MIGHT & MAGIC SWORDS OF XEEN Walkthrough and Miscellaneous Facts and Spoilers Version v1.00 - February 16, 2012 by Stephen S. Lee (ssjlee@rawbw.com) You may distribute this freely, so long as you give proper credit to me. Please feel free to e-mail me with corrections or suggestions. The notation XdY means the same thing as it does in traditional tabletop gaming; a random number is generated by rolling a Y-sided die X times and then adding together the rolls. When clearing a map of monsters, the game may not register it if you teleport out of the map; to ensure it is flagged properly, walk off the map. TABLE OF CONTENTS ----------------- 1. Preliminary notes 2. Party Creation A. Recommended party B. Party development 3. Guide to HAVEC A. Locations of major areas B. Locations of skills C. Locations of spells D. Locations of temporary stat boosters E. Locations of permanent stat boosters F. Locations of hidden monsters G. Locations of other treasure H. Locations of awards and quests that give awards 4. Monsters A. Table of monster statistics B. Monsters by location 5. Shops of HAVEC 6. Tavern rumors and tips 7. Walkthrough SECTION 1 - PRELIMINARY NOTES ----------------------------- Might and Magic Swords of Xeen is what amounts to a fan game made official via inclusion in several different compilation packages published by New World Computing. It uses the base music and graphics from Clouds of Xeen and Darkside of Xeen, and places the action in a new world that isn't canon, with all the lack of polish you can expect from a fan game. Gameplay is significantly harder than the main Xeen games, exacerbated by a substantial number of bugs, which is why this FAQ includes an explicit walkthrough. If you have not played the earlier games, I recommend completing those first, as like many other fan works, this game assumes you are familiar with the original work. Basic gameplay is identical to that of Clouds of Xeen and Darkside of Xeen; this includes how races, classes, statistics, spells, resistance, random item generation, and item enchantments work. Details can be found in the FAQs for the previous games, available here: http://www.gamefaqs.com/pc/564552-might-and-magic-iv-clouds-of-xeen/faqs/63571 http://www.gamefaqs.com/pc/564553-might-and-magic-v-darkside-of-xeen/faqs/63642 Andrew Schultz also has maps on GameFAQs of the game world. Monsters frequently have different statistics and many are unique to Swords of Xeen; a complete detailed list is therefore provided in Section 4A. SECTION 2A - RECOMMENDED PARTY ------------------------------ The pre-generated party starts at level 9, but it has many oddities, and I recommended rolling all new characters from scratch, keeping only the equipment. Freshly rolled characters start at level 8. I recommend the following party: 2 Half-Orc Barbarians Human Paladin Human Archer Gnome Cleric Elf Sorcerer There are few doors and chests that actually require Thievery to open, and you can eventually have any character learn Thievery, so you do not need a Robber or Ninja. Fighting late-game monsters is easier with the best possible melee characters you can muster, so the barbarians prove useful later on. The pure Cleric and Sorcerer are very useful in many fights; I do not recommend using two Paladins and two Archers as I do for World of Xeen veterans, as the magic fountains in HAVEC just aren't as strong as those in Xeen. Additionally, it will take a while to reach a Cartography teacher; starting with a Sorcerer obviates that issue. Druids and Rangers are even worse in Swords than they are in any of Mignt and Magic III, IV, or V, partly because there is no way for them to learn the Astrology skill. It will be a while before you have any significant opportunity to permanently increase your statistics, so you should spend extra time rolling your characters for higher starting stats. There are bugged permanent stat boosters that can increase Personality and later Speed as many times as desired, if you are not above exploiting bugs. SECTION 2B - PARTY DEVELOPMENT ----------------------------- * You will not get enough experience in Swords of Xeen to train to very high levels, unless you exploit the sphinx in the Pyramid of the Dragon; even if you do this, you will not have the gold to support much training. You thus do not need to worry about saving gold to train to high levels; without the sphinx exploit, your unbuffed level will reach about 30 by the endgame. Training facilities are available in the following locations: GreyHaven (0,2) - maximum level 200 Hart (2,6) - maximum level 20; freed during liberation of Hart Impery (7,12) - maximum level 40; requires clearing Impery and A6 Sand Town (14,14) - maximum level 150; requires clearing Sand Town and D6 There are several places that grant +1 free level each character: a well in A1, a wagon in A3, riddling sphinxes in the Pyramid of Power and the Pyramid of War that, and a shrine in F8 that grants +2 free levels. You should delay using these until levels take 1024000 experience to attain, but after this you only save a little gold by delaying further. * Weapons and armor: unlike World of Xeen, almost all placed treasures are nonrandom. Many of these have excellent non-material enchantments, and are thus worth using instead of weapons and armor with material enchantments. The best random treasures are all carried by monsters. SECTION 3A - LOCATION OF MAJOR AREAS ------------------------------------ GreyHaven - Portal at A1 (1,1); the portal is destroyed part way through the quests to liberate Hart. It is possible to return using the Lloyd's Beacon spell, or by falling through the clouds in C3 or C4. Hart - A1 (4,11); does not require Pass to Hart at first. Entrance to the city may be blocked by attacking Ogres in B1 (3 Ogre + 2 OgreGuard), by attacking Giants in B1 (4 Giant), or by attacking Trolls in B1 (10 TrollGrunt). Hart Sewer - entrances at Hart (11,14) and (12,13); key is at Hart (13,14) Hart Lower Sewer - entrance at Hart Sewer (1,1) Impery - A7 (9,7) Impery Breeding Grou. - entrances at Impery (1,14), (6,1), (14,6), and (14,14); they are blocked until you set the sundial at (4,5) to 9 and at (7,5) to 5 Sand Town - D7 (7,9) Sand Town Sewer - Sand Town (8,10) Black Tower - B3 (3,7) Castle of the Undead - E3 (3,8) Cave of the Wolf - A2 (8,6) Diamond Mine - B1 (11,13) Dragon's Cave - entrances at F6 (8,6) and Wyrm's Lair (14,1) Emerald Mine - C1 (5,9) Lilith's Caverns - C8 (7,6) Ogre Fort - A2 (12,6); can be burned down upon exit Orc Fort - A2 (5,4); can be burned down upon exit Orlow's Tower - Hart (5,5); must pick lock to enter. Once cleared it is closed for reconstruction until you speak to the Mayor of Hart again, then it reopens and Bec du Lac moves in. Pyramid of Ascihep - A6 (9,8), key at A6 (4,5); drink from the red fountains to proceed through the pyramid. Pyramid of Canegtut - B5 (8,14), key at B4 (7,14) Pyramid of the Dragon - E4 (6,9) Pyramid of Power - entrances at B1 (1,8) and D3 (12,4). Answer riddle of "What has a face and no mouth?" with "clock" to open a passage deeper into the pyramid. Pyramid of Rettig - A4 (13,10), key at A3 (13,11) Pyramid of War - entrances at B2 (14,6) and C3 (6,5) Ruby Mine - B1 (5,13) Saber Tooth Den - B2 (11,7) Sapphire Mine - C1 (11,3) Sky Platform - TACT Tower (7,11), enter "Transport Seq Omega" Skyroad B3 - Dragon's Cave (7,3); probably meant to be the second level of the Dragon's Cave Spaceship - F1 (4,10) TACT Tower - E1 (8,8) Temple of HAVEC - B6 (9,14), key at Pyramid of Rettig (8,7). To get past the large room on Level 1, step on the gray floor tiles at (9,3), (9,7), (10,3), and (10,7) without stepping on any other gray floor tiles. On Level 2, examine the fireplace at (9,12) to open a secret passage. Trappist Monastery - C2 (9,3) Troll Mine - B1 (0,13) Underworld - Sky Platform (8,7), fall through the clouds. To progress to the north half you must slay the four monsters that appear in the south. To create the exit, say "despair" at the shrine at (2,13) and "pain" at the shrine at (13,13). Wyrm's Lair - entrances at F5 (14,14) and Dragon's Cave (1,5) SECTION 3B - LOCATION OF SKILLS ------------------------------- The Astrologer and Merchant skills are not available in Swords of Xeen. The Crusader, Linguist, and Tracker skills are possible to have, but have no use that I am aware of. Arms Master Impery (7,9), 2000 gold, after clearing out Impery and A6, and receiving award from the Mayor Body Builder A1 (9,14), 1000 gold Cartography Hart (11,1), 25 gold, after freeing Louis from Black Tower Level 2 (3,14) and clearing the Black Tower Danger Sense Impery (10,3), 1000 gold, after clearing out Impery and A7, and receiving award from the Mayor Direction Sense A1 (14,5), 500 gold Direction Sense A3 (5,15), 50 gold Linguist Wyrm's Lair (12,1) fountain, can be used 3 times Mountaineer C7 (12,8), free for whole party (one time only), after bringing Soft Rock Navigator Orlow's Tower (5,10), 100 gold, after clearing Hart and Orlow's Tower of monsters and speaking to the Mayor of Hart Pathfinder Hart (10,1), 50 gold, after freeing Ardemus from Black Tower Level 3 (8,2) and clearing the Black Tower Prayer Master Impery (7,8), 3000 gold, after clearing out Impery and B7, and receiving award from the Mayor Prestidigitator B1 (2,10), 100 gems, after freeing Clint from Black Tower Level 3 (1,1) Spot Secret Doors Impery (6,3), 1000 gold, after clearing out Impery and A8, and receiving award from the Mayor Swimmer A1 (8,8), 1 Melon Thievery Impery (7,10), 1000 gold, after clearing out Impery and A8, and receiving award from the Mayor Tracker A5 (9,10), 200 gold SECTION 3C - LOCATION OF SPELLS ------------------------------- Spells in HAVEC can only purchased in guilds, as follows: GreyHaven (15,6) - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist, Insect Spray, Jump, Levitate, Light, Magic Arrow, Pain, Prot. from Elements, Revitalize, Shrapmetal, Sleep, Sparks, Suppress Poison, Toxic Cloud Hart (1,9) - [You must clear Hart and A1 of monsters and throw a Magic Coin into one of the wells in A1 first; buy guild membership at (10,14) for 500 gold.] Awaken, Beast Master, Bless, Clairvoyance, Cold Ray, Cure Wounds, Energy Blast, Fire Ball, First Aid, Flying Fist, Frost Bite, Heroism, Holy Bonus, Identify Monster, Insect Spray, Jump, Levitate, Light, Lightning Bolt, Lloyd's Beacon, Magic Arrow, Nature's Cure, Pain, Power Cure, Power Shield, Prot. from Elements, Revitalize, Shrapmetal, Sleep, Sparks, Suppress Disease, Suppress Poison, Toxic Cloud, Turn Undead, Wizard Eye Impery (12,6) - [Buy guild memership at Impery Breeding Grounds (14,9) for 50 gems.] Acid Spray, Create Food, Cure Disease, Cure Paralysis, Cure Poison, Dancing Sword, Day of Protection, Day of Sorcery, Deadly Swarm, Detect Monster, Dragon Sleep, Enchant Item, Etherealize, Fantastic Freeze, Fiery Flail, Finger of Death, Fire Ball, Frost Bite, Golem Stopper, Heroism, Hypnotize, Incinerate, Item to Gold, Lloyd's Beacon, Mass Distortion, Mega Volts, Moon Ray, Nature's Cure, Poison Volley, Power Cure, Power Shield, Raise Dead, Recharge Item, Stone to Flesh, Super Shelter, Teleport, Time Distortion, Town Portal, Walk on Water Sand Town (5,14) - [You must clear Sand Town, Sand Town Sewer, and C6 of monsters, including those that appear after striking the Staff of the Mountain 4 times, then speak to Mayor Yoav. Buy guild membership at (4,1) for 300 gold.] Create Food, Day of Protection, Day of Sorcery, Divine Intervention, Elemental Storm, Enchant Item, Etherealize, Fiery Flail, Golem Stopper, Holy Word, Implosion, Incinerate, Inferno, Item to Gold, Mass Distortion, Mega Volts, Moon Ray, Poison Volley, Prismatic Light, Raise Dead, Resurrect, Star Burst, Stone to Flesh, Sun Ray, Town Portal SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS ------------------------------------------------- Hart (7,14) well - cure disease Impery (4,4) fountain - pull lever at Impery Breeding Grounds (4,4) to activate -> +25 Hit Points A1 (1,6) well - throw 1 Magic Coin (only need once) -> +5 Speed A1 (1,10) well - throw 1 Magic Coin (only need once) -> +5 Accuracy A1 (2,14) well - throw 1 Magic Coin (only need once) -> +5 Might A1 (7,9) fountain - +30 Hit Points A1 (7,12) well - throw 1 Magic Coin (only need once) -> +30 Hit Points A1 (10,3) well - throw 1 Magic Coin (only need once) -> +20 Spell Points A1 (10,9) fountain - +10 All Resistances A1 (14,9) fountain - +10 Luck A2 (8,10) fountain - +50 Spell Points A2 (12,2) fountain - +25 Spell Points A3 (14,5) well - throw 1 Magic Coin (only need once) -> +20 Armor Class A5 (7,2) shrine - complete quest -> +50 Spell Points A6 (9,2) well - +250 Spell Points A6 (12,12) well - throw 1 Magic Coin (only need once) -> +10 Levels A8 (10,7) fountain - +50 Luck A8 (11,1) fountain - +30 Might A8 (14,1) fountain - +20 Accuracy A8 (14,8) fountain - +40 Speed B2 (7,4) well - throw 1 Magic Coin (only need once) -> +25 Hit Points B3 (11,7) well - throw 1 Magic Coin (only need once) -> +25 Speed B5 (6,2) shrine - complete quest -> +20 All Resistances B5 (13,6) well - COMBAT: 1 Cloud Dragon (once only), throw 1 Magic Coin (only need once) -> +50 Spell Points B8 (11,7) well - throw 1 Magic Coin (only need once) -> remove unnatural aging F5 (7,4) fountain - +200 Hit Points, works even if hit points are over their normal maximum F6 (0,6) hut - +100 Spell Points F6 (3,12) fountain - +50 Hit Points F8 (10,13) shrine - COMBAT: 1 FireDragon (once only), +50 Spell Points F8 (14,11) shrine - +5 Levels Black Tower Level 1 (1,12) barrel - +5 Might (once only; likely a bug, probably meant to be permanent) Black Tower Level 1 (1,14) barrel - +5 Speed (once only; likely a bug, probably meant to be permanent) Black Tower Level 3 (10,10) barrel - +5 Speed (once only; likely a bug, probably meant to be permanent) Black Tower Level 3 (10,12) barrel - +5 Endurance (once only; likely a bug, probably meant to be permanent) Black Tower Level 3 (12,10) barrel - +5 Might (once only; likely a bug, probably meant to be permanent) Black Tower Level 3 (12,12) barrel - +5 Intellect (once only; likely a bug, probably meant to be permanent) Black Tower Level 3 (14,10) barrel - +5 Personality (once only; likely a bug, probably meant to be permanent) Black Tower Level 3 (14,12) barrel - +5 Accuracy (once only; likely a bug, probably meant to be permanent) Castle of the Undead Level 1 (8,11) fountain - +25 Hit Points, works even if hit points are over their normal maximum SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS ------------------------------------------------- This list focuses on locations that permanently increase statistics, resistances, or level. It also includes locations that increase experience and nothing else. Awards that give experience are listed section 3H; other locations that give experience and treasure together are listed in section 3G. Impery Breeding Grounds (1,1) barrel - +5 Endurance Impery Breeding Grounds (1,2) barrel - +5 Might Impery Breeding Grounds (2,1) barrel - +5 Endurance Impery Breeding Grounds (3,1) barrel - +5 Endurance Impery Breeding Grounds (3,14) barrel - +5 Might Impery Breeding Grounds (4,11) barrel - +5 Endurance Impery Breeding Grounds (6,11) barrel - +5 Endurance Impery Breeding Grounds (9,9) barrel - +5 Endurance Impery Breeding Grounds (10,12) barrel - +5 Might Impery Breeding Grounds (12,14) barrel - +5 Might A1 (3,7) well - pay 50 gems -> +1 Level, once per character A3 (4,13) wagon - pay 10000 gold -> +1 Level, once per character B1 (12,6) campfire - destroy Barbarian camp -> 20000 XP, party B3 (4,14) hut - destroy Troll camp -> 25000 XP, party B7 (4,1) hole - destroy Electrapede nest -> 50000 XP, party C6 (2,10) fountain - appears after striking the Staff of the Mountain 4 times at (7,10) -> +10 Endurance, can be used 3 times C6 (4,14) fountain - appears after striking the Staff of the Mountain 4 times at (7,10) -> +10 Intellect, can be used 3 times C6 (7,14) fountain - appears after striking the Staff of the Mountain 4 times at (7,10) -> +10 Personality, can be used 3 times C6 (8,6) fountain - appears after striking the Staff of the Mountain 4 times at (7,10) -> +10 Might, can be used 3 times C6 (10,14) fountain - appears after striking the Staff of the Mountain 4 times at (7,10) -> +10 Speed, can be used 3 times C6 (12,14) fountain - appears after striking the Staff of the Mountain 4 times at (7,10) -> +10 Accuracy, can be used 3 times F8 (12,13) shrine - +5 Might, +10 Speed, and +5 Accuracy, once per character F8 (14,9) shrine - +2 Levels and +10 All Six Resistances, once per character F8 (14,13) shrine - +200 Hit Points Black Tower Level 2 (7,3) barrel - +5 Luck Black Tower Level 2 (7,9) barrel - +5 Intellect Black Tower Level 2 (14,14) barrel - +5 Personality Cave of the Wolf (2,2) rubble - destroy Dark Wolf lair -> 20000 XP, party Diamond Mine (3,11) throne - destroy Witch throne -> 50000 XP, party Dragon's Cave (4,9) barrel - +5 Personality Dragon's Cave (6,9) barrel - +5 Accuracy Dragon's Cave (6,11) barrel - +5 Luck Dragon's Cave (8,9) barrel - +5 Intellect Dragon's Cave (8,11) barrel - +5 Speed, can be used 2 times, and can also be used once every time you reload a saved game Pyramid of Canegtut (1,1) fountain - pull lever at (1,5) first -> +10 Might, can be used 2 times Pyramid of Canegtut (1,14) fountain - open sarcophagus at (8,14) first -> +10 Personality, can be used 2 times Pyramid of Canegtut (7,10) fountain - pull level at (7,13) first -> +10 Accuracy, can be used 2 times Pyramid of Canegtut (10,10) fountain - pull lever at (9,13) first -> +10 Might, can be used 2 times Pyramid of Canegtut (14,1) fountain - pull lever at (14,5) first -> +10 Speed, can be used 2 times Pyramid of Canegtut (14,14) fountain - open sarcophagus at (14,14) first -> +10 Intellect, can be used 2 times Pyramid of the Dragon (6,8) barrel - +5 Might, can be used 2 times Pyramid of the Dragon (6,14) barrel - +5 Speed, can be used 2 times Pyramid of the Dragon (10,8) barrel - +5 Accuracy, can be used 2 times Pyramid of the Dragon (10,14) barrel - +5 Personality, can be used 2 times Pyramid of the Dragon (14,8) barrel - +5 Intellect, can be used 2 times Pyramid of the Dragon (14,11) barrel - +5 Endurance, can be used 2 times Pyramid of the Dragon (14,14) barrel - +5 Luck, can be used 2 times Pyramid of Power (1,14) sphinx - answer riddle with "rope" -> +1 Level, party Pyramid of War (5,13) sphinx - answer riddle with "peace" -> +1 Level, party Saber Tooth Den (4,3) straw bed - destroy Sabertooth den -> 50000 XP, party Skyroad B3 (1,1) barrel - +5 Personality, can be used 2 times Skyroad B3 (8,5) fountain - +1 Level, can be used 3 times Skyroad B3 (8,12) barrel - +5 Intellect, can be used 2 times Trappist Monastery (6,4) altar - +10 Personality, if Paladin, Cleric, Ranger, or Druid, usable as many times as desired Trappist Monastery (9,7) well - +20 Magic Resistance, once per character Troll Mine (4,12) bones - destroy Troll camp -> 20000 XP, party Wyrm's Lair (4,4) barrel - +5 Personality Wyrm's Lair (4,6) barrel - +5 Accuracy Wyrm's Lair (6,2) barrel - +5 Speed Wyrm's Lair (6,4) barrel - +5 Luck Wyrm's Lair (6,6) barrel - +5 Intellect SECTION 3F - LOCATIONS OF HIDDEN MONSTERS ----------------------------------------- This is included not only for completeness, as monsters are at least worth experience and sometimes treasure. Hart (12,14) chest [0] - COMBAT: 3 Slime Sand Town Sewer (4,2) - COMBAT: 1 VampireLord A3 (11,11) hut - COMBAT: 1 TrollGrunt A3 (11,13) hut - COMBAT: 1 Ogre A3 (12,11) hut - COMBAT: 1 Ogre A3 (14,12) hut - COMBAT: 1 TrollGrunt A4 (3,3) - COMBAT: 2 SnowBeast A5 (6,10) hut - COMBAT: 2 Harpy A7 (7,10) - COMBAT: 1 Cyclops A7 (11,8) - COMBAT: 1 Cyclops B6 (9,3) hut - COMBAT: 1 TrollGrunt B7 (9,6) hut - COMBAT: 3 Electrapede C1 (11,8) tent - COMBAT: 1 TumanWarrior C1 (13,8) tent - COMBAT: 1 TumanWarrior C2 (7,11) grave - COMBAT: 1 SkeletalKnight F8 (6,14) - COMBAT: 1 DiamondGolem or COMBAT: 1 DiamondGolem + 11 Sand Golem Lilith's Caverns Level 3 (1,13) - COMBAT: 1 Lilith Trappist Monastery (7,14) rubble - COMBAT: 3 HellHornet SECTION 3G - LOCATIONS OF TREASURE ---------------------------------- This excludes gold, gems, and items given as part of quest awards; see section 3H for those. Item levels are defined in the Might and Magic IV/V FAQs. Numbers in brackets are experience given for picking the lock guarding the treasure. GreyHaven (7,0) - 10000 gold + 100 gems Hart (13,6) chest [0] - 100 gold; taxes can later appear in this chest after you become Lords of Hart: one of (1) 400 gold + 75 gems, (2) 500 gold + 50 gems, (3) 600 gold + 25 gems, (4) 800 gold, (5) 1000 gold + 5 gems Hart (13,14) chest [0] - 100 gold + 5 gems + *Key to Hart Sewers Hart (14,5) chest [0] - Wand of first aid Hart (14,6) chest [0] - 25 gems Hart Sewer (1,13) bones - 25 gold Hart Sewer (1,14) drain - Whistle of jumping Hart Sewer (2,2) chest [0] - Box of fists Hart Sewer (2,3) chest [4000] - 200 gold + Chain mail Hart Sewer (3,2) chest [0] - Wand of first aid Hart Sewer (3,3) chest [4000] - 100 gold + 5 gems + Whistle of magic arrows Hart Sewer (3,4) chest [4000] - 3 Boots Hart Sewer (4,1) chest [4000] - Sonic sling + Orb of pain Hart Sewer (4,3) chest [4000] - 50 gold + 10 gems + Wand of first aid Hart Sewer (4,4) chest [4000] - 100 gold + 15 gems + Wand of first aid Hart Sewer (5,4) chest [0] - Coin of wizard eyes Hart Sewer (5,10) hoard - Fast ring Hart Sewer (7,6) hoard - Steel boots Hart Sewer (9,1) drain - Gem of time distortion Hart Sewer (11,1) drain - *Red Magic Hammer Hart Sewer (12,1) bones - 60 gold + Potion of resurrection Hart Sewer (12,8) hoard - Potion of first aid Hart Sewer (14,3) bones - 35 gold + Short sword Hart Sewer (14,5) hoard - Potion of first aid Hart Sewer (14,14) hoard - 1teel belt Hart Lower Sewer (7,4) hoard - 10000 gold + 100 gems + *Silver Magic Hammer Impery (14,11) bed - Blazing cloak Impery Breeding Ground (4,9) chest - taxes can appear here after you become Liege Lords of Impery: one of (1) 500 gold + 75 gems, (2) 700 gold + 50 gems, (3) 900 gold + 25 gems, (4) 1100 gold, (5) 1300 gold + 5 gems Impery Breeding Grounds (14,1) chest [0] - 10000 gold + Gold gauntlets + Steel gauntlets Impery Breeding Grounds (14,2) chest [0] - 10000 gold + 100 gems + Toxic helm Sand Town (1,1) bones - 25 gold + Potion of curing Sand Town (2,1) bed - taxes can appear here after you become Crusaders of Sand Town: one of (1) 600 gold + 85 gems, (2) 800 gold + 75 gems, (3) 1000 gold + 50 gems, (4) 1200 gold, (5) 1500 gold; if on quest you can also receive (6) 1200 gold + *Noam's Hammer Sand Town (3,14) chest [0] - 60 gold Sand Town (13,12) woodpile - Potion of resurrection Sand Town (14,1) barrel - 40 gold Sand Town Sewer (3,4) sarcophagus - Horn of raising the dead + *Temple of Sun Holy Lamp Oil Sand Town Sewer (6,14) rubble - 70 gold Sand Town Sewer (13,3) chest [0] - Steel splint mail Sand Town Sewer (14,13) bones - 40 gold + Potion of nature's cures A1 (1,3) - 2 *Melon A1 (1,15) - 2 *Melon A1 (3,10) tent - pay 100 gold -> *Pass to Hart A1 (5,13) - 2 *Melon A1 (7,1) hut - *Princess Crown A1 (8,6) - 1 *Melon A1 (12,1) - 2 *Melon A1 (13,14) - 2 *Melon A1 (14,1) hut - *Emerald Wand A3 (2,9) tent - *Holy Wheel A3 (3,5) shrine - give Holy Wheel -> 10000 gold + Orb of antidotes + *High Sign A3 (12,13) hut - COMBAT: 1 Ogre, 250 gold A3 (13,2) straw bed - destroy Snow Beast lair -> 30000 XP, party + Frost cloak A3 (13,11) hut - COMBAT: 1 OgreShaman, 1000 gold + 25 gems + *Key to Rettig's Pyramid A3 (13,12) - 1 *Magic Coin, Defender cloak, Wand of beacons A3 (13,13) hut - COMBAT: 1 OgreShaman, 500 gold + Looter ring A4 (14,3) - Armored cloak + Lapis splint mail + Ebony shield A5 (7,10) hut - 10 gems A5 (14,4) cave - destroy Snow Beast lair -> 50000 XP, party + Cryo wakazashi + Winners cloak A6 (3,2) - 200 gems A6 (4,5) wagon - destroy Yang Knight camp -> 5000 gold + 50 gems + 1 *Magic Coin + *Key to Ascihep's Pyramid A7 (4,10) wagon - *Double Cross A7 (6,1) wood pile - destroy Cyclops camp -> 50000 XP, party + Steel helm + Steel belt A7 (12,1) wood pile - 1 *Magic Coin A7 (12,13) - *Hard Rock A8 (1,4) - 1000 gold A8 (5,5) - 200 gems B1 (2,5) stone circle - *Druid Carving B1 (3,2) - 200 gold + Coral gauntlets B1 (4,3) - 25 gems + Wand of curing B1 (6,5) - 500 gold + Amber glaive B1 (7,2) rubble - 15 Physical damage, party + *Golden Magic Wand B3 (12,14) - Poisonous scimitar + Scroll of stone to flesh B4 (7,14) straw bed - COMBAT: 2 Gargoyle + 1 GargoyleKing; destroy Gargoyle nest -> 50000 XP, party + 3000 gold + *Key to Canegtut's Pyramid B4 (9,3) straw bed - COMBAT: 2 MedusaSprite + 1 QueenSprite; destroy Medusa Sprite nest -> 30000 XP, party + 100 gems B4 (12,7) hut - 25 gems B4 (13,8) hut - 100 gold B5 (9,12) hut - COMBAT: 1 FireWizard, 1000 gold + 100 gems B5 (10,12) hut - 500 gold + 20 gems + Charisma ring B6 (10,5) wagon - Kurt the Trader sells armor, from one of the following sets of choices: (1) Cloak 750 gold, Splint mail 1800 gold, Plate armor 6000 gold, Boots 120 gold, Cape 600 gold, Shield 300 gold; (2) Scale armor 300 gold, Chain mail 1200 gold, Plate mail 3000 gold, Gauntlets 300 gold, Boots 120 gold, Cape 600 gold; (3) Shield 300 gold, Scale armor 300 gold, Plate armor 6000 gold, Ring mail 600 gold, Gauntlets 300 gold, Helm 180 gold. B6 (13,11) - 500 gold + Precision sling + Steel shield B7 (8,6) hut - 500 gold + Kinetic short bow B7 (9,5) hut - COMBAT: 2 Electrapede, Whistle of water walking B7 (11,11) campfire - destroy Barbarian camp -> 50000 XP, party + Horn of lightning B8 (7,4) wagon - pay 25000 gold -> 1 *Magic Coin C1 (9,6) tent - COMBAT: 1 TumanWarrior, 50 gems C1 (9,8) tent - 500 gold C1 (9,10) tent - COMBAT: 1 TumanWarrior, 500 gold C1 (11,10) tent - COMBAT: 2 TumanWarrior, 2000 gold + 250 gems C1 (11,12) tent - COMBAT: 2 TumanWarrior, Steel shield C1 (13,10) tent - COMBAT: 2 TumanWarrior, Gold dagger C1 (13,12) tent - COMBAT: 1 TumanWarrior, 500 gold C2 (2,5) grave - COMBAT: 1 PowerLich, 5000 gold + Gold helm C2 (2,9) grave - COMBAT: 1 SkeletalKnight, 100 gems C2 (2,11) grave - COMBAT: 1 SkeletalKnight, 1000 gold + Gold cameo C2 (2,14) grave - 500 gold + Potion of first aid C2 (5,13) grave - Steel ring mail + Gold shield C2 (9,9) grave - COMBAT: 1 SkeletalKnight, Steel splint mail C2 (11,13) grave - COMBAT: 1 SkeletalKnight, Gold splint mail C2 (12,10) grave - 2000 gold C2 (14,6) grave - COMBAT: 1 PowerLich, Ruby boots + Platinum boots + Gold boots C2 (14,6) grave - COMBAT: 1 PowerLich, Ruby cape C3 (3,5) chest [0] - Potion of curing + Orb of sun rays C3 (4,8) chest [0] - Potion of raising the dead C3 (7,4) chest [0] - Scroll of shielding + Orb of moon rays C3 (7,8) chest [0] - Potion of resurrection C3 (11,4) chest [0] - Scroll of daily protection C4 (8,6) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1200 gold + Gold pendant C4 (12,8) tower - three warnings, then COMBAT: 1 AirWizard + 2 WizardGuard; receive password CANOPUS, Electric long sword + Diamond great axe + Rod of lightning + Rod of pain C4 (12,12) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1500 gold + Steel belt C4 (14,5) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1700 gold + Gold ring C5 (4,6) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 2800 gold + Silver gauntlets C5 (6,9) tower - three warnings, then COMBAT: 1 EarthWizard + 2 WizardGuard; receive password SPICA, Gold short sword + Rod of storms + Box of feasting C5 (7,13) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 2300 gold + Steel gauntlets C6 (4,14) hoard - appears after striking the Staff of the Mountain 4 times at (7,10) -> 50000 gold C6 (12,8) hoard - appears after striking the Staff of the Mountain 4 times at (7,10) -> 10000 gold + 200 gems C6 (12,10) hoard - appears after striking the Staff of the Mountain 4 times at (7,10) -> 5000 gold + 500 gems C7 (3,1) straw bed - COMBAT: 1 Roc, destroy Roc nest -> 30000 XP, party + Precision necklace C7 (9,3) straw bed - COMBAT: 2 Roc, destroy Roc nest -> 30000 XP, party + Ebony splint mail C7 (12,1) straw bed - COMBAT: 2 Roc, destroy Roc nest -> 30000 XP, party + Lucky cameo C8 (1,5) hoard - 100 gold C8 (4,13) hoard - 1 L2 long sword C8 (11,15) hoard - 50 gold C8 (12,6) hoard - 100 gold D4 (10,6) tower - three warnings, then COMBAT: 1 FireWizard + 2 WizardGuard; receive password VEGA, Cold halberd + Freezing belt + Frost ring D4 (12,6) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1300 gold + Magical robes D5 (6,5) tower - three warnings, then COMBAT: 1 WaterWizard + 2 WizardGuard; receive password ANTARES, Seething long bow + Wisdom Elder Staff + Fuming medal + Flaming belt D7 (7,2) hoard - 75 gold D7 (11,1) hoard - 100 gold D8 (2,14) rubble - 10 gold + Mace D8 (6,15) rubble - 50 gold D8 (15,15) rubble - 25 gold E6 (4,9) rubble - 200 gold E7 (4,13) bones - Potion of first aid E7 (6,2) bones - 100 gold E7 (10,10) bones - 50 gold E7 (13,5) bones - 1 L4 long bow E8 (2,14) bones - 50 gold E8 (7,14) bones - Short sword E8 (11,14) bones - 25 gems E8 (13,1) bones - 25 gold F5 (3,14) cave - COMBAT: 3 FireDragon, destroy Fire Dragon lair -> 250000 XP, one character only + 50000 gold + 500 gems + Cold long sword Dragon Slayer + Speed cameo F5 (9,6) cave - COMBAT: 2 AcidDragon, destroy Acid Dragon lair -> 150000 XP, one character only + 20000 gold + 70 gems + Dyna long sword Dragon Slayer + Stealth amulet F5 (9,15) hoard - 50000 gold F5 (10,11) hoard - 20000 gold + 500 gems + Diamond plate mail F5 (14,5) hoard - 10000 gold + 50 gems + Diamond shield F5 (14,10) hoard - 10000 gold + 100 gems + Diamond helm F6 (5,5) hoard - 25000 gold + 50 gems + Seething naginata F6 (5,14) cave - COMBAT: 2 FrostDragon, destroy Frost Dragon lair -> 300000 XP, party + 75000 gold + 30 gems + Ebony boots + Magical pendant F6 (7,15) hoard - 20000 gold + Poisonous staff F6 (11,15) cave - COMBAT: 3 GreatHydra, destroy Great Hydra lair -> 200000 XP, party + 5000 gold + 200 gems + Jewel of dancing swords F7 (3,3) bones - 50 gold F7 (14,11) bones - Chain mail F8 (13,9) bones - Wind Elder Spear Black Tower Level 1 (11,2) table - 25 gold Black Tower Level 1 (11,14) bed - Scorching mace Black Tower Level 1 (13,2) table - 5 gems Black Tower Level 1 (14,10) bed - 5 gems Black Tower Level 1 (14,12) bed - 100 gold Black Tower Level 2 (9,11) hoard - 100 gold + Pearl cloak Black Tower Level 2 (9,11) hoard - Steel gauntlets + Gem of town portals Black Tower Level 3 (1,14) hoard - Gamblers Elder Dagger + *Green Magic Hammer Black Tower Level 3 (10,1) bed - 20 gold Black Tower Level 3 (12,1) bed - Potion of antidotes Black Tower Level 3 (14,3) bed - Steel boots Castle of the Undead Level 1 (1,11) chest [0] - 1000 gold + Fiery staff + Magical belt Castle of the Undead Level 1 (5,2) chest [0] - 1000 gold + Exacto crossbow + Dragon gauntlets Castle of the Undead Level 1 (7,12) chest [0] - 900 gold + 3 Potion of power curing Castle of the Undead Level 1 (9,1) chest [0] - 1300 gold + Potion of the GODS! Castle of the Undead Level 1 (14,13) chest [0] - 1300 gold + Gamblers long sword Castle of the Undead Level 2 (4,5) chest [0] - 1000 gold + Wisdom belt + Potion of nature's cures Castle of the Undead Level 2 (7,5) chest [0] - 1300 gold + Troll hammer Castle of the Undead Level 2 (10,10) chest [0] - 1300 gold + Speed nunchakas Castle of the Undead Level 2 (11,13) chest [0] - 900 gold + Pirate cape + Potion of resurrection + Potion of power curing Castle of the Undead Level 2 (12,11) chest [0] - 1000 gold + Gold splint mail + Wand of holy bonuses Castle of the Undead Level 3 (1,1) chest [0] - 900 gold + Potion of resurrection + Potion of revitalization + Scroll of undead turning Castle of the Undead Level 3 (3,12) chest [0] - 1000 gold + True Elder Long Bow + Silver ring mail Castle of the Undead Level 3 (13,6) chest [0] - 1000 gold + Arcane cape + Orb of fireballs Castle of the Undead Level 3 (14,1) chest [0] - 1300 gold + Photon long sword + Wind dagger Cave of the Wolf (4,10) rubble - 300 gold Cave of the Wolf (5,8) rubble - Swift helm Cave of the Wolf (6,10) rubble - Dense short bow Diamong Mine (11,13) vein - dig with Diamond Edged Pick -> *Diamond Mineral Dragon's Cave (3,7) bones - Static cape Dragon's Cave (5,1) bones - Ogre dagger Dragon's Cave (12,14) hoard - 25000 gold Dragon's Cave (14,12) hoard - 100 gems + Rogue ring Dragon's Cave (14,14) hoard - 100 gems + Dyna helm Emerald Mine (3,7) vein - 200 gems Emerald Mine (3,12) vein - 150 gems Emerald Mine (9,14) vein - 250 gems Emerald Mine (10,4) vein - 300 gems Emerald Mine (11,14) vein - 250 gems Emerald Mine (14,14) vein - 125 gems + *Emerald Lilith's Caverns Level 1 (1,11) - 1 *Spirit Gem Lilith's Caverns Level 1 (1,13) - 1 *Spirit Gem Lilith's Caverns Level 1 (2,6) - 1 *Spirit Gem Lilith's Caverns Level 1 (4,12) - 1 *Spirit Gem Lilith's Caverns Level 1 (6,5) - 1 *Spirit Gem Lilith's Caverns Level 1 (6,9) chest - answer riddle with "Gold" -> 750 gold + Marksman short bow + Potion of nature's cures Lilith's Caverns Level 1 (7,1) chest [0] - 100 gold + Potion of curing Lilith's Caverns Level 1 (7,13) - 1 *Spirit Gem Lilith's Caverns Level 1 (8,7) - 1 *Spirit Gem Lilith's Caverns Level 1 (10,5) chest - answer riddle with "Butterfly" -> Frost broad sword Undead Eater Lilith's Caverns Level 1 (10,9) - 1 *Spirit Gem Lilith's Caverns Level 1 (10,10) chest [0] - 200 gold + Potion of heroism Lilith's Caverns Level 1 (13,7) - 1 *Spirit Gem Lilith's Caverns Level 1 (14,11) - 1 *Spirit Gem Lilith's Caverns Level 2 (1,1) chest - answer riddle with "fish" -> 500 gold + Giant hammer + Potion of power curing Lilith's Caverns Level 2 (1,5) chest [0] - 175 gold Lilith's Caverns Level 2 (2,8) - 1 *Spirit Gem Lilith's Caverns Level 2 (4,4) - 1 *Spirit Gem Lilith's Caverns Level 2 (4,10) - 1 *Spirit Gem Lilith's Caverns Level 2 (5,14) chest - answer riddle with "tears" -> 250 gold + Wand of shrapmetal + 1 *Spirit Gem Lilith's Caverns Level 2 (7,12) - 1 *Spirit Gem Lilith's Caverns Level 2 (8,6) - 1 *Spirit Gem Lilith's Caverns Level 2 (10,2) - 1 *Spirit Gem Lilith's Caverns Level 2 (10,7) - 1 *Spirit Gem Lilith's Caverns Level 2 (13,3) chest - answer riddle with "sword" -> 500 gold + Thunder gauntlets Lilith's Caverns Level 2 (14,7) - 1 *Spirit Gem Lilith's Caverns Level 2 (14,10) - 1 *Spirit Gem Lilith's Caverns Level 2 (14,14) chest [0] - Holy helm Lilith's Caverns Level 3 (1,6) - 1 *Spirit Gem Lilith's Caverns Level 3 (2,3) - 1 *Spirit Gem Lilith's Caverns Level 3 (3,7) chest [0] - 80 gold + Potion of moon rays Lilith's Caverns Level 3 (3,9) - 1 *Spirit Gem Lilith's Caverns Level 3 (5,7) - 1 *Spirit Gem Lilith's Caverns Level 3 (5,14) - 1 *Spirit Gem Lilith's Caverns Level 3 (8,1) - 1 *Spirit Gem Lilith's Caverns Level 3 (10,6) - 1 *Spirit Gem Lilith's Caverns Level 3 (10,14) chest - answer riddle with "hope" -> 800 gold + Stealth cloak + Rod of fiery flails + Scroll of raising the dead + 1 *Spirit Gem Lilith's Caverns Level 3 (12,2) chest [0] - 60 gold + Potion of curing Lilith's Caverns Level 3 (13,9) - 1 *Spirit Gem Lilith's Caverns Level 3 (13,14) - 1 *Spirit Gem Ogre Fort (1,6) bed - Scorching mace Ogre Fort (1,8) bed - Ogre belt Ogre Fort (3,13) hoard - 3000 gold + 25 gems + Scorching robes Ogre Fort (11,13) bed - Castors belt Ogre Fort (11,14) bed - Silver chain mail Ogre Fort (12,11) hoard - 50 gems + Fiery dagger Ogre Fort (12,13) bed - Steel boots Ogre Fort (14,7) chest [0] - Rod of teleportation + 1 *Magic Coin Ogre Fort (14,11) chest [0] - 2500 gold + Wand of time distortion + *Sacred Cow Orc Fort (4,4) hut - Potion of beast control Orc Fort (4,6) hut - COMBAT: 3 OrcGuard, Fast boots Orc Fort (5,11) chest [0] - 20 Physical damage, party + 1000 gold + 50 gems Orc Fort (6,4) hut - Rapid ring Orc Fort (6,6) hut - 50 gold Orc Fort (6,11) chest [0] - Charm pendant + Scroll of shielding + Coin of shrapmetal Orc Fort (8,9) chest [0] - 25 Electricity damage + 1 *Magic Coin Orc Fort (11,4) hut - 100 gold Orc Fort (11,6) hut - COMBAT: 2 OrcGuard, Accurate helm Orc Fort (12,7) hut - Potion of first aid + 1 *Magic Coin Orlow's Tower (2,12) rubble - Scroll of stone to flesh Orlow's Tower (2,13) rubble - 50 gold Orlow's Tower (4,3) chest [0] - 2 L1 items + 1 *Magic Coin Orlow's Tower (10,3) rubble - Potion of curing Orlow's Tower (11,9) rubble - 10 gems Orlow's Tower (14,11) chest [0] - Ogre belt + Scroll of stone to flesh Pyramid of Ascihep (3,12) sarcophagus - COMBAT: 3 Ghoul, 1000 gold + Gem of energy blasts Pyramid of Ascihep (5,10) hoard - 500 gold + 25 gems + Scroll of mass distortion Pyramid of Ascihep (6,12) sarcophagus - COMBAT: 3 Ghoul, 1000 gold + *Staff of the Mountain Pyramid of Ascihep (9,12) sarcophagus - 1000 gold + 50 gems Pyramid of Ascihep (12,12) sarcophagus - COMBAT: 3 Ghoul, Stealth medal + Whistle of sparking Pyramid of Canegtut (8,14) sarcophagus - requires 50 Might -> Steel splint mail + Filch ring + *Sky Hook Pyramid of the Dragon (12,12) sphinx - (1) answer riddle with "silence" -> Jewel of dancing swords; (2) answer riddle with "hole" -> Coin of enchant item; (3) answer riddle with "water" -> Horn of resurrection; (4) answer riddle with "man" -> Rod of lightning; (5) answer riddle with "riddle" -> Orb of beacons. Answering any riddle incorrectly results in COMBAT: 1 FireDragon which may be repeated indefinitely. Pyramid of Power (2,11) hoard - 150 gems Pyramid of Power (2,13) hoard - 200 gems Pyramid of Power (14,1) sphinx - answer riddle with "bed" -> Wand of fireballs Pyramid of Power (14,3) sphinx - answer riddle with "bottle" -> Scroll of the GODS! Pyramid of Rettig (1,5) chest [0] - 200 gold Pyramid of Rettig (3,10) chest [0] - 100 gold + Rapid belt Pyramid of Rettig (5,9) chest [0] - Wand of fireballs Pyramid of Rettig (7,3) chest [0] - 300 gold + 50 gems Pyramid of Rettig (8,7) sarcophagus - requires 45 Might -> COMBAT: 1 RoyalMummy, 5000 gold + 100 gems + Witch scarab + Life scarab + 1 *Magic Coin + *Key to the Old Temple Pyramid of Rettig (9,1) chest [0] - 25 gems Pyramid of Rettig (9,14) chest [0] - 400 gold Pyramid of Rettig (10,7) chest [0] - 1000 gold + 50 gems + Filch belt Pyramid of Rettig (10,12) chest [0] - 500 gold + Scroll of dancing swords Pyramid of Rettig (12,8) chest [0] - Defender helm + Brigand gauntlets Pyramid of Rettig (14,4) chest [0] - Flashing dagger Pyramid of Rettig (14,10) chest [0] - Lapis boots + Swift belt Pyramid of War (2,1) hoard - 25 gold + 100 gems Pyramid of War (6,14) hoard - 25000 gold + 30 gems Pyramid of War (7,11) chest [0] - 5500 gold + 50 gems + Warrior long sword Pyramid of War (9,11) chest [0] - 3000 gold + 100 gems + Flaming mace Pyramid of War (11,1) hoard - 20000 gold + 10 gems Ruby Mine (2,13) vein - 500 gold Ruby Mine (12,11) vein - *Ruby Saber Tooth Den (3,3) bones - Scorching cloak Saber Tooth Den (3,12) bones - Amber chain mail + Jewel of blessing + 1 *Magic Coin Saber Tooth Den (4,4) bones - 1 *Magic Coin Saber Tooth Den (9,10) straw bed - Mystic helm Saber Tooth Den (10,10) rubble - Silver mace Saber Tooth Den (11,8) bones - Accurate crossbow Saber Tooth Den (13,14) rubble - Incandescent halberd Saber Tooth Den (14,2) straw bed - COMBAT: 1 Sabertooth + Coin of jumping Sapphire Mine (1,9) vein - 125 gems + *Sapphire Sapphire Mine (2,4) vein - 150 gems Sapphire Mine (3,12) vein - 1050 gems Sapphire Mine (5,5) vein - 250 gems Sapphire Mine (5,11) vein - 450 gems Sapphire Mine (6,9) straw bed - destroy Gargoyle nest -> 100000 XP, one character only + 500 gold + Horn of monster identification Sapphire Mine (8,11) vein - 550 gems Sapphire Mine (9,3) vein - 350 gems Sapphire Mine (14,8) vein - 750 gems Sapphire Mine (14,10) vein - 650 gems Sky Platform (8,5) pedestal - first touch orb at (8,1) facing west, then at (1,1) facing north, then at (14,1) facing east, then at (14,14) facing south, then at (14,5) facing west -> +100 Hit Points, party + *Positive Orb Sky Platform (15,15) hoard - 1000 gold + *Firebane Staff Skyroad B3 (1,14) hoard - 50000 gold + Winners cameo Skyroad B3 (4,1) chest [0] - *Diamond Edged Pick Skyroad B3 (4,3) chest [0] - 1000 gold + 500 gems Skyroad B3 (4,5) chest [0] - 1000 gold + 500 gems Skyroad B3 (6,1) chest [0] - Dragon Elder Long Sword Skyroad B3 (6,3) chest [0] - 1000 gold + 1000 gems Skyroad B3 (6,5) chest [0] - 1000 gold + 500 gems Skyroad B3 (6,7) chest [0] - 1000 gold + 1000 gems Skyroad B3 (8,14) hoard - 100000 gold + 100 gems + Gold long sword Skyroad B3 (10,3) hoard - 25000 gold + 100 gems + Silver dagger Skyroad B3 (12,3) hoard - 25000 gold + 50 gems + Gold mace Spaceship Level 4 (5,5) chest [0] - 50000 gold + 100 gems + Wand of resurrection + Orb of power curing; you are then transported into the trapped area in the center of the level Temple of HAVEC Level 1 (1,14) chest [0] - 500 gold Temple of HAVEC Level 1 (14,14) chest [0] - 50 gems Temple of HAVEC Level 2 (1,1) chest [0] - 200 gold + Ogre gauntlets Temple of HAVEC Level 2 (1,3) chest [0] - 50 gems Temple of HAVEC Level 2 (14,1) chest [0] - 1 *Magic Coin Temple of HAVEC Level 2 (14,3) chest [0] - 1000 gold Temple of HAVEC Level 3 (4,4) chest [0] - 1000 gold Temple of HAVEC Level 3 (5,4) chest [0] - Thought broach Temple of HAVEC Level 3 (6,10) chest [0] - Castors cameo Temple of HAVEC Level 3 (7,5) chest [0] - Marksman medal Temple of HAVEC Level 3 (8,10) chest [0] - Rapid charm Temple of HAVEC Level 3 (11,4) chest [0] - Leadership Elder Mace Temple of HAVEC Level 3 (11,11) chest [0] - 5000 gold + 100 gems + Charisma scarab Trappist Monastery (1,1) bed - 20 gems Trappist Monastery (3,1) bed - Silver mace Trappist Monastery (5,1) bed - Thought pendant Trappist Monastery (9,1) chest [0] - Scroll of time distortion + Scroll of power curing + Scroll of stone to flesh Trappist Monastery (12,1) bed - 1000 gold Trappist Monastery (12,14) chest [0] - Potion of holy bonuses + Potion of power curing + Scroll of stone to flesh Trappist Monastery (14,14) chest [0] - Potion of antidotes + Potion of daily protection + Scroll of holy words Troll Mine (1,7) vein - 500 gold Troll Mine (5,12) rubble - 1 *Magic Coin Troll Mine (12,14) vein - 100 gems Troll Mine (13,2) vein - 250 gold Underworld (8,13) pedestal - try to take orb first resulting in COMBAT: GateMaster (148), try to take again then go to around (2,13) resulting in COMBAT: GateMaster (149), return and try to take again then go to around (8,4) resulting in COMBAT: GateMaster (150), return -> receive "Underworld Master Slayer" award + *Negative Orb Wyrm's Lair (1,12) hoard - 50000 gold + 5 gems + Box of beacons Wyrm's Lair (1,14) hoard - 50000 gold + 5 gems + Stealth cape Wyrm's Lair (2,12) hoard - 50000 gold + 5 gems + Scroll of curing Wyrm's Lair (2,13) hoard - 100000 gold + 50 gems + Orb of energy blasts Wyrm's Lair (2,14) hoard - 50000 gold + 5 gems + Scroll of resurrection Wyrm's Lair (3,12) hoard - 50000 gold + 5 gems + Mage ring Wyrm's Lair (3,14) hoard - 50000 gold + 5 gems + Scroll of resurrection Wyrm's Lair (8,14) hoard - 5000 gold + 100 gems + Jewel of curing Wyrm's Lair (10,14) hoard - 10000 gold + 5 gems + Shocking cloak + Rapid ring Wyrm's Lair (12,6) hoard - 25000 gold + 25 gems SECTION 3H - LOCATION OF AWARDS AND QUESTS THAT GIVE AWARDS ----------------------------------------------------------- Hart (1,1) bed - Search bed first for COMBAT: 2 Slime, 25 gold. Orlow the Wizard then asks you to retrieve his golden magic wand carried by monsters out of the city. Retrieve it from B1 (7,2) and return; receive 500 gold, and the Hart Magic Shop becomes available. Hart (1,4) - First search the desk at (1,7), which results in COMBAT: 2 Breeder Slime + 2 Slime; defeating the slimes then coming here gives 500 XP, party. Hart (3,1) bed - Search bed first for COMBAT: 3 Slime, 25 gold. Jacqueline the Bard then asks you to retrieve her green magic hammer carried by monsters out of the city. Retrieve it from Black Tower Level 3 (1,14); receive 500 gold, and the Hart Accessory Shop becomes available. Hart (5,1) bed - Search bed first for COMBAT: 2 Slime, 25 gold. Roland the Shield Master then asks you to retrieve his red hammer from the monsters underneath Hart. Retrieve it from Hart Sewer (11,1) and return; receive 500 gold, and the Hart Armor Shop becomes available. Hart (10,9) desk - (1) First free the Mayor of Hart from the cage at (14,9); the Mayor will return here. You will be asked to clear the city and Orlow's Tower of monsters. Once done, receive 1000 XP, party; Orlow's Tower reopens and the Hart Temple becomes available. (2) You are now asked to clear the Hart Sewer and the Black Tower. Do so (this appears to include using all of the stat barrels) and return; receive "Lord of Hart" award and asked to check the bank for taxes. Hart (14,14) desk - Hans the Weaponsmith asks you to retrieve his silver hammer from the monsters below Hart. Retrieve it from Hart Lower Sewer (7,4) and return; receive 500 gold, and the Hart Weapon Shop becomes available. Hart Sewer (11,4) ladder - Clear this level of monsters and the Mayor of Hart will award you 2000 XP, party, and the Hart Tavern will also open. Impery (10,7) - Mayor Roderic Lawrence asks you to clear the land around town of monsters. (1) If A6 is cleared: receive 10000 XP, party, and the Impery Training Grounds, Impery Mage Guild, and Arms Master teacher become available. (2) If A7 is cleared: receive 10000 XP, party, and the Impery Tavern and Danger Sense teacher become available. (3) If A8 is cleared: receive 10000 XP, party, and the Impery Smith shops, the Spot Secret Doors trainer, and the Thievery trainer become available. (4) If B7 is cleared: receive 10000 XP, party, and the Impery Temple becomes available if Kroe has received the Druid Carving; the Prayer Master teacher tent also appears. (5) If awards 1-4 have all been received, receive 100000 XP, party and the "Leige Lord of Impery" award. Sand Town (1,14) - (1) High Priest Milhaela comes here if you clear Sand Town, Sand Town Sewer, and C7, and talk to Mayor Yoav; receive 5000 gold. (2) You are asked for the Temple of Sun Holy Lamp Oil. Retrieve it from Sand Town Sewer (3,4) and return; the Sand Town Temple now opens. Sand Town (3,14) - Noam the Sword Smith comes here if you clear Sand Town, Sand Town Sewer, and E7, and talk to Mayor Yoav; you are asked to retrieve Noam's Hammer. Once you are Crusaders of Sand Town, retrieve it from (2,1) and return; receive 500 gold, and the Sand Town Weapon Shop opens. Sand Town (9,14) - First free Mayor Yoav from the cage at (7,5); he will return here after Sand Town and Sand Town Sewer are cleared, and ask you to also clear the areas outside of Sand Town. (1) If C6 is cleared, including the monsters that appear after striking the Staff of the Mountain 4 times: Anat returns to (5,14), and the Sand Town Mage Guild opens; Anat gives you a Wand of Incinerating as well. (2) If C7 is cleared: High Priest Milhaela returns to (1,14). (3) If D6 is cleared: Sand Town Training Grounds opens. (4) If D8 is cleared: Daniel the Shield Smith returns to (14,12), and the Sand Town Armor Shop opens; Daniel gives you a L3 shield as well. (5) If E6 is cleared: Sand Town Tavern opens. (6) If E7 is cleared: Noam returns to (3,14). (7) If E8 is cleared: Eva returns to (7,14), and the Sand Town Magic Shop opens; Eva gives you an Armored ring as well. (8) If you have completed all of (1)-(7) and also have the "Slayers of the Evil Lilith" award, you are declared Crusaders of Sand Town and receive 500000 XP, party. A1 (6,9) hut - Cald the Merchant requests the elimination of the thieves that plague the area. Clear them out of A1 and destroy their den at (13,5) and return; receive 1000 gold and 1000 XP, party. A1 (13,9) hut - Vera the Princess asks you to find her crown. Retrieve it from A1 (7,1) and return; receive Frost short bow, Plate armor, Sage ring. A2 (2,9) campfire - Ogre Chief appears only after the Ogre Fort is burned down; you are asked to destroy the nearby Orc Fort. Do so and return; receive
  Flaming short sword.
A2 (13,9) campfire - Enaed the Orc Chief appears only after the Orc Fort is
  burned down; you are asked to destroy the nearby Ogre Fort.  Do so and
  return; receive Venemous shield.
A5 (7,2) shrine - Vincent asks you to recover the Sacred Cow.  Retrieve it from
  Ogre Fort (14,11) and return; the shrine now becomes a place to gain +50
  Spell Points.
A6 (2,12) tent - Helga request the defeat of the nearby Yang Knights.  Destroy
  the camp at A6 (4,5) and return; receive 100000 XP, party and Defender
  gauntlets.
A7 (0,7) campfire - Mayor Roderic Lawrence of Impery asks you to clear Impery
  of monsters, and gives you *Pass to Impery.  Clear Impery and Impery Breeding
  Grounds of all monsters and return; Mayor Roderic Lawrence asks you to clear
  the land around Impery of monsters, and he returns to Impery.
A7 (5,14) stone circle - Kroe the Druid needs the Druid Carving to reopen the
  temple in Impery.  Retrieve it from B1 (2,5) and return; Kroe will accept
  it and reopen the temple once you liberate Impery.
A8 (12,12) stone circle - Merc the Druid seeks Rock Candy.  Retrieve it from B8
  (11,7) and return; A8 (12,10) and A8 (12,11) become land, opening the way to
  the Garden of Wonders.
B2 (8,14) shrine - Patriarch Donnan seeks the High Sign.  Retrieve it from A3
  (3,5) and return; receive 25000 XP, party.
B5 (6,2) shrine - Amon Ralf Mercalphet asks you to retrieve the Sky Hook.
  Retrieve it from Pyramid of Canegtut (8,14) and return; receive 40000 XP,
  party; the shrine now becomes a place to temporary gain +20 All Resistances.
B7 (13,13) stone circle - Marcus the Druid seeks the Double Cross.  Retrieve it
  from A7 (4,10) and return; receive *Ivy Plant.
B8 (11,7) stone circle - Sagan the Scholar seeks Ivy Plant.  Retrieve it from
  B7 (13,13) and return; receive *Rock Candy.
C7 (12,8) stone circle - Crystal the Druidess seeks Soft Rock.  Retrieve it
  from D8 (11,2) and return; receive Mountaineer skill for whole party.
D8 (11,2) stone circle - Sophie the Druidess seeks Hard Rock.  Retrieve it from
  A7 (12,13) and return; receive *Soft Rock.
Lilith's Caverns Level 3 (1,14) - Place the 30 Spirit Gems from all over
  Lilith's Caverns in the magical pool at (2,13), then pull the lever here;
  receive "Slayers of the Evil Lilith" award.
Orlow's Tower (10,8) throne - (1) First clear Hart and Orlow's Tower of
  monsters then speak with the Mayor of Hart; Bec du Lac will appear here and
  give you the task of finding the six Elder Weapons.  Retrieve the Gamblers
  Elder Dagger from Black Tower Level 3 (1,14) and return for 1000 gold and
  5000 XP, party.  (2) Retrieve the Leadership Elder Mace from Temple of HAVEC
  Level 3 (11,4) and return for 5000 gold and 25000 XP, party.  (3) Retrieve
  the Wisdom Elder Staff from D5 (6,5) and return for 2000 gold and 10000 XP,
  party.  (4) Retrieve the Wind Elder Spear from F8 (13,9) and return for 200
  gems and 15000 XP, party.  (5) Retrieve the True Elder Long Bow from Castle
  of the Undead Level 3 (3,12) and return for 500 gems and 50000 XP, party.
  (6) Retrieve the Dragon Elder Long Sword from Skyroad B3 (6,1) and return for
  1000 gems and 75000 XP, party.

  
SECTION 4A - MONSTER TABLE
--------------------------

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

The second line indicates awards given for defeating the monster.
Exp   - experience gained
Gold  - gold gained
Gems  - gems gained
Items - level of item dropped (item levels are defined in section 5A); the
        probability that this item drops is not indicated.

                                                           Resistances
ID# Name             HP   AC Spd Acc At    Dam DT R  BT Ta Ph/ F/ C/ E/ P/En/Ma
134 AcidDragon      320D  30  28      P    200 F  Y        20/20/ 0/ 0/Im/20/20
    Exp:  70K  Gold: 1220   Gems:  30   Items: none
123 AirWizard        75H  17  30      P   2d20 E  Y         0/Im/60/60/60/60/50
    Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
  2 Annihilator    1500   40 200     12   5d50 En Y        Im/Im/Im/Im/Im/Im/Im
    Exp:   1M           [Immune to everything other than the six Elder Weapons]
 52 Arachnoid        50I  10  40      1    3d5 P    Poi     0/ 0/ 0/ 0/Im/ 0/ 0
    Exp: 4000
  5 Armadillo       800B  50  15  60  1  100d6 Ph   BrW    50/50/80/ 0/80/50/ 0
    Exp:  60K
  3 Autobot        2500  100 200      2  5d100 En          Im/Im/Im/Im/Im/Im/Im
    Exp:   1M           [Immune to everything other than the six Elder Weapons]
  6 Barbarian        50H   5  40  20  3   1d20 Ph Y     So  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold:  100   Gems:   0   Items: Level 3
100 BatQueen        500   40  32  15  2  10d15 Ph   Wea Cl  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  70K
 18 BeholderBat      75   15  80      P    5d5 F            0/Im/ 0/50/ 0/ 0/ 0
    Exp:  10K
 16 BreederQueen    400I  15  50      1   50d2 E    Par Pa  0/50/50/Im/50/50/ 0
    Exp:  25K
117 BreederSlime     20    2  25      1    1d8 P            0/ 0/ 0/ 0/Im/ 0/ 0
    Exp:  200
 95 CanegCleric      25H   3  10      1     20 E  Y     Cl  0/10/10/Im/10/10/10
    Exp:  10K  Gold:    0   Gems:  10   Items: none
  8 ClericofMok     125H  10  40      1   50d2 E  Y     Cl  0/10/10/Im/10/10/10
    Exp:  30K  Gold:    0   Gems:  10   Items: none
 11 CloudDragon    2000D  40 150      P    600 C  Y        50/ 0/Im/50/Im/50/25
    Exp: 500K  Gold:    0   Gems:  10   Items: none
 63 CovenLeader     150H  20 100      P  10d15 En Y SP      0/10/ 0/Im/50/Im/50
    Exp: 120K  Gold:    0   Gems:  20   Items: Level 6
 68 CultLeader      880U  25  70   1  1  10d10 Ph Y     Cl  0/20/20/20/20/20/20
    Exp: 100K  Gold:    0   Gems: 100   Items: Level 6
111 Cyclops         100   16  28  35  2   2d25 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  10K  Gold: 1300   Gems:   5   Items: none
137 CyroDragon     1000D  40  35      P    200 C  Y        20/20/ 0/ 0/Im/20/20
    Exp: 200K  Gold: 1220   Gems:  30   Items: none
 66 DarkWolf         70B  10  70  10  3    3d8 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K
 31 DeathKnight     750H  50  80 150  2  2d250 Ph       Pa  0/50/50/50/50/50/10
    Exp: 100K  Gold:  100   Gems:   0   Items: Level 6
140 Demon          1000   40  33      P  10d30 F  Y         0/Im/ 0/ 0/ 0/ 0/20
    Exp: 170K
141 Devil          1200   50  66      P  10d35 C  Y         0/Im/ 0/ 0/ 0/ 0/30
    Exp: 200K
114 DiamondGolem   1000G  40  30  50  2   4d50 Ph   BrW    50/80/80/80/50/ 0/ 0
    Exp:  30K  Gold:    0   Gems:  20   Items: none
 71 DoomKnight     1000H  50 100 150  4  2d250 Ph   Dea Pa  0/80/80/80/80/80/20
    Exp: 500K  Gold:  200   Gems:   0   Items: none
139 DragonLord     1000D  45  40      P    400 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
    Exp: 250K
 15 DragonMummy    3000D  30 100 200  1 2000d2 Ph   Dis Cl 90/ 0/Im/80/Im/ 0/10
    Exp:   2M
144 Duval           400H  25  40      1  10d25 F        Pa  0/50/30/30/30/40/30
    Exp: 100K
 17 EarthBlaster   1000   10 100 200  P  5d100 Ph          90/Im/90/90/Im/ 0/ 0
    Exp: 250K
125 EarthWizard      75H  17  30      P   2d30 En Y         0/Im/60/60/60/60/50
    Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
  7 Electrapede     100I  10  50      1     50 E    Par Pa  0/50/50/Im/50/50/ 0
    Exp:  10K
 50 Enchantress     100H  25  60      1  3d150 E  Y     Cl  0/10/10/Im/10/10/20
    Exp:  40K  Gold:    0   Gems:  20   Items: none
115 FireDragon      350D  30  28      P    200 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
    Exp:  80K
107 FireWizard       35H  17  30      P   2d30 F  Y         0/Im/60/60/60/60/50
    Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
135 FrostDragon     330D  30  28      P    200 C  Y         0/ 0/Im/ 0/ 0/ 0/ 0
    Exp:  90K  Gold: 3120   Gems:   0   Items: none
 38 Fumerole         75   20  10      P   7d10 F  Y        20/Im/ 0/20/20/20/ 0
    Exp:  10K
 21 Gargoyle        100   35  30  60  2   5d20 Ph           0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  30K
119 GargoyleKing    200   70  60  80  4   4d30 Ph           0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  60K
148 GateMaster      900   30  35  10  2  10d40 Ph   Slp    30/Im/50/50/50/50/50
    Exp: 100K
149 GateMaster     1300B  40  70  10  3  15d80 Ph   Par    30/Im/50/50/50/50/50
    Exp: 150K
150 GateMaster     1900   50  66      P 15d130 C  Y Age    30/Im/50/50/50/50/50
    Exp: 200K
 91 GhostMummy      500U  35 175 150  1  200d5 Ph   Age Cl 80/ 0/80/60/80/80/50
    Exp: 500K
102 Ghoul            40U  15  20  22  2   2d10 Ph   Par Pa 50/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 3500
 22 Giant           250   25  45 100  2   20d5 Ph   Unc     0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 100K  Gold: 1000   Gems:   0   Items: Level 5
 23 Goblin           10    5  30   1  2    2d6 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 1000
116 GreatHydra     1000D  27  30  45 12  10d10 Ph   Poi     0/50/50/50/Im/50/ 0
    Exp:  50K
 13 GreenDragon    2500D  50 150      P    500 F  Y        50/Im/ 0/50/Im/50/25
    Exp: 500K  Gold:    0   Gems:  10   Items: none
 25 Gremlin          20    7  35  10  2   2d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 2000
 26 GremlinGuard     50   10  35  20  2    6d5 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 3000
 27 Griffin         800B  35 150 150  2   50d6 Ph       Kn  0/ 0/ 0/ 0/ 0/ 0/80
    Exp:  60K
145 GuardBot V1.0   200   50  50      1    100 En          Im/Im/Im/Im/Im/Im/Im
    Exp:  70K           [Immune to everything other than the six Elder Weapons]
146 GuardBot V2.0   300   70  50      1    100 En Y        Im/Im/Im/Im/Im/Im/Im
    Exp:  80K           [Immune to everything other than the six Elder Weapons]
147 GuardBot V3.0   400   90  50      1    100 En Y        Im/Im/Im/Im/Im/Im/Im
    Exp:  90K           [Immune to everything other than the six Elder Weapons]
101 Harpy            60    7  21      2   2d15 Ma   Lov Ar  0/ 0/ 0/ 0/ 0/ 0/50
    Exp: 1200
 20 HellHornet      250I  30  50      2  2d250 P    Wea Dr 50/50/50/50/Im/50/ 0
    Exp:  50K
 83 Hobstadt        400   20  70  30  1   2d50 Ph           0/50/50/50/50/ 0/ 0
    Exp:  25K  Gold: 1000   Gems:   0   Items: Level 4
 29 Iguanasaurus   1000B  20  30 150  1  10d50 Ph   Ins    20/50/50/50/50/50/ 0
    Exp: 100K
 99 InsectSwarm      30I  10  28   8  P     10 Ph           0/ 0/50/50/50/ 0/ 0
    Exp: 1300
143 Jouster          80H  20  25  40  1   2d30 Ph       Pa  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold: 2000   Gems:   0   Items: Level 3
 46 KillerCobra    1000B  25 100  30  1  2d100 Ph   Age     0/ 0/ 0/ 0/Im/ 0/50
    Exp:  25K
 14 KingCyclops     400   24  36  35  2   6d20 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  20K  Gold: 1300   Gems:   5   Items: none
 32 Lava Fiend      200   30  20   1  P  15d20 Ph          20/50/ 0/20/20/20/ 0
    Exp:  15K
 39 Lava Golem       55   10   5   1  P   5d10 Ph          20/Im/ 0/20/20/20/ 0
    Exp: 5000
 33 LavaRoach       500I  20  70      1   5d50 F            0/Im/ 0/Im/Im/ 0/ 0
    Exp:  50K
 77 Lilith          150H  35 100      P   2d60 F  Y Age     0/50/50/50/50/Im/80
    Exp: 100K  Gold:    0   Gems: 100   Items: Level 6
 10 MantisAnt       200I  30  40  30  2   2d50 Ph   Poi    30/ 0/ 0/ 0/Im/ 0/ 0
    Exp:  40K
 78 MasterThief     100H  20  50  40  1  1d250 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  20K  Gold:  250   Gems:  20   Items: Level 4
 64 MasterWizard    500H  25 150      2  10d40 F  Y     Kn  0/Im/50/50/50/50/50
    Exp: 120K  Gold:    0   Gems:  50   Items: none
 53 MedusaSprite     30    5  30  10  1    3d3 Ph   Sto Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000
 37 Minotaur       1000   80 120 150  1  100d4 Ph   Age    60/ 0/10/ 0/ 0/ 0/50
    Exp: 250K
  9 MokHeretic      150H  12  50      1   50d3 Ma Y     Cl  0/20/20/50/20/20/30
    Exp:  50K  Gold:    0   Gems:  25   Items: Level 4
126 Morph Type I    200   10  60  30  1   2d35 Ph           0/50/50/50/50/ 0/ 0
    Exp:  15K
127 Morph Type II   100   15  30  30  1   4d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K  Gold:  100   Gems:   0   Items: none
128 Morph Type III   30    5  30  10  1    3d3 Ph   Sto Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000
129 Morph Type IV   200   16  28  35  2   2d40 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  10K  Gold: 1300   Gems:   5   Items: none
130 Morph Type V    500   25  45 100  2  100d5 Ph   Unc     0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 100K  Gold: 1000   Gems:   0   Items: Level 5
  4 MountLizard     150B  30  25      1  3d100 P  Y         0/ 0/50/ 0/50/ 0/ 0
    Exp:  50K
131 Mummy            80U  20  55  80  1   10d6 Ph       Cl 25/ 0/30/30/30/40/50
    Exp: 2000
 35 MysticMage      200   20  70      P  10d20 E  Y         0/50/50/Im/50/50/30
    Exp: 100K  Gold:    0   Gems:  50   Items: none
136 NoxiousDragon   350D  25  25      P    150 P  Y        20/20/ 0/ 0/Im/20/20
    Exp: 100K  Gold: 1220   Gems:  30   Items: none
 54 NyeanKiller      50H  10  30  10  1   1d60 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold:   70   Gems:   0   Items: none
 41 Octopod        2500B  40  80      P  2d100 P    Poi     0/ 0/50/ 0/Im/ 0/ 0
    Exp: 250K
 42 Ogre            100   15  30  30  1   4d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K  Gold:  100   Gems:   0   Items: none
 84 OgreGuard        75   15  50  30  1   5d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  20K  Gold: 1000   Gems:   0   Items: Level 5
121 OgreShaman       50H  15  30      P    4d5 F  Y Slp     0/ 0/ 0/ 0/ 0/ 0/10
    Exp:  13K  Gold:   75   Gems:  10   Items: Level 2
 74 OrcElite        100H  15  40  20  2   5d10 Ph       Dw  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  15K  Gold:  100   Gems:   0   Items: Level 3
 40 OrcGuard         60H  10  20  20  1   3d10 Ph       Dw  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold:   50   Gems:   0   Items: Level 2
 43 OrcShaman        50H  15  30      P    5d5 C  Y Slp     0/ 0/ 0/ 0/ 0/ 0/10
    Exp:  10K  Gold:   75   Gems:  10   Items: Level 2
 92 PhaseMummy      500U  35 175 150  1  200d6 Ph   SP  Cl 85/ 0/80/70/80/80/60
    Exp: 500K
 34 PowerLich       500U  20  60      P  10d10 Ma Y Unc    70/ 0/ 0/ 0/ 0/ 0/80
    Exp: 200K
122 QueenSprite      75   10  50  20  1    4d5 Ph       Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K
142 Roc             200   16  28  30  2   4d15 Ph   Par     0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  20K
120 RoyalMummy      180U  25 175  80  1   18d6 Ph       Cl 25/ 0/30/30/30/40/50
    Exp:  20K
 79 RoyalVampire    750U  40 125 120  1  10d50 Ph   CuI Cl 65/50/50/50/50/50/50
    Exp: 400K
 44 Sabertooth      100B  20  60  30  3   5d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K
 45 SandFlower      100   10  50  50  5    5d5 Ph   Lov    50/ 0/ 0/ 0/ 0/ 0/50
    Exp:  10K
105 SandGolem        80G  18  10  30  1     40 Ph   Slp    20/80/80/80/80/ 0/ 0
    Exp: 8000  Gold:    0   Gems:   5   Items: none
110 SandWorm        250   19  30  30  1   6d25 Ph   Dea     0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K
138 ScorchDragon    750D  35  30      P    300 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
    Exp: 150K
 60 SewerHag         75H  10  40      1  10d25 E  Y Ins Pa  0/ 0/ 0/Im/Im/ 0/20
    Exp:  50K  Gold:    0   Gems:  10   Items: none
 47 SewerRat         40B   5  35  10  1   3d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 2000
 49 SkeletalKnight  350U  20  25      1     35 En       So 10/30/10/20/Im/50/50
    Exp:  25K
 98 Skeleton         20U   5  10   4  1    2d6 Ph       Cl 50/50/50/50/50/ 0/ 0
    Exp:  250
 87 SkyGolem       1000G  50 100      P  2d100 C  Y        50/50/Im/50/50/50/50
    Exp: 200K
 30 SlayerKnight    500H  30  50 100  1  2d250 Ph       Pa  0/50/50/50/50/50/ 0
    Exp:  50K  Gold:   50   Gems:   0   Items: Level 5
 97 Slime             2    0  25      2    1d2 P            0/ 0/ 0/ 0/Im/ 0/ 0
    Exp:   50
104 SnowBeast        50B  25  32  30  2   2d10 Ph           0/ 0/90/ 0/ 0/ 0/ 0
    Exp: 7000
 55 Thief            40H  15  40  20  1  1d100 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K  Gold:  200   Gems:   0   Items: none
 61 TidalTerror    1000   10 200      P  5d100 C           Im/Im/50/50/Im/50/ 0
    Exp: 500K
103 TombGuard        50U  25  18      1    4d5 Ma   Age Pa 60/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 6000
109 TombTerror      150U  15  27      1   4d20 Ma   Cur    60/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  13K
 56 TrollGrunt       40    5  50  30  1   2d25 Ph           0/50/50/50/50/ 0/ 0
    Exp:  10K
 81 TrollGuard      100   10  60  30  1   2d35 Ph           0/50/50/50/50/ 0/ 0
    Exp:  15K
118 TrollShaman     100    5  50      1   2d25 E            0/50/50/50/50/ 0/ 0
    Exp:  10K
 19 TumanWarrior     80H  30  24  25  4   3d15 Ph       Kn  0/30/30/30/30/ 0/ 0
    Exp: 8000  Gold: 1200   Gems:   0   Items: Level 3
 57 Vampire         400U  30  80 100  1  10d10 Ph   Wea Cl 50/50/50/50/50/50/50
    Exp: 200K
 58 VampireLord     500U  35 100 120  1  10d30 Ph   Slp Cl 70/50/50/50/50/50/50
    Exp: 300K
 59 VultureRoc     2500B  50 150 100  1   5d60 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 200K
112 WaterDragon     200D  15  26      P     80 C  Y         0/50/Im/ 0/90/ 0/ 0
    Exp:  50K
124 WaterWizard      75H  17  30      P   2d30 C  Y         0/Im/60/60/60/60/50
    Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
  1 Whirlwind      1000   10 250 250  P  5d100 Ph   Con    Im/Im/Im/Im/Im/ 0/ 0
    Exp: 250K
 62 Witch           150H  15  70      P  10d10 E  Y         0/ 0/ 0/Im/20/ 0/20
    Exp:  80K  Gold:    0   Gems:  10   Items: none
 65 Wizard          250H  20 125      1  10d25 Ma Y     Pa  0/50/30/30/30/30/30
    Exp:  60K  Gold:    0   Gems:  20   Items: none
133 Wizard SGT      500H  50  80 150  2  2d250 Ph       Pa  0/50/50/50/50/50/10
    Exp: 100K  Gold:  100   Gems:   0   Items: Level 6
132 WizardGuard     400H  30  50 100  1  2d250 Ph       Pa  0/50/50/50/50/50/ 0
    Exp:  50K  Gold:   50   Gems:   0   Items: Level 5
 93 Xenoc           700H  35 175      P  10d50 En           0/50/50/50/50/Im/50
    Exp: 250K  Gold:    0   Gems: 100   Items: Level 6
106 YangKnight       60H  30  24  25  4    3d8 Ph       Kn  0/30/30/30/30/ 0/ 0
    Exp: 8000  Gold: 1200   Gems:   0   Items: Level 3
 89 Yog             100H   5  60  25  1   1d30 Ph       So  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  25K  Gold:  200   Gems:   0   Items: Level 4
 67 Zombie           40U  15  20  22  2   2d10 Ph   Par Pa 50/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K

The following monsters are defined in the game code, but do not appear anywhere
in the game as far as I know.  (If you find any of these monsters, please let
me know.)
                                                                    Resistances
ID# Name             HP   AC Spd Acc At    Dam DT R  BT Ta Ph/ F/ C/ E/ P/En/Ma
 94 Barkman         40K   25 100      3    250 F            0/Im/ 0/50/Im/ 0/ 0
    Exp:   4M  Gold:    0   Gems:   0   Items: Level 6
 96 CanegBoss        55H   5  20      1     40 E  Y     Cl  0/10/10/Im/10/10/10
    Exp:  30K  Gold:    0   Gems:  10   Items: none
 80 Ct.Blackfang   1500U  50 150 120  1 10d100 Ph   Dea Cl 75/75/75/75/75/75/75
    Exp:   2M
 28 GammaGazer     5000   60 200      7  10d20 En          60/Im/ 0/Im/Im/Im/ 0
    Exp:   1M
 70 Gettlewaithe    100   15  35  10  2    5d5 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold: 2000   Gems:   0   Items: Level 5
 88 Gurodel         750   30  60 110  2  100d6 Ph   Unc     0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 100K  Gold: 5000   Gems:   0   Items: Level 6
 36 MagicMage       300   25  80      P  10d30 E  Y         0/50/50/Im/50/50/50
    Exp: 200K  Gold:    0   Gems:  75   Items: none
 69 MegaDragon      64KD 100 200      P 10d200 En Y Era    90/Im/Im/Im/Im/Im/Im
    Exp: 100M  Gold:    0   Gems: 232   Items: none
 73 MegaMage        500   35 100      P  10d40 E  Y         0/80/80/Im/80/80/80
    Exp: 500K  Gold:    0   Gems: 100   Items: Level 6
 24 OnyxGolem       10KG  50 100      P  2d250 Ma   SP     50/Im/Im/Im/Im/Im/Im
    Exp:   1M  Gold:    0   Gems: 100   Items: none
 12 PhaseDragon    4000D  80 200      P    750 C  Y        50/ 0/Im/50/Im/80/50
    Exp:   2M  Gold:    0   Gems:  20   Items: none
 76 Rooka            60B   5  40  15  1   3d10 Ph   Dis     0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold:    0   Gems:  10   Items: Level 4
 72 Sandro         1000U  20  75      P  10d10 Ma Y Dea    80/ 0/ 0/ 0/ 0/ 0/90
    Exp: 200K  Gold:    0   Gems: 100   Items: none
 48 SewerSlug        25I   2  25   5  1   2d10 Ph           0/ 0/ 0/ 0/Im/ 0/ 0
    Exp: 1000
 75 Shaalth         300H  15  50      P   5d10 C    Slp     0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  20K  Gold: 1000   Gems:  50   Items: Level 5
 90 Sharla           50    5  50  20  1    3d4 Ph       Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K
108 Sorcerer         40H  20  40      P   8d10 C  Y         0/30/Im/30/30/30/70
    Exp:  30K  Gold:  360   Gems:  40   Items: Level 4
 51 Sorceress       200H  30  80      P   2d50 Ma Y         0/10/10/20/10/10/80
    Exp:  80K  Gold:    0   Gems:  50   Items: Level 5
 82 TrollChief      200   15  65  30  1   2d50 Ph           0/50/50/50/50/ 0/ 0
    Exp:  20K
 86 Valio           150H  15  60      1  10d25 Ma       Pa  0/50/30/30/30/40/30
    Exp:  60K
 85 VampireKing     10KU  60 200 150  1 10d250 Ph   Era Cl 90/80/80/80/80/80/80
    Exp:   3M
113 Xeen'sGuard     100   50  50      1    100 En          50/80/80/80/80/20/ 0
    Exp:  20K


SECTION 4B - MONSTERS BY LOCATION
---------------------------------

GreyHaven: Cloud Dragon, Green Dragon
Hart: Slime, BreederSlime, Skeleton, InsectSwarm, Arachnoid, CanegCleric
Hart Sewer: Slime, BreederSlime, InsectSwarm, SewerRat, Arachnoid, BeholderBat,
  CanegCleric
Impery: Morph Type I, Morph Type II, Morph Type III, Morph Type V
Impery Breeding Grounds: Morph Type I, Morph Type II, Morph Type III, Morph
  Type IV, Morph Type V
Sand Town: Ghoul, Zombie, TombTerror, SkeletalKnight, DeathKnight, PowerLich,
  Xenoc, DoomKnight
Sand Town Sewer: Arachnoid, TombGuard, TombTerror, RoyalMummy, SewerHag,
  VampireLord, RoyalVampire, PhaseMummy
A1: Gremlin, GremlinGuard, NyeanKiller, OrcGuard, DarkWolf, OrcShaman, Thief
A2: Arachnoid, DarkWolf
A3: SnowBeast, Ogre, TrollGrunt, OgreShaman
A4: SnowBeast, Gargoyle
A5: Harpy, SnowBeast
A6: SnowBeast, YangKnight, Sabertooth
A7: Cyclops, Electrapede, KingCyclops
A8: SandFlower, PowerLich
B1: Barbarian, Ogre, Sabertooth, TrollGrunt, OgreGuard, Giant
B2: Arachnoid, Sabertooth
B3: MedusaSprite, TrollGrunt, TrollShaman
B4: MedusaSprite, QueenSprite, Gargoyle, GargoyleKing
B5: FireWizard, Gargoyle
B6: Harpy, TrollGrunt
B7: Barbarian, Electrapede, BreederQueen, Yog
B8: WaterDragon, Armadillo
C1: TumanWarrior
C2: SkeletalKnight, Giant, PowerLich
C3: VultureRoc, Minotaur
C4: Jouster, AirWizard, WizardGuard, Wizard SGT
C5: Jouster, EarthWizard, WizardGuard, Wizard SGT
C6: Lava Golem, Fumerole, Lava Fiend, MountLizard
C7: Roc, FireDragon
C8: Barbarian, Ogre, Thief, Armadillo, Giant, Minotaur
D1: WaterDragon, Octopod, TidalTerror
D2: WaterDragon, Octopod
D3: OrcGuard, Lava Fiend, SewerHag, Witch, CultLeader
D4: FireWizard, WizardGuard, Wizard SGT
D5: WaterWizard, WaterDragon, WizardGuard
D6: OrcGuard, OrcShaman, OrcElite
D7: Gremlin, Arachnoid, TrollGrunt, Hobstadt
D8: Arachnoid, SandGolem, SandWorm, MantisAnt
E1: WaterWizard, WaterDragon
E2: BeholderBat, Octopod, TidalTerror
E3: MasterWizard, EarthBlaster
E4: Harpy, DarkWolf, Gargoyle, SlayerKnight, Wizard, DeathKnight, Minotaur
E5: Barbarian, SlayerKnight, Wizard, Yog
E6: Thief, KillerCobra, MokHeretic, VultureRoc
E7: SandGolem, SandWorm, KillerCobra
E8: Arachnoid, SandGolem, SandFlower, KillerCobra, Minotaur
F1: MokHeretic, Griffin, Witch, CovenLeader, DoomKnight
F2: KillerCobra, WaterWizard, Octopod
F3: DeathKnight, TidalTerror
F4: Ogre, Enchantress, SlayerKnight, FireDragon, CultLeader
F5: GreatHydra, AcidDragon, FireDragon, FrostDragon
F6: GreatHydra, FrostDragon
F7: Arachnoid, SandGolem, SandFlower, SandWorm
F8: SandGolem, KillerCobra, DiamondGolem
Black Tower Level 1: Goblin, OrcGuard
Black Tower Level 2: Gremlin, OrcGuard, Ogre, OrcShaman
Black Tower Level 3: Ogre, OrcShaman, Giant
Castle of the Undead Level 1: Ghoul, TombGuard, Zombie, TombTerror, Gargoyle,
  BatQueen, Demon, Devil, PowerLich, Vampire, GhostMummy, PhaseMummy
Castle of the Undead Level 2: Ghoul, TombGuard, Zombie, TombTerror, Gargoyle,
  Demon, Devil, PowerLich, Vampire, GhostMummy, PhaseMummy
Castle of the Undead Level 3: TombTerror, Demon, Devil, PowerLich, Vampire,
  DragonMummy
Cave of the Wolf: Arachnoid, DarkWolf
Diamond Mine: Sabertooth, Witch, CovenLeader
Dragon's Cave: Noxious Dragon, ScorchDragon
Emerald Mine: TombTerror, DiamondGolem
Lilith's Caverns Level 1: BreederSlime, Arachnoid, Barbarian, NyeanKiller,
  BeholderBat, Electrapede, SkeletalKnight, Iguanasaurus
Lilith's Caverns Level 2: NyeanKiller, BeholderBat, TrollGrunt, Gargoyle,
  MantisAnt, HellHornet, LavaRoach, Iguanasaurus
Lilith's Caverns Level 3: SandGolem, BeholderBat, MasterThief, MantisAnt,
  LavaRoach, SlayerKnight, Giant, Iguanasaurus, Lilith
Ogre Fort: Ogre, OgreShaman, OgreGuard
Orc Fort: OrcGuard, OrcShaman
Orlow's Tower: Slime, InsectSwarm, MedusaSprite, QueenSprite, CanegCleric
Pyramid of Ascihep: Ghoul, Witch
Pyramid of Canegtut: OrcElite, AirWizard, EarthWizard, FireWizard, WaterWizard
Pyramid of the Dragon: BeholderBat, FireDragon, MasterWizard, DragonLord
Pyramid of Power: Wizard, EarthBlaster, Duval
Pyramid of Rettig: Mummy, Ghoul, ClericofMok, Gargoyle, RoyalMummy
Pyramid of War: Giant, MasterWizard
Ruby Mine: TrollGrunt, TrollGuard
Saber Tooth Den: Sabertooth
Sapphire Mine: LavaFiend, Gargoyle
Sky Platform: Griffin, MysticMage, SkyGolem, Whirlwind
Skyroad B3: GreatHydra, ScorchDragon, CyroDragon, DragonLord
Spaceship Level 1: GuardBot V1.0, GuardBot V2.0
Spaceship Level 2: GuardBot V1.0, GuardBot V2.0, GuardBot V3.0, Annihilator
Spaceship Level 3: GuardBot V2.0, GuardBot V3.0, Annihilator
Spaceship Level 4: GuardBot V2.0, GuardBot V3.0, Annihilator, Autobot
Spaceship Level 5: GuardBot V3.0, Annihilator, Autobot
Temple of HAVEC Level 1: OrcGuard, Ogre, OrcShaman
Temple of HAVEC Level 2: OrcGuard, OrcShaman, TrollShaman, OgreShaman,
  ClericofMok
Temple of HAVEC Level 3: OrcGuard, OrcShaman, ClericofMok
Trappist Monastery: HellHornet
Troll Mine: TrollGrunt, TrollGuard, Hobstadt
Underworld: Lava Golem, Fumerole, Lava Fiend, Demon, Devil, Minotaur,
  RoyalVampire, GateMaster (148), GateMaster (149), GateMaster (150)
Wyrm's Lair: AcidDragon, FireDragon, FrostDragon, DragonLord


SECTION 5 - SHOPS OF HAVEC
--------------------------

GreyHaven (15,10) - carries level 1-2 items (overlaps with all armories in the
                      other three towns)
Hart (1,1)        - carries level 1-2 miscellaneous items, after you return
                      Golden Magic Wand to Orlow
Hart (3,1)        - carries level 2 accessories, after you return Green Magic
                      Hammer to Jacqueline
Hart (5,1)        - carries level 1-2 armor, after you return Red Magic Hammer
                      to Roland
Hart (14,14)      - carries level 1-2 weapons, after you return Silver Magic
                      Hammer to Hans
Impery (1,1)      - carries level 1-2 armor, after you clear Impery and A8 and
                      receive award from the Mayor
Impery (1,9)      - carries level 1-2 weapons, after you clear Impery and A8
                      and receive award from the Mayor
Impery (3,9)      - carries level 2 accessories, after you clear Impery and A8
                      and receive award from the Mayor
Impery (5,9)      - carries level 1-2 miscellaneous items, after you clear
                      Impery and A8 and receive award from the Mayor
Sand Town (3,14)  - carries level 1-2 weapons, after you become Crusaders of
                      Sand Town and retrieve Noam's Hammer
Sand Town (7,14)  - carries level 1-2 miscellaneous items, after you clear Sand
                      Town and E8 and speak to the Mayor
Sand Town (14,12) - carries level 1-2 armor, after you clear Sand Town and D8
                      and speak to the Mayor
                       

SECTION 6 - TAVERN TIPS AND RUMORS
----------------------------------

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

GreyHaven (15,2)
Hart (14,3)
  Rumor 1 : There is a Troll army massing in the mountains.
  Rumor 2 : Lord Xeen disappeared years ago.
  Rumor 3 : Lord Xeen disappeared through a pyramid near here.
  Rumor 4 : Each type of Smith makes a different type of item.
  Rumor 5 : You can learn from merchants in the wagons.
  Rumor 6 : The people of the other cities are hiding in the mountains, waiting
            to return.
  Rumor 7 : They say that Source never looks the same twice.
  Rumor 8 : The Orcs and Ogres hate each other.
  Rumor 9 : You need magic coins to activate the wells.
  Rumor 10: All the Orcs were not slain.  Some plan to attack again.
  Tip 1 : Source battled, but never conquered the four evil wizards.
  Tip 2 : Beware the pass where magic dies.
  Tip 3 : Never trust a gremlin bearing gifts.
  Tip 4 : Always search for the mayor before clearing the city.
  Tip 5 : The taxes aren't regular, but they are inevitable.
  Tip 6 : You can only tax a city so much, then they stop paying.
  Tip 7 : Everyone must have the swimming skill before you can venture into
          shallow water.
  Tip 8 : He who runs away lives to fight another day.
  Tip 9 : Be sure to put your excess gems in the bank... you may need to ask
          Mr. Wizard for help.
  Tip 10: Use the Jump spell to get over traps.

Impery (10,2)
  Rumor 1 : The city is free, but the ghosts remain.
  Rumor 2 : The Staff of the Mountain is said to be a hot item.
  Rumor 3 : Some say that the Source calls our land HAVEC.
  Rumor 4 : I've heard that the Source lives in an iron castle.
  Rumor 5 : Did you hear, the Source always wears a suit of steel armor.
  Rumor 6 : Always talk to a priest.
  Rumor 7 : We hid many of the powerful magic items in the stone circles.
  Rumor 8 : They say the personal guards of Source are immune to all magic.
  Rumor 9 : They say the Source is a ten foot tall demon!
  Rumor 10: Yggvy is a Fink.
  Tip 1 : It can take a long time to get through the desert without a
          navigator.
  Tip 2 : Clint is teaching Prestidigitation near where barbarians roam.
  Tip 3 : The only way to free the land is to destroy the camp or nest.
  Tip 4 : Use the Wizard Eye and Teleport spells to speed your explorations.
  Tip 5 : Use the grates to cut off pursuit.
  Tip 6 : Beware the Wizards in Canegtut's Pyramids.
  Tip 7 : Cast your protections spells at 5:00 in the morning to get the most
          from them.
  Tip 8 : The Source secretly controlled even Lord Xeen.
  Tip 9 : All Elder weapons give their user a magical boost.
  Tip 10: You should stop paying for tips once you have reached the 20th tip at
          a tavern.
          
Sand Town (13,1)
  Rumor 1 : It wasn't the lava that got them, it was the fumeroles!
  Rumor 2 : Six Paladins died defending the cities.
  Rumor 3 : Beware the pass that costs you your magic.
  Rumor 4 : The Dragon's lands are a great place to get a drink.
  Rumor 5 : The Tuman Army in on the march!
  Rumor 6 : Tumans are barbarians who destroy everything and everyone.
  Rumor 7 : I head there is a diamond mine in the mountains.
  Rumor 8 : The Morphs stole the gem from our magic mirror.
  Rumor 9 : The Western Pass puts you between a Roc and a hard place.
  Rumor 10: The danger in the desert is wizard made.
  Tip 1 : Some monsters hate certain types of characters.
  Tip 2 : Search fireplaces for secret buttons.
  Tip 3 : Use Teleport carefully inside of towers and castles.
  Tip 4 : Each party member can have a return location for the Lloyd's Beacon
          spell.
  Tip 5 : Cald the Merchant near here had a magic coin to sell.
  Tip 6 : A Wizard only warns you once.
  Tip 7 : The fountains in the Mountain of the Staff increase your abilities.
  Tip 8 : The dragon caves are connected.
  Tip 9 : Be carefull when traveling on the seas.  Monsters could be anywhere.
  Tip 10: Hi Mom and Dad!  I'll write soon.  I promise.

  
SECTION 7 -- WALKTHROUGH
------------------------

After creating your party, buy spells and equipment and head on through the
portal.  The portal won't exist for long; it will cease to function partway
through the liberation of the first town Hart, but you can return with Lloyd's
Beacon.

Follow the road to Hart and clear it and Orlow's Tower for the first reward
from the Mayor, then clear the Hart Sewer and retrieve the treasure from the
Hart Lower Sewer.

Clear A1 and complete the quests there, then activate one of the wells in A1
with a Magic Coin.  The mage guild in Hart will now be open, allowing access
to many good spells, including the Bless, Heroism, and Power Shield spells
that make combat so much easier.

Next, explore A2, A3, B1, B2, B3, plus the Cave of the Wolf, Orc Fort, Ogre
Fort, Troll Mine, and Ruby Mine in those areas for experience and treasure.
There are two monsters noteworthy for random items: Barbarians in B1 drop level
3 items, and OgreGuards (one in the Ogre Fort, two in the ogre assault on Hart)
drop level 5 items.

Now you should be strong enough to clear out the Black Tower; this includes not
only the monsters, and the Gamblers Elder Dagger on Level 3, but also
apparently all of the stat boosting barrels.  The Giant in the northeast corner
of Level 3 may prove to be challenging.  Four Giants may also attack Hart from
the north and close the entrance to the city at around this time.  Giants are
deadly in melee, so use the Jump spell to keep your distance; use the Energy
Blast or Fire Ball spells at range.  Giants drop level 5 items.

The Mayor of Hart will now declare you Lords of Hart.  Now explore A4, A5, B4,
B5; there is a mountain pass in A5 that will let you explore the snowy areas in
the south of A3, A4, A5, and A6.  The Bless, Heroism, and Holy Bonus spells
should make you strong enough to defeat Gargoyles in melee.  The GargoyleKing
in B4 is tough, but it lacks spell resistance; hit it with Frost Bite, Energy
Blast, and Fire Ball spells and you should come out on top after a few tries.
Defeating the GargoyleKing and sacking the Gargoyle lair will yield the Key to
Canegtut's Pyramid.

Now clear the Pyramid of Rettig and the Pyramid of Canegtut for experience,
treasure, and the stat fountains in the Pyramid of Canegtut.  The Pyramid of
Rettig has the key to the Temple of HAVEC, and the Pyramid of Canegtut holds
the Sky Hook which can be returned to the shrine in B5.

Explore A6 and B6 next.  The Yang Knights carry much treasure and the Key to
the Pyramid of Ascihep; be sure to get the reward from Helga too.  Then clear
out the Pyramid of Ascihep for the Staff of the Mountain, and the Temple of
HAVEC for the Leadership Elder Mace.  After that, clear A7 and B7.  Be sure to
slay all monsters and explore A6, A7, and B7 as much as you can, as those are
quests for liberating Impery.  You will find the Hard Rock in A7.

At this point levels should take the maximum 1024000 XP per level, so now is a
good time to take all the permanent +1 Level boosters.  This includes as much
of the Pyramid of Power and the Pyramid of War as you can handle, although you
may not be able to handle all of either just yet.

Now you should be strong enough to clear out Impery and the Impery Breeding
Grounds.  To open the way to the Breeding Grounds, set the morning sundial to 9
and the afternoon sundial to 5.  The Morph Type V is a particularly vicious
monster that is a Giant with extra hit points.  You may want to skip them at
first to drink from all the stat barrels in the Breeding Grounds first.  If you
use the +10 level temporary well in A6 and cast all the preparatory spells you
can, you can defeat a single Morph Type V in straight melee combat, although it
is still less risky to use Jump/Energy Blast and never let them in melee.  The
Morph Type V carries level 5 items.  Once you clear both areas, let the Mayor
know.  Among the shops that should open is the guild, which will have many
powerful spells available.

Now follow the road from B7 through C7.  There is a fire dragon in C7 you may
need to come back for later.  Explore D7 and D8; don't try to enter Sand Town
just yet.  You will be able to trade the Hard Rock for the Soft Rock in D8;
take the Soft Rock to Crystal in C7 to learn the Mountaineer skill.  You can
use your new-found exploring skills to go back for some more treasures and
monsters.

The next best place to tackle is C6; first clear the area of monsters, then
strike the Staff of the Mountain 4 times.  You may need to rest many more times
than the indicated one day between staff strikes.  The map gets turned into a
lava maze once you do this, with several permanent stat boosters and some good
loot.  Make sure to sweep the lava maze clean of everything so you get proper
credit for clearing the area.

Now you want to make the Garden of Wonders available.  It's in the southeastern
part of A8, and can be reached either by the Teleport spell, or by solving the
quest chain that opens a path to the southeast area.  You should be able to
defeat the power lich in the Garden with the help of the +10 level fountain;
the Moon Ray spell (which can be cast from an item) is useful to restore
multiple people to consciousness in a single turn.  You now have access to
several fountains that increase your stats nicely; set one of your Lloyd's
Beacons here.  Clearing A8 will also complete the liberation of Impery (which
requires clearing A6, A7, B7, and A8 in addition to Impery and the Impery
Breeding Grounds), and you should now be declared Liege Lords of Impery.

The next outdoor sectors to clear out are B8, C1, C2, and D6.  The armadillos
in B8 should be dealt with by luring them out of the anti-magic zone, then
casting Beast Master on them.  There are several Giants in C2 that drop good
treasure.

You can now tackle the Emerald Mine, the Sapphire Mine, the Diamond Mine, and
the Trappist Monastery.  The DiamondGolem in the Emerald Mine is tougher than
the other monsters, but should still be readily beatable.  The CovenLeader in
the Diamond Mine holds a level 6 item; you will be unable to mine the Diamond
until late in the game.  Clearing the Trappist Monastery will increase your
statistics, including Personality all the way to 255.

Now you should be strong enough to clear out Sand Town and the Sand Town Sewer,
with the aid of the +10 level fountain and the Garden of Wonders fountains.
Xenoc in the northeast, the DoomKnight in the east, and the PhaseMummy in the
sewer are the hardest enemies, but you should have the strength to win.

Once you finish clearing out the town and rescue the mayor, the mayor will give
a quest to clear out all the surrounding outdoor areas.  You should receive
credit for the areas you've already cleared (C6, C7, D6, D8); of these, C6 is
the most important because that gives you access to the mage guild, which
allows access to the important Implosion spell.  Casting Implosion is the best
way to defeat difficult enemies like the Minotaur or the TidalTerror.

Go ahead and clear out E6, E7, and E8 as well.  Clearing C8 itself does not
count; you need to instead clear Lilith's Caverns in C8.  Find the 30 Spirit
Gems located in the caverns, defeat Lilith (she holds a level 6 item), put all
30 Spirit Gems in the pool, and pull the lever to free the Sand Town citizenry.
Once you clear all of C6, C7, D6, D8, E6, E7, E8, and Lilith's Caverns, Mayor
Yoav will declare you Crusaders of Sand Town.

Now tackle C4, C5, D4, and D5.  These are home to elemental wizards who are the
servants of Source.  The wizards' guards are much tougher than the wizards
themselves.  WizardGuards drop level 5 items, and Wizard SGTs drop level 6
items.  Defeat all the wizards and their guards.  You will receive four
passwords needed in the final dungeon; you will also find the Wisdom Elder
Staff in D5.

You are now strong enough to explore and clear out all the remaining surface
sectors; only the dragons in F5 and F6 may still prove challenging, but they
have a lot of loot.  In F8 you will find the Wind Elder Spear.

The Pyramids of Power and War, if you have not yet cleared them, and the
Pyramid of the Dragon should by this time now be easy to complete.  The sphinx
at the end of the Pyramid of the Dragon is exploitable; if you answer one of
her riddles incorrectly, you get attacked by a FireDragon, of which there is
an infinite supply.  If you wish you can use these to gain enough experience
for several extra levels, although it is not necessary.

Tackle the Castle of the Undead next.  You will find the True Elder Long Bow
on Level 3.  The only opponent who might be tough at this point is the Dragon
Mummy on Level 3, who doesn't have melee attacks and can be handled with Jump
and Implosion.

The last dungeons to explore are the Dragon's Cave and the Wyrm's Lair in F5
and F6, which are connected to each other and "Skyroad B3", which is probably
meant to be the second level of the Dragon's Cave.  The upper level of the
Dragon's Cave has a buggy barrel of +5 Speed that can be re-used every time you
reload a saved game.  "Skyroad B3" has both the Diamond Edged Pick and the
Dragon Elder Long Sword.

You will finally be able to mine the Diamond in the Diamond Mine with the
Diamond Edged Pick, and with all six Elder Weapons in possession you can report
to Bec du Lac in Orlow's Tower.  (Note that strictly speaking, you only
actually need one of the Elder Weapons to win the game.)

Go to the entrance to the TACT Tower and give the Diamond to the robot
guardian.  Enter the TACT Tower, set a beacon at the terminal, and enter the
code "Transport Seq Omega" to go to the Sky Platform.

The two treasures to retrieve here on the Sky Platform are the Firedoom Staff
and the Positive Orb.  If you go to the central platform, you can fall through
to the Underworld at (8,7).  Do this just after 5 AM after getting all buffs
other than the Levitate spell, as it is difficult to get in and out of the
Underworld.

You can use the Firedoom Staff on certain lava tiles in the Underworld to
convert them to solid land, although if you have trained to maximum level
before entering the Protection from Elements and Power Shield spells should
shield you from most of the damage you take anyway.  Try to walk north through
the center of the map and you will be asked to slay four creatures located at
the four corners of the southern half of the map.  You can do this, or exploit
a bug and walk backwards through the middle of the map.

You can now try to take the Negative Orb in the north-central part of the map.
This will require you to defeat the GateMaster three times; once just as you
try to take the Negative Orb, once in the northwest, once in the south-central
part of the map.  After that, in order to leave the Underworld you must either
invoke Mr. Wizard's power; or say "Despair" at the northwest shrine and "Pain"
at the northeast shrine, which will cause stairs to appear behind where the
Negative Orb was.

Now you are ready to tackle the final dungeon, the Spaceship (Metal Tower) in
F1.  The six Elder Weapons are the only means of harming the robots here.  Wait
until 5 AM and use all the buffs possible before entering, and equip all the
energy resistance equipment you can.  Autobots in particular are difficult to
hit.

On Level 1, enter "Vega" at (8,14) to activate the transporter to Level 2.  On
Level 2, enter "Antares" at (10,12) to activate the transporter to level 3.  On
Level 3, enter "Spica" at (12,10) to activate the transporter to Level 4.  On
Level 4, enter "Canopus" at (7,14) to activate the transporter to Level 5.  On
Level 5, enter "Orion" at (14,3) to activate the terminal on Level 2 (6,6).

Activating this terminal removes the wall at Level 2 (4,6).  This allows access
to the terminals at (1,8) and (2,8) that can accept the Positive Orb and the
Negative Orb respectively.  Once both Orbs have been so deposited, you can now
activate the terminal at Level 2 (6,8) that will remove the energy barrier at
Level 5 (4,9).  (This energy barrier is also bugged so that you can also bypass
it by simply walking sideways or backwards.)

Walk to the terminal at Level 5 (8,14) and deactivate Source.  This starts the
final self-destruct countdown.  You cannot teleport out, so you will have to
walk.  The countdown proceeds in such a way that every time you go down a
level, the timer ticks down, so unless you go up and down stairs you will
always make it out just before the ship blows up.

Congratulations, you've won!  (Not much of an ending, is it?)