot. from Elements 1/L+1* 500 +2*Level+5 Elem. damage reduction for party
Revitalize 2 200 Remove WEAK from one character
Shrapmetal 1/L 500 2*Level Physical damage to a group
Sleep 3+1* 300 Attempt to put a group to sleep
Sparks 1/L+1* 500 2*Level Electrical damage to one group
Suppress Disease 5 500 Reduce DISEASED on one character to 1
Suppress Poison 4 400 Reduce POISONED on one character to 1
Toxic Cloud 4+1* 400 10 Poison damage to a group
Turn Undead 5+2* 500 25 damage to a group of undead
Walk on Water 7 700 Allow the party to travel on deep water
Wizard Eye 5+2* 500 Show an overhead view of the vicinity

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.

Some notes on specific spells:

Day of Protection - this only casts Protection of Elements at a power level


equal to the caster's level.
Divine Intervention - this will reduce hit points to the normal maximum, but
will remove all status conditions except ERADICATED, including those which
you cannot otherwise heal yourself.
Jump - this spell is handy not only jumping over traps and holes in the ground,
but also putting distance between you and a monster lacking a ranged attack.
Power Shield - the damage reduction from this spell applies to all sources of
damage; it applies after resistance. If damage is reduced to zero, then
additional status conditions from that attack do not apply.
Protection from Elements - this is cast at a power level equal to 5 plus twice
the caster's level, with a maximum of 200. This is considerably better than
that from Day of Protection, except at very high levels. This provides
damage reduction against the specific elemental form; it does NOT provide
resistance, which is separate, and applies before resistance. If damage is
reduced to zero, then additional status conditions from that attack do not
apply.
Raise Dead - this will permanently reduce the Endurance of the recipient by 1.
This may be circumvented by raising via either a temple or the Divine
Intervention spell.
Recharge Item - this will never destroy an item, contrary to what the
documentation or game may claim. The maximum number of charges an item may
hold is 63. Potions and scrolls may not be recharged. Items that cast
Recharge Item themselves also may not be recharged, unlike in Might and Magic
III.
Resurrection - this will permanently reduce the Endurance of the recipient by
1. This may be circumvented by resurrecting via a temple.

SECTION 3A - LOCATION OF MAJOR AREAS


------------------------------------

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

SECTION 3B - LOCATION OF SKILLS


-------------------------------

Arms Master Castle Kalindra Level 1 (8,6), free


Astrologer Castle Kalindra Level 2 (3,6), free
Body Builder Sandcaster Sewer (27,3), free
Cartographer Castleview (30,23), 10 gold
Crusader (can only get on Cloudside or by starting as a Paladin)
Danger Sense Castle Kalindra Level 1 (8,8), free
Direction Sense Castleview Sewer (3,25), 1000 gold
Linguist Sandcaster (19,30), 25000 gold
Merchant Sandcaster (19,27), 5000 gold
Mountaineer B2 (13,14), 5000 gold
Navigator Sandcaster (19,5), 10000 gold
Pathfinder Castleview (29,27), 1500 gold
Prayer Master Lakeside Sewer (6,4), 10000 gold
Prestidigitator Sandcaster (19,1), 1000 gems
Spot Secret Doors E4 (5,12), 500 gold
Swimmer Castleview (7,19), 250 gold

SECTION 3C - LOCATION OF SPELLS


-------------------------------

Spells in Darkside can only purchased in guilds, as follows:

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

SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS


-------------------------------------------------

A1 (2,13) well - +2500 Hit Points


A3 (2,10) well - +50 Spell Points
A3 (3,3) well - +50 Hit Points
A3 (8,14) shrine - +3 Levels, party
A4 (3,10) well - +10 Armor Class
A4 (7,1) hut - if you have Cloudside "Restored Falista" award -> Spell Points
set to normal maximum, party
A4 (9,11) well - +25 Might
B1 (14,13) fountain - +100 All Resistances
B4 (2,2) well - pay 1 gold -> +100 Luck
C1 (1,7) fountain - +50 Energy Resistance
C2 (1,8) shrine - +15 Levels, party
D1 (6,13) fountain - +100 Might
D4 (2,4) well - +50 All Resistances
D4 (12,4) shrine - +10 All Statistics, party
E1 (2,10) fountain - +1000 Spell Points
F1 (13,8) fountain - +500 Hit Points
F2 (8,5) fountain - +50 Magic Resistance
F4 (6,7) fountain - if you have "Restored Fountain of Youth" award -> remove
all unnatural aging
Dragon Clouds (23,30) well - +50 Levels

SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS


-------------------------------------------------

This list focuses on locations that permanently increase statistics,


resistances, or level. It also includes locations that increase experience
and nothing else. Awards that give experience are listed section 3H; other
locations that give experience and treasure together are listed in section 3G.

Boosters marked with a * may be used as many times as applicable.


Castleview (6,2) chest - open chests in this room in such an order that the
letters on them spell PITCHFORK -> 250000 XP, party
Castleview (11,3) chest - close chests in this room in numerical order from 1
to 9 -> 50000 XP, party
Castleview Sewer (2,25) barrel - DISEASED 1 + +5 Might
Castleview Sewer (2,26) barrel - DISEASED 1 + +5 Might
Castleview Sewer (4,25) barrel - DISEASED 1 + +5 Might
Castleview Sewer (4,26) barrel - DISEASED 1 + +5 Might
Castleview Sewer (20,6) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (20,7) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (20,8) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (22,6) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (22,7) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (22,8) barrel - POISONED 1 + +5 Endurance
Sandcaster (1,10) potion - +10 Speed, can be used 3 times
Sandcaster (8,1) potion - +10 Speed, can be used 3 times
Sandcaster (13,3) potion - +10 Intellect, can be used 3 times
Sandcaster (13,5) potion - +10 Intellect, can be used 3 times
Sandcaster (23,10) potion - +10 Intellect, can be used 3 times
Sandcaster (25,10) potion - +10 Speed, can be used 3 times
Sandcaster Sewer (29,3) potion - +10 Endurance, can be used 6 times
Sandcaster Sewer (30,4) potion - +10 Might, can be used 6 times
Lakeside (1,1) cage - free prisoner -> 200000 XP, party
Lakeside (4,12) cage - free prisoner -> 200000 XP, party
Lakeside (6,1) cage - free prisoner -> 200000 XP, party
Lakeside (6,12) cauldron - +25 Speed
Lakeside (9,5) cauldron - +25 Endurance
Lakeside (13,1) cage - free prisoner -> 200000 XP, party
Lakeside (14,1) cauldron - +25 Personality
Lakeside (14,4) cauldron - +25 Speed
Lakeside (14,4) cage - free prisoner -> 200000 XP, party
Necropolis (1,14) book - if Intellect is at least 100 and Age is less than 100,
then +100 Age + 9999999 XP, once per character; if Age is too high, then
DEAD
Necropolis (3,14) book - if Intellect is at least 50 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (4,5) book - if Intellect is at least 25 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (5,14) book - if Intellect is at least 50 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (6,5) book - if Intellect is at least 50 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is to high, then DEAD
Necropolis (12,6) book - if Intellect is at least 25 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (12,10) book - if Intellect is at least 25 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (14,6) book - if Intellect is at least 25 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (14,10) book - if Intellect is at least 25 and Age is less than 100,
then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis Sewer (2,1) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Necropolis Sewer (8,1) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Necropolis Sewer (9,10) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Necropolis Sewer (9,11) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Necropolis Sewer (10,11) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Necropolis Sewer (11,2) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Necropolis Sewer (14,14) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
Physical damage + +1 Level
Ellinger's Tower Level 2 (9,5) book - +20 Fire Resistance, once per character
Ellinger's Tower Level 2 (9,11) book - +20 Electricity Resistance, once per
character
*Ellinger's Tower Level 4 (5,11) book - if a Sorcerer and if Intellect is 50 or
less, +25 Intellect; if not a Sorcerer, 50 Physical damage
Great Northern Tower Level 1 (4,10) cabinet - book poses riddle, answer
"eeeioie" -> 500000 XP, party
Great Northern Tower Level 1 (10,10) cabinet - book poses riddle, answer
"eoauaaue" -> 500000 XP, party
Great Northern Tower Level 2 (5,11) cabinet - book poses riddle, answer
"eeeoeaoueieeeoee" -> 500000 XP, party
Great Northern Tower Level 2 (9,11) cabinet - book poses riddle, answer
"oeooeieoooaei" -> 500000 XP, party
Great Northern Tower Level 3 (4,10) cabinet - book poses riddle, answer
"oooaioeieou" -> 500000 XP, party
Great Northern Tower Level 3 (10,6) cabinet - book poses riddle, answer
"iieeeoeeeouie" -> 500000 XP, party
Great Northern Tower Level 3 (10,10) cabinet - book poses riddle, answer
"aooaioeaeooae" -> 500000 XP, party
Great Northern Tower Level 4 (7,6) throne - get four status conditions from
thrones at (6,7), (6,8), (8,7), and (8,10) -> status conditions cured + +5 to
All Statistics + +2 Levels, once per character
*Great Western Tower Level 2 (6,8) fountain - if Fire Resistance is 20 or
less, +10 Fire Resistance
*Great Western Tower Level 2 (7,7) fountain - if Electricity Resistance is 20
or less, +10 Electricity Resistance
*Great Western Tower Level 3 (6,8) fountain - if Cold Resistance is 20 or
less, +10 Cold Resistance
*Great Western Tower Level 3 (7,7) fountain - if Poison Resistance is 20 or
less, +10 Poison Resistance
*Great Eastern Tower Level 4 (5,11) fountain - any statistics less than 10 are
increased by 10
Great Eastern Tower Level 4 (7,4) book - lose all secondary skills other than
Thievery + +5 Levels, once per character
Great Eastern Tower Level 4 (10,10) fountain - +50 Age + +1 Level, once per
character
*Great Eastern Tower Level 4 (11,8) book - if a Sorcerer, Archer, Ranger, (or
Druid?), and if Intellect is less than 50, +50 Intellect; if a different
class, 250 Magic damage
Great Southern Tower Level 4 (5,11) book - if a Robber or Ninja, 500000 XP; if
a different class, 100 Electricity damage
Great Southern Tower Level 4 (9,11) book - if you have Cloudside "Prince of
Thieves" award, +5 Levels; if not, ERADICATED
Castle Kalindra Level 3 (8,1) barrel - +10 Might
Castle Kalindra Level 3 (8,2) barrel - +10 Might
Castle Kalindra Level 3 (8,15) barrel - +10 Personality
Castle Kalindra Level 3 (9,0) barrel - +10 Might
Castle Kalindra Level 3 (9,1) barrel - +10 Might
Castle Kalindra Level 3 (9,2) barrel - +10 Might
Castle Kalindra Level 3 (9,14) barrel - +10 Personality
Castle Kalindra Level 3 (9,15) barrel - +10 Personality
Castle Alamar Level 3 (4,10) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (10,7) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (10,11) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (10,15) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (11,13) juice - +5 Levels, can be used 3 times
Castle Alamar Dungeon (15,13) juice - +5 Levels, can be used 3 times
Temple of Bark Level 1 (2,11) potion - +5 Personality, can be used 3 times
Temple of Bark Level 1 (2,15) potion - +5 Might, can be used 3 times
Temple of Bark Level 1 (9,3) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 1 (10,3) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 2 (1,13) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (1,14) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (2,13) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (2,14) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (10,15) potion - +5 Intellect, can be used 3 times
Temple of Bark Level 2 (11,6) potion - +5 Might, can be used 3 times
Temple of Bark Level 2 (12,1) potion - +5 Speed, can be used 3 times
Temple of Bark Level 2 (12,4) potion - +5 Personality, can be used 3 times
Temple of Bark Level 2 (13,6) potion - +5 Luck, can be used 3 times
Temple of Bark Level 2 (14,1) potion - +5 Accuracy, can be used 3 times
Temple of Bark Level 2 (14,4) potion - +5 Intellect, can be used 3 times
Temple of Bark Level 2 (14,7) potion - +5 Speed, can be used 3 times
Temple of Bark Level 2 (14,9) potion - +5 Accuracy, can be used 3 times
Temple of Bark Level 2 (15,3) potion - +5 Endurance, can be used 3 times
Temple of Bark Level 2 (15,15) potion - +5 Endurance, can be used 3 times
Temple of Bark Level 3 (1,2) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 3 (8,12) cage - free prisoner -> 25000 XP, party +
satisfies Sharla
Temple of Bark Level 3 (10,12) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 4 (8,7) fountain - +19 All Statistics + award, once per
character, after setting dials on the level properly and pulling the lever
Temple of Bark Level 5 (2,11) fountain - first feed five gems to the skull at
Temple of Bark Level 5 (0,0) -> if Fire Resistance is 49 or less, +50 Fire
Resistance, once per character
Temple of Bark Level 5 (9,12) fountain - first feed five gems to the skull at
Temple of Bark Level 5 (7,0) -> if Electricity Resistance is 49 or less, +50
Electricity Resistance, once per character
Temple of Bark Level 5 (23,12) fountain - first feed five gems to the skull at
Temple of Bark Level 5 (22,0) -> if Cold Resistance is 49 or less, +50 Cold
Resistance, once per character
Temple of Bark Level 5 (30,10) fountain - first feed five gems to the skull at
Temple of Bark Level 5 (31,0) -> if Poison Resistance is 49 or less, +50
Poison Resistance, once per character
Great Pyramid Level 4 (5,5) safe - combination 20-30-1 -> reveal book which can
be read for 1000000 XP, once per character
Dungeon of Lost Souls Level 2 (3,3) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (3,6) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (3,9) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (3,12) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,1) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,4) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,7) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,10) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,13) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,1) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,4) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,7) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,10) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,13) - first set dials at (14,5), (14,8),
(14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 4 (1,5) fountain - 7654321 XP, can be used 3 times
Dungeon of Lost Souls Level 5 (20,11) cage - +6 Personality, party
Dungeon of Lost Souls Level 5 (20,24) cage - +6 Personality, party
Dungeon of Lost Souls Level 5 (24,31) cage - +6 Speed, party
Dungeon of Lost Souls Level 5 (26,15) cage - +6 Endurance, party
Dungeon of Lost Souls Level 5 (26,28) cage - +6 Luck, party
Dungeon of Lost Souls Level 5 (26,30) cage - +6 Accuracy, party
Dungeon of Lost Souls Level 5 (27,31) cage - +6 Endurance, party
Dungeon of Lost Souls Level 5 (29,15) cage - +6 Luck, party
Dungeon of Lost Souls Level 5 (29,17) cage - +6 Might, party
Dungeon of Lost Souls Level 5 (29,19) cage - +6 Accuracy, party
Dungeon of Lost Souls Level 5 (31,10) cage - +6 Speed, party
Dungeon of Lost Souls Level 5 (31,15) cage - +6 Endurance, party
Dungeon of Lost Souls Level 5 (31,25) cage - +6 Might, party
Troll Holes (1,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (2,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (7,22) barrel - POISONED 5 + +1 All Statistics
Troll Holes (8,22) barrel - POISONED 5 + +1 All Statistics
Troll Holes (9,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (10,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (14,17) barrel - POISONED 5 + +1 All Statistics
Troll Holes (14,18) barrel - POISONED 5 + +1 All Statistics
Troll Holes (15,9) barrel - POISONED 5 + +1 All Statistics
Troll Holes (16,9) barrel - POISONED 5 + +1 All Statistics
Troll Holes (17,9) barrel - POISONED 5 + +1 All Statistics
Troll Holes (20,30) barrel - POISONED 5 + +1 All Statistics
Troll Holes (20,31) barrel - POISONED 5 + +1 All Statistics
Troll Holes (21,31) barrel - POISONED 5 + +1 All Statistics
Troll Holes (24,31) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,11) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,30) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,31) barrel - POISONED 5 + +1 All Statistics
*Escape Pod 1 (28,6) - turn on Main Power Console at (25,8) first -> +50 Age
and +50 to all statistics less than 50
*Escape Pod 1 (28,10) - turn on Main Power Console at (25,8) first -> +50 Age
and +50 to all statistics less than 50
A2 (7,2) campfire - destroy Barbarian camp -> 100000 XP, party
A4 (13,15) stone circle - complete Luna's quest -> award + +5 Levels, party
B2 (0,2) campfire - destroy Barbarian camp -> 50000 XP, party
B3 (13,10) campfire - destroy Barbarian camp -> 100000 XP, party
C1 (9,11) cave - destroy Giant lair -> 50000 XP, party
C4 (6,12) hut - eat plum -> +10 Speed
C4 (6,14) hut - eat orange -> +10 Intellect
C4 (13,4) hut - eat pear -> +10 Endurance
D1 (0,12) cave - destroy Giant lair -> 50000 XP, party
D3 (3,7) fort - destroy Ogre fort -> 100000 XP, party
D3 (9,8) fort - destroy Ogre fort -> 100000 XP, party
D4 (6,12) hut - eat blueberries -> +10 Personality
E4 (5,4) hut - eat banana -> +10 Accuracy
E4 (13,13) hut - eat apple -> +10 Might
F4 (2,15) hut - eat coconut -> +10 Luck
Skyroad A2 (3,4) wagon - answer riddle with "smoke" -> 250000 XP, party
Skyroad B2 (5,14) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP
for one character, (2) DEAD only, (3) total party kill
Skyroad C1 (2,12) wagon - answer riddle with "dust" -> 250000 XP, party
Skyroad C3 (7,0) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP
for one character, (2) DEAD only, (3) total party kill
Skyroad D4 (12,3) wagon - answer riddle with "steam" -> 250000 XP, party
Skyroad F1 (3,3) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP
for one character, (2) DEAD only, (3) total party kill
Skyroad F2 (12,9) wagon - answer riddle with "mud" -> 250000 XP, party
Dragon Tower Level 1 (6,5) bed - receive quest from Alister to retrieve Dragon
Egg; doing so yields 1000000 XP + COMBAT: 1 Dragon King
Dragon Tower Level 3 (5,11) potion - +40 Endurance, can be used 4 times
Dragon Tower Level 3 (9,11) potion - +40 Endurance, can be used 4 times
Dragon Tower Level 4 (4,6) book - 10000000 XP, once per character
Dragon Tower Level 4 (10,6) book - 10000000 XP, once per character
Dragon Clouds (2,13) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,14) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,15) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,16) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,17) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (6,22) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (7,9) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (8,17) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,21) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,23) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,25) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,27) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (17,21) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (22,17) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (24,10) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (24,23) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,13) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,14) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,15) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,16) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,17) crystal - 2000 Electricity damage + +3-5 levels
Southern Sphinx Level 1 (6,12) barrel - 5000 Poison damage + 2000000 XP
Southern Sphinx Level 1 (10,12) barrel - 5000 Poison damage + 2000000 XP
Southern Sphinx Level 1 (10,21) barrel - 5000 Poison damage + 2000000 XP
Southern Sphinx Dungeon (0,0) potion - +5 Levels
Southern Sphinx Dungeon (0,13) potion - +5 Levels
Southern Sphinx Dungeon (2,1) potion - +5 Levels
Southern Sphinx Dungeon (12,10) potion - +5 Levels
Southern Sphinx Dungeon (14,5) potion - +5 Levels
Southern Sphinx Dungeon (15,0) potion - +5 Levels
Southern Sphinx Dungeon (15,15) potion - +5 Levels
Dungeon of Death Level 1 (20,0) down stairs - complete crossword puzzle that
comprises level -> +5 Levels, party + award + can go to next level
Dungeon of Death Level 2 (4,20) shrine - destroy shrine -> 5000000 XP, party
Dungeon of Death Level 2 (6,20) shrine - destroy shrine -> 2000000 XP, party
Dungeon of Death Level 2 (8,20) shrine - destroy shrine -> 1000000 XP, party
Dungeon of Death Level 4 (2,3) machine - destroy machine -> 5000000 XP, party
Dungeon of Death Level 4 (3,29) machine - destroy machine -> 5000000 XP, party
Dungeon of Death Level 4 (27,3) machine - destroy machine -> 5000000 XP, party
Dungeon of Death Level 4 (28,29) machine - destroy machine -> 5000000 XP, party

SECTION 3F - LOCATIONS OF HIDDEN MONSTERS


-----------------------------------------

This is included not only for completeness, as monsters are at least worth
experience and sometimes treasure.

Sandcaster (1,12) - COMBAT: 3 Enchantress


Sandcaster (8,10) table - choose option (1) -> COMBAT: 1 Master Wizard + 8
Wizard, also causes other tavern patrons to run away
Sandcaster Sewer (15,1) sewer drain - COMBAT: 3 Beholder Bat
Sandcaster Sewer (15,30) sewer drain - COMBAT: 3 Beholder Bat
Sandcaster Sewer (29,11) sewer drain - COMBAT: 3 Beholder Bat
Great Southern Tower Level 1 (7,8) hoard - COMBAT: 21 Rogue
Castle Blackfang Level 1 (0,1) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (0,5) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (15,3) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (15,9) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (15,15) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (12,5) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (12,8) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (15,0) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (15,2) coffin - COMBAT: 1 Vampire
Gemstone Mines (1,6) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (11,16) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (14,13) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (18,24) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (24,11) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (24,14) rubble - COMBAT: 3 Beholder Bat
Skyroad A1 (3,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad A2 (3,8) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad A3 (3,4) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad A4 (14,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad B1 (14,12) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad B4 (10,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad C1 (7,12) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad C1 (15,12) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad C4 (5,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad D1 (12,12) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad D4 (5,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad E1 (7,12) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad E4 (6,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad E4 (15,3) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F1 (2,12) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F2 (12,5) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F2 (12,15) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F3 (12,4) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F4 (12,13) - only some of the time, encounter with bandits: option (1)
pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
C1 (14,4) woodpile - COMBAT: 3 Arachnoid
D1 (6,4) woodpile - COMBAT: 3 Arachnoid
D1 (10,11) woodpile - COMBAT: 3 Arachnoid
E1 (1,3) woodpile - COMBAT: 3 Arachnoid
E1 (6,1) woodpile - COMBAT: 3 Arachnoid
Southern Sphinx Level 2 (2,8) sarcophagus - COMBAT: 1 Phase Mummy
Southern Sphinx Level 2 (4,14) sarcophagus - COMBAT: 1 Phase Mummy
Southern Sphinx Level 2 (10,14) sarcophagus - COMBAT: 1 Phase Mummy
Southern Sphinx Level 2 (12,8) sarcophagus - COMBAT: 1 Phase Mummy

SECTION 3G - LOCATIONS OF 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.

Treasures marked with a * are repeatable in some fashion.

Castleview (1,5) trees - 1-9 gems


Castleview (1,6) trees - 1-9 gems
Castleview (1,7) trees - 1-9 gems
Castleview (1,9) trees - 13-50 gold
Castleview (1,11) trees - 13-50 gold
Castleview (1,18) bed - 1 L1 item
Castleview (2,2) chest [1100] - after speaking to Ellinger -> 200000 gold + 500
gems + 5 L5 items
Castleview (3,9) trees - 13-50 gold
Castleview (3,11) trees - 13-50 gold
Castleview (5,9) trees - 13-50 gold
Castleview (5,11) trees - 13-50 gold
Castleview (6,25) trees - 1-6 food
Castleview (7,9) trees - 13-50 gold
Castleview (7,11) trees - 13-50 gold
Castleview (8,14) trees - 1-6 food
Castleview (9,14) trees - 1-6 food
Castleview (10,14) trees - 1-6 food
Castleview (10,29) chest [1100] - 5000 gold + 50 gems
Castleview (10,30) chest [1100] - 3000 gold + 3 L3 items
Castleview (11,29) chest [1100] - 5000 gold + 50 gems
Castleview (12,6) trees - 1-9 gems
Castleview (12,7) trees - 1-9 gems
Castleview (13,19) trees - 1-6 food
Castleview (13,26) trees - 1-6 food
Castleview (13,28) trees - 1-6 food
Castleview (14,8) trees - 1-6 food
Castleview (16,8) trees - 1-6 food
Castleview (16,17) trees - 1-6 food
Castleview (17,26) trees - 1-6 food
Castleview (17,28) trees - 1-6 food
Castleview (18,30) chest [1100] - 3000 gold + 3 L3 items
Castleview (20,11) chest [1100] - 3500 gold + 200 gems + 5 L4 items
Castleview (22,18) bed - 1 L1 item
Castleview (22,24) tent - after getting "Rescued Jasper" award, give Fake Map
-> *Treasure Map (Goto E1 x1,y11)
Castleview (22,20) bed - 1 L1 item
Castleview (25,21) - arrival on Darkside -> *Dragon Pharaoh's Orb
*Castleview (25,30) desk - 50 gold + 10 days pass
Castleview (27,30) bed - 1 L1 item
Castleview (28,30) - pay 1000 gold -> *Fake Map
Castleview (29,13) tent - Encounter with Gettlewaithe: No matter which dialogue
choices you select, the result is COMBAT: 9 Gremlin Guard. Once those are
out of the way, you can talk to speak to Gettlewaith again. Choices (1) and
(2) result in Gettlewaithe submitting and giving you 3 *Energy Disk; (3)
allows you to fight Gettlewaithe and then get 3 *Energy Disk searching after
combat. Any of the three choices satisfies Mayor Snarfblad.
Castleview (30,24) bed - 1 L1 item
Castleview Sewer (2,6) bones - 1 L6 ring
Castleview Sewer (4,2) sewer drain - 1 L4 ring
Castleview Sewer (9,20) rubble - 1 L3 long sword
Castleview Sewer (15,14) rubble - 1 L3 shield
Castleview Sewer (15,21) rubble - 1 L3 chain mail
Castleview Sewer (20,22) sewer drain - 1 L4 ring
Castleview Sewer (21,9) - *Onyx Necklace
Castleview Sewer (30,13) sewer drain - 1 L4 ring
Castleview Sewer (30,26) chest [1100] - COMBAT: 1 Valio, 400 gold + 10 gems + 1
L5 item
Sandcaster (1,30) chest [4400] - 50000 gold + 100 gems + 3 L6 items
Sandcaster (3,10) chest [4400] - 25000 gold + 100 gems
Sandcaster (3,22) chest [4400] - 25000 gold + 100 gems
Sandcaster (4,22) chest [4400] - 25000 gold + 100 gems
Sandcaster (6,1) chest [4400] - 100000 gold + 4 L4 items
Sandcaster (6,21) - pay 20000 (not 25000) gold -> *Vulture Repellant
Sandcaster (12,2) chest [4400] - 50000 gold + 100 gems + 3 L6 items
Sandcaster (18,8) - pay 25000 (not 5000) gold -> *Pass to Lakeside
Sandcaster (19,3) bed - 1 L3 item
Sandcaster (19,29) bed - 1 L3 item
Sandcaster (21,1) chest [4400] - 100000 gold + 4 L4 items
Sandcaster (21,2) bed - 1 L5 item
Sandcaster (21,4) - give 50000 gold and Bridle -> *Enchanted Bridle
Sandcaster (23,22) bed - 1 L3 item
Sandcaster (26,1) bed - 1 L3 item
Sandcaster (27,22) bed - 1 L3 item
Sandcaster (27,1) chest [4400] - 25000 gold + 100 gems
Sandcaster (30,1) chest [4400] - 48000 gold + *Key to Great Eastern Tower
Sandcaster Sewer (2,29) sewer drain - 1 L6 ring
Sandcaster Sewer (5,1) sewer drain - 1 L6 charm
Sandcaster Sewer (9,8) sewer drain - 1 L6 charm
Lakeside (1,13) bed - 2 L6 accessories
Lakeside (1,14) chest [5500] - 36000 gold + 200 gems + *Pass to Necropolis
Lakeside (2,8) bed - 3 L5 scrolls
Lakeside (4,8) bed - 3 L5 scrolls
Lakeside (8,12) chest [5500] - 10000 gold + 100 gems
Lakeside (10,11) boat - 35000 gold + 7 L5 items
Lakeside (12,9) chest [5500] - 10000 gold + 100 gems
Lakeside Sewer (1,8) sewer drain - 1 Potion of Stone to Flesh
Lakeside Sewer (2,14) sewer drain - 1 Potion of Resurrection
Lakeside Sewer (8,2) sewer drain - 1 Potion of Stone to Flesh
Lakeside Sewer (12,11) - *Golden Dragon Statuette
Lakeside Sewer (12,14) sewer drain - 1 Potion of Resurrection
Lakeside Sewer (14,2) sewer drain - 1 Potion of Resurrection
Lakeside Sewer (14,15) sewer drain - 1 Potion of Stone to Flesh
Necropolis (1,5) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (2,5) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (10,2) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (10,10) - if you have "Freed Sandro" award -> *Golden Griffin
Statuette
Necropolis (12,3) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (12,4) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (14,1) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (14,2) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (14,3) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis (14,4) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
item
Necropolis Sewer (1,2) sewer drain - DISEASED 5 + 1 L7 item
Necropolis Sewer (1,14) box - *Sandro's Heart
Necropolis Sewer (6,10) sewer drain - DISEASED 5 + 1 L7 item
Necropolis Sewer (10,1) sewer drain - DISEASED 5 + 1 L7 item
Olympus (10,14) box - *Soul Box
Olympus Sewer (7,8) desk - pay 100000 gold -> *Tribble
Ellinger's Tower Level 1 (3,8) cabinet - 1 Platinum boots
Ellinger's Tower Level 1 (6,10) crate - 1 Leather boots, 1 Wooden boots, 1
Brass boots, 1 Bronze boots
Ellinger's Tower Level 1 (7,4) cabinet - 1 Gold boots
Ellinger's Tower Level 1 (8,10) crate - 1 Leather boots, 1 Wooden boots, 1
Brass boots, 1 Bronze boots
Ellinger's Tower Level 1 (9,5) cabinet - 1 Gold boots
Ellinger's Tower Level 2 (7,4) cabinet - 1 Platinum boots
Ellinger's Tower Level 2 (7,12) cabinet - 1 Platinum boots
Ellinger's Tower Level 3 (3,8) crate - 2 Quartz boots, 2 Ebony boots, 1 L3 item
Ellinger's Tower Level 4 (7,4) - 1 Obsidian boots
Ellinger's Tower Level 4 (7,12) - 1 Obsidian boots
Ellinger's Tower Level 4 (9,5) crate - 4 Wooden boots
Ellinger's Tower Level 4 (9,11) crate - 4 Wooden boots
Great Northern Tower Level 1 (5,11) - 1 L6 shield
Great Northern Tower Level 1 (9,11) - 1 L6 shield
Great Northern Tower Level 2 (4,7) - 1 L6 helm
Great Northern Tower Level 2 (4,9) - 1 L6 helm
Great Northern Tower Level 2 (10,7) - 1 L6 chain mail
Great Northern Tower Level 2 (10,9) - 1 L6 plate armor
Great Northern Tower Level 3 (4,6) - 1 L6 helm
Great Northern Tower Level 3 (5,11) - 1 L6 shield
Great Northern Tower Level 3 (9,11) - 1 L6 ring mail
Great Northern Tower Level 4 (3,8) - *Energy Disk
Great Northern Tower Level 4 (7,4) - riddle is posed, answer "aie" -> *Chalice
of Protection
Great Northern Tower Level 4 (11,8) - *Energy Disk
Great Western Tower Level 1 (6,8) - *Energy Disk
Great Western Tower Level 1 (7,7) - *Golden Pegasus Statuette
Great Western Tower Level 1 (8,8) - *Energy Disk
Great Western Tower Level 2 (3,8) bed - 50 gold + 10 gems
Great Western Tower Level 2 (7,4) bed - 50 gold + 10 gems
Great Western Tower Level 3 (7,4) bed - 50 gold + 10 gems
Great Western Tower Level 4 (7,4) bed - 20 gold + 1 L4 item
Great Western Tower Level 3 (7,12) bed - 50 gold + 10 gems
Great Western Tower Level 4 (9,8) bones - *Key to Great Western Tower
Great Eastern Tower Level 3 (5,11) - *Jewel of Ages
Great Eastern Tower Level 3 (7,4) - *Energy Disk
Great Eastern Tower Level 3 (11,8) - *Energy Disk
Great Southern Tower Level 3 (4,6) chest [5500] - say "Open Sesame" -> 300000
gold
Great Southern Tower Level 3 (4,7) chest [5500] - 1000 gold + 2 L4 items
Great Southern Tower Level 3 (5,5) - *Energy Disk
Great Southern Tower Level 3 (5,8) chest [5500] - 1000 gold + 2 L4 items
Great Southern Tower Level 3 (9,5) - *Energy Disk
Great Southern Tower Level 3 (9,7) chest [5500] - 500 gold + 2 L5 items
Great Southern Tower Level 3 (10,7) chest [5500] - 500 gold + 2 L5 items
Great Southern Tower Level 3 (10,8) chest [5500] - 5000 gold + 50 gems
Castle Kalindra Level 1 (0,4) safe - combination 6-6-6 -> 1 L6 shield
Castle Kalindra Level 1 (0,10) safe - combination 12-99-12 -> 1 L6 shield
Castle Kalindra Level 1 (1,1) safe - combination 5-17-58 -> 1 L5 amulet
Castle Kalindra Level 1 (1,13) safe - combination 14-4-25 -> 1 L5 chain mail
Castle Kalindra Level 1 (2,14) safe - combination 69-25-71 -> 1 L5 plate mail
Castle Kalindra Level 1 (4,11) safe - combination 4-9-53 -> 1 L5 helm
Castle Kalindra Level 1 (4,14) safe - combination 8-12-32 -> 1 L5 helm
Castle Kalindra Level 2 (0,1) bed - 1 L5 hammer
Castle Kalindra Level 2 (0,2) bed - 1 L5 broad sword
Castle Kalindra Level 2 (0,10) safe - requires "Cheered Dimitri" award and
combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (0,12) safe - requires "Cheered Dimitri" award and
combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (0,15) safe - requires "Cheered Dimitri" award and
combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (2,15) safe - requires "Cheered Dimitri" award and
combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (4,15) safe - requires "Cheered Dimitri" award and
combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (8,15) safe - requires "Cheered Dimitri" award and
combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (11,15) bed - *Key to Dungeon of Lost Souls
Castle Kalindra Level 2 (9,2) bed - 1 L5 long bow
Castle Kalindra Level 2 (11,1) bed - 1 L5 sling
Castle Kalindra Level 3 (2,15) safe - requires Queen to tell you 3-31-62
combination -> *Queen Kalindra's Crown
Castle Kalindra Dungeon (7,0) safe - combination 10-11-12 -> 1 L7 amulet
Castle Kalindra Dungeon (7,2) safe - combination 10-11-12 -> 1 L7 amulet
Castle Kalindra Dungeon (9,0) safe - combination 10-20-30 -> 1 L7 helm
Castle Kalindra Dungeon (9,2) safe - combination 1-2-3 -> 1 L6 helm
Castle Kalindra Dungeon (11,0) safe - combination 3-6-9 -> 1 L7 chain mail
Castle Kalindra Dungeon (11,2) safe - combination 7-7-7 -> 1 L6 splint mail
Castle Blackfang Level 1 (0,3) coffin - COMBAT: 1 Vampire, 1 L5 ring
Castle Blackfang Level 1 (0,7) coffin - COMBAT: 1 Vampire, 1 L4 scarab
Castle Blackfang Level 1 (1,0) coffin - COMBAT: 1 Vampire, 1 L4 belt
Castle Blackfang Level 1 (1,9) coffin - 1 L4 ring
Castle Blackfang Level 1 (15,5) coffin - COMBAT: 1 Vampire, 1 L4 broach
Castle Blackfang Level 1 (15,7) coffin - COMBAT: 1 Vampire, 1 L5 amulet
Castle Blackfang Level 1 (15,11) coffin - COMBAT: 1 Vampire, 1 L4 medal
Castle Blackfang Level 1 (15,13) coffin - COMBAT: 1 Vampire, 1 L4 necklace
Castle Blackfang Level 2 (3,4) coffin - 1 L6 necklace
Castle Blackfang Level 2 (3,6) coffin - 1 L5 ring
Castle Blackfang Level 2 (3,8) coffin - 1 L4 cameo
Castle Blackfang Level 2 (7,3) coffin - COMBAT: 1 Vampire Lord, 1 L4 cameo
Castle Blackfang Level 3 (1,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 belt
Castle Blackfang Level 3 (3,5) coffin - 1 L6 cape
Castle Blackfang Level 3 (3,7) coffin - 1 L6 cameo
Castle Blackfang Level 3 (5,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 ring
Castle Blackfang Level 3 (7,3) coffin - 1 L4 belt
Castle Blackfang Level 3 (9,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 scarab
Castle Blackfang Level 3 (12,0) coffin - COMBAT: 1 Vampire Lord, 1 L7 cloak
Castle Blackfang Level 3 (12,1) coffin - COMBAT: 1 Vampire Lord, 1 L7 scarab
Castle Blackfang Level 3 (13,14) coffin - COMBAT: 1 Ct. Blackfang, 1 L7 cape +
1 L7 cloak + 1 L7 amulet
Castle Blackfang Level 3 (14,6) coffin - 1 L5 pendant
Castle Alamar Dungeon (11,9) box - show Silver ID Card at (13,5) to gain entry
-> *Key to Darkstone Tower
Castle Alamar Dungeon (13,3) box - pull lever at (8,5) to reach -> *Key to
Dragon Tower
Temple of Bark Level 5 (0,18) - *Energy Disk
Temple of Bark Level 5 (1,24) chest [5500] - defeat Barkman -> 25000 gems
Temple of Bark Level 5 (16,11) chest [5500] - defeat Barkman -> 3 L7 items
Temple of Bark Level 5 (30,25) chest [5500] - defeat Barkman -> 2000000 gold
Temple of Bark Level 5 (31,17) - *Energy Disk
Dungeon of Lost Souls Level 5 (1,8) - *Songbird of Serenity
Great Pyramid Level 1 (23,15) hoard - answer riddles at (18,25) "7", (20,23)
"3", (20,27) "8", (22,25) "9", (24,25) "10", (26,23) "4", (26,27) "5",
(28,25) "6"; then pull the lever at (25,20) -> 2500000 gold + 5000 gems + 5
L7 items
*Gemstone Mines (0,3) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (0,6) vein - 1000 Energy damage, party or 3 *Ruby Rock or
102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (0,10) vein - 1000 Poison damage, party or 5 *Emerald Rock or
102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (0,14) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (0,18) vein - 1000 Poison damage, party or 5 *Emerald Rock or
102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (0,21) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,23) vein - 250 Cold damage, party or 3 *Sapphire Rock or
11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,26) vein - 1000 Cold damage, party or 5 *Sapphire Rock or
102-1099 gems; then 250 Cold damage, party or 3 *Sapphire Rock or 11-100
gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,28) vein - 250 Cold damage, party or 3 *Sapphire Rock or
11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,31) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (2,10) vein - 250 Poison damage, party or 3 *Emerald Rock or
11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (2,18) vein - 250 Poison damage, party or 3 *Emerald Rock or
11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (4,1) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (4,3) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100
gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (4,6) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100
gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (4,12) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (4,18) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (4,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or
102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (6,17) vein - 1000 Energy damage, party or 3 *Ruby Rock or
102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
then 100 Energy damage, party or 1 *Ruby Rock
Gemstone Mines (7,22) bones - 1 L4 ring
*Gemstone Mines (7,31) vein - 250 Poison damage, party or 3 *Emerald Rock or
11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (8,1) vein - 1000 Cold damage, party or 5 *Sapphire Rock or
102-1099 gems; then 250 Cold damage, party or 3 *Sapphire Rock or 11-100
gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (8,10) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (8,13) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (10,15) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (10,18) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (10,22) vein - 250 Energy damage, party or 3 *Ruby Rock or
11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (10,25) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (10,27) vein - 1000 Energy damage, party or 3 *Diamond Rock or
102-1099 gems; then 250 Energy damage, party or 3 *Diamond Rock or 11-100
gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (11,5) vein - 250 Cold damage, party or 3 *Sapphire Rock or
11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (11,12) - pay 250000 gold -> all Gemstone Mines veins are
replenished
*Gemstone Mines (11,29) vein - 250 Energy damage, party or 3 *Diamond Rock or
11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (11,31) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (12,1) vein - 250 Cold damage, party or 3 *Sapphire Rock or
11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (13,16) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (14,11) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (14,18) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (14,25) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (15,15) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (15,22) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (15,27) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (15,31) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (16,4) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (16,7) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (17,5) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (17,31) vein - 100 Poison damage, party or 1 *Emerald Rock
Gemstone Mines (18,9) bones - 1 L4 broach
*Gemstone Mines (19,1) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (20,2) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (20,4) vein - 100 Energy damage, party or 1 *Ruby Rock
Gemstone Mines (20,24) bones - 1 L4 medal
*Gemstone Mines (20,27) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (21,29) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (24,2) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (25,9) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (25,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or
102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (26,4) vein - 250 Energy damage, party or 3 *Diamond Rock or
11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (27,1) vein - 250 Energy damage, party or 3 *Diamond Rock or
11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (29,17) vein - 250 Energy damage, party or 3 *Ruby Rock or
11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock
Gemstone Mines (30,2) rubble - 1 L5 horn
*Gemstone Mines (31,0) vein - 1000 Energy damage, party or 3 *Diamond Rock or
102-1099 gems; then 250 Energy damage, party or 3 *Diamond Rock or 11-100
gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (31,3) vein - 250 Energy damage, party or 3 *Diamond Rock or
11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (31,8) vein - 1000 Energy damage, party or 3 *Ruby Rock or
102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (31,12) vein - 250 Energy damage, party or 3 *Ruby Rock or
11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (31,17) vein - 1000 Energy damage, party or 3 *Ruby Rock or
102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (31,21) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,23) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,25) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,27) vein - 250 Poison damage, party or 3 *Emerald Rock or
11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,29) vein - 250 Energy damage, party or 3 *Diamond Rock or
11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (31,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or
102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
gems; then 100 Poison damage, party or 1 *Emerald Rock
Troll Holes (1,4) chest [5500] - 2000 gold + 50 gems
Troll Holes (4,9) chest [5500] - 2000 gold + 50 gems
Troll Holes (7,2) chest [5500] - 2000 gold + 50 gems
Troll Holes (7,9) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (7,24) throne - Encounter with Hobstadt: choosing option (1) or (2)
do what they say they do; option (3) results in COMBAT: 1 Hobstadt + 2 Troll
Chief, 2 L7 accessories
Troll Holes (7,26) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Troll Holes (8,26) chest [5500] - 225000 gold
Troll Holes (13,20) chest [5500] - 2000 gold + 50 gems
Troll Holes (13,27) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (14,4) chest [5500] - 2000 gold + 50 gems
Troll Holes (15,27) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (19,14) chest [5500] - 2000 gold + 50 gems
Troll Holes (19,18) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Troll Holes (22,3) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (26,3) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (27,10) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (29,10) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Troll Holes (29,22) chest [5500] - 2000 gold + 50 gems
Troll Holes (30,12) chest [5500] - 2000 gold + 50 gems
Troll Holes (30,22) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (30,30) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Escape Pod 1 (4,8) throne - give Soul Box to freed Corak -> *Soul Box with Corak
inside
*A3 (12,14) tent - pay Linus the Ruby Gemsmith 5 *Ruby Rock and 100 gems -> 1
Ruby one-handed weapon or body armor
*A3 (13,12) tent - pay Simon the Emerald Gemsmith 5 *Emerald Rock and 200 gems
-> 1 Emerald one-handed weapon or body armor
*A3 (15,11) tent - pay Toby the Sapphire Gemsmith 5 *Sapphire Rock and 400
gems -> 1 Sapphire one-handed weapon or body armor
A4 (2,7) boat - 12000 gold + 100 gems + 5 L3 items
A4 (3,1) - *Monga Melon
A4 (8,4) - *Monga Melon
A4 (14,3) - *Monga Melon
A4 (15,12) tent - pay 1000 gold -> *Pass to Castleview
B1 (12,5) tent - *Bridle
B2 (12,2) lamp - free genie -> can either accept 100000 gold, or refuse it and
still get 50000 gold. If you take the whole 100000 gold, the genie will
later be angry and may exact revenge upon the party near Necropolis.
B2 (13,9) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
*B3 (1,12) tent - pay Hector the Diamond Gemsmith 5 *Diamond Rock and 1000 gems
-> 1 Diamond one-handed weapon or body armor
B3 (6,12) fort - Encounter with Yog: Choosing to fight results in COMBAT: 1
Yog + 14 Barbarian. Asking for help yields 120 food.
B4 (1,4) - *Monga Melon
C2 (2,6) lamp - free genie -> choice of one of: (1) 500000 XP for one
character, (2) 10000 gold, (3) 500 gems
C2 (3,15) lamp - free genie -> choice of one of: (1) 500000 XP for one
character, (2) 10000 gold, (3) 500 gems
C2 (6,11) lamp - free genie -> choice of one of: (1) 500000 XP for one
character, (2) 10000 gold, (3) 500 gems
C2 (11,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian helm
C2 (11,5) boulder - if you have "Paladin's Friend" award -> 1 Obsidian plate
mail
D1 (1,8) tent - *Key to Great Northern Tower
D1 (10,5) throne - Encounter with Gurodel: Being friendly then asking for
anything "that would help our cause" results in Gurodel giving you 2 *Energy
Disk. Demanding tribute results in COMBAT: 1 Gurodel + 12 Giant; the throne
can then be searched for 2 *Energy Disk.
D2 (0,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian long
sword
D2 (0,10) boulder - if you have "Paladin's Friend" award -> 1 Obsidian shield
D2 (0,15) lamp - free genie -> choice of one of: (1) 500000 XP for one
character, (2) 10000 gold, (3) 500 gems
D2 (5,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian cape
D2 (5,5) boulder - if you have "Paladin's Friend" award -> 1 Obsidian boots
D2 (5,10) boulder - if you have "Paladin's Friend" award -> 1 Obsidian
gauntlets
D3 (7,12) lamp - free genie -> choice of one of: (1) 500000 XP for one
character, (2) 10000 gold, (3) 500 gems
D3 (11,5) fort - Encounter with Graalg: First paying 5000 gold or saying that
you come as conquerers, and then asking for Energy disks yields 2 *Energy
Disk. Asking for Graalg's help against Alamar without saying that you come
as conquerers results in COMBAT: 1 Graalg + 11 Ogre; the fort can then be
searched for 2 *Energy Disk.
D4 (11,10) boat - COMBAT: 3 Medusa Sprite, 5 L4 items
E1 (1,1) tent - give *Treasure Map (Goto E1 x1,y11) -> 2000 gems
E1 (11,12) woodpile - COMBAT: 3 Arachnoid, *Ector's Ring
*E3 (12,10) wagon - pay 100 gold -> food
E3 (13,5) - *Vespar's Emerald Handle
*E3 (13,10) wagon - pay 50000 gold -> 1 L6 robes
*E3 (15,10) wagon - pay 50000 gold and 500 gems -> 1 L6 necklace
*E3 (15,12) wagon - pay 30000 gold -> 1 L6 belt
*E3 (15,13) wagon - pay 20000 gold -> 1 L6 boots
E4 (0,13) - if you have Cloudside "Civilized One" award, first visit Leafpoint
the Tree at E2 (8,15) and listen to everything he says, then search here ->
250000 gold
F1 (10,0) cave - destroy Gargoyle lair -> 100000 XP, party + *Caleb's
Magnifying Glass
F4 (6,7) fountain - *Key to Great Southern Tower
F4 (13,9) hut - if you have Cloudside "Rescued Celia" award -> 1 L6 long sword
Skyroad A2 (12,14) lamp - free genie -> choice of one of: (1) 2000000 XP for
one character, (2) 200000 gold, (3) 2000 gems
Skyroad B1 (5,7) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E1 (12,1) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (3,8) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (8,3) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (8,12) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (12,8) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
*Skyroad E3 (0,5) tent - pay 300 gems -> 1 Scorching scarab
*Skyroad E3 (2,3) tent - pay 300 gems -> 1 Cryo scarab
*Skyroad E3 (2,6) tent - pay 300 gems -> 1 Dyna scarab
*Skyroad E3 (4,5) tent - pay 600 gems -> 1 Kinetic scarab
Skyroad F2 (1,12) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Elemental Plane of Fire (2,4) chest [51000] - chest fails to open + 250 Fire
damage, party unless you take the Test of Fire at (10,13) which does 2500
Fire damage, party -> 1000 gold + 1 Scorching ring + 1 Scorching belt + 1
Scorching scarab
Elemental Plane of Air (5,13) chest [51000] - chest fails to open + 250
Electricity damage, party unless you take the Test of Air at (10,2) which
does 2500 Electricity damage, party -> 1000 gold + 1 Dyna staff + 1 Dyna
cloak + 1 Dyna belt
Elemental Plane of Earth (13,12) chest [51000] - chest fails to open + 250
Physical Damage, party unless you take the Test of Earth at (3,4) which does
2500 Physical damage, party -> 1000 gold + 1 Obsidian helm + 1 Obsidian
gauntlets + 1 Obsidian boots
Elemental Plane of Water (9,1) chest [51000] - chest fails to open + 250 Cold
damage, party unless you take the Test of Cold at (3,11) which does 2500 Cold
damage, party -> 1000 gold + 1 Cryo ring + 1 Cryo scarab + 1 Cryo amulet
Dragon Tower Level 2 (3,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 2 (11,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 3 (3,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 3 (4,10) straw bed - *Dragon Egg
Dragon Tower Level 3 (11,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 4 (3,8) hoard - 1000000 gold + 2 L7 items
Dragon Tower Level 4 (5,9) chest [59284] - 5000 Fire damage, party + 3 L7 items
Dragon Tower Level 4 (7,6) chest [59284] - 10000 Fire damage, party + 10 L7
items
Dragon Tower Level 4 (9,9) chest [59284] - 5000 Fire damage, party + 3 L7 items
Dragon Tower Level 4 (11,8) hoard - 1000000 gold + 2 L7 items
Dragon Clouds (15,30) statue - statue poses a riddle, answer "infinity" for
*Silver ID Card + COMBAT: 13 Energy Dragon (these appear scattered on the way
back to the stairs down to the Dragon Tower)
Darkstone Tower Level 4 (9,8) display case - answer riddle at (7,9) with "120"
to remove force field -> *Gold ID Card
Southern Sphinx Level 1 (2,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (4,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,14) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,16) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,18) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (10,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (12,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 2 (7,3) throne - give Widget to Picard -> *Chime of
Opening
Dungeon of Death Level 2 (7,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (9,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (11,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (13,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (15,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (26,13) sarcophagus - 5 L7 items
Dungeon of Death Level 2 (30,13) sarcophagus - 5 L7 items

SECTION 3H - LOCATION OF AWARDS


-------------------------------

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:

Ellinger's Tower Level 1 (9,8)


Great Northern Tower Level 1 (5,5)
Great Western Tower Level 1 (7,12)
Great Eastern Tower Level 2 (10,8)
Great Southern Tower Level 1 (9,11)

The following keywords may be used to transport yourself to the indicated


location.

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)

SECTION 3J - MAPS OF SELECTED AREAS


-----------------------------------

Castle Alamar Level 3


+----------------+ Key:
15|##### x |15
14|# # x x xx xx |14 # wall
13|# 1 #xx x x |13 > Stairs down to Level 2
12|# # x xx x x|12 < Stairs up to Skyroad A1
11|## ## x x x|11 1 Trigger final encounter with Alamar
10|## #+ x x xxxx |10 + Xeen Power Juice (+5 Levels)
9|## ## x x #|9 x Trap, fall down to Level 1
8|## #< x x xx >|8
7|## ## xxx x x #|7 Safe paths that will not drop you down to Level 1
6|# # xx x |6 are indicated by empty space.
5|# # xxxxx xx |5
4|# #xx xx |4
3|## ##x xxxxx x|3
2| x xx xx |2
1| xxxxxxx x |1
y= 0| xxxxxx |0
+----------------+
x= 0123456789111111
012345

Dungeon of Death Level 1


+--------------------------------+ Key:
31|########D###F#E#M###S##U########|31
30|##SCEPTER##TELEPORTATION#B#J###M|30 # wall
29|########U###A#R#U###A##D#A#V#C#I|29 < Stairs up out of dungeon
28|#D##W##DISTORTION###R#LEPRECHAUN|28 > Stairs down to level 2; requires
27|VAMPIRE#D#####E#T###T##A#B###R#O|27 solving entire crossword puzzle
26|#R##N######W####A#KALINDRA###T#T|26 1 Statue with clues for puzzle
25|#K##T#M####I#MAGIC##E####R###O#A|25
24|#S#REVITALIZE###N#####M##I###G#U|24 Answers to crossword are indicated
23|#T##R#G####A#A#SEER#IGUANA#ERROR|23 directly on the map.
22|CORAK#H##O#R#C##E##R##M##N###A##|22
21|#N##I#T#ACID#C#ARENA##M#M##P#P#C|21
20|#E##L##D#T###U#####T##Y#I#ARCHER|20
19|####L#TITO###R###D###A##R##I#E#U|19
18|#D#####S#P#G#A###U#SORCERESS#R#S|18
17|#R##T#RESURRECTION###M##O##O###A|17
16|RANGER#A#S#I#Y###G#ALAMAR##N#S#D|16
15|#G##T##S###F##C##E###D####SEVERE|15
14|#O#THEREWOLF#NECROPOLIS####R#W#R|14
13|#N##E######I##N##N###L##X#P##E##|13
12|####R##P##SNOUT#A####L##E#E##R##|12
11|##C##B#A######I#L##KNOWLEDGE####|11
10|FLAMBERGE##I#SPELL######N#A##S#E|10
9|##S##A#E#A#N##E#I##G#G####S##T#L|9
8|##T#USE#PRESTIDIGITATOR##VULTURE|8
7|GOLD#T#C#A#E##E#A##R#B####S##M#M|7
6|##E#S##R#C#C#F##T#AGILE####FABLE|6
5|##V#P##I#H#T#A##O##O#I#V##C##L#N|5
4|#FISHERMAN##CLAIRVOYANCE#TRIDENT|4
3|##E#I##I#O#M#I#####L###N##O####S|3
2|#SWINE#N#I#O#S###SKELETON#W#O###|2
1|####X#SANDCASTER## 1#M#ENERGY#|1
y= 0|#######L###T#A####<#>#######B###|0
+--------------------------------+
x= 01234567891111111111222222222233
0123456789012345678901
SECTION 4A - MONSTER TABLE
--------------------------

Explanation of the column headings and abbreviations:


ID# - monster ID number
K - thousand
M - million
HP - hit points; if this is followed immediately by a letter, the monster is
of a specific subtype:
B = beast
D = dragon
G = golem
H = humanoid
I = insect
U = undead
AC - armor class
Spd - speed
Acc - physical attack accuracy (not relevant for other damage types)
At - number of attacks; "P" means the monster attacks every character once.
Dam - damage done per attack that connects
DT - damage type (abbreviations are the same as for resistances, below)
R - whether attack is ranged or not
BT - possible inflicted condition:
Age = magical aging
BrW = break weapon
Con = confused
CuI = curse inventory items
Cur = cursed
Dea = dead
Dis = diseased
Era = eradicated
Ins = insane
Lov = in love
Par = paralyzed
Poi = poisoned
Slp = sleep
SP = drain spell points
Sto = stone
Unc = unconscious
Wea = weak
Ta - blank for normal targeting; if something is listed, the monster
preferentially targets the following types of characters:
Ar = Archer
Cl = Cleric
Dr = Druid
Dw = Dwarf
Kn = Knight
Pa = Paladin (does not actually work because of a bug)
Ra = Ranger
Ro = Robber
So = Sorcerer
Resistances - resistances are in the following order: Ph (physical), fire (F),
cold (C), electricity (E), poison/acid (P), energy (En), magic (Ma). If "Im"
is indicated, the monster has 100% resistance to that attack form. High-
level spellcasters do have a chance of punching through even 100% resistance.

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

SECTION 4B - MONSTERS BY LOCATION


---------------------------------

Castleview: Goblin, Gremlin, Gremlin Guard, Gettlewaithe


Castleview Sewer: Sewer Slug, Sewer Rat, Rooka, Valio
Sandcaster: Enchantress, Wizard, Sorceress, Master Wizard, Morgana, Xenoc
Sandcaster Sewer: Beholder Bat, Sewer Hag
Lakeside: Witch, Coven Leader
Lakeside Sewer: Sewer Stalker
Necropolis: Higher Mummy, Power Lich, Sandro
Necropolis Sewer: Lava Roach
Great Northern Tower Level 1: Slayer Knight
Great Northern Tower Level 2: Slayer Knight, Death Knight
Great Northern Tower Level 3: Slayer Knight, Death Knight
Great Northern Tower Level 4: Slayer Knight, Death Knight, Doom Knight
Great Western Tower Level 1: Cleric of Mok
Great Western Tower Level 2: Cleric of Mok, Mok Heretic
Great Western Tower Level 3: Cleric of Mok, Mok Heretic
Great Western Tower Level 4: Cleric of Mok, Mok Heretic, Cult Leader
Great Eastern Tower Level 1: Mystic Mage
Great Eastern Tower Level 2: Mystic Mage
Great Eastern Tower Level 3: Mystic Mage, Magic Mage
Great Eastern Tower Level 4: Mystic Mage, Magic Mage, Gamma Gazer, Mega Mage
Great Southern Tower Level 1: Rogue
Great Southern Tower Level 2: Rogue, Thief
Great Southern Tower Level 4: Rogue, Thief, Master Thief
Castle Kalindra Dungeon: Power Lich, Dragon Mummy, Scraps
Castle Blackfang Level 1: Vampire, Vampire Lord
Castle Blackfang Level 2: Vampire, Vampire Lord
Castle Blackfang Level 3: Vampire, Vampire Lord, Royal Vampire, Ct. Blackfang
Castle Blackfang Dungeon: Octopod
Castle Alamar Level 1: Annihilator
Castle Alamar Dungeon: Annihilator, Autobot
Temple of Bark Level 1: Orc Guard
Temple of Bark Level 2: Orc Guard, Orc Shaman
Temple of Bark Level 3: Orc Guard, Orc Shaman, Orc Elite
Temple of Bark Level 4: Orc Shaman, Orc Elite, Shaalth
Temple of Bark Level 5: Barkman
Dungeon of Lost Souls Level 1: Minotaur
Dungeon of Lost Souls Level 2: Minotaur
Dungeon of Lost Souls Level 3: Minotaur, Gorgon
Dungeon of Lost Souls Level 4: Minotaur, Gorgon
Dungeon of Lost Souls Level 5: Minotaur, Gorgon
Great Pyramid Level 1: Cloud Dragon, Green Dragon
Gemstone Mines: Beholder Bat, Sabertooth
Troll Holes: Troll Grunt, Troll Guard, Troll Chief, Hobstadt
A1: Lava Dweller, Gamma Gazer
A2: Barbarian, Gamma Gazer
A3: Arachnoid, Barbarian
A4: Electrapede
B1: Griffin, Giant, Gamma Gazer
B2: Barbarian, Griffin, Iguanasaurus, Gamma Gazer
B3: Arachnoid, Barbarian, Yog
B4: Medusa Sprite, Electrapede
C1: Arachnoid, Griffin, Giant
C2: Sand Flower, Griffin, Iguanasaurus
C3: Medusa Sprite, Dark Wolf, Ogre
C4: Medusa Sprite, Sharla
D1: Arachnoid, Giant, Gurodel
D2: Sand Flower, Vulture Roc
D3: Dark Wolf, Ogre, Vulture Roc, Graalg
D4: Medusa Sprite, Dark Wolf
E1: Arachnoid, Hell Hornet
E2: Armadillo, Vulture Roc
E3: Mantis Ant, Armadillo
E4: Killer Cobra, Mantis Ant
F1: Gargoyle, Hell Hornet
F2: Gargoyle, Armadillo, Octopod
F3: Gargoyle, Mantis Ant
F4: Killer Cobra, Mantis Ant
Skyroad A1: Cloud Dragon, Mega Dragon
Skyroad A2: Sky Golem, Cloud Dragon
Skyroad A3: Medusa Sprite, Cloud Dragon
Skyroad A4: Medusa Sprite, Cloud Dragon
Skyroad B1: Griffin, Cloud Dragon
Skyroad B3: Sky Golem
Skyroad B4: Sky Golem, Cloud Dragon
Skyroad C1: Griffin, Cloud Dragon
Skyroad C2: Cloud Dragon, Green Dragon
Skyroad C4: Sky Golem, Cloud Dragon
Skyroad D1: Sky Golem, Cloud Dragon
Skyroad D2: Cloud Dragon, Green Dragon
Skyroad D4: Sky Golem, Cloud Dragon
Skyroad E1: Cloud Dragon, Green Dragon
Skyroad E2: Cloud Dragon, Green Dragon
Skyroad E4: Sky Golem, Cloud Dragon
Skyroad F1: Sky Golem, Cloud Dragon
Skyroad F2: Sky Golem, Cloud Dragon
Skyroad F3: Sky Golem, Cloud Dragon
Skyroad F4: Sky Golem, Cloud Dragon
Elemental Plane of Fire: Fire Blower
Elemental Plane of Air: Whirlwind
Elemental Plane of Earth: Earth Blaster
Elemental Plane of Water: Tidal Terror
Dragon Tower Level 1: Dragon King
Dragon Tower Level 2: Acid Dragon, Fire Dragon, Frost Dragon
Dragon Tower Level 3: Fire Dragon, Frost Dragon
Dragon Tower Level 4: Acid Dragon, Dragon King
Dragon Clouds: Cloud Dragon, Green Dragon, Phase Dragon, Energy Dragon
Darkstone Tower Level 1: Onyx Golem
Darkstone Tower Level 2: Onyx Golem
Darkstone Tower Level 3: Onyx Golem
Darkstone Tower Level 4: Onyx Golem
Southern Sphinx Level 1: Ghost Mummy
Southern Sphinx Level 2: Phase Mummy
Southern Sphinx Dungeon: Dragon Mummy
Dungeon of Death Level 2: Screamer, Skeletal Lich, Vampire King
Dungeon of Death Level 3: Annihilator, Autobot
Dungeon of Death Level 4: Demon, Devil, Lord Xeen

SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES


------------------------------------------------

(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)

(This section is incomplete in areas where information was gathered by


experiment.)

Items range in power from level 1 to 7; this is the item level listed in the
treasure tables above.

An item is one of weapon, armor, accessory, or miscellaneous; one of the base


items below is randomly chosen. Level 1 items cannot be armor other than body
armor, or accessories. At levels 2 to 5 an item will receive exactly one of:
(1) a material enchantment; (2) an elemental enchantment; or (3) an attribute
enchantment; or (4) the ability to cast spells, powered by charges. At levels
6 and 7, item generation is similar, but you may not receive a missile weapon
or a miscellaneous item unless one is specifically called for. A weapon of
level 2 to 7 may also receive a special weapon power.

The definition of item quality appears to be similar to that in Might and


Magic III, but with a new tier of Level 1 items, bumping up all the old tiers.

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

TWO-HANDED WEAPONS (prevents the use of a shield)


Name Damage Cost Usable by
Bardiche 4d4 200 All except Cleric, Sorcerer, Druid
Battle Axe 3d5 100 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Flamberge 4d5 400 Knight, Paladin, Archer, Ranger
Glaive 4d3 80 All except Cleric, Sorcerer, Druid
Grand Axe 3d6 200 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Great Axe 3d7 300 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Halberd 3d6 250 All except Cleric, Sorcerer, Druid
Hammer 2d5 120 All except Sorcerer
Naginata 5d3 300 Knight, Paladin, Ninja
Pike 2d8 180 All except Cleric, Sorcerer, Druid
Staff 2d4 40 All
Trident 2d6 100 All except Cleric, Sorcerer, Druid

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

BODY ARMOR (may equip only one)


Name Armor Cost Usable by
Robes 2 20 All
Scale Armor 4 100 All except Sorcerer, Druid
Ring Mail 5 200 All except Sorcerer, Barbarian, Druid
Chain Mail 6 400 Knight, Paladin, Archer, Robber, Cleric, Ranger
Splint Mail 7 600 Knight, Paladin, Cleric, Ranger
Plate Mail 8 1000 Knight, Paladin
Plate Armor 10 2000 Knight, Paladin

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

CLOAKS (may equip only one)


Name Armor Cost Usable by
Cape 1 200 All
Cloak 1 250 All

OTHER ARMOR (may equip one of each of these per character)


Name Armor Cost Usable by
Belt 0 100 All
Boots 1 40 All
Gauntlets 1 100 All
Helm 2 60 All

AMULETS (may equip only one)


Name Armor Cost Usable by
Amulet 0 2000 All
Necklace 0 1000 All
Pendant 0 500 All

MEDALLIONS (may equip two of these per character)


Name Armor Cost Usable by
Broach 0 250 All
Cameo 0 300 All
Charm 0 50 All
Medal 0 100 All
Scarab 0 200 All

RINGS (may equip two of these per character)


Name Armor Cost Usable by
Ring 0 100 All

MAGICAL ITEMS (separate inventory space, usable and cannot be equipped)


Name Cost
Box 10
Coin 10
Gem 500
Horn 20
Jewel 1000
Orb 100
Rod 50
Scroll 100
Wand 50
Whistle 10

ITEM MATERIAL ENCHANTMENTS


Unlike in Might and Magic III, material enchantments on accessories do not
affect armor class and thus have no effect at all when equipped.

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

ITEM ELEMENTAL ENCHANTMENTS

Elemental enchantments on weapons only grant the capacity to cause elemental


damage. On other items, they only increase resistance.
NB: "Power" is both an Energy modifier and a Might modifier.

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

ITEM ATTRIBUTE ENCHANTMENTS


Value Item
Might Bonus Added Levels
Might +2 200 2
Strength +3 300 2-3
Warrior +5 500 2-4
Ogre +8 800 2-5
Giant +12 1200 3-5
Thunder +17 1700 4-6
Force +23 2300 5-6
Power +30 3000 6
Dragon +38 3800 6
Photon +47 4700 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

SPECIAL WEAPON POWERS

Beast Bopper - 3x damage against Beasts


Bug Zapper - 3x damage against Insects
Dragon Slayer - 3x damage against Dragons
Golem Smasher - 3x damage against Golems
Monster Masher - 3x damage against Monsters
Undead Eater - 3x damage against Undead

IMBUED SPELL ENCHANTMENTS

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

Items that cast more powerful spells do not appear randomly.

SECTION 5B - SHOPS OF DARKSIDE


------------------------------

Castleview (9,22) - carries level 1-2 items


Sandcaster (9,19) - carries level 1-4 items
Castle Kalindra Level 3 (15,2) - carries level 3-5 items
Olympus (5,8) - carries level 4-6 items
SECTION 6A - TAVERN TIPS AND RUMORS
-----------------------------------

Rumors and tips are listed as-is; some of them are inaccurate.

Castleview (20,25) Blacksmoke Tavern


Rumor 1 : One of the sewer exits under this town leads to the south side of
the river.
Rumor 2 : The Gremlin King is a coward and will give you anything you want if
you defeat him in battle.
Rumor 3 : You can find Rubys, Diamonds, Emeralds, and Sapphires in the
Gemstone mines.
Rumor 4 : Be sure to cast the levitate spell before you travel around
outdoors, if you may fall in a Troll Hole.
Rumor 5 : Alamar seized Prince Roland and has him locked up in the bottom of
his Castle.
Rumor 6 : Some monsters leave their camps unguarded while they hunt.
Sometimes they leave treasure behind, but they will get revenge if
you take it.
Rumor 7 : There is a rope ladder that leads to the skyroads above Darkside in
the Dark Grove to the north of Castleview.
Rumor 8 : Smile. There is a pot of gold at the end of every rainbow.
Rumor 9 : All towns require a pass to enter.
Rumor 10: Monga Melons can only be found on the south side of the river.
Tip 1 : Only Robbers and Ninjas can steal successfully.
Tip 2 : Be sure to cast the levitate spell before you venture onto a cloud.
Tip 3 : Vampires and Mummies are vulnerable to Turn Undead spells.
Tip 4 : Two characters must have the pathfinder skill before you can walk in
the forest.
Tip 5 : Two characters must have the mountaineer skill before you can walk in
the mountains.
Tip 6 : Everyone must have the swimming skill before you can venture into
shallow water.
Tip 7 : He who runs away lives to fight another day.
Tip 8 : Be sure to put your excess gems in the bank... you may need to ask
Mr. Wizard for help.
Tip 9 : Use the Jump spell to get over traps.
Tip 10: You will earn interest on the money and gems you put in the bank.

Sandcaster (9,13) The Oasis


Rumor 1 : The pass to Lakeside can be found in this town.
Rumor 2 : The Enchantress will enchant Ambrose's bridle if you take it to
her.
Rumor 3 : The only way to get into the part of Castle Blackfang Queen
Kalindra is being kept at is to fly.
Rumor 4 : The Witches of Lakeside have been turning people into monsters for
sale as guards and slaves.
Rumor 5 : Some of the smarter monsters near this town have energy disks.
Rumor 6 : Alamar collected some of the keys to places on the other side of
the world and has them stored in the bottom of his castle.
Rumor 7 : Alamar shut down the mirrors to keep hostile forces from using
them for easy travel.
Rumor 8 : There exists a God of the Mountains who can restore the gems to
the Gemstone Mines.
Rumor 9 : Olympus can be found in the sky.
Rumor 10: The Head Lich of Necropolis holds the key to the Dungeon of Death
on the other side of the world.
Tip 1 : It can take a long time to get through the desert without a
navigator.
Tip 2 : The talking trees communicate with one another on both sides of the
world.
Tip 3 : Helping Thaddeus will restore your age to normal.
Tip 4 : Use the Wizard Eye and Teleport spells to speed your explorations.
Tip 5 : Use the grates to cut off pursuit.
Tip 6 : Lead monsters away from treasure and then teleport back.
Tip 7 : Cast your protection spells at 5:00 in the morning to get the most
from them.
Tip 8 : Cast your protections spells in front of sources that gives spell
points, then use the source to replenish them.
Tip 9 : Liquids of the same color tend to have the same effect.
Tip 10: You should stop paying for tips once you have reached the 10th tip
at a tavern.

Olympus (9,8) Tavern


Rumor 1 : Always be Positive when in the Dungeon of Lost Souls.
Rumor 2 : The key to the Western Tower is inside the Western Tower.
Rumor 3 : Darkside is but one side of a coin spinning through the void.
Rumor 4 : Only a Soulbox can hide a Guardian.
Rumor 5 : No mortal can defeat Alamar.
Rumor 6 : Nibbler the Monkeydog holds the key to the Temple of Bark.
Rumor 7 : Alamar was not born on Xeen.
Rumor 8 : Lord Xeen's scepter and Alamar's Cube are keys to the destiny of
Xeen.
Rumor 9 : Evil is not Good.
Rumor 10: You will need no special pass to enter Castle Alamar.
Tip 1 : Some monsters hate certain types of characters.
Tip 2 : Search fireplaces for secret buttons.
Tip 3 : Use Teleport carefully inside of towers and castles.
Tip 4 : Each party member can have a return location for the Lloyd's Beacon
spell.
Tip 5 : Assign one of your characters' Lloyd's Beacons to the space in front
of a mirror for easy access to the rest of the world.
Tip 6 : You must visit all eight corners of the world before the destiny of
Xeen can be realized.
Tip 7 : The Dungeon of Death on the other side of the world is the ultimate
Might and Magic Challenge.
Tip 8 : The Soulbox is in the sewer under the city.
Tip 9 : Don't travel on the river. THere are many monsters and rapids to
slow your trip.
Tip 10: Hi Mom and Dad!

SECTION 6B - MISCELLANEOUS TIPS AND TRICKS


------------------------------------------

* 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.

Do note that damage to monsters is not saved and disappears on reloads.

* HOW RESISTANCE WORKS


I'm not certain just how resistance works; here's what I know about how you
take damage from non-physical attacks (damage taken cannot drop below zero):
1. First, an amount equal to the power level of an active Protection from
Elements spell is subtracted from damage taken. Note that except at very
high levels, the effect of separate Protection from Elements spells is
stronger than that provided by Day of Protection.
2. Then, your character makes saving throws that can successively halve
damage taken. I'm not sure just how this works, but my working hypothesis
is that your resistance (the same as what is listed on your character
statistics screen) is greater than zero, 1d(Resistance + Luck Bonus) is
compared to 1d30. If the first roll is greater, then the damage you take
is halved and rounded down, and you get to make another saving throw (this
sentence is something I'm reasonably certain about). If you have no
resistance at all, you don't get a saving throw no matter what your Luck
is.
3. Finally, an amount equal to the power level of your active Power Shield
spell is subtracted.
If damage is reduced to zero, then you also automatically block any status
effect associated with the attack.

* USING MAGICAL ITEMS IN COMBAT


If you are short on inventory space for spellcasting items, you are allowed
to enter a character's inventory during combat and move items from player to
player, so a single Wand of Fireballs loaded with charges can let each
member of your party cast a fireball in one round.

* 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.

* AVOID WASTING TIME DRINKING FROM WELLS AND FOUNTAINS


If you are drinking from a well or fountain that pops up a window describing
what has happened (most of them do), do not dismiss the window with the
space bar, as that causes time to pass. Use Escape or a mouse click to close
the window.

* HOW TO DEFEAT SPECIFIC MONSTERS:


Armadillo: Pink Armadillos guard the way to the second town of Sandcaster.
They look silly but they're actually much more dangerous than they appear. A
lot of people have trouble with them, but they're vulnerable to the Beast
Master spell; once you connect with that spell, they're easy to defeat with
physical attacks.

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.

* HOW TO MAKE GOLD ACTIVELY


The best way to repeatably earn an income is in the Gemstone Mines. Mine
all the veins, and make sure to receive hundreds of gems from the first time
you mine the deep veins that can be mined three times; be careful, these are
the veins that can do 1000 damage to your whole party. You can then convert
gemstone rocks and gems into armor around Acid Pond; plate armor sells for
the most by far. Then, pay the God of Minerals 250000 gold to replenish all
the veins and repeat. If you restore save games to make sure you get lots of
gems from deep veins and plate armor from the armorers, this can be a
profitable venture.

Be warned that this is very tedious!

* HOW TO MAKE GEMS ACTIVELY


If you take Sandro's quest at Necropolis (10,8) but do not have his heart,
you can repeatedly fight Sandro for 100 gems each time you defeat him.

* HOW TO MAKE GOLD AND GEMS PASSIVELY


You can earn interest on gold and gems placed in the bank. This interest is
1% per week on both, rounded down, received at midnight on Onesday.

* DARKSTONE TOWER STATUES (read down and then to the right)


NWDA---Y-NHA
EO-NYFPIMTDG
WRTKOOLNI--I
-LHSURAGGAMC

SNTS-CKDEM
ODHAOO--L!
-SEGFRAST-
E--A-ANHE-

1-ITN-HNA-A
9BNHEMTDGS!
9ESEXI--IA-
4G--TGAMCG-

T-MEOE-FENN-TEAO
Y"PRNV4--G-DHE-N
PCU"-E-TDEOE--S!
EOT-LLOHUOFASYO-

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