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©1993 New World Computing, Inc. Table of Contents


First Edition Maps
Towns 5
The Writings and Maps found in this book are copyrighted. Towers 31
All rights are reserved. This book may not be copied, Castles 53
photographed, reproduced, translated, or reduced to any Dungeons 67
electronic medium or machine-readable form, in whole or in Outdoor Areas 83
part, without the prior written consent of New World Skyroads 111
Computing, Inc. New World Computing, Inc. further reserves Elemental Planes 137
the right to make changes to the product described in this Miscellaneous Maps 147
book at any time without notice.
Monsters 155
Might and Magic: Darkside of Xeen
Spells 189
Might and Magic created by Jon Van Caneghem Cleric Spell Descriptions 194
Sorcerer Spell Descriptions 202
Cluebook written by Paul Rattner
Items 213
Cover Art by Mike Winterbauer Elements 217
Metals 219
Manual Illustrations by Jonathan P. Gwyn, Attributes 220
David Plunkett Special Abilities 223
and Mike Winterbauer Items 225

Layout and Design by Richard Espy Clues and Hints 229


Beginner’s Guide 230
Production by Scott McDaniel Temporary Statistics Modifiers 233
Awards 234
Potion Key 239
Darkside of Xeen is a trademark of New World Computing,
Races And Character Skills 240
Inc. Might and Magic and New World Computing are
Secondary Skills 242
registered trademarks of New World Computing, Inc.
Mirror Words 244
How to Win Darkside of Xeen 246
The 3DO Company
600 Galveston Drive World of Xeen Bonus Section 251
Redwood City, CA 94063 World of Xeen Maps 252
Technical Support: (650) 261-3454 9am-Noon How to Win World of Xeen 272
2pm-5pm(PST)
Towns

There are five towns on the Darkside of Xeen.

Alamar has placed a guard in front of each to

prevent unauthorized entry, so you will need a

pass to enter each town. The pass to Castleview

(the town you begin the game in) can be found

just a few steps outside of town for 1,000 gold

pieces. Vespar the Wizard in area B3 has the

pass to Sandcaster, Geoffrey the Monitor in

Sandcaster has the pass to Lakeside, and the

pass to Necropolis is hidden in Lakeside. Only

the Dragon Pharaoh can give you a pass to

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.

a Tavern will become much easier


b Temple to negotiate with.
c Bank Gettlewaithe has three
d Blacksmith Energy Disks under his
e Training Grounds throne.
f Guild The Town of Castleview
g Ellinger’s Tower Four Drawkcab Monks
Madame Oorla (Neena) in town with a key is
h Pathfinder speak strangely, but
the Gypsy can be visit- Nadia the Hoarder.
i Cartographer there is method to their
ed for advice if you are
j Swimming Trainer madness. Visit them all
stuck and don’t know Nadia the Hoarder has
k Gettlewaithe in reverse order, starting
what to do next. She lost her onyx necklace,
l Mayor with Tinit and ending
will point you in the and she wants it back.
m Gypsy with Tinit, and you will
right direction. The necklace can be
n Nadia the Hoarder receive a reward.
found in the sewer
Jethro the Cartographer Ellinger’s Tower rises below the town. If you
Gettlewaithe, king of above the town, forbid- return it to her, she will
the Gremlins, rules his will reward you for
releasing his brother, den to visitors. You can give you the key to
chaotic subjects at loca- only enter it if you have Ellinger’s Tower.
tion k . He is aggres- Jasper, from the town
the key. The only person
sive, and will order his jail. He will also
guards to attack you if exchange Joe’s fake
you bother him too treasure map for a real
much. If you defeat his one once you have freed
guards, Gettlewaithe Jasper.

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.

a Exit to outdoors the key to Ellinger’s


b Onyx Necklace Tower and won’t give it
c Valio the Simple up ‘til she has her neck-
d Direction Sense lace back.

Felix the Tinker sells Sewer drains some-


the direction sense skill times hide weak magic
for 1000 gold at location items. Search them
d . You will have to when you can. Castleview Sewers
fight a couple of rats to
get there. Piles of trash also Monster List
sometimes hide weak
Valio the Simple wants magic items. These are Sewer Slug
Rooka, the Queen Rat, usually easier to get to, Experience 1000 HP 25 AC 2
exterminated. Rooka is because sewer slugs Speed 25 Attacks 1 Damage 2-20
often guard the passages Damage Type Physical Range Attack N
in the same room as the
Onyx Necklace at loca- leading to sewer drains.
Sewer Rat
tion b. Once you have Experience 2000 HP 40 AC 5
exterminated Rooka, Barrels of green and red Speed 35 Attacks 1 Damage 3-30
report back to Valio for liquid can be found in a Damage Type Physical Range Attack N
your reward. Warning: couple of places in the
Don’t try to take Valio’s sewer. Green liquid Rooka
treasure. improves endurance, Experience 5000 HP 60 AC 5
while red liquid improves Speed 40 Attacks 1 Damage 3-30
The Onyx Necklace at might. Both varieties will Damage Type Physical Range Attack N
location b should be make your characters
recovered and returned sick, however. Valio
Experience 60000 HP 150 AC 15
to Nadia the Hoarder in Speed 60 Attacks 1 Damage 10-250
Castleview. She holds Damage Type Magic Range Attack N

Page 10 Page 11
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.

a Tavern character gets the


b Temple increases carefully.
c Bank
d Blacksmith Astra, the good Sorceress
e Training Grounds at location m will reward
f Guild you for ridding the town of
g Navigator Xenoc and Morgana. The
h Linguist reward is large, the danger The Town of Sandcaster
i Natasha is high.
j Lakeside Passes Monster List
k Prestidigitation Vulture Repellent is sold
l Guild Membership like snake oil at this town Sorceress
Experience 80000 HP 200 AC 30
m Astra on the edge of the desert.
Speed 80 Attacks 1 Damage 2-100
n Merchant Don’t buy it—it doesn’t
Damage Type Magic Range Attack Y
o Eastern Tower Key work.
Enchantress
Colored potions can be Natasha can be found at Experience 40000 HP 100 AC 25
found in bookcases location i. Natasha will Speed 60 Attacks 1 Damage 3-450
around the city. Red enchant Ambrose’s bridle Damage Type Electricity Range Attack Y
potions increase might, for 50,000 gold if you bring
blue personality, white it to her. Morgana
luck, orange intellect, Experience 200000 HP 300 AC 35
purple speed, green Lakeside passes are sold at Speed 100 Attacks 1 Damage 2-120
endurance, and yellow location j. You will be Damage Type Energy Range Attack Y
increases accuracy. Each unable to enter the town of
Lakeside without a pass! Wizard
potion is good for three Experience 60000 HP 250 AC 20
uses, so choose which Speed 125 Attacks 1 Damage 10-250
Damage Type Magic Range Attack Y

Page 12 Page 13
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.

a Body building The Sewer Gym has a


b Exit to desert book that teaches the
c Exit to Wizard’s body building skill and
zone some powerful potions
that increase might and
Sewer Drains some- endurance. The fee to
times conceal powerful enter is high, but worth
magic items. Search it.
them if you dare: some- Sandcaster Sewers
times they conceal
Beholder Bats instead of Monster List
treasure.
Beholder Bat
Experience 10000 HP 75 AC 15
Speed 80 Attacks 1 Damage 5-25
Damage Type Fire Range Attack N

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.

a Guild Guild Membership is


b Pass to Necropolis available for free for
c Boat ride to Island those who solve the rid-
of Lost Souls dle of the skull at loca-
d Guild Membership tion d. The answer is
“WITCH”. The Town of Lakeside
Bubbling Cauldrons
are scattered here and Cages with prisoners Monster List
there in the town. Some will yield good experi-
ence if you set their Witch
cauldrons turn drinkers Experience 80000 HP 150 AC 15
to stone right away, oth- occupants free, along
Speed 70 Attacks 1 Damage 10-100
ers will reward a with gratitude and some Damage Type Electricity Range Attack Y
drinker with improved free advice.
statistics once—then Coven Leader
turn all other drinkers Experience 20000 HP 250 AC 20
to stone. Pay attention Speed 100 Attacks 1 Damage 10-150
to your clairvoyance Damage Type Energy Range Attack Y
gargoyles before you
drink from these caul-
drons.

Page 18 Page 19
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.

a Magic Statuette A Magical Statuette


b Prayermaster rests in an alcove at
location a . The stat-
Discarded potions of uette is one of the three
Resurrection and Stone statuettes stolen from
to Flesh litter the pas- Luna the Druid in area
sageways. Though their A3. Collect this one and
original owners didn’t the other two for a mas- Lakeside Sewers
think much of them, sive experience bonus
perhaps you can put from Luna. Monster List
them to use.
Sewer Stalker
Joseph the Prayermaster Experience 50000 HP 250 AC 30
at location b will sell Speed 25 Attacks 1 Damage 3-300
Damage Type Physical Range Attack N
his skill for a mere
10,000 gold. This skill
will add to your Cleric’s
spell points, and is
worth every penny.

Page 20 Page 21
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.

a Sandro each reading will age


b Guild your characters. We rec-
c Guild membership ommend that you do not
d Magical Statuette read the books until you
have returned the Jewel
Sandro the Lich sits on of Ages to Thaddeus the
his throne at location a. Fountain Keeper in area
Sandro wishes to die, but F4. Once you have done
he needs his heart so, the Fountain of
returned to him before he Youth will fix the magi-
can. The heart can be cal aging that these The Town of Necropolis
found in the sewer below books cause. Reading
this town. Sandro will the books will award at Monster List
fight you every time you least 999,999 experience
visit him without his points per reading. Power Lich
heart. Once you return Experience 200000 HP 500 AC 20
the heart, Sandro will Coffins for Liches hide Speed 60 Attacks 1 Damage 10-100
very powerful magic Damage Type Magic Range Attack Y
give you the key to the
Dungeon of Death on the items. You will need a
Higher Mummy
other side of the world might of at least 150 to Experience 100000 HP 400 AC 20
and will allow you to take open a coffin, and then Speed 60 Attacks 1 Damage 10-400
the magical statuette sit- you will have to face its Damage Type Physical Range Attack N
ting at location d. owner in battle. The
reward is worth it if you Sandro
Books of the Dead, vol. can survive the combat. Experience 200000 HP 1000 AC 20
1-9 await readers in Speed 75 Attacks 1 Damage 10-100
alcoves around the The Well of Death Damage Type Magic Range Attack Y
town. You will have to offers quick release to
have a very high intel- those tired of this mortal
lect before you can read life. It has no other
some of the books, and function.

Page 22 Page 23
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.

a Sandro’s heart Barrels of the food of


the dead are scattered
Sandro’s heart is kept about the sewer. Eat
in a box at location a. from them if you dare:
Return Sandro’s heart They cause great dam-
to Sandro for the key to age, but grant one per-
the Dungeon of Death manent level to sur-
and one of Luna’s magi- vivors.
cal statuettes. Necropolis Sewer
Sewer drains hide pow-
erful magic items. Be Monster List
sure to search them all!
Lava Roach
Experience 50000 HP 500 AC 20
Speed 70 Attacks 1 Damage 5-250
Damage Type Fire Range Attack N

Page 24 Page 25
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.

a Tavern Guild membership at


b Temple location f is free. The
c Blacksmith Olympus Guild has
d Training Grounds every spell in the game.
e Guild
f Guild membership The sewer grate at loca-
g Soulbox tion h leads to the part The Town of Olympus
h Sewer Grate of the sewer that leads
to the Soulbox at loca-
Four statues, each with tion g.
part of a poem revealing
how to win Darkside of
Xeen, are in the corners
of the town.

Page 26 Page 27
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.

a Cyrano Jones Sewer drains contain


b Password check small pieces of paper
that, put together, spell
Cyrano Jones will sell the word tribble. Tribble
you a tribble if you pay is the answer to the
him. You shouldn’t. password check at loca-
Tribbles are worthless. tion b.

Olympus Sewer

Page 28 Page 29
Towers
There are five towers in Darkside, one of which is

in Castleview. All of the towers require the proper

key before allowing you to enter them. Each

tower, except Ellinger’s, has two Energy Disks in

it. You will need to take Energy Disks that you

find in the game and bring them to Ellinger so

that he can restore Castle Kalindra. You cannot

win the game without giving twenty Energy

Disks to Ellinger.

Page 30 Page 31
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.

Tapestries conceal but- spell for advice on


tons that open passages searching crates.
and disarm traps. Be
sure to search all the Cabinets can be opened
tapestries and push all to reveal powerful
the buttons you can magic boots. The boots
find—it never hurts to make good armor, and
push a button in here. can be sold for a high
price at the Blacksmith
Two Books of Electricity if you don’t need them.
and Fire resistance can
be found on the second Ellinger sits on his throne
level of the tower. Each in level four. Before you
character can benefit, so enter his room you will be
make sure each charac- asked “Who do you
ter reads both books. seek?”. The answer is
ELLINGER.
Crates contain boots
and traps. Pay attention
to your clairvoyance

Page 32 Page 33
Ellinger’s Tower Level 1 Ellinger’s Tower Level 3

Ellinger’s Tower Level 2 Ellinger’s Tower Level 4

Page 34 Page 35
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

Great Northern Tower Level 2 Great Northern Tower Level 4

Page 38 Page 39
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

Three Gongs can be age. Check your clair- Rogue


found in this tower. The voyance spell before Experience 5000 HP 50 AC 10
Speed 30 Attacks 1 Damage 60
gong on level two will opening any of them. Damage Type Physical Range Attack N
summon Thieves to The Ali Baba chest
attack you, but the requires a password to Master Thief
gongs on level 3 will open. It is “OPEN Experience 20000 HP 100 AC 20
open passages into the SESAME.” Speed 50 Attacks 1 Damage 250
Thieves’ treasure room. Damage Type Physical Range Attack N
All gongs require 3 rings The Manual of Master
to activate them. Thievery should only be
read by Ninjas and
Illusionary treasure lies Thieves. All others will
on the floor of level one, suffer damage.
apparently unguarded.
Touching this treasure A book marked “For the
sets off an alarm that eyes of the Prince only”
will summon the will eradicate any char-
Thieves to defend their acter who is not a
tower. Prince of Thieves (a title
received in Clouds of
Treasure chests on level Xeen). A Prince will
three will yield great gain 5 levels for reading
treasure or great dam- the book.

Page 40 Page 41
Great Southern Tower Level 1 Great Southern Tower Level 3

Great Southern Tower Level 2 Great Southern Tower Level 4

Page 42 Page 43
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

a Jewel of Ages from it, but it will strip Mystic Mage


b Fountain of life characters of all their Experience 100000 HP 200 AC 20
c Fountain of Minimal secondary skills (includ- Speed 70 Attacks 1 Damage 10-200
Abilities ing Thievery!) Reading Damage Type Electricity Range Attack Y
from the book will grant
five levels once per Mega Mage
The Jewel of Ages can Experience 500000 HP 500 AC 35
be found at location a character.
Speed 100 Attacks 1 Damage 10-400
on level three. Return Damage Type Electricity Range Attack Y
the Jewel to Thaddeus, The Fountain of Life at
Keeper of the Fountain, location b will grant a Gamma Gazer
in area F4 to restore the free level, but it will age Experience 1000000 HP 5000 AC 60
Fountain of Youth. the drinker fifty years. Speed 200 Attacks 7 Damage 10-200
This aging can be cured Damage Type Energy Range Attack N
The Book of Fantastic by drinking from the
Knowledge is on level fountain of youth.
four. Only Sorcerers,
Rangers, and Archers The Fountain of
should read from it; all Minimal Abilities at
others take damage. location c will raise
any statistic that is less
The Book of Great than 10 by 10 for any
Power is also on level character. The effects
four. Anyone can read are permanent.

Page 44 Page 45
Great Eastern Tower Level 1 Great Eastern Tower Level 3

Great Eastern Tower Level 2 Great Eastern Tower Level 4

Page 46 Page 47
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.

Page 48 Page 49
Great Western Tower Level 1 Great Western Tower Level 3

Great Western Tower Level 2 Great Western Tower Level 4

Page 50 Page 51
Castles

There are three castles on Darkside, none of

which require a key to enter. Castle Kalindra,

however, is out of phase and divided into four

parts, requiring you to give five Energy Disks per

part to Ellinger so that he can restore the castle

to reality. You will also be unable to access the

lower levels of castle Blackfang unless Ambrose,

the Queen’s Knight, flies you in. Castle Alamar

is open to all who wish to enter.

Page 52 Page 53
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

Fireplaces often have The sundial on level Dragon Mummy


hidden buttons that will three will activate the Experience 2000000 HP 3000 AC 30
Speed 100 Attacks 1 Damage 2000-4000
open up new areas of mirror portals. Mirror Damage Type Physical Range Attack N
the castle. If you can’t portals will take you to
find any way into some most places with a name Scraps
part of the castle, try on the map. Experience 2000000 HP 3000 AC 30
searching the fireplaces Speed 100 Attacks 1 Damage 2000-4000
and pressing the buttons Dimitri, Captain of the Damage Type Physical Range Attack N
you find. Guard, is too despon-
dent over the Queen’s
Wall safes are usually capture to do anything.
hidden behind tapestries If you bring him the
and can be opened by Songbird of Serenity he
entering the correct will do what he can to
combination. Your Thief help you rescue the
or Ninja can tell what Queen.
the combination to a
safe is if he is good Megan, Dimitri’s daugh-
enough. Wall safes con- ter, will give you the
tain everything from key to the Dungeon of
armor to Energy Disks. Lost souls if you visit
her. The Songbird of
Barrels of brew will Serenity is in the
increase your statistics if Dungeon of Lost Souls.
you drink from them. Both Megan and
Queen’s brew will raise Dimitri are on level two
personality and Knight’s of the castle.
brew will raise might.

Page 54 Page 55
Castle Kalindra Level 1 Castle Kalindra Level 3

Castle Kalindra Level 2 Castle Kalindra Dungeon

Page 56 Page 57
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.

Page 58 Page 59
Castle Blackfang Level 1 Castle Blackfang Level 3

Castle Blackfang Level 2 Castle Blackfang Dungeon

Page 60 Page 61
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

Castle Alamar Level 2 Castle Alamar Dungeon

Page 64 Page 65
Dungeons

There are two bona fide dungeons in Darkside,

plus the Great Pyramid. As with just about all

structures in Darkside, a key is required to enter

each. It is not necessary to finish the Temple of

Bark to win the game, but the Temple will

improve your characters’ statistics. The Temple

is a good head start to surviving the walk to

Sandcaster from Castleview.

Page 66 Page 67
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

Temple of Bark Level 2

Page 70 Page 71
Temple of Bark Level 3 Temple of Bark Level 5

Temple of Bark Level 4

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.

a Songbird of Serenity soul waters before you


descend to the next
Hourglasses on level level.
one must be turned over
before you descend. If Pull the levers marked
you don’t turn them all, as letters on your level
you will be punished for four map in alphabetical
order to descend to level Dungeon of Lost Souls Level 1
it later. There are only
four hourglasses to turn. five.
Monster List
Four levers on level two The Songbird of
Minotaur
must be pulled before Serenity is at location Experience 250000 HP 2000 AC 80
you can descend to level a on level five. There Speed 120 Attacks 1 Damage 100-400
three. We have marked are other songbirds here Damage Type Physical Range Attack N
the levers with an x on as well. Freeing them
your map. will increase your Gorgon
party’s statistics. Experience 50000 HP 4000 AC 90
Four dials on level Speed 100 Attacks 1 Damage 100-300
three must be turned up An important message Damage Type Physical Range Attack N
before you can pull the is spelled out in the
lever (marked with an walls of level five.
x). Once you pull the
lever you must drink
from all of the positive

Page 74 Page 75
Dungeon of Lost Souls Level 2 Dungeon of Lost Souls Level 4

Dungeon of Lost Souls Level 3 Dungeon of Lost Souls Level 5

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

Great Pyramid Level 2 Great Pyramid Level 4

Page 80 Page 81
Outdoor Areas

There are 24 outdoor areas in Darkside. We have

grouped them into six zones with four areas in

them for the cluebook. Each map has a name like

“A1” or “B3”. You can find the name of a map by

looking at the map that came with your copy of

Darkside of Xeen. There are six letters printed

across the top of the map (A-F) and four

numbers printed on the side (1-4). Simply cross-

reference the letters with the numbers to find the

name of the map.

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

Page 100 Page 101


Outdoors Area Monster List
E1,E2,F1,F2 Hell Hornet
Experience 50000 HP 250 AC 30
This part of the map is mostly snow and mountains. Speed 50 Attacks 2 Damage 2-500
Castle Blackfang and Lakeside town are the only Damage Type Poison Range Attack N
two elements of civilization (if you can call the vam-
pires of Blackfang civilized) in the region. The mon- Arachnoid
sters here are especially tough, so be prepared for Experience 4000 HP 50 AC 10
violence if you come here. Speed 40 Attacks 1 Damage 3-15
Damage Type Poison Range Attack N

Two wizards near Magic The Dungeon of Lost Armadillo


Mountain are camped Souls is in the middle of Experience 60000 HP 800 AC 50
out in the snow for dif- the Isle of Lost Souls. Speed 15 Attacks 1 Damage 100-600
ferent reasons. One You can get the key Damage Type Physical Range Attack N
wants to buy the treasure from Megan on level
two of Castle Kalindra. Vulture Roc
map you can get from Experience 200000 HP 2500 AC 50
Jethro the Cartographer Speed 150 Attacks 1 Damage 5-300
in Castleview for some Castle Blackfang can- Damage Type Physical Range Attack N
gems. Since you can’t not be entered from the
find anything with the ground without the help Octopod
map, be sure to sell it to of Ambrose, the Queen’s Experience 250000 HP 2500 AC 40
him. The other wizard Knight. Ambrose can be Speed 80 Attacks 1 Damage 2-200
simply points out the found (if he is not here) Damage Type Poison Range Attack N
1000 spell points avail- in area B2.
able in the nearby Gargoyle
Fountain of Great Lakeside cannot be Experience 30000 HP 150 AC 35
Magic. entered without a pass. Speed 30 Attacks 2 Damage 5-250
You can buy the pass to Damage Type Physical Range Attack N
Ector the Woodsman Lakeside in Sandcaster.
has lost his ring, and
will reward you hand-
somely for its return.
The ring is in one of the
woodpiles in the snow
near his hut.

Page 102 Page 103


Area E1 & E2 Area F1 & F2

Page 104 Page 105


Outdoors Area Monster List
E3,E4,F3,F4 Armadillo
Experience 60000 HP 800 AC 50
This region is almost entirely forest. The monsters Speed 15 Attacks 1 Damage 100-600
here are a LOT tougher than the monsters in areas Damage Type Physical Range Attack N
C4 and D4. Be sure that your characters are at least
12th or 13th level before you wander around here. Mantis Ant
The Beastmaster spell should come in handy against Experience 40000 HP 300 AC 30
the forest animals. Speed 40 Attacks 2 Damage 2-200
Damage Type Physical Range Attack N

Thaddeus, Keeper of Sandcaster requires a Killer Cobra


the Fountain, will pass to enter. The pass is Experience 25000 HP 1000 AC 25
restore the fountain if in the hands of Vespar Speed 100 Attacks 1 Damage 2-200
you can bring him the the wizard in area B3. Damage Type Physical Range Attack N
Jewel of Ages. The Gargoyle
Jewel is somewhere in Magic fruit can be Experience 30000 HP 150 AC 35
the Eastern Tower. found in huts in the for- Speed 30 Attacks 2 Damage 5-250
Drinking from the est. Some of the fruit is Damage Type Physical Range Attack N
restored fountain will dangerous, so be sure to
remove all unnatural check your clairvoyance
aging from your charac- gargoyles before you
ters. Thaddeus also has partake.
the key to the Southern
Tower. Troll Holes can open
beneath your feet if you
Merchants sell goods at step on them without a
the crossroads for outra- levitate spell. Some of
geous prices. The goods the Troll Holes have
are worth it if you can treasure in them, so you
afford the bill. may want to search
them if you don’t mind
fighting trolls.

Page 106 Page 107


Area E3 & E4 Area F3 & F4

Page 108 Page 109


Skyroads
Skyroads float above the Darkside of Xeen,

allowing access to the tops of most of the

significant buildings on Darkside. You do not

need to cast a levitate spell to walk on the

skyroads, but you DO need to cast one to walk on

clouds. No levitate spell can save you, however, if

you walk off the road and into the sky.

The skyroads are labeled the same as the ground:

24 areas of a-f and 1-4. In the four corner areas

(A1,A4,F1,F4) are entrances to the elemental

planes. You will need to visit the elemental planes

in order to win the World of Xeen later on in the

game. See the bonus World of Xeen section at the

end of this book for more details.

Page 110 Page 111


Skyroads A1,A2,B1,B2 Monster List
Area A1 is the home of the Elemental Plane of Fire. Mega Dragon
It also contains the top of Castle Alamar. The mon- Experience 100 Mill HP 64000 AC 100
sters that can be found in this region are VERY Speed 200 Attacks 1 Damage 10-2000
powerful, so make sure that YOU are powerful as Damage Type Energy Range Attack Y
well when you travel here.
Cloud Dragon
Experience 500000 HP 2000 AC 40
Castle Alamar cannot be will die for his friends. If Speed 150 Attacks 1 Damage 600
entered from the top you encounter the Damage Type Cold Range Attack Y
without slaying the wrong type of genie,
Sky Golem
Megadragon (fat chance) never try to get out of Experience 200000 HP 1000 AC 50
that lives near the your punishment—the Speed 100 Attacks 1 Damage 2-200
entrance of the castle. We genie will kill the entire Damage Type Cold Range Attack Y
recommend that you find party.
a more conventional Griffin
means of entering the cas- Skybandits will occa- Experience 60000 HP 800 AC 35
tle. sionally try to rob you. Speed 150 Attacks 2 Damage 50-300
You have a choice of Damage Type Physical Range Attack N
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.

Page 112 Page 113


Skyroads A1 & A2 Skyroads B1 & B2

Page 114 Page 115


Skyroads A3,A4,B3,B4 Monster List
This region is the easiest region in the Skyroads. Medusa Sprite
Area A4 is the home of the Elemental Plane of Experience 5000 HP 30 AC 5
Water. The monsters here are weak and won’t give Speed 30 Attacks 1 Damage 3-9
any party much trouble. Damage Type Physical Range Attack N

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.

Page 116 Page 117


Skyroads A3 & A4 Skyroads B3 & B4

Page 118 Page 119


Skyroad areas C1,C2, D1, D2 Monster List
This region is remarkably similar to other skyroad Griffin
regions: A single strip of road, a few scattered Experience 60000 HP 800 AC 35
clouds, and sky. The monsters here are as tough as Speed 150 Attacks 2 Damage 50-300
anywhere else in the sky. Damage Type Physical Range Attack N

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.

Page 120 Page 121


Skyroads C1 &c2 Skyroads D1 &D2

Page 122 Page 123


Skyroad areas C3,C4,D3,D4
This region is very empty. A lone tower marks the
sky, and a few monsters stay near the skyroad to
dine on passing skyroad travellers.

The Southern Tower A lone evil Genie awaits


can be reached from the travellers in area C3.
skyroad. This is the Don’t open the bottle if
Thieves’ tower, and you know what’s good
there are no special for you.
restrictions on who can
enter.

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

Page 124 Page 125


Skyroads C3 & C4 Skyroads D1 & D2

Page 126 Page 127


Skyroad E1,E2,F1,F2 Monster List
This region is the home of the Elemental Plane of Cloud Dragon
Air. The monsters in this region are as tough as, if Experience 500000 HP 2000 AC 40
not tougher, than monsters in other parts of the sky- Speed 150 Attacks 1 Damage 600
roads. Be careful. 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.

Page 128 Page 129


Skyroads E1 & E2 Skyroad F1 & F3

Page 130 Page 131


Skyroad areas E3,E4,F3,F4
Area F4 is the home of the Elemental Plane of
Earth. The monsters here are very tough, so be pre-
pared.

Sky rides to the skylake Skybandits will occa-


are available in area F4 sionally try to rob you.
for 1,000 gold. You have a choice of
giving 10,000 gold to
Sky Merchants sell them or fighting. The
amulets of protection fights are difficult.
against the elements for
lots of gems. They are Four wagons carrying
worth it if you can cargo from one elemen-
afford it. tal plane to another will
ask you what their cargo
The Eastern Tower is is. The four possible
easily reachable from answers are: Steam,
area F3. There are no smoke, dust, and mud.
restrictions on entry.

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

Page 132 Page 133


Skyroad E3 & E4 Skyroad F3 & F4

Page 134 Page 135


Elemental Planes

There are four Elemental Planes near Darkside.

You can reach them by jumping through the

elemental “holes” at the outer corners of skyroad

areas A1, A4, F1, and F4. Before you are

permitted to enter an elemental plane, you will be

asked what you seek. The answer is either air,

earth, water, or fire. Once inside an elemental

plane, you can leave by jumping through the exit

hole you will find somewhere on the plane.

Page 136 Page 137


Elemental Plane of Fire
The Elemental Plane of Fire is the most dangerous
of the four elemental planes. You will need protec-
tion from fire before you come here, or you will
surely perish.

The Fire Sleeper sleeps taken the test of fire and


in his throne (marked you will be unable to
by x), waiting for the open the chest. Taking
Chosen ones to awaken the test of fire will deliv-
him so that he may pre- er much more than 250
pare for the completion points of damage, but
of the Prophecy. You the survivors will be
must be a designated allowed to open the
Chosen One before you chest and take the riches Elemental Plane of Fire
can awaken the Sleeper. within.
Monster List
A lone chest awaits A statue stands at the
adventurers brave center of the plane with Fire Blower
enough to take the test an inscription written at Experience 250000 HP 1000 AC 20
of fire from the shrine its base. The inscription Speed 60 Attacks 1 Damage 5-500
on this plane. Touching is one of four parts of an Damage Type Fire Range Attack N
the chest will deliver explanation of how to
250 points of fire dam- fulfill the Prophecy.
age if you have not

Page 138 Page 139


Elemental Plane of Air
Be sure to have a levitate spell active before you
visit this plane, or you will fall through the clouds.
Also, remember to get your business here done
before you have to rest or 5:00 am comes around or
you will fall out of the plane and back to the sky-
roads.

The Air Sleeper sleeps taken the test of air and


in his throne (marked you will be unable to
by x), waiting for the open the chest. Taking
Chosen ones to awaken the test of air will deliv-
him so that he may pre- er much more than 250
pare for the completion points of damage, but
of the Prophecy. You the survivors will be
must be a designated allowed to open the
Chosen One before you chest and take the riches Elemental Plane of Air
can awaken the Sleeper. within.
Monster List
A lone chest awaits A statue stand at the
adventurers brave center of the plane with Whirlwind
enough to take the test an inscription written at Experience 250000 HP 1000 AC 10
of air from the shrine on its base. The inscription Speed 250 Attacks 1 Damage 5-500
this plane. Touching the is one of four parts of an Damage Type Physical Range Attack N
chest will deliver 250 explanation of how to
points of electrical dam- fulfill the Prophecy.
age if you have not

Page 140 Page 141


Elemental Plane of Earth
There are no movement restrictions on this plane,
nor is there any constant danger to protect yourself
against, barring the occasional earthquake. Because
of this, the Elemental Plane of Earth is the easiest of
the Planes to adventure on.

The Earth Sleeper damage if you have not


sleeps in his throne taken the test of earth
(marked by x), waiting and you will be unable
for the Chosen ones to to open the chest.
awaken him so that he Taking the test of earth
may prepare for the will deliver much more
completion of the than 250 points of dam-
Prophecy. You must be age, but the survivors
a designated Chosen will be allowed to open Elemental Plane of Earth
One before you can the chest and take the
awaken the Sleeper. riches within. Monster List
A lone chest awaits A statue stand at the Earth Blaster
adventurers brave center of the plane with Experience 250000 HP 1000 AC 10
enough to take the test an inscription written at Speed 100 Attacks 1 Damage 5-500
of earth from the shrine its base. The inscription Damage Type Physical Range Attack N
on this plane. Touching is one of four parts of an
the chest will deliver explanation of how to
250 points of physical fulfill the Prophecy.

Page 142 Page 143


Elemental Plane of Water
All of your characters will have to know the swim-
ming skill before you venture here. This plane is rel-
atively benign, though the elemental monsters here
are as tough as the elemental monsters on the other
planes.

The Water Sleeper age if you have not


sleeps in his throne taken the test of water
(marked by x), waiting and you will be unable
for the Chosen ones to to open the chest.
awaken him so that he Taking the test of water
may prepare for the will deliver much more
completion of the than 250 points of dam-
Prophecy. You must be age, but the survivors
a designated Chosen will be allowed to open Elemental Plane of Water
One before you can the chest and take the
awaken the Sleeper. riches within. Monster List
A lone chest awaits A statue stand at the Tidal Terror
adventurers brave center of the plane with Experience 500000 HP 1000 AC 10
enough to take the test an inscription written at Speed 200 Attacks 1 Damage 5-500
of water from the shrine its base. The inscription Damage Type Cold Range Attack N
on this plane. Touching is one of four parts of an
the chest will deliver explanation of how to
250 points of cold dam- fulfill the Prophecy.

Page 144 Page 145


Miscellaneous Maps

There are four places in Darkside that don’t

easily fall under any category. They are Corak

and Sheltem’s spaceships, the Troll Holes, and

the Gemstone Mines. The Troll Holes and the

Gemstone mines appear on one map for

convenience, even though there are many holes

and mines.

Page 146 Page 147


Gemstone Mines
There are nine separate Gemstone Mines. One of
the mines will permit you to cross under the gem-
stone range without climbing the mountains.

Gem veins can be Rubble conceals Beholder


mined for normal gems Bats and, occasionally, a
or Diamonds, Emeralds, powerful magic item. Use
Sapphires, and Rubies. your clairvoyance spell to
These gems will permit help determine which
you to buy magical piles to search.
armor and weapons
from the Gem Smiths in The God of Minerals
areas A3 and B3. Be will reset all the gem Gemstone Mines
sure all of your charac- veins that you have
ters are healthy before depleted for a mere Monster List
you mine—sometimes 250,000 gold pieces. Pay
you will crack open a him if you are still in Beholder Bat
gem by accident, need of good weapons Experience 10000 HP 75 AC 15
bathing the party with for the Gem smiths. To Speed 80 Attacks 1 Damage 5-25
some sort of elemental make him easier to find, Damage Type Fire Range Attack N
damage. we have marked his
location on your map. Sabertooth
Experience 10000 HP 100 AC 20
Speed 60 Attacks 3 Damage 5-50
Damage Type Physical Range Attack N

Page 148 Page 149


Troll Holes
Scattered throughout the forest areas of Darkside
are concealed Troll Holes. If you walk over a Troll
Hole without a levitate spell active, you will fall in
one of the holes. There are fourteen holes in the for-
est.

Troll Juice is stored by some unpleasant choices


Trolls for the winter. If a if you run into him. He
character drinks it, the will offer to take all your
juice will poison him gold, take the life of one
and raise his statistics character, or fight. We
by one each. recommend fighting. To
help you avoid him, we
Hobstadt, Strongest of have marked his throne
the Trolls, will give you on your map. Troll Holes

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.

Page 152 Page 153


Monsters

Monsters are that which stands between you and

winning the game. All monsters act pretty much the

same way—when they see you, they try to kill you.

No monster will run away from a fight. Killing the

party is a sacred duty to the monsters, and they will

carry it out to the best of their abilities.

While all monsters behave in much the same way,

(charging forward with murderous intent) the

methods they employ to do your party in vary widely.

This next chapter deals with the monsters and their

strengths and weaknesses. If you are having trouble

with a particular kind of monster, you may want to

look it up here.

Page 154 Page 155


Autobot
Annihilator
Experience 1000000
Experience 1000000
HP 2500
HP 1500
AC 100 Speed 200
AC 40 Speed 200
Attacks 2 Damage 5-500
Attacks 12 Damage 5-250
Damage Type Energy
Damage Type Energy
Range Attack N
Range Attack Y

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.

Page 156 Page 157


Beholder Bat Coven Leader
Experience 10000 Experience 20000
HP 75 HP 250
AC 15 Speed 80 AC 20 Speed 100
Attacks 1 Damage 5-25 Attacks 1 Damage 10-150
Damage Type Fire Damage Type Energy
Range Attack N Range Attack Y
Probably the coolest monster in the game, Beholder Leader of a coven of evil witches that rule Lakeside
Bats can’t do much damage, nor can they take much town, the Coven Leader is the strongest of her sisters.
damage. ‘Bats are 100% immune to fire and 50% She is immune to energy and electrical attacks and
immune to electricity. her attack often drains the spell points of her targets.
Cleric of Mok
Experience 30000 Count Blackfang
HP 125 Experience 2000000
AC 10 Speed 40 HP 1500
Attacks 1 Damage 250 AC 50 Speed 150
Damage Type Electricity Attacks 1 Damage 10-1000
Range Attack Y Damage Type Physical
Range Attack N
Renegade followers of a discredited sect of Mok, Count Blackfang is a tough opponent. Not only does
these Clerics will defend their tower with zeal. The he have 1500 hit points and a high armor class, but he
Clerics are 100% immune to electricity and lightly is 75% immune to every kind of attack. His own
resistant to all other elements. attack sometimes kills characters outright, even if
they still have hit points left.
Cloud Dragon
Experience 500000 Cult Leader
HP 2000 Experience 100000
AC 40 Speed 150 HP 100
Attacks 1 Damage 600 AC 20 Speed 60
Damage Type Cold Attacks 1 Damage 10-100
Range Attack Y Damage Type Energy
Range Attack Y
Cloud Dragons are the weakest and most common
type of Dragon on Darkside. Nevertheless, a single Leader of the breakaway cult of Mok Heretics, the
Cloud Dragon can take out your entire party in one Cult Leader is 100% immune to energy and 50%
or two attacks if you are unprepared. These Dragons immune to all other elements. Close the distance with
are immune to cold and poison attacks and resistant him quickly to avoid his powerful range attack.
to all other attacks but fire.

Page 158 Page 159


Dark Wolf Dragon Mummy
Experience 10000 Experience 2000000
HP 70 HP 3000
AC 10 Speed 70 AC 30 Speed 100
Attacks 3 Damage 3-24 Attacks 1 Damage2000-4000
Damage Type Physical Damage Type Physical
Range Attack N Range Attack N

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.

Page 160 Page 161


Enchantress Gamma Gazer
Experience 40000 Experience 1000000
HP 100 HP 5000
AC 25 Speed 60 AC 60 Speed 200
Attacks 1 Damage 3-450 Attacks 7 Damage 10-200
Damage Type Electricity Damage Type Energy
Range Attack Y Range Attack N

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 Blower Gettlewaithe


Experience 250000 Experience 5000
HP 1000 HP 100
AC 20 Speed 60 AC 15 Speed 35
Attacks 1 Damage 5-500 Attacks 2 Damage 5-25
Damage Type Fire Damage Type Physical
Range Attack N Range Attack N

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.

Page 162 Page 163


Ghost Mummy Gorgon
Experience 500000 Experience 50000
HP 500 HP 4000
AC 35 Speed 175 AC 90 Speed 100
Attacks 1 Damage200-1000 Attacks 1 Damage 100-300
Damage Type Physical Damage Type Physical
Range Attack N Range Attack N

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.

Page 166 Page 167


Hobstadt Lava Dweller
Experience 25000 Experience 500000
HP 400 HP 1500
AC 20 Speed 70 AC 30 Speed 40
Attacks 1 Damage 2-100 Attacks 1 Damage 5-500
Damage Type Physical Damage Type Fire
Range Attack N Range Attack N

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 Cobra Magic Mage


Experience 25000 Experience 200000
HP 1000 HP 300
AC 25 Speed 100 AC 25 Speed 80
Attacks 1 Damage 2-200 Attacks 1 Damage 10-300
Damage Type Physical Damage Type Electricity
Range Attack N Range Attack Y

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.

Page 168 Page 169


Mantis Ant Medusa Sprite
Experience 40000 Experience 5000
HP 300 HP 30
AC 30 Speed 40 AC 5 Speed 30
Attacks 2 Damage 2-200 Attacks 1 Damage 3-9
Damage Type Physical Damage Type Physical
Range Attack N Range Attack N

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.

Page 170 Page 171


Minotaur Mystic Mage
Experience 250000 Experience 100000
HP 2000 HP 200
AC 80 Speed 120 AC 20 Speed 70
Attacks 1 Damage 100-400 Attacks 1 Damage 10-200
Damage Type Physical Damage Type Electricity
Range Attack N Range Attack Y

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.

Page 172 Page 173


Onyx Golem Orc Shaman
Experience 1000000 Experience 10000
HP 10000 HP 50
AC 50 Speed 100 AC 15 Speed 30
Attacks 1 Damage 2-500 Attacks 1 Damage 5-25
Damage Type Magic Damage Type Cold
Range Attack N Range Attack Y

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.

Page 174 Page 175


Power Lich Royal Vampire
Experience 200000 Experience 400000
HP 500 HP 750
AC 20 Speed 60 AC 40 Speed 125
Attacks 1 Damage 10-100 Attacks 1 Damage 10-500
Damage Type Magic Damage Type Physical
Range Attack Y Range Attack N

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.

Page 176 Page 177


Sandro Sewer Hag
Experience 200000 Experience 50000
HP 1000 HP 75
AC 20 Speed 75 AC 10 Speed 40
Attacks 1 Damage 10-100 Attacks 1 Damage 10-250
Damage Type Magic Damage Type Electricity
Range Attack Y Range Attack Y

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.

Page 178 Page 179


Sewer Stalker Skeletal Lich
Experience 50000 Experience 500000
HP 250 HP 2000
AC 30 Speed 25 AC 30 Speed 200
Attacks 1 Damage 3-300 Attacks 1 Damage 1000
Damage Type Physical Damage Type Energy
Range Attack N Range Attack Y

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 Sky Golem


Experience 20000 Experience 200000
HP 300 HP 1000
AC 15 Speed 50 AC 50 Speed 100
Attacks 1 Damage 5-50 Attacks 1 Damage 2-200
Damage Type Cold Damage Type Cold
Range Attack N Range Attack Y

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.

Page 180 Page 181


Sorceress Troll Chief
Experience 80000 Experience 20000
HP 200 HP 300
AC 30 Speed 80 AC 15 Speed 65
Attacks 1 Damage 2-100 Attacks 1 Damage 2-100
Damage Type Magic Damage Type Physical
Range Attack Y Range Attack N

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 Terror Troll Guard


Experience 500000 Experience 15000
HP 1000 HP 200
AC 10 Speed 200 AC 10 Speed 60
Attacks 1 Damage 5-500 Attacks 1 Damage 2-70
Damage Type Cold Damage Type Physical
Range Attack N Range Attack N

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.

Page 182 Page 183


Valio Vampire Lord
Experience 60000 Experience 300000
HP 150 HP 500
AC 15 Speed 60 AC 35 Speed 100
Attacks 1 Damage 10-250 Attacks 1 Damage 10-300
Damage Type Magic Damage Type Physical
Range Attack N Range Attack N

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.

Page 184 Page 185


Yog
Witch
Experience 25000
Experience 80000
HP 100
HP 150
AC 5 Speed 60
AC 15 Speed 70
Attacks 1 Damage 30
Attacks 1 Damage 10-100
Damage Type Physical
Damage Type Electricity
Range Attack N
Range Attack Y

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

Wizards can usually be found in Sandcaster. They are


moderately resistant to all forms of attack but physi-
cal.

Xenoc
Experience 250000
HP 700
AC 35 Speed 175
Attacks 1 Damage 10-500
Damage Type Energy
Range Attack N

Xenoc is the leader of the Wizards in Sandcaster. His


attack is powerful and he is entirely resistant to ener-
gy attacks (no Implosion!)

Page 186 Page 187


Spells
Magic. In Clouds of Xeen, magic works on a daily
basis. At 5:00 AM the new Magical Day begins and
all magic from the previous day wears away, can-
celling protection, light and other active spells.

Who can cast spells. Most character classes in


Clouds of Xeen possess some capacity for magic.
Clerics, Sorcerers, and Druids are the primary spell
casters; Paladins, Archers, and Rangers are sec-
ondary. Knights, Robbers, Ninjas, and Barbarians are
unable to cast spells. Secondary spell casters have
half as many spell points as primary spell casters.
There are two types of spells: Cleric and Sorcerer.
Clerics and Paladins can only cast Cleric spells,
Sorcerers and Archers can only cast Sorcerer spells,
and Druids and Rangers can cast some of both.
Spell Descriptions. There are 76 unique spells in
Clouds of Xeen, some of which are shared between
character classes. The descriptions of these spells
include the following:
Name Generally descriptive of the spell’s effects.

Cost The number of Spell Points and, in some cases, Gems


that must be spent to cast a spell. Some spells require
a certain number of Spell Points to be spent per level
of the spell caster.

Object Who is affected by the spell.


Party Member: A single player character.
Party: All characters that make up the party.
Single Monster: One opponent.
Group: Three opponents standing before the party.
Cone: All opponents in front of the party.

Effect What effect the spell has on its recipient.

Page 188 Page 189


Acquiring Spells. All spells can be purchased from Cleric and Paladin Spells
the various Mage Guilds in the land of Xeen. Many
spells can also be found while adventuring. Acid Spray 8 SP
Awaken 1 SP
Beast Master 5 SP/2 G
Types of Spells. Spells perform different services for Bless 2 SP per Level/1 G
the party, such as combat, first aid, or general assis- Cold Ray 2 SP per Level/4 G
tance. These three different types are represented Create Food 20 SP/5 G
with the following symbols for easy reference: Cure Disease 10 SP
Cure Paralysis 12 SP
First Aid. These spells are used to heal the Cure Poison 8 SP
Party’s wounds, resurrect characters who Cure Wounds 3 SP
have died, and remove conditions from a Day of Protection 75 SP/10 G
distressed Party member. Deadly Swarm 12 SP
Divine Intervention 200 SP/20 G
Fiery Flail 25 SP/5 G
Combat. These spells are used to defend the First Aid 1 SP
Flying Fist 2 SP
Party or attack an opposing force. Frost Bite 7 SP
Heroism 2 SP per Level/1 G
Holy Bonus 2 SP per Level/1 G
Holy Word 100 SP/20 G
General. Spells of general assistance to the Hypnotize 15 SP/4 G
Party, such as Light or Create Food. Light 1 SP
Mass Distortion 75 SP/10 G
Moon Ray 60 SP/10 G
Nature’s Cure 6 SP
Pain 4 SP
Power Cure 2 SP per Level/3 G
Protection from Elements 1 SP per Level/1 G
Raise Dead 50 SP/10 G
Resurrect 125 SP/20 G
Revitalize 2 SP
Sparks 1 SP per Level/1 G
Stone to Flesh 35 SP/5 G
Sun Ray 150 SP/20 G
Suppress Disease 5 SP
Suppress Poison 4 SP
Town Portal 30 SP/5 G
Turn Undead 5 SP/2 G
Walk on Water 7 SP

Page 190 Page 191


Sorcerer and Archer Spells Druid and Ranger Spells
Awaken 1 SP Acid Spray 8 SP
Clairvoyance 5 SP/2 G Awaken 1 SP
Dancing Sword 3 SP per Level/10 G Beast Master 5 SP
Day of Sorcerery 40 SP/10 G Bless 2 SP per Level/1 G
Detect Monster 6 SP Clairvoyance 5 SP/2 G
Dragon Sleep 10 SP/4 G Cold Ray 2 SP per Level/4 G
Elemental Storm 100 SP/10 G Cure Disease 10 SP
Enchant Item 30 SP/20 G Cure Poison 8 SP
Energy Blast 1 SP per Level/1 G Cure Wounds 3 SP
Etherealize 30 SP/10 G Energy Blast 1 SP per Level/1 G
Fantastic Freeze 15 SP/5 G Fire Ball 2 SP per Level/2 G
Finger of Death 10 SP/4 G First Aid 1 SP
Fire Ball 2 SP per Level/2 G Flying Fist 2 SP
Golem Stopper 20 SP/10 G Frost Bite 7 SP
Identify Monster 5 SP Heroism 2 SP per Level/1 G
Implosion 100 SP/20 G Holy Bonus 2 SP per Level/1 G
Incinerate 35 SP/10 G Identify Monster 5 SP
Inferno 75 SP/10 G Insect Spray 5 SP/1 G
Insect Spray 5 SP/1 G Jump 4 SP
Item to Gold 20 SP/10 G Levitate 5 SP
Jump 4 SP Light 1 SP
Levitate 5 SP Lightning Bolt 2 SP per Level/2 G
Light 1 SP Magic Arrow 2 SP
Lightning Bolt 2 SP per Level/2 G Nature’s Cure 6 SP
Lloyd’s Beacon 6 SP/2 G Pain 4 SP
Magic Arrow 2 SP Power Cure 2 SP per Level/3 G
Mega Volts 40 SP/10 G Power Shield 2 SP per Level/2 G
Poison Volley 25 SP/10 G Protection from Elements 1 SP per Level/1 G
Power Shield 2 SP per Level/2 G Revitalize 2 SP
Prismatic Light 60 SP/10 G Shrapmetal 1 SP per Level/1 G
Recharge Item 15 SP/10 G Sleep 3 SP/1 G
Shrapmetal 1 SP per Level/1 G Sparks 1 SP per Level/1 G
Sleep 3 SP/1 G Suppress Disease 5 SP
Star Burst 200 SP/20 G Suppress Poison 4 SP
Super Shelter 15 SP/5 G Toxic Cloud 4 SP/1 G
Teleport 10 SP Turn Undead 5 SP/2 G
Time Distortion 8 SP Walk on Water 7 SP
Toxic Cloud 4 SP/1 G Wizard Eye 5 SP/2 G
Wizard Eye 5 SP/2 G

Page 192 Page 193


Cleric Spells Cold Ray
Cost 2 Spell Points per Level & 4 Gems
Acid Spray Object All visible monsters
Cost 8 Spell Points
Object All Visible Monsters A cone of absolute zero springs from the
caster’s hand momentarily, inflicting 2-4
Caster sprays a fine acid mist on all the points of Cold damage per level of the cast-
monsters in front of him, inflicting 15 points er on all visible monsters.
of Poison damage on each monster.
Create Food
Awaken Cost 20 Spell Points and 5 Gems
Cost 1 Spell Point Object Party
Object Party
Creates one unit of food for each living
Pulls all sleeping party members from their party member.
slumber, cancelling the SLEEP condition.
Cure Disease
Beast Master Cost 10 Spell Points
Cost 5 Spell Points and 2 Gems Object 1 Party Member
Object 1 Group of Animals
Removes the DISEASED condition from a
Hypnotizes a group of monsters into still- character
ness until they overcome the spell.
Cure Paralysis
Bless Cost 12 Spell Points
Cost 2 Spell Points per Level & 1 Gem Object 1 Party Member
Object 1 Party Member
Removes the PARALYZED condition from
Improves the armor class of a character by a character.
1 per level of the caster.
Cure Poison
Cost 8 Spell Points
Object 1 Party Member

Removes the POISONED condition from a


character.

Page 194 Page 195


Cure Wounds First Aid
Cost 3 Spell Points Cost 1 Spell Point
Object 1 Party Member Object 1 Party Member

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

Heals the entire party of all damage short of Holy Bonus


ERADICATION. Using this spell adds 5 Cost 2 Spell Points per Level & 1 Gem
years to the age of the caster. Object 1 Party Member

Fiery Flail Increases the damage inflicted by a charac-


Cost 25 Spell Points and 5 Gems ter when fighting by 1 point per level of the
Object 1 Monster caster.

Caster fires a jet of flame at one monster,


inflicting 100 points of Fire damage.

Page 196 Page 197


Holy Word Nature’s Cure
Cost 100 Spell Points and 20 Gems Cost 6 Spell Points
Object 1 Group of Undead Object 1 Party Member

Completely removes the animating magic of Heals a character of 25 points of damage.


the Undead, returning them to the dust
from whence they came. Pain
Cost 4 Spell Points
Hypnotize Object Group
Cost 15 Spell Points and 4 Gems
Object Group Stimulates the Pain centers of your oppo-
nent’s brains, inflicting 8 points of physical
Like Beast Master, this spell hypnotizes a damage.
group of monsters into stillness until they
overcome the spell, except that it works on Power Cure
monsters other than animals. Cost 2 Spell Points per Level & 3 Gems
Object 1 Party Member
Light
Cost 1 Spell Point Heals a character of 2-12 points of damage
Object Party 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.

Page 198 Page 199


Resurrection Suppress Disease
Cost 125 Spell Points and 20 Gems Cost 5 Spell Points
Object 1 Party Member Object 1 Party Member

Removes the ERADICATED condition Slows the effect of disease on a character,


from a character. Using this spell will add 5 but does not remove the DISEASED con-
years to the age of both the caster and the dition.
eradicated character.
Suppress Poison
Revitalize Cost 4 Spell Points
Cost 2 Spell Points Object 1 Party Member
Object 1 Party Member
Slows the effect of poison on a character,
Removes the WEAK condition from a char- but does not remove the POISONED con-
acter. dition.

Sparks Town Portal


Cost 1 Spell Point per Level & 1 Gem Cost 30 Spell Points and 5 Gems
Object Group Object Party

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.

Page 200 Page 201


Sorcerer Spells Detect Monster
Cost 6 Spell Points
Awaken Object Party
Cost 1 Spell Point
Object Party Shows the location of all the monsters near
the party.
Pulls all sleeping party members from their
slumber, cancelling the SLEEP condition. Dragon Sleep
Cost 10 Spell Points and 4 Gems
Clairvoyance Object 1 dragon
Cost 5 Spell Points and 2 Gems
Object Party Puts a dragon to sleep, much the way a
sleep spell puts humans to sleep.
Causes the two gargoyle heads on the
screen to animate and give advice for cer- Elemental Storm
tain yes/no decisions, usually chests. Cost 100 Spell Points and 10 Gems
Object All Visible Monsters
Dancing Sword
Cost 3 Spell Points per Level & 10 Gems Pounds all the monsters in front of the party
Object Group with a storm of magical energy, inflicting
150 points of a random damage type to each
Similar to Shrapmetal, the dancing sword monster.
spell creates hundreds of razor sharp blades
that strip the flesh from your foes. Dancing Enchant Item
Sword inflicts 6 to 14 points of Physical Cost 30 Spell Points and 20 Gems
damage per level of the caster. Object 1 Item

Day of Sorcery Bestows magical power to an item that has


Cost 40 Spell Points and 10 Gems none. The more powerful the spell caster,
Object Party the better the chance for a powerful item.

This spell is a super saver plan that simulta- Energy Blast


neously casts Light, Levitate, Wizard Eye, Cost 1 Spell Point per Level & 1 Gem
Clairvoyance, and Power shield on all party Object 1 Monster
members.
A bolt of pure energy is fired from the cast-
er’s clenched fist, inflicting 2 to 6 points of
Energy damage per level of the caster.

Page 202 Page 203


Etherealize Golem Stopper
Cost 30 Spell Points and 10 Gems Cost 20 Spell Points and 10 Gems
Object Party Object 1 Golem

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.

Fantastic Freeze Identify Monster


Cost 15 Spell Points and 5 Gems Cost 5 Spell Points
Object Group Object Group

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.

Page 204 Page 205


Inferno Light
Cost 75 Spell Points and 10 Gems Cost 1 Spell Point
Object Group Object Party

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.

Item to Gold Lloyd’s Beacon


Cost 20 Spell Points and 10 Gems Cost 6 Spell Points & 2 Gems
Object 1 Item Object Party

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

Imparts weightlessness to the party mem-


bers, preventing them from falling into pit
traps, quagmires, through the clouds, etc.

Page 206 Page 207


Mega Volts Recharge Item
Cost 40 Spell Points and 10 Gems Cost 15 Spell Points and 10 Gems
Object Group Object 1 item

Mega Volts is an improved version of Restores 1 to 6 charges to an item that has


Lightning Bolt, inflicting 150 points of at least one charge remaining. There is a
Electrical damage on a group of monsters. slight risk the spell will destroy the item.

Poison Volley Shrapmetal


Cost 25 Spell Points and 10 Gems Cost 1 Spell Point per Level & 1 Gem
Object All visible monsters Object Group

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.

Power Shield Sleep


Cost 2 Spell Points per Level & 2 Gems Cost 3 Spell Points and 1 Gem
Object Party Member Object Group

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

Hides the party from the monsters in unsafe


places, permitting them to rest without inci-
dent.

Page 208 Page 209


Teleport
Cost 10 Spell Points
Object Party

Sends the party up to 9 squares in the direc-


tion the party is facing, regardless of obsta-
cles.

Time Distortion
Cost 8 Spell Points
Object Party

Warps time, giving the party just enough


time to run away from a combat.

Toxic Cloud
Cost 4 Spell Points and 1 Gem
Object Group

Surrounds a group of monsters with nox-


ious gasses, inflicting 10 points of Poison
damage.

Wizard Eye
Cost 5 Spell Points and 2 Gems
Object Party

Wizard eye gives the party a bird’s-eye view


of their surroundings. The view will appear
in the upper right corner of the game
screen.

Page 210 Page 211


Items

This next chapter is an explanation of the different

powers, uses, and abilities that items can have in

Darkside of Xeen. Most of the items in the game are

“constructed” randomly using some simple rules that

this chapter will detail. There are a few items that

are not, and these items are called “quest items”. It

is not possible to sell or lose a quest item, and most

of the quest items have no offensive or defensive

value. Quest items have one purpose and cannot be

used for anything else. The only exception to this

rule is the Xeen Slayer sword, which can be used as a

weapon, but cannot be sold or dropped.

Page 212 Page 213


Items cases, decrease) the character’s armor class rating.
Equipping a weapon with a metal prefix affects the
character’s chance to hit as well as the amount of
There are five basic categories of items in Darkside
damage inflicted per hit. Additionally, a metal
of Xeen. They are: Armor, Weapons, Accessories,
modifier contains a cost multiplier for the base item.
Miscellaneous, and Quest items. There are a small
For example, a silver item that costs 15 gold pieces
number of quest items in the game, so they will be
normally would be multiplied by 5 for a total cost of
detailed later. The rest of the items follow a few
75 gold pieces. Accessories with the metal modifier
simple rules that determine the abilities of items you
have no special abilities—they are just worth more.
find while adventuring.
Miscellaneous items cannot have the metal modifier.
Each item (except quest items) can have one
modifier to it. It is possible to find a silver shield, or a Attributes
photon blade, or a box of light, but you will never
find a blazing short sword of light. Equipping an item with the attribute modifier
increases the specified attribute of the character. A
There are four kinds of modifiers for items. They are: luck sword, for instance, would increase the
character’s luck by 20. Miscellaneous items cannot
have an attribute modifier.
Elements

An item that possesses an elemental modifier will, Special Abilities


when equipped, affect the character’s statistics. For
example, if an armor or accessory item has the Only miscellaneous items can have special abilities.
modifier Blazing, the fire resistance for that A special ability will look like “Box of Toxic Clouds”
character is increased by 25 points. If a weapon has and mean that the item can cast the toxic cloud spell.
the modifier, the weapon will inflict an additional 20 Any character can use a miscellaneous item.
points of fire damage. There are six different
elemental modifiers. They are Fire, Electric, Cold, Base items
Acid/Poison, Energy, and Magic.
Base items are the simple objects in an item name,
Metals such as the sword in “blazing sword”. Each base item
contains five parts: the item name, the base cost of
Equipping an armor or weapon item that has a Metal the item in GOLD PIECES, the item base modifier,
modifier also enhances character statistics. For an how it is equipped, and the restrictions for the
armor item, equipping it will increase (or, in some different classes for the item. The item base modifier

Page 214 Page 215


affects one of two statistics for the character. Armor Elements
items increase or decrease the character’s armor
class. The modifier for a weapon item is the amount Fire Resistance Damage
of damage per hit that the item inflicts. For instance,
a short sword modifier is 2d3, which will inflict from Burning 5 2
2-6 points of damage. Fiery 7 3
Pyric 9 4
A character may equip a one-handed (1h) weapon Fuming 12 5
Flaming 15 10
and shield, or 1 two-handed (2H) weapon. Only 1
Seething 20 15
missile (1M) weapon may be equipped at a time. Blazing 25 20
Other equipping restrictions include one helmet, pair Scorching 30 30
of boots, belt, etc. at a time. Wearing a cloak as well
as armor is also possible. Electric Resistance Damage

The following are the abbreviations used in the equip- Flickering 5 2


ping restriction section: Sparking 7 3
Static 9 4
Flashing 12 5
Ar Archer
Shocking 15 10
B Barbarian Electric 20 15
Cl Cleric Dyna 25 20
Dr Druid
K Knight Cold Resistance Damage
N Ninja
P Paladin Icy 5 2
Ra Ranger Frost 10 4
Ro Robber Freezing 15 5
Cold 20 10
S Sorcerer
Cryo 25 20
If a class is listed under the restrictions, a character of Acid / Poison Resistance Damage
that class may not equip or use the specified item.
“Max for K” would mean that is the heaviest armor Acidic 10 2
that a Knight could normally wear. Venomous 15 4
Poisonous 20 8
Toxic 25 16
Noxious 40 32

Page 216 Page 217


Energy Resistance Damage Metals
Glowing 5 2 Common To Hit Dmg AC Costmod
Incandescent 7 3
Dense 9 4 Wooden –3 –3 –3 x.1
Sonic 11 5 Leather –4 –6 +0 x.25
Power 13 10 Brass +3 –4 –2 x.5
Thermal 15 15 Bronze +2 –2 –1 x.75
Radiating 20 20 Iron +1 +2 +1 x2
Kinetic 25 30 Silver +2 +4 +2 x5
Steel +3 +6 +4 x10
Magic Resistance Damage Gold +4 +8 +6 x20
Platinum +6 +10 +8 x50
Mystic 5 5
Magical 10 10 Rare To Hit Dmg AC Costmod
Ectoplasmic 20 25
Glass +0 +0 +0 x2
Coral +1 +1 +1 x3
Crystal +1 +1 +1 x5
Lapis +2 +2 +2 x10
Pearl +2 +2 +2 x20
Amber +3 +3 +3 x30
Ebony +4 +4 +4 x40
Quartz +5 +5 +5 x50

Precious To Hit Dmg AC Costmod

Ruby +6 +12 +10 x60


Emerald +7 +15 +12 x70
Sapphire +8 +20 +14 x80
Diamond +9 +30 +16 x90
Obsidian +10 +50 +20 x100

Page 218 Page 219


Attributes Speed Equip Bonus

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

Page 220 Page 221


Spell Points Equip Bonus Special Abilities
Spell 4 Magic Ability Casts
Castors 8 of Acid Spraying Acid Spray
Witch 12 of Antidotes Cure Poison
Mage 16 of Awakening Awaken
Archmage 20 of Beacons Lloyd’s Beacon
Arcane 25 of Beast Control Beastmaster
of Blessing Blessed
Armor Class Equip Bonus of Clairvoyance Clairvoyance
of Cold Rays Cold Ray
Protection 2 of Curing Cure Wounds
Armored 4 of Daily Protection Day of
Defender 6 Protection
Stealth 10 of Daily Sorcery Day of Sorcery
Divine 16 of Dancing Swords Dancing Sword
of Deadly Swarms Deadly Swarm
Thievery Equip Bonus of Death Finger of Death
of Dragon Sleep Dragon Sleep
Mugger 4 of Elemental Protection Protection from
Burglar 6 Elements
Looter 8 of Enchant Item Enchant Item
Brigand 10 of Energy Blasts Energy Blast
Filch 12 of Etherealization Etherealize
Thief 14 of Feasting Create Food
Rogue 16 of Fireballs Fireball
Plunderer 18 of Fiery Flails Fiery Flail
Criminal 20 of First Aid First Aid
Pirate 25 of Fists Flying Fist
of Free Movement Cure Paralysis
of Freezing Fantastic Freeze
of Frost Biting Frost Bite
of the GODS! Divine
Intervention
of Golem Stopping Golem Stopping
of Heroism Heroism
of Holy Bonuses Holy Bonus
of Holy Words Holy Word
of Hypnotism Hypnotize
Page 222 Page 223
of Implosions Implosion Items
of Incinerating Incinerate
of Infernos Inferno
of Jumping Jump Armor Base Cost Mod Equip Restrict
of Levitation Levitate
of Light Light Robes 150 1 1 No restrictions
of Lightning Lightning Bolt Scale Mail 100 4 1 Max for B
of Magic Arrows Elemental Arrow Ring Mail 200 5 1 Max for N
of Mass Distortion Mass Distortion Chain Mail 400 6 1 Max for Ar, Ro
of Megavoltage Megavolts Splint Mail 600 7 1 Max for Cl, Ra
of Monster Finding Detect Monster Plate Mail 1000 8 1 Only K & P
of Monster Identification Identify Monster Plate Armor 2000 10 1 Only K & P
of Moon Rays Moon Ray
of Nature’s Cures Nature’s Cure Cloak 250 1 1 No restrictions
of Pain Pain Cape 200 1 1 No restrictions
of Poison Volley Poison Volley
of Power Curing Power Cure Shield 100 4 1H No Dr, N, S, Ar
of Prismatic Light Prismatic Light
of Raising the Dead Raise Dead Helm 60 2 1 No restrictions
of Recharging Recharge Item
of Resurrection Resurrection Gauntlets 100 1 1 No restrictions
of Revitalization Revitalize
of Shelter Super Shelter Boots 40 1 1 No restrictions
of Shielding Power Shield
of Shrapmetal Shrapmetal Belt 100 0 1 No restrictions
of Sleeping Sleep
of Sparking Sparks One Handed
of Star Bursts Star Burst Weapons Base Cost Mod Equip Restrict
of Stone to Flesh Stone to Flesh
of Storms Elemental Storm Long Sword 50 3d3 1H No Cl, Dr, N, S
of Sun Rays Sun Ray Short Sword 15 2d3 1H No Cl, Dr, N, S
of Teleportation Teleport Broad Sword 100 3d4 1H No Cl, Dr, N, S
of Time Distortion Time Distortion Scimitar 80 2d5 1H No Cl, Dr, N, S
of Town Portals Town Portal Cutlass 40 2d4 1H No Cl, Dr, N, S
of Toxic Clouds Toxic Cloud Sabre 60 4d2 1H No Cl, Dr, N, S
of Undead Turning Turn Undead
of Vaccination Cure Disease Club 1 1d3 1H No restrictions
of Water Walking Walk on Water Hand Axe 10 2d3 1H No Cl, S
of Wizard Eyes Wizard Eye Katana 150 4d3 1H Only K & N

Page 224 Page 225


Nunchakas 30 2d3 1H Only K & N
Wakazashi 60 3d3 1H Only K & N Accessories Base Cost Mod Equip Restrict
Dagger 8 2d2 1H No Cl
Mace 50 2d4 1H No S Broach 250 0 2 No restrictions
Flail 100 1d10 1H No S Medal 100 0 2 No restrictions
Cudgel 15 1d6 1H No S Charm 50 0 2 No restrictions
Maul 30 1d8 1H No S Cameo 300 0 2 No restrictions
Spear 15 1d9 1H No S, Cl Scarab 200 0 2 No restrictions
Pendant 500 0 1 No restrictions
Two Handed Necklace 1000 0 1 No restrictions
Weapons Base Cost Mod Equip Restrict Amulet 2000 0 1 No restrictions

Bardiche 200 4d4 2H No Cl, S, Dr Ring 100 0 2 No restrictions


Glaive 80 4d3 2H No Cl, S, Dr
Halberd 250 3d6 2H No Cl, S, Dr Misc. Items Base Cost Mod Equip Restrict
Pike 150 2d8 2H No Cl, S, Dr
Flamberge 400 4d5 2H No Cl, S, Dr, N, Whistle 10 0 – No restrictions
B, Ro Jewel 1,000 0 – No restrictions
Trident 100 2d6 2H No Cl, S, Dr Gem 500 0 – No restrictions
Staff 40 2d4 2H No restrictions Box 10 0 – No restrictions
Hammer 120 2d5 2H No S Orb 100 0 – No restrictions
Naginata 300 5d3 2H Only K & N Horn 20 0 – No restrictions
Coin 10 0 – No restrictions
Battle Axe 100 3d5 2H No Cl, S, Dr, N Rod 50 0 – No restrictions
Grand Axe 200 3d6 2H No Cl, S, Dr, N Wand 50 0 – No restrictions
Great Axe 300 3d7 2H No Cl, S, Dr, N Scroll 100 0 – No restrictions
Potion 10 0 – No restrictions
Missile
Weapons Base Cost Mod Equip Restrict

Short Bow 25 3d2 1M No Cl, S, Dr


Long Bow 100 5d2 1M No Cl, S, Dr
Crossbow 50 4d2 1M No Cl, S, Dr
Sling 15 2d2 1M No Cl, S, Dr

Page 226 Page 227


Clues and Hints

This chapter gives answers, locations, hints, and

explanations of things that could not be easily cate-

gorized elsewhere in the cluebook. Included are a list

of the awards, passwords, and secondary skills. You

will also find some important charts about character

classes, races, and locations of stat modifiers and

quest items.

Page 228 Page 229


A Beginner’s Guide to experience and statistic increases your characters will
get there is worth the time it takes. Finishing the
Darkside of Xeen Temple will bring your characters to a level that will
make travel to the rest of Darkside much safer.
Darkside is a dangerous place, much more so than
the other side of the world. Before you seriously set If you feel you still are not strong enough, try visiting
on the path to winning the game, you should make the Western Tower. You must first climb Ellinger’s
sure that your characters are up to the task. tower to get to the sky roads, then take the sky road
to the top of the Western Tower. (WARNING: Don’t
You can get a real head start by carefully completing wander around the skyroads past the Western
all of the mini quests in Castleview and the sewer Tower—the monsters are VERY powerful.) The key
beneath it. Before you leave Castleview, be sure to to the bottom of the Western Tower is at the top of
visit Ellinger once so that he makes the chest that the Western Tower. Get the key and return to the sur-
runs away from you in Castleview stop running. face so that you can explore the tower from the bot-
There is a lot of gold in that chest, and you will need tom up. You will find a lot of treasure and experience
it for training and spell purchases. Be sure that you within it.
buy the pathfinding skill for two of your characters
and the swimming skill for all. Following the above suggestions should make you
strong enough to try winning the game as outlined in
Once you have taken all that Castleview has to offer, the How to Win article later in this book. Below are a
you are ready to adventure in the great outdoors. few suggestions for improving your chances for sur-
Areas A3, B3, A4, and B4 are safe for most levels of vival at all points in the game:
adventurers, but the monsters get much tougher as
you go east and north. You should be at least (and we If you have the spell points, always cast the Day of
mean at LEAST) 12th level before you go any further Sorcery and Day of Protection spells. Both make a
north or east of area C3. big difference in battle.

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

Page 230 Page 231


map will grant 1000 spell points. The Luck fountain Temporary Statistic Modifiers
in area B4 will reduce damage from elemental attacks
tremendously. Hit Points +2500 at A1,2,13
Elemental Resistance +100 at B1,14,13
Each member of your party can have a separate Levels +3 at A3,8,14
Lloyd’s beacon, even if they normally can’t cast spells. Hit Points +50 at A3,3,3
If you find an item “of beacons”, you can pass it to Spell Points +50 at A3,2,10
non spell using characters so that they can jump your Might +25 at A4,9,11
party to the place where they last cast their beacon. Armor Class +10 at A4,3,10
These items are rare; make sure you cast the recharge Luck +100 at B4,2,2
item spell on it frequently. Levels +15 at C2,1,8
Might +100 at D1,6,13
Use the Town Portal spell to move about Darkside All statistics +10 at D4,12,4
quickly. Most interesting places in Darkside are near Elemental Resistance +50 at D4,2,4
a town. Magic Resistance +50 at F2,8,5
Armor Class +50 at F4,14,3
If you are moving from fountain to fountain to Remove magical aging at F4,6,7
increase your abilities prior to visiting a dangerous Energy Resistance +50 at C1,1,7
place, use the teleport spell to get around the out- Hit Points +500 at F1,13,8
doors quickly. You will find that you have much more Spell Points +1000 at E1,2,10
time to finish a dungeon before 5:00 am.

Visit Sandcaster as soon as you can fight off the mon-


sters surrounding it. Sandcaster has a good selection
of spells and plenty of statistic improvers.

Page 232 Page 233


Awards DEFEATED SHELTEM
Bringing Corak in his soulbox to Sheltem in Castle
Castleview Guild Member Alamar will end the game and earn you this award.
Sandcaster Guild Member
Lakeside Guild Member Defeated Xenoc and Morgana
Necropolis Guild Member Astra the Good Sorceress will give you this award
Olympus Guild Member after you have defeated Xenoc the Wizard and
These awards come from purchasing guild member- Morgana the Sorceress in Sandcaster.
ships in all but the Olympus and Lakeside Guilds.
Those guild memberships are free. Disciple of Bark
This award comes from solving the puzzle on level
Awakened Air Sleeper four of the Temple of Bark. You must be a Disciple of
Awakened Earth Sleeper Bark in order to descend to the fifth level of the
Awakened Fire Sleeper Temple.
Awakened Water Sleeper
You can earn these awards by visiting the Elemental Drawkcab Extraordinaire
Sleepers after being designated a Chosen One by the Brother Reger in Outdoor Area A4 will ask you what
Dragon Pharaoh. the monks of Castleview study. Answering
“PALINDROMES” will earn you this award.
Cartographer’s Challenge
You will get this award after you have solved the Enchanted Bridle
Cartographer’s riddle in Castleview. The answer to Getting the bridle Ambrose gives you enchanted will
the riddle is “SANDCASTER.” get you this award.

Cheered Dimitri Exterminated Queen Rat


Earn this award by bringing the Songbird of Serenity Defeating Rooka, Queen Rat of the Sewer under
to Dimitri on level two of Castle Kalindra. Castleview, will earn your party this award.

Chosen one Fed Nibbler


The Dragon Pharaoh will designate your party the Feed Nibbler the Monkey Dog two Monga Melons to
Chosen Ones when you return to him after freeing earn this glorious award.
Corak from Stasis.
Freed Corak
Cleaned up Castleview Solve the puzzle in Corak’s Spaceship and release
Defeating Gettlewaithe’s guards in battle and revisit- him from stasis to win this award.
ing Gettlewaithe (in Castleview) will earn this award.
Freed Sandro
Find Sandro’s heart in the Necropolis Sewer and
return it to him for this award.

Page 234 Page 235


Member Drawkcab Brotherhood
Goober Your characters will become members of the
Reaching the computer at the end of the Dungeon of Drawkcab Society after they have visited the four
Death is the only way to get this award. Drawkcab Monks in Castleview in reverse order.

Helped Caleb Merchant’s Challenge


Finding and returning Caleb’s magnifying glass will You will earn this award when you have successfully
earn this award. answered the Merchant’s Challenge riddle asked of
you in Sandcaster. The answer to this riddle is “100.”
Helped Dreyfus
You will get this award after you have helped Paladin’s Friend
Dreyfus get into the Western Tower. This award is won by answering a riddle asked of you
by a talking rock in the Desert of Doom. The answer
Helped Ector to this riddle is “PALADIN.”
Find and return Ector’s gold ring for this award.
Rescued Jasper
Helped Kramer Awarded upon releasing Jasper from the Castleview
You must defeat the Ogres in Ogre pass and destroy jail and returning to Jethro the Cartographer.
their lairs before you earn this award.
Rescued Roland
Helped Megan This award can be won only if you are playing with
Bring the Songbird of Serenity to Dimitri and then the World of Xeen and rescue Roland, King Burlock’s
visit his daughter, Megan, to receive this award. brother. Roland can be found at the bottom of Castle
Alamar behind two sealed walls.
Helped Nadia
Retrieve Nadia’s Onyx Necklace from the Sewer Rescued Sprite
under Castleview for this award. You will earn this award if you find and release the
captured sprite in the Temple of Bark.
Helped Vespar
Find and return Vespar’s emerald staff handle to Restored Castle Kalindra
receive this award. This award will be given to you once you have deliv-
ered the fourth set of Energy Disks to Ellinger.
Master of Words
Awarded when you solve level one of the Dungeon of Restored Fountain of Youth
Death. You can get this award by returning the Jewel of
Ages to Thaddeus the Fountain Keeper in area F4.

Page 236 Page 237


Returned Orb Potion Key
This award comes when you first visit the Dragon
Pharaoh and return the Command Orb to him. Throughout both Clouds of Xeen and Darkside of
Xeen you will run into materials that improve your
Returned statuettes statistics. Some are potions, others barrels of mysteri-
Returning the three magical statuettes to Luna the ous liquids or foods. Since it is helpful to give the
Druid in area A4 earns you this award. right statistic improvements to the right characters,
you can use this key to determine in advance what a
Saved the Queen potion will do.
Bringing Queen Kalindra her Crown from the third
level of Castle Kalindra will win your party this Red: Might
award. Purple: Speed
Yellow: Accuracy
Super Goober Blue: Personality
Reaching the end of the Dungeon of Death on Orange: Intellect
Clouds of Xeen and answering the final question is Green: Endurance
the only way to get this most exalted of awards. White: Luck
Superior Intellect Black: Usually not good; Poison, Disease, Explosive,
Awarded upon correctly answering the riddle con- etc. Sometimes gives mixed good and bad results.
cerning blacksmith’s apprentices in Sandcaster. The
answer to this riddle is “3.”

Taste Tester Royale


This title is awarded once you have returned the
Chalice of Protection to Bosco, King of the Dwarves,
just outside of the Northern Tower.

Page 238 Page 239


Character Classes Race SP/Level Modifiers Skills

Class HP* Attacks** Skill Spells Human None Swimming


Elf Sorcerer +2 None
Knight 10 5 Arms Master No Dwarf Sorcerer –1, Cleric –1 Spot Secret Doors
Paladin 8 6 Crusader Yes Gnome Sorcerer +1, Cleric +1 Danger Sense
Archer 7 6 None Yes Half–Orc Sorcerer –2, Cleric –2 None
Cleric 5 7 None Yes
Sorcerer 4 8 Cartography Yes The information listed above will be very helpful in
Robber 8 6 Thievery No creating characters and determining which Races and
Ninja 7 5 Thievery No Classes will make the most effective adventurers.
Barbarian 12 4 None No Paladins, Archers and Rangers are considered sec-
Druid 6 7 Direction Sense Yes ondary magic users and receive half the normal spell
Ranger 9 6 Pathfinding Yes points per level. Robbers initially have a Thievery
base of 30 plus 2 points per level. Ninjas initially have
* HP gained per Level. a Thievery base of 15 and gain 2 points per level. All
** Number of Levels to gain an attack. other characters gain 2 points per level providing
they possess the Thievery skill.
Character Races
Race HP Mod Resistances Thievery
Fire Elec Cold Pois Ener Magic

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

Page 240 Page 241


Secondary Skills Navigator Prevents the party from becom-
ing lost.
Skill Effect
Pathfinder Two Pathfinders in the party
Arms Master Increases chance to hit during allow passage through dense
combat. forests.

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.

Body Builder +1 Hit Points/Level. Prestidigitator Increases a Sorcerer’s and


Archer’s capacity to use magic by
Cartographer One Party member must possess +2 Spell Points/Level.
this skill to enable the auto–map-
ping feature. Spot Secret DoorsDetection of whether or not a
wall directly in front of the party
Crusader Allows entrance to King can be bashed down.
Burlock’s castle. All Party mem-
bers who wish to enter the castle Swimming Allows the party to travel in shal-
must possess this skill. low water. All Party members
who wish to travel on water must
Danger Sense Allows a magical knowledge of possess this skill.
monsters lurking in the immedi-
ate area. Thievery A character must possess this
skill to be able to pick locks on
Direction Sense Grants knowledge of which com- chests and doors.
pass heading the party is facing.

Linguist Allows the character to under-


stand foreign languages.

Merchant Allows the party to obtain sup-


plies at reduced cost.

Mountaineer Two Mountaineers in the party


allow passage through moun-
tains.

Page 242 Page 243


Mirror Words Dark Prophecy
As you have probably guessed by now, the mirrors If Pharaoh’s realm should take a fall
in Darkside are transportation devices. All mirrors The Dragon must put forth a call
in the game start off inactive, but they can be reacti- Mystic orb to the wind is cast
vated by adjusting the sundial on the fourth level of Seeks the hand of heroes last
Castle Kalindra. To use a mirror, just type one of Four parts castle at five per stage
the words in the list below when it asks you “Where A score of disks to help the Mage
to?”. All but three of the words take you to places
on the Darkside of Xeen map that came with your A Golden bird will sorrow ease
game. Showdown plays the endgame of Darkside Sweet song will Knight’s lost soul appease
(but doesn’t count as a win), Genesis plays the third Help the rider to soothe the beast
endgame, and Showtime plays the Clouds of Xeen Gain a flight when expected least
endgame (if you have clouds on your hard drive). The symbol of royal power
Frees the Queen from evil tower
Acid Pond Howling Woods Dragon’s orb the world shall roam
Aging Forest Isle of Lost Souls Yet must again return to home
Castle Alamar Lakeside Pharaoh’s magic back in its place
Castle Blackfang Magic Mountain Helps to free the visitor from space
Castle Kalindra Necropolis Code’s the key to thinking machines
Castleview Octopod Lake Starman knows the truth about Xeen
Crossroads Ogre Pass
Dark Grove Parabolic Barrier Dragon once more will get you by
Desert of Doom Perishing Sands Owns key to city of the sky
Forbidden Zone Quivering Forest Starman needs to hide in a box
Forest of Peril River of Wrath Alamar’s defenses outfox
Gemstone Range Sandcaster Face to face in Alamar’s lair
Genesis Showdown Out the box springs the land’s last prayer
Great Western Tower Showtime
Great Southern Tower Snow River Rapids
Great Eastern Tower Sprite Forest
Great Northern Tower Venom Pond
Griffin Pass

Page 244 Page 245


How to Win Darkside of Xeen to this spot soon. Fight your way along the road ‘til
you come upon Vespar’s emerald handle lying by the
Find the Onyx Necklace in the sewer below roadside. If you are forced to fight armadillos, use the
Castleview and return to Nadia the Hoarder in hypnotize spell and heroism to stop them from hitting
Castleview. Nadia will give you the key to Ellinger’s you and to allow you to hit them. Take the handle and
Tower. Visit Ellinger at the top of his tower so that he return to Vespar. Vespar will give you a pass to
can still the chest that runs away from you in Sandcaster.
Castleview. You will need that gold for spells and
training. Sandcaster will present another opportunity to
improve your characters and buy spells. Be sure to
Leave Castleview and search areas A3 and A4 until purchase the Town Portal spell. You will soon see
you find two Monga Melons. Bring one of the Monga that it’s well worth the cost. Also purchase the mer-
Melons to Nibbler in area B3. Visit the Temple of chant skill for one of your characters as soon as possi-
Bark in area C4 and return to Nibbler. Give Nibbler ble. The merchant skill will double the money your
your other Monga Melon and receive the key to the characters get when they sell items to the blacksmith.
Temple of Bark from him. Return to the temple, but Note that only the character with the skill gets the
first visit the sprites outside of the temple and agree benefit! You can also buy a pass to Lakeside and find
to help them. Once you have visited the sprites, enter the key to the Eastern Tower in this city.
the Temple of Bark and release all of the prisoners
from their cages. One of these prisoners will be the The next thing you must do is collect at least five
sprite captured by the orcs. Return to the sprites to more Energy Disks, along with growing in levels and
let them know the good news and receive your abilities. Each tower has two Energy Disks in it, and
reward: Two Energy Disks. the Ogres and Giants also have two Energy Disks
they will give you if you don’t offend them. When you
Return to Castleview so that you can defeat have your disks, visit Ellinger in his tower again.
Gettlewaithe’s gremlins and extort three Energy Ellinger will open up the second level of Castle
Disks from the terrified monarch. Climb Ellinger’s Kalindra.
Tower and give him the five Energy Disks. This will
open Castle Kalindra’s first level to you. There is On level two of Castle Kalindra is Dimitri, Captain of
some treasure and skills in there you may want to the Guard, and Megan, his daughter. Megan will give
pick up before you continue on your quest to save the you the key to the Dungeon of Lost Souls. You must
world. fight your way to the bottom of the dungeon and
retrieve the Songbird of Serenity. The dungeon is
When you are ready to continue, make sure that you very tough, so make sure your characters are COM-
have bought the hypnotize spell. Take the road lead- PLETELY prepared before you try it. This means all
ing east from Castleview, stopping to visit the wagons protection spells on and as many fountains as you can
and tents you see along the way. One of the tents will visit before you enter the dungeon. You will also need
be Vespar the Wizard. Set a lloyd’s beacon here for 250,000 gold to complete the dungeon. Once you
convenience, if you can. You will need to come back have the Songbird, return to Dimitri to cheer him up.

Page 246 Page 247


Dimitri will let you know the combo to his safes, When you are checking out the spaceship, you will
where you will find even more Energy Disks. You come upon Corak, trapped in stasis. Solve the puzzle
only need ten more disks, and between Dimitri, the and free Corak. After you have spoken with Corak,
towers, the Giants, and the Ogres, you should have use your Lloyd’s Beacon to return to the Pharaoh. He
no trouble finding them. will give you a pass to Olympus.

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.

Next, travel to Castle Blackfang. Ambrose will let


you into the Castle. Queen Kalindra is in the
Dungeon of the Castle, so you will need to fight your
way there. When you see her, she will tell you that
she needs her crown from her safe...but she will for-
get to tell you the combination. See her again before
you leave her, and she will tell it to you.

Return to Castle Kalindra. There is only one safe on


level three of the Castle, and it contains the Crown. If
you forgot the combo, check your autonotes. Bring
the Crown back to the Queen for the key to the Great
Pyramid.

The Great Pyramid is another tough dungeon. Fight


your way to the top and visit the Dragon Pharaoh. I
strongly recommend that you place a Lloyd’s beacon
here, unless you want to run the gauntlet every time
you want to see the Pharaoh. The Pharaoh will tell
you to investigate the strange craft stuck in the lava
southwest of Necropolis.

Page 248 Page 249


World of Xeen Bonus Section

This section contains all of the maps and hints

that require both Clouds of Xeen and Darkside of

Xeen to be on your hard drive at once. The

Dragon Tower, Dragon Cloud, Darkstone Tower,

Clouds of the Ancients, Southern Sphinx, and

Dungeon of Death on the Clouds of Xeen side

cannot be entered without getting the keys from

Darkside.

The goal of the “third endgame” is to reach the

center of the Clouds of the Ancients with both the

Scepter of Temporal Distortion and the Cube of

Power and all four elemental sleepers awake. If

you can do this you will see the third endgame

and enjoy the satisfaction of having finished the

World of Xeen.

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Dragon Tower Monster List
The Dragon Tower cannot be entered without first Acid Dragon
getting the key from the bottom of Castle Alamar Experience 60000 HP 220 AC 25
on the darkside of Xeen. The tower is very danger- Speed 22 Attacks 1 Damage 100
ous by any Xeen standard, but it also holds enor- Damage Type Poison Range Attack Y
mous treasure. Take the central staircase when you Frost Dragon
enter if you want to charge straight through to the Experience 100000 HP 450 AC 35
cloud world with minimum encounters. Speed 30 Attacks 1 Damage 250
Damage Type Cold Range Attack Y
Allister the Druid Heaps O’ Treasure are
wants a dragon egg. guarded by dragon Fire Dragon
Don’t give it to him. He kings on the top level of Experience 80000 HP 350 AC 30
will use the egg to turn the tower. The treasure Speed 28 Attacks 1 Damage 200
himself into a dragon is out in the open, so Damage Type Fire Range Attack Y
king and attack you. there is no reason to just Dragon King
let it be. Take it. Experience 250000 HP 2000 AC 45
A single dragon egg sits Speed 40 Attacks 1 Damage 400
in a straw nest of the Two chests on level four Damage Type Energy Range Attack Y
third level. The only contain very powerful
thing this egg is good items, but opening one
for is Allister’s potion. of them will deliver
5,000 points of fire dam-
Two Tomes of Great age, while opening the
Experience await you in other will deliver 10,000
alcoves on level four. points of damage. Be
Both Tomes will grant prepared.
10,000,000 experience
points to each character.

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Dragon Tower Level 1 Dragon Tower Level 3

Dragon Tower Level 2 Dragon Tower Level 4

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Dragon Cloud
The Dragon Cloud can only be reached by climbing
the Dragon Tower. The dragons on the cloud are
MUCH stronger than the dragons in the tower, so
you will need to be fully armed and armored before
you give the cloud a try. The silver key card is hid-
den here.

Ancient Books of the Crystal Balls allow you


Dragon can be read if to peer into some aspect
the reader has an intel- of the Dragon past, pre-
lect above 100. Each sent, or future. Those
one will give two letters with intellects under 200
toward the answer to will die.
the secret of the dragon.
A large statue near the
The Well of Fantastic northern edge of the Dragon Cloud
skill will give 50 tempo- map at the “eye" of the
rary levels to drinkers, dragon will ask you
as long as no other level what the secret of the Monster List
increasing well’s powers Dragon is. The answer Cloud Dragon
are still in effect. is “INFINITY”. Giving Experience 500000 HP 2000 AC 40
the correct answer will Speed 150 Attacks 1 Damage 600
Dragon Crystals will win you the silver key Damage Type Cold Range Attack Y
deliver 3-5 permanent card and create a num-
levels and 2000 points of ber of dragons near Phase Dragon
electrical damage to your location (you may Experience 2000000 HP 4000 AC 80
whoever touches them. want to Lloyd’s Beacon Speed 200 Attacks 1 Damage 750
They can only be used home). Giving the Damage Type Cold Range Attack Y
once. wrong location will
result in party eradica- Green Dragon
tion. Experience 500000 HP 2500 AC 50
Speed 150 Attacks 1 Damage 500
Damage Type Fire Range Attack Y

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.

Five gongs need to be until you have answered


rung before you can the riddle one of the
ascend the tower. Ring skulls asks you.
each one only once.
Doing so will deliver A Stairs up to the clouds
LOT of damage to the of the ancients cannot
party and create more be used until you have
onyx golems, but it is the chime of opening.
the only way up. You can get the chime in
the Southern Sphinx.
A skull in an alcove on
level four will ask you a Statues will give cryptic
riddle before you will be numbered messages if
allowed to take the gold you examine them. The
key card from the dis- messages are arranged
play case. The answer is in groups of four and
“120”. can be read if you put
them in order on a piece
A display case holds the of paper and then read
gold key card. A force by columns instead of
field will prevent you rows.
from taking the card

Monster List
Onyx Golem
Experience 1000000 HP 10000 AC 50
Speed 100 Attacks 1 Damage 2-500
Damage Type Magic Range Attack N

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Darkstone Tower Level 1 Darkstone Tower Level 3

Darkstone Tower Level 2 Darkstone Tower Level 4

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Clouds of the Ancients
The Clouds of the Ancients cannot be visited with-
out first getting the Chime of Opening from the
Southern Sphinx and the key to Darkstone Tower
from Castle Alamar. Once you have arrived here,
the only danger lies in falling off the cloud. Walk
carefully and you will make it to the end, unless you
pass 5:00 am, in which case you will fall to the base
of Darkstone Tower. If you think this is about to
happen to you, you can sleep at one of the rest stops
to pass the time and recast your spells.

The third endgame will a You have the Cube


play when you reach the of Power.
end of the spiral and b You have Xeen’s
enter the pyramid if all Scepter of Temporal
of the following are true: Distortion. Clouds of the Ancients
c You have awak-
ened the four
E l e m e n t a l
Sleepers on the
Elemental planes
of Darkside.

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Southern Sphinx the question: “What is before he will give you
my name?”. The answer the Chime of Opening.
The Southern Sphinx will be inaccessible until you is “PICARD”. You can get a widget by
have freed Prince Roland from his captivity at the finding the ever hot lava
bottom of Castle Alamar. The Chime of Opening is Thrones of the Legends rock and giving it to
in this Sphinx. should not be sat in by Halon the Efficient on
non-legendary charac- this side of the world.
ters. There is no special Halon will give you a
Golden Sarcophagi lay dle of the traps. If you reward for sitting in widget for your efforts.
in alcoves, sealed to must choose between them. Halon can be found at
grave robbers like your- traps, remember that area B3, 9, 6. The lava
selves. They can be guillotines do twice as Picard the aged sits on rock can be found at E2,
opened by a character much damage as pendu- his throne on level two. 7, 11.
with a might of 200 or lums. Don’t buy clues Picard wants a widget
greater, but each charac- from the candles.
ter will be cursed and
attacked by mummies. Hieroglyphics adorn
Most sarcophagi have a the walls all over the Monster List
powerful magic item sphinx. Only a linguist
inside. can decipher them. Ghost Mummy
Experience 500000 HP 500 AC 35
Most are clues to the Speed 175 Attacks 1 Damage 200-1000
Barrels of embalming “What’s my name” ques- Damage Type Physical Range Attack N
fluid are stored tion at the stairs up to
throughout the Sphinx. level two. Phase Mummy
Messing with the fluid Experience 500000 HP 500 AC 35
will cause it to explode Treasure piles may be Speed 175 Attacks 1 Damage 200-1200
and spray the party with either illusions or real. Damage Type Physical Range Attack N
acid. For what it’s Good luck picking the
worth, the party will get right ones… Dragon Mummy
a lot of experience if this Experience 2000000 HP 3000 AC 30
happens to them. One set of stairs lead- Speed 100 Attacks 1 Damage2000-4000
ing up will repel charac- Damage Type Physical Range Attack N
Two candles on level ters who are cursed.
one of the Sphinx offer You can fix this condi-
to protect you from the tion if you visit a temple
pendulums and guil- or cast the Divine
lotines. The price is Intervention spell. If
high, but saying no will your characters are not
put you right in the mid- cursed you will be asked

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Southern Sphinx Level 2

Southern Sphinx Level 1 Southern Sphinx Level Dungeon

Page 266 Page 267


Dungeon of Death Monster List
The Dungeon of Death is the hardest dungeon in Autobot
the game. Nothing here has anything to do with Experience 1000000 HP 2500 AC 100
winning the game. This dungeon is strictly for peo- Speed 200 Attacks 2 Damage 5-500
ple who want to give themselves a challenge. The Damage Type Energy Range Attack N
key to this dungeon is in the hands of Sandro the Annihilator
Lich in Necropolis on Darkside. Experience 1000000 HP 1500 AC 40
Speed 200 Attacks 12 Damage 5-250
Damage Type Energy Range Attack Y
The first level is a maze to do is ring the four
of water. It really is a Lord Xeen
gongs and pull the lever Experience 600000 HP 500 AC 25
crossword puzzle, and near the stairs up. Speed 50 Attacks 1 Damage 1000
we have filled out the Doing this will remove Damage Type Energy Range Attack Y
answers for you in the the block (x on your
map provided. You will map) and allow you to Devil
be unable to descend to descend. Experience 40000 HP 350 AC 30
lower levels until you Speed 66 Attacks 1 Damage 3-99
have solved the entire Level four is full of Damage Type Cold Range Attack Y
puzzle. Lord Xeen monsters.
You will need a Xeen Demon
The second level is Slayer sword to defeat Experience 30000 HP 300 AC 30
much simpler than the them… and you can get Speed 33 Attacks 1 Damage 3-99
first and most of the Damage Type Fire Range Attack Y
Xeen Slayer swords by
dials do nothing. We telling a mirror on the Skeletal Lich
have marked the two Clouds of Xeen side “I Experience 500000 HP 2000 AC 30
dials that open the way lost it”. There is a main Speed 200 Attacks 1 Damage 1000
to the stairs down to the computer terminal that Damage Type Energy Range Attack Y
next level. Open coffins will grant you an award
at your own risk. simply for reaching it, Vampire King
and a second reward for Experience 3000000 HP 10000 AC 60
Level three is also rela- answering the code Speed 200 Attacks 1 Damage 10-2500
tively simple. Never question correctly. The Damage Type Physical Range Attack N
walk on a treasure answer is “COMPUT-
pile—it will force you to ER”. Screamer
start over. All you have Experience 500000 HP 3000 AC 50
Speed 200 Attacks 1 Damage 10-200
Damage Type Poison Range Attack N

Page 268 Page 269


Dungeon of Death Level 1 Dungeon of Death Level 3

Dungeon of Death Level 2 Dungeon of Death Level 4

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How to Win the World of Xeen
Before trying to finish the World of Xeen, first com-
plete both Darkside of Xeen and Clouds of Xeen.
You will need the Scepter of Temporal Distortion and
the Cube of Power to finish the World of Xeen.

Visit the elemental planes on Darkside and awaken


the elemental Sleepers. If you have the Cube and the
Scepter and have awakened the Sleepers, you are
ready to complete the World of Xeen.

Unfortunately, this is not easy. Visit the bottom of Castle


Alamar and get the key to the Dragon Tower. Use the
key to climb the tower to the Dragon Cloud above it.
Find the Silver Key Card on the Dragon Cloud.

Bring the Silver Key Card back to the bottom of


Castle Alamar and show it to the skull that rests in the
same room you found the key to the Dragon Tower in.
It will open a stone slab that leads into another room
with another skull and the key to Darkstone Tower.

Visit Darkstone tower and get the Gold Key Card


from the fourth level. Return to Castle Alamar and
use the Card on the new skull. It will let you in to see
Prince Roland. Prince Roland will give you the
amulet of the Southern Sphinx.

Before you enter the Southern Sphinx, take the time


to solve Halon the Inventor’s Quest in the Clouds of
Xeen if you haven’t already done so. You will need
the widget to finish the Southern Sphinx.

Take the Widget to Picard in the Southern Sphinx.


He will give you the Chime of Opening. The chime
will get you through the barrier in Darkstone Tower.

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

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