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Might - And.magic.5 Dark Side of Xeen - Cluebook
Might - And.magic.5 Dark Side of Xeen - Cluebook
Olympus.
Page 4 Page 5
Castleview
The game begins with your characters receiving the
Dragon Pharaoh’s orb from Zelda the Herbalist at
location x. Whether you are starting a new
Darkside game or are bringing characters over from
Clouds, Castleview is a good place to prepare your
characters for the challenges that lay ahead. We
recommend that you spend some time to complete
some of the quests inside Castleview and its sewer
before you leave the safety of its walls.
Page 6 Page 7
Monster List
Gremlin
Experience 2000 HP 20 AC 7
Speed 35 Attacks 2 Damage 2-20
Damage Type Physical Range Attack N
Gremlin Guard
Experience 3000 HP 50 AC 10
Speed 35 Attacks 2 Damage 6-30
Damage Type Physical Range Attack N
Goblin
Experience 1000 HP 10 AC 5
Speed 30 Attacks 2 Damage 2-12
Damage Type Physical Range Attack N
Gettlewaithe
Experience 5000 HP 100 AC 15
Speed 35 Attacks 2 Damage 5-25
Damage Type Physical Range Attack N
Page 8 Page 9
Castleview Sewer
The sewer under Castleview is a nasty place, filled
with rats and sewer slugs. Some small magic items
can be found here, though, and the only way into
some areas of Castleview is through the sewer. The
entrances/exits in the sewer correspond with those
in Castleview.
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Sandcaster
Next to Castleview, Sandcaster is the most important town
in Darkside. The town has a guild with a fine selection of
spells, but there is a dispute over who should be running it.
Xenoc the Wizard and Morgana the Sorceress hold de
facto sway at the moment, but theirs is a violent and selfish
rule. A reward awaits those who can topple them from
power.
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Master Wizard
Experience 120000 HP 500 AC 25
Speed 150 Attacks 2 Damage 10-400
Damage Type Fire Range Attack Y
Xenoc
Experience 250000 HP 700 AC 35
Speed 175 Attacks 1 Damage 10-500
Damage Type Energy Range Attack N
Page 14 Page 15
Sandcaster Sewers
The sewer below Sandcaster is a lot like sewers
everywhere: dark and dangerous. You will have to
use the sewer to get under the wall that separates
the town of Sandcaster from the Wizard’s zone.
Remember that the entrances and exits in the sew-
ers correspond to those in the town above.
Sewer Hag
Experience 50000 HP 75 AC 10
Speed 40 Attacks 1 Damage 10-250
Damage Type Electricity Range Attack Y
Page 16 Page 17
Lakeside
Once a bustling lake town, Lakeside has been con-
verted into a Witch’s haven. The Witches run an
extremely profitable business kidnapping local
peasants, turning them into monsters, and selling
them as cheap labor and warriors to evil people.
Lakeside has an excellent guild, but the rest of the
business owners have been converted into mino-
taurs and are now guarding the Dungeon of Lost
Souls.
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Lakeside Sewer
The Witches of Lakeside have purchased one of the
magical statuettes stolen from Luna the Druid by
the Thieves of the Southern Tower and stored it
down here. You will need to be able to swim to
move through these passages, so make sure all
members of your party have that skill before you
give this sewer a try.
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Necropolis
Necropolis is a dead town. All the inhabitants are
undead, and most of them don’t like living visitors.
The only town service available in Necropolis is the
guild, which has some of the best spells in the game.
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Necropolis Sewer
The sewer below Necropolis is filled with lava due
to its proximity to the volcanic mountains of the
Northwest. You will need characters with either a
lot of hit points or a lot of fire resistance to last long
in this place. The treasure here is worth whatever
risks you take to get it.
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Olympus
Olympus can only be entered by those who have
visited the Dragon Pharaoh. If you have made it
this far, you are close to completing the game.
Olympus is a full service town, and contains the
Soulbox you will need to put Corak into in order to
win the game. Olympus also contains the answers
to many of the riddles in the game. There is no level
limit on the Training Grounds in Olympus.
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Olympus Sewer
A trip through the Olympus sewer is the only way
to get to the Soulbox in the town above. Watch
where you step in this sewer: the sky squares will
drop you to the ground (with damage) if you step
on them.
Olympus Sewer
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Towers
There are five towers in Darkside, one of which is
Disks to Ellinger.
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Ellinger’s Tower
Ellinger’s Tower is located inside Castleview. You
will need to visit Ellinger a few times to get him to
restore Castle Kalindra. The tower cannot be
entered until Nadia the Hoarder has given you the
key. Nadia can be found in Castleview.
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Ellinger’s Tower Level 1 Ellinger’s Tower Level 3
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Great Northern Tower Monster List
The key to the Northern Tower can be found in the Death Knight
hands of Bosco, the Dwarf King, just outside the Experience 100000 HP 750 AC 50
front door to the tower. The Tower is filled with Speed 80 Attacks 2 Damage 2-500
puzzles and opportunities for experience, so it is Damage Type Physical Range Attack N
worth it to complete the entire tower if you are try-
Slayer Knight
ing to build up your characters. Experience 50000 HP 500 AC 30
Speed 50 Attacks 1 Damage 2-500
a Chalice of Protection answer is “aie.” Once Damage Type Physical Range Attack N
b Euphoria Throne you have the chalice,
take it back to Bosco for Doom Knight
Magical books with rid- your reward. Experience 500000 HP 1000 AC 50
Speed 100 Attacks 4 Damage 2-500
dles in them are hidden Damage Type Physical Range Attack N
in cabinets throughout There are six thrones
the castle. Here are the of the emotions to sit on
answers to the riddles in on level four. Never sit
one easy place: on the throne of the
Dunce. It serves no use-
Lesson 1: eeeioie ful purpose. If you sit on
Lesson 2: eoauaaue all of the thrones except
Lesson 3: eeeoeaoueieeeoe Dunce and Euphoria
Lesson 4: oeooeieoooaei and then sit on the
Lesson 5: oooaioeieou Euphoria Throne at
Lesson 6: aooaioeaeooae location b, your char-
Lesson 7: iieeeoeeeouie acters will gain perma-
nent statistic and level
The Chalice of bonuses. This will only
Protection is at location work once per charac-
a . You will need to ter.
answer a password to
receive the chalice. The
Page 36 Page 37
Great Northern Tower Level 1 Great Northern Tower Level 3
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Great Southern Tower
The Southern Tower is the home of the Thieves’
Monster List
guild on Darkside. Thaddeus, keeper of the foun- Thief
tain, will give you the key to this tower if you visit Experience 10000 HP 100 AC 15
him in area F4. This is the easiest of the towers in Speed 40 Attacks 1 Damage 100
Darkside to complete. Damage Type Physical Range Attack N
Page 40 Page 41
Great Southern Tower Level 1 Great Southern Tower Level 3
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Great Eastern Tower Monster List
The Eastern Tower is probably the most difficult of Magic Mage
the Towers to complete. You can find the key to this Experience 200000 HP 300 AC 25
tower in Sandcaster, guarded by Wizards. Speed 80 Attacks 1 Damage 10-300
Damage Type Electricity Range Attack Y
Page 44 Page 45
Great Eastern Tower Level 1 Great Eastern Tower Level 3
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Great Western Tower
Like all towers in Darkside, the Western Tower
Monster List
cannot be entered from the front door without a Cleric of Mok
key. You can find the key by entering from the sky- Experience 30000 HP 125 AC 10
road above the tower and searching at location a. Speed 40 Attacks 1 Damage 250
Once you have the key you should return to Damage Type Electricity Range Attack Y
Dreyfus in area A2 to let him in the tower.
Mok Heretic
Experience 50000 HP 150 AC 12
a Western Tower Key resistance to the ele-
Speed 50 Attacks 1 Damage 500
b Magical Statue ments if his resistance is Damage Type Magic Range Attack Y
c Dreyfus’ desk low. Be sure to have
each character drink Cult Leader
A magical statue rests from the fountains! Experience 100000 HP 100 AC 20
in an alcove in the cen- Speed 60 Attacks 1 Damage 10-100
ter of the tower on the Dreyfus, High Priest Damage Type Energy Range Attack Y
first level at location b. of Mok, sits at location
This is one of the statues c when he is in the
stolen from Luna the tower. He will be here to
Druid in area A3. give you your reward
for helping him if you
Wall fountains will have let him in the
improve a character’s tower.
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Great Western Tower Level 1 Great Western Tower Level 3
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Castles
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Castle Kalindra
No key is required to enter Castle Kalindra, but the
Monster List
castle is out of phase and needs to be restored to Power Lich
reality before it can be entered. You will need to Experience 200000 HP 500 AC 20
give five Energy Disks per level to Ellinger so that Speed 60 Attacks 1 Damage 10-100
he can restore the castle. Damage Type Magic Range Attack Y
Page 54 Page 55
Castle Kalindra Level 1 Castle Kalindra Level 3
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Castle Blackfang Monster List
No key is required to enter Castle Blackfang, but Vampire
you will not be able to get into the part of the castle Experience 200000 HP 400 AC 30
that Queen Kalindra is held in without the help of Speed 80 Attacks 1 Damage 10-100
Ambrose, the Queen’s Knight. Ambrose will help Damage Type Physical Range Attack N
you get into the castle once you have paid to have
Vampire Lord
his griffin’s bridle enchanted. See the Ambrose Experience 300000 HP 500 AC 35
quest in area B2 for more information. Speed 100 Attacks 1 Damage 10-300
Damage Type Physical Range Attack N
a Queen Kalindra When you first visit her
b Count Blackfang she will give you the Royal Vampire
Experience 400000 HP 750 AC 40
x Trap combination to her safe
Speed 125 Attacks 1 Damage 10-500
back on level three of
Castle Kalindra. You Damage Type Physical Range Attack N
Traps are located in
inconvenient locations will need to take her Count Blackfang
throughout the castle. crown from the safe and Experience 2000000 HP 1500 AC 50
We have marked the return it to her in this Speed 150 Attacks 1 Damage 10-1000
traps with an x on the castle. Once you do so Damage Type Physical Range Attack N
map to help you avoid she will provide you
them. with the key to the Octopod
Great Pyramid. Experience 250000 HP 2500 AC 40
Count Blackfang sleeps Speed 80 Attacks 1 Damage 2-200
in his coffin at location Coffins with vampires Damage Type Poison Range Attack N
b . You must slay the in them abound in
Count before you can Castle Blackfang. Some
walk down the stairs to of the coffins contain
visit Queen Kalindra. treasure (plus an
undead occupant). The
Queen Kalindra lan- treasure items are fairly
guishes at location a. powerful, so it may be
worth your while to
search the coffins.
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Castle Blackfang Level 1 Castle Blackfang Level 3
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Castle Alamar Monster List
Nothing stops you from entering Castle Alamar Annihilator
anytime you like. The castle is a difficult place to Experience 1000000 HP 1500 AC 40
adventure in, however. When you finally have Speed 200 Attacks 12 Damage 5-250
Corak in his Soulbox, Castle Alamar is the final Damage Type Energy Range Attack Y
stop in the game.
Autobot
Experience 1000000 HP 2500 AC 100
a Sheltem /Alamar Sheltem awaits you at Speed 200 Attacks 2 Damage 5-500
b Prince Roland the end of level three at Damage Type Energy Range Attack N
c Exit to Clouds of location a . If you do
Xeen not have Corak in the
Soulbox, you will die. If
Sundials on level two you do, then congratula-
must all be set to nine. tions! You will win the
When the four dials are game and see the
set, it is safe to take the Darkside endgame.
path to the center of
level two to answer the Prince Roland can be
question of the statue found at location b. To
there. The answer is get to him, you will have
“SHELTEM”. Once to get several items from
you have done this, you the other side of the
will be permitted to world. Refer to the
climb the stairs to level World of Xeen section
three. for more information on
this subject.
Level three is composed
of a mass of elemental A passage to Shangri-
squares that will drop La on the other side of
you down to level one if the world is located at
you step on the wrong c. You can use this pas-
ones. We have drawn sage to move between
the correct path on your the two games if you
map for you to follow. have Clouds of Xeen on
your hard drive.
Page 62 Page 63
Castle Alamar Level 1 Castle Alamar Level 3
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Dungeons
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Temple of Bark level three will win the south five gems each,
gratitude of the sprites in they will activate the
The Temple of Bark should be the first dungeon the forest above the four fountains in the
you attempt. Nibbler the Monkeydog has the key in Temple. fruit rooms. These foun-
area B3, but you will have to bring him a Monga tains will increase ele-
Melon before he will even TELL you he has the Dials set in the walls mental resistance in
key. Nibbler will ask you to visit the Temple of on level four can be characters whose resis-
Bark and then return to him before he gives you the turned in four direc- tance is below 50. If you
key. When you have done that, he will demand a tions. Set the western feed the skulls to the
second Monga Melon. Once you have brought him dials to one, the north- north five gems each,
the second Monga Melon, Nibbler will give you the ern to two, and the east- you will release the hor-
key to the Temple of Bark. ern to three. Once that rible Barkman from his
is done, pull the only prison in the central
lever on level four and chamber of level five.
Strange text in books Colored potions await drink from the fountain Barkman has 40000 hit
can be found all over the drinkers on the first and to become a disciple of points and does a lot of
Temple of Bark. Only a second levels. Each Bark. Only disciples of damage when he hits. If
linguist can decipher potion is good for three Bark can descend to you manage somehow to
these works. drinks, then vanishes. level five. slay Barkman, you will
Refer to the potion key gain access to the huge
Ceiling spears on levels in the appendix of this Gem devouring skulls treasures in the chests
one and two will come clue book to determine inhabit level five. If you on this level.
down hard on party what each potion will feed the skulls to the
members who walk in do.
the middle of large
rooms or through arch- Black Barrels are
ways. We have marked explosive and will
each such trap with an destroy everything in a
x on the map. Use the room if they are opened.
jump spell to get past The barrels will damage
these locations when your characters as well.
they block your way.
Prisoners of the Orcs
Magic walls will appear are kept in cages to await
in front of the party in sacrifice to the Orcs’
some locations. Just bloody god. Releasing
back up a step and cast prisoners will win experi-
the jump spell to get ence. Releasing the sprite
past these barriers. in the central room of
Page 68 Page 69
Monster List
Orc Guard
Experience 5000 HP 60 AC 10
Speed 20 Attacks 1 Damage 3-30
Damage Type Physical Range Attack N
Orc Shaman
Experience 10000 HP 50 AC 15
Speed 30 Attacks 1 Damage 5-25
Damage Type Cold Range Attack Y
Orc Elite
Experience 15000 HP 200 AC 15
Speed 40 Attacks 2 Damage 5-50
Damage Type Physical Range Attack N
Shaalth
Experience 20000 HP 300 AC 15
Temple of Bark Level 1
Speed 50 Attacks 1 Damage 5-50
Damage Type Cold Range Attack N
Barkman
Experience 4000000 HP 40000 AC 25
Speed 100 Attacks 3 Damage 250
Damage Type Fire Range Attack N
Page 70 Page 71
Temple of Bark Level 3 Temple of Bark Level 5
Page 72 Page 73
Dungeon of Lost Souls
The key to the Dungeon of Lost Souls is in the
hands of Megan, daughter of Dimitri, Captain of
the Guard. You will have to have restored the first
two levels of Castle Kalindra before you can visit
them. At the bottom of this dungeon is the Songbird
of Serenity. You must give the songbird to Dimitri
so that he can carry on with his duties.
Page 74 Page 75
Dungeon of Lost Souls Level 2 Dungeon of Lost Souls Level 4
Page 76 Page 77
Great Pyramid
touched under any cir- A single wall safe is
The Great Pyramid is the home of the Dragon cumstances. The Brew hidden in the Pharaoh’s
Pharaoh, Guardian of Xeen. The key to the pyra- will eradicate characters quarters. The wall safe’s
mid is in the hands of the Queen. You will have to foolish enough to drink combination is 20,30,1.
free Queen Kalindra from the Vampires of Castle from it.
Blackfang before she will give you the key. Be well
protected against elements before entering the
Great Pyramid. Monster List
Cloud Dragon
Six Torches on level can be worked out by Experience 500000 HP 2000 AC 40
one near the entrance to visiting the statues on Speed 150 Attacks 1 Damage 600
the pyramid must be lit level two. Damage Type Cold Range Attack Y
before you can ascend
to the next level. Each Level three is a spiral Green Dragon
torch can be lit by that leads to a staircase Experience 500000 HP 2500 AC 50
pulling one of the six to level four. There are Speed 150 Attacks 1 Damage 500
levers marked by an x four locations on the Damage Type Fire Range Attack Y
on your map. level that will teleport
you to an earlier posi-
A series of riddles on tion in the level. These
level one refer to the teleports are marked on
numbers 3,4,5,6,7,8,9, the level three map and
and 10. Answer each can be overcome by
riddle correctly and pull jumping over them.
the lever in the small
room to the south of the The Dragon Pharaoh
riddles. A passage will resides on level four. He
open in the southeast will direct you to inves-
corner of the riddle tigate Corak’s ship when
room, allowing access to you first visit him. You
a huge treasure trove. will need to visit the
Pharaoh a few times
A simple arithmetic before you win the
riddle will be asked on game.
level two before you can
ascend to level three. The Brew of Pure
The answer is 1701 and Power should not be
Page 78 Page 79
Great Pyramid Level 1 Great Pyramid Level 3
Page 80 Page 81
Outdoor Areas
Page 82 Page 83
Outdoors Areas will be able to climb you intend to get along
mountains. with the Barbarians
A1,A2,B1,B2 later. Destroying the
Barbarian Archer camps camps will make the
This area is mostly lava and mountains. Castle should be left alone, if Barbarians hate you.
Alamar squats in the center of the lava mass, and
Necropolis lies at the edge of the Desert of Doom in
area B2. This is not a friendly area, and the mon-
sters here are among the toughest in the game.
Avoid coming here until your characters are very Monster List
powerful.
Gamma Gazer
Experience 1000000 HP 5000 AC 60
Ambrose, the Queen’s unable to enter one of Speed 200 Attacks 7 Damage 10-200
Knight, needs help tam- them until you have visit- Damage Type Energy Range Attack N
ing a griffin he has ed the Dragon Pharaoh.
caught near Griffin Lava Dweller
Pass. He is suspicious of Genies in lamps will Experience 500000 HP 1500 AC 30
strangers, however, and reward adventurers who Speed 40 Attacks 1 Damage 5-500
will ask you who sent free them… usually. Damage Type Fire Range Attack N
you to him. Tell him that Some genies have spent
“DIMITRI” sent you. so much time in their Barbarian
Experience 5000 HP 50 AC 5
Once the introductions lamps that they have Speed 40 Attacks 3 Damage 1-20
are out of the way, grown bitter. These Damage Type Physical Range Attack Y
Ambrose will ask you to genies will take their
take a bridle to Natasha anger out on the first Griffin
the Enchantress in person they see. One Experience 60000 HP 800 AC 35
Sandcaster for enchanti- more warning: If a genie Speed 150 Attacks 2 Damage 50-300
ng. The enchantment offers all of his money, Damage Type Physical Range Attack N
will cost 50,000 gold don’t take it! The genie
pieces. When you have will resent you and gain Giant
enchanted the bridle, revenge at a later date. Experience 100000 HP 500 AC 25
bring it back to Speed 45 Attacks 2 Damage 100-500
Ambrose so that he can Freeda the Mountaineer Damage Type Physical Range Attack N
use the griffin to fly you will teach you the Iguanasaurus
into Castle Blackfang. Mountaineering skill in Experience 100000 HP 2500 AC 20
area B2 for 5,000 gold Speed 30 Attacks 1 Damage 10-500
Two strange spacecraft per character. Two of Damage Type Physical Range Attack N
have crashed in this your characters must
region. You will be have the skill before you
Page 84 Page 85
Area A1 & A2 Area B1 & B2
Page 86 Page 87
Outdoor Area Ogre Pass. Four Gemsmiths have
shops near Acid Pond.
A3,A4,B3,B4 Yog the Barbarian is The smiths will turn dia-
the chief of the Sardaj monds, emeralds, rubies,
This region is the safest place in Darkside. tribe. Yog can only give or sapphires into magic
Castleview is on the edge of the River of Wrath in you some food to help weapons or armor if you
area A3, while Castle Kalindra lies near the edge of you out in you quest, pay them in gems.
the world in the same area. No monster in this and maybe a little infor-
region should present much of a challenge, even to mation. If you have Brother Reger medi-
weak characters. attacked any of his peo- tates at the edge of the
ple’s encampments, Yog world in area A4.
Castle Kalindra is out Monga Melon if you will probably attack you Brother Reger will ask
of phase and cannot be return to him after visit- when you visit him. members of the
entered without first ing the Temple. Once Drawkcab society what
giving five Energy you have delivered the Dreyfus, High Priest it is that the monks of
Disks to Ellinger. second Monga Melon to of Mok, sits in his tent Castleview are studying.
Ellinger can be found at him he will give you the in area A3. He has been The answer is PALIN-
the top of his tower in key to the Temple of deposed by heretics in DROMES.
Castleview. Bark. his cult and locked out
of the Western Tower. If Vespar the Wizard has
Castleview cannot be Luna the Druid has lost you can find the key and lost the emerald handle of
reentered until you have three magical statuettes let him in, Dreyfus will his staff. the handle can
purchased a town pass she needs to support her reward you from his be found just off the road
from Justine the Thief. healing powers. Luna desk inside the tower. to Sandcaster in area E3.
Justine is located just will reward you very The key is in a small If you return it to him,
outside of town. well if you return the room on the fourth level Vespar will give you the
statuettes to her. There of the tower that can be key to Sandcaster.
Nibbler the Monkeydog is one statuette in the reached from the
wants Monga Melons. sewer below Lakeside, Skyroads.
You can find Monga one in Necropolis, and
Melons in areas A4 and one in the Western
B4. Nibbler wants one Tower.
melon before he will tell
you about the Temple of Kramer the Caravan
Bark, then he will ask Owner is plagued by
you to visit the Temple marauding ogres. You
and return to him. He can receive a reward
will ask for a second from Kramer if you
eliminate the ogres near
Page 88 Page 89
Monster List
Arachnoid
Experience 4000 HP 50 AC 10
Speed 40 Attacks 1 Damage 3-15
Damage Type Poison Range Attack N
Barbarian
Experience 5000 HP 50 AC 5
Speed 40 Attacks 3 Damage 1-20
Damage Type Physical Range Attack Y
Electrapede
Experience 10000 HP 200 AC 10
Speed 50 Attacks 1 Damage 50
Damage Type Electricity Range Attack N
Yog
Experience 25000 HP 100 AC 5
Speed 60 Attacks 1 Damage 30
Damage Type Physical Range Attack N
Medusa Sprite
Experience 5000 HP 30 AC 5
Speed 30 Attacks 1 Damage 3-9
Damage Type Physical Range Attack N
Page 90 Page 91
Area A3 & A4 Area B3 & B4
Page 92 Page 93
Outdoor Areas Monster List
C1,C2,D1,D2 Arachnoid
Experience 4000 HP 50 AC 10
This region is made up of snow, mountains, and Speed 40 Attacks 1 Damage 3-15
desert. You can find the Great Pyramid in the cen- Damage Type Poison Range Attack N
ter of the Desert of Doom. The desert monsters
aren’t too powerful, but you should be at least 15th Griffin
level before you venture here. Remember, you will Experience 60000 HP 800 AC 35
lose four hours per step in the desert if you don’t Speed 150 Attacks 2 Damage 50-300
have a navigator! Damage Type Physical Range Attack N
Giant
Enchanted boulders Gurodel the Giant will Experience 100000 HP 500 AC 25
dot the landscape in the give you Energy Disks Speed 45 Attacks 2 Damage 100-500
Desert of Doom. Each if you behave yourself Damage Type Physical Range Attack N
one contains a clue to a when you first meet
question that one of him. He will not listen Iguanasaurus
them will ask you. The to what you have to say, Experience 100000 HP 2500 AC 20
correct answer is “PAL- however, if you have Speed 30 Attacks 1 Damage 10-500
ADIN.” Once you have destroyed any Giant Damage Type Physical Range Attack N
answered the question, encampments. Sand Flower
revisit the other boul- Experience 10000 HP 100 AC 10
ders. Each boulder will Speed 50 Attacks 5 Damage 5-25
give you an obsidian Damage Type Physical Range Attack N
piece of armor or a
weapon. Gurodel
Experience 100000 HP 750 AC 30
Speed 60 Attacks 2 Damage 100-600
Damage Type Physical Range Attack N
Vulture Roc
Experience 200000 HP 2500 AC 50
Speed 150 Attacks 1 Damage 5-300
Damage Type Physical Range Attack N
Page 94 Page 95
Area C1 & C2 Area D1 & D2
Page 96 Page 97
Outdoors Area Monster List
C3,C4,D3,D4 Medusa Sprite
Experience 5000 HP 30 AC 5
This region is mostly composed of forest and moun- Speed 30 Attacks 1 Damage 3-9
tains. The forest is filled with sprites, wolves, and Damage Type Physical Range Attack N
ogres thirsty for adventurer blood. The monsters in
this region are tougher than those nearer Dark Wolf
Castleview, but they are still relatively weak. Don’t Experience 10000 HP 70 AC 10
forget, however, that sprites can turn unlucky char- Speed 70 Attacks 3 Damage 3-24
acters to stone! Damage Type Physical Range Attack N
Ogre
Sharla the sprite wants Magic fruit can be Experience 10000 HP 100 AC 15
some heroes to enter the found in huts in the for- Speed 30 Attacks 1 Damage 4-40
Temple of Bark and res- est. Some of the fruit is Damage Type Physical Range Attack N
cue the sprites in the dangerous, so be sure to
Temple from the Orcs. check your clairvoyance Sharla
She will reward you gargoyles before you Experience 10000 HP 50 AC 5
Speed 50 Attacks 1 Damage 3-12
with Energy Disks if partake. Damage Type Physical Range Attack N
you free the prisoners
and return to her. Troll Holes can open Vulture Roc
beneath your feet if you Experience 200000 HP 2500 AC 50
Graalg, Chief of the step on them without a Speed 150 Attacks 1 Damage 5-300
Ogres, works for Alamar. levitate spell. Some of Damage Type Physical Range Attack N
His is a simple mind, the Troll Holes have
though, and is easily treasure in them, so you Graalg
manipulated. Threaten may want to search Experience 20000 HP 200 AC 15
him with violence and he them if you don’t mind Speed 50 Attacks 1 Damage 5-50
will give you what you fighting trolls. Damage Type Physical Range Attack N
want: Energy Disks.
Page 98 Page 99
Area C3 & C4 Area D3 & D4
Cloud Dragon
Experience 500000 HP 2000 AC 40
Speed 150 Attacks 1 Damage 600
Ellinger’s tower is sur- A rope hanging from a Damage Type Cold Range Attack Y
rounded by a small cloud well leads to the surface
world in area A4. The in area A3. You can use Sky Golem
tower provides an easy this rope to climb to the Experience 200000 HP 1000 AC 50
access to the Skyroads skyroads or descend to Speed 100 Attacks 1 Damage 2-200
from Castleview. the surface directly, Damage Type Cold Range Attack Y
rather than resort to
The Western Tower climbing a tower. The
can be reached from rope descends to Dark
area A3. You must enter Grove in Outdoor Area
this tower from the sky A3.
and retrieve the key
from the pile of bones Lucio, Boatman to the
just inside the door Gods, will give rides to
before you will be able Olympus if you are
to enter the tower from Chosen Ones. You can
the ground. become Chosen Ones
by visiting the Dragon
Castle Kalindra can Pharaoh at the top of
also be reached from the the Great Pyramid.
sky, but you will need to
have restored the entire
castle before this will be
possible.
Cloud Dragon
Experience 500000 HP 2000 AC 40
Speed 150 Attacks 1 Damage 600
The Great Pyramid The top of the Northern Damage Type Cold Range Attack Y
pokes into the sky in Tower can easily be
area D2. There is no reached from the Green Dragon
way to get there from Skyroads in area D1. Experience 500000 HP 2500 AC 50
the sky; you must go the This makes a convenient Speed 150 Attacks 1 Damage 500
hard way from the entrance to the tower if Damage Type Fire Range Attack Y
ground up. you can survive the fight
Sky Golem
to get here. Experience 200000 HP 1000 AC 50
Olympus sits in the cen- Speed 100 Attacks 1 Damage 2-200
ter of a cloud in area C2. Lucio, Boatman to the Damage Type Cold Range Attack Y
You will not be able to Gods, will give rides to
enter without a pass. and from Olympus for
The pass is available free, if you are Chosen
from the Dragon Ones. You can become a
Pharaoh on the top level Chosen One by visiting
of the Great Pyramid. the Dragon Pharaoh.
Monster List
Sky Golem
Experience 200000 HP 1000 AC 50
Speed 100 Attacks 1 Damage 2-200
Damage Type Cold Range Attack Y
Cloud Dragon
Experience 500000 HP 2000 AC 40
Speed 150 Attacks 1 Damage 600
Damage Type Cold Range Attack Y
Green Dragon
Experience 500000 HP 2500 AC 50
Speed 150 Attacks 1 Damage 500
Castle Blackfang can be will die for his friends. If Damage Type Fire Range Attack Y
reached from the sky in you encounter the
area F1. Note that you wrong type of genie, Sky Golem
will be unable to reach never try to get out of Experience 200000 HP 1000 AC 50
Queen Kalindra if you your punishment—the Speed 100 Attacks 1 Damage 2-200
enter from this spot. You genie will kill the entire Damage Type Cold Range Attack Y
MUST get Ambrose to party.
let you in to the castle
from the surface in order Skybandits will occa-
to rescue the Queen. sionally try to rob you.
You have a choice of
Genies, both good and giving 10,000 gold to
bad, are trapped in them or fighting. The
lamps on single squares fights are difficult.
of cloud floating in the
sky. You can reach these Four wagons carrying
clouds by using the tele- cargo from one elemen-
port spell and the maps tal plane to another will
provided. Some of these ask you what their cargo
genies will grant riches, is. The four possible
while others will ask answers are: Steam,
you who in your party smoke, dust, and mud.
Monster List
Sky Golem
Experience 200000 HP 1000 AC 50
Speed 100 Attacks 1 Damage 2-200
Damage Type Cold Range Attack Y
Cloud Dragon
Experience 500000 HP 2000 AC 40
Speed 150 Attacks 1 Damage 600
Damage Type Cold Range Attack Y
and mines.
Monster List
Troll Grunt
Experience 10000 HP 100 AC 5
Speed 50 Attacks 1 Damage 2-50
Damage Type Physical Range Attack N
Troll Guard
Experience 15000 HP 200 AC 10
Speed 60 Attacks 1 Damage 2-70
Damage Type Physical Range Attack N
Troll Chief
Experience 20000 HP 300 AC 15
Speed 65 Attacks 1 Damage 2-100
Damage Type Physical Range Attack N
Hobstadt
Experience 25000 HP 400 AC 20
Speed 70 Attacks 1 Damage 2-100
Damage Type Physical Range Attack N
Page 150 Page 151
Spacecraft
Two spacecraft crashed on Darkside one night a
while back, setting in motion the events that put
your characters in the place they’re at. One of the
craft can be entered without trouble, while the
other one (Corak’s) cannot be entered until you
have visited the Dragon Pharaoh.
Sheltem’s Spacecraft
Both ships have a cou- Corak is still locked in
ple of working termi- stasis in his own ship.
nals that you can use to You can help him out by
bring up the personal answering the question of
logs of Corak and the terminal behind him.
Sheltem and other mis- The answer is “WHERE
cellaneous data. Both NO MAN HAS GONE
ships also have inopera- BEFORE”. Once out,
tive weapons and dam- Corak will tell you that
aged equipment, so they he would like to fight
won’t be taking to the Sheltem, but he must Corak's Spacecraft
air anytime soon. approach undetected. He
will not help you until
you find a method of
doing so. Return to the
Dragon Pharaoh to
report on what Corak
told you.
look it up here.
Annihilators are alien machines created and used by Autobots are tougher versions of Annihilators, but
Sheltem to guard his castle. Annihilators are fearsome their attacks are not as frequent, nor are they ranged.
opponents, virtually immune to all attacks but energy For best results, blast these metal beasts from a dis-
and magic. tance with the implosion spell.
Barbarian
Arachnoid
Experience 5000
Experience 4000
HP 50
HP 50
AC 5 Speed 40
AC 10 Speed 40
Attacks 3 Damage 1-20
Attacks 1 Damage 3-15
Damage Type Physical
Damage Type Poison
Range Attack Y
Range Attack N
Unintelligent, Arachnoids hunt prey as large as a Untrained fighters, Barbarians foolish enough to get
man, and sometimes mistake men for prey. These in your way will surely go down easily. They are
monsters aren’t too tough and should go down before immune to nothing and have few hit points to make
a competent party. Arachnoids are 100% immune to up for it. Their attacks are weak and often miss.
poison/acid attacks.
Armadillo Barkman
Experience 60000 Experience 4000000
HP 800 HP 40000
AC 50 Speed 15 AC 25 Speed 100
Attacks 1 Damage 100-600 Attacks 3 Damage 250
Damage Type Physical Damage Type Fire
Range Attack N Range Attack N
Armadillos are resistant to most attacks, but are vul- If you are foolish enough to release Barkman, you get
nerable to electrical and magical damage as well as what you deserve. If you must fight him, cast Mass
the Hypnotize and Finger of Death spells. Sometimes Distortion as he approaches, then turn and jump
their armor breaks weapons used against them. away. Repeat. By the time you are out of power, he
may have lost enough hit points to be defeated.
Dark wolves infest the forest between Castleview and Dragon Mummies are among the most powerful
Sandcaster. Fortunately, Dark wolves are easy to kill monsters in the game. Their touch causes disease and
and are immune to nothing. Even weak characters 2 to 4 thousand points of damage. If that’s not bad
will have no trouble with these beasts. enough, Dragon Mummies are 100% immune to cold
and poison, 80% to electricity, and 90% to physical
Death Knight
attacks. Dragon Sleep works against them.
Experience 100000
Earth Blaster
HP 750
Experience 250000
AC 50 Speed 80
HP 1000
Attacks 2 Damage 2-500
AC 10 Speed 100
Damage Type Physical
Attacks 1 Damage 5-500
Range Attack N
Damage Type Physical
Range Attack N
Death Knights are the elite fighting force of the
Voweless Knights of the Northern Tower. They are
50% immune to all attacks but magic. Earth Blasters can only be found on the Elemental
Plane of Earth. They are virtually immune to all but
Doom Knight
energy and magic attacks. Implosion works well
Experience 500000
against these monsters.
HP 1000
Electrapede
AC 50 Speed 100
Experience 10000
Attacks 4 Damage 2-500
HP 200
Damage Type Physical
AC 10 Speed 50
Range Attack N
Attacks 1 Damage 50
Damage Type Electricity
Doom Knights can also be found in the Northern
Range Attack N
Tower. They are even tougher than Death Knights,
are 80% immune to all attacks but magic, and dish
out twice as many attacks as Death Knights. Electrapedes are found in the meadows south of
Sometimes their attack will slay an unlucky opponent Castleview. They are dangerous for their paralysis
before he is out of hit points. attack and resistance to elemental spells.
Enchantresses live in Sandcaster and take their Only powerful characters should even THINK of
orders from Morgana, the Sorceress. They are resis- taking on a Gamma Gazer. ‘Gazers are completely
tant to elemental attacks and immune to electricity. immune to all elemental attacks but cold and magic,
Note that their attack is both ranged and powerful. and are 60% resistant to physical damage. Use Mass
Distortion a couple of times to cut them down to size.
Energy Dragon
Experience 2000000 Gargoyle
HP 5000 Experience 30000
AC 100 Speed 250 HP 150
Attacks 1 Damage 1000 AC 35 Speed 30
Damage Type Energy Attacks 2 Damage 5-250
Range Attack Y Damage Type Physical
Range Attack N
Happily, Energy Dragons can only be found on the
Dragon Cloud on the other side of the world. They Gargoyles are moderately strong monsters that lair
are more or less resistant to everything and 100% near the Eastern Tower. They are only 20% resistant
immune to energy and poison attacks. Avoid. to magic and can be hurt by everything else.
Fire Blowers can only be found on the Elemental Arrogant king of the Gremlins, Gettlewaithe is not
Plane of Fire. Fire Blowers cannot be hurt by fire, of worth the time it takes to kill him. With only 100 hit
course, but are wide open to magic and cold attacks. points and no resistances, Gettlewaithe is a danger
only to the weak, incompetent, or severely wounded.
Ghost Mummies can only be found in the Southern Denizens of the Dungeon of Lost Souls, Gorgons are
Sphinx on the Clouds side of the world. They are VERY dangerous. Gorgon attacks are swift and
resistant to all attacks but fire. Their touch is damag- painful, turning unlucky characters to stone. Gorgons
ing and causes magical aging. are difficult to hit and are resistant to physical and
magical damage.
Giant
Experience 100000 Graalg
HP 500 Experience 20000
AC 25 Speed 45 HP 200
Attacks 2 Damage 100-500 AC 15 Speed 50
Damage Type Physical Attacks 1 Damage 5-50
Range Attack N Damage Type Physical
Range Attack N
Though the People are on the whole a friendly race,
sometimes rogue giants will try to rob or eat lost Graalg is the dim witted leader of the Ogres. If you
humans. Giants can sometimes strike their enemies anger him (this is easy to do) he will fight you.
unconscious with the force of their blows before their Fortunately, Graalg, like his brethren, is resistant to
enemies are out of hit points. They are not resistant to nothing and his attack is relatively weak.
any form of attack.
Green Dragon
Goblin Experience 500000
Experience 1000 HP 2500
HP 10 AC 50 Speed 150
AC 5 Speed 30 Attacks 1 Damage 500
Attacks 2 Damage 2-12 Damage Type Fire
Damage Type Physical Range Attack Y
Range Attack N
Another dragon that can only be found on the
Pitiful creatures that were once human, goblins have Dragon Cloud, Green Dragons are tough and resis-
been turned loose on the Castleview streets by the tant to all attacks but cold.
pesky gremlins. They are resistant to nothing and fall
to the feeblest of attacks.
Page 164 Page 165
Gurodel
Gremlin
Experience 100000
Experience 2000
HP 750
HP 20
AC 30 Speed 60
AC 7 Speed 35
Attacks 2 Damage 100-600
Attacks 2 Damage 2-20
Damage Type Physical
Damage Type Physical
Range Attack N
Range Attack N
Obnoxious pests, Gremlin attacks are little more than Leader of the People, Gurodel shares his race’s ability
an irritant. Gremlins are resistant to nothing and to knock opponents unconscious with a single lucky
make excellent target practice for beginning players. blow. He is tough, but resistant to nothing.
Hell Hornet
Gremlin Guard
Experience 50000
Experience 3000
HP 250
HP 50
AC 30 Speed 50
AC 10 Speed 35
Attacks 2 Damage 2-500
Attacks 2 Damage 6-30
Damage Type Poison
Damage Type Physical
Range Attack N
Range Attack N
Individually weak, Gremlin Guards can get a little The only danger from Hell Hornets comes from their
dangerous in large groups, like the one that poisonous attack and their ability to magically weak-
Gettlewaithe will sic on you if you bother him en characters touched by it. Hell Hornets are resis-
enough. Prepared characters, however, will mow tant to all but magical damage, and are immune to
them down. poison/acid attacks.
Higher Mummy
Griffin
Experience 100000
Experience 60000
HP 400
HP 800
AC 20 Speed 60
AC 35 Speed 150
Attacks 1 Damage 10-400
Attacks 2 Damage 50-300
Damage Type Physical
Damage Type Physical
Range Attack N
Range Attack N
Wild and powerful, Griffins can rip even strong char- Long term residents of Necropolis, Higher Mummies
acters to shreds with a single attack and are 80% don’t appreciate living visitors much, and do their
immune to magic damage. Griffins can sometimes be best to convert them to non-living visitors. They are
tamed and used as flying mounts by someone with the resistant to all but fire attacks and their touch curses
right skills and enchantments. the items of their opponents.
Strongest of the Trolls, Hobstadt still isn’t much of a Lava Dwellers can be seen in the fire pits surround-
threat. A moderately strong party can take him and ing Castle Alamar. They are 100% immune to fire,
all his guards out without much trouble. Hobstadt is electricity, and poison.
50% resistant to fire, cold, electricity, and poison.
Lava Roach
Iguanasaurus Experience 50000
Experience 100000 HP 500
HP 2500 AC 20 Speed 70
AC 20 Speed 30 Attacks 1 Damage 5-250
Attacks 1 Damage 10-500 Damage Type Fire
Damage Type Physical Range Attack N
Range Attack N
Lava Roaches grow to enormous sizes feeding off the
Iguanasaurausi live exclusively in the Desert of heat and the food of the dead in the sewer under
Doom. They are moderately resistant to all forms of Necropolis. Lava Roaches are totally immune to fire,
attack but magic, and their bite causes insanity. electricity, and poison attacks.
Killer Cobras are found in the Southeast Darkside Magic Mages are human wizards mutated by their
forest. Killer Cobras are 100% immune to poison experiments with unusual spells. They live in the
damage and 50% resistant to magic. Their bite ages Eastern Tower and hate visitors. Magic mages cannot
their victims. be harmed by electricity.
Mantis Ants are one of the monsters that clog the Medusa Sprites not under Queen Sharla’s command
road to Sandcaster. Their bite is poisonous and they are often aggressive and dangerous. Their attack is
are, predictably, unhurt by poison. pitifully weak, but unlucky characters can be turned
to stone by their touch.
Master Thief
Experience 20000 Mega Dragon
HP 100 Experience 100000000
AC 20 Speed 50 HP 64000
Attacks 1 Damage 250 AC 100 Speed 200
Damage Type Physical Attacks 1 Damage 10-2000
Range Attack N Damage Type Energy
Range Attack Y
The Master Thief lives at the top of the Southern
Tower. He isn’t much of a problem to serious charac- The Mega Dragon is the mightiest monster in the
ters, but weak ones may have trouble. Hit him before game. It is 100% immune to all but physical attacks,
he hits you! to which it is only 90% resistant. Unlucky characters
will be eradicated by its awesome breath. Good luck.
Master Wizard
Experience 120000 Mega Mage
HP 500 Experience 500000
AC 25 Speed 150 HP 500
Attacks 2 Damage 10-400 AC 35 Speed 100
Damage Type Fire Attacks 1 Damage 10-400
Range Attack Y Damage Type Electricity
Range Attack Y
Master Wizards live in and rule Sandcaster. They can
take and give a lot of damage and are 100% immune The Mega Mage is the leader of the mages in the
to fire spells. They are also 50% resistant to all other Eastern Tower. he is resistant to all forms of attack
damage but physical. but physical damage, and he is totally immune to elec-
trical attacks.
Minotaurs are created by the witches of Lakeside and An less expensive model than the Magic Mage,
sold to the keepers of the Dungeon of Lost Souls for Mystic Mages are dangerous nevertheless. Mystic
a hefty charge. Minotaurs age their victims. mages are resistant to all forms of attack by physical,
and they cannot be harmed by electricity.
Mok Heretic
Experience 50000 Octopod
HP 150 Experience 250000
AC 12 Speed 50 HP 2500
Attacks 1 Damage 500 AC 40 Speed 80
Damage Type Magic Attacks 1 Damage 2-200
Range Attack Y Damage Type Poison
Range Attack N
Misguided Clerics, Heretics of Mok are moderately
resistant to most forms of attack. Note that their per- Not surprisingly, Octopods live in Octopod lake.
sonal attack does a LOT of damage. They are 50% resistant to cold and cannot be harmed
by poison. Their attack is both acidic and poisonous.
Morgana
Experience 200000 Ogre
HP 300 Experience 10000
AC 35 Speed 100 HP 100
Attacks 1 Damage 2-120 AC 15 Speed 30
Damage Type Energy Attacks 1 Damage 4-40
Range Attack Y Damage Type Physical
Range Attack N
Morgana is the leader of the Sorceresses in
Sandcaster. She is resistant to all forms of attack In spite of the Ogres’ self image, Ogres are weak as
except physical, and is totally immune to energy dam- monsters on Darkside go. They are resistant to noth-
age. Her attack can paralyze characters, making her ing and are slow and easy to hit and kill.
very dangerous. Handle with care.
Onyx Golems were created to guard Darkstone Orc Shamans are the wizard caste of the Orcs. Their
Tower. The Golems are totally immune to everything cold spells are not very damaging, but the sleep spell
but physical damage, and their magical attack drains it is combined with is very dangerous. If the whole
the spell points of their victims. Try to avoid creating party goes to sleep at once you will lose the battle.
more of these things than you must on your way to
the top of the tower. Phase Dragon
Experience 2000000
Orc Elite HP 4000
Experience 15000 AC 80 Speed 200
HP 200 Attacks 1 Damage 750
AC 15 Speed 40 Damage Type Cold
Attacks 2 Damage 5-50 Range Attack Y
Damage Type Physical
Range Attack N Another Dragon that only lives on the Dragon Cloud,
Phase Dragons make Cloud Dragons look like
Smarter than the average Orc, Orc Elite can take wimps. They are resistant to all forms of damage but
three times as much punishment as Orc Guards. They fire, and are unharmed by cold and poison.
are resistant to nothing.
Phase Mummy
Orc Guard Experience 500000
Experience 5000 HP 500
HP 60 AC 35 Speed 175
AC 10 Speed 20 Attacks 1 Damage200-1200
Attacks 1 Damage 3-30 Damage Type Physical
Damage Type Physical Range Attack N
Range Attack N
Phase mummies “live” in the Southern Sphinx. They
Orc Guards are sword fodder that work in the are resistant to all damage but fire and their touch
Temple of Bark. You will have no trouble slaying drains spell points. Though powerful, Phase
them by the dozens. Mummies usually stay in their sarcophagi unless dis-
turbed.
Citizens of Necropolis, Power Liches are tough oppo- Royal Vampires are members of the royal family of
nents. Their attacks will knock unlucky characters Blackfang. They are the strongest of the vampires in
unconscious, even if they still have hit points. Power Castle Blackfang and are resistant to all forms of
Liches are resistant to physical and magical damage. damage. Their touch curses the items of their foes.
Rogue
Sabertooth
Experience 5000
Experience 10000
HP 50
HP 100
AC 10 Speed 30
AC 20 Speed 60
Attacks 1 Damage 60
Attacks 3 Damage 5-50
Damage Type Physical
Damage Type Physical
Range Attack N
Range Attack N
Weak thieves. These characters will fall to your party Sabertooths dwell in the Gemstone Mines. They are
with the greatest of ease. They are resistant to noth- easy to kill and aren’t resistant to any kind of
ing. damage.If you can survive the attacks of the Beholder
Bats, you can survive a fight with these critters as well.
Rooka
Experience 5000
Sand Flower
HP 60
Experience 10000
AC 5 Speed 40
HP 100
Attacks 1 Damage 3-30
AC 10 Speed 50
Damage Type Physical
Attacks 5 Damage 5-25
Range Attack N
Damage Type Physical
Range Attack N
The Queen of the Rats. Rooka presents a small dan-
ger to low level characters. Her bite causes disease. Sand Flowers live in the Desert of Doom. Their low
hit points makes them easy to kill, but their attack is
damaging and their touch will put (unlucky?!) char-
acters in love. Sand Flowers are resistant to physical
and magical damage.
Sandro is a powerful lich dwelling in Necropolis. Dwellers of the sewer below Sandcaster, Sewer Hags
Though you may defeat him in battle, Sandro will are Sorceresses too evil to remain in the guild above
come back to life if you return to him without his ground. They can’t be hurt by electrical or poison
heart. Sandro’s attack will sometimes kill characters attacks and their attack will drive unlucky characters
outright, even if they still have hit points. Sandro is insane.
very resistant to physical and magical damage.
Sewer Rat
Scraps Experience 2000
Experience 2000000 HP 40
HP 3000 AC 5 Speed 35
AC 30 Speed 100 Attacks 1 Damage 3-30
Attacks 1 Damage2000-4000 Damage Type Physical
Damage Type Physical Range Attack N
Range Attack N
Sewer Rats are pests that live in the sewer below
Scraps is a dragon mummy imprisoned in the dun- Castleview. Even weak parties should have no trouble
geon below Castle Kalindra. He is immune to cold disposing of these unclean rodents.
and poison damage and very resistant to physical and
electrical attacks. Sewer Slug
Experience 1000
Screamer HP 25
Experience 500000 AC 2 Speed 25
HP 3000 Attacks 1 Damage 2-20
AC 50 Speed 200 Damage Type Physical
Attacks 1 Damage 10-200 Range Attack N
Damage Type Poison
Range Attack N Another inhabitant of the Castleview Sewer, Sewer
Slugs are even easier to kill than Sewer Rats. Sewer
Screamers are 100% immune to poison damage and rats are totally immune to poison.
60% resistant to physical attacks. Their attack poi-
sons their victims.
Sewer Stalkers live in the sewer below Lakeside and Skeletal Liches are residents of the Dungeon of
eat adventurers poking around where they don’t Death. Their attack can eradicate unlucky characters
belong. They are resistant to poison and cold and before their time. They are resistant to all forms of
have no special attacks. damage.
Shaalth is the spiritual leader of the Orcs. Shaalth’s Similar in appearance to Onyx Golems, Sky Golems
cold spell is simultaneously a sleep spell. There is a are much less powerful. They are, however, more
danger that the entire party will fall asleep at once than a match for all but the most powerful of charac-
and lose the battle. ters. Sky Golems are 50% resistant to all forms of
attack.
Sharla
Experience 10000 Slayer Knight
HP 50 Experience 50000
AC 5 Speed 50 HP 500
Attacks 1 Damage 3-12 AC 30 Speed 50
Damage Type Physical Attacks 1 Damage 2-500
Range Attack N Damage Type Physical
Range Attack N
Sharla is the Queen of the Sprites. She is peaceful, so
you shouldn’t attack her. She can’t take or give much Slayer Knights are the weakest kind of Knight in the
damage. Northern Tower. They have no special attack and
they are 50% resistant to all damage but magic and
physical.
Sorceresses live and work in Sandcaster. The guild Troll Chiefs are merely powerful members of their
has gone bad, though, and many Sorceresses rob and race. They are 50% resistant to attacks involving fire,
extort the townspeople for a living. Sorceresses are cold, electricity, and poison.
lightly resistant to all forms of attack.
Troll Grunt
Thief Experience 10000
Experience 10000 HP 100
HP 100 AC 5 Speed 50
AC 15 Speed 40 Attacks 1 Damage 2-50
Attacks 1 Damage 100 Damage Type Physical
Damage Type Physical Range Attack N
Range Attack N
Troll Grunts are weak members of their race. Like all
Thieves infest the Southern Tower. They have no spe- trolls, Troll Grunts are 50% resistant to fire, cold,
cial resistances, but their attack is strong. electricity, and poison.
Tidal Terrors can only be found on the Elemental Troll Guards are the mid-range models. They are
Plane of Water. They are vulnerable to magical dam- resistant to the same things other trolls are: fire, cold,
age, but they are not harmed by physical, fire, or poi- electricity, and poison.
son damage.
Valio is a weak Master Wizard. Valio will only fight Vampire Lords can be found in Castle Blackfang.
you if you try to steal from him. He is resistant to all They are powerful vampires under their own control.
forms of damage but physical. The attack of a Vampire Lord may put the victim
asleep.
Vampire
Experience 200000 Vulture Roc
HP 400 Experience 200000
AC 30 Speed 80 HP 2500
Attacks 1 Damage 10-100 AC 50 Speed 150
Damage Type Physical Attacks 1 Damage 5-300
Range Attack N Damage Type Physical
Range Attack N
Vampires are standard, controlled undead recently
“turned” by a more powerful vampire living in castle Vulture Rocs are dangerous desert pests that don’t
Blackfang. Their touch weakens their victims, and wait for their food to die on its own. Fortunately, they
they are 50% resistant to all attacks. have no special resistances to damage, nor does their
attack have any extra magical effect.
Vampire King
Experience 3000000 Whirlwind
HP 10000 Experience 250000
AC 60 Speed 200 HP 1000
Attacks 1 Damage 10-2500 AC 10 Speed 250
Damage Type Physical Attacks 1 Damage 5-500
Range Attack N Damage Type Physical
Range Attack N
Vampire Kings can only be found in the Dungeon of
Death. They are very resistant to all forms of damage, Whirlwinds are elemental beasts that can only be
and their attack will eradicate unlucky characters. found on the Elemental Plane of Air. They can only
be harmed by magic and energy. Try Implosion.
Witches live in Lakeside. Have no pity for these evil Yog is the chief of the Barbarians. He will not pick a
women: They have sent many a villager to the fight with you if you don’t pick a fight with him. Yog
Dungeon of Lost Souls in the shape of a Minotaur. has no special resistances or attacks.
Witches are totally immune to electricity.
Wizard
Experience 60000
HP 250
AC 20 Speed 125
Attacks 1 Damage 10-250
Damage Type Magic
Range Attack Y
Xenoc
Experience 250000
HP 700
AC 35 Speed 175
Attacks 1 Damage 10-500
Damage Type Energy
Range Attack N
Magically cures one character of 15 points Magically cures light battle wounds and
of damage. scrapes, restoring 6 Hit Points to an injured
Party Member.
Day of Protection
Cost 75 Spell Points and 10 Gems Flying Fist
Object Party Cost 2 Spell Points
Object 1 Monster
Simultaneously casts Light, Protection from
all elements, Heroism, Holy Bonus, and Deals a light blow to a monster, inflicting 6
Bless for the bargain basement price of 75 points of Physical damage.
spell points.
Frostbite
Deadly Swarm Cost 7 Spell Points
Cost 12 Spell Points Object 1 Monster
Object Group
Draws the body heat out of a monster,
Surrounds a group of monsters with biting, inflicting 35 points of Cold damage.
stinging, burrowing, gouging, and chewing
insects, inflicting 40 points of Physical dam- Heroism
age on each monster. Cost 2 Spell Points per Level & 3 Gems
Object 1 Party Member
Divine Intervention
Cost 200 Spell Points and 20 Gems Increases the temporary level of a character
Object Party by 1 per level of the caster
Fills a dungeon with a steady, soft light until Protection From Elements
the party rests. Cost 1 Spell Point per Level & 1 Gem
Object Party
Mass Distortion
Cost 75 Spell Points and 10 Gems Reduces the damage the party receives from
Object Group the elements. The caster can choose which
element this applies to when the spell is
Increases the weight of your opponents, cast.
effectively removing half of their hit points.
Raise Dead
Moon Ray Cost 50 Spell Points and 10 Gems
Cost 60 Spell Points and 10 Gems Object 1 Party Member
Object All Visible Monsters and Party
Removes the DEAD condition from a char-
Inflicts 30 points of Energy damage to each acter. Using this spell will subtract 1 point
monster in sight and cures each party mem- from the endurance of the dead character.
ber of 30 points of damage.
Envelopes the monsters in an electrically Teleports the party to the town of your
charged gas cloud, inflicting 2 points of choice.
Electrical damage per level of the caster.
Turn Undead
Stone to Flesh Cost 5 Spell Points and 2 Gems
Cost 35 Spell Points and 5 Gems Object 1 Group of Undead
Object 1 Party Member
Weakens the evil magic that animates the
Removes the STONED condition from a Undead, inflicting 25 points of damage.
character.
Walk on Water
Sun Ray Cost 7 Spell Points
Cost 150 Spell Points and 20 Gems Object Party
Object All Visible Monsters
Allows the party to walk over both shallow
Shines the intensified light of the sun into and deep water.
all monsters in front of the caster, inflicting
200 points of Energy damage on each mon-
ster.
Moves the party one square forward, Golem stopper deprives a golem of the
regardless of barriers. This spell may suc- magic that animates it, inflicting 100 points
ceed in areas where the teleport spell fails. of damage.
Reduces the temperature of the air around a Reveals the condition of the monsters the
group of monsters to absolute zero for a party is fighting.
moment, inflicting 40 points of Cold damage
on each monster. Implosion
Cost 100 Spell Points and 20 Gems
Finger of Death Object 1 Monster
Cost 10 Spell Points and 4 Gems
Object Group The ultimate in monster killing, Implosion
concentrates local gravity inside the target-
Bloodlessly slays the opponents the caster ed monster, annihilating all but the most
points to. powerful opponents. Implosion inflicts 1000
points of Energy damage.
Fire Ball
Cost 2 Spell Points per Level & 2 Gems Incinerate
Object Group Cost 35 Spell Points and 10 Gems
Object 1 Monster
Sets off a fiery explosion within a group of
monsters, inflicting 3 to 7 points of Fire Shoots a stream of fire at one monster,
damage per level of the caster. inflicting 250 points of Fire damage.
Engulfs one group of monsters in magical Fills a dungeon with a steady, soft light until
fire, inflicting 250 points of Fire damage on the party rests.
one group.
Lightning Bolt
Insect Spray Cost 2 Spell Points per Level & 2 Gems
Cost 5 Spell Points and 1 Gem Object Group
Object Group
Lightning flashes from the caster’s hand,
Coats a group of monsters with a poison electrocuting monsters for 4 to 6 points of
specially designed to kill insects. damage per level of the caster.
Converts an item into an amount of gold This spell allows you to magically return to
pieces equal to the value of the item a place you have already been. Cast the
(Merchant skill not included). spell once to set the beacon, and again when
you wish to return. Each party member may
Jump have their own beacon.
Cost 4 Spell Points
Object Party Magic Arrow
Cost 2 Spell Points
Puts enough strength into the legs of the Object 1 Monster
party to jump over one square, provided
there are no walls of matter or magic. This Fires a magical bolt at one opponent,
spell cannot be used in combat. inflicting 8 points of damage of Magical
damage.
Levitate
Cost 5 Spell Points
Object Party
Fires 6 poison arrows into each square in Sprays a group of monsters with sharp
front of the party. The arrows do 10 points metal fragments, inflicting 2 points of
of Poison damage each. Physical damage per level of the caster.
Reduces the damage inflicted on a party Puts a group of monsters to sleep until they
member by a number equal to the level of overcome the spell or are damaged.
the caster.
Star Burst
Prismatic Light Cost 200 Spell Points and 20 Gems
Cost 60 Spell Points and 10 Gems Object All Visible Monsters
Object All Visible Monsters
Includes all monsters in front of the party in
Mysterious light springs from the caster’s a massive explosion, inflicting 500 points of
palm, inflicting 80 points of a random dam- Physical damage on each monster.
age type depending on which ray hits a
monster. The damage type is unpredictable. Super Shelter
Cost 15 Spell Points and 5 Gems
Object Party
Time Distortion
Cost 8 Spell Points
Object Party
Toxic Cloud
Cost 4 Spell Points and 1 Gem
Object Group
Wizard Eye
Cost 5 Spell Points and 2 Gems
Object Party
Quick 2
Might Equip Bonus Swift 3
Fast 5
Might 2 Rapid 8
Strength 3 Speed 12
Warrior 5 Wind 17
Ogre 8 Accelerator 23
Giant 12 Velocity 30
Thunder 17
Force 23 Accuracy Equip Bonus
Power 30
Dragon 38 Sharp 3
Photon 47 Accurate 5
Marksman 10
Intellect Equip Bonus Precision 15
True 20
Clever 2 Exacto 30
Mind 3
Sage 5 Luck Equip Bonus
Thought 8
Knowledge 12 Clover 5
Intellect 17 Chance 10
Wisdom 23 Winners 15
Genius 30 Luck 20
Gamblers 25
Personality Equip Bonus Leprechauns 30
Buddy 2 Hit Points Equip Bonus
Friendship 3
Charm 5 Vigor 4
Personality 8 Health 6
Charisma 12 Life 10
Leadership 17 Troll 20
Ego 23 Vampyric 50
Holy 30
quest items.
There are some important things to do when you are Remember that you can swap items during combat. If
exploring the area around Castleview. The first is to your healing characters go unconscious, use healing
travel south of the River of Wrath and find Monga items to awaken them.
Melon for Nibbler. Nibbler will tell you to visit the
Temple of Bark in the Sprite Forest and then return Be sure that your best armor and weapons are
to him. Because you are still relatively weak, this trip equipped—not simply carried.
will be dangerous, but it must be done. The temple is
in area C4. After you return to him he will ask you to Try to visit fountains that improve statistics and resis-
bring him another Monga Melon. If you bring him a tances every day. You may want to set a Lloyd’s bea-
second melon he will give you the key to the Temple con at your favorite fountain so that you can get there
of Bark. Walk back to the Temple and loot it. The quickly. One fountain in the Northeast part of the
Human 0 7 7 7 7 7 7 0
Elf -2 0 0 0 0 5 5 10
Dwarf 1 5 5 5 20 5 0 5
Gnome -1 2 2 2 2 2 20 10
Half–Orc 2 10 10 10 0 0 0 -10
Astrologer Increases a Druid’s and Ranger’s Prayer Master Increases a Cleric’s and Paladin’s
capacity to use magic by +2 Spell capacity to use magic by +2 Spell
Points/Level. Points/Level.
Bring the ten disks to Ellinger so that he can finish You can get to Olympus through his back door or by
restoring the castle. This is the last time you will need use of the Town Portal spell. Inside of Olympus is the
to visit Ellinger. Travel next to Ambrose, the Queen’s Soulbox that Corak wants you to get. You will have
Knight. Ambrose is near Griffin Pass in area B1. Tell to go through the Olympus sewer to get to the part of
Ambrose that Dimitri sent you, then take his bridle to town the soulbox is in. Take the soulbox directly to
Natasha the Enchantress in Sandcaster. The easiest Corak when you have it.
way to do this is to set a Lloyd’s beacon at Ambrose,
Town Portal to the town, and pay Natasha her 50,000 From here, all that remains is to get through Castle
gold piece fee. Return to Ambrose with the enchanted Alamar and see Sheltem. Corak will take care of the
Bridle. rest.
Darkside.
World of Xeen.
Energy Dragon
Experience 2000000 HP 5000 AC 100
Speed 250 Attacks 1 Damage 1000
Damage Type Energy Range Attack Y
Page 256 Page 257
Darkstone Tower
Darkstone Tower cannot be entered without a key
from the bottom of Castle Alamar. The key can be
found by first finishing the Dragon Tower and the
Dragon Cloud and then returning to the Castle
Alamar dungeon with the silver key card. The gold
key card is in this tower.
Monster List
Onyx Golem
Experience 1000000 HP 10000 AC 50
Speed 100 Attacks 1 Damage 2-500
Damage Type Magic Range Attack N
Once on the Clouds of the Ancients take the path to the cen-
ter of the map. A pyramid and the third endgame await you.
Page 272