MIGHT & MAGIC V -- DARKSIDE OF XEEN (including combined World of Xeen) Miscellaneous Facts and Spoilers Version v1.11 - May 4, 2012 by Stephen S. Lee (ssjlee@rawbw.com) You may distribute this freely, so long as you give proper credit to me. This was derived from the PC version; I make no guarantees about applicability to other platforms. Please feel free to e-mail me with corrections or suggestions. The notation XdY means the same thing as it does in traditional tabletop gaming; a random number is generated by rolling a Y-sided die X times and then adding together the rolls. TABLE OF CONTENTS ----------------- 1. Party Creation A. Classes B. Races C. The Seven Statistics D. Skills E. Recommended party F. Party development 2. Spell list 3. Guide to Darkside A. Locations of major areas B. Locations of skills C. Locations of spells D. Locations of temporary stat boosters E. Locations of permanent stat boosters F. Locations of hidden monsters G. Locations of other treasure H. Locations of awards I. Mirror portal keywords J. Maps of selected areas 4. Monsters A. Table of monster statistics B. Monsters by location 5. Items A. Equipment generation and properties B. Shops of Darkside 6. Other hints A. Tavern rumors and tips B. Miscellaneous tips and tricks SECTION 1A - CLASSES -------------------- (This section is identical to the corresponding section of my Might & Magic IV: Clouds of Xeen FAQ.) Here is a table showing the different classes in the game, with the column headers indicating: HP - base hit points gained per level. This number is modified by Endurance, race, and the Body Building skill. Att - number of levels it takes to get another melee attack per round, so lower numbers are better. Skill - skill that class starts with Spell - spells that class starts with Requirements - stat requirements needed to start as this class Class HP Att Skill Spells Requirements Knight 10 5 Arms Master - Mgt 15 Paladin 8 6 Crusader Light Mgt/Per/End 13 Archer 7 6 - Light Int/Acy 13 Cleric 5 7 - Awaken, First Aid, Light Per 13 Sorcerer 4 8 Cartography Awaken, Light, Magic Arrow Int 13 Robber 8 6 Thievery - Lck 13 Ninja 7 5 Thievery - Spd/Acy 13 Barbarian 12 4 - - End 15 Druid 6 7 Direction Sense Awaken, First Aid, Light, Magic Arrow Int/Per 15 Ranger 9 6 Pathfinding Awaken, Light Int/Per/End/Spd 12 Knights are pure warriors; they can equip any weapon, body armor, or shield in the game, but may not cast spells. Barbarians are also pure warriors; they have more hit points and are superior in raw melee combat ability compared to Knights, and likewise may not cast spells. However, they are more limited in the melee weapons they can equip (though they can equip more than in Might and Magic III), and may not use body armor heavier than scale armor. Knights and Barbarians receive bonuses to-hit in combat that other classes do not receive; combined with their greater number of attacks at higher level, this makes them much more effective melee combat machines than the hybrid classes. Robbers are trained in the arts of Thievery, but are not able to cast spells. They may equip most weapons, and can use a shield, but may not use body armor heavier than chain mail. Ninjas are also trained in the arts of Thievery; they are poorer at it compared to actual Robbers, but make up for it with superior combat ability. They also cannot cast spells, may not use a shield, and may not use body armor heavier than ring mail. Clerics are primarily magic users who use the clerical spellbook. They are poor in melee combat, are not allowed to use edged weaponry, and cannot use ranged weapons. However, they are allowed to equip shields and body armor as heavy as splint mail. Sorcerers are primarily magic users who use the arcane spellbook. They are even worse in melee combat than Clerics; they can equip very few weapons, and the only body armor they can equip is robes. Druids are primarily magic users who use the druidic spellbook. The druid spellbook includes all the lower-level Cleric and Sorcerer spells, but does not include any unique spells as in Might & Magic III. Like Clerics, they make for poor fighters, though they can equip more melee weapons than Clerics can. They may equip shields, but the only body armor they may use is robes. Paladins are hybrid fighter-clerics. While they are allowed to use any piece of armor, and also any weapon (note that this is a change from Might and Magic III), they do not fight quite as effectively as Knights or Barbarians. They may cast spells from the clerical spellbook, but only have half as many spell points as full Clerics, and their spells cost twice as much in mage guilds. Apart from these limitations, they cast spells just as well as a Cleric of the same level. Archers are hybrid fighter-sorcerers. They are as effective in melee and ranged combat as Paladins, and can equip any weapon that a Paladin can. Their defensive capacities are more limited, as they may not use a shield, nor can they use body armor heavier than chain mail. They may cast spells from the arcane spellbook, but only have half as many spell points as full Sorcerers, and their spells cost twice as much in mage guilds. Apart from these limitations, they cast spells just as well as a Sorcerer of the same level. Rangers are hybrid fighter-druids. They are as effective in melee and ranged combat as Paladins, and can equip any weapon that a Paladin can. Their defensive ability is worse than a Paladin but better than an Archer, as they may equip a shield and any body armor other than plate. They may cast spells from the druidic spellbook, but only have half as many spell points as full Druids, and their spells cost twice as much in mage guilds. Apart from these limitations, they cast spells just as well as a Druid of the same level. All characters may equip any helmet, cloak, boots, gauntlets, belt, ring, amulet, or other piece of equipment. Any character may also use any charged item that can cast spells, such as a wand. The base number of spell points per level for a spellcaster is 3. This is first modified by race, Intellect and Personality scores, and the class-relevant skill; this is then divided by 2 for Paladins, Archers, and Rangers. Fractions are retained, and only discarded after multiplying by the character's level. SECTION 1B - RACES ------------------ (This section is identical to the corresponding section of my Might & Magic IV: Clouds of Xeen FAQ.) The following table shows all the effects of the different races. "Thief Mod" represents the modifier to Thievery. HP per MP per ---- Starting Resistances ---- Thief Starting Name Level Level Fire Elec Cold Pois Ener Magic Mod Skill Human +0 +0 7 7 7 7 7 7 +0 Swimming Elf -2 +2* 0 0 0 0 5 5 +10 - Dwarf +1 -1 2 2 2 2 2 20 +5 Spot Secret Doors Gnome -1 +1 5 5 5 20 5 0 +10 Danger Sense Half-orc +2 -2 10 10 10 0 0 0 -10 - * Elves who are not archers or sorcerers do NOT receive this bonus. SECTION 1C - THE SEVEN STATISTICS --------------------------------- (This section is identical to the corresponding section of my Might & Magic IV: Clouds of Xeen FAQ.) Each character has seven major statistics that define his or her abilities. These are Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck; random values for these stats at character generation can range from 3 to 21. For all of these stats, the numerical rating corresponds to an adjective given by the game when you click on the statistic on the character screen. Each of these adjectives corresponds to the standard numerical bonus for that stat value. These ranges and bonuses are: Stat Range Adjective Bonus 0-2 Nonexistant [sic] -5 3-4 Very Poor -4 5-6 Poor -3 7-8 Very Low -2 9-10 Low -1 11-12 Average +0 13-14 Good +1 15-16 Very Good +2 17-18 High +3 19-20 Very High +4 21-24 Great +5 25-29 Super +6 30-34 Amazing +7 35-39 Incredible +8 40-49 Gigantic +9 50-74 Fantastic +10 75-99 Astounding +11 100-124 Astonishing +12 125-149 Monumental +13 150-174 Tremendous +14 175-199 Collosal [sic] +15 200-224 Awesome +16 225-249 Awe Inspiring +17 250+ Ultimate +20 Increasing a statistic above 250 consequently has no effect. At the other end of the scale, if a statistic is 0 it is possible to die when resting, although this form of "natural death" can still be undone with the Raise Dead spell. The functions of these statistics are as follows: MIGHT: The bonus applies to the physical damage done with each successful melee attack; penalties cannot drop damage per attack below 1. Might is also used when bashing open doors and performing other such feats of strength. INTELLECT: The bonus applies to the number of spell points per level for Archers and Sorcerers. For Rangers and Druids, the average of the Intellect and Personality bonuses is used. Some quest locations also directly check Intellect. PERSONALITY: The bonus applies to the number of spell points per level for Paladins and Clerics. For Rangers and Druids, the average of the Intellect and Personality bonuses is used. No effect for other classes. ENDURANCE: The bonus applies to the number of hit points per level. SPEED: The bonus applies to Armor Class. Speed also determines when your character acts during combat. Unlike later Might and Magic games, it does not determine how often your character acts. ACCURACY: The bonus applies to the chance to hit with a weapon, either melee or ranged. LUCK: The bonus applies to resistance rolls, both damage resistance and status condition resistance. If the damage resistance roll works like it does in later Might and Magic games, you must have at least 1 resistance point for the Luck bonus to apply at all. Some status conditions can affect your statistics, as follows: Cursed -1 per severity to Lck Diseased -1 per severity to Int/Per/End Drunk +1 per severity to Per/Lck; -1 per severity to Mgt/Int/End/Spd/Acy Heartbroken -1 per severity to all stats In Love +1 per severity to all stats Insane +1 per severity to Mgt/Spd; -1 per severity to Int/Per/Acy Poisoned -1 per severity to Mgt/Spd/Acy Weak -1 per severity to all stats Age, whether artificial or natural, affects statistics other than Luck starting at 36; at this age a character gets -2 to Might, Endurance, Speed, and Accuracy, and +2 to Intellect and Personality. At age 51, the penalties and bonuses become -5/+5; age 76, the penalties and bonuses become -10/+10; at age 101, -20/+20; at age 201, -50/+50. SECTION 1D - SKILLS ------------------- A freshly generated character will have zero, one, or two free skills that derive from race and class. All such skills except for Thievery may be found after character generation; the locations for these are listed in section 3B. Unlike in Might and Magic III, there is no way to get Thievery for any character other than a Robber or Ninja. The actual game function of the skills follow. Name Function Arms Master +1 to hit. Astrologer Druids get an extra 2 spell points per level. Rangers get 1 extra spell point per level. No effect for other classes. Body Builder +1 hit point per level. Cartographer The auto-mapping feature only works if at least one character possesses this skill. Crusader Does nothing on the Darkside of Xeen. Danger Sense If at least one character has this skill, you will know if there are foes nearby. Direction Sense The compass feature only works if at least one character possesses this skill. Linguist Allows the character to read foreign languages. Merchant Allows the character to receive full value instead of half value when selling an item in a store. Mountaineer At least two characters with this skill are needed to move through mountains on foot. Navigator With this skill, moving through desert takes the normal 10 minutes per move instead of 4 hours. Pathfinder At least two characters with this skill are needed to move through dense forests on foot. Prayer Master Clerics get an extra 2 spell points per level. Paladins get 1 extra spell point per level. No effect for other classes. Prestidigitator Sorcerers get an extra 2 spell points per level. Archers get 1 extra spell point per level. No effect for other classes. Spot Secret Doors If at least one character has this skill, this permits the automatic detection of walls that can be bashed down. Swimming The whole party must possess this skill to move around in shallow water without magic. Thievery Required to pick locks on chests and doors. A character's base Thievery rating is 30 for Robbers and 15 for Ninjas. This is modified by race, with a bonus of 2 points per level. Tracker Does nothing. SECTION 1E - RECOMMENDED PARTY ------------------------------ Here are some key points to keep in mind when choosing your party of six: * A Knight or Barbarian is significantly better in melee combat than the Paladin, Archer, Ranger, or Ninja. Their additional hit points and greater number of attacks per round give them significant combat advantages over hybrid classes, especially when considering that they can cast spells with all the effectiveness of a spellcaster if they use an item that casts spells. For this reason, your party should include one of these. More than one is not as useful as it was in Might & Magic III, owing to the lack of items that can cast high-level spells. Barbarians are better than they were in Might & Magic III since they can equip a wider variety of weapons now. * The druidic spellbook just isn't all that useful; while Druids get all the lower-level Cleric and Sorcerer spells, they do not get any high-level spells. This is even less useful than it sounds, because anyone can use rechargeable spellcasting items that cast lower-level spells. * Unlike in Might & Magic III, there is no way to get Thievery other than starting out as a Robber or Ninja, so your party should include one of those. * There are not as many doors or chests in this game compared to Might and Magic III or IV, so the extra combat capacity of Ninja makes them better. My recommended party therefore is: Half-Orc Barbarian Dwarf Ninja Human Paladin Human Archer Gnome Cleric Elf Sorcerer If you have played the game before, the pure spellcasters aren't quite as good because you can use spell point fountains; in that case you may wish to replace the cleric and sorcerer with a second Paladin and a second Archer. SECTION 1F - PARTY DEVELOPMENT ----------------------------- * Training for the next level costs gold equal to your current level squared times 10; it follows that training a character from level 1 to level x costs (x-1)*x*(2x-1)*5/3 gold. Darkside training facilities are available at the following locations: Castleview (8,17) - maximum level 30 Sandcaster (19,12) - maximum level 50 Castle Kalindra Level 3 (15,0) - maximum level 100 Olympus (5,10) - maximum level 200 The maximum unbuffed level a character can have is 255. If you have enough money (which is the hardest part), there is more than enough experience available in World of Xeen to reach this level. For this you need to train three characters to level 198, two to level 197, and one to level 194 before using any permanent level boosters, then use all the free level boosters available in World of Xeen. There should be exactly enough to reach level 255 with a full party of six. The training will cost a total of 151,768,660 gold. Note that this is massive overkill; any combat becomes reasonably winnable at around base level 70. * Weapons and armor: materials that are metals starting with iron, along with gemstones, make the best weapons and armor. This is detailed in section 5A, but the basic progression is Iron -> Silver -> Steel -> Gold -> Platinum -> Ruby -> Emerald -> Sapphire -> Diamond -> Obsidian, for both weapons and armor. Equipment made of such materials should be chosen above all but the best elemental weapons and armor, although you should retain extra elemental weapons to deal with foes resistant or immune to Physical damage. Of particular note is the best possible material at the higher item levels, listed in the treasure and monster tables: Level 3 - Steel Level 4 - Gold Level 5 - Emerald Level 6 - Obsidian Level 7 - Obsidian (only material possible at this level) Use accessories instead of weapons or armor to get resistances and better stats. * Miscellaneous items: items that cast spells are useful for casting Lloyd's Beacon, or spells that cost a lot of gems or spell points. They also allow nonspellcasters to cast lesser spells with all the effectiveness of an actual spellcaster. Everyone in your party can have an active Lloyd's Beacon, even those who cannot cast spells. Items that cast Lloyd's Beacon are the only way clerical casters and noncasters can cast it; you will need the Recharge Item spell to maintain an item of Lloyd's Beacon. Other spells that are useful to get on spellcasting items: Protection from Elements, Day of Protection, Day of Sorcery, Town Portal, Dancing Sword, Moon Ray, Power Cure, Fire Ball, Lightning Bolt, Golem Stopper. * Maximizing statistics: the way to do this is to use the following specific stat boosters in this order, skipping everything else: 1. (on Cloudside) +5 Personality/Endurance pools in Ancient Temple of Yak 2. (on Cloudside) +5 Personality for whole party from Mirabeth's quest 3. +25 Intellect for Sorcerers in Ellinger's Tower; use once only as you do not want Intellect to exceed 49 4. Any boosters for stats of 10 or more, so long as you do not go above 30 (49 for the specific case of spellcaster Intellect) 5. Pool of Minimal Abilities in Great Eastern Tower (+10 to stats below 10) 6. +50 Intellect for arcane/druidic spellcasters in Great Eastern Tower (only works if Intellect is less than 50) 7. Any boosters for stats, so long as you do not go above 30, except you can increase spellcaster Intellect freely now 8. +19 to all statistics in the Temple of Bark for becoming Discples of Bark 9. +50 to all statistics less than 50 in Escape Pod 1 (the big one) 10. Now you can go back and collect all the stat boosts you missed You will have to play most of Darkside to reach step 9, so you will play most of the game with most stats below 50 if you choose to do this; I would not recommend this for any other than dedicated minmaxers. * Resistances: There are fountains in the Great Western Tower that are reusable and will increase low elemental resistances, so skip any elemental resistance boosters until you reach them. The fountains in the Temple of Bark will then increase elemental resistances by 50 if they are below 50. You can then go back to the resistance boosters you skipped, such as the fire and electricity resistance books in Ellinger's Tower. SECTION 2 - SPELL LIST ---------------------- (This section is identical to the corresponding section of my Might & Magic IV: Clouds of Xeen FAQ.) "MP Cost" in the following indicates how many magic points are needed for the spell. "/L" under cost indicates the number of magic points required per level of the caster. "*" under cost indicates how many gems are required. There are no level requirements in a mage guild for learning a spell, unlike in Might & Magic III. "Gold" indicates the base cost of purchasing the spell from a mage guild; this is doubled for Paladins, Archers, and Rangers. A "group" of monsters means all the monsters in the first square in front of the party that has monsters; spells that affect a group can hit up to 3 monsters. "All" monsters indicates all monsters in front of the party. "Elem." means you can select one of Fire, Electricity, Cold, or Poison, and the spell will protect against that specific element. CLERICAL SPELL TABLE Name MP Cost Gold Effect Acid Spray 8 800 15 Poison damage to all monsters Awaken 1 100 Remove SLEEP from all characters Beast Master 5+2* 500 Attempt to paralyze a group of animals Bless 2/L+1* 1000 +Level to Armor Class for party Cold Ray 2/L+4* 1000 (2-4)*Level Cold damage to all monsters Create Food 20+5* 2000 Create enough food for party if you lack it Cure Disease 10 1000 Remove DISEASED from one character Cure Paralysis 12 1200 Remove PARALYZED from one character Cure Poison 8 800 Remove POISONED from one character Cure Wounds 3 300 +15 hit points to one character Day of Protection 75+10* 7500 Bless+Heroism+Holy Bonus+Prot. from Elements Deadly Swarm 12 1200 40 Physical damage to one group Divine Intervention 200+20* 20000 Heal party damage except ERADICATION; +5 Age Fiery Flail 25+5* 2500 100 Fire damage to one monster First Aid 1 100 +6 hit points to one character Flying Fist 2 200 6 Physical damage to one monster Frost Bite 7 700 35 Cold damage to one monster Heroism 2/L+1* 1000 +Level to hit for party Holy Bonus 2/L+1* 1000 +Level to Physical weapon damage for party Holy Word 100+20* 10000 Destroy one group of undead Hypnotize 15+4* 1500 Attempt to paralyze a group Light 1 100 Provide light in dungeons and caves Mass Distortion 75+10* 7500 One group loses half its hit points Moon Ray 60+10* 6000 30 Energy damage to all; heals party as well Nature's Cure 6 600 +25 hit points to one character Pain 4 400 8 Physical damage to one group Power Cure 2/L+3* 1000 +(2-12)*Level hit points to one character Prot. from Elements 1/L+1* 500 +2*Level+5 Elem. damage reduction for party Raise Dead 50+10* 5000 Remove DEAD from one character Resurrection 125+20* 12500 Remove ERADICATED from one character; +5 Age Revitalize 2 200 Remove WEAK from one character Sparks 1/L+1* 500 2*Level Electrical damage to one group Stone to Flesh 35+5* 3500 Remove STONE from one character Sun Ray 150+10* 15000 200 Energy damage to all monsters Suppress Disease 5 500 Reduce DISEASED on one character to 1 Suppress Poison 4 400 Reduce POISONED on one character to 1 Town Portal 30+5* 3000 Teleport to a town; noncombat only Turn Undead 5+2* 500 25 damage to a group of undead Walk on Water 7 700 Allow the party to travel on deep water ARCANE SPELL TABLE Name MP Cost Gold Effect Awaken 1 100 Remove SLEEP from all characters Clairvoyance 5+2* 500 Gives advice on noncombat decisions Dancing Sword 3/L+10* 1500 (6-14)*Level Physical damage to a group Day of Sorcery 40+10* 4000 Clairvoy.+Levitate+Power Shield+Wizard Eye Detect Monster 6 600 Show number and location of nearby monsters Dragon Sleep 10+4* 1000 Attempt to paralyze one dragon Elemental Storm 100+10* 10000 150 damage of random type to all monsters Enchant Item 30+20* 3000 Enchants an item which isn't already magical Energy Blast 1/L+1* 500 (2-6)*Level Energy damage to one monster Etherealize 30+10* 3000 Move straight through doors, other barriers Fantastic Freeze 15+5* 1500 40 Cold damage to a group Finger of Death 10+4* 1000 Attempt to destroy a group Fire Ball 2/L+2* 1000 (3-7)*Level Fire damage to a group Golem Stopper 20+10* 2000 100 damage to one golem Identify Monster 5 500 Show monster group hit points, other stats Implosion 100+20* 10000 1000 Energy damage to one monster Incinerate 35+10* 3500 250 Fire damage to one monster Inferno 75+10* 7500 250 Fire damage to a group Insect Spray 5+1* 500 25 damage to group of insects Item to Gold 20+10* 2000 Converts item into half gold value Jump 4 400 Move the party 2 squares; noncombat only Levitate 5 500 Party floats over pits and clouds Light 1 100 Provide light in dungeons and caves Lightning Bolt 2/L+2* 1000 (4-6)*Level Electrical damage to a group Lloyd's Beacon 6+2* 600 Set and recall location; noncombat only Magic Arrow 2 200 8 Magic damage to one monster Mega Volts 40+10* 4000 150 Electrical damage to a group Poison Volley 25+10* 2500 Fires arrows that do 10 Poison damage each Power Shield 2/L+2* 1000 +Level damage reduction for party Prismatic Light 60+10* 6000 80 damage of random type to all monsters Recharge Item 15+10* 1500 +1-6 charges to a charged item Shrapmetal 1/L 500 2*Level Physical damage to a group Sleep 3+1* 300 Attempt to put a group to sleep Star Burst 200+20* 20000 500 Physical damage to all monsters Super Shelter 15+5* 1500 Allow safe rest; noncombat and on land only Teleport 10 1000 Teleport up to 9 squares; noncombat only Time Distortion 8 800 Cause the entire party to flee combat Toxic Cloud 4+1* 400 10 Poison damage to a group Wizard Eye 5+2* 500 Show an overhead view of the vicinity DRUIDIC SPELL TABLE Name MP Cost Gold Effect Acid Spray 8 800 15 Poison damage to all monsters Awaken 1 100 Remove SLEEP from all characters Beast Master 5+2* 500 Attempt to paralyze a group of animals Bless 2/L+1* 1000 +Level to Armor Class for party Clairvoyance 5+2* 500 Gives advice on noncombat decisions Cold Ray 2/L+4* 1000 (2-4)*Level Cold damage to all monsters Cure Disease 10 1000 Remove DISEASED from one character Cure Poison 8 800 Remove POISONED from one character Cure Wounds 3 300 +15 hit points to one character Energy Blast 1/L+1* 500 (2-6)*Level Energy damage to one monster Fire Ball 2/L+2* 1000 (3-7)*Level Fire damage to a group First Aid 1 100 +6 hit points to one character Flying Fist 2 200 6 Physical damage to one monster Frost Bite 7 700 35 Cold damage to one monster Heroism 2/L+1* 1000 +Level to hit on for party Holy Bonus 2/L+1* 1000 +Level to weapon damage for party Identify Monster 5 500 Show monster group hit points, other stats Insect Spray 5+1* 500 25 damage to group of insects Jump 4 400 Move the party 2 squares; noncombat only Levitate 5 500 Party floats over pits and clouds Light 1 100 Provide light in dungeons and caves Lightning Bolt 2/L+2* 1000 (4-6)*Level Electrical damage to a group Lloyd's Beacon 6+2* 600 Set and recall location; noncombat only Magic Arrow 2 200 8 Magic damage to one monster Nature's Cure 6 600 +25 hit points to one character Pain 4 400 8 Physical damage to one group Power Cure 2/L+3* 1000 +(2-12)*Level hit points to one character Power Shield 2/L+2* 1000 +Level damage reduction for party Prot. from Elements 1/L+1* 500 +2*Level+5 Elem. damage reduction for party Revitalize 2 200 Remove WEAK from one character Shrapmetal 1/L 500 2*Level Physical damage to a group Sleep 3+1* 300 Attempt to put a group to sleep Sparks 1/L+1* 500 2*Level Electrical damage to one group Suppress Disease 5 500 Reduce DISEASED on one character to 1 Suppress Poison 4 400 Reduce POISONED on one character to 1 Toxic Cloud 4+1* 400 10 Poison damage to a group Turn Undead 5+2* 500 25 damage to a group of undead Walk on Water 7 700 Allow the party to travel on deep water Wizard Eye 5+2* 500 Show an overhead view of the vicinity Bless, Day of Protection, Day of Sorcery, Heroism, Holy Bonus, and Power Shield max out at a power level of 255. If they are cast at a power level higher than this, it wraps around 255 back to 0. Some notes on specific spells: Day of Protection - this only casts Protection of Elements at a power level equal to the caster's level. Divine Intervention - this will reduce hit points to the normal maximum, but will remove all status conditions except ERADICATED, including those which you cannot otherwise heal yourself. Jump - this spell is handy not only jumping over traps and holes in the ground, but also putting distance between you and a monster lacking a ranged attack. Power Shield - the damage reduction from this spell applies to all sources of damage; it applies after resistance. If damage is reduced to zero, then additional status conditions from that attack do not apply. Protection from Elements - this is cast at a power level equal to 5 plus twice the caster's level, with a maximum of 200. This is considerably better than that from Day of Protection, except at very high levels. This provides damage reduction against the specific elemental form; it does NOT provide resistance, which is separate, and applies before resistance. If damage is reduced to zero, then additional status conditions from that attack do not apply. Raise Dead - this will permanently reduce the Endurance of the recipient by 1. This may be circumvented by raising via either a temple or the Divine Intervention spell. Recharge Item - this will never destroy an item, contrary to what the documentation or game may claim. The maximum number of charges an item may hold is 63. Potions and scrolls may not be recharged. Items that cast Recharge Item themselves also may not be recharged, unlike in Might and Magic III. Resurrection - this will permanently reduce the Endurance of the recipient by 1. This may be circumvented by resurrecting via a temple. SECTION 3A - LOCATION OF MAJOR AREAS ------------------------------------ Town of Castleview: Main entrance at A4 (14,10) Pass for entry obtained at A4 (15,12) (1,13) grate - to Castleview Sewer (1,13) (2,29) grate - to Castleview Sewer (2,29) (12,10) tower - to Ellinger's Tower Level 1 (11,8) (12,30) grate - to Castleview Sewer (12,30) (15,31) main gate - to A4 (14,11) (26,1) grate - to Castleview Sewer (26,1) (26,24) pyramid - to Cloudside F3 (8,10) (30,18) grate - to Castleview Sewer (30,18) Castleview Sewer: (1,13) ladder - to Castleview (1,13) (2,29) ladder - to Castleview (2,29) (12,30) ladder - to Castleview (12,30) (17,0) ladder - to A4 (14,8) (26,1) ladder - to Castleview (26,1) (30,18) ladder - to Castleview (30,18) Town of Sandcaster: Main entrance at E3 (4,12) Pass for entry obtained at B3 (7,1) (1,1) grate - to Sandcaster Sewer (1,1) (1,26) grate - to Sandcaster Sewer (1,26) (13,9) grate - to Sandcaster Sewer (13,9) (13,28) grate - to Sandcaster Sewer (13,28) (27,10) grate - to Sandcaster Sewer (27,10) (30,21) grate - to Sandcaster Sewer (30,21) (31,16) main gate - to E3 (5,12) Sandcaster Sewer: (0,16) ladder - to D2 (12,2) (1,1) ladder - to Sandcaster (1,1) (1,26) ladder - to Sandcaster (1,26) (13,9) ladder - to Sandcaster (13,9) (13,28) ladder - to Sandcaster (13,28) (27,10) ladder - to Sandcaster (27,10) (30,21) ladder - to Sandcaster (30,21) Town of Lakeside: Main entrance at F2 (3,15) Pass for entry obtained at Sandcaster (18,8) (0,3) main gate - to F2 (2,15) (1,11) grate - to Lakeside Sewer (1,11) (7,14) grate - to Lakeside Sewer (7,14) (11,6) grate - to Lakeside Sewer (11,6) (15,14) boat - to F2 (6,8) Lakeside Sewer: (1,11) ladder - to Lakeside (1,11) (7,14) ladder - to Lakeside (7,14) (11,6) ladder - to Lakeside (11,6) Town of Necropolis: Main entrance at B2 (8,12) Pass for entry obtained at Lakeside (1,14) (1,9) grate - to Necropolis Sewer (1,9) (8,5) grate - to Necropolis Sewer (8,5) (8,14) grate - to Necropolis Sewer (8,14) (15,8) main gate - to B2 (9,12) Necropolis Sewer: (1,9) ladder - to Necropolis (1,9) (8,5) ladder - to Necropolis (8,5) (8,14) ladder - to Necropolis (8,14) Town of Olympus: Main entrance at Skyroad C2 (2,7) Pass for entry obtained at Great Pyramid Level 4 (6,9) (1,5) grate - to Olympus Sewer (1,5) (5,14) grate - to Olympus Sewer (5,14) (7,0) main gate - to Skyroad C2 (2,7) (10,7) grate - to Olympus Sewer (10,7) (14,5) grate - to Olympus Sewer (14,5) Olympus Sewer: (1,5) ladder - to Olympus (1,5) (5,14) ladder - to Olympus (5,14), after giving "Tribbles" password en route (10,7) ladder - to Olympus (10,7) (14,5) ladder - to Olympus (14,5) Ellinger's Tower: Main entrance at Castleview (12,10) Key obtained at Castleview (27,19) Level 1 (11,8) gate - to Castleview (13,10) Level 4 (9,8) up stairs - to Skyroad A4 (14,10) Great Northern Tower: Main entrance at C1 (2,10) Key obtained at C1 (1,8) Level 1 (7,4) gate - to C1 (2,9) Level 4 (9,11) up stairs - to Skyroad D1 (2,10) Great Western Tower: Main entrance at A3 (4,9) Key obtained at A3 (8,10) Level 1 (11,8) gate - to A3 (5,9) Level 4 (11,8) up stairs - to Skyroad A3 (4,9) Great Eastern Tower: Main entrance at F3 (10,9) Key obtained at Sandcaster (30,1) Level 1 (3,8) gate - to F3 (9,9) Level 4 (3,8) up stairs - to Skyroad F3 (10,9) Great Southern Tower: Main entrance at D4 (2,7) Key obtained at F4 (6,7) Level 1 (7,12) gate - to D4 (2,8) Level 4 (7,12) up stairs - to Skyroad D4 (2,7) Castle Kalindra: Main entrance at A4 (5,14) Levels restored by Ellinger at Ellinger's Tower Level 4 (4,8) Level 1 (15,7) down stairs - to A4 (6,14) Level 3 (5,5) up stairs - to Skyroad A4 (5,14) Castle Blackfang: Main entrance at F1 (9,11) Entry obtained via quest of Ambrose at B1 (12,5) Level 1 (7,8) tent - to F1 (9,11) Level 3 (15,0) up stairs - to Skyroad F1 (9,11) Castle Alamar: Main entrance at A1 (10,4) Level 1 (15,8) down stairs - to A1 (11,4) Level 2 (14,8) up stairs - first set dials at (0,1), (0,15), (14,1) and (14,15) all to 9, then go to the giant skull at (7,8) and say "Sheltem" to go to the next level Level 3 (4,8) up stairs - to Skyroad A1 (9,4) Temple of Bark: Main entrance at C4 (2,8) Key obtained at B4 (3,12) Level 1 (0,7) up stairs - to C4 (2,9) Level 4 (1,0) down stairs - must have "Disciple of Bark" award to go to the next level Dungeon of Lost Souls: Main entrance at F2 (6,10) Key obtained at Castle Kalindra Level 2 (11,15) Level 1 (8,1) down stairs - turn hourglasses at (2,9), (5,10), (11,10), and (14,9) to satisfy guardian; neglecting this will not stop you from going down but the guardian will prevent you from proceeding later on Level 1 (8,14) up stairs - to F2 (6,9) Level 3 (7,14) down stairs - pull levers at (1,1), (1,10), (13,14), and (14,2) to go to next level Level 4 (14,2) down stairs - pay a total of 266000 gold (one time only) to go to the next level Great Pyramid: Main entrance at D2 (0,5) Key obtained at Castle Blackfang Dungeon (1,1) Level 1 (5,6) up stairs - pull levers at (4,28), (5,4), (11,30), (18,6), (22,6), and (26,6) to pass security Level 1 (11,1) down stairs - to D2 (0,4) Level 2 (9,9) up stairs - answer riddle with "1701" to pass security Level 4 (10,5) up stairs - to Skyroad D2 (0,5), once you are "Chosen one" Gemstone Mines: (1,0) ladder - to A2 (5,0) (2,14) ladder - to A2 (7,5) (6,26) ladder - to D3 (4,5) (10,2) ladder - to A2 (13,1) (11,10) ladder - to C3 (6,9) (16,0) ladder - to B2 (1,0) (19,31) ladder - to B2 (4,2) (24,25) ladder - to C3 (12,7) (25,0) ladder - to B3 (10,9) (30,10) ladder - to C3 (6,7) Troll Holes: (2,24) ladder - to E4 (13,6) (3,3) ladder - to B4 (8,12) (6,13) ladder - to C4 (5,12) (9,3) ladder - to B4 (12,13) (14,23) ladder - to D4 (14,5) (14,30) ladder - to E3 (7,0) (15,3) ladder - to B4 (11,6) (17,12) ladder - to C4 (7,5) (19,3) ladder - to C3 (2,0) (22,19) ladder - to D4 (8,12) (22,26) ladder - to E4 (5,5) (26,19) ladder - to C4 (14,11) (28,5) ladder - to C4 (4,14) (28,15) ladder - to C4 (13,5) (29,26) ladder - to E4 (6,8) Escape Pod 1: (22,7) hatch - to B2 (4,8) (22,9) hatch - to B2 (4,8) Escape Pod 2: (22,6) hatch - to B1 (2,9) (22,8) hatch - to B1 (1,9) A1: (10,4) castle - to Castle Alamar Level 1 (15,8) A2: (5,0) cave - to Gemstone Mines (1,0) (7,4) cave - to Gemstone Mines (2,14) (13,1) cave - to Gemstone Mines (10,2) A3: (4,9) tower - to Great Western Tower Level 1 (11,8) (14,7) hut - to Skyroad A3 (13,8) A4: (5,14) castle - to Castle Kalindra Level 1 (15,7), once Ellinger restores Castle Kalindra Level 1 (14,8) grate - to Castleview Sewer (17,0) (14,10) town - to Castleview (15,31) B1: (2,9) craft - to Escape Pod 2 (22,6) B2: (1,0) cave - to Gemstone Mines (16,0) (3,8) craft - to Escape Pod 1 (22,7), once you return the Dragon Pharaoh's Orb to the Dragon Pharaoh (4,2) cave - to Gemstone Mines (19,31) (8,12) town - to Necropolis (15,8) B3: (10,9) cave - to Gemstone Mines (25,0) B4: (8,12) hole - to Troll Holes (3,3) (11,6) hole - to Troll Holes (15,3) (12,13) hole - to Troll Holes (9,3) C3: (2,0) hole - to Troll Holes (19,3) (6,7) cave - to Gemstone Mines (30,10) (6,9) cave - to Gemstone Mines (11,10) (12,7) cave - to Gemstone Mines (24,25) C4: (2,8) dungeon - to Temple of Bark Level 1 (0,7) (4,14) hole - to Troll Holes (28,5) (5,12) hole - to Troll Holes (6,13) (7,5) hole - to Troll Holes (17,12) (13,5) hole - to Troll Holes (28,15) (14,11) hole - to Troll Holes (26,19) D1: (2,10) tower - to Great Northern Tower Level 1 (7,4) D2: (0,5) pyramid - to Great Pyramid Level 1 (11,1) (12,2) grate - to Sandcaster Sewer (0,16) D3: (4,5) cave - to Gemstone Mines (6,26) D4: (2,7) tower - to Great Western Tower Level 1 (7,12) (8,12) hole - to Troll Holes (22,19) (14,5) hole - to Troll Holes (14,23) E3: (4,12) town - to Sandcaster (31,16) (7,0) hole - to Troll Holes (14,30) E4: (5,5) hole - to Troll Holes (22,26) (6,8) hole - to Troll Holes (29,26) (13,6) hole - to Troll Holes (2,24) F1: (9,11) castle - to Castle Blackfang Level 1 (7,8), once you have "Enchanted Bridle" award F2: (3,15) town - to Lakeside (0,3) (6,10) dungeon - to Dungeon of Lost Souls Level 1 (8,14) F3: (10,9) tower - to Great Eastern Tower Level 1 (3,8) Skyroad A1: Roads to Skyroad A2, Skyroad B1 (2,13) - say "Fire" -> to Elemental Plane of Fire (1,1) (10,4) grate - to Castle Alamar Level 3 (4,8), once the Mega Dragon is defeated Skyroad A2: Roads to Skyroad A1, Skyroad A3 (3,14) - can teleport 9 east (12,14) - can teleport 9 west or 9 east Skyroad A3: Roads to Skyroad A2, Skyroad A4, Skyroad B3 (4,9) grate - to Great Western Tower Level 4 (11,8) (13,7) well - to A3 (14,7) Skyroad A4: Roads to Skyroad A3, Skyroad B4 (2,2) - say "Water" -> to Elemental Plane of Water (1,1) (5,15) grate - to Castle Kalindra Level 3 (5,5), once Ellinger restores Castle Kalindra Level 3 (14,10) grate - to Ellinger's Tower Level 4 (9,8) Skyroad B1: Roads to Skyroad A1, Skyroad C1 (5,7) - can teleport 5 north or 9 south (5,12) - can teleport 5 south Skyroad B2: (5,5) - can teleport 9 north (5,14) - can teleport 9 north, 9 west, or 9 south Skyroad B3: Road to Skyroad A3 (11,8) boat - to Skyroad C2 (2,5), once you are "Chosen one" Skyroad B4: Roads to Skyroad A4, Skyroad C4 Skyroad C1: Roads to Skyroad B1, Skyroad D1 Skyroad C2: (2,7) town - to Olympus (7,0) (3,5) boat - to Skyroad B3 (11,6), once you are "Chosen one" (4,8) boat - to Skyroad C2 (15,6), once you are "Chosen one" Skyroad C3: (7,0) - can teleport 9 east Skyroad C4: Roads to Skyroad B4, Skyroad D4 Skyroad D1: Roads to Skyroad C1, Skyroad E1 (2,10) grate - to Great Northern Tower (9,11) Skyroad D2: (0,5) grate - to Great Pyramid Level 4 (10,5) Skyroad D3: (0,0) - can teleport 9 west or 9 south Skyroad D4: Roads to Skyroad C4, Skyroad E4 (0,7) - can teleport 9 north (2,7) grate - to Great Southern Tower Level 4 (7,12) Skyroad E1: Roads to Skyroad D1, Skyroad F1 (12,1) - can teleport 9 east or 9 south Skyroad E2: (3,8) - can teleport 9 east (8,3) - can teleport 9 north or 9 south (8,12) - can teleport 9 east or 9 south (12,8) - can teleport 9 north or 9 west Skyroad E3: (8,4) whirlpool - to E3 (8,4) (8,10) - can teleport 9 north Skyroad E4: Roads to Skyroad D4, Skyroad F4 Skyroad F1: Roads to Skyroad E1, Skyroad F2 (1,5) - can teleport 7 north or 9 south (1,12) - can teleport 7 south (3,3) - can teleport 9 north or 9 east (3,12) - can teleport 9 south (5,1) - can teleport 9 west or 7 east (9,11) grate - to Castle Blackfang Level 3 (15,0) (12,1) - can teleport 7 west (12,3) - can teleport 9 west (13,13) - say "air" -> to Elemental Plane of Air (1,1) Skyroad F2: Roads to Skyroad F1, Skyroad F3 (1,12) - can teleport 9 north or 9 west Skyroad F3: Roads to Skyroad F2, Skyroad F4 (10,9) grate - to Great Eastern Tower Level 4 (3,8) Skyroad F4: Roads to Skyroad E4, Skyroad F3 (6,9) boat - to Skyroad E3 (11,0) (13,2) - say "earth" -> to Elemental Plane of Earth (1,1) Elemental Plane of Fire: (13,2) hole - to Skyroad A1 (2,14) Elemental Plane of Air: (2,2) hole - to Skyroad F1 (13,14) Elemental Plane of Earth: (2,13) hole - to Skyroad F4 (13,3) Elemental Plane of Water: (13,13) hole - to Skyroad A4 (2,3) Dragon Tower: Main entrance at Cloudside D1 (10,5) Key at Castle Alamar Dungeon (13,3) Level 1 (7,4) gate - to Cloudside D1 (10,5) Levle 4 (7,4) up stairs - to Dragon Clouds (15,10) Dragon Clouds: (15,10) down stairs - to Dragon Tower Level 4 (7,4) Darkstone Tower: Main entrance at Cloudside B3 (11,0) Key at Castle Alamar Dungeon (11,9) Level 1 (7,4) gate - to Cloudside B3 (11,0) Level 1 (7,12) up stairs - first ring the gongs at (7,7) and (7,9) to go to the next level Level 2 (7,4) up stairs - first ring the gong at (7,9) to go to the next level Level 3 (7,12) up stairs - first ring the gongs at (7,7) and (7,9) to go to the next level Level 4 (7,4) up stairs - to Clouds of the Ancients (29,2), if you have the Chime of Opening Clouds of the Ancients: (13,15) pyramid - if the reflectors at Cloudside A1 (0,15), Cloudside A4 (0,0), Cloudside F1 (15,15), and Cloudside F4 (15,0) are activated, and you have the "Awakened Fire Sleeper", "Awakened Air Sleeper", "Awakened Earth Sleeper", "Awakened Water Sleeper", "DEFEATED LORD XEEN", and "DEFEATED SHELTEM" awards, then you win the combined World of Xeen game and start third endgame sequence (29,2) down stairs - to Darkstone Tower Level 4 (7,4) Southern Sphinx (the game calls the Dungeon "Level 3"): Main entrance at Cloudside A2 (11,9) Amulet at Castle Alamar Dungeon (13,15) Level 1 (7,5) down stairs - to Cloudside A2 (11,9) Level 1 (7,15) up stairs - if no one is on the party is the cursed, give the password "Picard" to go to the next level Dungeon of Death: Main entrance at Cloudside E3 (3,4) Key at Necropolis (10,8) Level 1 (18,0) up stairs - to Cloudside E3 (3,4) Level 1 (20,0) down stairs - complete crossword puzzle to go to the next level, also receive award + +5 Levels, party Level 3 (20,0) down stairs - ring gongs at (2,23), (2,28), (27,30), and (29,4), then pull the lever at (17,3), all without touching any of the treasure hoards to open the path to here SECTION 3B - LOCATION OF SKILLS ------------------------------- Arms Master Castle Kalindra Level 1 (8,6), free Astrologer Castle Kalindra Level 2 (3,6), free Body Builder Sandcaster Sewer (27,3), free Cartographer Castleview (30,23), 10 gold Crusader (can only get on Cloudside or by starting as a Paladin) Danger Sense Castle Kalindra Level 1 (8,8), free Direction Sense Castleview Sewer (3,25), 1000 gold Linguist Sandcaster (19,30), 25000 gold Merchant Sandcaster (19,27), 5000 gold Mountaineer B2 (13,14), 5000 gold Navigator Sandcaster (19,5), 10000 gold Pathfinder Castleview (29,27), 1500 gold Prayer Master Lakeside Sewer (6,4), 10000 gold Prestidigitator Sandcaster (19,1), 1000 gems Spot Secret Doors E4 (5,12), 500 gold Swimmer Castleview (7,19), 250 gold SECTION 3C - LOCATION OF SPELLS ------------------------------- Spells in Darkside can only purchased in guilds, as follows: Castleview (3,27) - Awaken, Beast Master, Blessed, Clairvoyance, Cold Ray, Cure Wounds, Energy Blast, Fire Ball, First Aid, Flying Fist, Frost Bite, Heroism, Holy Bonus, Identify Monster, Insect Spray, Jump, Levitate, Light, Lightning Bolt, Lloyd's Beacon, Magic Arrow, Nature's Cure, Pain, Power Cure, Power Shield, Prot. from Elements, Revitalize, Shrapmetal, Sleep, Sparks, Suppress Disease, Suppress Poison, Toxic Cloud, Turn Undead, Wizard Eye Sandcaster (18,22) - Acid Spray, Create Food, Cure Disease, Cure Paralysis, Cure Poison, Dancing Sword, Day of Protection, Day of Sorcery, Deadly Swarm, Detect Monster, Dragon Sleep, Enchant Item, Etherealize, Fantastic Freeze, Fiery Flail, Finger of Death, Fire Ball, Frost Bite, Golem Stopper, Heroism, Hypnotize, Incinerate, Item to Gold, Lloyd's Beacon, Mass Distortion, Mega Volts, Moon Ray, Nature's Cure, Poison Volley, Power Cure, Power Shield, Raise Dead, Recharge Item, Stone to Flesh, Super Shelter, Teleport, Time Distortion, Town Portal, Walk on Water Lakeside (1,9) - Create Food, Day of Protection, Day of Sorcery, Elemental Storm, Enchant Item, Etherealize, Fiery Flail, Golem Stopper, Holy Word, Incinerate, Inferno, Item to Gold, Mass Distortion, Mega Volts, Moon Ray, Prismatic Light, Raise Dead, Resurrect, Stone to Flesh, Town Portal Necropolis (5,1) - Day of Protection, Day of Sorcery, Divine Intervention, Elemental Storm, Enchant Item, Etherealize, Holy Word, Implosion, Incinerate, Inferno, Mass Distortion, Mega Volts, Moon Ray, Prismatic Light, Raise Dead, Resurrect, Star Burst, Stone to Flesh, Sun Ray, Town Portal Olympus (7,9) - all spells SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS ------------------------------------------------- A1 (2,13) well - +2500 Hit Points A3 (2,10) well - +50 Spell Points A3 (3,3) well - +50 Hit Points A3 (8,14) shrine - +3 Levels, party A4 (3,10) well - +10 Armor Class A4 (7,1) hut - if you have Cloudside "Restored Falista" award -> Spell Points set to normal maximum, party A4 (9,11) well - +25 Might B1 (14,13) fountain - +100 All Resistances B4 (2,2) well - pay 1 gold -> +100 Luck C1 (1,7) fountain - +50 Energy Resistance C2 (1,8) shrine - +15 Levels, party D1 (6,13) fountain - +100 Might D4 (2,4) well - +50 All Resistances D4 (12,4) shrine - +10 All Statistics, party E1 (2,10) fountain - +1000 Spell Points F1 (13,8) fountain - +500 Hit Points F2 (8,5) fountain - +50 Magic Resistance F4 (6,7) fountain - if you have "Restored Fountain of Youth" award -> remove all unnatural aging Dragon Clouds (23,30) well - +50 Levels SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS ------------------------------------------------- This list focuses on locations that permanently increase statistics, resistances, or level. It also includes locations that increase experience and nothing else. Awards that give experience are listed section 3H; other locations that give experience and treasure together are listed in section 3G. Boosters marked with a * may be used as many times as applicable.
Castleview (6,2) chest - open chests in this room in such an order that the letters on them spell PITCHFORK -> 250000 XP, party Castleview (11,3) chest - close chests in this room in numerical order from 1 to 9 -> 50000 XP, party Castleview Sewer (2,25) barrel - DISEASED 1 + +5 Might Castleview Sewer (2,26) barrel - DISEASED 1 + +5 Might Castleview Sewer (4,25) barrel - DISEASED 1 + +5 Might Castleview Sewer (4,26) barrel - DISEASED 1 + +5 Might Castleview Sewer (20,6) barrel - POISONED 1 + +5 Endurance Castleview Sewer (20,7) barrel - POISONED 1 + +5 Endurance Castleview Sewer (20,8) barrel - POISONED 1 + +5 Endurance Castleview Sewer (22,6) barrel - POISONED 1 + +5 Endurance Castleview Sewer (22,7) barrel - POISONED 1 + +5 Endurance Castleview Sewer (22,8) barrel - POISONED 1 + +5 Endurance Sandcaster (1,10) potion - +10 Speed, can be used 3 times Sandcaster (8,1) potion - +10 Speed, can be used 3 times Sandcaster (13,3) potion - +10 Intellect, can be used 3 times Sandcaster (13,5) potion - +10 Intellect, can be used 3 times Sandcaster (23,10) potion - +10 Intellect, can be used 3 times Sandcaster (25,10) potion - +10 Speed, can be used 3 times Sandcaster Sewer (29,3) potion - +10 Endurance, can be used 6 times Sandcaster Sewer (30,4) potion - +10 Might, can be used 6 times Lakeside (1,1) cage - free prisoner -> 200000 XP, party Lakeside (4,12) cage - free prisoner -> 200000 XP, party Lakeside (6,1) cage - free prisoner -> 200000 XP, party Lakeside (6,12) cauldron - +25 Speed Lakeside (9,5) cauldron - +25 Endurance Lakeside (13,1) cage - free prisoner -> 200000 XP, party Lakeside (14,1) cauldron - +25 Personality Lakeside (14,4) cauldron - +25 Speed Lakeside (14,4) cage - free prisoner -> 200000 XP, party Necropolis (1,14) book - if Intellect is at least 100 and Age is less than 100, then +100 Age + 9999999 XP, once per character; if Age is too high, then DEAD Necropolis (3,14) book - if Intellect is at least 50 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis (4,5) book - if Intellect is at least 25 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis (5,14) book - if Intellect is at least 50 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis (6,5) book - if Intellect is at least 50 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is to high, then DEAD Necropolis (12,6) book - if Intellect is at least 25 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis (12,10) book - if Intellect is at least 25 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis (14,6) book - if Intellect is at least 25 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis (14,10) book - if Intellect is at least 25 and Age is less than 100, then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD Necropolis Sewer (2,1) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Necropolis Sewer (8,1) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Necropolis Sewer (9,10) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Necropolis Sewer (9,11) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Necropolis Sewer (10,11) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Necropolis Sewer (11,2) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Necropolis Sewer (14,14) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000 Physical damage + +1 Level Ellinger's Tower Level 2 (9,5) book - +20 Fire Resistance, once per character Ellinger's Tower Level 2 (9,11) book - +20 Electricity Resistance, once per character *Ellinger's Tower Level 4 (5,11) book - if a Sorcerer and if Intellect is 50 or less, +25 Intellect; if not a Sorcerer, 50 Physical damage Great Northern Tower Level 1 (4,10) cabinet - book poses riddle, answer "eeeioie" -> 500000 XP, party Great Northern Tower Level 1 (10,10) cabinet - book poses riddle, answer "eoauaaue" -> 500000 XP, party Great Northern Tower Level 2 (5,11) cabinet - book poses riddle, answer "eeeoeaoueieeeoee" -> 500000 XP, party Great Northern Tower Level 2 (9,11) cabinet - book poses riddle, answer "oeooeieoooaei" -> 500000 XP, party Great Northern Tower Level 3 (4,10) cabinet - book poses riddle, answer "oooaioeieou" -> 500000 XP, party Great Northern Tower Level 3 (10,6) cabinet - book poses riddle, answer "iieeeoeeeouie" -> 500000 XP, party Great Northern Tower Level 3 (10,10) cabinet - book poses riddle, answer "aooaioeaeooae" -> 500000 XP, party Great Northern Tower Level 4 (7,6) throne - get four status conditions from thrones at (6,7), (6,8), (8,7), and (8,10) -> status conditions cured + +5 to All Statistics + +2 Levels, once per character *Great Western Tower Level 2 (6,8) fountain - if Fire Resistance is 20 or less, +10 Fire Resistance *Great Western Tower Level 2 (7,7) fountain - if Electricity Resistance is 20 or less, +10 Electricity Resistance *Great Western Tower Level 3 (6,8) fountain - if Cold Resistance is 20 or less, +10 Cold Resistance *Great Western Tower Level 3 (7,7) fountain - if Poison Resistance is 20 or less, +10 Poison Resistance *Great Eastern Tower Level 4 (5,11) fountain - any statistics less than 10 are increased by 10 Great Eastern Tower Level 4 (7,4) book - lose all secondary skills other than Thievery + +5 Levels, once per character Great Eastern Tower Level 4 (10,10) fountain - +50 Age + +1 Level, once per character *Great Eastern Tower Level 4 (11,8) book - if a Sorcerer, Archer, Ranger, (or Druid?), and if Intellect is less than 50, +50 Intellect; if a different class, 250 Magic damage Great Southern Tower Level 4 (5,11) book - if a Robber or Ninja, 500000 XP; if a different class, 100 Electricity damage Great Southern Tower Level 4 (9,11) book - if you have Cloudside "Prince of Thieves" award, +5 Levels; if not, ERADICATED Castle Kalindra Level 3 (8,1) barrel - +10 Might Castle Kalindra Level 3 (8,2) barrel - +10 Might Castle Kalindra Level 3 (8,15) barrel - +10 Personality Castle Kalindra Level 3 (9,0) barrel - +10 Might Castle Kalindra Level 3 (9,1) barrel - +10 Might Castle Kalindra Level 3 (9,2) barrel - +10 Might Castle Kalindra Level 3 (9,14) barrel - +10 Personality Castle Kalindra Level 3 (9,15) barrel - +10 Personality Castle Alamar Level 3 (4,10) juice - +5 Levels, can be used 2 times Castle Alamar Dungeon (10,7) juice - +5 Levels, can be used 2 times Castle Alamar Dungeon (10,11) juice - +5 Levels, can be used 2 times Castle Alamar Dungeon (10,15) juice - +5 Levels, can be used 2 times Castle Alamar Dungeon (11,13) juice - +5 Levels, can be used 3 times Castle Alamar Dungeon (15,13) juice - +5 Levels, can be used 3 times Temple of Bark Level 1 (2,11) potion - +5 Personality, can be used 3 times Temple of Bark Level 1 (2,15) potion - +5 Might, can be used 3 times Temple of Bark Level 1 (9,3) cage - free prisoner -> 25000 XP, party Temple of Bark Level 1 (10,3) cage - free prisoner -> 25000 XP, party Temple of Bark Level 2 (1,13) barrel - +10 Age + +3 All Statistics Temple of Bark Level 2 (1,14) barrel - +10 Age + +3 All Statistics Temple of Bark Level 2 (2,13) barrel - +10 Age + +3 All Statistics Temple of Bark Level 2 (2,14) barrel - +10 Age + +3 All Statistics Temple of Bark Level 2 (10,15) potion - +5 Intellect, can be used 3 times Temple of Bark Level 2 (11,6) potion - +5 Might, can be used 3 times Temple of Bark Level 2 (12,1) potion - +5 Speed, can be used 3 times Temple of Bark Level 2 (12,4) potion - +5 Personality, can be used 3 times Temple of Bark Level 2 (13,6) potion - +5 Luck, can be used 3 times Temple of Bark Level 2 (14,1) potion - +5 Accuracy, can be used 3 times Temple of Bark Level 2 (14,4) potion - +5 Intellect, can be used 3 times Temple of Bark Level 2 (14,7) potion - +5 Speed, can be used 3 times Temple of Bark Level 2 (14,9) potion - +5 Accuracy, can be used 3 times Temple of Bark Level 2 (15,3) potion - +5 Endurance, can be used 3 times Temple of Bark Level 2 (15,15) potion - +5 Endurance, can be used 3 times Temple of Bark Level 3 (1,2) cage - free prisoner -> 25000 XP, party Temple of Bark Level 3 (8,12) cage - free prisoner -> 25000 XP, party + satisfies Sharla Temple of Bark Level 3 (10,12) cage - free prisoner -> 25000 XP, party Temple of Bark Level 4 (8,7) fountain - +19 All Statistics + award, once per character, after setting dials on the level properly and pulling the lever Temple of Bark Level 5 (2,11) fountain - first feed five gems to the skull at Temple of Bark Level 5 (0,0) -> if Fire Resistance is 49 or less, +50 Fire Resistance, once per character Temple of Bark Level 5 (9,12) fountain - first feed five gems to the skull at Temple of Bark Level 5 (7,0) -> if Electricity Resistance is 49 or less, +50 Electricity Resistance, once per character Temple of Bark Level 5 (23,12) fountain - first feed five gems to the skull at Temple of Bark Level 5 (22,0) -> if Cold Resistance is 49 or less, +50 Cold Resistance, once per character Temple of Bark Level 5 (30,10) fountain - first feed five gems to the skull at Temple of Bark Level 5 (31,0) -> if Poison Resistance is 49 or less, +50 Poison Resistance, once per character Great Pyramid Level 4 (5,5) safe - combination 20-30-1 -> reveal book which can be read for 1000000 XP, once per character Dungeon of Lost Souls Level 2 (3,3) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (3,6) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (3,9) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (3,12) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (11,1) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (11,4) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (11,7) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (11,10) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (11,13) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (13,1) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (13,4) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (13,7) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (13,10) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 2 (13,13) - first set dials at (14,5), (14,8), (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP Dungeon of Lost Souls Level 4 (1,5) fountain - 7654321 XP, can be used 3 times Dungeon of Lost Souls Level 5 (20,11) cage - +6 Personality, party Dungeon of Lost Souls Level 5 (20,24) cage - +6 Personality, party Dungeon of Lost Souls Level 5 (24,31) cage - +6 Speed, party Dungeon of Lost Souls Level 5 (26,15) cage - +6 Endurance, party Dungeon of Lost Souls Level 5 (26,28) cage - +6 Luck, party Dungeon of Lost Souls Level 5 (26,30) cage - +6 Accuracy, party Dungeon of Lost Souls Level 5 (27,31) cage - +6 Endurance, party Dungeon of Lost Souls Level 5 (29,15) cage - +6 Luck, party Dungeon of Lost Souls Level 5 (29,17) cage - +6 Might, party Dungeon of Lost Souls Level 5 (29,19) cage - +6 Accuracy, party Dungeon of Lost Souls Level 5 (31,10) cage - +6 Speed, party Dungeon of Lost Souls Level 5 (31,15) cage - +6 Endurance, party Dungeon of Lost Souls Level 5 (31,25) cage - +6 Might, party Troll Holes (1,10) barrel - POISONED 5 + +1 All Statistics Troll Holes (2,10) barrel - POISONED 5 + +1 All Statistics Troll Holes (7,22) barrel - POISONED 5 + +1 All Statistics Troll Holes (8,22) barrel - POISONED 5 + +1 All Statistics Troll Holes (9,10) barrel - POISONED 5 + +1 All Statistics Troll Holes (10,10) barrel - POISONED 5 + +1 All Statistics Troll Holes (14,17) barrel - POISONED 5 + +1 All Statistics Troll Holes (14,18) barrel - POISONED 5 + +1 All Statistics Troll Holes (15,9) barrel - POISONED 5 + +1 All Statistics Troll Holes (16,9) barrel - POISONED 5 + +1 All Statistics Troll Holes (17,9) barrel - POISONED 5 + +1 All Statistics Troll Holes (20,30) barrel - POISONED 5 + +1 All Statistics Troll Holes (20,31) barrel - POISONED 5 + +1 All Statistics Troll Holes (21,31) barrel - POISONED 5 + +1 All Statistics Troll Holes (24,31) barrel - POISONED 5 + +1 All Statistics Troll Holes (25,10) barrel - POISONED 5 + +1 All Statistics Troll Holes (25,11) barrel - POISONED 5 + +1 All Statistics Troll Holes (25,30) barrel - POISONED 5 + +1 All Statistics Troll Holes (25,31) barrel - POISONED 5 + +1 All Statistics *Escape Pod 1 (28,6) - turn on Main Power Console at (25,8) first -> +50 Age and +50 to all statistics less than 50 *Escape Pod 1 (28,10) - turn on Main Power Console at (25,8) first -> +50 Age and +50 to all statistics less than 50 A2 (7,2) campfire - destroy Barbarian camp -> 100000 XP, party A4 (13,15) stone circle - complete Luna's quest -> award + +5 Levels, party B2 (0,2) campfire - destroy Barbarian camp -> 50000 XP, party B3 (13,10) campfire - destroy Barbarian camp -> 100000 XP, party C1 (9,11) cave - destroy Giant lair -> 50000 XP, party C4 (6,12) hut - eat plum -> +10 Speed C4 (6,14) hut - eat orange -> +10 Intellect C4 (13,4) hut - eat pear -> +10 Endurance D1 (0,12) cave - destroy Giant lair -> 50000 XP, party D3 (3,7) fort - destroy Ogre fort -> 100000 XP, party D3 (9,8) fort - destroy Ogre fort -> 100000 XP, party D4 (6,12) hut - eat blueberries -> +10 Personality E4 (5,4) hut - eat banana -> +10 Accuracy E4 (13,13) hut - eat apple -> +10 Might F4 (2,15) hut - eat coconut -> +10 Luck Skyroad A2 (3,4) wagon - answer riddle with "smoke" -> 250000 XP, party Skyroad B2 (5,14) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP for one character, (2) DEAD only, (3) total party kill Skyroad C1 (2,12) wagon - answer riddle with "dust" -> 250000 XP, party Skyroad C3 (7,0) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP for one character, (2) DEAD only, (3) total party kill Skyroad D4 (12,3) wagon - answer riddle with "steam" -> 250000 XP, party Skyroad F1 (3,3) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP for one character, (2) DEAD only, (3) total party kill Skyroad F2 (12,9) wagon - answer riddle with "mud" -> 250000 XP, party Dragon Tower Level 1 (6,5) bed - receive quest from Alister to retrieve Dragon Egg; doing so yields 1000000 XP + COMBAT: 1 Dragon King Dragon Tower Level 3 (5,11) potion - +40 Endurance, can be used 4 times Dragon Tower Level 3 (9,11) potion - +40 Endurance, can be used 4 times Dragon Tower Level 4 (4,6) book - 10000000 XP, once per character Dragon Tower Level 4 (10,6) book - 10000000 XP, once per character Dragon Clouds (2,13) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (2,14) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (2,15) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (2,16) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (2,17) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (6,22) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (7,9) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (8,17) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (13,21) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (13,23) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (13,25) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (13,27) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (17,21) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (22,17) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (24,10) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (24,23) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (28,13) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (28,14) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (28,15) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (28,16) crystal - 2000 Electricity damage + +3-5 levels Dragon Clouds (28,17) crystal - 2000 Electricity damage + +3-5 levels Southern Sphinx Level 1 (6,12) barrel - 5000 Poison damage + 2000000 XP Southern Sphinx Level 1 (10,12) barrel - 5000 Poison damage + 2000000 XP Southern Sphinx Level 1 (10,21) barrel - 5000 Poison damage + 2000000 XP Southern Sphinx Dungeon (0,0) potion - +5 Levels Southern Sphinx Dungeon (0,13) potion - +5 Levels Southern Sphinx Dungeon (2,1) potion - +5 Levels Southern Sphinx Dungeon (12,10) potion - +5 Levels Southern Sphinx Dungeon (14,5) potion - +5 Levels Southern Sphinx Dungeon (15,0) potion - +5 Levels Southern Sphinx Dungeon (15,15) potion - +5 Levels Dungeon of Death Level 1 (20,0) down stairs - complete crossword puzzle that comprises level -> +5 Levels, party + award + can go to next level Dungeon of Death Level 2 (4,20) shrine - destroy shrine -> 5000000 XP, party Dungeon of Death Level 2 (6,20) shrine - destroy shrine -> 2000000 XP, party Dungeon of Death Level 2 (8,20) shrine - destroy shrine -> 1000000 XP, party Dungeon of Death Level 4 (2,3) machine - destroy machine -> 5000000 XP, party Dungeon of Death Level 4 (3,29) machine - destroy machine -> 5000000 XP, party Dungeon of Death Level 4 (27,3) machine - destroy machine -> 5000000 XP, party Dungeon of Death Level 4 (28,29) machine - destroy machine -> 5000000 XP, party SECTION 3F - LOCATIONS OF HIDDEN MONSTERS ----------------------------------------- This is included not only for completeness, as monsters are at least worth experience and sometimes treasure. Sandcaster (1,12) - COMBAT: 3 Enchantress Sandcaster (8,10) table - choose option (1) -> COMBAT: 1 Master Wizard + 8 Wizard, also causes other tavern patrons to run away Sandcaster Sewer (15,1) sewer drain - COMBAT: 3 Beholder Bat Sandcaster Sewer (15,30) sewer drain - COMBAT: 3 Beholder Bat Sandcaster Sewer (29,11) sewer drain - COMBAT: 3 Beholder Bat Great Southern Tower Level 1 (7,8) hoard - COMBAT: 21 Rogue Castle Blackfang Level 1 (0,1) coffin - COMBAT: 1 Vampire Castle Blackfang Level 1 (0,5) coffin - COMBAT: 1 Vampire Castle Blackfang Level 1 (15,3) coffin - COMBAT: 1 Vampire Castle Blackfang Level 1 (15,9) coffin - COMBAT: 1 Vampire Castle Blackfang Level 1 (15,15) coffin - COMBAT: 1 Vampire Castle Blackfang Level 2 (12,5) coffin - COMBAT: 1 Vampire Castle Blackfang Level 2 (12,8) coffin - COMBAT: 1 Vampire Castle Blackfang Level 2 (15,0) coffin - COMBAT: 1 Vampire Castle Blackfang Level 2 (15,2) coffin - COMBAT: 1 Vampire Gemstone Mines (1,6) rubble - COMBAT: 3 Beholder Bat Gemstone Mines (11,16) rubble - COMBAT: 3 Beholder Bat Gemstone Mines (14,13) rubble - COMBAT: 3 Beholder Bat Gemstone Mines (18,24) rubble - COMBAT: 3 Beholder Bat Gemstone Mines (24,11) rubble - COMBAT: 3 Beholder Bat Gemstone Mines (24,14) rubble - COMBAT: 3 Beholder Bat Skyroad A1 (3,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad A2 (3,8) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad A3 (3,4) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad A4 (14,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad B1 (14,12) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad B4 (10,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad C1 (7,12) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad C1 (15,12) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad C4 (5,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad D1 (12,12) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad D4 (5,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad E1 (7,12) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad E4 (6,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad E4 (15,3) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad F1 (2,12) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad F2 (12,5) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad F2 (12,15) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad F3 (12,4) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon Skyroad F4 (12,13) - only some of the time, encounter with bandits: option (1) pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon C1 (14,4) woodpile - COMBAT: 3 Arachnoid D1 (6,4) woodpile - COMBAT: 3 Arachnoid D1 (10,11) woodpile - COMBAT: 3 Arachnoid E1 (1,3) woodpile - COMBAT: 3 Arachnoid E1 (6,1) woodpile - COMBAT: 3 Arachnoid Southern Sphinx Level 2 (2,8) sarcophagus - COMBAT: 1 Phase Mummy Southern Sphinx Level 2 (4,14) sarcophagus - COMBAT: 1 Phase Mummy Southern Sphinx Level 2 (10,14) sarcophagus - COMBAT: 1 Phase Mummy Southern Sphinx Level 2 (12,8) sarcophagus - COMBAT: 1 Phase Mummy SECTION 3G - LOCATIONS OF TREASURE ---------------------------------- This excludes gold, gems, and items given as part of quest awards; see section 3H for those. An "item" is any one of weapon, armor, accessory, or misc. Item levels are defined in section 5A. Numbers in brackets are experience given for picking the lock guarding the treasure. Treasures marked with a * are repeatable in some fashion. Castleview (1,5) trees - 1-9 gems Castleview (1,6) trees - 1-9 gems Castleview (1,7) trees - 1-9 gems Castleview (1,9) trees - 13-50 gold Castleview (1,11) trees - 13-50 gold Castleview (1,18) bed - 1 L1 item Castleview (2,2) chest [1100] - after speaking to Ellinger -> 200000 gold + 500 gems + 5 L5 items Castleview (3,9) trees - 13-50 gold Castleview (3,11) trees - 13-50 gold Castleview (5,9) trees - 13-50 gold Castleview (5,11) trees - 13-50 gold Castleview (6,25) trees - 1-6 food Castleview (7,9) trees - 13-50 gold Castleview (7,11) trees - 13-50 gold Castleview (8,14) trees - 1-6 food Castleview (9,14) trees - 1-6 food Castleview (10,14) trees - 1-6 food Castleview (10,29) chest [1100] - 5000 gold + 50 gems Castleview (10,30) chest [1100] - 3000 gold + 3 L3 items Castleview (11,29) chest [1100] - 5000 gold + 50 gems Castleview (12,6) trees - 1-9 gems Castleview (12,7) trees - 1-9 gems Castleview (13,19) trees - 1-6 food Castleview (13,26) trees - 1-6 food Castleview (13,28) trees - 1-6 food Castleview (14,8) trees - 1-6 food Castleview (16,8) trees - 1-6 food Castleview (16,17) trees - 1-6 food Castleview (17,26) trees - 1-6 food Castleview (17,28) trees - 1-6 food Castleview (18,30) chest [1100] - 3000 gold + 3 L3 items Castleview (20,11) chest [1100] - 3500 gold + 200 gems + 5 L4 items Castleview (22,18) bed - 1 L1 item Castleview (22,24) tent - after getting "Rescued Jasper" award, give Fake Map -> *Treasure Map (Goto E1 x1,y11) Castleview (22,20) bed - 1 L1 item Castleview (25,21) - arrival on Darkside -> *Dragon Pharaoh's Orb *Castleview (25,30) desk - 50 gold + 10 days pass Castleview (27,30) bed - 1 L1 item Castleview (28,30) - pay 1000 gold -> *Fake Map Castleview (29,13) tent - Encounter with Gettlewaithe: No matter which dialogue choices you select, the result is COMBAT: 9 Gremlin Guard. Once those are out of the way, you can talk to speak to Gettlewaith again. Choices (1) and (2) result in Gettlewaithe submitting and giving you 3 *Energy Disk; (3) allows you to fight Gettlewaithe and then get 3 *Energy Disk searching after combat. Any of the three choices satisfies Mayor Snarfblad. Castleview (30,24) bed - 1 L1 item Castleview Sewer (2,6) bones - 1 L6 ring Castleview Sewer (4,2) sewer drain - 1 L4 ring Castleview Sewer (9,20) rubble - 1 L3 long sword Castleview Sewer (15,14) rubble - 1 L3 shield Castleview Sewer (15,21) rubble - 1 L3 chain mail Castleview Sewer (20,22) sewer drain - 1 L4 ring Castleview Sewer (21,9) - *Onyx Necklace Castleview Sewer (30,13) sewer drain - 1 L4 ring Castleview Sewer (30,26) chest [1100] - COMBAT: 1 Valio, 400 gold + 10 gems + 1 L5 item Sandcaster (1,30) chest [4400] - 50000 gold + 100 gems + 3 L6 items Sandcaster (3,10) chest [4400] - 25000 gold + 100 gems Sandcaster (3,22) chest [4400] - 25000 gold + 100 gems Sandcaster (4,22) chest [4400] - 25000 gold + 100 gems Sandcaster (6,1) chest [4400] - 100000 gold + 4 L4 items Sandcaster (6,21) - pay 20000 (not 25000) gold -> *Vulture Repellant Sandcaster (12,2) chest [4400] - 50000 gold + 100 gems + 3 L6 items Sandcaster (18,8) - pay 25000 (not 5000) gold -> *Pass to Lakeside Sandcaster (19,3) bed - 1 L3 item Sandcaster (19,29) bed - 1 L3 item Sandcaster (21,1) chest [4400] - 100000 gold + 4 L4 items Sandcaster (21,2) bed - 1 L5 item Sandcaster (21,4) - give 50000 gold and Bridle -> *Enchanted Bridle Sandcaster (23,22) bed - 1 L3 item Sandcaster (26,1) bed - 1 L3 item Sandcaster (27,22) bed - 1 L3 item Sandcaster (27,1) chest [4400] - 25000 gold + 100 gems Sandcaster (30,1) chest [4400] - 48000 gold + *Key to Great Eastern Tower Sandcaster Sewer (2,29) sewer drain - 1 L6 ring Sandcaster Sewer (5,1) sewer drain - 1 L6 charm Sandcaster Sewer (9,8) sewer drain - 1 L6 charm Lakeside (1,13) bed - 2 L6 accessories Lakeside (1,14) chest [5500] - 36000 gold + 200 gems + *Pass to Necropolis Lakeside (2,8) bed - 3 L5 scrolls Lakeside (4,8) bed - 3 L5 scrolls Lakeside (8,12) chest [5500] - 10000 gold + 100 gems Lakeside (10,11) boat - 35000 gold + 7 L5 items Lakeside (12,9) chest [5500] - 10000 gold + 100 gems Lakeside Sewer (1,8) sewer drain - 1 Potion of Stone to Flesh Lakeside Sewer (2,14) sewer drain - 1 Potion of Resurrection Lakeside Sewer (8,2) sewer drain - 1 Potion of Stone to Flesh Lakeside Sewer (12,11) - *Golden Dragon Statuette Lakeside Sewer (12,14) sewer drain - 1 Potion of Resurrection Lakeside Sewer (14,2) sewer drain - 1 Potion of Resurrection Lakeside Sewer (14,15) sewer drain - 1 Potion of Stone to Flesh Necropolis (1,5) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (2,5) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (10,2) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (10,10) - if you have "Freed Sandro" award -> *Golden Griffin Statuette Necropolis (12,3) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (12,4) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (14,1) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (14,2) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (14,3) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis (14,4) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7 item Necropolis Sewer (1,2) sewer drain - DISEASED 5 + 1 L7 item Necropolis Sewer (1,14) box - *Sandro's Heart Necropolis Sewer (6,10) sewer drain - DISEASED 5 + 1 L7 item Necropolis Sewer (10,1) sewer drain - DISEASED 5 + 1 L7 item Olympus (10,14) box - *Soul Box Olympus Sewer (7,8) desk - pay 100000 gold -> *Tribble Ellinger's Tower Level 1 (3,8) cabinet - 1 Platinum boots Ellinger's Tower Level 1 (6,10) crate - 1 Leather boots, 1 Wooden boots, 1 Brass boots, 1 Bronze boots Ellinger's Tower Level 1 (7,4) cabinet - 1 Gold boots Ellinger's Tower Level 1 (8,10) crate - 1 Leather boots, 1 Wooden boots, 1 Brass boots, 1 Bronze boots Ellinger's Tower Level 1 (9,5) cabinet - 1 Gold boots Ellinger's Tower Level 2 (7,4) cabinet - 1 Platinum boots Ellinger's Tower Level 2 (7,12) cabinet - 1 Platinum boots Ellinger's Tower Level 3 (3,8) crate - 2 Quartz boots, 2 Ebony boots, 1 L3 item Ellinger's Tower Level 4 (7,4) - 1 Obsidian boots Ellinger's Tower Level 4 (7,12) - 1 Obsidian boots Ellinger's Tower Level 4 (9,5) crate - 4 Wooden boots Ellinger's Tower Level 4 (9,11) crate - 4 Wooden boots Great Northern Tower Level 1 (5,11) - 1 L6 shield Great Northern Tower Level 1 (9,11) - 1 L6 shield Great Northern Tower Level 2 (4,7) - 1 L6 helm Great Northern Tower Level 2 (4,9) - 1 L6 helm Great Northern Tower Level 2 (10,7) - 1 L6 chain mail Great Northern Tower Level 2 (10,9) - 1 L6 plate armor Great Northern Tower Level 3 (4,6) - 1 L6 helm Great Northern Tower Level 3 (5,11) - 1 L6 shield Great Northern Tower Level 3 (9,11) - 1 L6 ring mail Great Northern Tower Level 4 (3,8) - *Energy Disk Great Northern Tower Level 4 (7,4) - riddle is posed, answer "aie" -> *Chalice of Protection Great Northern Tower Level 4 (11,8) - *Energy Disk Great Western Tower Level 1 (6,8) - *Energy Disk Great Western Tower Level 1 (7,7) - *Golden Pegasus Statuette Great Western Tower Level 1 (8,8) - *Energy Disk Great Western Tower Level 2 (3,8) bed - 50 gold + 10 gems Great Western Tower Level 2 (7,4) bed - 50 gold + 10 gems Great Western Tower Level 3 (7,4) bed - 50 gold + 10 gems Great Western Tower Level 4 (7,4) bed - 20 gold + 1 L4 item Great Western Tower Level 3 (7,12) bed - 50 gold + 10 gems Great Western Tower Level 4 (9,8) bones - *Key to Great Western Tower Great Eastern Tower Level 3 (5,11) - *Jewel of Ages Great Eastern Tower Level 3 (7,4) - *Energy Disk Great Eastern Tower Level 3 (11,8) - *Energy Disk Great Southern Tower Level 3 (4,6) chest [5500] - say "Open Sesame" -> 300000 gold Great Southern Tower Level 3 (4,7) chest [5500] - 1000 gold + 2 L4 items Great Southern Tower Level 3 (5,5) - *Energy Disk Great Southern Tower Level 3 (5,8) chest [5500] - 1000 gold + 2 L4 items Great Southern Tower Level 3 (9,5) - *Energy Disk Great Southern Tower Level 3 (9,7) chest [5500] - 500 gold + 2 L5 items Great Southern Tower Level 3 (10,7) chest [5500] - 500 gold + 2 L5 items Great Southern Tower Level 3 (10,8) chest [5500] - 5000 gold + 50 gems Castle Kalindra Level 1 (0,4) safe - combination 6-6-6 -> 1 L6 shield Castle Kalindra Level 1 (0,10) safe - combination 12-99-12 -> 1 L6 shield Castle Kalindra Level 1 (1,1) safe - combination 5-17-58 -> 1 L5 amulet Castle Kalindra Level 1 (1,13) safe - combination 14-4-25 -> 1 L5 chain mail Castle Kalindra Level 1 (2,14) safe - combination 69-25-71 -> 1 L5 plate mail Castle Kalindra Level 1 (4,11) safe - combination 4-9-53 -> 1 L5 helm Castle Kalindra Level 1 (4,14) safe - combination 8-12-32 -> 1 L5 helm Castle Kalindra Level 2 (0,1) bed - 1 L5 hammer Castle Kalindra Level 2 (0,2) bed - 1 L5 broad sword Castle Kalindra Level 2 (0,10) safe - requires "Cheered Dimitri" award and combination 64-52-31 -> *Energy Disk Castle Kalindra Level 2 (0,12) safe - requires "Cheered Dimitri" award and combination 64-52-31 -> *Energy Disk Castle Kalindra Level 2 (0,15) safe - requires "Cheered Dimitri" award and combination 64-52-31 -> *Energy Disk Castle Kalindra Level 2 (2,15) safe - requires "Cheered Dimitri" award and combination 64-52-31 -> *Energy Disk Castle Kalindra Level 2 (4,15) safe - requires "Cheered Dimitri" award and combination 64-52-31 -> *Energy Disk Castle Kalindra Level 2 (8,15) safe - requires "Cheered Dimitri" award and combination 64-52-31 -> *Energy Disk Castle Kalindra Level 2 (11,15) bed - *Key to Dungeon of Lost Souls Castle Kalindra Level 2 (9,2) bed - 1 L5 long bow Castle Kalindra Level 2 (11,1) bed - 1 L5 sling Castle Kalindra Level 3 (2,15) safe - requires Queen to tell you 3-31-62 combination -> *Queen Kalindra's Crown Castle Kalindra Dungeon (7,0) safe - combination 10-11-12 -> 1 L7 amulet Castle Kalindra Dungeon (7,2) safe - combination 10-11-12 -> 1 L7 amulet Castle Kalindra Dungeon (9,0) safe - combination 10-20-30 -> 1 L7 helm Castle Kalindra Dungeon (9,2) safe - combination 1-2-3 -> 1 L6 helm Castle Kalindra Dungeon (11,0) safe - combination 3-6-9 -> 1 L7 chain mail Castle Kalindra Dungeon (11,2) safe - combination 7-7-7 -> 1 L6 splint mail Castle Blackfang Level 1 (0,3) coffin - COMBAT: 1 Vampire, 1 L5 ring Castle Blackfang Level 1 (0,7) coffin - COMBAT: 1 Vampire, 1 L4 scarab Castle Blackfang Level 1 (1,0) coffin - COMBAT: 1 Vampire, 1 L4 belt Castle Blackfang Level 1 (1,9) coffin - 1 L4 ring Castle Blackfang Level 1 (15,5) coffin - COMBAT: 1 Vampire, 1 L4 broach Castle Blackfang Level 1 (15,7) coffin - COMBAT: 1 Vampire, 1 L5 amulet Castle Blackfang Level 1 (15,11) coffin - COMBAT: 1 Vampire, 1 L4 medal Castle Blackfang Level 1 (15,13) coffin - COMBAT: 1 Vampire, 1 L4 necklace Castle Blackfang Level 2 (3,4) coffin - 1 L6 necklace Castle Blackfang Level 2 (3,6) coffin - 1 L5 ring Castle Blackfang Level 2 (3,8) coffin - 1 L4 cameo Castle Blackfang Level 2 (7,3) coffin - COMBAT: 1 Vampire Lord, 1 L4 cameo Castle Blackfang Level 3 (1,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 belt Castle Blackfang Level 3 (3,5) coffin - 1 L6 cape Castle Blackfang Level 3 (3,7) coffin - 1 L6 cameo Castle Blackfang Level 3 (5,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 ring Castle Blackfang Level 3 (7,3) coffin - 1 L4 belt Castle Blackfang Level 3 (9,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 scarab Castle Blackfang Level 3 (12,0) coffin - COMBAT: 1 Vampire Lord, 1 L7 cloak Castle Blackfang Level 3 (12,1) coffin - COMBAT: 1 Vampire Lord, 1 L7 scarab Castle Blackfang Level 3 (13,14) coffin - COMBAT: 1 Ct. Blackfang, 1 L7 cape + 1 L7 cloak + 1 L7 amulet Castle Blackfang Level 3 (14,6) coffin - 1 L5 pendant Castle Alamar Dungeon (11,9) box - show Silver ID Card at (13,5) to gain entry -> *Key to Darkstone Tower Castle Alamar Dungeon (13,3) box - pull lever at (8,5) to reach -> *Key to Dragon Tower Temple of Bark Level 5 (0,18) - *Energy Disk Temple of Bark Level 5 (1,24) chest [5500] - defeat Barkman -> 25000 gems Temple of Bark Level 5 (16,11) chest [5500] - defeat Barkman -> 3 L7 items Temple of Bark Level 5 (30,25) chest [5500] - defeat Barkman -> 2000000 gold Temple of Bark Level 5 (31,17) - *Energy Disk Dungeon of Lost Souls Level 5 (1,8) - *Songbird of Serenity Great Pyramid Level 1 (23,15) hoard - answer riddles at (18,25) "7", (20,23) "3", (20,27) "8", (22,25) "9", (24,25) "10", (26,23) "4", (26,27) "5", (28,25) "6"; then pull the lever at (25,20) -> 2500000 gold + 5000 gems + 5 L7 items *Gemstone Mines (0,3) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (0,6) vein - 1000 Energy damage, party or 3 *Ruby Rock or 102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (0,10) vein - 1000 Poison damage, party or 5 *Emerald Rock or 102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (0,14) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (0,18) vein - 1000 Poison damage, party or 5 *Emerald Rock or 102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (0,21) vein - 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (0,23) vein - 250 Cold damage, party or 3 *Sapphire Rock or 11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (0,26) vein - 1000 Cold damage, party or 5 *Sapphire Rock or 102-1099 gems; then 250 Cold damage, party or 3 *Sapphire Rock or 11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (0,28) vein - 250 Cold damage, party or 3 *Sapphire Rock or 11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (0,31) vein - 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (2,10) vein - 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (2,18) vein - 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (4,1) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (4,3) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (4,6) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (4,12) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (4,18) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (4,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or 102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (6,17) vein - 1000 Energy damage, party or 3 *Ruby Rock or 102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock Gemstone Mines (7,22) bones - 1 L4 ring *Gemstone Mines (7,31) vein - 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (8,1) vein - 1000 Cold damage, party or 5 *Sapphire Rock or 102-1099 gems; then 250 Cold damage, party or 3 *Sapphire Rock or 11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (8,10) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (8,13) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (10,15) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (10,18) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (10,22) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (10,25) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (10,27) vein - 1000 Energy damage, party or 3 *Diamond Rock or 102-1099 gems; then 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (11,5) vein - 250 Cold damage, party or 3 *Sapphire Rock or 11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (11,12) - pay 250000 gold -> all Gemstone Mines veins are replenished *Gemstone Mines (11,29) vein - 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (11,31) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (12,1) vein - 250 Cold damage, party or 3 *Sapphire Rock or 11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (13,16) vein - 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (14,11) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (14,18) vein - 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (14,25) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (15,15) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (15,22) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (15,27) vein - 100 Cold damage, party or 1 *Sapphire Rock *Gemstone Mines (15,31) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (16,4) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (16,7) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (17,5) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (17,31) vein - 100 Poison damage, party or 1 *Emerald Rock Gemstone Mines (18,9) bones - 1 L4 broach *Gemstone Mines (19,1) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (20,2) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (20,4) vein - 100 Energy damage, party or 1 *Ruby Rock Gemstone Mines (20,24) bones - 1 L4 medal *Gemstone Mines (20,27) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (21,29) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (24,2) vein - 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (25,9) vein - 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (25,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or 102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (26,4) vein - 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (27,1) vein - 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (29,17) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock Gemstone Mines (30,2) rubble - 1 L5 horn *Gemstone Mines (31,0) vein - 1000 Energy damage, party or 3 *Diamond Rock or 102-1099 gems; then 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (31,3) vein - 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (31,8) vein - 1000 Energy damage, party or 3 *Ruby Rock or 102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (31,12) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (31,17) vein - 1000 Energy damage, party or 3 *Ruby Rock or 102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock *Gemstone Mines (31,21) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (31,23) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (31,25) vein - 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (31,27) vein - 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock *Gemstone Mines (31,29) vein - 250 Energy damage, party or 3 *Diamond Rock or 11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock *Gemstone Mines (31,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or 102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock Troll Holes (1,4) chest [5500] - 2000 gold + 50 gems Troll Holes (4,9) chest [5500] - 2000 gold + 50 gems Troll Holes (7,2) chest [5500] - 2000 gold + 50 gems Troll Holes (7,9) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (7,24) throne - Encounter with Hobstadt: choosing option (1) or (2) do what they say they do; option (3) results in COMBAT: 1 Hobstadt + 2 Troll Chief, 2 L7 accessories Troll Holes (7,26) chest [5500] - 1000 gold + 10 gems + 1 L6 item Troll Holes (8,26) chest [5500] - 225000 gold Troll Holes (13,20) chest [5500] - 2000 gold + 50 gems Troll Holes (13,27) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (14,4) chest [5500] - 2000 gold + 50 gems Troll Holes (15,27) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (19,14) chest [5500] - 2000 gold + 50 gems Troll Holes (19,18) chest [5500] - 1000 gold + 10 gems + 1 L6 item Troll Holes (22,3) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (26,3) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (27,10) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (29,10) chest [5500] - 1000 gold + 10 gems + 1 L6 item Troll Holes (29,22) chest [5500] - 2000 gold + 50 gems Troll Holes (30,12) chest [5500] - 2000 gold + 50 gems Troll Holes (30,22) chest [5500] - 1500 gold + 30 gems + 1 L5 item Troll Holes (30,30) chest [5500] - 1000 gold + 10 gems + 1 L6 item Escape Pod 1 (4,8) throne - give Soul Box to freed Corak -> *Soul Box with Corak inside *A3 (12,14) tent - pay Linus the Ruby Gemsmith 5 *Ruby Rock and 100 gems -> 1 Ruby one-handed weapon or body armor *A3 (13,12) tent - pay Simon the Emerald Gemsmith 5 *Emerald Rock and 200 gems -> 1 Emerald one-handed weapon or body armor *A3 (15,11) tent - pay Toby the Sapphire Gemsmith 5 *Sapphire Rock and 400 gems -> 1 Sapphire one-handed weapon or body armor A4 (2,7) boat - 12000 gold + 100 gems + 5 L3 items A4 (3,1) - *Monga Melon A4 (8,4) - *Monga Melon A4 (14,3) - *Monga Melon A4 (15,12) tent - pay 1000 gold -> *Pass to Castleview B1 (12,5) tent - *Bridle B2 (12,2) lamp - free genie -> can either accept 100000 gold, or refuse it and still get 50000 gold. If you take the whole 100000 gold, the genie will later be angry and may exact revenge upon the party near Necropolis. B2 (13,9) lamp - free genie -> choice of one of: (1) 2000000 XP for one character, (2) 200000 gold, (3) 2000 gems *B3 (1,12) tent - pay Hector the Diamond Gemsmith 5 *Diamond Rock and 1000 gems -> 1 Diamond one-handed weapon or body armor B3 (6,12) fort - Encounter with Yog: Choosing to fight results in COMBAT: 1 Yog + 14 Barbarian. Asking for help yields 120 food. B4 (1,4) - *Monga Melon C2 (2,6) lamp - free genie -> choice of one of: (1) 500000 XP for one character, (2) 10000 gold, (3) 500 gems C2 (3,15) lamp - free genie -> choice of one of: (1) 500000 XP for one character, (2) 10000 gold, (3) 500 gems C2 (6,11) lamp - free genie -> choice of one of: (1) 500000 XP for one character, (2) 10000 gold, (3) 500 gems C2 (11,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian helm C2 (11,5) boulder - if you have "Paladin's Friend" award -> 1 Obsidian plate mail D1 (1,8) tent - *Key to Great Northern Tower D1 (10,5) throne - Encounter with Gurodel: Being friendly then asking for anything "that would help our cause" results in Gurodel giving you 2 *Energy Disk. Demanding tribute results in COMBAT: 1 Gurodel + 12 Giant; the throne can then be searched for 2 *Energy Disk. D2 (0,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian long sword D2 (0,10) boulder - if you have "Paladin's Friend" award -> 1 Obsidian shield D2 (0,15) lamp - free genie -> choice of one of: (1) 500000 XP for one character, (2) 10000 gold, (3) 500 gems D2 (5,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian cape D2 (5,5) boulder - if you have "Paladin's Friend" award -> 1 Obsidian boots D2 (5,10) boulder - if you have "Paladin's Friend" award -> 1 Obsidian gauntlets D3 (7,12) lamp - free genie -> choice of one of: (1) 500000 XP for one character, (2) 10000 gold, (3) 500 gems D3 (11,5) fort - Encounter with Graalg: First paying 5000 gold or saying that you come as conquerers, and then asking for Energy disks yields 2 *Energy Disk. Asking for Graalg's help against Alamar without saying that you come as conquerers results in COMBAT: 1 Graalg + 11 Ogre; the fort can then be searched for 2 *Energy Disk. D4 (11,10) boat - COMBAT: 3 Medusa Sprite, 5 L4 items E1 (1,1) tent - give *Treasure Map (Goto E1 x1,y11) -> 2000 gems E1 (11,12) woodpile - COMBAT: 3 Arachnoid, *Ector's Ring *E3 (12,10) wagon - pay 100 gold -> food E3 (13,5) - *Vespar's Emerald Handle *E3 (13,10) wagon - pay 50000 gold -> 1 L6 robes *E3 (15,10) wagon - pay 50000 gold and 500 gems -> 1 L6 necklace *E3 (15,12) wagon - pay 30000 gold -> 1 L6 belt *E3 (15,13) wagon - pay 20000 gold -> 1 L6 boots E4 (0,13) - if you have Cloudside "Civilized One" award, first visit Leafpoint the Tree at E2 (8,15) and listen to everything he says, then search here -> 250000 gold F1 (10,0) cave - destroy Gargoyle lair -> 100000 XP, party + *Caleb's Magnifying Glass F4 (6,7) fountain - *Key to Great Southern Tower F4 (13,9) hut - if you have Cloudside "Rescued Celia" award -> 1 L6 long sword Skyroad A2 (12,14) lamp - free genie -> choice of one of: (1) 2000000 XP for
one character, (2) 200000 gold, (3) 2000 gems
Skyroad B1 (5,7) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E1 (12,1) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (3,8) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (8,3) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (8,12) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (12,8) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
*Skyroad E3 (0,5) tent - pay 300 gems -> 1 Scorching scarab
*Skyroad E3 (2,3) tent - pay 300 gems -> 1 Cryo scarab
*Skyroad E3 (2,6) tent - pay 300 gems -> 1 Dyna scarab
*Skyroad E3 (4,5) tent - pay 600 gems -> 1 Kinetic scarab
Skyroad F2 (1,12) lamp - free genie -> choice of one of: (1) 2000000 XP for one
character, (2) 200000 gold, (3) 2000 gems
Elemental Plane of Fire (2,4) chest [51000] - chest fails to open + 250 Fire
damage, party unless you take the Test of Fire at (10,13) which does 2500
Fire damage, party -> 1000 gold + 1 Scorching ring + 1 Scorching belt + 1
Scorching scarab
Elemental Plane of Air (5,13) chest [51000] - chest fails to open + 250
Electricity damage, party unless you take the Test of Air at (10,2) which
does 2500 Electricity damage, party -> 1000 gold + 1 Dyna staff + 1 Dyna
cloak + 1 Dyna belt
Elemental Plane of Earth (13,12) chest [51000] - chest fails to open + 250
Physical Damage, party unless you take the Test of Earth at (3,4) which does
2500 Physical damage, party -> 1000 gold + 1 Obsidian helm + 1 Obsidian
gauntlets + 1 Obsidian boots
Elemental Plane of Water (9,1) chest [51000] - chest fails to open + 250 Cold
damage, party unless you take the Test of Cold at (3,11) which does 2500 Cold
damage, party -> 1000 gold + 1 Cryo ring + 1 Cryo scarab + 1 Cryo amulet
Dragon Tower Level 2 (3,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 2 (11,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 3 (3,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 3 (4,10) straw bed - *Dragon Egg
Dragon Tower Level 3 (11,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 4 (3,8) hoard - 1000000 gold + 2 L7 items
Dragon Tower Level 4 (5,9) chest [59284] - 5000 Fire damage, party + 3 L7 items
Dragon Tower Level 4 (7,6) chest [59284] - 10000 Fire damage, party + 10 L7
items
Dragon Tower Level 4 (9,9) chest [59284] - 5000 Fire damage, party + 3 L7 items
Dragon Tower Level 4 (11,8) hoard - 1000000 gold + 2 L7 items
Dragon Clouds (15,30) statue - statue poses a riddle, answer "infinity" for
*Silver ID Card + COMBAT: 13 Energy Dragon (these appear scattered on the way
back to the stairs down to the Dragon Tower)
Darkstone Tower Level 4 (9,8) display case - answer riddle at (7,9) with "120"
to remove force field -> *Gold ID Card
Southern Sphinx Level 1 (2,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (4,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,14) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,16) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,18) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (10,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (12,1) sarcophagus - requires 200 Might -> CURSED 25 +
COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 2 (7,3) throne - give Widget to Picard -> *Chime of
Opening
Dungeon of Death Level 2 (7,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (9,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (11,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (13,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (15,4) sarcophagus - requires 200 Might -> COMBAT: 1
Vampire King, 5 L7 items
Dungeon of Death Level 2 (26,13) sarcophagus - 5 L7 items
Dungeon of Death Level 2 (30,13) sarcophagus - 5 L7 items
SECTION 3H - LOCATION OF AWARDS
-------------------------------
All awards are for the whole party unless otherwise indicated.
"Awakened Air Sleeper" - if you have the "Chosen one" award, speaking to the
Air Sleeper at Elemental Plane of Air (12,12) grants you this award
"Awakened Earth Sleeper" - if you have the "Chosen one" award, speaking to the
Earth Sleeper at Elemental Plane of Earth (12,3) grants you this award
"Awakened Fire Sleeper" - if you have the "Chosen one" award, speaking to the
Fire Sleeper at Elemental Plane of Fire (3,12) grants you this award
"Awakened Water Sleeper" - if you have the "Chosen one" award, speaking to the
Water Sleeper at Elemental Plane of Water (3,3) grants you this award
"Cartographer's Challenge" - Miles the Cartographer at Castleview (30,20) poses
a riddle; answer "Sandcaster" for award, 100000 XP
"Castleview Guild Member" - Castleview (5,28), costs 50 gold per character
"Cheered Dimitri" - get quest and *Key to Dungeon of Lost Souls from Megan at
Castle Kalindra Level 2 (11,15); retrieve Songbird of Serenity from Dungeon
of Lost Souls Level 5 (1,8) and give it to Dimitri at Castle Kalindra Level
2 (10,15) for award and 5 L7 items
"Chosen one" - after freeing Corak at Escape Pod 1 (4,8) from stasis, return to
the Dragon Pharaoh at Great Pyramid Level 4 (6,9) for award, *Pass to Olympus
"Cleaned up Castleview" - get quest from Mayor Snarfblad at Castleview (23,27);
deal with Gettlewaithe at Castleview (29,13) and return; receive award, 50000
XP, 10000 gold
"DEFEATED SHELTEM" - after getting Soul Box with Corak inside, go to Castle
Alamar Level 3 (2,12) to receive award, *Cube of Power, and trigger the
winning endgame sequence; if you do not have the Soul Box with Corak inside,
then total party kill
"Defeated Xenoc and Morgana" - get quest from Astra the Good Sorceress at
Sandcaster (20,14); slay Morgana located at around (2,29) and Xenoc located
at around (13,2) and return; receive award, 2000000 XP, 1000 gems
"Disciple of Bark" - set dials at Temple of Bark Level 4 (0,4) and (0,11) to 1,
at (2,15) and (9,15) to 2, and at (15,3) and (15,8) to 3; then pull lever at
Temple of Bark Level 4 (15,14); it may be necessary to defeat Shaalth first;
then drink from fountain at Temple of Bark Level 4 (8,7) for award and +19
All Statistics, once per character
"Drawkcab Extraordinaire" - Brother Reger at A4 (1,4) poses a riddle; answer
"Palindrome" for award, 500000 XP
"Enchanted Bridle" - go to Ambrose at B1 (12,5) and tell him "Dimitri" sent you
to get quest and *Bridle; give Bridle and 50000 gold to Natasha at Sandcaster
(21,4) and receive *Enchanted Bridle; return to Ambrose for award, 500000 XP,
50000 gold
"Exterminated Queen Rat" - get quest from Valio at Castleview Sewer (31,26);
kill Rooka at around Castleview Sewer (21,8) and return; if Valio is still
alive, receive award, 25000 XP, 1 L4 item
"Fed Nibbler" - B4 (3,12) hut - Nibbler first asks you to find a Monga Melon;
return and give 1 Monga Melon for 10000 XP. Nibbler then asks you to go to
entrance of the Temple of Bark; do so, return, and give another Monga Melon
for award, 10000 XP, *Key to Temple of Bark
"Freed Corak" - after speaking to the Dragon Pharaoh at Great Pyramid Level 4
(6,9) for the first time, go to and enter Escape Pod 1 at B1 (2,9); go to the
console within at (2,8), and answer "Where no man has gone before", then
speak to Corak at (4,8) for award, 5000000 XP
"Freed Sandro" - get quest from Sandro at Necropolis (10,8) after COMBAT: 1
Sandro; retrieve Sandro's Box from Necropolis Sewer (1,14) and return;
receive award, 2000000 XP, *Key to Dungeon of Death
"Goober" - go to Dungeon of Death Level 4 (14,30) and enter anything to receive
award
"Helped Caleb" - get quest from Caleb at E3 (13,13); retrieve Caleb's
Magnifying Glass from F1 (10,0) and return; receive award, 500000 XP, 50000
gold
"Helped Dreyfus" - get quest from Dreyfus at A3 (8,10); retrieve Key to Great
Western Tower from Great Western Tower Level 4 (9,8) and return; Dreyfus
thanks you and moves to Great Western Tower Level 4 (4,10); pass the Cult
Leader and visit him there for award, 500000 XP, 10000 gold, 200 gems
"Helped Ector" - get quest from Ector at E2 (3,12); retrieve Ector's Ring from
E1 (11,12) and return; receive award, 50000 XP, 1 Obsidian battle axe
"Helped Kramer" - get quest from Kramer at B3 (11,4); destroy the Ogre forts at
D3 (3,7) and D3 (9,8) and return; receive award, 150000 XP, 150000 gold
"Helped Megan" - get quest and *Key to Dungeon of Lost Souls from Megan at
Castle Kalindra Level 2 (11,15); get "Cheered Dimitri" award; return to Megan
for 3000000 XP, 1000 gold
"Helped Nadia" - get quest from Nadia at Castleview (27,19); retrieve Onyx
Necklace from Castleview Sewer (21,9) and return; receive award, 100000 XP,
*Key to Ellinger's Tower
"Helped Vespar" - get quest from Vespar at B3 (7,1); retrieve Vespar's Emerald
Handle from E3 (13,5) and return; receive award, 200000 XP, *Pass to
Sandcaster
"Lakeside Guild Member" - Lakeside (3,5), free with answer of "Witch"
"Master of Words" - complete crossword puzzle that comprises Dungeon of Death
Level 1, then go down the stairs at (20,0); receive award, +5 Levels
"Member Drawkcab Brotherhood" - in this specific order: first talk to Tinit at
Castleview (13,23), then talk to Bob at Castleview (16,23), then talk to Otto
at Castleview (16,15), then talk to Pip at Castleview (13,15), then return to
Tinit for award, 25000 XP
"Merchant's Challenge" - James the Merchant at Sandcaster (23,17) poses a
riddle; answer "100" for award, 250000 XP
"Necropolis Guild Member" - Necropolis (10,6), costs 50000 gold per character
"Olympus Guild Member" - Olympus (5,1), free
"Paladin's Friend" - Enchanted Boulder at C2 (11,10) poses a riddle; answer
"Paladin" for award, 1000000 XP, equipment awards at the other 7 boulders
"Rescued Jasper" - get quest from Jethro at Castleview (22,24); free Jasper
from jail at Castleview (1,20) and return; receive award, 10000 XP, 6500 gold
"Rescued Roland" - show Gold ID card at Castle Alamar Dungeon (15,9) to be
able to reach the coffin at (13,15), which can be investigated to speak to
Roland; receive award, *Amulet of the Southern Sphinx, 5000000 XP
"Rescued Sprite" - get quest from Sharla at C4 (1,7); Sharla can also simply be
attacked, which results in COMBAT: 1 Sharla + 14 Medusa Sprite; the treehouse
can then be searched for 2 *Energy Disk. If you accept the quest, rescue
Princess Sheewana at Temple of Bark Level 3 (8,12) and return; receive award,
250000 XP, 40000 gold, 200 gems, 2 *Energy Disk
"Restored Castle Kalindra" - get quest from Ellinger at Ellinger's Tower Level
4 (4,8) throne; 250000 XP for reaching Ellinger for the first time; give 5
Energy Disks to restore each of Castle Kalindra Level 1, Castle Kalindra
Level 2, Castle Kalindra Dungeon, Castle Kalindra in that order; receive
award
"Restored Fountain of Youth" - get quest and *Key to Great Southern Tower from
Thaddeus at F4 (6,7); retrieve Jewel of Ages from Great Eastern Tower Level
3 (5,11) and return; receive award, 1000000 XP
"Returned Orb" - take Dragon Pharaoh's Orb to the Dragon Pharaoh at Great
Pyramid Level 4 (6,9); you are asked to investigate Escape Pod 1, and you
receive award, 5000000 XP, Escape Pod 1 opens
"Returned statuettes" - get quest from Luna at A4 (13,15); retrieve Golden
Pegasus Statuette from Great Western Tower (7,7), Golden Dragon Statuette
from Lakeside Sewer (12,11), and Golden Griffin Statuette from Necropolis
(10,10) and return; receive award, +5 Levels
"Sandcaster Guild Member" - Sandcaster (18,10), costs 20000 gold per character
"Saved the Queen" - get quest from Queen Kalindra at Castle Blackfang Dungeon
(1,1); get "Cheered Dimitri" award to receive combination 3-31-62; retrieve
Queen Kalindra's Crown from Castle Kalindra Level 3 (2,15) and return;
receive award, 5000000 XP, *Key to Ancient Pyramid
"Super Goober" - go to Dungeon of Death Level 4 (14,30) and enter "Computer"
to receive award
"Superior Intellect" - Edmund the Weapons Forger at Sandcaster (27,17) poses
a riddle; answer "3" for award, 250000 XP
"Taste Tester Royale" - get quest and *Key to Great Northern Tower from Bosco
the Dwarf King at D1 (1,8); retrieve Chalice of Protection from Great
Northern Tower Level 4 (7,4) and return; receive award, 1000000 XP, 100000
gold
SECTION 3I - MIRROR PORTAL KEYWORDS
-----------------------------------
In order to use Darkside mirror portals, you must first activate them using
the sundial at Castle Kalindra Level 3 (1,1). The portals may be found at the
following locations:
Ellinger's Tower Level 1 (9,8)
Great Northern Tower Level 1 (5,5)
Great Western Tower Level 1 (7,12)
Great Eastern Tower Level 2 (10,8)
Great Southern Tower Level 1 (9,11)
The following keywords may be used to transport yourself to the indicated
location.
Keyword Location
Acid Pond B3 (2,13)
Aging Forest E4 (13,10)
Castle Alamar A1 (10,4)
Castle Blackfang F1 (9,11)
Castle Kalindra A4 (6,14)
Castleview A4 (14,11)
Crossroads E3 (14,11)
Dark Grove A3 (14,6)
Desert of Doom C2 (15,1)
Forbidden Zone B2 (15,15)
Forest of Peril E2 (7,15)
Gemstone Range C3 (5,7)
Genesis special: shows World of Xeen ending (if installed)
Great Eastern Tower F3 (9,9)
Great Northern Tower D1 (2,9)
Great Southern Tower D4 (2,7)
Great Western Tower A3 (5,9)
Griffin Pass B1 (12,4)
Howling Woods E4 (0,14)
Isle of Lost Souls F2 (6,8)
Lakeside F2 (2,15)
Magic Mountain E1 (1,12)
Necropolis B2 (8,11)
Octopod Lake F2 (6,3)
Ogre Pass D3 (11,9)
Parabolic Barrier D1 (3,0)
Perishing Sands D2 (15,4)
Quivering Forest C1 (11,4)
River of Wrath F3 (2,5)
Sandcaster E3 (5,12)
Showdown special: shows Darkside of Xeen ending
Showtime special: shows Clouds of Xeen ending (if installed)
Snow River Rapids F1 (6,3), rapids take you to F2 (6,15)
Sprite Forest C4 (1,9)
Venom Pond F4 (4,10)
SECTION 3J - MAPS OF SELECTED AREAS
-----------------------------------
Castle Alamar Level 3
+----------------+ Key:
15|##### x |15
14|# # x x xx xx |14 # wall
13|# 1 #xx x x |13 > Stairs down to Level 2
12|# # x xx x x|12 < Stairs up to Skyroad A1
11|## ## x x x|11 1 Trigger final encounter with Alamar
10|## #+ x x xxxx |10 + Xeen Power Juice (+5 Levels)
9|## ## x x #|9 x Trap, fall down to Level 1
8|## #< x x xx >|8
7|## ## xxx x x #|7 Safe paths that will not drop you down to Level 1
6|# # xx x |6 are indicated by empty space.
5|# # xxxxx xx |5
4|# #xx xx |4
3|## ##x xxxxx x|3
2| x xx xx |2
1| xxxxxxx x |1
y= 0| xxxxxx |0
+----------------+
x= 0123456789111111
012345
Dungeon of Death Level 1
+--------------------------------+ Key:
31|########D###F#E#M###S##U########|31
30|##SCEPTER##TELEPORTATION#B#J###M|30 # wall
29|########U###A#R#U###A##D#A#V#C#I|29 < Stairs up out of dungeon
28|#D##W##DISTORTION###R#LEPRECHAUN|28 > Stairs down to level 2; requires
27|VAMPIRE#D#####E#T###T##A#B###R#O|27 solving entire crossword puzzle
26|#R##N######W####A#KALINDRA###T#T|26 1 Statue with clues for puzzle
25|#K##T#M####I#MAGIC##E####R###O#A|25
24|#S#REVITALIZE###N#####M##I###G#U|24 Answers to crossword are indicated
23|#T##R#G####A#A#SEER#IGUANA#ERROR|23 directly on the map.
22|CORAK#H##O#R#C##E##R##M##N###A##|22
21|#N##I#T#ACID#C#ARENA##M#M##P#P#C|21
20|#E##L##D#T###U#####T##Y#I#ARCHER|20
19|####L#TITO###R###D###A##R##I#E#U|19
18|#D#####S#P#G#A###U#SORCERESS#R#S|18
17|#R##T#RESURRECTION###M##O##O###A|17
16|RANGER#A#S#I#Y###G#ALAMAR##N#S#D|16
15|#G##T##S###F##C##E###D####SEVERE|15
14|#O#THEREWOLF#NECROPOLIS####R#W#R|14
13|#N##E######I##N##N###L##X#P##E##|13
12|####R##P##SNOUT#A####L##E#E##R##|12
11|##C##B#A######I#L##KNOWLEDGE####|11
10|FLAMBERGE##I#SPELL######N#A##S#E|10
9|##S##A#E#A#N##E#I##G#G####S##T#L|9
8|##T#USE#PRESTIDIGITATOR##VULTURE|8
7|GOLD#T#C#A#E##E#A##R#B####S##M#M|7
6|##E#S##R#C#C#F##T#AGILE####FABLE|6
5|##V#P##I#H#T#A##O##O#I#V##C##L#N|5
4|#FISHERMAN##CLAIRVOYANCE#TRIDENT|4
3|##E#I##I#O#M#I#####L###N##O####S|3
2|#SWINE#N#I#O#S###SKELETON#W#O###|2
1|####X#SANDCASTER## 1#M#ENERGY#|1
y= 0|#######L###T#A####<#>#######B###|0
+--------------------------------+
x= 01234567891111111111222222222233
0123456789012345678901
SECTION 4A - MONSTER TABLE
--------------------------
Explanation of the column headings and abbreviations:
ID# - monster ID number
K - thousand
M - million
HP - hit points; if this is followed immediately by a letter, the monster is
of a specific subtype:
B = beast
D = dragon
G = golem
H = humanoid
I = insect
U = undead
AC - armor class
Spd - speed
Acc - physical attack accuracy (not relevant for other damage types)
At - number of attacks; "P" means the monster attacks every character once.
Dam - damage done per attack that connects
DT - damage type (abbreviations are the same as for resistances, below)
R - whether attack is ranged or not
BT - possible inflicted condition:
Age = magical aging
BrW = break weapon
Con = confused
CuI = curse inventory items
Cur = cursed
Dea = dead
Dis = diseased
Era = eradicated
Ins = insane
Lov = in love
Par = paralyzed
Poi = poisoned
Slp = sleep
SP = drain spell points
Sto = stone
Unc = unconscious
Wea = weak
Ta - blank for normal targeting; if something is listed, the monster
preferentially targets the following types of characters:
Ar = Archer
Cl = Cleric
Dr = Druid
Dw = Dwarf
Kn = Knight
Pa = Paladin (does not actually work because of a bug)
Ra = Ranger
Ro = Robber
So = Sorcerer
Resistances - resistances are in the following order: Ph (physical), fire (F),
cold (C), electricity (E), poison/acid (P), energy (En), magic (Ma). If "Im"
is indicated, the monster has 100% resistance to that attack form. High-
level spellcasters do have a chance of punching through even 100% resistance.
The second line indicates awards given for defeating the monster.
Exp - experience gained
Gold - gold gained
Gems - gems gained
Items - level of item dropped (item levels are defined in section 5A); the
probability that this item drops is not indicated.
Resistances
ID# Name HP AC Spd Acc At Dam DT R BT Ta Ph/ F/ C/ E/ P/En/Ma
2 Annihilator 1500 40 200 12 5d50 En Y 80/80/Im/80/Im/ 0/ 0
Exp: 1M
52 Arachnoid 50I 10 40 1 3d5 P Poi 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 4000
5 Armadillo 800B 50 15 60 1 100d6 Ph BrW 50/50/80/ 0/80/50/ 0
Exp: 60K
3 Autobot 2500 100 200 2 5d100 En 50/50/Im/50/Im/ 0/ 0
Exp: 1M
6 Barbarian 50H 5 40 20 3 1d20 Ph Y So 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 100 Gems: 0 Items: Level 3
94 Barkman 40K 25 100 3 250 F 0/Im/ 0/50/Im/ 0/ 0
Exp: 4M Gold: 0 Gems: 0 Items: Level 6
18 Beholder Bat 75 15 80 P 5d5 F 0/Im/ 0/50/ 0/ 0/ 0
Exp: 10K
8 Cleric of Mok 125H 10 40 1 250 E Y Cl 0/10/10/Im/10/10/10
Exp: 30K Gold: 0 Gems: 10 Items: none
11 Cloud Dragon 2000D 40 150 P 600 C Y 50/ 0/Im/50/Im/50/25
Exp: 500K Gold: 0 Gems: 10 Items: none
63 Coven Leader 250H 20 100 P 10d15 En Y SP 0/10/ 0/Im/50/Im/50
Exp: 120K Gold: 0 Gems: 20 Items: Level 6
80 Ct. Blackfang 1500U 50 150 120 1 10d100 Ph Dea Cl 75/75/75/75/75/75/75
Exp: 2M
68 Cult Leader 100H 20 60 P 10d10 En Y 0/50/50/50/50/Im/50
Exp: 100K Gold: 0 Gems: 100 Items: Level 6
66 Dark Wolf 70B 10 70 10 3 3d8 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
31 Death Knight 750H 50 80 150 2 2d250 Ph Pa 0/50/50/50/50/50/10
Exp: 100K Gold: 100 Gems: 0 Items: Level 6
71 Doom Knight 1000H 50 100 150 4 2d250 Ph Dea Pa 0/80/80/80/80/80/20
Exp: 500K Gold: 200 Gems: 0 Items: none
15 Dragon Mummy 3000D 30 100 200 1 2000d2 Ph Dis Cl 90/ 0/Im/80/Im/ 0/10
Exp: 2M
17 Earth Blaster 1000 10 100 200 P 5d100 Ph 90/Im/90/90/Im/ 0/ 0
Exp: 250K
7 Electrapede 200I 10 50 1 50 E Par Pa 0/50/50/Im/50/50/ 0
Exp: 10K
50 Enchantress 100H 25 60 1 3d150 E Y Cl 0/10/10/Im/10/10/20
Exp: 40K Gold: 0 Gems: 20 Items: none
14 Energy Dragon 5000D 100 250 P 1000 En Y 50/80/60/80/Im/Im/30
Exp: 2M Gold: 0 Gems: 20 Items: none
19 Fire Blower 1000 20 60 P 5d100 F 50/Im/ 0/50/Im/50/ 0
Exp: 250K
28 Gamma Gazer 5000 60 200 7 10d20 En 60/Im/ 0/Im/Im/Im/ 0
Exp: 1M
21 Gargoyle 150 35 30 60 2 5d50 Ph 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 30K
70 Gettlewaithe 100 15 35 10 2 5d5 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 2000 Gems: 0 Items: Level 5
91 Ghost Mummy 500U 35 175 150 1 200d5 Ph Age Cl 80/ 0/80/60/80/80/50
Exp: 500K
22 Giant 500 25 45 100 2 100d5 Ph Unc 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 100K Gold: 1000 Gems: 0 Items: Level 5
23 Goblin 10 5 30 1 2 2d6 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 1000
38 Gorgon 4000 90 100 100 1 100d3 Ph Sto 70/ 0/ 0/ 0/ 0/ 0/60
Exp: 250K
84 Graalg 200 15 50 30 1 5d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 20K Gold: 1000 Gems: 0 Items: Level 5
13 Green Dragon 2500D 50 150 P 500 F Y 50/Im/ 0/50/Im/50/25
Exp: 500K Gold: 0 Gems: 10 Items: none
25 Gremlin 20 7 35 10 2 2d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 2000
26 Gremlin Guard 50 10 35 20 2 6d5 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 3000
27 Griffin 800B 35 150 150 2 50d6 Ph Kn 0/ 0/ 0/ 0/ 0/ 0/80
Exp: 60K
88 Gurodel 750 30 60 110 2 100d6 Ph Unc 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 100K Gold: 5000 Gems: 0 Items: Level 6
20 Hell Hornet 250I 30 50 2 2d250 P Wea Dr 50/50/50/50/Im/50/ 0
Exp: 50K
39 Higher Mummy 400U 20 60 100 1 10d40 Ph CuI Cl 75/ 0/50/50/Im/50/20
Exp: 100K
83 Hobstadt 400 20 70 30 1 2d50 Ph 0/50/50/50/50/ 0/ 0
Exp: 25K Gold: 1000 Gems: 0 Items: Level 4
29 Iguanasaurus 2500B 20 30 150 1 10d50 Ph Ins 20/50/50/50/50/50/ 0
Exp: 100K
46 Killer Cobra 1000B 25 100 30 1 2d100 Ph Age 0/ 0/ 0/ 0/Im/ 0/50
Exp: 25K
32 Lava Dweller 1500 30 40 P 5d100 F 50/Im/ 0/Im/Im/50/ 0
Exp: 500K
33 Lava Roach 500I 20 70 1 5d50 F 0/Im/ 0/Im/Im/ 0/ 0
Exp: 50K
36 Magic Mage 300 25 80 P 10d30 E Y 0/50/50/Im/50/50/50
Exp: 200K Gold: 0 Gems: 75 Items: none
10 Mantis Ant 300I 30 40 30 2 2d100 Ph Poi 30/ 0/ 0/ 0/Im/ 0/ 0
Exp: 40K
78 Master Thief 100H 20 50 40 1 1d250 Ph Ro 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 20K Gold: 250 Gems: 20 Items: Level 4
64 Master Wizard 500H 25 150 2 10d40 F Y Kn 0/Im/50/50/50/50/50
Exp: 120K Gold: 0 Gems: 50 Items: none
53 Medusa Sprite 30 5 30 10 1 3d3 Ph Sto Ra 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000
69 Mega Dragon 64KD 100 200 P 10d200 En Y Era 90/Im/Im/Im/Im/Im/Im
Exp: 100M Gold: 0 Gems: 232 Items: none
73 Mega Mage 500 35 100 P 10d40 E Y 0/80/80/Im/80/80/80
Exp: 500K Gold: 0 Gems: 100 Items: Level 6
37 Minotaur 3000 80 120 150 1 100d4 Ph Age 60/ 0/10/ 0/ 0/ 0/50
Exp: 250K
9 Mok Heretic 150H 12 50 1 500 Ma Y Cl 0/20/20/50/20/20/30
Exp: 50K Gold: 0 Gems: 25 Items: Level 4
77 Morgana 300H 35 100 P 2d60 En Y Par 0/50/50/50/50/Im/80
Exp: 200K Gold: 0 Gems: 100 Items: Level 6
35 Mystic Mage 200 20 70 P 10d20 E Y 0/50/50/Im/50/50/30
Exp: 100K Gold: 0 Gems: 50 Items: none
41 Octopod 2500B 40 80 P 2d100 P Poi 0/ 0/50/ 0/Im/ 0/ 0
Exp: 250K
42 Ogre 100 15 30 30 1 4d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K Gold: 100 Gems: 0 Items: none
24 Onyx Golem 10KG 50 100 P 2d250 Ma SP 50/Im/Im/Im/Im/Im/Im
Exp: 1M Gold: 0 Gems: 100 Items: none
74 Orc Elite 200H 15 40 20 2 5d10 Ph Dw 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 15K Gold: 100 Gems: 0 Items: Level 3
40 Orc Guard 60H 10 20 20 1 3d10 Ph Dw 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 50 Gems: 0 Items: Level 2
43 Orc Shaman 50H 15 30 P 5d5 C Y Slp 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 10K Gold: 75 Gems: 10 Items: Level 2
12 Phase Dragon 4000D 80 200 P 750 C Y 50/ 0/Im/50/Im/80/50
Exp: 2M Gold: 0 Gems: 20 Items: none
92 Phase Mummy 500U 35 175 150 1 200d6 Ph SP Cl 85/ 0/80/70/80/80/60
Exp: 500K
34 Power Lich 500U 20 60 P 10d10 Ma Y Unc 70/ 0/ 0/ 0/ 0/ 0/80
Exp: 200K
54 Rogue 50H 10 30 10 1 1d60 Ph Ro 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 70 Gems: 0 Items: none
76 Rooka 60B 5 40 15 1 3d10 Ph Dis 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 0 Gems: 10 Items: Level 4
79 Royal Vampire 750U 40 125 120 1 10d50 Ph CuI Cl 65/50/50/50/50/50/50
Exp: 400K
44 Sabertooth 100B 20 60 30 3 5d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
45 Sand Flower 100 10 50 50 5 5d5 Ph Lov 50/ 0/ 0/ 0/ 0/ 0/50
Exp: 10K
72 Sandro 1000U 20 75 P 10d10 Ma Y Dea 80/ 0/ 0/ 0/ 0/ 0/90
Exp: 200K Gold: 0 Gems: 100 Items: none
16 Scraps 3000D 30 100 200 1 2000d2 Ph 90/ 0/Im/80/Im/ 0/10
Exp: 2M
67 Screamer 3000 50 200 P 10d20 P Poi 60/ 0/ 0/ 0/Im/ 0/ 0
Exp: 500K
60 Sewer Hag 75H 10 40 1 10d25 E Y Ins Pa 0/ 0/ 0/Im/Im/ 0/20
Exp: 50K Gold: 0 Gems: 10 Items: none
47 Sewer Rat 40B 5 35 10 1 3d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 2000
48 Sewer Slug 25I 2 25 5 1 2d10 Ph 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 1000
4 Sewer Stalker 250B 30 25 50 1 3d100 Ph 0/ 0/50/ 0/50/ 0/ 0
Exp: 50K
75 Shaalth 300H 15 50 P 5d10 C Slp 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 20K Gold: 1000 Gems: 50 Items: Level 5
90 Sharla 50 5 50 20 1 3d4 Ph Ra 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
49 Skeletal Lich 2000U 30 200 1 1000 En Y Era So 50/80/80/70/Im/Im/50
Exp: 500K
87 Sky Golem 1000G 50 100 P 2d100 C Y 50/50/Im/50/50/50/50
Exp: 200K
30 Slayer Knight 500H 30 50 100 1 2d250 Ph Pa 0/50/50/50/50/50/ 0
Exp: 50K Gold: 50 Gems: 0 Items: Level 5
51 Sorceress 200H 30 80 P 2d50 Ma Y 0/10/10/20/10/10/80
Exp: 80K Gold: 0 Gems: 50 Items: Level 5
55 Thief 100H 15 40 20 1 1d100 Ph Ro 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K Gold: 200 Gems: 0 Items: none
61 Tidal Terror 1000 10 200 P 5d100 C Im/Im/50/50/Im/50/ 0
Exp: 500K
82 Troll Chief 300 15 65 30 1 2d50 Ph 0/50/50/50/50/ 0/ 0
Exp: 20K
56 Troll Grunt 100 5 50 30 1 2d25 Ph 0/50/50/50/50/ 0/ 0
Exp: 10K
81 Troll Guard 200 10 60 30 1 2d35 Ph 0/50/50/50/50/ 0/ 0
Exp: 15K
86 Valio 150H 15 60 1 10d25 Ma Pa 0/50/30/30/30/40/30
Exp: 60K
57 Vampire 400U 30 80 100 1 10d10 Ph Wea Cl 50/50/50/50/50/50/50
Exp: 200K
85 Vampire King 10KU 60 200 150 1 10d250 Ph Era Cl 90/80/80/80/80/80/80
Exp: 3M
58 Vampire Lord 500U 35 100 120 1 10d30 Ph Slp Cl 70/50/50/50/50/50/50
Exp: 300K
59 Vulture Roc 2500B 50 150 100 1 5d60 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 200K
1 Whirlwind 1000 10 250 250 P 5d100 Ph Con Im/Im/Im/Im/Im/ 0/ 0
Exp: 250K
62 Witch 150H 15 70 P 10d10 E Y 0/ 0/ 0/Im/20/ 0/20
Exp: 80K Gold: 0 Gems: 10 Items: none
65 Wizard 250H 20 125 1 10d25 Ma Y Pa 0/50/30/30/30/30/30
Exp: 60K Gold: 0 Gems: 20 Items: none
93 Xenoc 700H 35 175 P 10d50 En 0/50/50/50/50/Im/50
Exp: 250K Gold: 0 Gems: 100 Items: Level 6
89 Yog 100H 5 60 25 1 1d30 Ph So 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 25K Gold: 200 Gems: 0 Items: Level 4
SECTION 4B - MONSTERS BY LOCATION
---------------------------------
Castleview: Goblin, Gremlin, Gremlin Guard, Gettlewaithe
Castleview Sewer: Sewer Slug, Sewer Rat, Rooka, Valio
Sandcaster: Enchantress, Wizard, Sorceress, Master Wizard, Morgana, Xenoc
Sandcaster Sewer: Beholder Bat, Sewer Hag
Lakeside: Witch, Coven Leader
Lakeside Sewer: Sewer Stalker
Necropolis: Higher Mummy, Power Lich, Sandro
Necropolis Sewer: Lava Roach
Great Northern Tower Level 1: Slayer Knight
Great Northern Tower Level 2: Slayer Knight, Death Knight
Great Northern Tower Level 3: Slayer Knight, Death Knight
Great Northern Tower Level 4: Slayer Knight, Death Knight, Doom Knight
Great Western Tower Level 1: Cleric of Mok
Great Western Tower Level 2: Cleric of Mok, Mok Heretic
Great Western Tower Level 3: Cleric of Mok, Mok Heretic
Great Western Tower Level 4: Cleric of Mok, Mok Heretic, Cult Leader
Great Eastern Tower Level 1: Mystic Mage
Great Eastern Tower Level 2: Mystic Mage
Great Eastern Tower Level 3: Mystic Mage, Magic Mage
Great Eastern Tower Level 4: Mystic Mage, Magic Mage, Gamma Gazer, Mega Mage
Great Southern Tower Level 1: Rogue
Great Southern Tower Level 2: Rogue, Thief
Great Southern Tower Level 4: Rogue, Thief, Master Thief
Castle Kalindra Dungeon: Power Lich, Dragon Mummy, Scraps
Castle Blackfang Level 1: Vampire, Vampire Lord
Castle Blackfang Level 2: Vampire, Vampire Lord
Castle Blackfang Level 3: Vampire, Vampire Lord, Royal Vampire, Ct. Blackfang
Castle Blackfang Dungeon: Octopod
Castle Alamar Level 1: Annihilator
Castle Alamar Dungeon: Annihilator, Autobot
Temple of Bark Level 1: Orc Guard
Temple of Bark Level 2: Orc Guard, Orc Shaman
Temple of Bark Level 3: Orc Guard, Orc Shaman, Orc Elite
Temple of Bark Level 4: Orc Shaman, Orc Elite, Shaalth
Temple of Bark Level 5: Barkman
Dungeon of Lost Souls Level 1: Minotaur
Dungeon of Lost Souls Level 2: Minotaur
Dungeon of Lost Souls Level 3: Minotaur, Gorgon
Dungeon of Lost Souls Level 4: Minotaur, Gorgon
Dungeon of Lost Souls Level 5: Minotaur, Gorgon
Great Pyramid Level 1: Cloud Dragon, Green Dragon
Gemstone Mines: Beholder Bat, Sabertooth
Troll Holes: Troll Grunt, Troll Guard, Troll Chief, Hobstadt
A1: Lava Dweller, Gamma Gazer
A2: Barbarian, Gamma Gazer
A3: Arachnoid, Barbarian
A4: Electrapede
B1: Griffin, Giant, Gamma Gazer
B2: Barbarian, Griffin, Iguanasaurus, Gamma Gazer
B3: Arachnoid, Barbarian, Yog
B4: Medusa Sprite, Electrapede
C1: Arachnoid, Griffin, Giant
C2: Sand Flower, Griffin, Iguanasaurus
C3: Medusa Sprite, Dark Wolf, Ogre
C4: Medusa Sprite, Sharla
D1: Arachnoid, Giant, Gurodel
D2: Sand Flower, Vulture Roc
D3: Dark Wolf, Ogre, Vulture Roc, Graalg
D4: Medusa Sprite, Dark Wolf
E1: Arachnoid, Hell Hornet
E2: Armadillo, Vulture Roc
E3: Mantis Ant, Armadillo
E4: Killer Cobra, Mantis Ant
F1: Gargoyle, Hell Hornet
F2: Gargoyle, Armadillo, Octopod
F3: Gargoyle, Mantis Ant
F4: Killer Cobra, Mantis Ant
Skyroad A1: Cloud Dragon, Mega Dragon
Skyroad A2: Sky Golem, Cloud Dragon
Skyroad A3: Medusa Sprite, Cloud Dragon
Skyroad A4: Medusa Sprite, Cloud Dragon
Skyroad B1: Griffin, Cloud Dragon
Skyroad B3: Sky Golem
Skyroad B4: Sky Golem, Cloud Dragon
Skyroad C1: Griffin, Cloud Dragon
Skyroad C2: Cloud Dragon, Green Dragon
Skyroad C4: Sky Golem, Cloud Dragon
Skyroad D1: Sky Golem, Cloud Dragon
Skyroad D2: Cloud Dragon, Green Dragon
Skyroad D4: Sky Golem, Cloud Dragon
Skyroad E1: Cloud Dragon, Green Dragon
Skyroad E2: Cloud Dragon, Green Dragon
Skyroad E4: Sky Golem, Cloud Dragon
Skyroad F1: Sky Golem, Cloud Dragon
Skyroad F2: Sky Golem, Cloud Dragon
Skyroad F3: Sky Golem, Cloud Dragon
Skyroad F4: Sky Golem, Cloud Dragon
Elemental Plane of Fire: Fire Blower
Elemental Plane of Air: Whirlwind
Elemental Plane of Earth: Earth Blaster
Elemental Plane of Water: Tidal Terror
Dragon Tower Level 1: Dragon King
Dragon Tower Level 2: Acid Dragon, Fire Dragon, Frost Dragon
Dragon Tower Level 3: Fire Dragon, Frost Dragon
Dragon Tower Level 4: Acid Dragon, Dragon King
Dragon Clouds: Cloud Dragon, Green Dragon, Phase Dragon, Energy Dragon
Darkstone Tower Level 1: Onyx Golem
Darkstone Tower Level 2: Onyx Golem
Darkstone Tower Level 3: Onyx Golem
Darkstone Tower Level 4: Onyx Golem
Southern Sphinx Level 1: Ghost Mummy
Southern Sphinx Level 2: Phase Mummy
Southern Sphinx Dungeon: Dragon Mummy
Dungeon of Death Level 2: Screamer, Skeletal Lich, Vampire King
Dungeon of Death Level 3: Annihilator, Autobot
Dungeon of Death Level 4: Demon, Devil, Lord Xeen
SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES
------------------------------------------------
(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)
(This section is incomplete in areas where information was gathered by
experiment.)
Items range in power from level 1 to 7; this is the item level listed in the
treasure tables above.
An item is one of weapon, armor, accessory, or miscellaneous; one of the base
items below is randomly chosen. Level 1 items cannot be armor other than body
armor, or accessories. At levels 2 to 5 an item will receive exactly one of:
(1) a material enchantment; (2) an elemental enchantment; or (3) an attribute
enchantment; or (4) the ability to cast spells, powered by charges. At levels
6 and 7, item generation is similar, but you may not receive a missile weapon
or a miscellaneous item unless one is specifically called for. A weapon of
level 2 to 7 may also receive a special weapon power.
The definition of item quality appears to be similar to that in Might and
Magic III, but with a new tier of Level 1 items, bumping up all the old tiers.
BASE ITEMS
Base items are independent of level. The following tables show base damage,
armor class ratings, cost, and which classes may equip them.
ONE-HANDED WEAPONS
Name Damage Cost Usable by
Broad Sword 3d4 100 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Club 1d3 1 All
Cudgel 1d6 15 All except Sorcerer
Cutlass 2d4 40 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Dagger 2d2 8 All except Cleric
Flail 1d10 100 All except Sorcerer
Hand Axe 2d3 10 All except Cleric, Sorcerer
Katana 4d3 150 Knight, Paladin, Ninja
Long Sword 3d3 50 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Mace 2d4 50 All except Sorcerer
Maul 1d8 30 All except Sorcerer
Nunchakas 2d3 30 Knight, Paladin, Ninja
Sabre 4d2 60 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Scimitar 2d5 80 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Short Sword 2d3 15 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Spear 1d9 15 All except Cleric, Sorcerer
Wakazashi [sic] 3d3 60 Knight, Paladin, Ninja
TWO-HANDED WEAPONS (prevents the use of a shield)
Name Damage Cost Usable by
Bardiche 4d4 200 All except Cleric, Sorcerer, Druid
Battle Axe 3d5 100 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Flamberge 4d5 400 Knight, Paladin, Archer, Ranger
Glaive 4d3 80 All except Cleric, Sorcerer, Druid
Grand Axe 3d6 200 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Great Axe 3d7 300 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Halberd 3d6 250 All except Cleric, Sorcerer, Druid
Hammer 2d5 120 All except Sorcerer
Naginata 5d3 300 Knight, Paladin, Ninja
Pike 2d8 180 All except Cleric, Sorcerer, Druid
Staff 2d4 40 All
Trident 2d6 100 All except Cleric, Sorcerer, Druid
MISSILE WEAPONS
Name Damage Cost Usable by
Crossbow 4d2 50 All except Cleric, Sorcerer, Druid
Long Bow 5d2 100 All except Cleric, Sorcerer, Druid
Short Bow 3d2 25 All except Cleric, Sorcerer, Druid
Sling 2d2 15 All except Cleric, Sorcerer, Druid
BODY ARMOR (may equip only one)
Name Armor Cost Usable by
Robes 2 20 All
Scale Armor 4 100 All except Sorcerer, Druid
Ring Mail 5 200 All except Sorcerer, Barbarian, Druid
Chain Mail 6 400 Knight, Paladin, Archer, Robber, Cleric, Ranger
Splint Mail 7 600 Knight, Paladin, Cleric, Ranger
Plate Mail 8 1000 Knight, Paladin
Plate Armor 10 2000 Knight, Paladin
OFF-HAND ITEMS (may equip only one; prevents the use of a two-handed weapon)
Name Armor Cost Usable by
Shield 4 100 Knight, Paladin, Robber, Cleric, Barbarian, Ranger
CLOAKS (may equip only one)
Name Armor Cost Usable by
Cape 1 200 All
Cloak 1 250 All
OTHER ARMOR (may equip one of each of these per character)
Name Armor Cost Usable by
Belt 0 100 All
Boots 1 40 All
Gauntlets 1 100 All
Helm 2 60 All
AMULETS (may equip only one)
Name Armor Cost Usable by
Amulet 0 2000 All
Necklace 0 1000 All
Pendant 0 500 All
MEDALLIONS (may equip two of these per character)
Name Armor Cost Usable by
Broach 0 250 All
Cameo 0 300 All
Charm 0 50 All
Medal 0 100 All
Scarab 0 200 All
RINGS (may equip two of these per character)
Name Armor Cost Usable by
Ring 0 100 All
MAGICAL ITEMS (separate inventory space, usable and cannot be equipped)
Name Cost
Box 10
Coin 10
Gem 500
Horn 20
Jewel 1000
Orb 100
Rod 50
Scroll 100
Wand 50
Whistle 10
ITEM MATERIAL ENCHANTMENTS
Unlike in Might and Magic III, material enchantments on accessories do not
affect armor class and thus have no effect at all when equipped.
Common Material +To Hit +To Dam +AC Value Multiplier Item Levels
Wooden -3 -3 -3 0.1 2
Leather -4 -6 0 0.25 2
Brass +3 -4 -2 0.5 2-3
Bronze +2 -2 -1 0.75 2-4
Iron +1 +2 +1 2 3-5
Silver +2 +4 +2 5 3-5
Steel +3 +6 +4 10 3-5
Gold +4 +8 +6 20 4-6
Platinum +6 +10 +8 50 5-6
Rare Material +To Hit +To Dam +AC Value Multiplier Item Levels
Glass 0 0 0 2 2
Coral +1 +1 +1 3 2-3
Crystal +1 +1 +1 5 2-3
Lapis +2 +2 +2 10 2-4
Pearl +2 +2 +2 20 3-4
Amber +3 +3 +3 30 3-5
Ebony +4 +4 +4 40 4-5
Quartz +5 +5 +5 50 5
Precious Material +To Hit +To Dam +AC Value Multiplier Item Levels
Ruby +6 +12 +10 60 5-6
Emerald +7 +15 +12 70 5-6
Sapphire +8 +20 +14 80 6
Diamond +9 +30 +16 90 6
Obsidian +10 +50 +20 100 6-7
ITEM ELEMENTAL ENCHANTMENTS
Elemental enchantments on weapons only grant the capacity to cause elemental
damage. On other items, they only increase resistance.
NB: "Power" is both an Energy modifier and a Might modifier.
Value Item
Fire Name Resistance Damage Added Levels
Burning +5 +2 200 2
Fiery +7 +3 300 2-3
Pyric +9 +4 400 2-4
Fuming +12 +5 500 3-5
Flaming +15 +10 1000 3-6
Seething +20 +15 1500 4-6
Blazing +25 +20 2000 5-6
Scorching +30 +30 3000 6-7
Value Item
Cold Name Resistance Damage Added Levels
Icy +5 +2 200 2-3
Frost +10 +4 400 2-4
Freezing +15 +5 500 3-5
Cold +20 +10 1000 4-6
Cryo +25 +20 2000 5-7
Value Item
Electrical Name Resistance Damage Added Levels
Flickering +5 +2 200 2
Sparking +7 +3 300 2-3
Static +9 +4 400 2-4
Flashing +12 +5 500 3-5
Shocking +15 +10 1000 3-5
Electric +20 +15 1500 4-6
Dyna +25 +20 2000 5-7
Value Item
Acid/Pois. Name Resistance Damage Added Levels
Acidic +10 +2 200 2-3
Venemous [sic] +15 +4 400 2-4
Poisonous +20 +8 800 3-5
Toxic +25 +16 1600 4-6
Noxious +40 +32 3200 6-7
Value Item
Energy Name Resistance Damage Added Levels
Glowing +5 +2 200 2
Incandescent +7 +3 300 2-3
Dense +9 +4 400 2-4
Sonic +11 +5 500 3-5
Power +13 +10 1000 3-6
Thermal +15 +15 1500 4-6
Radiating +20 +20 2000 5-6
Kinetic +25 +30 3000 6-7
Value Item
Magical Name Resistance Damage Added Levels
Mystic +5 +5 500 2-4
Magical +10 +10 1000 4-6
Ectoplasmic +20 +20 2500 6-7
ITEM ATTRIBUTE ENCHANTMENTS
Value Item
Might Bonus Added Levels
Might +2 200 2
Strength +3 300 2-3
Warrior +5 500 2-4
Ogre +8 800 2-5
Giant +12 1200 3-5
Thunder +17 1700 4-6
Force +23 2300 5-6
Power +30 3000 6
Dragon +38 3800 6
Photon +47 4700 6-7
Value Item
Intellect Personality Speed Bonus Added Levels
Clever Buddy Quick +2 200 2
Mind Friendship Swift +3 300 2-3
Sage Charm Fast +5 500 2-4
Thought Personality Rapid +8 800 3-5
Knowledge Charisma Speed +12 1200 3-6
Intellect Leadership Wind +17 1700 4-6
Wisdom Ego Accelerator +23 2300 5-6
Genius Holy Velocity +30 3000 6-7
Value Item
Accuracy Bonus Added Levels
Sharp +3 300 2-3
Accurate +5 500 3-4
Marksman +10 1000 3-5
Precision +15 1500 4-6
True +20 2000 5-6
Exacto +30 3000 6-7
Value Item
Luck Bonus Added Levels
Clover +5 500 2
Chance +10 1000 2-3
Winners +15 1500 3-4
Lucky +20 2000 4-5
Gamblers +25 2500 5-6
Leprechauns +30 3000 6-7
Value Item
Hit Points Bonus Added Levels
Vigor +4 400 2-3
Health +6 600 3-4
Life +10 1000 3-5
Troll +20 2000 4-6
Vampiric +50 5000 6-7
Value Item
Spell Pts. Bonus Added Levels
Spell +4 400 2-3
Castors +8 800 3-4
Witch +12 1200 3-5
Mage +16 1600 5-6
Archmage +20 2000 6
Arcane +25 2500 6-7
Value Item
Armor Class Bonus Added Levels
Protection +2 200 2-3
Armored +4 400 2-4
Defender +6 600 3-5
Stealth +10 1000 4-6
Divine +16 1600 6-7
Value Item
Thievery Bonus Added Levels
Mugger +4 400 2-3
Burgler [sic] +6 600 3
Looter +8 800 3-4
Brigand +10 1000 3-4
Filch +12 1200 4-5
Thief +14 1400 4-5
Rogue +16 1600 5-6
Plunder +18 1800 5-6
Criminal +20 2000 6
Pirate +25 2500 6-7
SPECIAL WEAPON POWERS
Beast Bopper - 3x damage against Beasts
Bug Zapper - 3x damage against Insects
Dragon Slayer - 3x damage against Dragons
Golem Smasher - 3x damage against Golems
Monster Masher - 3x damage against Monsters
Undead Eater - 3x damage against Undead
IMBUED SPELL ENCHANTMENTS
Level 1 items - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
Insect Spray, Light, Magic Arrow, Pain, Prot. from Elements,
Revitalize, Shrapmetal, Sleep, Sparks, Toxic Cloud
Level 2 items - Beast Master, Bless, Clairvoyance, Heroism, Holy Bonus,
Identify Monster, Jump, Levitate, Lloyd's Beacon, Nature's
Cure, Power Cure, Power Shield, Turn Undead, Wizard Eye
Level 3 items - Acid Spray, Cold Ray, Cure Poison, Detect Monster, Dragon
Sleep, Fire Ball, Frost Bite, Hypnotize, Lightning, Time
Distortion, Walk on Water
Level 4 items - Cure Disease, Cure Paralysis, Day of Protection, Day of
Sorcery, Deadly Swarm, Finger of Death, Golem Stopper, Poison
Volley, Super Shelter, Teleport
Level 5 items - Create Food, Dancing Sword, Etherealize, Fantastic Freeze,
Fiery Flail, Moon Ray, Raise Dead, Recharge Item (cannot be
recharged), Stone to Flesh, Town Portal
Items that cast more powerful spells do not appear randomly.
SECTION 5B - SHOPS OF DARKSIDE
------------------------------
Castleview (9,22) - carries level 1-2 items
Sandcaster (9,19) - carries level 1-4 items
Castle Kalindra Level 3 (15,2) - carries level 3-5 items
Olympus (5,8) - carries level 4-6 items
SECTION 6A - TAVERN TIPS AND RUMORS
-----------------------------------
Rumors and tips are listed as-is; some of them are inaccurate.
Castleview (20,25) Blacksmoke Tavern
Rumor 1 : One of the sewer exits under this town leads to the south side of
the river.
Rumor 2 : The Gremlin King is a coward and will give you anything you want if
you defeat him in battle.
Rumor 3 : You can find Rubys, Diamonds, Emeralds, and Sapphires in the
Gemstone mines.
Rumor 4 : Be sure to cast the levitate spell before you travel around
outdoors, if you may fall in a Troll Hole.
Rumor 5 : Alamar seized Prince Roland and has him locked up in the bottom of
his Castle.
Rumor 6 : Some monsters leave their camps unguarded while they hunt.
Sometimes they leave treasure behind, but they will get revenge if
you take it.
Rumor 7 : There is a rope ladder that leads to the skyroads above Darkside in
the Dark Grove to the north of Castleview.
Rumor 8 : Smile. There is a pot of gold at the end of every rainbow.
Rumor 9 : All towns require a pass to enter.
Rumor 10: Monga Melons can only be found on the south side of the river.
Tip 1 : Only Robbers and Ninjas can steal successfully.
Tip 2 : Be sure to cast the levitate spell before you venture onto a cloud.
Tip 3 : Vampires and Mummies are vulnerable to Turn Undead spells.
Tip 4 : Two characters must have the pathfinder skill before you can walk in
the forest.
Tip 5 : Two characters must have the mountaineer skill before you can walk in
the mountains.
Tip 6 : Everyone must have the swimming skill before you can venture into
shallow water.
Tip 7 : He who runs away lives to fight another day.
Tip 8 : Be sure to put your excess gems in the bank... you may need to ask
Mr. Wizard for help.
Tip 9 : Use the Jump spell to get over traps.
Tip 10: You will earn interest on the money and gems you put in the bank.
Sandcaster (9,13) The Oasis
Rumor 1 : The pass to Lakeside can be found in this town.
Rumor 2 : The Enchantress will enchant Ambrose's bridle if you take it to
her.
Rumor 3 : The only way to get into the part of Castle Blackfang Queen
Kalindra is being kept at is to fly.
Rumor 4 : The Witches of Lakeside have been turning people into monsters for
sale as guards and slaves.
Rumor 5 : Some of the smarter monsters near this town have energy disks.
Rumor 6 : Alamar collected some of the keys to places on the other side of
the world and has them stored in the bottom of his castle.
Rumor 7 : Alamar shut down the mirrors to keep hostile forces from using
them for easy travel.
Rumor 8 : There exists a God of the Mountains who can restore the gems to
the Gemstone Mines.
Rumor 9 : Olympus can be found in the sky.
Rumor 10: The Head Lich of Necropolis holds the key to the Dungeon of Death
on the other side of the world.
Tip 1 : It can take a long time to get through the desert without a
navigator.
Tip 2 : The talking trees communicate with one another on both sides of the
world.
Tip 3 : Helping Thaddeus will restore your age to normal.
Tip 4 : Use the Wizard Eye and Teleport spells to speed your explorations.
Tip 5 : Use the grates to cut off pursuit.
Tip 6 : Lead monsters away from treasure and then teleport back.
Tip 7 : Cast your protection spells at 5:00 in the morning to get the most
from them.
Tip 8 : Cast your protections spells in front of sources that gives spell
points, then use the source to replenish them.
Tip 9 : Liquids of the same color tend to have the same effect.
Tip 10: You should stop paying for tips once you have reached the 10th tip
at a tavern.
Olympus (9,8) Tavern
Rumor 1 : Always be Positive when in the Dungeon of Lost Souls.
Rumor 2 : The key to the Western Tower is inside the Western Tower.
Rumor 3 : Darkside is but one side of a coin spinning through the void.
Rumor 4 : Only a Soulbox can hide a Guardian.
Rumor 5 : No mortal can defeat Alamar.
Rumor 6 : Nibbler the Monkeydog holds the key to the Temple of Bark.
Rumor 7 : Alamar was not born on Xeen.
Rumor 8 : Lord Xeen's scepter and Alamar's Cube are keys to the destiny of
Xeen.
Rumor 9 : Evil is not Good.
Rumor 10: You will need no special pass to enter Castle Alamar.
Tip 1 : Some monsters hate certain types of characters.
Tip 2 : Search fireplaces for secret buttons.
Tip 3 : Use Teleport carefully inside of towers and castles.
Tip 4 : Each party member can have a return location for the Lloyd's Beacon
spell.
Tip 5 : Assign one of your characters' Lloyd's Beacons to the space in front
of a mirror for easy access to the rest of the world.
Tip 6 : You must visit all eight corners of the world before the destiny of
Xeen can be realized.
Tip 7 : The Dungeon of Death on the other side of the world is the ultimate
Might and Magic Challenge.
Tip 8 : The Soulbox is in the sewer under the city.
Tip 9 : Don't travel on the river. THere are many monsters and rapids to
slow your trip.
Tip 10: Hi Mom and Dad!
SECTION 6B - MISCELLANEOUS TIPS AND TRICKS
------------------------------------------
* EXPLOTING MONSTER AI
Monsters will not attack you until you are facing them. You can exploit
this by moving around backwards, so that ranged-attack monsters don't attack
until later.
If a monster does see you, you can make its AI forget about you by turning
away from the monster, then saving and reloading the game.
Do note that damage to monsters is not saved and disappears on reloads.
* HOW RESISTANCE WORKS
I'm not certain just how resistance works; here's what I know about how you
take damage from non-physical attacks (damage taken cannot drop below zero):
1. First, an amount equal to the power level of an active Protection from
Elements spell is subtracted from damage taken. Note that except at very
high levels, the effect of separate Protection from Elements spells is
stronger than that provided by Day of Protection.
2. Then, your character makes saving throws that can successively halve
damage taken. I'm not sure just how this works, but my working hypothesis
is that your resistance (the same as what is listed on your character
statistics screen) is greater than zero, 1d(Resistance + Luck Bonus) is
compared to 1d30. If the first roll is greater, then the damage you take
is halved and rounded down, and you get to make another saving throw (this
sentence is something I'm reasonably certain about). If you have no
resistance at all, you don't get a saving throw no matter what your Luck
is.
3. Finally, an amount equal to the power level of your active Power Shield
spell is subtracted.
If damage is reduced to zero, then you also automatically block any status
effect associated with the attack.
* USING MAGICAL ITEMS IN COMBAT
If you are short on inventory space for spellcasting items, you are allowed
to enter a character's inventory during combat and move items from player to
player, so a single Wand of Fireballs loaded with charges can let each
member of your party cast a fireball in one round.
* DONATING AT TEMPLES
Having a character donate at a temple a number of times equal to the current
day of the week will enchant your party with the Light and Clairvoyance
spells, as well as the Bless, Heroism, Holy Bonus, and Power Shield spells
at a power level equal to the current day of the week.
* AVOID WASTING TIME DRINKING FROM WELLS AND FOUNTAINS
If you are drinking from a well or fountain that pops up a window describing
what has happened (most of them do), do not dismiss the window with the
space bar, as that causes time to pass. Use Escape or a mouse click to close
the window.
* HOW TO DEFEAT SPECIFIC MONSTERS:
Armadillo: Pink Armadillos guard the way to the second town of Sandcaster.
They look silly but they're actually much more dangerous than they appear. A
lot of people have trouble with them, but they're vulnerable to the Beast
Master spell; once you connect with that spell, they're easy to defeat with
physical attacks.
Barkman: Barkman does lots of fire damage (three attacks for 250 damage
each), but actually doesn't have a ranged attack. You can use the Jump spell
to keep your distance from him; there should be plenty of maneuvering space.
Cast Mass Distortion to start out with, then start mixing in Implosion
spells; if you don't have these spells you'll have a much harder time. By
the time you run out of spell points, you should hopefully have whittled him
down enough to win with physical attacks.
Mega Dragon: The main danger from the Mega Dragon is getting eradicated. To
protect against this, increase your energy resistance and luck as high as you
can get them. You can get energy resistance from the fountain in B1, luck
from the well in in B4, and a set of Kinetic scarabs from the vendor in
Skyroad E3. The +2500 hit point well in A1 should provide you with more than
enough hit points. Cast the Mass Distortion spell several times to get the
Mega Dragon's hit points down to levels down to where physical attacks can
eliminate the rest.
* HOW TO MAKE GOLD ACTIVELY
The best way to repeatably earn an income is in the Gemstone Mines. Mine
all the veins, and make sure to receive hundreds of gems from the first time
you mine the deep veins that can be mined three times; be careful, these are
the veins that can do 1000 damage to your whole party. You can then convert
gemstone rocks and gems into armor around Acid Pond; plate armor sells for
the most by far. Then, pay the God of Minerals 250000 gold to replenish all
the veins and repeat. If you restore save games to make sure you get lots of
gems from deep veins and plate armor from the armorers, this can be a
profitable venture.
Be warned that this is very tedious!
* HOW TO MAKE GEMS ACTIVELY
If you take Sandro's quest at Necropolis (10,8) but do not have his heart,
you can repeatedly fight Sandro for 100 gems each time you defeat him.
* HOW TO MAKE GOLD AND GEMS PASSIVELY
You can earn interest on gold and gems placed in the bank. This interest is
1% per week on both, rounded down, received at midnight on Onesday.
* DARKSTONE TOWER STATUES (read down and then to the right)
NWDA---Y-NHA
EO-NYFPIMTDG
WRTKOOLNI--I
-LHSURAGGAMC
SNTS-CKDEM
ODHAOO--L!
-SEGFRAST-
E--A-ANHE-
1-ITN-HNA-A
9BNHEMTDGS!
9ESEXI--IA-
4G--TGAMCG-
T-MEOE-FENN-TEAO
Y"PRNV4--G-DHE-N
PCU"-E-TDEOE--S!
EOT-LLOHUOFASYO-