Swords of Xeen(PC) FAQ/Walkthrough
copyright 2006
by Andrew Schultz
[email protected]
version 1.0.0
Please do not copy this FAQ to your website without my express written
consent. I put in a good amount of time on this and while I don't think
you'll profit much from it, well, it's not nice. If you'd like to host this,
send me a mail addressing me by name(as well as this game) and I'll probably
say OK if I'm not too lazy.
**** AD SPACE ****
My website:
http://www.geocities.com/SoHo/Exhibit/2762
================================
OUTLINE
1. INTRODUCTION
1-1. ABOUT THE GAME
1-2. USING THIS GUIDE
1-3. DOSBOX
2. CONTROLS
2-1. BASICS
2-2. GOOD MOVES TO KNOW
2-3. SIDESTEPS AND BACKWARDS STEPS
3. METRICS
3-1. LEVELS AND EXPERIENCE
3-2. WHO GETS WHICH SPELLS WHERE?
3-3. QUESTS
3-4. BY SECTOR EVALUATIONS
4. WALKTHROUGH
4-1. GREYHAVEN
4-2. A1(START)
4-3. HART
4-4. HART SEWERS LEVEL 1
4-5. HART SEWERS LEVEL 2
4-6. BLACK TOWER
4-7. RETURN TO HART AND ERADICATING THREATS
4-8. A2 FORTS
4-8-1. ORC FORT
4-8-2. DARK WOLF DEN
4-8-3. OGRE CAMP
4-9. FREEFORM CLEANUP
4-10. TROLL MINES
4-11. RUBY MINES
4-12. SABERTOOTH DEN
4-13. IMPERY
4-14. A7, A6 AND B7
4-15. TRIANGULATING TO KILL THE MORPH VS
4-16. ADVANCEMENT
4-17. WEST FROM A7/EAST FROM A1
4-18. A6 AND ASCIHEP'S PYRAMID
4-19. THE ELDER MACE QUEST
4-19-1. PREPARATION AND STUFF ALONG THE WAY
4-19-2. RETTIG'S PYRAMID
4-19-3. OLD TEMPLE
4-20. SPINE OF THE WORLD
4-20-1. THE OTHER SIDE OF THE MOUNTAIN
4-20-2. MINE DETAIL
4-21. SPINE OF THE WORLD
4-21-1. THE OTHER SIDE OF THE MOUNTAIN
4-21-2. MINE DETAIL
4-21-2-1. SAPPHIRE MINE
4-21-2-2. EMERALD MINE
4-21-2-3. DIAMOND MINE
4-21-3. FALLING THROUGH TO GREYHAVEN
4-22. SAND TOWN
4-23. MORE FUN SIDE QUESTS
4-23-1. GARDEN OF WONDERS QUEST
4-23-2. CANEGTUT'S PYRAMID
4-23-3. TRAPPIST MONASTERY
4-23-4. LILITH'S CAVERNS
4-24. THE DESERT, THE SHRINES AND THE SPEAR
4-25. CASTLE OF THE UNDEAD(ELDER BOW)
4-26. DRAGON PYRAMID
4-27. THE WIZARDS IN THE CENTER(ELDER STAFF)
4-28. THE DRAGON AREAS
4-28-1. OUTSIDE
4-28-2. WYRMS LAIR
4-28-3. DRAGONS CAVE UPPER LEVEL
4-28-4. B3 SKYROAD
4-29. SAND TOWN 2
4-30. SAND TOWN SEWERS
4-31. MOUNTAIN STAFF
4-32. NEAR-ENDGAME
4-32-1. SKY PLATFORM
4-32-2. UNDERWORLD
4-33. SPACESHIP
5. QUICK OUTLINE
5-1. LEGITIMATE
5-2. ILLEGITIMATE
6. CHEATS
6-1. CHARACTERS
6-2. PARTY
7. VERSIONS
8. CREDITS
================================
1. INTRODUCTION
1-1. ABOUT THE GAME
Swords of Xeen is a bit of a stopgap between Might and Magic IV and V that
brings up an entirely different part of Xeen and something called "The
Source." Wikipedia notes that this game may have started as an unofficial
mod. What did it end up as? ...
Well, it seems to be a bit of an untidy pastiche. The outside world is twice
as big, but you don't have the five towns(only three, plus one that doesn't
count,) the riddles are cheesy(I disagreed with one violently after googling
it for the answer, which I'd thought of before dismissing as factually
wrong,) there are no big dungeons, and it all feels a bit empty. Somehow it's
not surprising only two people created the game. It's too sparse for real
action, after starting out so well. It's got some weird bugs I'm not sure are
intentional, and it keeps the old ones from MM4 and MM5 which at least made
the games easier. You're just hemmed in at first, which makes the game seem a
bit intimidating. "Geez, am I ever going to get through this?" Then, you'll
note, there's a back-door way to solve many if not all of the puzzles,
including the very last one. Remember how you could back up and avoid stuff
in Might and Magic II? Here we go again!
Level advancement is a bit more controlled(except for one glitch) but sadly
some of the puzzles feel cookie-cutter. While the idea that you have to bring
back items to a town to make its shops come alive works well, you've got too
many too-close-together quests and low-density dungeons(some mines have maybe
three branches and no rooms.) For every good idea(the orc forts and ogre
forts to destroy early on, and the ogre/orc chieftains that give you
incentive to destroy the other) there's another outright confusing one.
Non-special items are also a bit more determined, so the player can rack up a
Gem of Town Portals or even get a Plate Mail early. There's still the
annoyance of taking a day for a shop, too. The solution remains the same,
too: get protective spells(heroism, holy bonus, bless, power shield) and cast
them at the start of the day. Whip up on monsters that would overpower you
otherwise. Fake it til you make it. Clear out outposts. Answer cheesy
riddles. Oh, there's one neat puzzle about rearranging floor tiles. But it's
not enough.
And you have to have protective spells all the time, which make a difference
in which way a rout goes. And the game still ends up in a ****ing spaceship.
But the game is rather fun if you crank everyone's level up to 255 via byte
editing and go whizzing around from there. It's a bit harder than the others
because the levels are capped by the environment, as in MM4, but there are
MM5-style monsters in there. It seems to be a very badly organized game with
a few good ideas, but it's Might and Magic, if you're enough of a junkie.
1-2. USING THIS GUIDE
This guide can and should be used in conjunction with the images I've
created. They should be available on GameFAQs.com just as this walkthrough
is. Hopefully the inconsistencies have been ironed out through my
proofreading. I've noticed quite a few I've since paved over, and that could
be good or bad.
1-3. DOSBOX
You'll probably want to use DosBox to play the game(dosbox.sourceforge.net).
Not only does it play in a window, but you can speed the game up with ctrl-
f12 several times. I go for 4 times as fast, just so the special effects
speed up. It even allows drag and drop if you don't know DOS.
2. CONTROLS
2-1. BASICS
Every operation you can see on the main screen has a keyboard corollary. The
arrow keys are the most obvious ones although the curved arrows are actually
left/right(turn left/right) and ctrl-left and ctrl-right make you shift 1
square left or right as you face, if you can. This is useful if you want to
sneak by an opponent. Or if you want to back up into them. More on that
later. For now remember the down arrow takes a step back without shifting
your view.
The 9-button panel is as follows:
S(shoot arrows) C(cast spell) R(rest)
B(bash door/wall) D(dismiss character) V(view quest info)
M(show automap) I(Game information) Q(quick view)
2-2. GOOD MOVES TO KNOW
When having a bunch of people drink from a fountain or view a shrine, push I-
space and that will save game time. It may drive you up the wall for the
moment, but you'll have more moves inside before you lose your spells.
Remember that a move takes 10 minutes outdoors and 1 in. That includes
spellcasting, so cast whatever you can indoors. The only exception is "Day
of" over a fountain that heals your spell points. Both of these are worth 9
minutes. So wait 'til you're inside to cast these spells if you can.
Know how to use F1-I-(WAC) to see your items after a fight.
You can buffer moves for later, with an annoyance being that if someone you
encounter has something useless to say they will screw it up.
You can wind up firing endlessly at nothing if you hit "(S)hoot" too many
times.
Of course, save and reload is worthwhile. In fact there is a small bug with
this. If an enemy is chasing you, face away and save the game. On reload the
game will act as if the enemy never knew it was chasing you. This beats using
Mr Wizard.
For some fights you can cast a spell, jump away, cast another offensive
spell, etc., and work your way to killing your opponent that way(see the
Giant in level 3 of the Black Tower.)
If you find a [misc] of beacons, each player can cast Lloyd's Beacon with his
own location, which can be handy.
Note you can't teleport onto a pathway, but you can everywhere else except
water. Of course save-and-reload is OK even for teleporting across distances
since you often land on too-tough enemies by mistake.
2-3. SIDESTEPS AND BACKWARDS STEPS
These are critical to ripping through a dungeon without too much damage. If a
monster has range attacks, it will shoot you once you see it--that includes
"seeing" through doors. But if you back into the monster it won't. Now
sometimes there are monsters you can shoot from a distance, so this isn't so
great.
Also there are times when it's good to face a wall as you turn around. Then
you can shuffle left/right so monsters in the center of a room can't see you.
3. METRICS
3-1. LEVELS AND EXPERIENCE
There's nothing radically different between Swords of Xeen and the other M&M
games. Doubling, with a maximum of 1 million.
Clerics: 1.5k, 3k, 6k, 12k, 24k, 48k, 96k, 192k, 384k, 768k, 1536k
Robbers: 1k, 2k, 4k, 8k, 16k, 32k, 64k, 128k, 256k, 512k, 1024k
Sorcerers/Archers/Ninjas/Paladins: Like Robbers, but no 1k.
Barbarians/Knights: 1.5k, etc.
3-2. WHO GETS WHICH SPELLS WHERE?
Greyhaven
DRUID
Acid spray, beast master,bless, clairvoyance, cold ray, cure disease, cure
poison, awaken, first aid, light, magic arrow
CLERIC
Revitalize, flying fist, cure wounds, pain, suppress poison, protect
elements, sparks, awaken, first aid, light
SORCERER
Magic arrow, sleep, toxic cloud, jump, energy blast, shrapmetal, insect
spray, levitate, awaken, light
HART
DRUID
Nothing new
CLERIC
suppress disease, beast master, cold ray, bless, holy bonus, heroism, power
cure, nature's cure, frost bite
SORCERER
wizard eye, id monster, clairvoyance, lightning bolt, fire ball, power
shield, lloyd's beacon
Impery
DRUID
Energy blast, fire ball, flying fist, frost bite, heroism, holy bonus, ID
monster
CLERIC
walk on water, acid spray, cure poison, cure disease, deadly swarm, cure
paralysis, hypnotize, create food, fiery flail, town portal, stone to flesh,
raise dead, moon ray, mass distortion, day of protection
SORCERER
Detect monster, time distortion, dragon sleep, finger of death, teleport,
fantastic freeze, super shelter, recharge item, dancing sword, golem stopper,
item to gold, poison volley, etherealize, enchant item, incinerate, mega
volts, day of sorcery
Sand Town
All the rest I'd imagine.
3-3. OTHER
Gamblers Elder Dagger: Black Tower L3 (1,14) 1k gold/5k exp
Wind Elder Spear: E8 13,9 200 gems/15k experience
Leadership Elder Mace: 5k gold + 25k experience
Mind Elder Staff: 2000 gold + 10k experience
True Elder Long Bow: 500 gem + 50k experience
Dragon Elder Long Sword: 1000 gem + 75k experience
3-4. BY SECTOR EVALUATIONS
A1 has a lot of quests and is easy to get through. Hart and Greyhaven and
many useful fountains are here. You even learn swimming. Very busy until you
kill everyone.
A2 has several forts which aren't too tough to destroy and an island that
recharges spell points--very handy.
A3 has a 5-square-away quest and some nice wagons including Direction Sense
cheap and extra spell points not-so-cheap. The south edge of the world is now
obscured by mountains.
A4 has Rettig's Pyramid and the key to it. There is some fun stuff in the
mountains below.
A5 has some useful things and a monster outpost in the south.
A6 has a +10 level well and Ascihep's Pyramid. There are Yang Fighters too.
Destroy their caravan and get experience.
A7 has Impery and a mess of Cyclops.
A8 has the garden of wonders.
B1 has three mines(Troll, ruby, diamond) and a portal entry to the Pyramid of
Power. You also clear out marauding bands from the north, and there is a
barbarian camp.
B2 has the Sabertooth Den and Pyramid of War.
B3 has the Black Tower as well as some items in the north mountains.
B4 has a gargoyle nest with a pyramid key, and a medusa nest.
B5 has Canegtut's Pyramid.
B6 has the Old Temple.
B7 has Electropedes and Barbarians.
B8 has part of the Garden of Wonders quest. It also has a youth well at
(11,6) if you've got a magic coin. The pass north/south drains magic and is
extremely dangerous(armadillos.)
C1 has the Tuman warriors, good for experience and treasure, and the Emerald
and Sapphire mines(helps town transport and good for experience)
C2 has the trappist monastery and some undead fights you can dig up.
C3 has the pyramid of war in a mountain range surrounded by clouds, but it's
better entered from the B2 portal.
C4 has the Air Wizard.
C5 has the Earth Wizard.
C6 is the plain where you can strike the Staff of the Mountains for nice
treasure.
C7 has a few Roc nests and the end of the mountaineering quest.
C8 has Lilith's Dungeon, and a minotaur and armadillo.
D1 is lake, with some water dragons.
D2 is mostly water.
D3 has the Pyramid of Power.
D4 has the Wizard of Fire.
D5 has the Wizard of Water.
D6 has a bunch of orc patrols you need to clear out to get Sand Town back in
business.
D7 has Sand Town and some minor treasure.
D8 has a hermit hut which seems like a quest but isn't.
E1 has the control tower that leads to the Sky World and Underworld.
E2 is a bunch of lake.
E3 has the Castle of the Undead, guarded from the east by some real nasties
E4 has the Pyramid of the Dragon, where you can beat up fire dragons ad
nauseam, win attributes, and oh, solve some puzzles too.
E5 has very little.
E6 has a mysterious end of the road and lots of fights.
E7 is a moderately dangerous desert.
E8 is a desert with minotaurs.
F1 has te spaceship and some very nasty fighters.
F2 is nearly all lake.
F3 has monsters but no locations. Less lake than F2.
F4 has the same but no lake.
F5 has the Wyrm Lair and two dragon outposts. It als has a perpetual healing
fountain that puts your players well above their maximum. I think this is a
bug.
F6 has the Dragon's Cave, which links to the Wyrm Lair, and it has two very
lucrative dens to destroy. And a healing fountain.
F7 is a not-too-bad desert area.
F8 has a bunch of teleports at Y=6 to jump over. Five shrines in the UR make
for a big character boost in a short amount of time. A skeleton contains an
Elder Spear.
4. WALKTHROUGH
4-1. GREYHAVEN
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Greyhaven has it all, even before you clear anything. The problem is that the
portal back to it is destroyed in short order. And it is not easy to find a
new place to level up. So it is best to take care of spells, etc., with the
money you get at the beginning. You can get back there with a default Lloyd's
Beacon spell once you buy it in Hart, but that is one less useful beacon you
can cast later. (Well, you can also use Mr Wizard, but all your gems is a
stiff price to pay.)
The very first thing to do is to trade your Barbarian and Knight's
items(weapons, armor, miscellaneous) to your Paladin and then trade your
Barbarian and Knight for an Archer and Ranger. These guys can use spells, and
the fighting capabilities even out(better armor, fewer weapons.)
Next you'll want to sign up for the guild, which is cheap enough. You can buy
all the spells you need, but make sure your Ranger has Cure Poison and Cure
Disease. They're a bit pricey, but they'll save time over the temple. Give
your archer and sorcerer shrapmetal and energy blast. Jump is also useful for
both of them. It's useful to give your archer the throwaway low-cost spells
so your sorcerer can cast a spell in combat while your archer fights. Buy HP
healing spells too.
Nothing else is worth seeing here, as each shop costs you a whole day. Your
weapons are good enough for now and you'll shortly find even better ones.
Also, don't worry about the dragons behind the gates. They are much too tough
for you now and will be for a while. You can leave through the pyramid portal
directly north of where you started.
4-2. A1(START)
Now there are a few places to explore in A1. You'll need to get 4 melons and
you can go north 2 to pick them and back south. Then time for your first
quest. The one I like to do first is the Princess's Crown. For that, walk
east to the first hut you see. If you want, you can cast group
spells(shrapmetal) at the goblins that appear in the distance. They should go
down easily. Search the hut[_space_] to get your first quest item.
Head north. There's a pool where you can restore hit points. Then keep 1
south of the road and head east some more. There will be thieves. They're a
bit trickier than the goblins. Again, spells are worthwhile. At (13,9) you
will find Vera, who will give you some nice items for solving her crown
quest. No experience, but some nice cash. One square east is a fountain to
raise your luck, and you may as well go in for it.
Next you can destroy the thieves' wagon to the south. It's at (13,5). Don't
buy direction sense as it's cheaper later. You can go back to Cald the
Merchant at (6,9) and receive your reward there. You might want to visit
Hart, although first there are some melons to the north at (5,13) that will
be useful. You'll need 4 melons to give everyone swimming skill. That's for
the 4 people in your party at the start. No, the game was too **** cheap to
give your characters the skills native to their races.
One less mincing aside here: there's a well that gives you an extra level at
(3,7) but you don't want to mess with it yet. In fact, the magic number I
give for experience points is 1024000. You can probably hold out before
achieving it. Here's why: at the start of the game, you only need 128K-256K
to advance a level. But later on you need 1024K. So later on you will get
1024K experience along with your level, while at the game's start it is only
128K. Experience isn't always easy to come by in the later part of the game,
but early on you can destroy some forts and build things up naturally, so
that when you get the automatic boost you get it all.
4-3. HART
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First though you will want to take a trip to Hart. It's a deserted town, and
you need to clear it, but it will take a while. The slimes and such in the
southwest are pretty easy. You will want to get the hammer quests in the very
southern part and search through the piles of rubbish north of them to shoot
down some more slimes. That only gives you 500 experience but opens you up
for Orlow's Tower. Then free the Mayor behind a locked door. He is imprisoned
at (14,9) and reappears at (10,9) once you release him. There's some nice
treasure in the room to the south but watch for the trap at (13,5).
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Orlow's Tower is next. It's not much of a tower, really. There's the illusion
of it being 6 levels, but each one is a whopping 6 squares, so there's little
to worry about. You should be able to shoot down the monsters who run at you,
but you may want to save after each fight as the arachnoids can poison and
the medusa sprites can turn you to stone. You will find a scroll that can
undo this, but it's a dreadful loss of hit points. Remember to search the
piles for goodies as well.
At the top of the stairs you will find some more nice treasure and then once
you descend you can talk to the Mayor. Return and you'll find there's
navigation skill available on level 2. Bec Du Lac also has information on the
six Elden weapons. You're done with Orlow's Tower until you get the Elden
Weapons.
4-4. HART SEWERS LEVEL 1
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So the next thing to do is to get the key to the sewers at (13,14) and also
search the pile at (12,14). Descend to the sewers at (12,13) and start
looking around. To the west, you can bash through some secret doors(west,
west, south, south, south) and get into some tricky fights. You may have to
rest after taking care of these. However, the bonus you will get for clearing
the sewers is worth it. You can detour east then south for some treasure(jump
over the pits and return. Beat up the rats to the south, then go back north
and west.
To the north there's some tainted treasure(1,14) and a lever (2,13) which
turns the block at (1,9) into thin air. That will allow you to explore the
southwest chamber.
And now for the first real opportunity to use the backtrack method to get
ahead in Swords of Xeen. After you open the grate at (1,6), turn to face
north and push the down arrow. You'll run into a cleric who would've cast a
lot of spells at you anyway. Then you can face the west wall and back up to
take out more clerics. Enjoy the treasure. It includes a Sonic Sling which
will give one more missile weapon to rifle enemies down with.
4-5. HART SEWERS LEVEL 2
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The next part is a descent into the lower levels of the sewers, which I
mapped so you don't have to. It's a lot less bothersome once you have the map
in place. The solution: 2N, 4E, jump south, 2E, 2N and unlock the door to get
the Silver Hammer and some nice gold. 2S 1E teleports you back to above the
stairs and with everything cleared you can leave.
There's nothing else there I was able to see. I tried Wizard Eye and even
hex-edit cheating to get to the parts you can't see with Wizard eye.
If you haven't explored all the dead ends in the upper sewers by now, you
really should soon. You should also have two hammers, which when returned
will net you an extra 1000 gold. If you've cleared all the sewers, the mayor
will give you a bonus of 2000 experience.
The next time you leave Hart you will probably not be allowed back in 1)
without a pass(buy 1S1W of Hart) or 2) because enemies are marauding from the
north, or something. For 2) you will want to go to B1 at X=10 and patrol west
and east.
4-6. BLACK TOWER
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For the next part you will be going to the Black Tower. It's along the road
from Greyhaven, and you will turn north at the first bend in the road past
the fountain at A2 to find it. In fact, you shouldn't follow the bend in the
road around the fountain, as you should have the swim skill. Get everybody 50
spell points extra as they may need 'em. You can also take a detour to A3
(2,9) for a quest item and then to A3 (3,5) to solve a quest. This gets you
10000 gold and sets you up for even more fun.
The fights aren't too tricky, except for a final one, and you get some good
treasure and attribute improvement and even your first Elder weapon. You get
2000 experience from Hart for clearing this. But you have to clear it all.
Canvas the edges of each big room. And later on, save after winning every
fight decisively. You'll want to have Protection from Elements(cold) cast
here to neutralize the Orc Shamans, too. Perhaps you can cast this and other
spells at the fountain if you arrive early in the day.
I'm not 100% sure about treasure locations in here but I have always gotten a
Gem of Town Portals.
On the first level you have 5 rooms: NE, NW, SE, SW and the north central
room which harbors the stairs. Enter them all and get rid of all the goblins
and orcs. These enemies aren't too tough because they can fight in melee, but
you have a couple of missile weapons. Try to save your spells for level 2.
There are some barrels here which give a temporary stat boost, but I'd
seriously consider saving that for the final fight with the giant on level 3.
You have some gold in chests and on the tables worth looting, too.
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Level 2 is a slightly trickier proposition. It starts out nicely, with a
permanent personality bonus(+5) at 14,14. You could do worse than give this
to your Paladin; if you're playing with the game's starting figures, he'll
have the low low Personality of 10(boosting his SP 1/level,) and while your
Cleric will get items to improve his/her personality, the Paladin may not.
There are Orc Shamans and I recommend you save the game before entering each
room. Remember not to look around too much when you see your first enemy
cluster. Focus on wasting them and then keep going.
There's a detour here to the SE bit of level 3 in the SE stairs for level 2.
Take it--or waste time coming back later. There are more guards in the SE
room but to the north you have an Orc Shaman. Face down and retreat, then
face left and retreat to the right. Hey-presto, you're up against the shaman
before he got a chance to cast spells at you. You may take a bit of damage
but you should be able to kill him in one round. Back down to level 2.
Level 2 circles left--jump past the trap--and zigzags back up. At the left
edge you may want to face down and go up as there's another orc shaman. Past
that is a barrel with permanent +5 intelligence. Your sorcerer can use that.
North and then face east and backtrack for another shaman. You'll see a cage
and that will release Louis. He's pretty useless since your Sorcerer already
has cartography, but you'll see him in a tent when you get back to Hart,
which is kind of cool. On to level 3.
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Level 3 gets tougher--more shamen, so more backtracking. It's useful to go
one direction and see if you will face a shaman or just fighters--if the
latter, shoot, but if the former, backtrack. Behind each door you'll find
some neat stuff. In the UL is another hammer and a Gamblers Elder Dagger,
which does wonders for your luck and does good damage too. I gave it to my
robber.
Clint the Prestidigitator is at (1,1) and will appear at B1 (2,10)--extra
sorcerer spell points.
Ardemus the Scout at (8,2) also returns to Hart when you release him.
Pathfinding is cheap and allows you go through the big trees. Which makes it
critical for later in the game.
Ian at (8,12) is in fact a huckster. He returns to Hart but is actually just
out for your money!
The final fight with the giant is tricky. At the top row, jump past the
spikes and turn west. The giant is at (14,14) so you can face west and
shuffle sideways/backup to avoid it. When you're ready, stand at (14,11) and
rest. Pick up temporary power-ups from the barrels(only might/speed/accuracy
are really useful. Give them all to your best guy.) Turn north. Give your
robber any items with vicious offensive spells. Cast energy blasts when you
can. If you want to really play games, have your archer cast "jump" when the
giant gets one square away, back up, and cast energy blast. You can get a
little extra damage in this way before the clinch. And it may take a few
times to win without anyone getting killed, but keep at it. It's worth it.
Perhaps you can also use Time Distortion, rest, and hit the giant with more
spells to win too.
4-7. RETURN TO HART AND ERADICATING THREATS
On leaving the Black Tower you'll note Hart is under siege. If you have
trouble getting into Hart, clear the area in B1 Y=10(X=0 to 15) and if that
doesn't work you can cheat in by using the town portal gem. You can even see
the Mayor and get declared Lord of Hart without clearing the marauders! I
found there were 3 waves: orcs, ogres and giants. I think after clearing the
orcs you get the guild open for business. It's at (0,11). Oh, you have to buy
a pass 1S1W of Hart, too. It's 100 gold. I think you can afford it. Also,
donate a Magic Coin at some well, as otherwise the Magic Guild won't ever
open. Messed up causality I know but them's the breaks. (The guild membership
is in the north, 10,14.) By the way, just hit sabertooths with magic as
they're very tough to hit otherwise.
First, go up to level 2 of Orlow's Tower. Bec du Lac gives you a nice gift
for finding your first Elder weapon: 5000 exp+1000 gold. If you've gotten the
wand at B1 (7,2) you should also be able to give all shopkeepers their items
back. The shops aren't worth visiting, but you get 500 gold for each quest.
Now that you've rescued the prisoners, they'll be available to give you help
with certain skills. Prestidigitation in B1 will be nice(+1 spell point per
level for Archer and Sorcerer) as will Pathfinder, which is nice and cheap
too.
So once you're inside, get the spells you need: Lloyd's Beacon for
archer/sorcerer, bless/holy bonus/heroism and Turn Undead for your cleric,
Lightning Bolt and/or Fireball(whatever you can budget) for sorcerer/archer,
Power Shield for your sorcerer and whatever other offensive spells you can
find. Use your judgement on what you wish to spend--the stuff that doesn't
sound like good instant offense isn't worth it. You can even get away without
using Wizard Eye if you have maps handy. Or you can use the time-honored
trick of saving a game, casting a spell, looking around and reloading.
One thing you might want to do to circumvent the blocked entry without using
valuable Town Portals is to set a Lloyd's Beacon here. But a small detail: do
so with a sorcerer who doesn't have "Greyhaven 7 0" set as a default. (It's
either 7 0 or 5 5, but 5 5 is a wall that freezes you unless you have Time
Distortion or Teleport, which are too valuable to waste.) That way one of
them can get you back into Greyhaven with Lloyd's Beacon. If you find a Box
of Lloyd's Beacons, this is even more valuable.
4-8. A2 FORTS
Now on to the forts in A2. They are much easier if you have cast Holy Bonus,
Bless, Heroism and Power Shield. Protection from Cold is good against Orc
Shamen, and Protection from Fire works well against Ogre Shamen. These spells
may wear off at 5 AM, so try to cast them once you get to the newest place,
and keep tabs on the time after destroying each location. With these spells,
you can probably walk over this without having to rest. You may wish to cross
the shallow lake to get to the fountain here.
4-8-1. ORC FORT
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The Orc Fort is the easiest to get to at (5,4) and there is really not much
to do besides beware of the ogre shaman on the NE door. Search all the huts.
You'll get some magic coins and an Accurate Helm too and a Charm Pendant.
It's worth it.
Burning the fort is satisfying and will get you an extra item at (13,9).
4-8-2. DARK WOLF DEN
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The next place to visit is the Dark Wolf Den at (8,6). It also doesn't cover
much of the allotted 16x16 maze. Off to the left you get a 10000 experience
bonus for destroying an outpost and you get some good items to the right.
Swift Helm at (5,8) and Dense Short Bow at (6,10).
4-8-3. OGRE CAMP
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The Ogre Camp is the next place, and it will give you serious experience if
you can take it down. With the right spells that's not too bad. While there
isn't much visible treasure, the back rooms have a lot more goodies. You
should be able to shoot ogres from a distance. Also, knowing that they are in
a corner you can line up a knight's move away from them and back up and thus
get 3 shots at them before they close. Of course, you could back in, too, but
having an extra shot makes it that much more sure you won't have to rest
until facing the big final fight, in the first room to the right. Clearing
out everything else first gets you some nice items such as a Scorching
Mace(1,6) and an Ogre Belt (1,8). Steel boots at (12,13) and silver chain
mail at (11,14) also work.
You'll want to leave the first door to the right 'til last as there's some
good treasure around. You can also stand a few squares from a door and wait
for ogres to appear, so you get a shot in before they attack.
For the final room, back in as there are Ogre Shamen. Then have the sorcerer
and archer cast scrapmetal. Shuffle along the back wall to take out everyone
and then start searching for treasure. There'll be a bunch. There also seem
be a few groups of 4+ monsters on one square, so you only see 3 at first.
The rod of teleportation at (14,7) is super handy. As is the Wand of Time
Distortion (14,11) to get out of scrapes. The Sacred Cow that goes along with
it is not pivotal for any quest, really. The fiery dagger (12,11) is good
enough for your sorcerer for now.
You can continue to wander east or go back west at this point and clear out a
few mines. The further east you go, the tougher monsters get, but they give
some nice experience. The major worry may be running out of food at this
point, especially since you don't have Create Food yet. So you have a choice
between going back to the mines and continuing east.
4-9. FREEFORM CLEANUP
I'd say buying spells at Hart would be the next thing to do if you haven't.
They may not be available, however; the game probably has ways to decide when
you can do this, but I can't figure them out, and they seem arbitrary.
Basically, clean out a ton of stuff and talk to the mayor.
Next go get the Bodybuilding skill at A1 (9,14) and the golden wand at B1
(7,2) and then go north to take out the Barbarians at B1 (12,6). Be sure to
be healed and have the protective spells you need. There's 20000 for
destroying the camp and lots of gold and items. You should be rolling along
nicely at this point. You can now take the time to potter through the Troll
and Ruby mines at B1 (0/5/13) and clear them out. If you've still got the
energy, clear out the Sabertooth Den at C2 (11,7) as well.
4-10. TROLL MINES
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The troll mines aren't too tough except for the Hobstadt at the end. You will
face troll grunts you can shoot down to weaken them severely. Then you can
just pick them off. If you don't have the protection spells you'll have to
waste a lot of others on the Hobstadt. Behind him there is a den you can
destroy for 20000 experience. There's some general treasure too.
4-11. RUBY MINES
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Here the main object is to get a Ruby. There are a few fights but the Ruby is
in the Y=11 passage. Use Levitate(it saves over Jump a bit) and get out.
4-12. SABERTOOTH DEN
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This is very easy if you have the right spells but hard otherwise. You may
want to skip this til later. Sabertooths are hard to hit unless you have Day
of Protection. Then they're pretty easy. You can shoot them down from a
distance. They have multiple attacks.
The map is pretty much one way traffic. Your passage will open up onto a big
room. There's a secret door to the west in the SW. Bash through it. Then
there's a spiral that leads to the sabertooth outpost, which you'll want to
destroy. You can leave now(time distortion,) but there's a bit more treasure
if you back north all the way and there's a secret door east. Be on the
lookout for arachnoids.
This is a very worthwhile dungeon due to the experience and treasure you get
for it.
Magic Coin, Amber Chain Mail, Jewel of Blessing (3,12)
Incandescent Halbert at (13,14)
Accurate Crossbow at (11,8)
Radiating wakazashi and Silver Mace at (10,10)
Scorching Cloak (3,3)
The den itself is at (4,3) and you get 50000 experience for doing so.
Magic Coin (4,4)
4-13. IMPERY
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You've done a good job and now it's a toss-up between using the Gem of Town
Portals to sneak to Imprey or continuing to push east. Once you've mostly
cleared Impery, you should have enough experience for significant
improvement. So it is a good place to go next. Set the sundials to 9 and
5("workday.") That allows you to descend to the dungeon.
The aboveground morphs aren't too bad to tackle, but the Level V are
extremely vicious combos of giants and thieves. No shops are open at first,
but in the basement you should be able to break open casks of +5 endurance
and +5 might. You should get everyone's endurance in the 20's, to the point
that raising +5 endurance only gets 1 hit point per level. In addition you
can probably fake out the remaining level 5 morphs.
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In the southeast there's just the one.
In the northeast it is in the center of the square, so just pick off
everything else.
In the southwest there are two of them, but only one is guarding the barrels
on the left. So you can maneuver around it and then exit. It will be waiting
for you when you go back down, but you'll be strong enough then.
In the northwest you may as well buy entry to the guild for when it appears.
You probably want to back into the main area and face away from the center
square as well. Get the bonuses and get out.
You should be confident you can clear out any monsters north of Hart now, so
just cast a Lloyd's Beacon in Impery before you leave. Leave another in
Greyhaven.
4-14. A7, A6 AND B7
You will probably have an easier time smashing up the cyclops in A7(steel
helm, 50k XP and steel belt at 6,1) than the level 5 morphs, which look less
dangerous but aren't, and it gets you some good experience. The Electropede
nest at (4,2) is nice too for another 50K although you'll want protection
from electricity. Then there are barbarians to the north in B7. At A7 (0,7)
by a campfire there is a pass to Impery you don't really need. You should
wait 'til later(until you've cleared Impery) to visit the mayor. Don't try to
do too much at once, too. Lloyd's Beacon will always let you return & shuttle
between west and east. See 4-18 about the Yang Knights, whom you can probably
also maul for a good chunk of experience and treasure.
If you're really good at things you can smack the Yang Knights up.
4-15. TRIANGULATING TO KILL THE MORPH VS
If you are feeling daring at the start of a day you can go to the A6 well
that gives +10 experience. In fact, if you're able to pull this off, you may
get the nice bonus of your cleric being at 1536000. Which is a magic number
for him to get the full experience bonus as listed below.
The main problem with the A6 well is that if your cleric may not be able to
cast all three protect spells right off the bat. You probably won't need
them, but there's a way to get around this.
1. Have everyone drink from the well
2. Lloyd's Beacon to Greyhaven
3. Have everyone drink from (10,3) using the no-time fountain trick
(Cast spells in the meantime and make sure you're boosted for later healing)
4. Have everyone drink from (7,9) using the no-time fountain trick
(These take a while but it's worth it)
5. Lloyd's Beacon to Impery
6. Beat the tar out of the Morph Vs. You're much harder to kill with nearly
double your old hit points and more attacks per round. You can probably get
away with energy blasting a few of them too.
4-16. ADVANCEMENT
Once you've gotten 1000000 experience, go back to Greyhaven to improve. You
should now go to the well at A1 (3,7) and donate your gems for a nice bonus
there. Then B1 (1,11) contains a portal to the Pyramid of Power, where you
can gain a level for answering a riddle correctly. The answer is "Rope."
You'll want to exit immediately unless you have some good protective spells.
The next Pyramid, the Pyramid of War, is at B2 (14,6) and you can just walk
or teleport there, too. There's a tough fight with a Master Wizard just as
you go in, so be rested and have protection from Fire(I think--save before
entering just in case) cast as well as the usual arsenal of offensive spells.
You'll want to dispatch him quickly and the riddle isn't too hard either. You
have several possibilities which you could probably run through a simple
computer program but the answer is "peace." You also get several piles of
very nice treasure which will help keep you happy for a while.
Now you are at a stage in the game where the teleport spell would make things
easy...to get to the strength you need, in order to learn the teleport spell.
Hmmph. It's in Impery. You can probably sneak a few wins against the Morph
Type V's if you are very careful, but it will require loading/saving unless
you use the level-10 fountain trick described above. The procedure is as
follows:
1. cast the bless spells
2. save the game just before fighting a Morph V
3. hit it with everything you've got
4. Heal your conscious players fully for the next fight or, if that's not
viable, just rest
Fortunately there are only 4 or so. You also need to visit the mayor at A7
(0,7) and when you return the guild will be open. Once it is, you should have
the cash to buy most of the spells you want, which include the following
list.
Cleric: Create Food, Moon Ray, cold ray, day of protection, cure
poison/disease, turn undead
Paladin: cure poison/disease, create food
Sorcerer: Day of sorcery, teleport, big offensive spells
Archer: teleport
Druid: healing, cold ray
The rule of thumb is to give everyone the infrastructure spells they need
first(day/sorcery, teleport) and then give sorcerers offensive spells. Only
then will you want to give offensive spells to the archer/paladin. The druid
probably won't have terribly useful spells. Also, "walk on water" is not
really useful. The "suppress" spells aren't either.
With teleport spells you can zoom around a lot more, especially since they
don't cost gems. In particular you can teleport into and past the B/C
mountains, or even teleport into the south mountains in A3. You're strong
enough to deal with all these monsters now. Start cherry-picking experience
points at will. Have your paladin cast "create food" after waking up each
day, and if you have spell points left over, have your cleric cast "create
food."
So this all gets a bit free-form, but I'll try to cover what's where.
4-17. WEST FROM A7/EAST FROM A1
Now that you have the time-saving Time Portal and Teleport spells I'm not
going to be giving many directions. I think the best place to make a Lloyd's
Beacon is at the spells fountain. You should save the one you have from
Greyhaven and just town-portal back to Hart to get the healing fountains
after leveling up. Then you may be going east from A1, but the world is a lot
smaller.
With your new and improved party you can attack areas you couldn't before.
Let's clear the way to the Old Temple first, where we'll eventually find a
new Elder weapon.
4-18. A6 AND ASCIHEP'S PYRAMID
There's a lot to do and I think the best place to start is in A6. If you have
your protections and especially +10 levels then you can really pummel the
Yang Knights in A6. They give lots of treasure and their outpost is at (4,5)
and a reward of 100000 EXP is at (2,13). You need to burn the wagon and kill
them all to get the reward. The outpost also contains a key to Ascihep's
Pyramid.
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This is a pretty easy pyramid to start with, and you don't really need to go
through with it. Pyramids are dinky in Swords of Xeen, being only one 16x16
level. You have a spiral to start, then a door to the west. Have everyone
drink from the red fountains.
R
B R
Then continue inwards on the spiral and again have everyone drink only from
the red(central) fountain when there's a door to the east. That should spring
a secret wall to the north. You may wish to back up or cast resistance to
electricity, but you probably don't need to. The Staff of the Mountain is at
06,12. There's some other good treasure like the Gem of Energy Blasts at
03,12.
To get out quickly, cast Time Distortion. Or Lloyd's Beacon. Or Town Portal.
4-19. THE ELDER MACE QUEST
This is a nice little quest that takes a bit of time but is definitely worth
it. You need to get into Rettig's Pyramid, which gets you a key to the Old
Temple. While the monsters are easier here, if you complete 4-24 you may be
able to get through without drinking from fountains for bonuses. Someone
needs a might of 45 and I found a Warrior Long Sword and a Giant Short Bow
and Ogre Belt did the trick for my paladin.
4-19-1. PREPARATION AND STUFF ALONG THE WAY
The key to Rettig's Pyramid is found at A3 13,11. You'll need to fight an
ogre shaman in a hut(search after winning,) and there is nice treasure
around, too. This is pretty much east of Hart and if you're bored of walking
around, just teleport that way. Heck, you're going to get bored of me telling
you to teleport near the end of this walkthrough, I bet.
On the way you may want to buy Direction Sense from A3 5,15 because it's
cheap and spell points from Tina at A3 4,13.
You may also wish to wipe out the two lairs in B4, either before or after
visiting: (7,14) gets you the Canegtut Key after a tough fight with gargoyles
and the gargoyle kind. You get 50k bonus. (9,3) has a fight with Medusa
sprintes and a 30k lair.
4-19-2. RETTIG'S PYRAMID
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Rettig's Pyramid is a tedious little spiral with a few obvious traps. You
should have Wizard's Eye and Levitate from Day of Sorcery, though, so these
should not be a real problem. One of the chests is booby trapped, so save and
reload as you need. The undead shouldn't give you much of a problem with the
proper protection spells. You don't even need Turn Undead.
</pre><pre id="faqspan-2">
You need a strength of 45 to open the coffin in the center. If you don't have
it, cast a Lloyd's Beacon there, Town Portal to Imprey, and then teleport
south to Y=1. A fountain of might is at A8 (11,1) in the Garden of Wonders
and you'll need to teleport to it. But have everyone drink--don't visit the
other fountains yet as there is a nasty Power Lich guarding things. Cast
Lloyd's Beacon to get back. You'll want to be blessed to fight the Royal
Mummy, but if you are it's an easy fight. This gets you the key to the Old
Temple at B6 9,14.
Notable treasures include (12,8) with Defender Helm and Brigand's Gauntlets.
Back up at (5,5) to avoid damage from the Cleric of Mok. You'll have to take
damage at (10,9) and the fight at 7,9 of a gargoyle, mummy and cleric of mok
may be tough too. But the royal mummy should go down easily enough and you
get two scarabs that help MaxHP and SP too. Time Distort out. Your next
destination is B6 9,14. Go east then north to get there.
4-19-3. OLD TEMPLE
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You've fought this sort of enemy before, Orc Guards and such. The more tricky
part is seeing what to do with the tiles. Note that each statue has a writing
on the plaque below that is missing an H to start out. Also note that there
are some tiles colored differently. If you step on one, it toggles color. Now
you want to make a capital H from what's below:
****
* *
****
* *
****
So step on the !'s and back up:
*!!*
* *
****
* *
*!!*
The stairs are through the west of the two doors that opened. You may wish to
back up through doors at the top to neutralize Orc Shamen. There's some fixed
treasure hear but the random stuff from the fights is probably better.
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X........!.....X
X.XXXXXXXXXXXX.X
X.X....X...X...X
X.X....X...X...X
X.X....X...X...X
X. ....X...XXX^X
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XXv............X
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Level 2 is about as easy. The northeast door in the hallway leads to a
fireplace. That opens up a secret wall in the northeast room. The southern
hide treasures and shamans--ogre gauntlets at (1,1) being the nicest, but you
can skip all this if you want to breeze through. A long winding path to the
east leads to the stairs to level 3. You may wish to back up here again, as
there are troll, orc and ogre magic users at the very end.
XXXXXXXXXXXXXXXX
XXX.XX.XX.XX.XXX
XX...-..-..-..XX
X..XXXX.XXXXX..X
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Level 3 requires a bunch of jump spells if you want to play it honest, or you
can just teleport 2W for the big fights. You may want to collect all the
treasures you can here--ultimately going in a circle and such--because they
can raise your attributes nicely. The inner sanctum's entry is on the west,
so visit there halfway through your trip. The Elder Mace is in the southeast
corner and you'll probably get hit with some electricity spells on the way.
Back up, again, to get around this. Your cleric can take the Leadership Elder
Mace at (11,4), which is great for Personality too. (+17) A Charisma
Scarab(+12 personality) is at (11,11).
Treasures as follows:
Marksman Medal (7,5) +10 accuracy
Rapid Charm (8,10) +8 speed
Castors Cameo +8 spell points
Town Portal to Hart and get a nice bonus from Bec du Lac in Orlow's Tower for
your second Elder weapon.
4-20. MOUNTAINEERING QUEST
Town portal to Impery. The Hard Rock is at (12,13) so you can teleport there
or walk all the way around the mountain.
The path through the spine is still a bit tough to wander about in so you may
want to town portal to Sand Town. Sophie the Druidess at D8 (11,2) will
exchange a Soft Rock for your Hard Rock. Basically it's 6S of Sand Town then
a couple teleports east.
A couple teleports west(9 and 6) and south(9) and then a walk south should
get you to C7 (12,8) where Crystal the Druidess rewards you with the
Mountaineering skill.
While mountaineering isn't critical for most of the game, and teleporting is
more efficient, the central sectors don't allow for teleportation, so this is
probably necessary to avoid taking too much time walking around. Or at least
to say "I could've walked there"
You can go back to Greyhaven now and heal up your broken weapons and sell off
the excess--your inventories may be getting full, and there's a nasty bug
where if your party can't take another weapon/armor/accessory, player#1 gets
it in his 9-slot.
4-21. SPINE OF THE WORLD
4-21-1. THE OTHER SIDE OF THE MOUNTAIN
Places to go include the Sapphire Mine, the Emerald Mine, the Sabertooth
Den(if you haven't been) and the range with Tuman Warriors, who are a poor
man's Yang Fighters. Loads of $$$$. Be sure to search their tents after you
trash them. You don't need the +10 level bonus but since it's just north of
A1 you might as well stop by A6 for it before town-portalling back. By now
you should have a Lloyd's Beacon pointing at this well.
Also the High Sign quest is not on the other side of the mountain, but at B2
(8,14) it is certainly not on your side. Teleport there for 25k. Now there
are two other locations that are wedged in the mountains.
B3 (4,14) has a troll camp with troll shamen to fight for 25k experience.
It's also lodged in the mountains, but in a slightly bigger area.
B3 (11,14) has a poisonous scimitar but it probably isn't worth it. However,
if you teleport to the north you can clear out part of the Pyramid of War at
D3 (12,4). Don't go to the SW, which has the very nasty Earth Blaster, but
you can solve all the riddles. The Pyramid of War at C3 (6,5) is not
recommended yet. A minotaur guards it.
4-21-2. MINE DETAIL
4-21-2-1. SAPPHIRE MINE
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Here you can just cast town portal to Hart and teleport north. The
Saphire(sic) mine is inside a mountain range, at (11,3), so you sort of have
to know where it is. It's got a lot of gargoyles and your best bet is to
shoot them down from a distance. Burning the Gargoyle Nest at (6,9) will give
your first player 100K experience. A lava fiend at (15,15) guards the
sapphire to the south. That will open up another town portal, for Sand Town.
4-21-2-2. EMERALD MINE
XXXXXXXXXXXXXXXX
X>X....X.$X$XX$X
X.X.XX.X..X.XX.X
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You may not be able to complete this right away, so you may wish to skip this
for the moment. If you're in the C1 range then you may want to clear out the
Tuman Knights instead. Plus Tomb Terrors curse you and so you have to be very
careful and very powered-up. The thing to remember is to go around the SE
corner and straight north. Don't turn west or you'll face a diamond golem.
The golem is at (12,4) if you wish to walk around it and pick up gems. Use
time distortion to get out quickly.
4-21-2-3. DIAMOND MINE
XXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXX
XX.......XX$...X
XX...XXX.XXXXX.X
XX.x.XXX.XXXXX.X
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There aren't many things to do here but you can clear out the witches. You
will have to save the diamond for later. You need the diamond pick for that.
But the witches and sabertooths should be pretty easy targets. Some nice
treasure in here.
4-21-3. FALLING THROUGH TO GREYHAVEN
Now that you have mountaineering and teleports you don't need to save a
Lloyd's Beacon for Greyhaven! You just need to fall through clouds without
using the Levitate spell. That's not too healthy, so don't do it if you're
low on hit points, but it is a way to circumvent the Greyhaven portal getting
destroyed early on.
4-22. SAND TOWN
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Now you can probably start on Sand Town. The best way to get there is with
Town Portal. Again the +10 level juiceup is probably necessary. There are
some tough fights. The Skeletal Knights aren't too bad. With Day of
Protection(cast AFTER the juiceup) you should be able to dust them off, but
the really nasty enemies lurk in corners.
4-23. MORE FUN SIDE QUESTS
You can do these at any time. They're not critical but they give experience.
But where things are at you're probably better off just taking care of the
major quests.
Sweep along the bottom of the world map to hit A3 (13,2) A4 (14,3) A5 (14,4)
and, if you haven't, A7 (6,1) (cyclops.) You may also wish to enter the
Garden of Wonders, another nice place to power up before starting in
somewhere. It's probably best to teleport here, though, so you don't need to
complete the quest that opens the walkway.
4-23-1. GARDEN OF WONDERS QUEST
This allows for a walkway to the garden although you'll probably save more
time just by teleporting. But it's complex enough to have to pin down.
A7 (4,10) (get double cross) -> (east and north)
B7 (13,13) (trade it for ivy plant) -> (south and east)
B8 (11,7) (trade it for rock candy) -> (south)
A8 (12,12) (10/11,12 walkway opened to Garden of Wonders)
4-23-2. CANEGTUT'S PYRAMID
XXXXXXXXXXXXXXXX
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X.XXXXXXXXXXXX.X
X.XXXXXXXXXXXX.X
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X.......X......X
X.......X......X
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This pyramid is at B5 (8,14).
There's nothing game-critical here, but you get some very nice improvements,
especially for spell points, and awesome armor for your cleric, as long as
you have someone with 50 might at the time. There are a few spellcasters, but
if you have your protection spells up that shouldn't matter.
If you have the +10 level power-up you can probably win the Gargoyle King
fight at B4 8,14 and go to Canegtut's Pyramid at B5 8,14. If you're really
advanced you can probably gun down the wizards that attack you before they
can do anything.
Go up. Then to the left and right, pull the levers at the end of the hall. In
each niche there's a secret door to bust through. Do so to the south and
dispatch the wizards. Some fountains give one player two +10 bonuses each:
speed at (1,1) and might at (14,1).
At (8,14) there is a chest that requires 50 might to open. Do so and get a
Sky Hook, Steel Splint Mail and Rod of Antidotes. You may have to clear out
the whole top segment to be able to drink from the fountains at (1,14) (+10
personality for 1 player, 2 times) and (14,14) (+10 intellect for 1 player, 2
times.) It's probably still best to give some of these to your cleric and
sorcerer, but they may be at the point where a +10 bonus does nothing. So
save before drinking and see who gets pumped up how much.
After completing Canegtut's you can return the Sky Hook to B5 (6,2) which
gets you 40000 experience. Just teleport west before south or you'll get a
"teleport failed."
4-23-3. TRAPPIST MONASTERY
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C2 (9,3)--this is very worthwhile due to some permanent attribute boosts
you'll find. There aren't many trappist monks. The place has been overtaken
by hell hornets. The Trappist Monastery has some nasty places where you may
fall into a trap. Dumb pun I know but even levitation won't save you. The
traps cost 60 HP but you can always jump over them after saving and
restarting. There's one as you go north to start and two as you go west.
Along the way there are doors to the south. Explore them, clear the areas and
flip each lever once.
Use jump spells to get around the holes in the NW. Those work as follows:
! !
! x
x
x
At (9,7) a fountain raises everyone's magic resistance by 20, which is a very
good deal. But even better is the deal after you clear out the enemies
further along the corridor. I don't know the minimum requirements to activate
the Altar of Contemplation, but I had everyone band the gong and then destroy
the hornets' nest. Then the altar at (6,14) gives +10 personality each time
you pray and it doesn't wear out. Improve your ranger, paladin and cleric to
255 personality. The neat thing about this is that your ranger can now cast a
bunch of sorcerer spells. It's the only place in the game where you can
refill unfairly on permanent stats, so take advantage of it. You can even use
the game time saving trick too.
(6,14) is the Altar of Contemplation(continual +10 personality)
(7,13) holds the hell hornets' nest.
(9,1) scrolls of power curing, time distortion and stone to flesh
(5,1) thought pendant
(3,1) silver mace
(12,14) potion of holy bonuses, 2 scrolls of stone to flesh
(14,14) potion of antidotes and daily protection, scroll of holy words
Traps are at: 11,5 14,3 6,5 6,7 3,7 3,9 1,8 2,12 3,13 4,11 11,8 13,7 14,9
11,14 9,14
4-23-4. LILITH'S CAVERNS
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A few arachnoids introduce you to the caverns and then you'll notice the
fellow at (6,1) telling you the point of this little exercise. There are lots
of barbarians on level 1. You should be able to shoot the bad guys down. Some
skeletal knights are in the south, too. Iguanasauruses in the east have a lot
of hit points. Beholder eyes are in the NE. If you're having trouble with
them, the stairs up are in the NW. Breeder slimes guard a secret door south
at (11,12), and electrapedes guard something just NW of the center.
NyeanKillers(whom you beat up in A1) guard the stairs. However, there's some
good treasure too.
(7,1) has a potion of curing.
(10,5) has a riddle. The answer is BUTTERFLY and the reward is a frost broad
sword undead eater.
(6,9) has a riddle. The answer is GOLD and the reward is a marksman short bow
and potion of nature's cure.
(10,10) has a potion of heroism.
Spirit gems can be found at: (6,5) (2,6) (8,7) (13,7) (14,11) (10,9) (7,13)
(4,12) (1,11) (1,13)
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A Lava Roach and some Beholders' Eyes guard level 2. Hell Hornets are in a
fork at (3,14) and might be too tough. Gargoyles guard the SE treasure room.
I recommend going to the NE for a Holy Helm(great for your Cleric).
(1,1) has a riddle. The answer is FISH and you get a Giant Hammer and Potion
of Power Curing.
(13,3) has a riddle. The answer is SWORD and you get Thunder Gauntlets.
(5,14) has a riddle. The answer is TEARS and you get a spirit gem and wand of
shrapmetal.
(14,14) has a Holy Helm which gives +30 personality.
Spirit gems can be found at (2,8) (4,10) (7,12) (10,7) (8,6) (14,10) (14,7)
(4,4) (10,2)
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Level 3 is a bit trickier. Master thieves are behind a door at (10,3). Two
lava roaches at (4,2) present a big challenge. Mantis ants and sand golems in
the SW are disposable. A potion of moon rays at (3,7) is wort the trek. Back
up and fire ahead to pick off the Slayer Knights in the NE. Giants and Slayer
Knights guard riddle treasure just west of there. More Slayer Knights(3) at
(7,14) make for a tough fight.
The northwest holds the pool you need to help bring Sand Town back to its
feet. Lilith at (1,12) will attack and you'll probably need to be healed--I
recommend backing up from 1,11, turning around and firing. You should get one
random ridiculously good item here and I won't blame you if you reload a bit
to get a good specific one.
There's one more Slayer Knight to take care of before putting the gems in the
pool(space and "Yes") and pulling the lever. You'll get the "Slayers of the
Evil Lilith" award. People still won't be in Sand Town, but you can change
that.
(10,14) has a riddle. Its answer is HOPE and the reward is a stealth cloak,
rod of fiery flails and scroll of raising the dead.
Spirit gems are at (10,6) (8,1) (5,7) (2,3) (1,6) (13,9) (13,14) (5,14) (3,9)
but (1,9) is a trap.
4-23-5. PYRAMIDS OF POWER AND WAR
Map of Pyramid of War(knock around and win fights, should be easy now:)
XXXXXXXXXXXXXXXX
X...XX$........X
X...X+.....XX..X
X...XX>....XX.XX
X......$.$.XX..X
X...XXXXXXXXX.XX
X...X.......X..X
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X.....XX.XX....X
X.....XX.XX....X
X.$...XX^XX$...X
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Map of Pyramid of Power: (you can probably beat the Earth Blaster in the DL
now)
XXXXXXXXXXXXXXXX
X+XXX.XX^XX....X
X.$XX....XX....X
X...X....XX....X
X>$XX....XX....X
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X..XX....XX....X
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XX.XXXX? ......X
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4-24. THE DESERT, THE SHRINES AND THE SPEAR
This is a surprisingly easy task once you know where the items are. The main
thing to remember is that there is a barrier at F8, y=6, of teleporters that
kick you northwest to X=6. All you have to do is jump over them, and the rest
is not too nasty. Still, you'll have an encounter with a fire dragon, so
you'll need protection from the elements--though, surprisingly, not the +10
temporary level boost if you are at level 15.
You can also just cast teleports of 9 each until you get to F8. You may run
into a King Cobra but from there the square you want is (13,9). If you want
to play it fair you can sneak up X=11 in D8 and just back up facing west
twice and continue north to get monsters to chase you from behind.
But once you've defeated the dragon, there are shrines to boost you. Be sure
to search the shrine where the dragon was. +2 permanent levels. Then 2 north
is a shrine for +5 levels temporarily. 2 north again is a healing shrine(+200
spell points.) 2 west is a permanent attributes shrine(5 strength, 10 speed
and 5 accuracy.) 2 west is a spell point healer. While you can't combine
level bonuses, it's not a bad idea to link up the A6 pool with this.
Sometimes the difference of just a few levels or total healing is huge, and
this makes for two-stop shopping.
4-25. CASTLE OF THE UNDEAD(ELDER BOW)
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The Castle of the Undead is at E3 (3,8), at the end of the big long road that
starts in Greyhaven.
Because of how teleport-restrictive zones and the road are set up you may
want to teleport(from Sand Town) 9N first, then teleport west a bunch before
teleporting 1S of the Castle of the Undead, if you are in a hurry to save
time. Walking there will probably cause your protective spells to wear off.
You can also teleport from Hart, or the +50 SP fountain west, with the same
time saving. You can go all the way north then east.
This dungeon is chock full of experience and items, and you even get an Elden
item for good measure. Some monsters may be close to impossible, but one is
worth coming back for later, because everyone gets 1/2 million experience for
it. In the meantime you can probably just jump around it. Since so many
monsters cast range spells, backing up is very important. Also you'll lose a
lot of hit points, so be sure you stop in at the A1 fountain before going on.
You'll have to teleport north a whole bunch and then east(it's at E3 3,8) but
it's very worth it.
But first, level 1. Dispose of the Bat Queens and it's worth looking on the
left side(no really tough monsters) from bottom to top and then going to the
NE. Back up facing west along the top corridor. A demon guards the NE room,
and he is tough, but he's good experience. Back up facing west to (13,9) and
then sidestep right to fight a devil. Definitely get the Potion of the
GODS!(guarded by a Power Lich) before going to the next level. You may want
to use it before the dungeon is done with, although it's also good to save it
for one of the later and very nasty fights.
Level 1 treasure:
Gamblers Long Sword (14,14)
Exacto Crossbow and Dragon Gauntlets (5,2)
Whistle of Sparking+Fiery Staff (1,11)
Potion of the GODS! (9,1)
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X..X..X.X.X$X.XX
X.....X.X..XX.XX
X..X.XX.X..X$..X
XXXX.X..X.$X...X
X....X..XXXX...X
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X.X.X.X.....XX.X
X.......XX...XvX
XXXXXXXXXXXXXXXX
On level 2 the only treasure not worth getting is at (7,5). It's a Troll
Hammer after a potentially lethal fight.
A phase mummy and pals will greet you on level 2, and that can be lethal. You
may have to save and restore until it misses you, then kill it. A power lich
is behind the next door. Keep backing up. Back up facing south and then
shuffle right to knock out another devil. Head south and west and north. To
the east are minor monsters and treasure. To the west you have a power lich.
Face north and tiptoe back to fight a devil at (4,6) to get some neat stuff.
The lower part holds some vampires(good experience) and the stairs are in the
UL.
Level 2 treasure:
(12,11) gold splint mail and wand of holy bonuses
(11,13) Pirate Cape, potions of resurrection and power curing
(10,10) Speed nunchakas
(4,5) Wisdom Belt and Potion of Nature's Cures
XXXXXXXXXXXXXXXX
Xv....X....X...X
XXXXX.X.XX.X.X.X
XXX$..X.X..X.X.X
XXX...X.XXXX.X.X
XXX..........X.X
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X.....X.X.XX.$.X
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To get the True Elder Long Bow and get out, 4E 2S 2W and use your favorite
spell. But there are lots of monsters to fight and some very nice treasure at
the end. There are some tomb terrors directly south and a demon at (8,10) and
in the spiral at (10,12). Vampire at (14,14) then Power Lich (14,9) and
Vampire (14,8). Devil at (4,1) and then (1,1) guarding some useless scrolls.
At (5,4) you'll want to back up facing north and sidestep because of the
(6,1) power lich.
In the SE room work your way around the dragon mummy to get to the chest. The
photon long sword and wind dagger are quite good. You probably can't beat the
dragon mummy now, so just Town Portal back to Hart and get your experience.
Level 3 treasure:
(13,6) arcane cape and orb of fireballs
(1,1) potions of resurrection, revitalization. Scroll turn undead.
4-26. DRAGON PYRAMID
XXXXXXXXXXXXXXXX
X-....+...+...+X
X..........XX..X
X..........X+..X
X..........XX.+X
X..............X
X..............X
X.....+...+...+X
X.XXXXXXXXXXXXXX
X.XXXXXX.XX....X
X.....XX.XX.XX.X
X........XX.XX.X
X.....XX.XX.XX.X
X.....XX.XX.XX.X
X.....XX....XX>X
XXXXXXXXXXXXXXXX
You may be able to complete this one without going back to Hart, but just in
case, you may want to heal up there anyway. It's just 19 squares east of the
Castle of the Undead, along the same road. It contains a few puzzles, some
power-ups, and some challenging fights. In fact you can fight repeatedly in
one place to gain all the lucre you want, and you may want to do this while
waiting for the whole Staff of the Mountain shemozzle.
(5,4) has a fire dragon. (3,2) has a master wizard. (6,11) has a dragon lord.
There are also barrels around that can increase your stats. You can have one
character drink from each twice, for a +5 bonus each time.
(6,14) speed (10,14) personality (14,14) luck (14,10) endurance (14,6)
intelligence (10,6) accuract (6,6) might
A sphinx is at 12,12. It gives five riddles. If you're wrong, you fight a
fire dragon. If you have someone with 50+ speed and a vicious weapon, "pain
or gain"--well, there's no pain, really, except for the dragon. At 13333
points per win, that means every 77 times you fight, you get a level. Pasta
fricking fazoo, seems like. But it beats wandering around aimlessly, and if
you're close to another level, why not go for it. With 1440 minutes in a day
you can get 9 levels in a game-day, as you use a minute to answer and another
to fight. (OK, you can use the (Q)uick-(Esc)ape trick to cut this down to 1
minute but it will get tedious.)
Sadly there's no gold for this. Also, you need to be aware of when the next
day comes, as with your protection spells off it's harder to kill the dragon.
Just make sure you have a bunch of folks with speed>30, though, and you
should be OK. I recommend solving the first four puzzles then playing dumb.
1. Silence jewel/dancing swords
2. Hole coin/enchant item
3. Water horn/resurrection
4. Man rod/lightning
5. Riddle orb/beacons
4-27. THE WIZARDS IN THE CENTER(ELDER STAFF)
The wizards in the four towers at the center are not too hard to beat. The
wizard guards that accompany them are a good deal tougher, however. Bascially
in C4, C5, D4 and D5 you need to locate the tower in the center, keep bugging
the occupants(space) until the wizard attacks, and wipe him out. You get a
password and some very nice treasure as below.
C5, Tranax, Water Wizard, (6,9)
Gold short sword, rod of storms, box of feasting.
Other huts also contain a Wizard SGT and a Wizard Guard. They get you lots of
experience and goodies.
4-28. THE DRAGON AREAS
Dragons always have lots of gold. Swords of Xeen is no exception. The dragon
areas in F5 and F6 are probably the toughest in the game, even with power-
ups. But you can clear a level or two by working through them methodically.
At this point you may wish to set a Lloyd's Beacon around here, as you have
other ways to get back to Greyhaven. You may however want to set the Lloyd's
Beacon at the puzzle in the Dragon Pyramid--the one you want to miss
continually.
4-28-1. OUTSIDE
F6 is far more lucrative than F5, but of course it is a bit tougher as well.
Teleport all around to get to the various lairs. They are at:
F5 9,6 Acid dragons 100k/1 person Dyna long sword dragon slayer, Seething
Long Sword
F5 3,14 Fire dragons 80k/1 person
F6 7,14 Frost dragons 300k/person. Ebony boots and mage pendant
F6 11,15 Great hydras 200k/person. poison wakazashi and jewel of dancing
swords.
F6 5,12 has a healing fountain(+50 hit points) that will be useful between
fights if necessary.
4-28-2. WYRMS LAIR
XXXXXXXXXXXXXXXX
X$$$XX..$.$....X
X.$............X
X$$$XX.........X
XXXXXXXXXXXX.X.X
X..........X.X.X
X.XXXXXXXX.X.X.X
X........X.X.X.X
X.XXXXXX.X.X.X.X
X.XX..?X.X.X$X.X
X.XX...X.X.XXX.X
X.XX...X.X.....X
X.XX...X.X.....X
X.....?X.X...XXX
X.XXXXXX>X..+.^X
XXXXXXXXXXXXXXXX
On entering you'll face 2 acid dragons. To cheat to get around them big-
time,just turn around, save the game and reload and back up. You can teleport
here, though you can also whip dragons if your speed is >>30. (5,2) and (5,6)
have speed(2x5) and intelligence(5) power-ups respectively. The NW corner has
a fight with three dragons as well as TONS of money as does the NE area.
The linguist fountain at (12,1) doesn't really seem useful, but you might as
well give 3 people that skill. The stairs up are at (14,1) and they lead to
Dragons Cave Upper Level, another dungeon you can find at F6 8,6 in the
outside world.
(12,9) Frost dragon
(12,13) dragon lord
(8,14) jewel of curing
(10,14) frost dragon
(5,3) fire dragon
(7,5) 2 acid dragons
(10,14) shocking cloak, rapid ring
Frost, acid and fire dragons at 3,13
Stealth cape 1,14
Scroll of Resurrection 2,14 3,14
Orb of energy blasts 2,13
Scroll of curing 2,12
Box of beacons 1,12
Mage ring 3,12
(plus tons of gold)
4-28-3. DRAGONS CAVE UPPER LEVEL
XXXXXXXXXXXXXXXX
X+XX........$.$X
X.XX.XXXXX.....X
X....XXXXX....$X
X.XX..?.?X.....X
X.XX.....X.....X
X.XX?.?.?X.....X
X.XXXXXXXX.XXX.X
X..$.....X.XXX.X
XXXXX....X.X...X
Xv..X....X.X...X
XXX.X....X.X...X
XXX.X-X^XX.X...X
X...XXXXXX.X...X
X-...$.....XXX>X
XXXXXXXXXXXXXXXX
A bit nastier than the Wyrms Lair as the noxious and scorch dragons take two
hits, not one, when your characters are juiced up. Again I recommend
teleporting around to get close to monsters then backing up into them. You've
got permanent stat boosts in the near NW and then if you go W-S-E you have
stairs to the B3 skyroad. It's not connected to anything in B3, but it's a
very nice place to visit nonetheless. All sorts of treasures.
(1,14) has a fountain that cures conditions. And there's good treasure in the
NE.
Noxious dragon (3,1) (13,10)
Scorch dragon (13,12)
Rogue Ring 14,12
Dyna helm 14,14
Static cape 3,7
4-28-4. B3 SKYROAD
XXXXXXXXXXXXXXXX
X$......$X.....X
X........X..XX.X
XXXX.XX.?X..XX.X
XXXX.XXXXX..XX.X
X...........XX.X
X.XXXXXX.XXXXX.X
X.XXXXXX.X-....X
X...-.$X.XX.XX.X
X......X.XX.XX.X
X...$.$X+X...X.X
X......XXX...X.X
X...$.$X^X$.$X.X
X......X.XXXXX.X
X?..$.$X.......X
XXXXXXXXXXXXXXXX
Some really good treasure and power-ups here. But the monsters are the very
toughest. You can teleport around and that may be handy--2E from the start.
Then you will want to get to (8,5) for 3 drinks from a +1 level fountain.
Back up of course to nail the tough CyroDragon before it can do harm. I'd
have your cleric drink here; any levels are good, but he improves everyone
with his Day of Protection spell.
The NW room features two Cyro dragons and you'll want to back up into it and
shuffle left then right to take them out. There's 2x+5 intelligence here too.
The SW room is the big payoff but it has three dragon lords. To get around
them completely, face north in the NW corner. Sidestep right to the wall.
Turn right and sidestep again and then in the SE corner, open the chest for
the Elder Long Sword. 2W of that is the Diamond Edged Pick.
If you have fighters whose speed is >= 40, you can probably dispatch the
dragon lords easily enough. You really must back up into them to win. Their
locations are below. At 25k exp, that's not bad, but a lot more work than
destroying lairs.
Once you're done you can just town portal back to Hart.
CyroDragon (12,14) (8,6) (7,13) (2,13) (1,5)
Scorch Dragon (14,12)
Dragon Lord (3,1) (5,7) (5,3)
1,14 Winners Cameo
8,14 gold long sword
10,3 silver dagger
12,3 gold mace
Now go back to the Diamond Mine with the Diamond Pick and use it on the
Diamond deposit at (12,14) for a critical item.
4-29. SAND TOWN PART 2
Well, since you got rid of the undeads, you can portal to Sand Town, but some
of the fights are out of reach. They'll still be pretty tough. Face north at
7,12 and back up to get two death knights after you. Shoot them down. In the
northeast you have Xenoc and a Death Knight. Xenoc casts spells, so back up
into them. Two power liches at (2,6) also need backing into. There's minor
treasure at (1,1) and another power lich at (5,2). Tomb Terrors at (1,13) and
treasure at (3,14).
The nasty fight is where a Doom Knight comes down at you at (14,10). He does
a load of damage and may kill a character. But you can use the strategy of
shooting at him from 2 squares away, turning and jumping(no--not in the dead
end to the south) and repeating a few times. For 100k experience, it's worth
it.
The southeast part has some ghouls and tomb terrors to slap up at will if you
haven't already.
Bringing people back in: part 1 is going to Lilith's. But merchants won't
come back until you start slaying certain monsters. Eva the magic seller
comes back if you slay Minotaurs in the desert(NE). Marta the Innkeeper comes
back if you clear D6. D7 brings back Oren in the training. Daniel the
shieldsmith comes back if you slay a spider in the desert. Noam the
swordsmith comes back if you slay E7. It's a cool concept, but I can't figure
out how the heck to get the magic back. You know, the super big spells. But
the Greyhaven Lloyd's Beacon is pointless now, thankfully.
4-30. SAND TOWN SEWERS
XXXXXXXXXXXXXXXX
X~~~~~$X~~~~~X~X
X~XXXXXXXXXX~X$X
X~~~~~~~~~~~~X~X
X~XXXX~XXXXX~X~X
X~~~~X~X^~~X~X~X
X~XXXXXXXX~X~~~X
X~X~~~~~~X~X~X~X
X~XXXXXX~X~~~X~X
X~~~~~~X~XXXXX~X
X~XXXX~X~~~~~~~X
X~X$~X~XXXX~XXXX
X~X~~X~~~~X~X$~X
X~XX~X~XXXX~XX~X
X~~~~X~~~~~~~~~X
XXXXXXXXXXXXXXXX
You don't need a key or anything special to descend, and the maze isn't too
grueling with your automap on, but to survive you probably need your best
spells. (8,10) leads to a bunch of arachnoids(9, actually, on one square,)
who are easy enough to shoot down, but then at the first "T" you have a phase
mummy to deal with if you face right and wait a turn. You can probably back
up and shoot him down if you have too much trouble in regular combat(he does
lots of damage and can kill with a touch.) While this strategy seems to take
a lot of time, keep in mind that winning a battle randomly and healing does,
too. (14,13) has a potion of nature's cures--whoopty doo, but why not.
(13,3) has Steel Splint Mail if you head down. A dead end at (3,8) from the
west holds arachnoids.
The sewer hags in the dead end at (9,3) are a tough bunch and I can only
suggest going to (6,3) and looking right and then heading up. If you have
good missile weapons you should be able to shoot most of each group down as
they come out; there are about four groups, and if you fight them at once at
(6,3) they tend to turn a lot of your players insane. Very nasty since you
don't have a spell to heal that or divine intervention(yet) but you can get
some good experience. To (4,6) where you should see royal mummies in the
distance. Gun them down. Probably you won't need to jump back. Go west and
follow the path south and east for the Vampire Lord. He pops up at (4,2). At
(3,4) you have a quest item(holy oil) and a Horn of Raising the Dead.
North to (1,10) you can shoot tomb terrors to the right. Some duffers are
east from (1,14) guarding a whopping 70 gold. Then some royal mummies are
east fro x=12. At (12,12) if you face north there are two royal vampires,
good for more experience.
Now the mayor at (9,14) above ground should thank you for clearing the city,
but you have to clear the countryside for merchants(specifically the guild as
the most useful of the lot) to return. Gnn.
4-31. MOUNTAIN STAFF
%%%%%%%%%%%%%..
%%%?%%?%%?%?%..
% ? % %..
% % %% %% % %..
% %$% % % %..
%?%%% % % %$%..
%%%%% % %%%..
% %% %% %$%..
% % % %..
% %%%%%?% %..
% %%%%%%%..
%%%% %%%%%%%..
...............
...............
...............
...............
This is an annoying one but it seems you have to wait on the plain at
C6(7,10), then strike the staff, go 6N, rest 3x, go back, and strike the
staff again. Any other way and the game seems to lose track that you have
indeed struck the staff. Four times in a row(if it doesn't happen while
you're waiting around, there's always outright space-bar stuff) and then
you'll have a new maze open up. The monsters aren't tough and you get +10 of
each attribute(except luck) and some nice treasure.
4-32. NEAR-ENDGAME
If you haven't uised the diamond pick to mine out the diamond from the mine,
do so. Then at E1 8,8 you can get a few passwords. You may want to cast
Lloyd's Beacon at the terminal as you can't do so on the platform. You don't
need to learn them in-game. But you need to type "TRANSPORT SEQ OMEGA" in the
small building to get to the sky platform and underworld.
4-32-1. SKY PLATFORM
~~~~~~~~~~ $
$ $
~~~~~~~~~~~
~ ~~~~~~~~~~~~ ~
~ ~~~~~~?~~~~~ ~
~ ~~~~~???~~~~ ~
~ ~~~~~~?~~~~~ ~
~ ~~~?~~~~~?~~ ~
~ ~~???~v~???~ ~
~ ~~~?~~?~~?~~ ~
~ ~~~~~~$~~~~~$~
~ ~~~~~~~~~~~? ~
~ ~~~~~~~~~~~~~~
~~~~ ~~~~~~
$ $ ~~
~~~~ ~~~~~~
The object of this level is to get the Negative Orb. Fortunately there are
some shortcuts you can use to get around fights, butr sadly if you can't win
these fights you probably won't win the even more critical underworld ones.
The way I recommend playing this is to complete the sky platform, wait until
5 AM the next day, heal up and come back. Each move here counts for 10
minutes and some of the fights can be very tricky. If you need to save time
so as not to lose your bonuses, cast a bunch of jump spells.
You start out in the SE. Walk west. There's an orb. Try to pick it up. It
disappears! A rule of thumb is that the orb will vanish every time you touch
it, if it is possible to move in the direction you're facing, until it's at
the end of its journey. The orb should move W, N, E and S, then W, and the
tricky thing is that with each move, a group of very tough enemies pops up.
First it's the griffins. You can play the shoot-and-jump-and-retreat against
them to win easily, though it costs a bit of time.
Touch the orb facing north. You'll run into a sky golem. It's best to run
backwards, actually, as it has range attacks. Face east when over the orb and
it'll go east. Here you'll be facing a whirlwind next, and these guys are
NASTY. There are three up here. The shoot-and-retreat isn't a bad option if
it's before midnight. You'll want to then take the FireBane staff in the NE
corner and face south to touch the orb. Face north and back up. You'll whip
two mystic mages and then face left to touch the orb and it'll be in its
final destination. 1S 1W and now you have to navigate a few teleports. N, E,
S or you'll get kicked back to the edge and have to start over. The Positive
Orb is at (8,5) and heals your characters when you take it. Save the game.
Another whirlwind will come at you and I advise getting rid of it now instead
of later. Wait for it to come to you, heal up and now you can try to kill one
more by going forward and retreating. You probably won't have time to jump-
and-retreat but you can play around just in case.
To get out of this mess you'll want to wait 'til 5 AM. Just press the space
bar until it's light and fall off the edge. Then go about the healing
business etc. as before(get +10 levels--except DON'T CAST DAY OF SORCERY) and
return to the tower. Jump back through the platform and fall down at (8,7).
Levitate would have "saved" you.
Here I strongly recommend 1)saving a separate game in the Underworld, which
must be done all at once and 2) if you can't quite win it, visiting the
Garden of Wonders for major attribute boosts before tackling the Underworld.
Teleport around the fountains and have everyone drink, although speed may be
the main one you need if you feel pressed for time.
4-32-2. UNDERWORLD
XXXXXXXXXXXXXXXX
XX...%X.^.X%...X
XX.&.%X...X%.&.X
XX...%XX!XX%...X
XX%.%%%.!.%%%.%X
XX%.....!.....%X
XXXXXXXX!XXXXXXX
XXXXXXXX?XXXXXXX
XX%..%%%.%%%..%X
XX%...........%X
XX%!%%%%.%%%%!%X
XX%!%%%%!%%%%%%X
XX...%%%%%%%...X
XX....%%.%%....X
XX...%%%%%%%...X
XXXXXXXXXXXXXXXX
First, note any fire-based monsters are wimps and you can take them out
easily, so I ignored them.
In order to defeat the Gate Master you need to be pretty tough. It also helps
to use the Firebane Staff in the right places. You will want to jump forward
and then use the staff once. Then continue forward to meet the Gate Master at
(8,7). He'll tell you that you need to fight 4 enemies to pass. Complete them
in the following order:
1. Minotaur, in the NE at (13,6). Go east to 13,4. The toughest of the lot,
and you may want to restart if you don't get a very quick win. Throw whatever
magic you can at it, because you can beat most of the other monsters hand-to-
hand.
2. Royal vampire. Use a Firebane Staff going south of the Minotaur to get a
view of the royal vampire's island. Then just gun her down. It should be a
straightforward might-based affair. You now have 6 charges left on your
staff. Go all the way west and face south and back up. You'll encounter a
devil, which may take a bit out of you. But you should still win, allowing
you to face north and go backwards(again, use the Firebane staff twice) to
make it to the demon's island. You'll kill it and be able to go back to the
Gatemaster.
Now going forward, use the Firebane staff on all four squares north of the
Gatemaster--this will heal you nicely, too(100 points per use.) You'll get to
a red orb: the negative orb. You can touch it now to fight the Gate Master in
the shape of a goblin. He is easy, but I got 16666 experience for Mr. "I
don't LOOSE." Touch the orb again. Oops, another Gate Master. Back up a
couple squares and go left and you'll see a wolf by the shrine to the north.
Another Gate Master fight that should last only one round. But the next bit
is the toughest. You may need all the bonuses you can get.
First, say "Despair" at the shrine and go to the one on the west side and say
"Pain." Back up to where the FireBane staff made the first square. Turn right
and back up and you'll face the Gate Master, who with a speed of 50 will be
able to attack first unless you visited the Garden of Wonders. This can be
potentially deadly so you may have to save and attack again. He uses a frost
attack so equip any frost armor you have and that should help. Once you've
disposed of him, be sure to get the orb before you'll leave. You'll wind up
at the circle of stones on the C6 plane, where if you haven't already, you
can start banging away with that mountain staff. Oh, and your party are now
"UnderWorld Master Slayers."
4-33. SPACESHIP
See below(5-2) for the illegitimate way through the game. You can't Lloyd's
Beacon, Time Distort, or Town Portal out of here.
Here you have several levels to walk through. The painful part is that if you
get into any too-tough fights you are unable to flee. Also, guardbot 3.0's
take forever to hit. Fighting is a nuisance. I recommend going to F5 (7,4)
and drinking a whole ton from the fountain.
Give the person without the elder items whatever you can in terms of magic
items, but use the items only on the GuardBot 3.0's. You can probably jump
around most GuardBot 3.0 groups with the jump spell, careful planning, and
backing up strategically so they follow where you can slip around them, and
often that takes less time than holding down "A," so be on the lookout for
opportunities like that. Also, save frequently to avoid the dreadful tedium
of restarting; the first bit seems easy but it gets nastier quickly.
N E 3N 2E 8N 2E N type "VEGA" S 2W 10S 4E 3N 2E 5S W, take transporter
E 5N 2E 2N 6W 2N 2E 2N type "ANTARES" 2S 2W 2S 6E 2S 6W S 4W 4S, take
transporter
W 4N 2W 3N 3E S 44W 4N 2E 2S 2E N type "SPICA" S 2W 3S 3W 3S, take
transporter
The autobot is very tough to deal with and you may wish to jump to avoid it.
In addition you may wish to jump to avoid the trap 2N of the stairs--it gives
all sorts of level 3 GuardBots, who give the Autobot cover as it fires on you
at will.
So: 1N Jump-N jump-w jump-N jump-n jump-w, defeat the Guardbot 2's and 2N E
2N W. Type "CANOPUS" to activate the transporter and then E 2S 3W to the
teleport.
N E N E and type "ORION" and retreat to level 2 6,6. It's a lot easier now
since you don't have to fight anyone, but once you get there push space and
you'll get some computer nonsense. Back up, 2W 2N and face west. Gun down the
annihilator before the GuardBots reach you so they don't provide cover for
it. You'll have to fight them, too, but once you're done, you can complete
the next critical part.
Place the Positive Orb in 1,8 and the Negative Orb in 2,8, go to (6,8) and
disable the energy field on level 5, and climb back up to level 5. Now there
will be some guards on the way back up. When you get to level 5, take the
teleporter NW3N3E and then turn south and back up six squares. Turn around
and walk into the main area. In the far northeast you can disable the
computer. "Self-destruct in 5 dacrones." But don't worry about that. One
dacrone is as long as it takes for you to get down the stairs, no more, no
less. You can even cut through level 4 as you can go W 4N 2E N 2E 3S--you may
want to jump to be sure of avoiding the autobot.
Level 3 has a problem--the guardbot 3.0's seem extra tough and one group is
produced automatically when you walk over (5,7), so you need to walk around
it, backpedaling so that they follow you. What they fire is just peripheral
damage.
The rest of levels 2 and 1 are just backing up from how you got there. It
shouldn't be too hard.
5. QUICK OUTLINE
5-1. LEGITIMATE
Drop barbarian/knight and pick up archer/sorcerer
Clear out A1, clear out Hart, clear out Orlow's Tower
Clear out the Hart Sewers
Raze the A2/A3 forts
Clear out the Black Tower
* Get Elder Dagger from Black Tower
Clear out B1 invaders and the mines in B1
Clear out Imprey except the Morph V's
Lay waste to as much of the A-sectors as you can
Improve levels when chars get 1000000 exp
Clear out Impery, get cool spells like teleport
Get mountain climbing with the rock quest
A7 9,12 -> A7 12,13/D8 11,2 -> C7 12,8
See sphinxes and well to get 3 +1 levels across the board
More looting of area A*
Loot C1, etc. See trappists for 255 personality.
Make sure someone has 50 strength
Get pass to Rettig's Temple, then get key to Temple in Rettig's
A3 13,10->A4 13,10 inside 8,7->B6 9,14
* Get Elder Longbow from Castle of the Undead
* Get Elder Mace from the Temple
* Get Elder Spear in E8 13, 9(pray at shrines too for nice bonus)
* Get Elder staff from Water Wizard D5 6,5
* Get Elder Longsword and Diamond Pick from B3 Skyroad
Enter via Wyrm Lair or Dragons Cave
F5 14,14 or F6 8,6 -> skyroad
Dragon Pyramid, keep missing puzzles and getting $
Loot Diamond and Sapphire mines if you haven't
With Diamond Pick go to E1 8,8 and enter Skyworld. Get positive orb.
Clear skyworld, descend, rest up and clear underworld. Get negative orb
Go to the Metal Tower/Spaceship
Go up to level 5, type orion, back down to level 2, back to level 5
Zap Source and run away, back down, whichever
5-2. ILLEGITIMATE
Follow 5-1 up to where you get the Elder Dagger. Make sure your characters
can swim. Cheat them up to 255 in everything as below. Head to the Metal
Tower/Spaceship. You can kill all opponents even though only one
character(dagger) can damage them. On level 5 when Source zaps you, face
south and go backwards to get to his inner sanctum. It's easy to shut him
down. Just say yes.
6. CHEATS
6-1. CHARACTERS
Each character is contained in a block of 708(=x2c4) bytes. The first
character is at 0x981 although you can also just hex-search for names.
However, there may be empty character slots. From the original offset of the
name, then, critical values are as follows:
Might +014 word(lo byte/hi byte)
Intel +016 word
Perso +018 word
Endur +01a word
Speed +01c word
Accur +01e word
Luck +020 word
Level +023 word
Basically what this means is that at an offset 0x14(20 bytes) after your
character's name, you can just edit every other byte as ff for the next 7,
then skip an additional byte to change that to FF, and your party is
indestructible if you do that for every character.
You can also change your character's name(up to 10 letters) but leave a 00
after those bytes.
6-2. PARTY
If you've run out of teleport spells, or you just need to run away, offsets
x330a-b can send you to a square of your choosing: (X, Y) = (x330a, x330b).
You can also search for your party name in the file as well.
End of FAQ proper
================================
7. VERSIONS
0.2.0 Sent to GameFAQs 5/18/2006. Haven't written for an RPG in a long while.
Covered through the first two Elder weapons.
0.4.0 Sent to GameFAQs 5/21/2006. More stuff, up to 3 Elder weapons, and
trying to sort out why weird things happen.
0.6.0 Sent to GameFAQs 5/28/2006. Through Sand Town and its cellars. The main
thing now is figuring out how to build up levels for the end bit. All 6 Elder
weapons.
1.0.0 Sent to GameFAQs 5/29/2006. Done. I have no desire to play the game </pre><pre id="faqspan-3">
further but if anyone wants to point out small things I missed, that'd be
awesome.
8. CREDITS
Thanks to CJayC as usual for such a great site and, though I hate to admit
it, the people who write for more popular games so that these old school FAQs
can be hosted for free.
Thanks to the usual GameFAQs gang. They know who they are, and you should,
too, because they get some SERIOUS writing done. Good people too--bloomer,
falsehead, Sashanan, lisanne, Masters, Retro, Snow Dragon/Brui5ed Ego,
ZoopSoul, and others I forgot.
Thanks to Martin Poulsen and Lu Richardson for their initial walkthroughs. I
couldn't contact them but hope my work is original enough to build on and
maybe unify theirs. Also Cheatbook.de for the anonymous writer of a guide.
Blackdog4kids.com which gave me the answer "riddle" which is technically
wrong. A riddle ANSWER is more accurate. In this case the answer really is
"nothing if you know what it is."