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. Comments, corrections and questions are welcome: ------------------------------------------------------------------------------ Arno Schaefer ENSIMAG, 2e annee E-Mail: schaefer@ensibull.imag.fr Tel.: (33) 76 51 79 95 :-) ------------------------------------------------------------------------------