Might and Magic V(PC) Walkthrough version 1.1.0 by Andrew Schultz schultz.andrew@sbcglobal.net Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of a great game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. Note this FAQ still requires organization of the nitty-gritty details, but what to do should be all there. Oh, and I have images on GameFAQs too that you may find helpful. **** AD SPACE **** My website: http://www.geocities.com/SoHo/Exhibit/2762 ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. LAUNDRY LISTS 4. WALKTHROUGH 5. WALKTHROUGH FOR MM4 WINNERS 6. REJOINING THE WORLDS 7. VERSIONS 8. CREDITS ================================ 1. INTRODUCTION Case for solving MM4 first: Case against solving MM4 first: 2. CONTROLS 3. LAUNDRY LISTS 4. WALKTHROUGH This walkthrough will lay out the best way to get through the game with level 1 characters. It also assumes that the solution is entirely contained in the Darkside of Xeen(Might and Magic V.) The next section contains the quicker way through the game. If you have brought characters over from Might and Magic IV, you can pretty much complete any dungeon as you enter it, although you may need to check the main walkthrough for details. The gross overview is in the next section. Also, if you brought characters from Might and Magic IV, you will probably find no better power-up than walking among the Cloudside towns and drinking from the fountains before casting a Lloyd's Beacon to return. One thing you should note is that saving frequently not only allows you to have a 100% success rate with stuff that should work 80% of the time, but you won't have to rest up etc. Saving up also helps you when you search for random items and you get a dud. Also, note that hitting the right puzzles at the right times is much more effective than going out and fighting, so this walkthrough will try to highlight the best order to go about things. Sometimes this means that you will solve a quest before getting information on it. Other times it may mean that you'll visit someone even before getting a quest from them. But if you really want to see the details of how to get through, you can just go to all the bars and talk, or use maps to read where you can read comments. The first thing to note is that you can keep the party you start with. It's easier that way. They have some good items. Stats don't matter much since they'll be ballooning ridiculously soon enough anyways. The only thing I recommend is that you change a Knight to a Ranger. In many ways Rangers combine the worst of Cleric and Sorcerer spells, but they're wonderful for certain noncombat heal spells. You probably have the MM Compendium, so you'll start in Vertigo. You can steal items from the village armory if you like, as well as the advancement center. If one of them is a missile weapon, you're off to an awesome start. But if this is too gauche for you, there are items to steal in MM5's Castleview, from under beds too. You'll probably wind up stealing one way or another. Here are some other tips: Save-and-reload before treasure troves. Easy pickings, wait for a powerful armor or weapon. If you get a great weapon or armor, try not to hold it in slot #9. If your backpacks are full the item gets kicked to player#1's last spot, overwriting what was there. Also, if your rear players begin to pick up stuff, consider either dropping it or turning it to gold. Adventurer is warrior minus so many bad guys. Easier if you just want to get through. Never hold down S or you will wind up shooting about ten rounds after the battle. Note that before an attribute reaches 50, you have 2 points between each level of proficiency, then 5, then 10. After that, 25. So overall it's the same to improve from 50 to 75 as 200 to 225. You'll want one super-fighter but as for spell points, just get your fighters to 50 and your spellcasters can get the rest 'til they hit 250. If you know where power-ups are you can hone things that much more, but you should be able to tear through pretty quickly any way you look at it. Finally, with regard to winning that last fight or getting guys knocked unconscious, if knocked out to a great degree, you may have your armor broken by the tougher foes. This happens with magic or regular damage. There seems to be some formula for HPs--below a certain amount, CRUNCH. So it pays to keep your party healthy or you may eventually have to fix your armor anyway. But if you must proceed and risk breakage, make sure to heal your party more than the bare minimum, preferably out of the red zone, and leave your sorcerer unconscious once he's lost spell points. 4-1. CASTLEVIEW AND THE PUZZLE QUESTS If you want to, in Vertigo, grab the items in the weapon shop and the Exit Vertigo(south) and 2S 2W and enter the portal which sends you to (25,21). With just MM5 you will want to walk to (25,21)--easy enough as there's a path leading directly there--and get the Dragon Pharaoh Orb. There may be a few goblins waiting to attack you as well, but they can be quickly dispatched. Your main worries here are probably the gates; they can kill a robber trying to unlock them, so save before. There is a way to get incrementally better but I feel that since the puzzles are there, you might as well take care of them. The Cartographer's Puzzle at (30,20) has a big long list of letters, and there are 8 ways to eliminate them. I still don't know where some of these locations are, but I used a handy DOS script to knock out all possibilities. Hey, there are computers in the game, so why not use them to solve a puzzle? echo OSWLAOBNFDYCIAUSWTYLEBIFRW>me.txt type me.txt | sed "s/[nra]//g">me1.txt type me.txt | sed "s/[obf]//g">>me1.txt type me1.txt | sed "s/[sd]//g">me2.txt type me1.txt | sed "s/[wui]//g">>me2.txt type me2.txt | sed "s/[cte]//g">me3.txt type me2.txt | sed "s/[yl]//g">>me3.txt The only line that makes any sense is "Sandcaster" in the final product. Also note that reversing what the answers have to be onto the questions, Crossroads is east of Sprite Forest. Acid Pond is south of Alamar's Castle, and the Great Northern Tower is west of Lakeside. Bingo--+100K experience. The next thing to do is bust through the secret door west at (21,30) and loot a treasure chest with several cool random items. It gives $3000. Looking at the maps for this game you may see some $'s which have an item or two, and you shouldn't count these out. Whenever you find a missile weapon or better armor, it will boost your party's toughness considerably. Gunning down goblins from long range will make Castleview even easier. If you want an immediate boost you can go to the jail at 1,20 and rescue Jasper, stopping off at 7,19 to gain swimming if you want(for non-humans,) and return to 22,24 to make Jethro happy. That gets 10000 experience points for your quest, and you get 6500 gold, too. Also you may want to spend $1500 on pathfinding(29,27) to allow you to walk through forests. Now you can go outside for some very nice treasure and experience. At (2,8) there's a sunken ship with a nice chunk of items and gold(you can save and restore until you get a missile weapon if you feel like--the treasure here is rather nice,) and at (1,4) you get a 500000 experience bonus too for answering "palindrome." Now you will have to go back to (15,12) to get a pass to re-enter Castleview. The 1000 gold fee is well worth it, since you will be re-using this pass a lot, and you can't quite get to the sewers 2S of the main entrance. Because the southern part of A4, where you exit, is fraught with electropedes, but you don't have to step near them right now. Just stay on the river, or north. From there you can train, but if you visit the southwest you can get even more levels. You need to spell "pitchfork" in the SW room with all the gold. Fortunately the letters are arranged so you can keep making knight's-moves. The best way to go about it is to face north and use the arrow keys to shuffle around, ctrl-left and ctrl-right to go side ways. You start at (6,1) and then move to (5,3). The final chest to open is in the center. ihr okt cpf This gets 250k experience. The next place to take care of business is confusing because the official solution seems over-specific. The chests are arranged as follows: 789 612 543 The official solution says to close them in the order 6-5-8-7-4-1-2-3, closing any that reopen when you closed the next one. However, I've found any order works pretty well. You get 50k experience for this. Just open #9 last and you should be OK. Now I've completed all this with 187 gold to spare and people at level 10/11. But don't worry if one person has a level left over. You don't really need gold much for anything else now--spells will come later. So you can go in and attack Gettlewaithe now. 4-2. GETTLEWAITHE Gettlewaithe is not too hard to beat up, and you might as well get the extra experience. But the trick is to gun down the enemies(first, the gremlins past the door at 17,13) as well as you can so that they don't drain you for the big fight. Gettlewaithe is at 29,13 and no matter how you answer, if you keep talking to him, he will eventually get upset and send his Gremlin Guards after you. You won't really need spells although your sorcerer can cast Magic Arrow and whatever spell items you find can work, too. You should be able to kill the first group of 2 gremlin guards, sidestep and back up, so they don't all attack in waves. To kill Gettlewaithe, you need to answer 3 when he begs for mercy. Then go to his throne and search for the energy discs. Of course here you can use a cheat to get by them--turn west, save, reload, N-W-W and turn around and fire. This is the first example of using the save- cheat and backwards-face cheat. You don't need it, but it may help you not have to rest later. Now you can return to the mayor at (23,27) for 50k experience and 10k gold. There's not much else to do here, but you may want to look for stray items and also buy the fake map from Joe at (28,30) and give it to Jethro(22,27). That will be worth a lot down the road. 4-3. CASTLEVIEW SEWERS You don't have to complete this all in one go. You may want to pile up some gold and come back and get some spells. In fact, there are some barrels here that give stat boosts but poison your characters, and so you will need cure poison/disease to get everything you can from this area. But that is in the future. For now though being able to cast first aid(watch your hit points) and light should be enough. There are surface places you can visit that are walled off, but you can visit them from the sewers. I like to take the exit on the east (30,18) and then go north and talk to Valio. Don't try to kill him(yet)--he's too tough and he gives you an important quest anyway. Just follow the path and shoot sewer rats from a distance. At (15,30) bust west through the secret door, defeat the sewer slugs and climb up the stairs. You have three treasure chests. They give 13000 gold and 3 items. If you like, you can go back upstairs and get some spells. Now that you've got some gold you can go to the NW too. Follow the gate west and then search the corpse on the island to the south and then go north. Direction Sense by the barrels is nice but not critical. Go up for a few spells if you want(see next subsection,) or you can loot a little more gold to the south. !!extra gold not mapped Turn south and at the main room you have various places you can go to find treasure. SW corner, behind the east gate. You can head south and in the NW isle you've got one item--east past a bunch of sewer slugs is another. At the south end you can head west to take out some rats--a few will appear at a knight's move and you can back up and fire at them. Keep nudging in and backing up and you can dispose of the rats pretty easily. Use First Aid when necessary too. There's a nice item in the sewer drain and the NW. !! Then go east. You may want to back up, turn around, and repeat until you see something you can shoot. There'll be a door to the north. Heal before opening. There will be several waves of rats and Rouka, the rat queen, in back. You can dispose of the rats and then turn around, backup, turn around and shoot--that should leave her close to death if she even gets to you. At (21,9) you'll find Nadia's necklace. Now you can probably get away with opening the barrels as long as you have Cure Disease. You may want to give only one or two people(cleric and sorcerer) the bonuses for fewer spells to cast later, but you should have enough spell points to heal everyone once rested. Note that each time a person drinks from a barrel he loses one of a certain attribute. Now you can go up the stairs in the SE. There'll be some enemies to gun down. Go all the way east then north. Sidestep west, backtrack and sidestep west. North, sidestep west and after a few gremlin guards you'll get to a room with a chest. It's got 3500 gold and several items. The reason you sidestep through all this is that there are so many gremlin guards to the west that you'll have too many to fight through conveniently. You can also go west and back up and repeat at (25,8) continually to take care of things. If you haven't backtracked through the sewers, do so. You can stop off with Valio and then climb the stairs to get to Nadia(100K exp and the key to Ellinger's Tower.) Valio gives 25k experience and one very nice item. You may, if you've gotten enough spells, rest up and try to defeat him(another nice item) but actually going on with the game will be more lucrative long- term. There's no moral punishment for wiping him out after you solved his quest. Once you've gotten Nadia's necklace back at (27,19) you've pretty much cleared Castleview. Before looking at 4-3-1 you can probably make a run to Ellinger's since there are no monsters in there. With Ellinger's solved you can just buy all the spells, if you want. 4-3-1. SPELLS, BEFORE OR AFTER THE SEWERS While you could've faced the sewers before, you can do so even more easily now. With a 1 day penalty for visiting a guild I tend to try to pace when I visit them. For now you just need basic spells: Ranger: cure disease, cure poison, cold ray(at the end if you have the money) Cleric: holy bonus, bless, heroism Archer/Sorcerer: jump, energy blast, 1 gets lightning bolt, 1 gets energy blast Cleric/Paladin: cure wounds, awaken Sorcerer: levitate, power shield Your archer can use throwaway jump spells, which definitely save time outdoors. Use the rest of your money to advance as far as you can; save beforehand, then balance this advancement so everyone's the same if you are short of money. You'll be coming back to train later. Once you have cure disease/poison be sure to use them. Your ranger will probably have 20 spell points, not enough to cure 2 poison and 1 diseased(from the barrels downstairs,) so you may just want to rest up before casting the second bit. 4-4. ELLINGER'S TOWER, NOW AND LATER Ellinger's Tower is pretty easy and you have to remember to use jump spells at certain points. The secret door opens to the south when you answer "1," the virtuous/noble blah-de-blah answer. Open the cabinets to the south; they reveal boots that give some nice armor class bonuses. The final enclave to the south has a button behind a tapestry. Push it to open another secret panel. The one on the west has platinum boots, even better than gold. The mirror won't work until you don't really need it any more. You need to open Castle Kalindra up, but to do that you need to go to disparate corners of the map. Catch-22 if not for teleport spells. Levels 2-3-4 all are smooth sailing. On level 2, push the buttons in the west to disrupt the lava. Otherwise you'd have to use a jump spell. I don't recommend reading the books for resistances yet because there are other places where you can pump these up if your stats are under X. If they're not, then you won't get as much of a bonus. 2W 2N 4E(use jump if you don't get rid of the lava) and you can push a button that opens a secret panel to the south. Then 4W 4S 4E 2N W and up to level 3. Now there are stairs right in front of you. You can take them, but they don't lead anywhere useful yet--you can't open the cabinets that hold obsidian boots(though you'll want to, soon) and you don't have anything to do along the skyroad, yet(another level up from the top of the tower.) You can circle either way from the stairs and open a grate leading to the stairs to level 4 in the center. Then on level 4 you should mention you seek ELLINGER. He's a couple squares forward. He'll give you a 250K experience boost. See him, then go to the alcove in the north and give your sorcerer an intelligence boost. You can probably get him to 70. That'll mean a lot of extra spell points. Get the praise and experience from Ellinger and then move on to (3,3) in Castleview. Follow the chest counterclockwise to (2,2) and get the items--you may want to save and reload if your items aren't much. I've gotten platinum crossbows and such. With this part of the game done it's time to move on to the Temple of Bark. Buy spells if you haven't. And set a Lloyd's Beacon somewhere convenient. Maybe at Ellinger's tower. 4-5. TEMPLE OF BARK 4-5-1. GETTING THERE, MONGA MELONS Go down into the sewers. Here you can pick up the might bonus in the NW if you want. Give them all to your paladin. The reasoning here is that some later parts of the game require a whopping might, and your ranger can't cast THAT many Cure Disease spells yet. Bark will change that, and then your Cleric and Ranger will have the spells anyway. The exit outdoors is at the very south end of the sewers, near where you defeated Rouka. Cast protection from Electricity, Holy Bonus, Bless and Heroism, and have your sorcerer cast a Power Shield, and climb up. There will be a few electrapedes to dispose of. If you want to save a bit of time, jump around. The first monga melon is 5S, and you can then go 1N4E for another. Step north, jump a few times and step north to Nibbler's hut. He'll give you 10000 experience and a quest. 4S 15E you'll find the Temple of Bark. Set a Lloyd's Beacon here and return to Nibbler's. Another 10K, and when you return you can visit the Temple. While I don't think you can complete it all at once, you can get a huge enough chunk done that your party will be ready for Sandcaster. 4-5-2. THE TEMPLE PROPER The Temple of Bark quest is next. The Monga Melons work well. You can get through Bark pretty easily as there aren't many tough monsters until level 4. Level 2 has a bunch of great places to look for level boosts. Level 3 has +19 for everyone. You'll get a bit more later. If you need to rest, be sure to cast the following: Protection from Cold(for Orc Shamen) Holy Bonus Bless Heroism Power Shield 4-5-2-1. LEVEL 1 Level 1 isn't too hard except for some nasty traps, so be sure to save the game frequently. Go 1N when you can and then through the gate to the south. You need to clear out the area south first so that the north gate doesn't block you from leaving later--well, ok. You can always cast Lloyd's Beacon. But you have prisoners at (9/10, 3) which give 25000 experience each and the clue "Orcs can't jump." Jump over the trap when facing east at (10,2) and flip the lever--jump on the way back, too. The door to the right in the entryway isn't terribly worth looking at either. Shoot the Orc Elite/Guards from a distance whenever you find them and that should soften them up enough so you defeat them without much trouble. There are some attribute boosts to the west in the north. 3 personality boosts at (2,11) and 3 might boosts at (2,15) are just the beginning of what you'll find. There are traps at (3,12) and (3,14) to jump over. You also have traps at 11,14 and 12,13 which guard anything except another lever. You need to flip it to exit by foot. But you can avoid it for later, or just avoid it if you've got Lloyd's Beacon. Go east at Y=12 and climb to level 2, where the attribute-boost fun really begins. 4-5-2-2. LEVEL 2 You'll probably want to back up in order to get rid of the Orc Shamen more easily. You'll definitely want to have Protect from Cold cast. Back up and turn around and gun the Orc guards from afar--some guard the center, and some guard the stairs in the south. Get these first and then you'll also want to jump in the following places(rest to recharge spell points if necessary) to get behind the magic walls: (7,12) North. 4 barrels that give +3 to all attributes and temporarily age the character 10 years. I gave everything to my ranger here, because that would help him most with spells. His stats will be depressed a bit from the maximum, but there's a way to cure aging. (12,12) North. 3 intelligence at (10,15) and 3 endurance at (15,15). +5 boosts each. Give endurance to those who have the least. (7,7) East. You could jump from (12,12) but then you'd have to jump twice in a row to avoid nasty spikes. 3 accuracy at 14,9, speed at 14,7, luck at 13,6, and might at 11,6. (7,3) East. Jump over the spikes at (10,3). 3 personality at 12,4, 3 intelligence at 14,4, 3 endurance at 15,3, 3 speed at 12,1 and 3 accuracy at 14,1. The stairs are in the south. There are other areas you can jump to, but they don't hold anything(except the SW, which will kill you with its traps.) 4-5-2-3. LEVEL 3 If you rested up be sure to remember protection from cold if you want to fight right now. You can ignore most of what's going on here and go 1E and north--in fact, you can even ignore THAT in order to get the big attribute bonus and come back down later. Alicia at (1,2) gives 25000 experience for the rescue. There'll be a big fight in the northeast passage where you get poisoned, and you should back up into it for best results then go side to side, back and side to side again, and back up to (8,12) for the final bit. At (6,12) you can free a sprite whose friends will give you an even better bonus later. (10,12) gets you another 25K experience. There are other rooms teeming with orc guards, but they aren't necessary for the quest. Back up into the NW room. That's good for experience, but don't go touching any of the barrels, as that will probably kill you. The stairs are in the SE corner. You actually could have just walked to them right away and advanced, but the pit stop will pay off when you exit the temple, as freeing the Princess solves a good quest. If you do search around, don't open any barrels. They're all bad for you. But you might find some good items with the fights. 4-5-2-4. LEVEL 4 (8,7) has a fountain you'll need to drink from to advance to level 4. But until then you'll want to go around counterclockwise. Set the dials on the east wall to 3(15,3 and 15,8), the north to 2(2,15 and 9,15) and the west to 1(0,11 and 0,4). Sometimes the game seems fussy if you don't adjust the dials at all, so just turn the west dials four times. You'll run into a few orc shamen but with Protection from Cold they can't do much. Gun them down. That or backing around should work. Flip the lever at 15,15. Enter the next few inner squares from the east, north and north though at 7,10 you may want to back in because Shaalath is rather tough. Your protective spells(power shield too!) should make the other orcs easy enough. Cold Ray should be an effective spell here since it blasts everyone. Drink from (8,7) and make sure everyone is a Disciple of Bark, which increases all attributes by 19. This should provide an immediate boost to hit points and maximum spell ponts. The stairs to level 5 are in the SW at (1,0). 4-5-2-5. LEVEL 5 You can pick off 2 energy discs here. I actually recommend delaying here a bit(cast Lloyd's Beacon, set, but leave another slot open) because you have some other attributes to improve before returning. The Western Tower has some fountains that'll give you resistance bonuses if you're below a certain amount. But for now you'll just need to pick off the two discs: 0,18 and 31,17. They are just south of the entryway and all the way west/east. Cast Lloyd's Beacon to get out of here. Stop by level 3 to beat up a bunch of orcs if you want. Once outside the temple, go 1W1S and visit the sprites. Offer to help. They'll thank you for rescuing their friend, give 250K experience and give you 40K gold and two energy discs. Other responses either lead to a fight(less gold reward) or the same gold reward. If you come back here you will want to give 10 gems to each skull at y=0 and then visit the fountain at (2,11). !!fount drawin 4-6. SANDCASTER You could visit Ellinger's Tower if you wanted, but I think it might be better just to go to Sandcaster. Opening up Castle Kalindra level 1 is nice but it doesn't get you too far. There's not much you can do there right now besides get Arms Master and Danger Sense for free. Those aren't really worth it yet. 4-6-1. GETTING THERE: TWO BONUS DISCS B3 (7,1) has a quest to find an emerald handle. I recommend setting Lloyd's Beacon at this location to speed things up--you don't need the one at the Temple of Bark any more because you'll soon be getting Teleport. Head east on the road. You can jump to save time but don't run out of spell points. When the road bends south you may wish to head into the forest. At D3 (11,3) head 2N and you'll meet up with an Ogre Fort. You can be haughty and they'll like you and give two energy discs, or you can say the Dragon Pharaoh needs help, and they'll fight you. I'd go in for the second. More gold and experience and items that way, and these guys aren't so tough when you've got the spells. If you have Power Shield and some of the clerical spells in effect, you may not even need a Cold Ray(which is useful at the beginning.) Search at the fort(2E of where you're kicked) when you're done to get the discs. You should have nine total. Keep heading east. You'll get back on the road, and if you have to face armadillos, jump in the river and jump east when appropriate. You can save the game when you're facing away, and the armadillos won't be able to find you. The emerald handle is at E3 (11,5) and you can cast Lloyd's to get back. You may be unable to avoid armadillos, in which case you can keep trying to flee until they miss with their attack. That will put you at Sandcaster. But you may be better off using the turn-and-save trick. I was also able to get through Sandcaster without training, which saves game- time, but you may wish to train halfway through. 4-6-2. IN SANDCASTER: QUICK IMPROVEMENT Sandcaster is an important place to go because you get a lot of utilitarian spells that will be valuable throughout the game. Many monsters are hidden behind doors, and you'll probably want to find the easiest ones at first. Other places to visit include two tents that have word problems, alcoves with three charges of a +10 attribute boost, and some instructional booths. If it's around the right time, you can stand in the middle of the town square(cast Time Distortion) and face south. At 12 PM, push *space* and you get 1800 spell points for everyone. The guild also allows you to improve your party to level 50 and not just 30(Castleview). You can get merchant skill to answer another puzzle too. Here are the puzzle solutions: Someone needs 270 swords in 30 days. 6 apprentices: 1.5 swords in 9 days. He has 6 and how many does he need? Well 1 apprentice can make 1.5 swords in 1.5 days, or 1 can make 1 sword in 1 day. So he needs 9 swords/day, which means 9 apprentices, and since he has 6, that leaves 3. 6 appels+3 pears=15 9 pears+3appples=15 This implies 6 apples+18 pears=30 -(6 apples + 3 pears=15) 15 pears=15 100 pears=100 gold pieces. You cannot teleport in Sandcaster, which is divided into two parts you can walk around: the southwest, which is only accessible via the sewers, and the rest of the area. The southwest has treasure, permanent attribute boosts, and the second of two big wizards you need to fight. Go up at X=15 and at the very top you get the Linguist skill which helps you decipher the Temple of Bark mumbo-jumbo. (19,30) with a nice item 1S. At (19,27) you get a merchant skill which lets James the Merchant ask you one question at (23,17). At (27,17) you get the weapons question. These give 250k experience each. Behind secret doors at (23,10) you get +30 intelligence and at (25,10) you get +30 speed, each broken in thirds. They are behind secret doors. Give your paladin all the speed because then he can start to take out most spellcasters before they start to attack. The speed stats for the monsters in Sandcaster look like so: Enchantress(1 electric attack): 60 Sorceress(group attack): 80 Morganna: 100 Wizard: 125 Master Wizard: 150 Xenoc: 175 So you can bulk up to 130 speed for one player but can't do better. The Master Wizards and Xenoc will damage you, so just be healed beforehand. However, if you can find speed potions(3, 3 droughts, +10 per=+90 speed) you can probably get to the point where you can beat up a wizard, no problem, especially when you have Day of Protection. There are no sorcerers guarding (27,10) which leads to a workout area where you can learn bodybuilding, increase might and endurance to the south. Again, just dump the might on your Paladin, but spread the endurance out. You should have everyone over 50 endurance right now. This means a lot of extra hit points per level, so resting does that much more for you. You'll be able to balance the speed to get the most of the bonuses later-- with speed you don't really need a levels boost so much, so that can wait if you want. If you can tackle the SE, then that gives you a lot of gold, too. You need to back up for these fights--or walk around them to open up the chests. Once you have about 250000 gold(after signing up to be a guild member at 18,10--it's 125K for your five spellcasters--and pick up a apass to Lakeside for a mere 5K) you can go to the guild and pick up the spells you need. Day of Protection/Sorcery will improve your party vastly. (19,3)--which is by Prestidigitation for your sorcerer and archer--and (21,1) have items which can be very powerful--avoid the Master Wizard at (24,1) for now. The wizards will probably still attack once first, so be healed when you fight to clear out the Southeast. Here are the spells to buy, in order of importance: Cleric: Day of Protection, Cure Disease, Cure Poison, Town Portal, Moon Ray, MAss Distortion, Cure Paralysis, Stone to Flesh, Create Food Druid: Energy Blast, Fireball Sorcerer: Day of Sorcery, Time Distortion, Teleport, Dancing Sword, Mega Volts, Incinerate, (for fun) Item to Gold This cost me just over 150000 gold but if you've completed MM4 some of these probably won't be necessary. Once done, it's worth resting to cast Day of Protection if you're low on spell points. You may want to town-portal to Lakeside and clear it out for +50 speed for your paladin right now. It's an alternate solution to seeing the sewers first and if you're having other troubles you will probably get another level out of it and can train a bit. Now, if you can, stand at (15,16) at noon and search. You'll get 1800 spell points for everyone. Keep track of time throughout the day, as any time this appears, you'll have protective spells for quite a while. You can waste time here 'til noon going north at X=21 and then sidestepping right--all the way, back up, left, etc. You can clear a lot of enemies that way. You can mess around as long as you like as Time Distortion pulls you back to the center. Just don't mess with 23,27 where there is a sorceress, not yet. The 2000000 experience for the uber-quest of defeating Morganna and Xenoc also means you're ready for everybody to train for another few levels once you're through Sandcaster. But it requires you to loop around a bit. Morganna is in the NW, behind a maze of sorceresses. We'll deal with her later. **having a guy with 80 speed can mean a quick knockout(your paladin.) While it may be more efficient for total armor class to spread speed around, having someone deadly with ~100 might attacking first is a sure winner. In the upper right is a whole raft of enemies you don't have to defeat right away. You may want to leave them for later! Time Distortion allows you to go back to (15,16) when it is almost noon. Once you've gotten a bunch of spells, you can pretty much use them whenever you want. You don't need to rest. Just cast away. In the lower left there are monsters swarming and you will want to cast a Lloyd's Beacon right away to save your progress. That is because you can cast a Time Distortion to get back to (15,16), but you can't teleport around the area. **time distortion any time near noon. Then blast away. Once you have moon ray you can really go at it. 4-6-3. SANDCASTER SEWERS You don't need to retrace your steps here as you can cast Time Distortion to leave the left side. I recommend entering at (27,10) and using your first trip to get to the SW corner. Note this is a good place to muck around in waiting for 12:00 though at 11:30 you may want to cast Lloyd's Beacon and look for a way up where you can cast Time Distortion and Lloyd's again before continuing. The gym is west/south/east and I recommend going there with the gold you looted if you haven't. Now head north and west--be sure to have Day of Protection so you can shoot Sewer Hags before they zap you and a party member goes insane(very nasty to cure--you can also back up into them since your speed should be greater) and at (15,16) you will trip a bunch of Beholder Bats who should cause no problems as you are protected enough from fire. You have some sewer hags to the north and south--again it's actually OK if you get hit as long as you don't go insane, but there are ways to guarantee against that. They are nice for a little more in experience and gems, especially as you may need the extra thousand for your archer to get prestidigitation. But keep in mind that a lot of these side tunnels which seem like they should have something are just alternate ladders up to the surface. In fact to the south and west there's an item past the stairs. But you will eventually want to go all the way west. You have an exit you don't want to take at the far west, but just before then you can go exploring to the north. In the southwest is more of the same. Go all the way south to (5,1) for an item and then to (1,1) to take the stairs up. Cast Lloyd's there. at the right edge, if you want to, go all the way north for an item at (2,29). There's also an out of the way item S and W of the main center room. Another item is at (5,1) near the stairs at (1,1) to the left side of Sandcaster--bash a secret door at (4,5) to make it there. Heal up before climbing. 4-6-4. SANDCASTER LEFT SIDE Face west and sidestep right. You'll have to face two wizards. They have 125 speed so they will still nick you, but if you are healed enough it won't matter. At (1,10) you can get the first speed power-up. Your Paladin should have 100+ speed now. A few wizards are to the east but if you're healed you may wish to go to (1,3) and face south and step left. There's a Master Wizard behind there and these guys don't mess around. Be very very healed. He will cast a wide-range spell but if you can get by him there is a chest with 100000 gold and some nice items. In fact after knocking off the Wizards you should cast Nature's Cure whenever you win a fight. Face south and go left and there's another Master Wizard. At X=4 back up to the north. $$ at 3,10 and now you can back up on X=6 again. Two enemies lumped together will be here. If you want to play it tricky, let them come into view at 8,6(wait at 6,6) and face west, save and reload. Then back up, sidestep, back up and sidestep. (8,1) gets you +30 speed. Then back up. If you are playing not to break armor then this next fight will be very tough and you will need to use whatever spells you can. But once beyond them you can sneak to (13,5) for an intelligence boost. Give your sorcerer some of it and make sure your archer and ranger are over 50--actually your ranger may be a bit under, and if so, don't worry because you will heal him later and the regained years will raise his intelligence. Note that in the DR part of the hidden place, you can back into the door and sidestep right and get one chest and then go up. A master wizard is at 11,1 so be prepared for a fight there--and again at 12,1. Face down, step 2 left, face east and step to the side again. Your sorcerer can now get +10 intelligence 3 times. Now let's take out Xenoc. His weakness is his range. You can tackle him pretty easily by going to (10,1)?? and casting Lloyd's Beacon(just in case) and then facing right. Shoot twice, then 2N and jump north. Turn around and shoot--or cast Mass Distortion if you have the spell points left. Jump west and shoot. You can probably win before you jump all the way back. But if you are forced into the corner, back up into it from the east. Then turn north and jump and turn around and fire as you walk away. You can find another place to turn around at X=6--basically back up and lead him on and then jump away. You can't jump over him but if you jump off to the side he will give chase, and he will always try to face you. Use this to your advantage and jump around to gun him down without taking any damage. Time Distortion to the right. 4-6-5. MORGANNA While Morganna is actually easier than Xenoc, it's easier to get him first. Morganna is buried behind a small labyrinth in the NW. You can just backup all around to get close. (10,23) face S, backup and glide left. Back up. Face east and back up some more. This is a good experience treadmill, and you even have 25000 gold/100 gems at (4,22) and (3,22). Now be healed to take on Morganna. (3,30) enchantress. (2,30) sorceress. (1,30) great treasure, 50000 gold+items. Morganna is at (2,29) so you can just face north and shuffle left/right going back. You can ignore or fight the sorceress at (3,29). But whatever you do, visit (20,14) for your 2000000 experience bonus. Then go to the Soldier's School at (19,12) and bulk up. I got everyone to around level 16. That's probably good enough for Lakeside. Now's a great time to clean up any unbeaten enemies. Also get Navigator skill if you haven't and Prestidigitation for your Archer. There's also an ambush at (1,12) which nets a bit of experience but the three enchantresses will do a bit of damage even if you back up into them.m There's a Master Wizard you can fight at (8,10) too. But his wizard pals come in and stick up for him afterwards. When you're done with everything, cast Town Portal to Lakeside. Stop improving your sorcerer when he gets to 190 or so, as there is a +50 intelligence bonus for everyone in the Great Eastern Tower and you will get two +6 bonuses in a later dungeon anyway. 4-7. LAKESIDE Lakeside is only 16x16 versus Sandcaster's 32x32, and as a result it is a bit easier to clear. You can back up into the witches if you want. A witch is right there so turn left, save, reload and back into her for safety although with your protection from electricity it shouldn't give too much damage. Witches have speed 70 and 150 HP and you should be able to slaughter them with your paladin. Prisoners give 200000 each. Camilla at 1,1 tells of the Isle of Lost Souls. Rhett the Wimp at 6,1(guarded by 6,2 7,2 witches) tells you about a statuette below. Witches at 13,1 and 14,2 guard Naomi, who tells you about the Head Witch in the NW. Isabella (14,5) gives no tips but the experience is good. (12,8) features treasure and you'll have two witches lumped together in this room. The water in the north holds a passage down to the sewers and a boat to the Isle of Lost Souls(can't enter the dungeon yet.) Oh and great treasure at 10,11. The vats at (2,1) and (7,1) turn you to stone but (14,1) gives +25 personality. (9,5) gives +25 endurance. (14,4) gives +25 speed. (6,12) also gives +25 speed. At (10,7) unlock the gate north and face east. 2L 2back 3L and don't open the chest but backup and spread around. Aretha at (4,12) gives more experience. The coven leader is at (5,14) so try not to face her directly before clearing everything else out. With a fast paladin she should go down quickly. (1,14) has 36K gold, 200 gems and a Pass to Necropolis. You don't want to use that yet, but it's nice to have it. 4-8. LAKESIDE SEWERS The Lakeside sewers are probably easier than Lakeside. You have a bunch of bad sewer lizards to slap up, and you can gun them down from range or beat them up close-in. Everyone has swimming, so this shouldn't be too hard. I think you should enter at (1,11) after defeating the Coven Leader. The sewer stalkers should not give you much trouble. Some potions are in sewer dead ends, but they aren't terribly useful. There are messages in the bones, too. Prayermaster is to the south all the way and east. Go all the way east and then north and the statuette is at (12,11). It is one-third of a quest. There's not much else to do here. Go back to the surface and take the boat to the Isle of Lost Souls. 4-9. THE GREAT SOUTHERN TOWER Go 2S and cast teleport S9. Repeat until in F4. Teleport 4S. At F4 (7,6) get the key to the South Tower and a quest. You might as well set a Lloyd's Beacon at the fountain of youth for future reference. The Southern Tower is 4 teleports west(9 squares) from the fountain. There's not much to do in the Great Southern Tower other than to get two discs. Strictly speaking, you can avoid one of the towers and do just fine, but I think that having one disc before opening another level of Castle Kalindra means the Great Southern Tower is a timely place to go. The enemies here are ridiculously easy, and you can just walk through the rest, as long as you have levitate or day of sorcery active--otherwise you fall to level 1. South through the gate, shoot the thieves down, and go east before the gate(Y=6) to get to the next level. On level 2 you'll see a ledger in the left that explains the statuette quest and hints what may or may not be in this tower, and the door may be the toughest part of the tower here. Break it down or cast etherealize. Beyond it there's a gong you need to ring three times. S 3E 2N and walk to the stairs at the top. Now S 2W and ring the gone 3x, then 4E and ring that gong. This opens doors to each side of the passage bisecting level 3. You now need to be careful which chests to open. On the left side: NY YN Y *<-disc The password for the chest at the bottom is "OPEN SESAME" and that gets you 300000 gold. You need to put your robber temporarily in charge of your party for this. On the right, work as follows: NY YY N * Level 4 doesn't have much other than some decent fights. The book in the NW, N2W of the gate hiding the skyroad stairs, gives your thief some experience, but the one to the east doesn't get you anything useful unless you've played MM4. After you've completed everything, you'll have two more discs. This is enough to return to Ellinger's Tower and build another level of Castle Kalindra. Do so. If you haven't been here yet, push space twice so both levels open up. And one other thing--use etherealize or bash down a door to get to the obsidian boots if you haven't. They will boost someone's AC by 20+. You may wish to have someone cast Lloyd's Beacon before leaving Ellinger's-- not the one with the beacon set to the fountain of course. It'll save some short-term annoyance. 4-10. CASTLE KALINDRA L1/2 You can just exit Castleview and teleport 3N 9W to get to Kalindra. You can't climb into it from above. 4-10-1. LEVEL 1 Just west of the entry you have two tents facing east. These have the Arms Master and Danger Sense skills for free. Then you can go into the NW, where you can use thievery to pick some of the safe locks. There are some buttons that open gates here, but this level isn't really a maze, so don't worry too much about them. Take the stairs--either the west or northeast--and get to level 2. 4-10-2. LEVEL 2 See Dimitri and Megan at (10,15) and (11,15) to get a key to the Dungeon of Lost Souls. There are some safes up here, but you can't open them until you've rescued Queen Kalindra. You also have the Astrology skill at (3,6)-- nice for your ranger--and treasures at (0,1) (0,2) (9,2) (11,1). Now you can continue on your quest. 4-11. THE GREAT WESTERN TOWER Your next challenge is the Great Western Tower. The key to the Western Tower is hidden in...the Great Western Tower itself! Go back up Ellinger's Tower and up to the skyroad. teleport 4N 9W and jump west. Jump north and teleport 9N. The Western Tower should be 1E. Enter the grating and the key will be right there. Nothing else you can do here, so exit. Make sure everyone has 100 HP before teleporting 4E. You'll fall to the ground and it'll make a terrible crash. Go 1N and talk to the Mok cleric there. He'll give you the quest of clearing the Western Tower and will be on level 4 after you crash through. Return to the base of the tower(1S 4W). With the backpedal ability, and your improved speed, this should be a cinch. If someone does actually attack you you can just retry from where you saved. Mok Clerics have 40 speed, Heretics 50, and the Cult Leader 60 so you should be able to kill them before they have a chance. The layout of the Western Tower is easy--you go counterclockwise up level 1, clockwise up 2, counter up 3, and face a whole mess of opponents on level 4. Many of the passages have something off to the side at the "points" of the tower. Usually this is minimal gold or someone begging you not to kill him. The second doesn't seem to matter, but why kill him? Level 4 is the only tricky one. You'll start off facing a bunch of enemies. If you want to be a real sneak, turn around to face the stairs, save the game and restart. Back up into them and blast away. You can probably also shoot your enemies down with missile weapons but that will probably require you to heal up. There's a locked door to the west, and that means more clerics. Again, back up into them. There are three Mok Heretics, so you may need to shuffle around speed items to get three guys at 50+ speed. A desk at (5,10) gets you a reunion with the fellow who gave you the quest. +500K experience too. (Note: he may not be there if you forgot to contact him. If that happens, cast a Lloyd's Beacon, go down and out through the center, and cast a spell to get back up.) If you want, you can go east from here to push a button and link up with where you got the key to the tower. But you'll probably want to go down the center stairs. Because level 3 allows you to get +10 cold and poison resistance, up to a maximum of 30--note everyone should get 2 boosts, except your sorcerer who gets three. Be sure to have un-equipped all items that give magical protection, or the game may not give you the bonuses. Level 2 has the same deal, for fire and electricity. Level 1 has two discs and a gold pegasus. This is one of three items that Luna(outside of Castleview) wants. Now you can cast Time Distortion to get out, instead of climbing all the way back up and down. Not a bad haul. Note that you could cast Time Distortion on level 4 to get in the thick of things and then drop all the way down. But that just gets weirder than Time Travel. 4-12. TEMPLE OF BARK REDUX You now have the spells and ability to go back to the Temple of Bark and clean it out. I recommend bulking up on spell points in the Sandcaster town square(cast Time Distortion) before heading to the Temple(teleport from outside Castleview.) Climb up to level 5(see section 4-??) and now you need to locate the four gem heads at the bottom. I'd just activate them all at once and then drink from the fountains all at once. (0,0) activates the fountain at (2,11) (7,0) activates the fountain at (9,12) (22,0) activates the fountain at (23,12) (31,0) activates the fountain at (30,10) Everyone gets +50 to resistances, which helps a lot later on. You can leave now if you want, but given the treasure Barkman holds, I'd recommend taking him out. You'll get enough gems to last the game and enough gold to keep you for a while. There are four gem heads in the top that you want to feed until they are destroyed: (1,21) (0,28) (31,21) (31,30) and once you contributed, the secret door at (16,9) will open and Barkman can come out. So how to defeat Barkman? Note that you can lead him in circles, or a square at the very least. Face east and sidestep down at (14,8) to bring him out. He'll be facing you. Save at this point, as after casting spells, saving and restoring, you lose the benefit of the damage you've done to enemies. Cast Mass Distortion and turn right. Cast jump and turn around. Repeat this as often as you like. I went with 16 times, using the Sandcaster spell point
boost. While this in theory should curb Barkman to 1/65536 of his original 
hit points(40000) it doesn't work quite that well. You'll need to fight him a 
bit. Have your sorcerer cast energy blast in hand-to-hand combat.

a1d
2.4 < the loop to run Barkman in.
b3c

There are two chests to open: (1,24) and (30,25). You can go back there once 
Barkman's life force no longer guards them. 2million gold+25k gems.

Now with the West Tower completed too you may want to go back to Ellinger's 
and get the Obsidian Boots on L4(if you haven't already) and also get the 
fire and electric resistance. Everyone has 100 fire and electric resistance 
now.

    4-13. THE GREAT EASTERN TOWER

4E N jump-N N. You have to avoid teleports and also dead-end stairs. This is 
the only way to do it, but it gets you up to level 4 pretty quickly as you 
climb up the stairs.

A bunch of nasty monsters here on level 4. You may want to do the old save-
backup trick here. Mystic mages can attack from afar, and you can't quite 
shoot them down. But the damage you take will be worth it.

2S 3E of the stairs is a very interesting fountain, but before you use it, 
head 2S 3W and get the Jewel of the Ages, which was supposed to be in the 
Southern Tower. You may want to save the game before drinking from the 
fountain on level 4, as your ranger will turn 108, but you can save, see if 
the ranger dies from drinking(rest immediately, then load, then have someone 
set Lloyd's Beacon, but not the one with F4 7,6) have everyone(or everyone 
except the ranger) drink, cast Lloyd's Beacon to the Fountain of Youth, get 
the bonus for returning the gem, and have everyone drink.

Take the stairs to the east, back up and run clockwise, and note the energy 
disks in the east and south alcoves on level 3. OK, don't note them, GET 
them. Back up the stairs and more backing up to blast enemies.

Give your cleric the +5 levels. You don't need the swimming skill any 
more(easy enough to pick up again) and only prayer master/bodybuilder are any 
worry to pick up again(need to go back to the sewers.) Then keep going to the 
east, where after a fight with a Mega Mage in the SE(well, you can walk 
around it) your sorcerer, archer and ranger can get +50 intelligence reading 
from the book at (11,8). Congratulations! You're through with the Eastern 
Tower.

There are other byways in the Eastern Tower, but they turn out not to matter 
so much, so don't worry about them.

    4-14. THE GREAT NORTHERN TOWER

The Great Northern Tower is next. You'll need all your armor mended as this 
is a hand-to-hand combat intensive dungeon. Doom knights are particularly 
tough. From lakeside, 9W 9W 9W 9N 9W 6W for the key to the tower. Then 1W2N 
to enter the tower. You may only want to clear part of the tower, get some 
experience, and come back for the rest later. Even the fights on level 1 and 
the cabinets can get a lot of experience and cool armor/weapons. You'll 
probably need to be around level 20-25 to tackle this without much trouble.

The key to the tower is at D1 (1,8)--with lots of treasure--and you enter at 
(2,10). The motif for puzzle answers here is that everything is a lump of 
vowels. You'll notice several catch phrases in each book, and you just need 
to add in the vowels. One has a typo, spelling "beggars" "beggers." The 
structure is straightforward: two books for 500k experience on each side of 
the stairs in the north, and opposing stairs in the south and north. Also, 
you have cabinets with shields in them. It's worth saving to come up with 
diamond shields or whatever.

"Let sleeping dogs lie."
"He who laughs last, laughs best."

The first two levels have mostly Slayer Knights, who are not hard at all. 
Level 2 has some helms west past a tricky door(worth it--save and reload if 
they're rubbish the first time) and some Death Knights, who are a bit 
tougher. Slayers are behind them.

"Love of money is the root of all evil."
"The needs of many outweigh the needs of the few."

Moving up to level 3, you will face lots of slayer knights. Shoot them down 
and save after each fight you win and you can verify did not break any armor. 
Then when you go 1N there will be a bunch of Death Knights. Break through the 
secret door at 7,10 but not before you've piled up a ton of treasure. On 
level 3 you may have to etherealize through the door for more fights. There's 
an extra book in the SE and the treasures 2N3W of the bottom stairs and 
S2(W/E) of the upper are quite nice.

"A fool and his money are soon parted"
"Don't look a gift horse in the mouth"
"If wishes were horses, beggers would ride"

The fourth level has a couple doom knights who are not to be trifled with. 
Fortunately if you have your armor on and your party totally healed a bit of 
save-reloading should get you through all this with little trouble. If you 
want to make sure of things, unlock the door to the south and jump north. 
Then you'll have 3 slayer knights to deal with. Back up and turn and take out 
the 3 death knights. Eventually you'll have the one doom knight and you 
should be able to shoot him up pretty well before he reaches you.

All the way south is the chalice needed for your quest. In the west and east 
edge alcoves you have an energy disk each. This puts you at a total of 17.

Sit on all the other thrones before sitting on the Euphoria Throne for a +2 
level bonus and...oh yeah..healing all the bad things from the other throne. 
The message after you get the Chalice(saying only the vowels of course) is 
"Live long and prosper!"

If you didn't clear some of the earlier puzzles you can crib from notes under 
the beds. The Throne of the Dunce in the NW is bad news.

After this you will want to deal with the giants at (10,5) if you haven't 
already. 9E 3S.

You can be friendly and get two energy discs, but fighting gets discs and 
experience and gold and items. Insult them. You'll be kicked away from the 
throne, which you'll need to search to rediscover the discs.

    4-15. NECROPOLIS

The next place to visit is Necropolis, which has a lot of undead that can 
curse or kill you on touch. So check if anyone gets hit, then check them 
after the battle. It's important to have superpower armor, and you may want 
to visit the guilds here for big spells. Don't buy them all; that costs too 
much. Just get the ones you need. Holy Word is very nice. But it's an easy 
place to rake in experience now that you have the fountain of Youth working.

Get your armor all fixed up before visiting Necropolis. Do not save if anyone 
got hit and got their items cursed. It's no fun to fix and takes lots of 
time. It's even more annoying than if I wrote in lower-case and caps EvErY 
oThEr LeTtEr.

      4-15-1. NECROPOLIS ABOVEGROUND

You don't want enemies to actually touch you, but with your extra spiffy new 
armor class they shouldn't. Shoot them down and at (12,10) (14,10) you can 
have everyone read and get +999999 experience. That's almost 4 levels all 
told. Also ??,?? works, off the beaten path. Of course you want to go back to 
the fountain of youth right after this.

The guild membership is at (10,6).

Back up when facing east after opening the door at (8,8). You can take care 
of the Power Lich that way. 3 forward, turn around and fire away. That gets 
rid of two Higher Mummies. Then at (4,5) is another book everyone can read. 
But then at (6,5) only your sorcerer, archer and ranger can read.

(5,14) = vol 7 = 999999 exp for 50 int
(3,14) = vol 8 = 999999 exp for 50 int
(1,14) = vol 9 = 9999999 exp for 100 int


Now's a good time for training before you continue. You may also want to buy 
guild membership at 10,6 and the Holy Word and Divine Intervention spells for 
Cleric and Paladin. You won't need much else--not even for your Sorcerer and 
Ranger and Archer.

You can also back into the SW to beat up some Power Liches. You might not be 
able to open the tombs(more fights) as you need 150 might and your paladin is 
probably close. But if you have a might enhancing item, why not use it and 
bust open some crypts.

(10,2) (12,3) (12,4) (14,1) (14,2) (14,3) (14,4) power lich

Sandro is also at (10,8) and you can fight him a lot to get extra gems at 
first. But you will eventually want to bring back the box with his heart in 
it. He'll fight you once more and then you can push space at his throne. Then 
you get the key to the Dungeon of Death, and you can take the Statuette to 
the north at 10,10. Oh, you get 2000000 experience too.

      4-15-2. NECROPOLIS SEWERS

As long as you've gotten Protect Fire(Day of Protection) and the other 
resistances this should be doable, since you just improved your cleric. You 
may have to have your Paladin cast Divine Intervention to resuscitate 
characters without loss of endurance--or to heal characters when their hit 
points get low--and of course you can recoup the temporary aging! If he 
doesn't have the spell points, give them to him in Sandcaster.

Sandro's Heart is at 1,14. You should descend from 8,5 and go S 3E 4N 2W 2U W 
to get it. Since turning causes damage you may want to use a lot of sliding.

Some barrels contain Food of the Dead and you need a lot of might to open 
them. Two lava roaches attack you, which isn't tough, but you get a 3000 HP 
blast, which is. If someone knows Divine Intervention, though, this should 
work out OK in the end. It's worth the extra level.

(2,1) (8,1) (11,2) (14,14) (10,11) (9,11) (9,10) Food for the Dead

(1,2) (10,1) (6,10) contain some really awesome items well worth getting 
diseased for. They're usually obsidian.

This completes the trio of statues you need to make Luna happy. Now you could 
give them to her right away but I recommend visiting the Isle of Lost Souls 
to pump your players up a bit more--to level 50, the maximum allowed in 
Sandcaster--and let them get bonus levels after. That gives you an edge of a 
few extra levels before you visit Olympus.

Necropolis's sewers are divisible into three parts. You don't always want to 
cast Time Distortion here as that kicks you to the very center--probably 
better to just town portal back to Necropolis. The part you enter from the 
north has an obsidian item and 3 barrels of food. From the west you can get 
to Sandro's Heart quickly. From the south you can get to an item quickly. 
There's a long passage to (10,1) but it may not be worth it.

There is a fourth place I haven't figured how to get to yet. At (1,6) there's 
some awesome treasure which curses you. But you have divine intervention now.

      4-15-3. DEFEATING BARKMAN

However if you are short of gold and haven't visited Barkman yet, you may 
wish to go back to the Temple of Bark, level 5, though you may wish to visit 
the center of the Sandcaster town square(or +1000 spell points) before doing 
so. There are skulls in the NW/NE that say "feed me." Feed each til it is 
destroyed. Then go back to the center area. The square in the center will now 
have an opening to the south. Barkman will be in there. You can cast Mass 
Distortion at him when two squares away, then jump back, then cast Mass 
Distortion, etc. Walk around the square so that your jumps don't fail i.e.

5.4.3
.XXX.
6X.X2
.X.X.
7.8.1  smallest cannot be 0 or 1 or it'd contradict 
"smallest"
(20,27) 2* smallest even? -> smallest even cannot be 2, it'd be smallest and 
this would be the smallest square. Now if smallest=4, numbers would sum to 
60+, so...the numbers are 3-10. That means this is 8.
(20,23) Smallest? 3, of course.

A little arithmetic gives that the answers to the above 4 are in clockwise 
order 7, 8, 9 and 3.

(24,25) Largest? 10
(26,23) Smallest even? 4
(26,27) Smallest prime left? 5
(28,25) What's left? 6

 8    5
7 9 10 6
 3    4

Now you need to pull the lever at 25,20 to create a passage at 28,18.

2.5million gold, 5000 gems, 5 items

Back to the main area. face south and back up at X=11. In the big room at 
X=25 go along the right edge, facing away from the center. Pull the lever at 
the top, at 11,30.

Now go north/west/north and at 4,23 shuffle left and turn left and shuffle 
left. Turn left and shuffle left to pull the lever.

Now take the SW passage out of there. Save and reload at 7,9--NE corner of a 
spiral. There's a cloud dragon fight behind and the final torch at 5,4.

**??the purple numbers are backwards 

      4-18-2. LEVEL 2

All you really have to do here is to answer 1701 at the stairs 3E3N of where 
you started. Otherwise you need to go into the maze(the door is hard to 
unlock) and look at what the automap leaves--three numbers. The statue by 
where you started says you need to sum then and subtract 32. In the NW you 
have two more tough doors that hold more clues that say to divide by 3 and 
then subtract 42. So that leaves 1701 as the answer to go upstairs.

1993+1492+1776=5261
5261-32=5229
5229/3=1743
1743-42=1701

**??door misplaced in pyr level 1

      4-18-3. LEVEL 3

This is a rather nasty little spiral where, in the inner parts, you can't 
figure if you teleported until it's too late. My advice is to save when you 
get to the UL or DR corner and haven't been kicked back. All teleports are 
just before these, but how much before them is the main question.

If you're good at remembering patterns, then with Wizard's Eye/Day of Sorcery 
on you'll want to make one full spiral, then jump to the 2nd UL corner. Then 
jump when 3N of the DR corner. Jump when 3S of the UL corner, then jump when 
2N of the DR. The stairs will follow.

**?? stairs in wrong place

      4-18-4. LEVEL 4

E N E and you can talk to the Dragon Pharaoh. Blah-blah-blah and 5 million 
experience points. Whoopee! Set a Lloyd's Beacon here. You probably can't 
open the treasure chest yet, and you don't want to touch the cauldron, really 
you don't, but there's button behind a tapestry that leads to a back stair to 
the skyroads...that you can't enter.

Well, now you need to visit Corak's ship. For that you can cast Town Portal 
to Necropolis.

You can get the right combination for the safe in the DL if you have 250 
thievery. The combination is 20-30-1, and you don't need thievery for it. 
This gets you 1000000 experience.

    4-19. THE CORAK AND SHELTEM SHOW, PRELUDE

      4-19-1. CORAK'S SHIP

But first you need to visit Corak's ship. For that you can cast Town Portal 
to Necropolis. 

Teleport 3S 5W and enter the craft. Head westward inside the craft--you'll 
need to go 1N once--but at the west end you'll get a puzzle

TO BOLDLY GO 23-8-5-18-5 14-15 13-1-14 8-1-19 7-15-14-5 2-5-6-15-18-5

This is a simple cryptogram and each number corresponds to the same letter of 
the alphabet. "Where no man has gone before" is the answer. Go 2E and Corak 
will give you 5000000 experience. Lloyd's Beacon back to the Dragon Pharaoh 
who will now allow you into Olympus. Town-portal to there.

      4-19-2. OLYMPUS

  In the niches you'll find entrance to the guild for free(5,1) and answers 
to some puzzles as well. Note you can fall down a few holes, so be careful. 
Also make sure it's not near morning when you step on the cloudy areas or you 
may fall through unexpectedly. Training at (5,10) will help you gain a lot of 
levels as well. It's unlimited, except for your gold, maybe.

If you don't know who to train, just improve your Cleric and Sorcerer at 
first. You may even want to put some gold in the bank and wait a bit if you 
want to get a TON of levels. It'll require some patience; you can just work 
for 50GP a week back in Castleview while building up interest(or just go 
around fighting,) and after a year you'll have 2.7 times the money you did 
before. Here I'd like to note there will be plenty of automatic level 
boosters as time goes on, so it's not like you're limiting yourself. Compound 
interest is powerful!

One sewer entry is at (1,5) and another at (14,5) and you will need to jump 
over gaps to get cto clues.
(4,5) "Search the drains"
(7,8) sells tribbles
(11,5) "Cyrano sells the password"
(2,14) Clue: TR
(7,1) Clue: ES
(13,14) Clue: IB
(9,1) Clue: BL

But the one you want is at (10,7) and you can answer "TRIBBLES" and follow 
the passage. Climb up the stairs and go back east. You'll get the Soul Box. 
Now Lloyd's Beacon back to where Corak was and push space and he'll fit in 
the Soul Box! You can pay a visit to Alamar now.

    4-20. CASTLE ALAMAR

Exit the pod and teleport 3N, 9N, 9W and walk west and you'll enter Alamar's. 
It's a straight walk west to level 2. Set all the dials in the corners to 9. 
Now you must visit the idol in the center, heading in from the west. A clue 
from Olympus told you Alamar's true name--Sheltem! Now circle back to the 
east and you can take the stairs up.

Now you can have a little fun walking through the maze and getting a few 
extra levels, or you can just get to business.

For business, W N 3W 2S E 2S W S 4W S W S 4W and go north to talk to Sheltem.

W N 3W jump 2W jump N W and the Xeen Power Juice will give two players 5 
levels each. This makes things a lot easier if you wish to go on with the 
full quest. E 4S 2E jump-S S W S 4W and go north to talk to Sheltem.

The end bit takes a while but once the whole ordeal is over you'll have many 
ways to improve your party a bit before going back to the Cloudside and 
puttering around so you can unite both worlds. If that's what you want.

    4-21. REUNITING THE WORLDS: HOW TO START

So what if you want to go on with the game? It's a bit tricky, but pretty fun 
nonetheless. Here's what to do.

First, if you haven't solved Might and Magic IV yet, do so. It's not going to 
be very tough at all, as your characters are roughly level 40, and you can 
just plow through my(plug) other handy walkthrough.

Then you can get any Xeen Power Juice you didn't get at Alamar's before 
winning.

Meantime you'll be visiting Alamar's Dungeon quite a bit. Head down after 
enterting Alamar's and at the end of the snaky passage you can climb 
downstairs. Then W, N and E and more Xeen Juice! Give your sorcerer and 
cleric each a taste. They are the most valuable ones, as you get a point of 
protection and armor class each time you give them a level. Once they're up 
to 100 you can start spreading the wealth. You can even go through the stairs 
at (2,2) to get to Shangri-La and pick everyone up a level for discovering it 
if you haven't--in fact fighting through to outside is a great way to get a 
bit more experience. You have two demon dens to destroy as well. You can 
teleport to DRAGON CAVE and get a bunch of gold there too. You'll always have 
enough experience, but gold is another matter.

Now here you may start to get sidetracked and wonder how you can get 
everyone's levels up. 

Analysis of GOLD for 255-level progress:
Advancing from level X costs 10X^2 in gold. For you non-math people, 
advancing from level 1 to X costs (x-1)x(2x-1)/6 in gold. (x-1 advancement, 
use the formula for sum of squares.)
Therefore you need, in theory, (254*255*509)/6 * 10 gold pieces to advance 
from level 1 to level 255. In practice this is a bit less, because you will 
get some free advancements: +3 levels in Might and Magic IV and various level 
boosts in MM5(+2 in the Northern Tower, +5 in the Dungeon of Death, +5 for 
various Xeen Juices, +5 for the Statuette Quest, etc.) The more you are able 
to wait on these, the more you can save money. For instance, let's say 
someone at level 40 gets 10 levels, then goes and gets two +5 bonuses, and 
another guy reverses them.

Lvl40->lvl50=429250-221400=207850
Lvl50->Lvl60=738100-429250=308850

So if you are able to wait to pick up automatic levels, you can save 100000 
gold. Now this flies in the face of just looking around and exploring a bit--
for some places, you need the extra levels to get going! However, with a 
strong cleric and sorcerer there's little need for alarm. And if you really 
need levels you can just fight a bunch of Lord Xeens in the Dungeon of Death. 
The generators will keep creating monsters if you don't destroy them--again 
the immediate 5 levels are trumped by being able to win fights continually.

Also note that putting money in the bank will eventually gain a lot of 
interest, and if you're able to delay level advancement on that basis, you'll 
have a big chunk of money. The average rate of return in a year is 
172%(1.01^100-1, or close to e, but if you know what e was you probably knew 
about the rate of return.)

After five years of waiting(or working for 50 GP,) you will have 148 times 
the original amount of money you put in the bank. You actually don't need 
that much, but you need close to that.

10*254*255*509/6=54,946,550 gold pieces
*6=329,679,300 gold pieces for everyone.
Obviously this can be cut down by the automatic levels you get and the levels 
you've already gained, but the toughest ones are the last. For instance if 
you pay for the last 127 levels you will pay 7/8 of the total amount due!

    4-22. DRAGON TOWER

Go to the GARGOYLE RANGE via the Vertigo portal. DRAGON TOWER sends you to 
the middle of the B1 desert...oops. From Gargoyle Range, 9E 4E 2N and face 
south to enter.

With a level 75 cleric you shouldn't get damaged much in fights or on fire 
squares.

      4-22-1. LEVEL 1

Lots of lava here but you should be able to resist the damage OK. Alistair 
the Druid is at (6,5) and he gives you an egg quest, turns into a dragon king 
on completion(but you get 1000000 experience) and you can kill him. Stairs up 
at 5,11 and 9,11 and 7,12. We'll look at them in that order.

      4-22-2. WEST BRANCH

Level 2 (3,8) holds great treasure. The frost and acid dragons should not 
present a challenge. There are stairs at 5,5. Then level 3 has more of the 
same. The dragon egg is at (4,10). At (5,11) is a flask that gives 4 people 
+40 endurance permanently.

      4-22-3. EAST BRANCH

Fire and acid dragons in the east branch as you go up. Level 2 (11,8) holds 
treasure. (9,5) stairs lead to level 3 and more fire dragons to gun down. 
Again (11,8) holds treasure. The flask at (9,11) gives 4 people +40 endurance 
permanently.

      4-22-4. CENTER BRANCH

Acid dragons guard the level 2 passway south, then acid and fire on level 3 
back north. You have a dragon king on level 4. You may want to back up into 
him and shoot the acid dragons. You may wish to face north and sidestep into 
dragon kings at (4,8) and (10,8) as well. Backpedal to 9,6 and 5,6--a pair of 
dragon kings--and read the Tomes of Great Experience at 4,6 and 10,6.

The lock at 7,6 requires great skill to pick and it damages you a lot. If you 
don't have the skill etc., you can go up to the sky and touch some crystals. 
More on how to do that in a bit.

      4-22-5. DRAGON CLOUD

Head up to Y=17 and then sidestep west to the edge. Back up and keep grabbing 
bonuses when you can. Then cast Time Distortion, go north and then east at 
Y=17.

Here I still recommend pumping up your sorcerer and cleric, and you may want 
to balance your fighters somewhat too. You'll be getting more Xeen juice so 
don't worry about that.

You can find crystals at (2,13-17) (8,17) (22,17) (28,13-17) (@4,10) (7,9) 
and, once you feel you can deal with energy dragons, (13,27/25/23/21) and 
(17,21). Also (5,22) and (25,23) are a bit out of the way.

Teleport 9N twice and go 1N to get the Silver ID card--the answer is INFINITY 
as you will see if you go to the edges of this area. Then teleport 8E to the 
Well of Fantastic Skill, which gives everyone a +50 level bonus. With this 
you can really tear things up. Mainly due to the cleric and sorcerer level 
bonuses.

You may not be able to clear everything at once--in fact you may need to wait 
for your spell from the Nightshadow fountain to wear off--but before you 
leave, you can set up a Lloyd's Beacon at that fountain and be able to drink 
there to start--fall off the cloud, Town Portal to Vertigo to heal up, go to 
Rivercity to heal spell points, and go to the next place. Note you can't 
Town-Portal from the cloud as that sends you to the Darkside.

    4-23. BACK AT CASTLE ALAMAR

The best way to sneak back is to fall off the cloud, cast town-portal to 
Vertigo, and go to Shangri-La in the portal. Then walk straight north and 
eastwards to get to the skull that asks for ID at (15,5) and it accepts your 
Silver ID. Get the key to Darkstone Tower at (11,9) and now Lloyd's Beacon 
back to the Dragon Cloud. Fall off. Town Portal to Vertigo and this time 
portal to Darkstone Tower.

    4-24. DARKSTONE TOWER

This is the toughest tower in the game due to all the damage it drops on you, 
but if you can just set a Beacon and shuttle between here and healing pools 
it's ok. Time Distortion at the exact right time helps, too.

Go 2N to enter--you really want the +50 level boost here and it's worth 
waiting on because Onyx Golems drain your spell points. Also you have some 
level drains with various gongs. You don't have to win the fights with the 
sky golems--you just have to release them.

You also want to make sure SOMEONE can cast Town Portal to get you back where 
you can heal up again. You don't need a lot of spell points. But you can't be 
stuck with zero.

Gongs at 7,9 and 7,7 drain you of 512 hit points each. But you need to ring 
them both. You can always just use a Lloyd's Beacon to return somewhere, heal 
up, and portal back here if it is too much. The number within is 3.

Plaques on statues have readings here:
NWDA---Y-HNA 1  4, 6
EO-NYFPIMTDG 1  4,10
WRTKOOLNI--I 1 10,10
-LHSURAGGAMC 1 10, 6

On level  2 the gong is at 7,9 and takes about 1024 hit points away. But you 
can cast Time Distortion to put you at 7,5 just north of the exit to level 3. 
Note the number within is 4.

SNTS-CKDEM 2  4, 6
ODHAOO--L! 2  4,10
-SEGFRAST- 2 10,10
E--A-ANHE- 2 10, 6

Level 3 has two gongs at 7,7 and 7,9 inside the 2. They do 2000+ damage and 
are extremely nasty--they produce a lot of Onyx Golems but the bright news 
is, you can sucker them off into a corner and cast Time Distortion even 
though you seem trapped in the Dead End. Do that with the lower one and bring 
the enemies back from the right to the left. Drag them into a corner--you may 
wish to use a jump spell--and 

1-ITN-HNA-A 3  4, 6
9BNHEMTDGS! 3  4,10
9ESEXI--IA- 3 10,10
4G--TGAMCG- 3 10, 6

Level 4 has an "E"

T-MEOE-FENN-TEAO 4  4, 6
Y"PRNV4--G-DHE-N 4  4,10
PCU"-E-TDEOE--S! 4 10,10
EOT-LLOHUOFASYO- 4 10, 6

The answer to the puzzle is 120(2*3*4*5)

E=# of gongs=1+2+2. The clue at 7,7 refers to the numbers made by the map.

Once this is all done (10,8) opens up the gold key card for you. An invisible 
seal prevents passage to the skyworld but that'll be taken care of soon 
enough.

Back at Alamar's the skull at 15,9 grants you access to the next bit. Roland 
at (13,15) is in a stasis field(lots of these in this series) and gives you 
the Amulet of the Southern Sphinx.

Now what's cool is that you get 2 potions of Xeen Juice at (15,13) and 
(11,13) and they have three charges each--this should start you on your 
journey quite well.

    4-25. THE SOUTHERN SPHINX

Did you get the widget? If not, you need to make a side trip.

      4-25-1. WIDGET QUEST

Teleport to RED DWARF RANGE and go 1N 1W and teleport 9N for the Ever Hot 
Lava Rock. Town Portal to Vertigo, portal to OGRE HILLS and 8S6W you'll run 
into Halon, who gives you the widget.

      4-25-2. LEVEL 1

You can teleport to DESERT OF THE SPHINX(B1 1,0) will get you to A2 11,9 soon 
enough--teleport 6W 7S.

Strictly speaking the trip below isn't necessary--you can just skip to part 
2--but you get experience and if you want to know why and how, well...

I found +2000000 experience at 10,12 and 6,12--my Archer seemed to be the 
only person to resist everything.

Jump at (2,10) in order to get over the pendulum.

Jump north twice at (6,21) to avoid the worst of the pendulums. But wait, 
there's more! (5,27) jump north, turn right, jump right and cast Lloyd's 
Beacon(set), then Lloyd's Beacon to get out. Go back to Vertigo, heal up, and 
then return(be sure to be facing east, jumping twice east before sidestepping 
right. That will get you by.

      4-25-3. LEVEL 3(DUNGEON)

Dragon Mummies guard everywhere here. Save before fighting, definitely. There 
are several clues that add up to a rebus--and lots of bonus levels too.

(0,0) (0,13) (2,1) (15,0) (14,5) (15,15) (12,10)

The writings give the following lessons:

11,15 C
13,12 I
 7, 0 D **put in map
 3, 0 P
 3, 7 A
 0, 8 R
 2,10 "Don't feed the dragons"

The guards by the (0,0) potion are particularly heavy. But with a level 90+50 
cleric I didn't get hit.

      4-25-4. LEVEL 1 PART 2

Unscramble all this to get "PICARD"...now cast Time Distortion to go out and 
go up the right edge. At 12,13 jump N, W, go W, jump N E E and go N E etc. 
Before climbing up the stairs, cast Divine Intervention if you hit a curse.

   ..
.-.-.
-X.X.
..-.-
----

      4-25-5. LEVEL 2

There are phase mummies in coffins but the only real thing you need to do 
here is to get to the throne at 7,3. Trade the widget for the chime. The 
fighting part is over now.

    4-26. THE REFLECTORS

You need to turn these all back on.

SE: teleport to WITCH TOWER, 9S 5E S and activate
NE: teleport to MOUNT FIRESTONE, 9E 8U E 6N 2E
NW: teleport to CASTLE BASENJI, 3W 4N 2W
SW: teleport to LAND OF THE GIANTS, 9S 4S 6W 2S

    4-27. THE ELEMENTALS(BACK TO THE DARK SIDE)

Climb up Ellinger's Tower and teleport 4N 9W 2W 9S 4S W. THen teleport your 
way around north, east and south.

A4 2,2 Water--3,3 sleeper 13,13 exit
A1 2,13 Fire--3,12 sleeper 13,2 exit
F1 2,2 Air--12,12 sleeper 2,2 exit
F4 13,2 Earth--12,3 sleeper 2,13 exit

You may run into some enemies and sadly you can't teleport but Time 
Distortion kicks you back to 9,9 which can be a help. You can also use 
Lloyd's Beacon if you want.

There's a Water Test, Air Test etc. but it's not clear what you get from it. 
Experience?!

** fix maps, Earth is wrong

    4-28. THE CLOUDS OF THE ANCIENTS

Portal back to DARKSTONE TOWER and climb back up. You may have some trouble 
climbing with the Onyx Golems you left behind. Cast Time Distortion on level 
2, go to the right on level 3, and fake out an enemy. But you won't have 
trouble with the seal on the south side of level 4.

The spiral around takes about 6 hours. The first bit is the hardest. I find I 
like to face up and use the slide or backup options so I don't have to rotate 
around all the time. You can also save a lot of time using the jump spell. 
Near the end there are places where this can cut your time down a bit more 
than usual at 13,17(the end) you want to jump south. Push space and watch the 
final hijinks. It really is worthwhile to see. Queen Kalindra even looks less 
scary now.

  5. MM4-TO-MM5 WALKTHROUGH(TO DEFEATING ALAMAR)

This is essentially very similar to the previous walkthrough, but it touches 
on shortcuts and ways to make your life easier. I assume that you have gone 
to Shangri-La to get all the spells you need/can handle, which will save you 
money in MM5. I also assume you've got all the skills you could, as well. At 
some point I'll be noting when you should kick yourself back to MM4. 
Sometimes it's very useful to do so. With the MM4 town-based pool travels you 
can really be invincible for much of the game. Given that you start out at 
level 17+(27 with the bonus) early areas seem quite silly. Eventually the 
only things that stop you from maxing out your HP/levels/etc are lack of gold 
and monsters to fight. However beyond a certain point, all those crazy levels 
only do you so much good. I'll refer you to parallel subsections of item 4 
for parts that seem similar and I'll say "just explore it all." Hopefully I 
can point out cool stuff you can't do with just MM5. The next section deals 
with what to do after you've completed the base games MM4 and MM5.

  5-1. CASTLEVIEW

You can obviously trash Castleview with or without solving any puzzles, but 
you might as well, since they give almost a free level. You won't have to 
advance for a while, so don't worry about training. You can short-circuit 
some of the legwork in the sewers by just telnetting west of the exit(to 
14,30 for items) and to the southeast too. This might not get you any 
particularly new items, but you can hack through monsters and start 
stockpiling gold. If you really want to save time you can go down the stairs 
from the SW and sweep NW-E to meet Valio.

  5-2. GETTLEWAITHE

If you want to be mean, cast Day of Protection/Sorcery before tackling him. 
He should be very easy.

  5-3. THE SEWERS

You can take this all in one go. Again, descend on the east side and get the 
quest from Valio. It should be easy to rub everyone out, and you can get the 
might in the NW and the endurance in the SE with impunity because your cleric 
or even your paladin can cast a bunch of heal spells early. Rouka the Rat 
Queen will be no problem at all, and some of the fights might not even be 
worth the experience. Valio should be a pathetic fight, after he rewards you 
of course. Then go back upstairs.

    5-4. ELLINGER'S TOWER, NOW AND LATER

This is one part of the game you really can't accelerate. You can in fact 
wait to visit Ellinger until you've cleared the Temple of Bark, since you 
don't need the experience right now.

    5-5. GREAT WESTERN TOWER(SEE 4-11)

I like to go with this one first because you will get the first resistance 
bonuses this way. You should be able to rip through enemies especially if you 
are going backwards and have the +10 levels. Be careful at the very top, 
though. 

    5-6. TEMPLE OF BARK(SEE 4-5)

You can handle this all in one go. Teleport where you need to go. One monga 
melon is 7S of Castleview and then you can teleport 4E and go N for another. 
Nibbler is at B4 3,12 and the Temple at C4 2,8. 

You can see 4-5 about a run-through. However, you may also wish to check out 
the books at X=11, Y=11/15. They'll reward you if you have Linguist 
abilities(might/personality.)

Also, you can walk up to level 5 and cast whatever spells you need. It may 
take more than one day, and while you don't need the +10 level bonus from the 
MM4 area, it can't hurt when you go to take on Barkman.

    5-7. SANDCASTER(SEE 4-6)

Since you have the Town Portal spell you don't need to walk all the way. You 
still need to get the emerald handle, which is 8E 7S of where Town Portal 
lands you. The armadillos are tough on lower level characters if you do run 
into them, but your bonuses should see you through. You should then teleport 
9W twice to get two discs from the ogres. Go to B3 7,1 to get the Sandcaster 
pass and cast Town Portal to get back.

You can probably jump right in to the fighting at Sandcaster since you have 
all the skills offered there. While I still recommend getting the spell bonus 
facing south in the town square at noon, I also think the extra protection 
afforded by your level bonus should make Sandcaster less daunting.

    5-8. LAKESIDE(SEE 4-7)
    5-9. LAKESIDE SEWERS(SEE 4-8)
    5-10. THE GREAT SOUTHERN TOWER(SEE 4-9)

Getting to the Southern Tower requires a few teleports. Go to F4 (7,6) and 
get the key to the South Tower and a qiest. You might as well set a Lloyd's 
Beacon at the fountain of youth for future reference. The Southern Tower is 4 
teleports west(9 squares) from the fountain.

There's not much to do in the Great Southern Tower other than to get two 
discs. Strictly speaking, you can avoid one of the towers and do just fine, 
but I think that having one disc before opening another level of Castle 
Kalindra means the Great Southern Tower is a timely place to go. The enemies 
here are ridiculously easy, and you can just walk through the rest, as long 
as you have levitate or day of sorcery active--otherwise you fall to level 1. 
South through the gate, shoot the thieves down, and go east before the gate 
to get to the next level.

On level 2 you'll see a ledger in the left that explains the W 2S W and the 
door may be the toughest part of the tower here. Beyond it there's a gong you 
need to ring three times. S 3E 2N and walk to the stairs at the top.

Now S 2W and ring the gone 3x, then 4E and ring that gong. This opens doors 
to each side of the passage bisecting level 3. You now need to be careful 
which chests to open.

On the left side:

NY
YN
Y
 *<-disc

The password for the chest at the bottom is "OPEN SESAME" and that gets you 
300000 gold.

On the right, work as follows:

NY
YY
 N
*


Level 4 doesn't have much other than some decent fights. The book in the NW, 
N2W of the gate hiding the skyroad stairs, gives your thief some experience, 
but the one to the east doesn't get you anything useful unless you've played 
MM4.

After you've completed everything, you'll have two more discs. This is enough 
to return to Ellinger's Tower and build another level of Castle Kalindra. Do 
so. You may wish to have someone cast Lloyd's Beacon before leaving--not the 
one with the beacon set to the fountain. It'll save some short-term 
annoyance.

    5-11. CASTLE KALINDRA L1/2

You can just exit Castleview and teleport 3N 9W to get to Kalindra. You 
probably have Arms Master and Danger Sense so level 1 is not really relevant 
except for the nice treasure. See Dimitri and Megan for the key to the 
Dungeon of Lost Souls.

      4-10-1. LEVEL 1

Just west of the entry you have two tents facing east. These have the Arms 
Master and Danger Sense skills for free. Then you can go into the NW, where 
you can use thievery to pick some of the safe locks. There are some buttons 
that open gates here, but this level isn't really a maze, so don't worry too 
much about them.

Take the stairs--either the west nr northeast--and get to level 2.

      4-10-2. LEVEL 2

See Dimitri and Megan at (10,15) and (11,15) to get a key to the Dungeon of 
Lost Souls. There are some safes up here, but you can't open them until 
you've rescued Queen Kalindra. You also have a skill at (3,5) and treasures 
at (0,1) (0,2) (9,2) (11,1). Now you can continue on your quest.

    4-11. THE GREAT WESTERN TOWER

Your next challenge is the Great Western Tower. The key to the Western Tower 
is hidden in...the Great Western Tower itself! Go back up Ellinger's Tower 
and up to the skyroad. teleport 4N 9W and jump west. Jump north and teleport 
9N. The Western Tower should be 1E. Enter the grating and the key will be 
right there. Nothing else you can do here, so exit. Make sure someone has 100 
HP before teleporting 4E. You'll fall to the ground and it'll make a terrible 
crash. Go 1N and talk to the Mok cleric there. He'll give you the quest of 
clearing the Western Tower and will be on level 4 after you crash through. 
Return to the base of the tower(1S 4W).

With the backpedal ability, and your improved speed, this should be a cinch. 
A few enemies may have extra speed?? but most of them will go down at the 
first touch. The layout of the Western Tower is easy--you go counterclockwise 
up level 1, clockwise up 2, counter up 3, and face a whole mess of opponents 
on level 4. Many of the passages have something off to the side at the 
"points" of the tower. Usually this is minimal gold or someone begging you 
not to kill him. The second doesn't seem to matter, but why kill him?

Level 4 is the only tricky one. You'll start off facing a bunch of enemies. 
If you want to be a real sneak, turn around to face the stairs, save the game 
and restart. Back up into them and blast away. You can probably also shoot 
your enemies down with missile weapons but that will probably require you to 
heal up.

There's a locked door to the west, and that means more clerics. Again, back 
up into them. A desk at (5,10) gets you a reunion with the fellow who gave 
you the quest. +500K experience too. (Note: he may not be there if you forgot 
to contact him. If that happens, cast a Lloyd's Beacon, go down and out 
through the center, and cast a spell to get back up.) If you want, you can go 
east from here to push a button and link up with where you got the key to the 
tower. But you'll probably want to go down the center stairs.

Because level 3 allows you to get +10 cold and poison resistance, up to a 
maximum of 30. Level 2 has the same deal, for fire and electricity. Level 1 
has two discs and a gold pegasus. This is one of three items that 
Luna(outside of Castleview) wants. Now you can cast Time Distortion to get 
out, instead of climbing all the way back up and down. Not a bad haul.

    4-12. TEMPLE OF BARK REDUX

You now have the spells and ability to go back to the Temple of Bark and 
clean it out. I recommend bulking up on spell point in the Sandcaster town 
square(cast Time Distortion) before heading to the Temple(teleport from 
outside Castleview.) Climb up to level 5(see section 5-??) and now you need 
to locate the four gem heads at the bottom. I'd just activate them all at 
once and then drink from the fountains all at once.

(0,0) activates the fountain at (2,11)
(7,0) activates the fountain at (9,12)
(22,0) activates the fountain at (23,12)
(31,0) activates the fountain at (30,10)

Everyone gets +50 to resistances, which helps a lot later on. You can leave 
now if you want, but given the treasure Barkman holds, I'd recommend taking 
him out. You'll get enough gems to last the game and enough gold to keep you 
for a while.

There are four gem heads in the top that you want to feed until they are 
destroyed: (1,21) (0,28) (31,21) (31,30) and once you contributed, the secret 
door at (16,9) will open and Barkman can come out.

So how to defeat Barkman? Note that you can lead him in circles, or a square 
at the very least. Face east and sidestep down at (14,8) to bring him out. 
He'll be facing you. Save at this point, as after casting spells, saving and 
restoring, you lose the benefit of the damage you've done to enemies. Cast 
Mass Distortion and turn right. Cast jump and turn around. Repeat this as 
often as you like. I went with 16 times, using the Sandcaster spell point 
boost. While this in theory should curb Barkman to 1/65536 of his original 
hit points(40000) it doesn't work quite that well. You'll need to fight him a 
bit. Have your sorcerer cast energy blast in hand-to-hand combat.

a1d
2.4 < the loop to run Barkman in.
b3c

There are two chests to open: (1,24) and (30,25). You can go back there once 
Barkman's life force no longer guards them. 2millionXP+25k gems.

Now with the West Tower completed too you may want to go back to Ellinger's 
and get the Obsidian Boots on L4(if you haven't already) and also get the 
fire and electric resistance. Everyone has 100 fire and electric resistance 
now.

    4-13. THE GREAT NORTHERN TOWER

The Great Northern Tower is next. You'll need all your armor mended as this 
is a hand-to-hand combat intensive dungeon. Doom knights are particularly 
tough. But first you will want to deal with the giants at (10,5). You can be 
friendly and get two energy discs, but fighting gets discs and experience. 
Insult them.

The key to the tower is at (1,8) and you enter at (2,10). The motif for 
puzzle answers here is that everything is a lump of vowels. You'll notice 
several catch phrases in each book, and you just need to add in the vowels. 
One has a typo, spelling "beggars" "beggers." The structure is 
straightforward: two books for 500k experience on each side of the stairs in 
the north, and opposing stairs in the south and north.

The first two levels have mostly Slayer Knights, who are not hard at all. 
Level 2 has some semi-rubbish treasure. Moving up to level 3, you will face 
Doom Knights?? who may hit you. Save after each fight you win and you can 
verify did not break any armor. On level 3 you may have to etherealize 
through the door for more fights. There's an extra book in the SE and the 
treasures 2N3W of the bottom stairs and S2(W/E) of the upper are quite nice.

The fourth level has a couple doom knights who are not to be trifled with. 
Fortunately if you have your armor on a bit of save-reloading should get you 
through all this with little trouble. All the way south is the chalice needed 
for your quest. In the west and east edge alcoves you have an energy disk 
each. This puts you at a total of 17.

    4-14. THE GREAT EASTERN TOWER

2E 2N 2E 2N. You have to avoid teleports and also dead-end stairs. This is 
the only way to do it, but it gets you up to level 4 pretty quickly. ??

A bunch of nasty monsters here on level 4. You may want to do the old save-
backup trick here. Mystic mages can attack from afar, and you can't quite 
shoot them down. But the damage you take will be worth it.

2S 3E of the stairs is a very interesting fountain, but before you use it, 
head 2S 3W and get the Jewel of the Ages, which was supposed to be in the 
Southern Tower. You may want to save the game before drinking from the 
fountain on level 4, as your archer will turn 108, but you can save, see if 
the ranger dies from drinking(rest immediately, then load, then have someone 
set Lloyd's Beacon, but not the one with F4 7,6) have everyone(or everyone 
except the ranger) drink, cast Lloyd's Beacon to the Fountain of Youth, get 
the bonus for returning the gem, and have everyone drink.

Take the stairs to the east, back up and run clockwise, and note the energy 
disks in the east and south alcoves. OK, don't note them, GET them. Back up 
the stairs and more backing up to blast enemies.

Give your cleric the +5 levels. You don't need the swimming skill any 
more(easy enough to pick up again) and only prayer master/bodybuilder are any 
worry to pick up again(need to go back to the sewers.) Then keep going to the 
east, where your sorcerer, archer and ranger can get +50 intelligence. 
Congratulations! You're through with the Eastern Tower.

??teleports

    4-15. NECROPOLIS

      4-15-1. NECROPOLIS ABOVEGROUND

      4-15-2. NECROPOLIS SEWERS

As long as you've gotten Protect Fire(Day of Protection) and the other 
resistances this should be a cakewalk. You may have to have your Paladin cast 
Divine Intervention to resuscitate characters without loss of endurance if 
the damage is too great, but you know how to do that by now. If he doesn't 
have the spell points, give them to him in Sandcaster.

This completes the trio of statues you need to make Luna happy. Now you could 
give them to her right away but I recommend visiting the Isle of Lost Souls 
to pump your players up to the max and let them get bonus levels after.

    4-16. DUNGEON OF LOST SOULS
      4-16-1. LEVEL 1
      4-16-2. LEVEL 2
      4-16-3. LEVEL 3
      4-16-4. LEVEL 4
      4-16-5. LEVEL 5
      4-16-6. CASTLE KALINDRA, SOLVING ONE QUEST, STARTING ANOTHER
      4-16-7. THE FINAL BIT WITH ELLINGER
    4-17. CASTLE BLACKFANG QUEST
      4-17-1. THE BRIDLE
      4-17-2. THE CASTLE
      4-17-3. RESTORING QUEEN KALINDRA
    4-18. THE GREAT PYRAMID

The great pyramid is in the middle of the desert. I recommend teleporting 
there from Sandcaster, as it is 21W9N from where you portal to Sandcaster. It 
is the first level that has the toughest fights, and after that you have a 
bit more thinking.

      4-18-1. LEVEL 1
      4-18-2. LEVEL 2
      4-18-3. LEVEL 3
      4-18-4. LEVEL 4
    4-19. THE CORAK AND SHELTEM SHOW, PRELUDE
    4-20. CASTLE ALAMAR

  6. REJOINING THE WORLDS

Alamar's Castle is a focal point as you rejoin the worlds. There's a lot of 
bouncing back and forth, and the best way to go from the Darkside to Xeen is 
to enter the portal in Castleview. To return, you can often go up onto 
certain clouds and cast "town portal." I'm not sure if this is a bug, but 
some of the Cloudside's clouds send you back to the Darkside. Lloyd's Beacon 
is also a good spell, although you only have one location for the entire MM4-
MM5 gamut.

Some areas are also very tough, at least until you get a temporary 50-level 
power-up.

??errate A3 4,9 not 4,0 for W tower

??how to work w items
??how to work with teleports
??stupid time saving

??big funnies: no discs, Ellinger says "oh well"

acid spray
beast mast
bless
clairv
cold ray *
cure dis *
cure pois *
cure w *

priesty:

awaken
1st aid *pal
revitalize *pal
flying fist
cure wounds *2
pain
suppress poison
prot elts *2
sparks *cl
supp disease
turn u *2
beast m
cold ray *2
bless
holy bon
heroism
power c *p
nature's c *2
frost bite

awak
mag arrow
sleep
tox cl
jump *2
en blast *2
shrap *2
lev *2
wiz eye
lite bolt *?
fire ball *?
Lloyd *2
Power s *s

scaster

heroism
power c*
frost b
walk w*
acid s
cure p*
cure d*
deadly s
cure pa
hyp
create food
fiery flail
town p*
stone/flesh*
raise dead
moon ray*
mass dist*
day prot*

*=paladin should have, cleric can get all others

det monst N
time dist *
drag slp N
finger death N
teleport *
fantastic freeze
super shel
recharge
dancing sword *
golem stopper
itm to gold
poison volley
eth *
enchant N
incin *
mega v
day / sorc

druid:
en blast *
fireb *
first aid *
fly fist
frost b *
heroism
holy b
id monst

End of FAQ proper

================================

  7. VERSIONS

1.1.0 sent to GameFAQs 8/28/2006, with the complete bit done, not fully 
accounting for solving MM4 first but getting there
1.0.0 sent to GameFAQs 8/10/2006, complete for the bare walkthrough, but not 
well organized.

  8. CREDITS

Thanks to CJayC as usual for such a great site and, though I hate to admit 
it, the people who write for more popular games so that these old school FAQs 
can be hosted for free.
Thanks to the usual GameFAQs gang. They know who they are, and you should, 
too, because they get some SERIOUS writing done. Good people too--bloomer, 
falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, AdamL 
and others I forgot. OK, even Hydrophant in his current not-yet-banned 
message board incarnation. 
Thanks to New World for selling the MM games as a compilation.
Thanks to the DosBox programmers for making them easier to get to play--and 
for the speed up feature.
Thanks to Caroline Spector for her comprehensive Might and Magic Compendium, 
even if it breezed over MM1 and MM2.

4-last.

WHERE TO GET DISCS:
3 from Gettlewaithe
2 in Temple of Bark
2 for freeing prisoner and going 1W1S of Temple of Bark
==see Ellinger, or you can clear the GWT if feeling very lucky
2 in the Great Western Tower
2 in the Great Southern Tower
==see Ellinger. Kalindra now has some useful stuff on level 2
2 from the Giant King
2 in the Great Eastern Tower
2 from the Ogre King
2 in the Great Northern Tower
6 in Castle Kalindra
==just have to teleport around a bunch

??errate A3 4,9 not 4,0 for W tower

??how to work w items
??how to work with teleports
??stupid time saving

??big funnies: no discs, Ellinger says "oh well"

??3788 3789 = x y coord
??39fa-39fc=gold??
??39ff-3a00=gems??

stutter step with this? Clear Castleview and then MM4 minus intelligence 
bonuses and then go back?