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- General Hints for Might and Magic - Clouds of Xeen
- ---------------------------------------------------
-
- Characters:
- -----------
-
- You can very well solve the game with the default party. They are almost per-
- fectly fitted for this. If you like to create a party of your own, observe
- the following:
-
- First you need at least one good fighter (a Knight or a Paladin, because they
- can use all weapons/armors). I always had one of each, the Paladin can also
- cast minor cleric spells (useful to save spell points of the Cleric).
-
- Very important is also a Robber, because he can open doors and chests (you will
- not do very well without him). He is also a fairly good fighter and archer.
-
- The next two characters must be a Cleric and a Sorcerer, so you can use all the
- spells available (the further you go, the more important they become, because
- they will cast the combat spells against the strong monsters).
-
- For the last character you may choose an Archer or Ranger. They both make good
- fighters and can cast minor Cleric and Sorcerer spells (very useful for Lloyd's
- Beacon, see below).
-
-
- Spells:
- -------
-
- Perhaps the two most important spells are Day of Sorcery and Day of Protection.
- Combined they will improve your might and protect you against traps as well as
- blows from the monsters, you have light and clairvoyance. As soon as you have
- learned them and have enough spell points, cast them all the time.
-
- Very important are Cure Disease, Cure Poison and Raise Dead (you don't need to
- return to a temple if Poisoned/Diseased/Dead).
-
- To quickly move around you need Town Portal and Lloyd's Beacon (if you have
- two characters that can cast Lloyd's Beacon, set one beacon directly in front
- of a mirror, then you can reach any place in an instant).
- When you have cleared up a dungeon, cast Town Portal to return, you can spare
- yourself the way back.
-
- Two important Sorcerer spells: Jump and Teleport (you can't solve the game
- without them).
-
- You don't necessarily need Protection from Elements, Holy Bonus, Heroism,
- Bless (they are all included in Day of Protection, and it would take much too
- long to cast them all one after the other) as well as Clairvoyance, Levitate,
- Power Shield (same for Day of Sorcery).
-
- As for the combat spells: You don't need to learn all the minor combat spells,
- a few of them are enough for the beginning. Forget about Hypnotize, Sleep,
- Dragon Sleep, Finger of Death: I never experienced any effect with them.
- The most important spells, once you have enough spell points: Fiery Flail and
- Sun Ray (strongest combat spells of the Cleric), Mass Distortion (removes half
- of the hit points of a monster), Incinerate (against one monster), Inferno,
- Mega Volts (against a group), Implosion (kills almost any monster for 200 spell
- points), Star Burst (same against a group).
-
-
- Spell Points and Hit Points:
- ----------------------------
-
- They will increase with your level. Remember that you can always restore them
- by sleeping, so once you have the 'Cure'-Spells, you do not need to return
- to the temples (except for INSANE, a very nasty thing). The only reason to
- return to the towns is to repair your armor and sell the loot.
-
-
- Wells, Fountains, Shrines:
- --------------------------
-
- You can do very well without them, except for some occasions when you need
- Might or Intelligence to accomplish one single task. In this case, set Lloyd's
- Beacon, go to the right well (fountain, shrine) and return afterwards.
- In general it takes too much time to let all the characters drink/pray, it's
- not worth it. What's more: Once you sleep, all improvements are lost.
-
-
- General Tips:
- -------------
-
- Search everything you find (chests, beds, crates, even trees). You will often
- find weapons or armor that you can sell if you don't need them.
-
- When you have the opportunity to increase your statistics (liquids, books
- etc.), put all the Intellect into your Sorcerer, the Personality into the
- Cleric (that increases their spell points). You can divide the Might and Speed
- points between your two fighters, so that the mightiest will strike first.
- The Robber gets all the Luck Points. The Endurance points go to the weaker
- characters, the Accuracy points to the archers (evenly divided).
-
- The Taverns offer tips (first drink something, then click on tip) and rumours.
- You may also listen to the people at the tables.
-
- You can use the Mirrors to travel around easily, they accept many different
- places (the Towers, Castles and Towns and the Dwarf Mines).
-
-
- Strategy:
- ---------
-
- The first thing to do in Vertigo is to visit the mayor and explore and clear
- up Vertigo. This will give you gold to buy spells and weapons. Don't hesitate
- to spend all your gold, you will get much more later (the only thing you really
- need is food, and that's cheap). You will also get enough experience to leave
- Vertigo. Don't forget to visit Tylon's Training to improve the levels of your
- characters. You will also need two characters with the Pathfinding Skill to
- go through the forests.
-
- Once you left Vertigo, proceed directly to the Mines of the Dwarves. There you
- will find lots of gold and can improve the statistics of your characters (watch
- out for the barrels). After the first three or four mines you may also enter
- the Witch Tower in Toad Meadow or try to free Celia in the Forest of the Wal-
- king Dead. I recommend to complete those three tasks (kill Dwarf King, find
- Alacorn, free Celia) before proceeding to Rivercity, the next stage in the game.
-
- In Rivercity you may try to defeat the sorceress' (beware, they are really
- tough). If you are not strong enough, you may return later. As you now have
- enough gold from the Dwarf mines (they contain about 90000, including the
- weapons), you can buy the skills Swimming (for all characters) and Mountainee-
- ring (for two), so you can cross rivers and mountains. The Navigation skill
- will be important once you enter the desert. Don't try to conquer the Yang
- Knights, they are too tough in this stage.
- In Rivercity you can train your characters up to level 15 (but that will take
- a while).
-
- It is then a good idea to visit the three remaining towns to obtain all the
- important spells available there.
-
- Now you should be strong enough to walk through the wilderness and most of
- the dungeons without much difficulty. You can now solve the 'small' quests that
- you are charged with everywhere (experience without much effort - to increase
- your level).
-
- If you have not done it until now, you can get the Elixir of Restoration from
- the Yak temple (fairly easy now).
- Other Locations: Castle Basenji, Northern Sphinx, Tomb of a Thousand Terrors,
- Golem Dungeon, Darzog's Tower, Cave of Illusion, Volcano Cave, Tower of High
- Magic, Dragon Cave, Castle Burlock, Newcastle (no hints yet about the order to
- visit them, that's part of the solution). Beware of the Dragon Cave: Only
- the Strongest will Survive (just one little hint: once you see a dragon
- in the distance, use Teleport to reach him, he won't be able to spit fire (or
- ice etc.) on you, because dragons are strong but slow).
-
- Once you have slain Lord Xeen, you can still walk around and accomplish the
- quests not yet solved, or you can finish the game (attention: the last saved
- game is overwritten!).
-
-
- Armors
- ------
- Price
- Armor Armor Class sell buy Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- -----------------------------------------------------------------------------
- Plate Armor +10 1000 2000 x x
- Plate Mail +8 500 1000 x x
- Splint Mail +7 300 600 x x x x
- Chain Mail +6 200 400 x x x x x x
- Ring Mail +5 100 200 x x x x x x x
- Scale Armor +4 50 100 x x x x
- Robes +2 10 20 x x x x x x x x x x
-
- Shield +4 50 100 x x x x x x
-
- Gauntlets +1 50 100 x x x x x x x x x x
-
- Helm +2 30 60 x x x x x x x x x x
-
- Boots +1 20 40 x x x x x x x x x x
-
- Cape +1 100 200 x x x x x x x x x x
- Cloak +1 125 250 x x x x x x x x x x
-
-
-
- 1-Hand-Weapons:
- ---------------
-
- Price
- Weapon sell buy Hit Points Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- -----------------------------------------------------------------------------
- Club 0,5 1 1-3 x x x x x x x x x x
- Dagger 4 8 2-4 x x x x x x x x x
- Hand Axe 5 10 2-6 x x x x x x x x
- Cudgel 7,5 15 1-6 x x x x x x x x x
- Short Sword 7,5 15 2-6 x x x x x x
- Spear 7,5 15 1-9 x x x x x x x x
- Maul 15 30 1-8 x x x x x x x x x
- Nunchakas 15 30 2-6 x x x
- Cutlass 20 40 2-8 x x x x x x
- Long Sword 25 50 3-9 x x x x x x
- Mace 25 50 2-8 x x x x x x x x x
- Sabre 30 60 4-8 x x x x x x
- Wakazashi 30 60 3-9 x x x
- Scimitar 40 80 2-10 x x x x x x
- Broad Sword 50 100 3-12 x x x x x x
- Flail 50 100 1-10 x x x x x x x x x
- Katana 75 150 4-12 x x x
-
-
- 2-Hand-Weapons:
- ---------------
-
- Weapon sell buy Hit Points Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- -----------------------------------------------------------------------------
- Staff 20 40 2-8 x x x x x x x x x x
- Glaive 40 80 4-12 x x x x x x x
- Battle Axe 50 100 3-15 x x x x x x
- Trident 50 100 2-12 x x x x x x x
- Hammer 60 120 2-10 x x x x x x x x x
- Pike 75 150 2-16 x x x x x x x
- Bardiche 100 200 4-16 x x x x x x x
- Grand Axe 100 200 3-19 x x x x x x
- Halberd 125 250 3-18 x x x x x x x
- Great Axe 150 300 3-21 x x x x x x
- Naginata 150 300 5-15 x x x
- Flamberge 200 400 4-20 x x x x x
-
-
- Missile Weapons:
- ----------------
-
- Weapon sell buy Hit Points Kn Pa Ar Cl So Ro Ni Ba Dr Ra
- -----------------------------------------------------------------------------
- Sling 7,5 15 2-4 x x x x x x x
- Short Bow 12,5 25 3-6 x x x x x x x
- Crossbow 25 50 4-8 x x x x x x x
- Long Bow 50 100 5-10 x x x x x x x
-
-
- Accessories
- -----------
- Price
- Accessory Type Number sell buy
- ---------------------------------------------------
- Broach Medal 2 125 250
- Cameo Medal 2 150 300
- Charm Medal 2 25 50
- Medal Medal 2 50 100
- Scarab Medal 2 100 200
-
- Belt Belt 1 50 100
-
- Ring Ring 2 50 100
-
- Necklace Necklace 1 500 1000
- Pendant Necklace 1 250 500
- Amulet Necklace 1 1000 2000
-
-
- Materials for Armor/Weapons
- ---------------------------
- Armor Weapons
- Material Price Factor Armor Class Physical Damage Hit Modifier
- ----------------------------------------------------------------------------
- Wood 1/10 -3 -3 -3
- Brass 1/2 -2 -4 +3
- Bronze 3/4 -1 -2 +2
- Leather 1/4 +0 -6 -4
- Glass 2 +0 +0 +0
- Iron 2 +1 +2 +1
- Coral 3 +1 +1 +1
- Crystal 5 +1 +1 +1
- Silver 5 +2 +4 +2
- Lapis 10 +2 +2 +2
- Pearl 20 +2 +2 +2
- Amber 30 +3 +3 +3
- Steel 10 +4 +6 +3
- Ebony 40 +4 +4 +4
- Quartz 50 +5 +5 +5
- Gold 20 +6 +8 +4
- Platinum 50 +8 +10 +6
- Ruby 60 +10 +12 +6
- Emerald 70 +12 +15 +7
- Sapphire 80 +14 +20 +8
- Diamond 90 +16 +30 +9
- Obsidian 100 +20 +50 +10
-
-
- Magical Properties of Items
- ---------------------------
- Price
- Name Type Improvement sell buy
- --------------------------------------------------------------
- Sharp Accuracy +3 +150 +300
- Accurate Accuracy +5 +250 +500
- Marksman Accuracy +10 +500 +1000
- Precision Accuracy +15 +750 +1500
- True Accuracy +20 +1000 +2000
- Exacto Accuracy +30 +1500 +3000
- Protection Armor Class +2 +100 +200
- Armored Armor Class +4 +200 +400
- Defender Armor Class +6 +300 +600
- Stealth Armor Class +10 +500 +1000
- Divine Armor Class +16 +800 +1600
- Vigor Hit Points +4 +200 +400
- Health Hit Points +6 +300 +600
- Life Hit Points +10 +500 +1000
- Troll Hit Points +20 +1000 +2000
- Vampiric Hit Points +50 +2500 +5000
- Clever Intellect +2 +100 +200
- Mind Intellect +3 +150 +300
- Sage Intellect +5 +250 +500
- Thought Intellect +8 +400 +800
- Knowledge Intellect +12 +600 +1200
- Intellect Intellect +17 +850 +1700
- Wisdom Intellect +23 +1150 +2300
- Genius Intellect +30 +1500 +3000
- Clover Luck +5 +250 +500
- Chance Luck +10 +500 +1000
- Winners Luck +15 +750 +1500
- Lucky Luck +20 +1000 +2000
- Gamblers Luck +25 +1250 +2500
- Leprechauns Luck +30 +1500 +3000
- Might Might +2 +100 +200
- Strength Might +3 +150 +300
- Warrior Might +5 +250 +500
- Ogre Might +8 +400 +800
- Giant Might +12 +600 +1200
- Thunder Might +17 +850 +1700
- Force Might +23 +1150 +2300
- Power Might +30 +1500 +3000
- Dragon Might +38 +1900 +3800
- Photon Might +47 +2350 +4700
- Buddy Personality +2 +100 +200
- Friendship Personality +3 +150 +300
- Charm Personality +5 +250 +500
- Personality Personality +8 +400 +800
- Charisma Personality +12 +600 +1200
- Leadership Personality +17 +850 +1700
- Ego Personality +23 +1150 +2300
- Holy Personality +30 +1500 +3000
- Quick Speed +2 +100 +200
- Swift Speed +3 +150 +300
- Fast Speed +5 +250 +500
- Rapid Speed +8 +400 +800
- Speed Speed +12 +600 +1200
- Wind Speed +17 +850 +1700
- Accelerator Speed +23 +1150 +2300
- Velocity Speed +30 +1500 +3000
- Spell Spell Points +4 +200 +400
- Castors Spell Points +8 +400 +800
- Witch Spell Points +12 +600 +1200
- Mage Spell Points +16 +800 +1600
- Archmage Spell Points +20 +1000 +2000
- Arcane Spell Points +25 +1250 +2500
- Mugger Thievery +4 +200 +400
- Burgler Thievery +6 +300 +600
- Looter Thievery +8 +400 +800
- Brigand Thievery +10 +500 +1000
- Filch Thievery +12 +600 +1200
- Thief Thievery +14 +700 +1400
- Rogue Thievery +16 +800 +1600
- Plunder Thievery +18 +900 +1800
- Criminal Thievery +20 +1000 +2000
- Pirate Thievery +25 +1250 +2500
-
-
- Magical Protection/Damage of Armor & Weapons:
- ---------------------------------------------
- Price
- Name Type Protection Damage sell buy
- ----------------------------------------------------------------------
- Acidic Acid/Poison +10 +2 +100 +200
- Venemous Acid/Poison +15 +4 +200 +400
- Poisonous Acid/Poison +20 +8 +400 +800
- Toxic Acid/Poison +25 +16 +800 +1600
- Noxious Acid/Poison +40 +32 +1600 +3200
- Icy Cold +5 +2 +100 +200
- Frost Cold +10 +4 +200 +400
- Freezing Cold +15 +5 +250 +500
- Cold Cold +20 +10 +500 +1000
- Cryo Cold +25 +20 +1000 +2000
- Flickering Electricity +5 +2 +100 +200
- Sparking Electricity +7 +3 +150 +300
- Static Electricity +9 +4 +200 +400
- Flashing Electricity +12 +5 +250 +500
- Shocking Electricity +15 +10 +500 +1000
- Electric Electricity +20 +15 +750 +1500
- Dyna Electricity +25 +20 +1000 +2000
- Glowing Energy +5 +2 +100 +200
- Incandescent Energy +7 +3 +150 +300
- Dense Energy +9 +4 +200 +400
- Sonic Energy +11 +5 +250 +500
- Power Energy +13 +10 +500 +1000
- Thermal Energy +15 +15 +750 +1500
- Radiating Energy +20 +20 +1000 +2000
- Kinetic Energy +25 +30 +1500 +3000
- Burning Fire +5 +2 +100 +200
- Fiery Fire +7 +3 +150 +300
- Pyric Fire +9 +4 +200 +400
- Fuming Fire +12 +5 +250 +500
- Flaming Fire +15 +10 +500 +1000
- Seething Fire +20 +15 +750 +1500
- Scorching Fire +30 +30 +1500 +3000
- Blazing Fire +25 +20 +1000 +2000
- Mystic Magic +5 +5 +250 +500
- Magical Magic +10 +10 +500 +1000
- Ectoplasmic - - - +1250 +2500
-
-
- Name Extensions for Weapons:
- ----------------------------
-
- Dragon Slayer - x3 vs. Dragons
- Monster Masher - x3 vs. Monsters
- Undead Eater - x3 vs. Undead
- Golem Smasher - x3 vs. Golems
- Bug Zapper - x3 vs. Insects
- Beast Bopper - x3 vs. Animals
-
-
- Skills and where to learn them
- ------------------------------
-
- Skill Where
- -----------------------------------------------------------
- Thievery -
- Arms Master Rivercity, 30, 3
- Astrologer Castle Burlock Level 1, 10, 5
- Body Builder Rivercity, 30 ,1
- Cartographer Vertigo, 8, 16
- Crusader F4, 9, 3
- Direction Sense Dwarf Mine 5, 8, 5
- Linguist Castle Burlock Level 1, 6, 5
- Merchant D2, 14, 2
- Mountaineer Rivercity, 30, 30
- Navigator Rivercity, 22, 30
- Path Finder Vertigo, 25, 26
- Prayer Master A2, 6, 13
- Prestidigitator Tower of High Magic Level 4, 6, 8
- Swimmer Rivercity, 19, 23
- Tracker -
- Spot Secret Doors E3, 11, 12
- Danger Sense Dwarf Mine 3, 5, 11
-
-
- Spells to Learn in the Land of Xeen
- -----------------------------------
-
- Spell Where to learn
- -----------------------------------------------------------
- Acid Spray Ancient Temple of Yak, 4, 5
- Beast Master Witch Tower Level 3, 4, 6
- Cure Disease F3, 12, 2
- Cure Poison F3, 12, 8
- Divine Intervention Sphinx Head, 2, 8
- Hypnotize Ancient Temple of Yak, 30, 3
- Light Ancient Temple of Yak, 6, 11
- Moon Ray C2, 10, 6
- Pain Witch Tower Level 3, 4, 10
- Sparks Ancient Temple of Yak, 0, 5
- Clairvoyance Witch Tower Level 3, 5, 5
- Enchant Item Rivercity, 25, 20
- Item to Gold Sphinx Dungeon, 14, 2
- Lightning Bolt Witch Tower Level 3, 10, 6
- Mega Volts C2, 8, 11
- Prismatic Light Tower of High Magic Level 4, 7, 7
- Recharge Item D3, 12, 8
- Sleep Witch Tower Level 3, 5, 11
- Star Burst Sphinx Head, 12, 8
- Super Shelter B3, 6, 3
- Teleport Sphinx Dungeon, 0, 15
- Toxic Cloud Witch Tower Level 3, 9, 5
-
-
- Cleric Spells
- -------------
-
- Acid Spray Caster sprays a fine acid mist on all the monsters in
- front of him, inflicting 15 points of Poison damage on
- each monster.
- Awaken Pulls all sleeping party members from their slumber,
- cancelling the SLEEP condition.
- Beast Master Hypnotizes a group of monsters into stillness until
- they overcome the spell.
- Bless Improves the armor class of a character by 1 per level
- of the caster.
- Cold Ray A cone of absolute zero springs from the caster's hand
- momentarily, inflicting 2 - 4 points of Cold damage per
- level of the caster on all visible monsters.
- Create Food Creates one unit of food for each living party member.
- Cure Disease Removes the DISEASED condition from a character.
- Cure Paralysis Removes the PARALYZED condition from a character.
- Cure Poison Removes the POISONED condition from a character.
- Cure Wounds Magically cures one character of 15 points of damage.
- Day of Protection Simultaneously casts Light, Protection from all ele-
- ments, Heroism, Holy Bonus, and Bless for the bargain
- basement price of 75 spell points.
- Deadly Swarm Covers a group of monsters with biting, stinging,
- burrowing insects, inflicting 25 points of Physical
- damage to each monster.
- Divine Intervention Heals the entire party of all damage short of
- ERADICATION.
- Fiery Flail Caster fires a jet of flame at one monster, inflicting
- 100 points of Fire damage.
- First Aid Magically cures one character of 6 points of damage.
- Flying Fist Deals a light blow to a monster, inflicting 6 points
- of Physical damage.
- Frost Bite Draws the body heat out of a monster, inflicting 35
- points of Cold damage.
- Heroism Increases the temporary level of a character by 1 per
- level of the caster.
- Holy Bonus Increases the damage inflicted by a character when
- fighting by 1 point per level of the caster.
- Holy Word Completely removes the animating magic of the Undead,
- returning them to the dust from whence they came.
- Hypnotize Like Beast Master, this spell hypnotizes a group of
- monsters into stillness until they overcome the spell,
- except that it works on monsters other than animals.
- Light Fills a dungeon with a steady, soft light until the
- party rests.
- Mass Distortion Increases the weight of your opponents, effectively
- removing half their hit points.
- Moon Ray Inflicts 30 points of Energy damage to each monster
- in sight and cures each party member of 30 points of
- damage.
- Nature's Cure Heals a character of 25 points of damage.
- Pain Stimulates the pain centers of your opponent's brains,
- inflicting 8 points of Physical damage.
- Power Cure Heals a character of 2 - 12 points of damage per level
- of the caster.
- Prot. from Elements Reduces the damage the party receives from the elements.
- The caster can choose which element this applies to
- when the spell is cast.
- Raise Dead Removes the DEAD condition from a character.
- Resurrect Removes the ERADICATED condition from a character.
- Revitalize Removes the WEAK condition from a character.
- Sparks Envelopes the monsters in an electrically charged gas
- cloud, inflicting 2 points of Electrical damage per
- level of the caster.
- Stone to Flesh Removes the STONED condition from a character.
- Sun Ray Shines the intensified light of the sun into all mon-
- sters in front of the caster, inflicting 200 points of
- Energy damage on each monster.
- Suppress Disease Slows the effect of disease on a character, but does
- not remove the DISEASED condition.
- Suppress Poison Slows the effect of poison on a character, but does
- not remove the POISONED condition.
- Town Portal Teleports the party to the town of your choice.
- Turn Undead Weakens the evil magic that animates the Undead, in-
- flicting 25 points of damage.
- Walk on Water Allows the party to walk over both shallow and deep
- water.
-
-
- Sorcerer Spells
- ---------------
-
- Awaken Pulls all sleeping party members from their slumber,
- cancelling the SLEEP condition.
- Clairvoyance Cases the two gargoyle heads on the screen to animate
- and give advice for certain yes/no decisions, usually
- chests.
- Dancing Sword The Dancing Sword spell creates hundreds of razor sharp
- blades that strip the flesh from your foes. Dancing
- Sword inflicts 6 to 14 points of Physical damage per
- level of the caster.
- Day of Sorcery This spell is a super saver plan that simultaneously
- casts Light, Levitate, Wizard Eye, Clairvoyance, and
- Power Shield on all party members.
- Detect Monster Shows the location of all the monsters near the party.
- Dragon Sleep Puts a dragon to sleep, much the way the Sleep spell
- puts a human to sleep.
- Elemental Storm Pounds all the monsters in front of the party with a
- storm of magical energy, inflicting 150 points of a
- random damage type to each monster.
- Enchant Item Bestows magical power to an item that has none. The
- more powerful the spell caster, the better the chance
- for a powerful item.
- Energy Blast A bolt of pure energy is fired from the caster's clen-
- ched fist, inflicting 2 to 6 points of Energy damage
- per level of the caster.
- Etherealize Moves the party one square forward, regardless of
- barriers. This spell may succeed in areas where the
- Teleport spell fails.
- Fantastic Freeze Reduces the temperature of the air around a group of
- monsters to absolute zero for a moment, inflicting 40
- points of Cold damage on each monster.
- Finger of Death Bloodlessly slays the opponents the caster points to.
- Fire Ball Sets off a fiery explosion within a group of monsters,
- inflicting 3 to 7 points of Fire damage per level of
- the caster.
- Golem Stopper Golem Stopper deprives a golem of the magic that ani-
- mates it, inflicting 100 points of damage.
- Identify Monster Reveals the condition of the monsters the party is
- fighting.
- Implosion Implosion concentrates local gravity inside the targe-
- ted monster, annihilating all but the most powerful
- opponents. Implosion inflicts 1000 points of Energy
- damage.
- Incinerate Shoots a stream of fire at one monster, inflicting 250
- points of Fire damage.
- Inferno Engulfs one group of monsters in magical fire, inflic-
- ting 250 points of Fire damage on one group.
- Insect Spray Coats a group of monsters with a poison specially de-
- signed to kill insects.
- Item to gold Converts an item into an amount of gold pieces equal
- to the value of the item (merchant skill not included).
- Jump Puts enough strength into the legs of the party to
- jump over one square, provided there are no walls of
- matter or magic. This spell cannot be used in combat.
- Levitate Imparts weightlessness to the party members, preven-
- ting them from falling into pit traps, quagmires, holes
- in clouds, etc.
- Light Fills a dungeon with a steady, soft light until the
- party rests.
- Lightning Bolt Lightning flashes from the caster's hand, electrocuting
- monsters for 4 to 6 points of damage per level of the
- caster.
- Lloyd's Beacon This spell allows you to magically return to a place
- you have already been. Cast this spell once to set the
- beacon, and again when you wish to return. Each party
- member may have their own beacon.
- Magic Arrow Fires a magical bolt at one opponent, inflicting 8
- points of Magical damage.
- Mega Volts Mega Volts is an improved version of Lightning Bolt,
- inflicting 150 points of Electrical damage on a group
- of monsters.
- Poison Volley Fires 6 poison arrows into each square in front of the
- party. The arrows do 10 points of Poison damage each.
- Power Shield Reduces the damage inflicted on a party member by a
- number equal to the level of the caster.
- Prismatic Light Mysterious Light springs from the caster's palm, in-
- flicting 80 points of a random damage type depending on
- which ray hits a monster. The damage type is unpredic-
- table.
- Recharge Item Restores 1 to 6 charges to an item that has at least
- one charge remaining. There is a slight risk the spell
- will destroy the item.
- Shrapmetal Sprays a group of monsters with sharp metal fragments,
- inflicting 2 points of Physical damage per level of
- the caster.
- Sleep Puts a group of monsters to sleep until they overcome
- the spell or are damaged.
- Star Burst Includes all monsters in front of the party in a mas-
- sive explosion, inflicting 500 points of Physical
- damage on each monster.
- Super Shelter Hides the party from the monsters in unsafe places,
- permitting them to rest without incident.
- Teleport Sends the party up to 9 squares in the direction the
- party is facing, regardless of obstacles.
- Time Distortion Warps time, giving the party just enough time to run
- away from a combat.
- Toxic Cloud Surrounds a group of monsters with noxious gasses, in-
- flicting 10 points of Poison damage.
- Wizard Eye Wizard Eye gives the party a bird's eye view of their
- surroundings. The view will appear in the upper right
- corner of the games screen.
-
-
- Where are taught which spells?
- ------------------------------
-
- Vertigo Rivercity Winterkill Asp Nightshadow
- -------------------------------------------------------------------------------
- Awaken Cure Paralysis Create Food Create Food Bless
- Cure Wounds Cure Poison Cure Disease Cure Disease Cold Ray
- First Aid Day of Prot. Cure Poison Cure Poison Deadly Swarm
- Flying Fist Fiery Flail Day of Prot. Day of Prot. Heroism
- Light Frost Bite Holy Word Raise Dead Holy Bonus
- Pain Power Cure Mass Distortion Resurrect Nature's Cure
- Prot. Elements Turn Undead Raise Dead Stone to Flesh Suppr. Disease
- Revitalize Walk on Water Resurrect Town Portal Turn Undead
- Sparks
- Suppr. Poison
-
- Awaken Clairvoyance Dancing Sword Dancing Sword Clairvoyance
- Energy Blast Day of Sorcery Day of Sorcery Day of Sorcery Detect Monster
- Insect Spray Fantast. Freeze Elemental Storm Dragon Sleep Fire Ball
- Jump Finger of Death Etherealize Etherealize Ident. Monster
- Light Ident. Monster Golem Stopper Fantast. Freeze Levitate
- Magic Arrow Levitate Incinerate Finger of Death Poison Volley
- Shrapmetal Lloyd's Beacon Inferno Golem Stopper Power Shield
- Sleep Time Distortion Poison Volley Incinerate Wizard Eye
- Toxic Cloud Teleport
- Wizard Eye
-
-
- Magical Wells, Fountains and Shrines
- ------------------------------------
-
- Type Improvement Where
- ----------------------------------------------------------------
- Accuracy +50 B3, 0, 3
- Armor Class +5 F3, 12 ,12
- Armor Class +20 Newcastle Level 1, 9, 14
- Armor Class +30 A3, 3, 14
- Cold Resistance +50 A4, 12, 14
- Electricity Resistance +50 D3, 15, 4
- Elemental Resistance +20 E3, 9, 14
- Endurance +50 C1, 2, 4
- Energy Resistance +50 A1, 7, 6
- Fire Resistance +50 E2, 13, 3
- Hit Points restored Vertigo, 14, 17
- Hit Points +25 F3, 7, 7
- Hit Points +100 Asp, 8, 3
- Hit Points +250 A1, 4, 12
- Intellect +50 B3, 15, 4
- Level +5 F3, 0, 1
- Level +10 Nightshadow, 7, 7
- Luck +60 F3, 1, 7
- Magic Resistance +50 C3, 15, 0
- Mental Statistics +10 D3, 8, 9
- Might +50 D2, 3, 8
- Might +50 Winterkill, 6, 11
- Personality +50 C3, 0, 0
- Physical Statistics +10 C3, 15, 10
- Poison Resistance +50 F3, 14, 6
- Speed +50 E2, 3, 4
- Spell Points +25 E3, 8, 6
- Spell Points +100 Rivercity, 14, 18
- Spell Points +250 A4, 3, 3
-
-
- Important Locations in the Land of Xeen
- ---------------------------------------
-
- Name Where
- ------------------------------------------------------
- Castle Basenji A1, 8, 8
- Castle Burlock D2, 8, 2
- New Castle C4, 11, 12
- Xeen's Castle Clouds of Xeen, 16, 29
- Witch Tower F4, 10, 9
- Tower of High Magic C4, 6, 15
- Darzog's Tower D3, 4, 13
- Dragon Tower D1, 10, 5
- Darkstone Tower B3, 11, 0
- Northern Sphinx B1, 12, 8
- Southern Sphinx A2, 11, 9
- Warzone B2, 12, 4
- Ancient Temple of Yak E4, 4, 4
- Golem Dungeon B4, 11, 9
- Tomb of a Thousand Terrors C4, 6, 6
- Dwarf Mine 1 F3, 5, 13
- Dwarf Mine 2 F3, 7, 15
- Dwarf Mine 3 E2, 9, 1
- Dwarf Mine 4 E2, 1, 1
- Dwarf Mine 5 D2, 9, 9
- Dragon Cave E1, 14, 12
- Cave of Illusion B4, 2, 15
- Volcano Cave E1, 15, 2
- Rivercity C3, 11, 7
- Asp C2, 9, 15
- Winterkill A3, 4, 6
- Nightshadow D4, 13, 5
- Vertigo F3, 10, 13
- Shangri-La Volcano Cave Level 3, 9, 10
- Cave without Name E3, 3, 4
- Summer Druid B2, 1, 10
- Autumn Druid C2, 15, 9
- Winter Druid A3, 6, 1
- Spring Druid E3, 3, 14
-
-
- Awards that can be obtained in the game
- ---------------------------------------
-
- Award Where
- -------------------------------------------------------------
- Vertigo Guild Member Vertigo, 16, 11
- Nightshadow Guild Member Nightshadow, 14, 11
- Rivercity Guild Member Rivercity, 25, 27
- Asp Guild Member Asp, 6, 7
- Winterkill Guild Member Winterkill, 1, 8
- Shangri-La Guild Member Shangri-La, 0, 11
- Outstanding Citizen Vertigo, 14, 5
- Red Dwarf Badge of Courage Vertigo, 14, 5
- Convicted Thief
- 1 Warzone Wins Warzone
- Super Explorer Witch Clouds, 1, 1
- Master of Golems Golem Dungeon, 13, 1
- Taxman Emeritus Dragon Cave, 27, 1
- Rescued Crodo Darzog's Tower Level 3, 7, 6
- Found Shangri-La Shangri-La, 7, 8
- Prince of Thieves Sphinx Body, 7, 13
- Ghostslayer Extraordinaire Winterkill, 8, 13
- Legendary Human Sphinx Head, 7, 2
- Legendary Gnome Sphinx Head, 12, 4
- Legendary Elf Sphinx Head, 2, 4
- Legendary Dwarf Sphinx Head, 10, 14
- Legendary Orc Sphinx Head, 4, 14
- Rescued Celia D4, 15, 15
- Helped Orothin F3, 9, 6
- Restored Falista F4, 9, 3
- Turned Seasons Spring Druid
- Helped Carlawna C2, 10 ,6
- Helped Falagar C2, 8, 11
- Restored Mirabeth D4, 12, 3
- Helped Danulf C3, 14, 5
- Saved Elves C3, 3, 8
- Civilized One B3, 6, 3
- Helped Captain Nystor C2, 9, 1
- Liberated Pagoda A3, 15, 12
- Fisherman's Friend C3, 12, 13
- Helped Arie A1, 11, 5
- Freed Ligono D3, 12, 8
- Helped Glom A3, 10, 0
- Helped Halon B3, 9, 6
- Princess' Favorite Castle Burlock Level 3, 2, 11
- Appeased Barok Rivercity, 25, 20
- Loremaster of Worms Dragon Cave, 16, 0
- Loremaster of Lizards Dragon Cave, 0, 31
- Loremaster of Serpents Dragon Cave, 31, 31
- Loremaster of Drakes Dragon Cave, 22, 16
- Loremaster of Dragons Dragon Cave, 27, 0
- DEFEATED LORD XEEN Xeen's Castle Level 4, 5, 9
-
-
- Quest Items and their locations
- -------------------------------
-
- Item Where
- --------------------------------------------------------------------------
- Deed to New Castle New Castle
- Crystal Key to Witch Tower F4, 9, 3
- Skeleton Key to Darzog's Tower Tower of High Magic Level 4, 7, 12
- Enchanted Key to Tower of High Magic Cave of Illusion Level 4, 7, 14
- Jeweled Amulet of the Northern Sphinx A1, 11, 5
- Stone of a Thousand Terrors New Castle
- Golem Stone of Admittance New Castle
- Yak Stone of Opening D4, 12, 3
- Xeen's Scepter of Temporal Distortion Xeen's Castle Level 4, 5, 9
- Alacorn of Falista Witch Tower Level 4, 7, 4
- Elixir of Restoration Yak Temple, 30, 25
- Wand of Faery Magic D4, 8, 14
- Princess Roxanne's Tiara Rivercity, 1, 3
- Holy Book of Elvenkind B4, 14, 13
- Scarab of Imaging C1, 15, 11
- Crystals of Piezoelectricity Asp, 8, 11
- Scroll of Insight Castle Basenji Level 3, 3, 9
- Phirna Root Toad Meadow
- Orothin's Bone Whistle E4, 5, 14
- Barok's Magic Pendant Rivercity, 1, 20
- Ligono's Missing Skull D4, 2, 1
- Last Flower of Summer B2, 1, 10
- Last Raindrop of Spring E3, 3, 14
- Last Snowflake of Winter A3, 6, 1
- Last Leaf of Autumn C2, 15, 9
- Ever Hot Lava Rock E2, 7, 11
- King's Mega Credit Yak Temple, Golem Dungeon,
- Tomb of Terror
- Excavation Permit Castle Burlock Level 1, 1, 4
- Cupie Doll Clouds of Xeen, 12, 29
- Might Doll Clouds of Xeen, 15, 24
- Speed Doll Clouds of Xeen, 14, 26
- Endurance Doll Clouds of Xeen, 11, 25
- Accuracy Doll Clouds of Xeen, 12, 22
- Luck Doll ??
- Widget B3, 9, 6
-
-
- The Quests in Might and Magic - Clouds of Xeen
- ----------------------------------------------
-
- This list must be interpreted as follows:
-
- 1. Quest
- 2. Experience Points
- 3. Award
- 4. Reward
- 5. Where to finde the Solution
-
- -----------------------------------------------------------------------------
-
- Rid Vertigo of the plague of Pests and report back to Mayor Gunther (Vertigo,
- 14, 5)
- 5000
- Outstanding Citizen
- 4000 Gold + 50 Gems
- Vertigo, 9, 22
-
- Gather Phirna roots for Myra the Herbalist (F3, 9, 11) for use in Antidote
- Potions
- -
- -
- 5 Antidote Potions
- F4, 13, 12; F4, 7, 12; F4, 5, 12; F4, 6, 7; F4, 12, 4; F4, 7, 2; F4, 12, 14;
- F4, 12, 7; F4, 8, 7; F3, 8, 2
-
- Free Celia from the clutches of the Zombies in the forest and return her to
- Derek (F3, 4, 5)
- 25000
- Rescued Celia
- 2000 Gold
- D4, 15, 15
-
- Slay the King of the Mad Dwarf Clan and report back to Mayor Gunther
- (Vertigo,14, 5)
- 50000
- Red Dwarf Badge of Courage
- -
- Deep Mine Omega, 30, 26
-
- Get Barok's Pendant from the Sorceress' of Rivercity and return it to Barok
- (Rivercity, 25, 20)
- 80000
- Appeased Barok
- Enchant Item Spell
- Rivercity, 1, 20
-
- Find Orothin's Bone Whistle and return it to him (F3, 9, 6)
- 15000
- Helped Orothin
- Cure Poison Spell (F3, 12, 8) + Cure Disease Spell (F3, 12, 2)
- E4, 5, 14
-
- Find the Faery Wand and return it to Danulf (C3, 14, 5)
- 45000
- Helped Danulf
- 25000 Gold
- D4, 8, 14
-
- Find Ligono's Skull and return it to him (D3, 12, 8), so he may rest in peace
- 40000
- Freed Ligono
- Recharge Item Spell
- D4, 2, 1
-
- Retrieve the Alacorn of Falista from the Witch's Tower and return it to Valia
- (F4, 9, 3)
- 60000
- Restored Falista
- Crusader Skill
- Witch Tower Level 4, 7, 4
-
- Destroy the Lair of the Ogres and return to Captain Nystor (C2, 9, 1) for
- your reward
- 40000
- Helped Captain Nystor
- 20000 Gold
- C2, 5, 0
-
- Get Princess Roxanne's Tiara from the Robbers of Rivercity and return it to
- Princess Roxanne (Castle Burlock Level 3, 2, 11)
- 200000
- Princess' Favorite
- Valuable Items
- Rivercity, 1, 3
-
- Find the Holy Book of Elvenkind and return it to Tito (C3, 3, 8)
- 60000
- Saved Elves
- 25000 Gold
- B4, 14, 13
-
- Return the Scarab of Imaging to Carlawna (C2, 10 ,6)
- 75000
- Helped Carlawna
- Moon Ray Spell
- C1, 15, 11
-
- Return the Crystals of Piezoelectricity to Falagar (C2, 8, 11)
- 75000
- Helped Falagar
- Megavolts Spell
- Asp, 8, 11
-
- Reclaim Kai Wu's Pagoda from the Ninja Clan (A3, 15, 12)
- 75000
- Liberated Pagoda
- Food
- A3, 15, 6
-
- Save Winterkill from it's curse and return to Randon (Winterkill, 8, 13)
- 500000
- Ghostslayer Extraordinaire
- -
- Winterkill, 14, 14
-
- Find the Everhot Lava Rock and give it to Halon (B3, 9, 6)
- 150000
- Helped Halon
- Widget
- E2, 7, 11
-
- Retrieve the Scroll of Insight from Castle Basenji and return it to Arie
- (A1, 11, 5)
- 750000
- Helped Arie
- Amulet of the Northern Sphinx
- Castle Basenji Level 3, 3, 9
-
- Steal the Elixir of Restoration from the Yak Temple and give it to Mirabeth
- (D4, 12, 3)
- 250000
- Restored Mirabeth
- +5 Personality
- Yak Temple, 30, 25
-
- Slay the Monsters of the Lake and return to Medin (C3, 12, 13)
- 100000
- Fisherman's Friend
- Very Valuable Item
- 3 Monsters (Around Darzog's Tower)
-
- Destroy the Lair of the Trolls and return to Thickbark (B3, 6, 3) for your
- reward
- 95000
- Civilized One
- Super Shelter Spell
- B4, 2, 7
-
- Destroy the Lair of the Cyclops and return to Glom (A3, 10, 0) for your reward
- 100000
- Helped Glom
- Valuable Items
- A4, 10 , 8
-
- Free Crodo from the clutches of the evil Wizard Darzog and return to Artemus
- (Castle Burlock, 1, 4)
- 1000000
- Rescued Crodo
- Excavation Permit
- Darzog's Tower Level 3, 7, 6
-
- Climb Darzog's Tower, gain entrance to Castle Xeen, slay Lord Xeen, and save
- the world
- -
- DEFEATED LORD XEEN
- Xeen's Scepter of Temporal Distortion
- Xeen's Castle Level 4, 5, 9
-
- Find the 6th Mirror and return to King Burlock (Castle Burlock, 8, 1)
- -
- -
- -
- -
-
- Take the Last Flower of Summer to the Autumn Druid so that Autumn may begin
- -
- -
- Last Fallen Leaf of Autumn
- C2, 15, 9
-
- Take the Last Fallen Leaf of Autumn to the Winter Druid so that Winter may
- begin
- -
- -
- Last Snowflake of Winter
- A3, 6, 1
-
- Take the Last Snowflake of Winter to the Spring Druid so that Spring may begin
- 150000
- Turned Seasons
- Last Raindrop of Spring, Healing of Magical Aging
- E3, 3, 14
-
- Take the Last Raindrop of Spring to the Summer Druid so that Summer may begin
- -
- -
- Last Flower of Summer
- B2, 1, 10
-
-
- Solution to Might and Magic - Clouds of Xeen
- --------------------------------------------
-
- The Cities
- ==========
-
- Vertigo
- -------
-
- Your first task is to rid Vertigo of the Plague (see the mayor at 14/5 for in-
- structions). You do not need to kill all the Bugs and Slimes to do this, just
- go to the warehouse in the northwest corner and open the crate at 9/22. You
- will find a note and can return to the mayor for your reward (4000 Gold +
- 50 Gems). In Vertigo you can learn Mapmaking (8/16) and Pathfinding (25/26).
- After having solved the first task you can restore your hit points at the well
- at 14/17. Check into the Guild at 16/11. Other Locations: Tavern (24/5),
- Blacksmith (8/4), Training (10/11), Guild (20/13), Bank (26/17), Temple
- (15/28), Travel Mirror (14/10). By searching the trees you can find some gold.
-
-
- Rivercity
- ---------
-
- Rivercity is the largest city of Xeen. Locations: Tavern (24/16), Blacksmith
- (24/9), Temple (6/21), Bank (25/3), Guild (6/30), Training (12/12), Travel
- Mirror (19/18). You can learn Swimming (19/23), Mountain Climbing (30/30),
- Navigation (for the desert, 22/30), Arms Master (30/3) and Bodybuilding (30/1,
- improves your might).
- Check into the Guild at 25/27.
- You will find Barok at 25/20 who will charge you with retrieving his pendant
- from the Sorceress' (they can be reached through the Guild House, the pendant
- is in the chest at 1/20, together with 800 Gold). In the other chest (2/20)
- are 5000 Gold + 200 Gems. Don't care about the door at 6/17. There are many
- chests behind it, but they all contain only 1 Gold and 1 Gem.
- The Robbers have two other chests: at 7/3 (5000/100) and 1/3 (1000 Gold + Prin-
- cess Roxanne's Tiara, see Castle Burlock).
- Some Items can be found in the trees.
- In the back of the Training Ground there is a door that leads to the Yang
- Knights (pretty tough those guys). At 6/8 there is a secret passage behind
- which you will find more Yang Knights and a chest with 50000 Gold. Another
- chest at 2/8: 5000 Gold, 100 Gems.
- The Wells at 5/19 and 14/1 will always be poisoned, but the well at 14/18 will
- give you 100 Spell Points after you have returned the pendant to Barok.
-
-
- Asp
- ---
-
- In Asp you have to destroy the transformer at 8/15 to free the city and restore
- the magic of the well (+100 Hit Points). In order to do this you will first
- have to turn the southeast and northwest globe on the main square to blue by
- touching them. To reach the transformer you must avoid the teleport fields
- on the northwestern square (sort this out for yourself, it's not difficult).
- Destroying the transformer will give you 50000 Experience Points. You will
- find Falagar's crystals at 8/11.
- Three important locations: Join Guild at 6/7, Guild at 2/1, Travel Mirror at
- 12/1.
-
-
- Nightshadow
- -----------
-
- The main objective in Nightshadow is to kill Count Draco (1/14). To do this,
- turn the three sundials to 9 and wait until night (by sleeping). Open the
- coffin and kill him (it sounds easy, but it isn't). You will receive 50000
- Experience Points and 99999 Gold, and the well at 7/7 will increase your level
- by 10 (temporarily) afterwards. The Guild is at 12/4, you must check in at
- 14/11. There is a Travel Mirror at 10/3.
-
-
- Winterkill
- ----------
-
- Here your task is to drive out the ghosts that haunt Winterkill. You will need
- a lot of spell points to make it, because the ghosts are almost immune against
- all kinds of weapons, you must kill them with your combat spells (the best
- spells are Fiery Flail and Incinerate against single Ghosts, Inferno and Holy
- Word against groups). Some help can be found in the broken bottles. The bottles
- at 5/5, 6/3, 9/8 and 14/5 contain 3 Potions of Holy Word each.
- Proceed as follows: Kill *all* the ghosts, bang the southern gong at 13/1, go
- to the mayor.
- Repeat this two more times (first you have the Spirit Bones, then the Spirit
- Polter Fools, last the Ghost Riders).
- Be aware that there is a secret passage at 14/7. There are more ghosts behind
- it. If you bang the gong when there are still some ghosts left, all the ghosts
- will return.
- To restore the magic of the well you must bang the two northern gongs twice
- each. The well gives you +50 Might (very important afterwards).
- The Guild of Winterkill is at 7/1. You can join it at 1/8. The Travel Mirror
- can be found at 10/14.
-
-
- Shangri-La
- ----------
-
- Shangri-La is the town under the volcano. You can reach it by Travel Mirror or
- through the volcano cave at E1, 15/2.
- The well in the middle (7/8) gives you +1 Level permanently. At the Guild at
- 0/7 you can learn all the spells that exist. At 0/3 you can learn everything
- (that's 17 skills) for 100000 Gold. Check into the guild at 0/11 (it's free!).
- Other locations: Temple (15/3), Blacksmith (14/8), Tavern (14/13).
-
-
- The Wilderness
- ==============
-
- There are some locations where you can earn more Experience:
-
- - Barbarian's Camps (A3, 8/14; C2, 1/8): 25000
- - Sprite Nest (D3, 3/1): 10000
- - Observation Post for the Orcs (E3, 14/13): 1000
- - Orc Outposts (E2, 9/2; F3, 12/14): 1000
- - Shrine to the Undead (E4, 9/14): 5000
- - Evil Ranger Camp (C4, 1/11): 10000
- - Archer's Camp (B4, 10/12): 20000
- - Orc Caves (F2, 12/5; F2, 13/3): 10000
-
- Scrolls of Enchant Item are in the bottles at D3, 8/3; D3, 13/11; E3, 4/8;
- F3, 14/4; D3, 11/1.
-
- Some other Items are in the bottles at D4, 10/3; D4, 1/2; D4, 12/10.
-
-
- The Dungeons
- ============
-
- Dwarf Mines
- -----------
-
- There are 5 normal and 4 deep Dwarf Mines. The Mines 1 to 5 have entrances from
- the surface. You can reach all Dwarf Mines by using the wagons or through the
- Travel Mirrors (say "Mine 3", "Theta" etc. to a mirror). The deep mines are
- named "Alpha", "Theta", "Kappa" and "Omega".
- The Mines contain lots of treasures (about 80000 Gold). Search them thorough-
- ly, there are many secret passages. They contain also poison traps, so take
- along some potions from Myra the Herbalist. In some of the crates are Tiger
- Moles, but some contain valuable weapons, so search them also.
- The barrels contain liquids that improve your statistics by 2 each.
- The colors mean:
-
- Yellow - Accuracy
- Green - Endurance
- Red - Might
- Blue - Personality
- White - Luck
- Orange - Intellect
- Purple - Speed
-
- The skills Direction Sense (Mine 5, 8/5) and Danger Sense (Mine 3, 5/11) can
- be learned in the Mines.
- The Dwarf King can be found in Mine Omega at 30/26 (in the northwest part).
- You must go through many secret passages and poison traps to reach him. Sleep
- between them to restore your hit points.
-
-
- Cave of Illusion
- ----------------
-
- The most important Item in the Cave of Illusion is the Key to the Tower of
- High Magic. You will receive it for 300 Gems at Level 4, 7/14. But first you
- must kill the Water Golems in the cave (by the way: you can sleep in the Cave,
- it's no real water). The skulls will increase your statistics against gems
- (you will need about 2000 gems to satisfy them all, so perhaps you have to
- visit Castle Basenji first).
- You don't need to worry about the mirages with weapons, they are also illu-
- sions. The whirlpools will teleport you to other parts of the cave, try to
- avoid them.
- There is a plug at Level 4, 14/13. To pull it, you must be really strong, the
- best way is to set Lloyd's Beacon, teleport to Winterkill, drink from the well
- (see Winterkill) and return. After you have pulled the plug, the cave is dry
- and you can open the safes (there is a secret cavern in the southeast of
- Level 4, you can teleport into it and find another safe). Consider that you
- will now be hit by the spear traps. The safes are guarded by guardians.
-
-
- Volcano Cave
- ------------
-
- The Entrance to the Volcano Cave is in the middle of the great volcano
- (E1, 15/2). Its monsters are Devils and Demons, you need a high level to beat
- them. There's only one path through the cave, it leads to Shangri-La (Level 3,
- 9/10). In order not to get grilled you need the Jump spell. You will encounter
- some switches, switch them all to make a path through the lava. Two special
- locations: at Level 1, 9/9 there's a skull which gives you 250000 Experience
- Points. It's best to teleport to it because there's pretty much lava in be-
- tween. Use Day of Protection or Protection against Elements to stand the heat.
- The second special place: There are some chests on the Level 1. Only the chest
- at (13/15) contains a treasure: 90000 Gold and 666 Gems. The other chests
- explode.
-
-
- Dragon Cave
- -----------
-
- The Dragon cave is the toughest part of the game. It's filled with treasures
- (dragons hoard treasures, as might be expected) and you can greatly increase
- your experience by reading the Books of Lore. Don't care about the 'Dragon Tax'
- that you must pay. You will receive much more gold afterwards. The best way
- to fight the dragons is to proceed slowly and when you see a dragon in the
- distance, teleport to reach him and kill him by hand (your fighters will at
- at this stage probably be strong enough to kill a dragon in one round). Remem-
- ber to use Day of Protection and Day of Sorcery.
-
- The Books:
- Book 1 at 16/0: 50000 Experience
- Book 2 at 0/31: 100000 Experience
- Book 3 at 31/31: 150000 Experience
- Book 4 at 22/16: 200000 Experience
- Book 5 at 27/0: 500000 Experience
- The Art of Taxation at 27/1: 500000 Experience
-
- To read the books you must have a very high Intellect. Improve your Intellect
- at the wells (B3, 15/4 and D3, 8/9) by using Lloyd's Beacon to go there and
- back. In most of the games you won't be able to read Book 5 and The Art of
- Taxation, they require an Intellect of about 180. It's only possible when you
- have many magical weapons and accessories to improve your IQ.
-
-
- Ancient Temple of Yak
- ---------------------
-
- The Stone to the Temple of Yak is given to you by Mirabeth (D4, 12/3).
- You must enter the Temple to get at least 5 Megacredits and to find the Elixir
- of Restoration. Use Levitate or Day of Sorcery to protect your party against
- the traps. There are some switches that you must use to open passages. You must
- switch them all, and some of them three times. Use Wizard's Eye to watch if you
- have success.
- There are four altars (2/6, 2/17, 27/25, 25/7) that you must destroy (5000 Ex-
- perience Points each), and four coffins (2/4, 28/23, 27/27 and 2/28 - the Yak
- Master) which contain valuable items. The Yak Liches are hard to kill and the
- Master even harder - use Holy Word (or the Holy Word Potions from Winterkill).
- The Pool at 14/8 will increase your Personality by 5 (apart from making you
- drunk/diseased) and the pool at 19/8 adds 5 to your Endurance. This does not
- work on all characters (I didn't find out why). The pool at 25/26 gives 25000
- Experience Points and kills the character (use only when having the Raise Dead
- Spell).
- There are 8 King's Megacredits in the Temple: 27/22, 27/28, 13/9, 15/9, 18/9,
- 20/9, 23/9, 27/9. You need at least five.
- The following Spells can be learned: Acid Spray (4/5), Hypnotize (30/3),
- Light (6/11), Sparks (0/5).
- The Elixir of Restoration is at 30/25.
-
-
- Tomb of a Thousand Terrors
- --------------------------
-
- You will get the Stone of a Thousand Terrors from Taxman at Newcastle.
- The Tomb of a Thousand Terrors contains 9 more Megacredits (17/29, 17/15,
- 11/30, 1/16, 6/9, 13/13, 19/9, 6/9, 13/5.
- Increase your statistics with the Tomb Juice (+5, see Dwarf Mines for the mea-
- ning of the colors).
- There is a teleport field at 3/5 that teleports you into the middle part of the
- dungeon. Kill the monsters, get the Megacredits and the Tomb juice and return
- to the exit through the teleports at 8/9 or 17/9.
-
-
- Golem Dungeon
- -------------
-
- Taxman at Newcastle will give you the Golem Stone of Entrance.
- The Golem Dungeon is the trickiest of all. It has four sections: Wood, Stone,
- Iron and Diamond. Follow the instructions of the statue: in the Wood section
- you must use the switches to close the passages, then teleport back out.
- In the Stone section push the buttons repeatedly until all six rocks are vi-
- sible.
- In the Iron section flip the first four switches, that should open the secret
- passages. The switch at 19/25 activates the teleport field at 22/25 that takes
- you to 15/25. The teleport at 15/29 takes you to the Diamond section.
- This part is hard enough, the Diamond Golems have about 1000 Hit Points. I used
- the Mass Distortion spell to weaken them and made the rest with Incinerate and
- by hand. The Golem Stopper Spell works well too. After having killed the first
- Diamond Golem open the secret passage at 19/9 and kill 4 more of them. Another
- teleport at 29/9 transports you to 29/1. Kill several Golems and take 3000 Gems
- from the chest at 22/1. The Statue at 13/1 dubs you Master of Golems an perma-
- nently adds 1 to your Level. The teleport 13/2 takes you back to the exit.
- The Megacredits are situated at: 4/1, 6/1, 11/22, 11/28, 17/17, 22/28, 22/22,
- 15/12, 15/6, 11/9, 30/6, 30/12, 18/4, 27/4.
- Maybe you must let the Blacksmith repair your weapons afterwards because they
- naturally break on Diamond Golems.
-
-
- The Towers
- ==========
-
- Witch Tower
- -----------
-
- In this Tower you can get Gems, Valuable Items and Spells.
- You will get the Key from Valia at F4, 9/3. Free the Boys at Level 1, 3/8,
- Level 2, 11/8, Level 3, 7/8 and Level 4, 4/10 to get 5000 Experience Points
- each. The last boy will tell you the password "Rosebud".
- The cauldrons contain items, some of them (Level 3, 6/8, Level 3, 7/7, Level 4,
- 4/7, Level 4, 4/9) increase all statistics of one character by 1.
- If you tell the password to the skull at Level 4, 10/6, he will open the secret
- passage and you can get the Alacorn (7/4).
- On Level 3 you can learn the spells Beast Master (4/6), Pain (4/10), Clair-
- voyance (5/5), Lightning Bolt (10/6), Sleep (5/11) and Toxic Cloud (9/5).
-
- In the cloud world above the Tower (use Levitate) you can gain experience by
- destroying the Harpy nests. At 1/1 (only accessible with Teleport) you will
- be dubbed 'Super Explorer' and your level is permanently raised by 1.
- The Statues will give you hints if you have the Linguist Skill.
-
-
- Tower of High Magic
- -------------------
-
- The Key to the Tower can be found in the Cave of Illusion.
- In the Tower of High Magic you can improve the resistance of your characters.
- The Potions increase the resistance against one element by 10. The green
- squares will take away all your Spell Points, so remember to sleep before en-
- tering a new level.
- The Pandorian Boxes contain gold, gems and valuable items. Open the box, fight
- the monsters, return to the box and take the contents. The Box at Level3, 7/4
- releases a Fire Dragon. You should save your game before opening it.
- You can learn to cast Prismatic Light on Level 4, 7/7.
- The Key to Darzog's Tower is at Level 4, 7/12.
-
- In the cloud world above the tower you can get some gems and more hints from
- the statues. Theoretically after banging the drums you can find some more gems
- on the ground around the tower (never tried it).
-
-
- Darzog's Tower
- --------------
-
- The Key to this Tower is in the Tower of High Magic.
- The green square in Level 1 takes away all your spell points, so you must sleep
- afterwards to restore them. Examine the floor grates, they contain valuable
- items.
- Don't touch the green squares in Level 2, they will transport you back to
- Level 1. Use the Jump Spell to jump over them. You can improve your statistics
- here. Every book increases one statistic of one character by 20.
- To free Crodo you must kill Darzog on Level 3 and go to Level 4. You will find
- two tapestries (6/8 and 8/8) with buttons behind them that will open passages.
- In one corner there is a rope ladder going down to a secret room on Level 3. On
- the bed at 7/6 you'll find Crodo and get one million experience points.
- Remember to search the chests at Level 3, 7/12 and Level 4, 11/8.
-
- In the cloud world above the tower (the 'Clouds of Xeen') there's Castle Xeen.
- You must have high statistic values to win four dolls (Might Doll, Accuracy
- Doll, Speed Doll, Endurance Doll) that you can trade for the Lord Xeen Cupie
- Doll without which you can't enter Castle Xeen. But first you must have the
- Xeen Slayer Sword.
- Destroying the Roc Nests will give you some Experience Points.
-
-
- The Castles and the Sphinx
- ==========================
-
- Castle Burlock
- --------------
-
- This is the Castle of King Burlock. You'll find Princess Roxanne in the West
- Tower, Level 3, 2/11. She charges you with getting her Tiara back from the
- Robbers of Rivercity. The Master Builder at Level 1, 2/7 will offer to build
- your castle for Megacredits (you need the Deed to Newcastle first). The King's
- Advisor Artemus at Level 1, 1/4 tells you to free Crodo. He will reward you
- with the Excavation Permit afterwards. King Burlock himself wants you to find
- the 6th Mirror and bring it to him (the only task in the game that can't be
- fulfilled). In the Dungeon of Burlock you will find some Castle Guards and
- a zoo of different creatures. Only the Dragon's cage at 9/4 contains something
- useful: a black liquid that gives 10 Might Points to one character (but you
- must kill the dragon first ...).
- It is not advisable to plunder the King's Treasures on Level 3, because the
- whole castle guard will await you afterwards. Only very strong parties will
- escape their attack.
- The skills Linguist and Astrologer can be learned at Level 1, 6/5 and 10/5.
-
-
- New Castle
- ----------
-
- The first time you come to Newcastle you will find only ruins. To get the
- Experimental Xeen Slayer Sword from the ruins you must rebuild the castle.
- Buy the Deed to Newcastle from Taxman (C4, 11/12) for 50000 Gold and let the
- Master Builder at Castle Burlock build new walls (for 5 King's Megacredits,
- get them from the Yak Temple). When you return to Newcastle you will receive
- the Stone of a Thousand Terrors from Taxman. If you like you can search the
- interior of the castle. 5 more Megacredits (from the Tomb of a Thousand Ter-
- rors) will buy you the keep to your castle. You have now your own Training
- ground (up to Level 20), your own Blacksmith, Temple, Bank and Bedroom. Also
- Food for free and a well that gives you +20 Armor Class. Taxman gives you the
- Golem Stone of Entrance. Once you have the Excavation Permit from Artemus you
- can make the Master Builder clear up the Dungeon for another 5 Megacredits.
- The password to the Dungeon is "Laboratory". You will find the Xeen Slayer
- Sword at 7/4 (secret passages at 3/4 or 11/4). There are also some Potions of
- the Gods in the dungeon (another secret passage at 7/7).
-
-
- Castle Basenji
- --------------
-
- Here you can improve your resistance against the elements. The scrolls give you
- 10 resistance points each. Free the trapped Peasants in the Dungeon (14/8,
- 13/1, 14/1, 1/8, 1/12). The one at 14/12 tell you the password for Level 2,
- 9/15: "There Wolf".
- You can also find Gems and some scrolls to improve your Intelligence/Persona-
- lity/Speed by 5. The Scrolls of Death, Depression etc. do exactly that: kill a
- character, make him depressive, insane etc. Depression will pass with time,
- the others need some treatment (too much trouble for only 5000 Experience
- Points). The Scroll of Insight for Arie lies on the pedestal at Level 3, 3/9.
-
-
- Northern Sphinx
- ---------------
-
- The Amulet of the Sphinx is the reward for bringing the Scroll of Insight
- to Arie (A1, 11/5).
- In the Sphinx you find Experience, Gems and Spells.
- There is a Thieves Throne in the Body at 7/13. Let your Robber sit on it, he
- will be given 500000 Experience Points. The Password "Golux" for the stair
- at 7/15 can be found by studying the inscriptions in the Sphinx Dungeon. At
- 14/2 in the Dungeon you may learn the Item to Gold spell, at 0/15 Teleport.
- The coffins can only be opened with plenty of might (use the wells to increase
- it temporarily). They contain valuable items, gold and gems (first kill the
- mummy that emerges). In the Sphinx Head there are five Thrones for the five
- races. Let the human characters sit on the Human Throne, the Orcs on the Orc
- Throne etc.: Human 7/2, Orc 4/14, Dwarf 10/14, Gnome 12/4, Elf 2/4. That
- brings 500000 Experience Points. You can also learn Star Burst (!) at 12/8
- and Divine Intervention at 2/8.
-
-
- Castle Xeen
- -----------
-
- Castle Xeen is located in the Clouds of Xeen above Darzog's Tower. Use Levi-
- tate to not fall through the clouds (ouch). Then use Teleport to reach the
- northern part of the clouds (follow the sign). After you have won the four
- games and traded the dolls for the Lord Xeen Cupie Doll you can enter Castle
- Xeen. The first thing to do is to destroy the four machines in the towers and
- the corners of the Castle (else you would have plenty of traps on your way to
- Xeen): Fire (Level 4, 3/1), Electricity (Level 4, 12/1), Poison (Level 1,
- 14/14), Cold (Level 1, 1/14) - 200000 Experience Points each.
- Once you have done this you can attack the last stage of the game. Enter the
- middle part of the Castle, climb up to the fourth level (tricky: up and down
- and up again...). There is one more guard behind the door. Destroy the Guard
- Making Machine (200000 Experience Points - well, it's not that important) and
- kill Xeen's Pet. Then your way to Xeen is free - don't forget to equip the
- Xeen Slayer Sword. If you don't kill him on the first strike you can pass the
- Sword to the next fighter in combat.
-
-
- The Warzone
- ===========
-
- Not much to say about it: You can train in the Warzone and try to combat dif-
- ferent kinds of monsters. You will also receive Experience Points for the
- fighting.
-
-
- The Clerics
- ===========
-
- The Clerics can heal any magical aging. Visit them in the right order: first
- the Summer Druid (B2, 1/10). The first time you see him he will give you the
- last flower of summer. Then: Autumn (C2, 15/9), Winter (A3, 6/1) and Spring
- (E3, 3/14). The Spring Druid will heal your magical aging. You can repeat this
- circle as often as you like, but only the first time you will get 150000 Ex-
- perience points from the Spring Druid.
-
-
- Summarized steps to solve the game:
- ===================================
-
- Your objective is to kill Lord Xeen. For this you need the Xeen Slayer Sword
- and you must enter Castle Xeen.
- The Xeen Slayer Sword lies in the ruins of Newcastle. You must rebuild New-
- castle to find it. So you must:
-
- - Buy Newcastle (get the Deed to Newcastle from Taxman at C4, 11/12 for
- 50000 Gold)
- - Get five King's Megacredits from the Temple of Yak
- - Go to the Master Builder in Castle Burlock (Level 1, 2/7) and buy the walls
- for five King's Megacredits
- - Go to Newcastle and get the Stone of Terror
- - Enter the Tomb of a Thousand Terrors and get five more Megacredits
- - Go to the Master Builder and buy the keep for the castle
- - Go to Newcastle and get the Golem Stone of Admittance
- - If you do not yet have the five Megacredits that you need now, enter the
- Golem Dungeon and get them
- - Free Crodo in Darzog's Tower (see below)
- - Go to Artemus and get an Excavation Permit
- - Go to the Master Builder and buy the dungeon for your castle
- - Go to Newcastle, enter the dungeon and find the Xeen Slayer Sword
-
- Castle Xeen is in the Cloud World above Darzog's Tower, so:
-
- - Enter the Cave of Illusion and get the Key to the Tower of High Magic
- - Enter the Tower of High Magic and get the Key to Darzog's Tower
- - Enter Darzog's Tower and free Crodo
- - Get the Xeen Slayer Sword from Newcastle (see above)
- - Climb Darzog's Tower and enter the Cloud World
- - Win the four games (Might, Accuracy, Endurance, Speed)
- - Change the four dolls against the Original Lord Xeen Cupie Doll
- - Enter Castle Xeen
- - Destroy the four machines to disable the traps
- - Climb up to Level 4
- - Kill Xeen's Pet
- - Equip your fastest fighter with the Xeen Slayer Sword
- - Encounter Lord Xeen and kill him
-
- After having killed Lord Xeen, you can either choose to walk around in Xeen
- for a while and solve the remaining puzzles, or you can end the game immediate-
- ly. If you touch the 6th mirror, you will see that the Scepter of Temporal
- Distortion and the Mirror are incompatible. This will destroy the mirror and
- Castle Xeen. You will be returned to Castle Burlock where your deeds are re-
- viewed and you will see your score.
-
- --- End of the game ---
-
- That's it folks.