MIGHT & MAGIC SWORDS OF XEEN
Walkthrough and Miscellaneous Facts and Spoilers
Version v1.00 - February 16, 2012

by Stephen S. Lee ([email protected])
You may distribute this freely, so long as you give proper credit to me.
Please feel free to e-mail me with corrections or suggestions.

The notation XdY means the same thing as it does in traditional tabletop
gaming; a random number is generated by rolling a Y-sided die X times and
then adding together the rolls.

When clearing a map of monsters, the game may not register it if you teleport
out of the map; to ensure it is flagged properly, walk off the map.

TABLE OF CONTENTS
-----------------

1. Preliminary notes
2. Party Creation
  A. Recommended party
  B. Party development
3. Guide to HAVEC
  A. Locations of major areas
  B. Locations of skills
  C. Locations of spells
  D. Locations of temporary stat boosters
  E. Locations of permanent stat boosters
  F. Locations of hidden monsters
  G. Locations of other treasure
  H. Locations of awards and quests that give awards
4. Monsters
  A. Table of monster statistics
  B. Monsters by location
5. Shops of HAVEC
6. Tavern rumors and tips
7. Walkthrough


SECTION 1 - PRELIMINARY NOTES
-----------------------------

Might and Magic Swords of Xeen is what amounts to a fan game made official via
inclusion in several different compilation packages published by New World
Computing.  It uses the base music and graphics from Clouds of Xeen and
Darkside of Xeen, and places the action in a new world that isn't canon, with
all the lack of polish you can expect from a fan game.

Gameplay is significantly harder than the main Xeen games, exacerbated by a
substantial number of bugs, which is why this FAQ includes an explicit
walkthrough.  If you have not played the earlier games, I recommend completing
those first, as like many other fan works, this game assumes you are familiar
with the original work.

Basic gameplay is identical to that of Clouds of Xeen and Darkside of Xeen;
this includes how races, classes, statistics, spells, resistance, random item
generation, and item enchantments work.  Details can be found in the FAQs for
the previous games, available here:

http://www.gamefaqs.com/pc/564552-might-and-magic-iv-clouds-of-xeen/faqs/63571
http://www.gamefaqs.com/pc/564553-might-and-magic-v-darkside-of-xeen/faqs/63642

Andrew Schultz also has maps on GameFAQs of the game world.

Monsters frequently have different statistics and many are unique to Swords of
Xeen; a complete detailed list is therefore provided in Section 4A.


SECTION 2A - RECOMMENDED PARTY
------------------------------

The pre-generated party starts at level 9, but it has many oddities, and I
recommended rolling all new characters from scratch, keeping only the
equipment.  Freshly rolled characters start at level 8.

I recommend the following party:
 2 Half-Orc Barbarians
 Human Paladin
 Human Archer
 Gnome Cleric
 Elf Sorcerer

There are few doors and chests that actually require Thievery to open, and you
can eventually have any character learn Thievery, so you do not need a Robber
or Ninja.  Fighting late-game monsters is easier with the best possible melee
characters you can muster, so the barbarians prove useful later on.  The pure
Cleric and Sorcerer are very useful in many fights; I do not recommend using
two Paladins and two Archers as I do for World of Xeen veterans, as the magic
fountains in HAVEC just aren't as strong as those in Xeen.  Additionally, it
will take a while to reach a Cartography teacher; starting with a Sorcerer
obviates that issue.

Druids and Rangers are even worse in Swords than they are in any of Mignt and
Magic III, IV, or V, partly because there is no way for them to learn the
Astrology skill.

It will be a while before you have any significant opportunity to permanently
increase your statistics, so you should spend extra time rolling your
characters for higher starting stats.  There are bugged permanent stat boosters
that can increase Personality and later Speed as many times as desired, if you
are not above exploiting bugs.


SECTION 2B - PARTY DEVELOPMENT
-----------------------------

* You will not get enough experience in Swords of Xeen to train to very high
 levels, unless you exploit the sphinx in the Pyramid of the Dragon; even if
 you do this, you will not have the gold to support much training.  You thus
 do not need to worry about saving gold to train to high levels; without
 the sphinx exploit, your unbuffed level will reach about 30 by the endgame.

 Training facilities are available in the following locations:

 GreyHaven (0,2)   - maximum level 200
 Hart (2,6)        - maximum level 20; freed during liberation of Hart
 Impery (7,12)     - maximum level 40; requires clearing Impery and A6
 Sand Town (14,14) - maximum level 150; requires clearing Sand Town and D6

 There are several places that grant +1 free level each character: a well in
 A1, a wagon in A3, riddling sphinxes in the Pyramid of Power and the Pyramid
 of War that, and a shrine in F8 that grants +2 free levels.  You should delay
 using these until levels take 1024000 experience to attain, but after this
 you only save a little gold by delaying further.

* Weapons and armor: unlike World of Xeen, almost all placed treasures are
 nonrandom.  Many of these have excellent non-material enchantments, and are
 thus worth using instead of weapons and armor with material enchantments.
 The best random treasures are all carried by monsters.


SECTION 3A - LOCATION OF MAJOR AREAS
------------------------------------

GreyHaven             - Portal at A1 (1,1); the portal is destroyed part way
                       through the quests to liberate Hart.  It is possible to
                       return using the Lloyd's Beacon spell, or by falling
                       through the clouds in C3 or C4.
Hart                  - A1 (4,11); does not require Pass to Hart at first.
                       Entrance to the city may be blocked by attacking Ogres
                       in B1 (3 Ogre + 2 OgreGuard), by attacking Giants in B1
                       (4 Giant), or by attacking Trolls in B1 (10
                       TrollGrunt).
Hart Sewer            - entrances at Hart (11,14) and (12,13); key is at Hart
                       (13,14)
Hart Lower Sewer      - entrance at Hart Sewer (1,1)
Impery                - A7 (9,7)
Impery Breeding Grou. - entrances at Impery (1,14), (6,1), (14,6), and (14,14);
                       they are blocked until you set the sundial at (4,5) to
                       9 and at (7,5) to 5
Sand Town             - D7 (7,9)
Sand Town Sewer       - Sand Town (8,10)

Black Tower           - B3 (3,7)
Castle of the Undead  - E3 (3,8)
Cave of the Wolf      - A2 (8,6)
Diamond Mine          - B1 (11,13)
Dragon's Cave         - entrances at F6 (8,6) and Wyrm's Lair (14,1)
Emerald Mine          - C1 (5,9)
Lilith's Caverns      - C8 (7,6)
Ogre Fort             - A2 (12,6); can be burned down upon exit
Orc Fort              - A2 (5,4); can be burned down upon exit
Orlow's Tower         - Hart (5,5); must pick lock to enter.  Once cleared it
                       is closed for reconstruction until you speak to the
                       Mayor of Hart again, then it reopens and Bec du Lac
                       moves in.
Pyramid of Ascihep    - A6 (9,8), key at A6 (4,5); drink from the red
                       fountains to proceed through the pyramid.
Pyramid of Canegtut   - B5 (8,14), key at B4 (7,14)
Pyramid of the Dragon - E4 (6,9)
Pyramid of Power      - entrances at B1 (1,8) and D3 (12,4).  Answer riddle of
                       "What has a face and no mouth?" with "clock" to open
                       a passage deeper into the pyramid.
Pyramid of Rettig     - A4 (13,10), key at A3 (13,11)
Pyramid of War        - entrances at B2 (14,6) and C3 (6,5)
Ruby Mine             - B1 (5,13)
Saber Tooth Den       - B2 (11,7)
Sapphire Mine         - C1 (11,3)
Sky Platform          - TACT Tower (7,11), enter "Transport Seq Omega"
Skyroad B3            - Dragon's Cave (7,3); probably meant to be the second
                       level of the Dragon's Cave
Spaceship             - F1 (4,10)
TACT Tower            - E1 (8,8)
Temple of HAVEC       - B6 (9,14), key at Pyramid of Rettig (8,7).  To get past
                       the large room on Level 1, step on the gray floor tiles
                       at (9,3), (9,7), (10,3), and (10,7) without stepping on
                       any other gray floor tiles.  On Level 2, examine the
                       fireplace at (9,12) to open a secret passage.
Trappist Monastery    - C2 (9,3)
Troll Mine            - B1 (0,13)
Underworld            - Sky Platform (8,7), fall through the clouds.  To
                       progress to the north half you must slay the four
                       monsters that appear in the south.  To create the exit,
                       say "despair" at the shrine at (2,13) and "pain" at the
                       shrine at (13,13).
Wyrm's Lair           - entrances at F5 (14,14) and Dragon's Cave (1,5)


SECTION 3B - LOCATION OF SKILLS
-------------------------------

The Astrologer and Merchant skills are not available in Swords of Xeen.  The
Crusader, Linguist, and Tracker skills are possible to have, but have no use
that I am aware of.

Arms Master        Impery (7,9), 2000 gold, after clearing out Impery and A6,
                    and receiving award from the Mayor
Body Builder       A1 (9,14), 1000 gold
Cartography        Hart (11,1), 25 gold, after freeing Louis from Black Tower
                    Level 2 (3,14) and clearing the Black Tower
Danger Sense       Impery (10,3), 1000 gold, after clearing out Impery and A7,
                    and receiving award from the Mayor
Direction Sense    A1 (14,5), 500 gold
Direction Sense    A3 (5,15), 50 gold
Linguist           Wyrm's Lair (12,1) fountain, can be used 3 times
Mountaineer        C7 (12,8), free for whole party (one time only), after
                    bringing Soft Rock
Navigator          Orlow's Tower (5,10), 100 gold, after clearing Hart and
                    Orlow's Tower of monsters and speaking to the Mayor of
                    Hart
Pathfinder         Hart (10,1), 50 gold, after freeing Ardemus from Black Tower
                    Level 3 (8,2) and clearing the Black Tower
Prayer Master      Impery (7,8), 3000 gold, after clearing out Impery and B7,
                    and receiving award from the Mayor
Prestidigitator    B1 (2,10), 100 gems, after freeing Clint from Black Tower
                    Level 3 (1,1)
Spot Secret Doors  Impery (6,3), 1000 gold, after clearing out Impery and A8,
                    and receiving award from the Mayor
Swimmer            A1 (8,8), 1 Melon
Thievery           Impery (7,10), 1000 gold, after clearing out Impery and A8,
                    and receiving award from the Mayor
Tracker            A5 (9,10), 200 gold


SECTION 3C - LOCATION OF SPELLS
-------------------------------

Spells in HAVEC can only purchased in guilds, as follows:

GreyHaven (15,6) - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
 Insect Spray, Jump, Levitate, Light, Magic Arrow, Pain, Prot. from Elements,
 Revitalize, Shrapmetal, Sleep, Sparks, Suppress Poison, Toxic Cloud
Hart (1,9) - [You must clear Hart and A1 of monsters and throw a Magic Coin
 into one of the wells in A1 first; buy guild membership at (10,14) for 500
 gold.] Awaken, Beast Master, Bless, Clairvoyance, Cold Ray, Cure Wounds,
 Energy Blast, Fire Ball, First Aid, Flying Fist, Frost Bite, Heroism, Holy
 Bonus, Identify Monster, Insect Spray, Jump, Levitate, Light, Lightning Bolt,
 Lloyd's Beacon, Magic Arrow,   Nature's Cure, Pain, Power Cure, Power Shield,
 Prot. from Elements, Revitalize, Shrapmetal, Sleep, Sparks, Suppress Disease,
 Suppress Poison, Toxic Cloud, Turn Undead, Wizard Eye
Impery (12,6) - [Buy guild memership at Impery Breeding Grounds (14,9) for 50
 gems.] Acid Spray, Create Food, Cure Disease, Cure Paralysis, Cure Poison,
 Dancing Sword, Day of Protection, Day of Sorcery, Deadly Swarm, Detect
 Monster, Dragon Sleep, Enchant Item, Etherealize, Fantastic Freeze, Fiery
 Flail, Finger of Death, Fire Ball, Frost Bite, Golem Stopper, Heroism,
 Hypnotize, Incinerate, Item to Gold, Lloyd's Beacon, Mass Distortion, Mega
 Volts, Moon Ray, Nature's Cure, Poison Volley, Power Cure, Power Shield,
 Raise Dead, Recharge Item, Stone to Flesh, Super Shelter, Teleport, Time
 Distortion, Town Portal, Walk on Water
Sand Town (5,14) - [You must clear Sand Town, Sand Town Sewer, and C6 of
 monsters, including those that appear after striking the Staff of the
 Mountain 4 times, then speak to Mayor Yoav.  Buy guild membership at (4,1)
 for 300 gold.] Create Food, Day of Protection, Day of Sorcery, Divine
 Intervention, Elemental Storm, Enchant Item, Etherealize, Fiery Flail, Golem
 Stopper, Holy Word, Implosion, Incinerate, Inferno, Item to Gold, Mass
 Distortion, Mega Volts, Moon Ray, Poison Volley, Prismatic Light, Raise Dead,
 Resurrect, Star Burst, Stone to Flesh, Sun Ray, Town Portal


SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS
-------------------------------------------------

Hart (7,14) well - cure disease
Impery (4,4) fountain - pull lever at Impery Breeding Grounds (4,4) to activate
 -> +25 Hit Points
A1 (1,6) well - throw 1 Magic Coin (only need once) -> +5 Speed
A1 (1,10) well - throw 1 Magic Coin (only need once) -> +5 Accuracy
A1 (2,14) well - throw 1 Magic Coin (only need once) -> +5 Might
A1 (7,9) fountain - +30 Hit Points
A1 (7,12) well - throw 1 Magic Coin (only need once) -> +30 Hit Points
A1 (10,3) well - throw 1 Magic Coin (only need once) -> +20 Spell Points
A1 (10,9) fountain - +10 All Resistances
A1 (14,9) fountain - +10 Luck
A2 (8,10) fountain - +50 Spell Points
A2 (12,2) fountain - +25 Spell Points
A3 (14,5) well - throw 1 Magic Coin (only need once) -> +20 Armor Class
A5 (7,2) shrine - complete quest -> +50 Spell Points
A6 (9,2) well - +250 Spell Points
A6 (12,12) well - throw 1 Magic Coin (only need once) -> +10 Levels
A8 (10,7) fountain - +50 Luck
A8 (11,1) fountain - +30 Might
A8 (14,1) fountain - +20 Accuracy
A8 (14,8) fountain - +40 Speed
B2 (7,4) well - throw 1 Magic Coin (only need once) -> +25 Hit Points
B3 (11,7) well - throw 1 Magic Coin (only need once) -> +25 Speed
B5 (6,2) shrine - complete quest -> +20 All Resistances
B5 (13,6) well - COMBAT: 1 Cloud Dragon (once only), throw 1 Magic Coin (only
 need once) -> +50 Spell Points
B8 (11,7) well - throw 1 Magic Coin (only need once) -> remove unnatural aging
F5 (7,4) fountain - +200 Hit Points, works even if hit points are over their
 normal maximum
F6 (0,6) hut - +100 Spell Points
F6 (3,12) fountain - +50 Hit Points
F8 (10,13) shrine - COMBAT: 1 FireDragon (once only), +50 Spell Points
F8 (14,11) shrine - +5 Levels
Black Tower Level 1 (1,12) barrel - +5 Might (once only; likely a bug, probably
 meant to be permanent)
Black Tower Level 1 (1,14) barrel - +5 Speed (once only; likely a bug, probably
 meant to be permanent)
Black Tower Level 3 (10,10) barrel - +5 Speed (once only; likely a bug,
 probably meant to be permanent)
Black Tower Level 3 (10,12) barrel - +5 Endurance (once only; likely a bug,
 probably meant to be permanent)
Black Tower Level 3 (12,10) barrel - +5 Might (once only; likely a bug,
 probably meant to be permanent)
Black Tower Level 3 (12,12) barrel - +5 Intellect (once only; likely a bug,
 probably meant to be permanent)
Black Tower Level 3 (14,10) barrel - +5 Personality (once only; likely a bug,
 probably meant to be permanent)
Black Tower Level 3 (14,12) barrel - +5 Accuracy (once only; likely a bug,
 probably meant to be permanent)
Castle of the Undead Level 1 (8,11) fountain - +25 Hit Points, works even if
 hit points are over their normal maximum


SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS
-------------------------------------------------

This list focuses on locations that permanently increase statistics,
resistances, or level.  It also includes locations that increase experience
and nothing else.  Awards that give experience are listed section 3H; other
locations that give experience and treasure together are listed in section 3G.

Impery Breeding Grounds (1,1) barrel - +5 Endurance
Impery Breeding Grounds (1,2) barrel - +5 Might
Impery Breeding Grounds (2,1) barrel - +5 Endurance
Impery Breeding Grounds (3,1) barrel - +5 Endurance
Impery Breeding Grounds (3,14) barrel - +5 Might
Impery Breeding Grounds (4,11) barrel - +5 Endurance
Impery Breeding Grounds (6,11) barrel - +5 Endurance
Impery Breeding Grounds (9,9) barrel - +5 Endurance
Impery Breeding Grounds (10,12) barrel - +5 Might
Impery Breeding Grounds (12,14) barrel - +5 Might
A1 (3,7) well - pay 50 gems -> +1 Level, once per character
A3 (4,13) wagon - pay 10000 gold -> +1 Level, once per character
B1 (12,6) campfire - destroy Barbarian camp -> 20000 XP, party
B3 (4,14) hut - destroy Troll camp -> 25000 XP, party
B7 (4,1) hole - destroy Electrapede nest -> 50000 XP, party
C6 (2,10) fountain - appears after striking the Staff of the Mountain 4 times
 at (7,10) -> +10 Endurance, can be used 3 times
C6 (4,14) fountain - appears after striking the Staff of the Mountain 4 times
 at (7,10) -> +10 Intellect, can be used 3 times
C6 (7,14) fountain - appears after striking the Staff of the Mountain 4 times
 at (7,10) -> +10 Personality, can be used 3 times
C6 (8,6) fountain - appears after striking the Staff of the Mountain 4 times
 at (7,10) -> +10 Might, can be used 3 times
C6 (10,14) fountain - appears after striking the Staff of the Mountain 4 times
 at (7,10) -> +10 Speed, can be used 3 times
C6 (12,14) fountain - appears after striking the Staff of the Mountain 4 times
 at (7,10) -> +10 Accuracy, can be used 3 times
F8 (12,13) shrine - +5 Might, +10 Speed, and +5 Accuracy, once per character
F8 (14,9) shrine - +2 Levels and +10 All Six Resistances, once per character
F8 (14,13) shrine - +200 Hit Points
Black Tower Level 2 (7,3) barrel - +5 Luck
Black Tower Level 2 (7,9) barrel - +5 Intellect
Black Tower Level 2 (14,14) barrel - +5 Personality
Cave of the Wolf (2,2) rubble - destroy Dark Wolf lair -> 20000 XP, party
Diamond Mine (3,11) throne - destroy Witch throne -> 50000 XP, party
Dragon's Cave (4,9) barrel - +5 Personality
Dragon's Cave (6,9) barrel - +5 Accuracy
Dragon's Cave (6,11) barrel - +5 Luck
Dragon's Cave (8,9) barrel - +5 Intellect
Dragon's Cave (8,11) barrel - +5 Speed, can be used 2 times, and can also be
 used once every time you reload a saved game
Pyramid of Canegtut (1,1) fountain - pull lever at (1,5) first -> +10 Might,
 can be used 2 times
Pyramid of Canegtut (1,14) fountain - open sarcophagus at (8,14) first -> +10
 Personality, can be used 2 times
Pyramid of Canegtut (7,10) fountain - pull level at (7,13) first -> +10
 Accuracy, can be used 2 times
Pyramid of Canegtut (10,10) fountain - pull lever at (9,13) first -> +10 Might,
 can be used 2 times
Pyramid of Canegtut (14,1) fountain - pull lever at (14,5) first -> +10 Speed,
 can be used 2 times
Pyramid of Canegtut (14,14) fountain - open sarcophagus at (14,14) first -> +10
 Intellect, can be used 2 times
Pyramid of the Dragon (6,8) barrel - +5 Might, can be used 2 times
Pyramid of the Dragon (6,14) barrel - +5 Speed, can be used 2 times
Pyramid of the Dragon (10,8) barrel - +5 Accuracy, can be used 2 times
Pyramid of the Dragon (10,14) barrel - +5 Personality, can be used 2 times
Pyramid of the Dragon (14,8) barrel - +5 Intellect, can be used 2 times
Pyramid of the Dragon (14,11) barrel - +5 Endurance, can be used 2 times
Pyramid of the Dragon (14,14) barrel - +5 Luck, can be used 2 times
Pyramid of Power (1,14) sphinx - answer riddle with "rope" -> +1 Level, party
Pyramid of War (5,13) sphinx - answer riddle with "peace" -> +1 Level, party
Saber Tooth Den (4,3) straw bed - destroy Sabertooth den -> 50000 XP, party
Skyroad B3 (1,1) barrel - +5 Personality, can be used 2 times
Skyroad B3 (8,5) fountain - +1 Level, can be used 3 times
Skyroad B3 (8,12) barrel - +5 Intellect, can be used 2 times
Trappist Monastery (6,4) altar - +10 Personality, if Paladin, Cleric, Ranger,
 or Druid, usable as many times as desired
Trappist Monastery (9,7) well - +20 Magic Resistance, once per character
Troll Mine (4,12) bones - destroy Troll camp -> 20000 XP, party
Wyrm's Lair (4,4) barrel - +5 Personality
Wyrm's Lair (4,6) barrel - +5 Accuracy
Wyrm's Lair (6,2) barrel - +5 Speed
Wyrm's Lair (6,4) barrel - +5 Luck
Wyrm's Lair (6,6) barrel - +5 Intellect


SECTION 3F - LOCATIONS OF HIDDEN MONSTERS
-----------------------------------------

This is included not only for completeness, as monsters are at least worth
experience and sometimes treasure.

Hart (12,14) chest [0] - COMBAT: 3 Slime
Sand Town Sewer (4,2) - COMBAT: 1 VampireLord
A3 (11,11) hut - COMBAT: 1 TrollGrunt
A3 (11,13) hut - COMBAT: 1 Ogre
A3 (12,11) hut - COMBAT: 1 Ogre
A3 (14,12) hut - COMBAT: 1 TrollGrunt
A4 (3,3) - COMBAT: 2 SnowBeast
A5 (6,10) hut - COMBAT: 2 Harpy
A7 (7,10) - COMBAT: 1 Cyclops
A7 (11,8) - COMBAT: 1 Cyclops
B6 (9,3) hut - COMBAT: 1 TrollGrunt
B7 (9,6) hut - COMBAT: 3 Electrapede
C1 (11,8) tent - COMBAT: 1 TumanWarrior
C1 (13,8) tent - COMBAT: 1 TumanWarrior
C2 (7,11) grave - COMBAT: 1 SkeletalKnight
F8 (6,14) - COMBAT: 1 DiamondGolem or COMBAT: 1 DiamondGolem + 11 Sand Golem
Lilith's Caverns Level 3 (1,13) - COMBAT: 1 Lilith
Trappist Monastery (7,14) rubble - COMBAT: 3 HellHornet


SECTION 3G - LOCATIONS OF TREASURE
----------------------------------

This excludes gold, gems, and items given as part of quest awards; see section
3H for those.  Item levels are defined in the Might and Magic IV/V FAQs.

Numbers in brackets are experience given for picking the lock guarding the
treasure.

GreyHaven (7,0) - 10000 gold + 100 gems
Hart (13,6) chest [0] - 100 gold; taxes can later appear in this chest after
 you become Lords of Hart: one of (1) 400 gold + 75 gems, (2) 500 gold + 50
 gems, (3) 600 gold + 25 gems, (4) 800 gold, (5) 1000 gold + 5 gems
Hart (13,14) chest [0] - 100 gold + 5 gems + *Key to Hart Sewers
Hart (14,5) chest [0] - Wand of first aid
Hart (14,6) chest [0] - 25 gems
Hart Sewer (1,13) bones - 25 gold
Hart Sewer (1,14) drain - Whistle of jumping
Hart Sewer (2,2) chest [0] - Box of fists
Hart Sewer (2,3) chest [4000] - 200 gold + Chain mail
Hart Sewer (3,2) chest [0] - Wand of first aid
Hart Sewer (3,3) chest [4000] - 100 gold + 5 gems + Whistle of magic arrows
Hart Sewer (3,4) chest [4000] - 3 Boots
Hart Sewer (4,1) chest [4000] - Sonic sling + Orb of pain
Hart Sewer (4,3) chest [4000] - 50 gold + 10 gems + Wand of first aid
Hart Sewer (4,4) chest [4000] - 100 gold + 15 gems + Wand of first aid
Hart Sewer (5,4) chest [0] - Coin of wizard eyes
Hart Sewer (5,10) hoard - Fast ring
Hart Sewer (7,6) hoard - Steel boots
Hart Sewer (9,1) drain - Gem of time distortion
Hart Sewer (11,1) drain - *Red Magic Hammer
Hart Sewer (12,1) bones - 60 gold + Potion of resurrection
Hart Sewer (12,8) hoard - Potion of first aid
Hart Sewer (14,3) bones - 35 gold + Short sword
Hart Sewer (14,5) hoard - Potion of first aid
Hart Sewer (14,14) hoard - 1teel belt
Hart Lower Sewer (7,4) hoard - 10000 gold + 100 gems + *Silver Magic Hammer
Impery (14,11) bed - Blazing cloak
Impery Breeding Ground (4,9) chest - taxes can appear here after you become
 Liege Lords of Impery: one of (1) 500 gold + 75 gems, (2) 700 gold + 50 gems,
 (3) 900 gold + 25 gems, (4) 1100 gold, (5) 1300 gold + 5 gems
Impery Breeding Grounds (14,1) chest [0] - 10000 gold + Gold gauntlets + Steel
 gauntlets
Impery Breeding Grounds (14,2) chest [0] - 10000 gold + 100 gems + Toxic helm
Sand Town (1,1) bones - 25 gold + Potion of curing
Sand Town (2,1) bed - taxes can appear here after you become Crusaders of Sand
 Town: one of (1) 600 gold + 85 gems, (2) 800 gold + 75 gems, (3) 1000 gold +
 50 gems, (4) 1200 gold, (5) 1500 gold; if on quest you can also receive (6)
 1200 gold + *Noam's Hammer
Sand Town (3,14) chest [0] - 60 gold
Sand Town (13,12) woodpile - Potion of resurrection
Sand Town (14,1) barrel - 40 gold
Sand Town Sewer (3,4) sarcophagus - Horn of raising the dead + *Temple of Sun
 Holy Lamp Oil
Sand Town Sewer (6,14) rubble - 70 gold
Sand Town Sewer (13,3) chest [0] - Steel splint mail
Sand Town Sewer (14,13) bones - 40 gold + Potion of nature's cures
A1 (1,3) - 2 *Melon
A1 (1,15) - 2 *Melon
A1 (3,10) tent - pay 100 gold -> *Pass to Hart
A1 (5,13) - 2 *Melon
A1 (7,1) hut - *Princess Crown
A1 (8,6) - 1 *Melon
A1 (12,1) - 2 *Melon
A1 (13,14) - 2 *Melon
A1 (14,1) hut - *Emerald Wand
A3 (2,9) tent - *Holy Wheel
A3 (3,5) shrine - give Holy Wheel -> 10000 gold + Orb of antidotes + *High Sign
A3 (12,13) hut - COMBAT: 1 Ogre, 250 gold
A3 (13,2) straw bed - destroy Snow Beast lair -> 30000 XP, party + Frost cloak
A3 (13,11) hut - COMBAT: 1 OgreShaman, 1000 gold + 25 gems + *Key to Rettig's
 Pyramid
A3 (13,12) - 1 *Magic Coin, Defender cloak, Wand of beacons
A3 (13,13) hut - COMBAT: 1 OgreShaman, 500 gold + Looter ring
A4 (14,3) - Armored cloak + Lapis splint mail + Ebony shield
A5 (7,10) hut - 10 gems
A5 (14,4) cave - destroy Snow Beast lair -> 50000 XP, party + Cryo wakazashi +
 Winners cloak
A6 (3,2) - 200 gems
A6 (4,5) wagon - destroy Yang Knight camp -> 5000 gold + 50 gems + 1 *Magic
 Coin + *Key to Ascihep's Pyramid
A7 (4,10) wagon - *Double Cross
A7 (6,1) wood pile - destroy Cyclops camp -> 50000 XP, party + Steel helm +
 Steel belt
A7 (12,1) wood pile - 1 *Magic Coin
A7 (12,13) - *Hard Rock
A8 (1,4) - 1000 gold
A8 (5,5) - 200 gems
B1 (2,5) stone circle - *Druid Carving
B1 (3,2) - 200 gold + Coral gauntlets
B1 (4,3) - 25 gems + Wand of curing
B1 (6,5) - 500 gold + Amber glaive
B1 (7,2) rubble - 15 Physical damage, party + *Golden Magic Wand
B3 (12,14) - Poisonous scimitar + Scroll of stone to flesh
B4 (7,14) straw bed - COMBAT: 2 Gargoyle + 1 GargoyleKing; destroy Gargoyle
 nest -> 50000 XP, party + 3000 gold + *Key to Canegtut's Pyramid
B4 (9,3) straw bed - COMBAT: 2 MedusaSprite + 1 QueenSprite; destroy Medusa
 Sprite nest -> 30000 XP, party + 100 gems
B4 (12,7) hut - 25 gems
B4 (13,8) hut - 100 gold
B5 (9,12) hut - COMBAT: 1 FireWizard, 1000 gold + 100 gems
B5 (10,12) hut - 500 gold + 20 gems + Charisma ring
B6 (10,5) wagon - Kurt the Trader sells armor, from one of the following sets
 of choices: (1) Cloak 750 gold, Splint mail 1800 gold, Plate armor 6000 gold,
 Boots 120 gold, Cape 600 gold, Shield 300 gold; (2) Scale armor 300 gold,
 Chain mail 1200 gold, Plate mail 3000 gold, Gauntlets 300 gold, Boots 120
 gold, Cape 600 gold; (3) Shield 300 gold, Scale armor 300 gold, Plate armor
 6000 gold, Ring mail 600 gold, Gauntlets 300 gold, Helm 180 gold.
B6 (13,11) - 500 gold + Precision sling + Steel shield
B7 (8,6) hut - 500 gold + Kinetic short bow
B7 (9,5) hut - COMBAT: 2 Electrapede, Whistle of water walking
B7 (11,11) campfire - destroy Barbarian camp -> 50000 XP, party + Horn of
 lightning
B8 (7,4) wagon - pay 25000 gold -> 1 *Magic Coin
C1 (9,6) tent - COMBAT: 1 TumanWarrior, 50 gems
C1 (9,8) tent - 500 gold
C1 (9,10) tent - COMBAT: 1 TumanWarrior, 500 gold
C1 (11,10) tent - COMBAT: 2 TumanWarrior, 2000 gold + 250 gems
C1 (11,12) tent - COMBAT: 2 TumanWarrior, Steel shield
C1 (13,10) tent - COMBAT: 2 TumanWarrior, Gold dagger
C1 (13,12) tent - COMBAT: 1 TumanWarrior, 500 gold
C2 (2,5) grave - COMBAT: 1 PowerLich, 5000 gold + Gold helm
C2 (2,9) grave - COMBAT: 1 SkeletalKnight, 100 gems
C2 (2,11) grave - COMBAT: 1 SkeletalKnight, 1000 gold + Gold cameo
C2 (2,14) grave - 500 gold + Potion of first aid
C2 (5,13) grave - Steel ring mail + Gold shield
C2 (9,9) grave - COMBAT: 1 SkeletalKnight, Steel splint mail
C2 (11,13) grave - COMBAT: 1 SkeletalKnight, Gold splint mail
C2 (12,10) grave - 2000 gold
C2 (14,6) grave - COMBAT: 1 PowerLich, Ruby boots + Platinum boots + Gold boots
C2 (14,6) grave - COMBAT: 1 PowerLich, Ruby cape
C3 (3,5) chest [0] - Potion of curing + Orb of sun rays
C3 (4,8) chest [0] - Potion of raising the dead
C3 (7,4) chest [0] - Scroll of shielding + Orb of moon rays
C3 (7,8) chest [0] - Potion of resurrection
C3 (11,4) chest [0] - Scroll of daily protection
C4 (8,6) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1200
 gold + Gold pendant
C4 (12,8) tower - three warnings, then COMBAT: 1 AirWizard + 2 WizardGuard;
 receive password CANOPUS, Electric long sword + Diamond great axe + Rod of
 lightning + Rod of pain
C4 (12,12) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1500
 gold + Steel belt
C4 (14,5) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1700
 gold + Gold ring
C5 (4,6) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 2800
 gold + Silver gauntlets
C5 (6,9) tower - three warnings, then COMBAT: 1 EarthWizard + 2 WizardGuard;
 receive password SPICA, Gold short sword + Rod of storms + Box of feasting
C5 (7,13) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 2300
 gold + Steel gauntlets
C6 (4,14) hoard - appears after striking the Staff of the Mountain 4 times at
 (7,10) -> 50000 gold
C6 (12,8) hoard - appears after striking the Staff of the Mountain 4 times at
 (7,10) -> 10000 gold + 200 gems
C6 (12,10) hoard - appears after striking the Staff of the Mountain 4 times at
 (7,10) -> 5000 gold + 500 gems
C7 (3,1) straw bed - COMBAT: 1 Roc, destroy Roc nest -> 30000 XP, party +
 Precision necklace
C7 (9,3) straw bed - COMBAT: 2 Roc, destroy Roc nest -> 30000 XP, party + Ebony
 splint mail
C7 (12,1) straw bed - COMBAT: 2 Roc, destroy Roc nest -> 30000 XP, party +
 Lucky cameo
C8 (1,5) hoard - 100 gold
C8 (4,13) hoard - 1 L2 long sword
C8 (11,15) hoard - 50 gold
C8 (12,6) hoard - 100 gold
D4 (10,6) tower - three warnings, then COMBAT: 1 FireWizard + 2 WizardGuard;
 receive password VEGA, Cold halberd + Freezing belt + Frost ring
D4 (12,6) hut - one warning, then COMBAT: 1 Wizard SGT + 1 WizardGuard, 1300
 gold + Magical robes
D5 (6,5) tower - three warnings, then COMBAT: 1 WaterWizard + 2 WizardGuard;
 receive password ANTARES, Seething long bow + Wisdom Elder Staff + Fuming
 medal + Flaming belt
D7 (7,2) hoard - 75 gold
D7 (11,1) hoard - 100 gold
D8 (2,14) rubble - 10 gold + Mace
D8 (6,15) rubble - 50 gold
D8 (15,15) rubble - 25 gold
E6 (4,9) rubble - 200 gold
E7 (4,13) bones - Potion of first aid
E7 (6,2) bones - 100 gold
E7 (10,10) bones - 50 gold
E7 (13,5) bones - 1 L4 long bow
E8 (2,14) bones - 50 gold
E8 (7,14) bones - Short sword
E8 (11,14) bones - 25 gems
E8 (13,1) bones - 25 gold
F5 (3,14) cave - COMBAT: 3 FireDragon, destroy Fire Dragon lair -> 250000 XP,
 one character only + 50000 gold + 500 gems + Cold long sword Dragon Slayer +
 Speed cameo
F5 (9,6) cave - COMBAT: 2 AcidDragon, destroy Acid Dragon lair -> 150000 XP,
 one character only + 20000 gold + 70 gems + Dyna long sword Dragon Slayer +
 Stealth amulet
F5 (9,15) hoard - 50000 gold
F5 (10,11) hoard - 20000 gold + 500 gems + Diamond plate mail
F5 (14,5) hoard - 10000 gold + 50 gems + Diamond shield
F5 (14,10) hoard - 10000 gold + 100 gems + Diamond helm
F6 (5,5) hoard - 25000 gold + 50 gems + Seething naginata
F6 (5,14) cave - COMBAT: 2 FrostDragon, destroy Frost Dragon lair -> 300000 XP,
 party + 75000 gold + 30 gems + Ebony boots + Magical pendant
F6 (7,15) hoard - 20000 gold + Poisonous staff
F6 (11,15) cave - COMBAT: 3 GreatHydra, destroy Great Hydra lair -> 200000 XP,
 party + 5000 gold + 200 gems + Jewel of dancing swords
F7 (3,3) bones - 50 gold
F7 (14,11) bones - Chain mail
F8 (13,9) bones - Wind Elder Spear
Black Tower Level 1 (11,2) table - 25 gold
Black Tower Level 1 (11,14) bed - Scorching mace
Black Tower Level 1 (13,2) table - 5 gems
Black Tower Level 1 (14,10) bed - 5 gems
Black Tower Level 1 (14,12) bed - 100 gold
Black Tower Level 2 (9,11) hoard - 100 gold + Pearl cloak
Black Tower Level 2 (9,11) hoard - Steel gauntlets + Gem of town portals
Black Tower Level 3 (1,14) hoard - Gamblers Elder Dagger + *Green Magic Hammer
Black Tower Level 3 (10,1) bed - 20 gold
Black Tower Level 3 (12,1) bed - Potion of antidotes
Black Tower Level 3 (14,3) bed - Steel boots
Castle of the Undead Level 1 (1,11) chest [0] - 1000 gold + Fiery staff +
 Magical belt
Castle of the Undead Level 1 (5,2) chest [0] - 1000 gold + Exacto crossbow +
 Dragon gauntlets
Castle of the Undead Level 1 (7,12) chest [0] - 900 gold + 3 Potion of power
 curing
Castle of the Undead Level 1 (9,1) chest [0] - 1300 gold + Potion of the GODS!
Castle of the Undead Level 1 (14,13) chest [0] - 1300 gold + Gamblers long
 sword
Castle of the Undead Level 2 (4,5) chest [0] - 1000 gold + Wisdom belt + Potion
 of nature's cures
Castle of the Undead Level 2 (7,5) chest [0] - 1300 gold + Troll hammer
Castle of the Undead Level 2 (10,10) chest [0] - 1300 gold + Speed nunchakas
Castle of the Undead Level 2 (11,13) chest [0] - 900 gold + Pirate cape +
 Potion of resurrection + Potion of power curing
Castle of the Undead Level 2 (12,11) chest [0] - 1000 gold + Gold splint mail
 + Wand of holy bonuses
Castle of the Undead Level 3 (1,1) chest [0] - 900 gold + Potion of
 resurrection + Potion of revitalization + Scroll of undead turning
Castle of the Undead Level 3 (3,12) chest [0] - 1000 gold + True Elder Long Bow
 + Silver ring mail
Castle of the Undead Level 3 (13,6) chest [0] - 1000 gold + Arcane cape + Orb
 of fireballs
Castle of the Undead Level 3 (14,1) chest [0] - 1300 gold + Photon long sword +
 Wind dagger
Cave of the Wolf (4,10) rubble - 300 gold
Cave of the Wolf (5,8) rubble - Swift helm
Cave of the Wolf (6,10) rubble - Dense short bow
Diamong Mine (11,13) vein - dig with Diamond Edged Pick -> *Diamond Mineral
Dragon's Cave (3,7) bones - Static cape
Dragon's Cave (5,1) bones - Ogre dagger
Dragon's Cave (12,14) hoard - 25000 gold
Dragon's Cave (14,12) hoard - 100 gems + Rogue ring
Dragon's Cave (14,14) hoard - 100 gems + Dyna helm
Emerald Mine (3,7) vein - 200 gems
Emerald Mine (3,12) vein - 150 gems
Emerald Mine (9,14) vein - 250 gems
Emerald Mine (10,4) vein - 300 gems
Emerald Mine (11,14) vein - 250 gems
Emerald Mine (14,14) vein - 125 gems + *Emerald
Lilith's Caverns Level 1 (1,11) - 1 *Spirit Gem
Lilith's Caverns Level 1 (1,13) - 1 *Spirit Gem
Lilith's Caverns Level 1 (2,6) - 1 *Spirit Gem
Lilith's Caverns Level 1 (4,12) - 1 *Spirit Gem
Lilith's Caverns Level 1 (6,5) - 1 *Spirit Gem
Lilith's Caverns Level 1 (6,9) chest - answer riddle with "Gold" -> 750 gold +
 Marksman short bow + Potion of nature's cures
Lilith's Caverns Level 1 (7,1) chest [0] - 100 gold + Potion of curing
Lilith's Caverns Level 1 (7,13) - 1 *Spirit Gem
Lilith's Caverns Level 1 (8,7) - 1 *Spirit Gem
Lilith's Caverns Level 1 (10,5) chest - answer riddle with "Butterfly" -> Frost
 broad sword Undead Eater
Lilith's Caverns Level 1 (10,9) - 1 *Spirit Gem
Lilith's Caverns Level 1 (10,10) chest [0] - 200 gold + Potion of heroism
Lilith's Caverns Level 1 (13,7) - 1 *Spirit Gem
Lilith's Caverns Level 1 (14,11) - 1 *Spirit Gem
Lilith's Caverns Level 2 (1,1) chest - answer riddle with "fish" -> 500 gold +
 Giant hammer + Potion of power curing
Lilith's Caverns Level 2 (1,5) chest [0] - 175 gold
Lilith's Caverns Level 2 (2,8) - 1 *Spirit Gem
Lilith's Caverns Level 2 (4,4) - 1 *Spirit Gem
Lilith's Caverns Level 2 (4,10) - 1 *Spirit Gem
Lilith's Caverns Level 2 (5,14) chest - answer riddle with "tears" -> 250 gold
 + Wand of shrapmetal + 1 *Spirit Gem
Lilith's Caverns Level 2 (7,12) - 1 *Spirit Gem
Lilith's Caverns Level 2 (8,6) - 1 *Spirit Gem
Lilith's Caverns Level 2 (10,2) - 1 *Spirit Gem
Lilith's Caverns Level 2 (10,7) - 1 *Spirit Gem
Lilith's Caverns Level 2 (13,3) chest - answer riddle with "sword" -> 500 gold
 + Thunder gauntlets
Lilith's Caverns Level 2 (14,7) - 1 *Spirit Gem
Lilith's Caverns Level 2 (14,10) - 1 *Spirit Gem
Lilith's Caverns Level 2 (14,14) chest [0] - Holy helm
Lilith's Caverns Level 3 (1,6) - 1 *Spirit Gem
Lilith's Caverns Level 3 (2,3) - 1 *Spirit Gem
Lilith's Caverns Level 3 (3,7) chest [0] - 80 gold + Potion of moon rays
Lilith's Caverns Level 3 (3,9) - 1 *Spirit Gem
Lilith's Caverns Level 3 (5,7) - 1 *Spirit Gem
Lilith's Caverns Level 3 (5,14) - 1 *Spirit Gem
Lilith's Caverns Level 3 (8,1) - 1 *Spirit Gem
Lilith's Caverns Level 3 (10,6) - 1 *Spirit Gem
Lilith's Caverns Level 3 (10,14) chest - answer riddle with "hope" -> 800 gold
 + Stealth cloak + Rod of fiery flails + Scroll of raising the dead + 1
 *Spirit Gem
Lilith's Caverns Level 3 (12,2) chest [0] - 60 gold + Potion of curing
Lilith's Caverns Level 3 (13,9) - 1 *Spirit Gem
Lilith's Caverns Level 3 (13,14) - 1 *Spirit Gem
Ogre Fort (1,6) bed - Scorching mace
Ogre Fort (1,8) bed - Ogre belt
Ogre Fort (3,13) hoard - 3000 gold + 25 gems + Scorching robes
Ogre Fort (11,13) bed - Castors belt
Ogre Fort (11,14) bed - Silver chain mail
Ogre Fort (12,11) hoard - 50 gems + Fiery dagger
Ogre Fort (12,13) bed - Steel boots
Ogre Fort (14,7) chest [0] - Rod of teleportation + 1 *Magic Coin
Ogre Fort (14,11) chest [0] - 2500 gold + Wand of time distortion + *Sacred Cow
Orc Fort (4,4) hut - Potion of beast control
Orc Fort (4,6) hut - COMBAT: 3 OrcGuard, Fast boots
Orc Fort (5,11) chest [0] - 20 Physical damage, party + 1000 gold + 50 gems
Orc Fort (6,4) hut - Rapid ring
Orc Fort (6,6) hut - 50 gold
Orc Fort (6,11) chest [0] - Charm pendant + Scroll of shielding + Coin of
 shrapmetal
Orc Fort (8,9) chest [0] - 25 Electricity damage + 1 *Magic Coin
Orc Fort (11,4) hut - 100 gold
Orc Fort (11,6) hut - COMBAT: 2 OrcGuard, Accurate helm
Orc Fort (12,7) hut - Potion of first aid + 1 *Magic Coin
Orlow's Tower (2,12) rubble - Scroll of stone to flesh
Orlow's Tower (2,13) rubble - 50 gold
Orlow's Tower (4,3) chest [0] - 2 L1 items + 1 *Magic Coin
Orlow's Tower (10,3) rubble - Potion of curing
Orlow's Tower (11,9) rubble - 10 gems
Orlow's Tower (14,11) chest [0] - Ogre belt + Scroll of stone to flesh
Pyramid of Ascihep (3,12) sarcophagus - COMBAT: 3 Ghoul, 1000 gold + Gem of
 energy blasts
Pyramid of Ascihep (5,10) hoard - 500 gold + 25 gems + Scroll of mass
 distortion
Pyramid of Ascihep (6,12) sarcophagus - COMBAT: 3 Ghoul, 1000 gold + *Staff of
 the Mountain
Pyramid of Ascihep (9,12) sarcophagus - 1000 gold + 50 gems
Pyramid of Ascihep (12,12) sarcophagus - COMBAT: 3 Ghoul, Stealth medal +
 Whistle of sparking
Pyramid of Canegtut (8,14) sarcophagus - requires 50 Might -> Steel splint mail
 + Filch ring + *Sky Hook
Pyramid of the Dragon (12,12) sphinx - (1) answer riddle with "silence" ->
 Jewel of dancing swords; (2) answer riddle with "hole" -> Coin of enchant
 item; (3) answer riddle with "water" -> Horn of resurrection; (4) answer
 riddle with "man" -> Rod of lightning; (5) answer riddle with "riddle" -> Orb
 of beacons.  Answering any riddle incorrectly results in COMBAT: 1 FireDragon
 which may be repeated indefinitely.
Pyramid of Power (2,11) hoard - 150 gems
Pyramid of Power (2,13) hoard - 200 gems
Pyramid of Power (14,1) sphinx - answer riddle with "bed" -> Wand of fireballs
Pyramid of Power (14,3) sphinx - answer riddle with "bottle" -> Scroll of the
 GODS!
Pyramid of Rettig (1,5) chest [0] - 200 gold
Pyramid of Rettig (3,10) chest [0] - 100 gold + Rapid belt
Pyramid of Rettig (5,9) chest [0] - Wand of fireballs
Pyramid of Rettig (7,3) chest [0] - 300 gold + 50 gems
Pyramid of Rettig (8,7) sarcophagus - requires 45 Might -> COMBAT: 1
 RoyalMummy, 5000 gold + 100 gems + Witch scarab + Life scarab + 1 *Magic Coin
 + *Key to the Old Temple
Pyramid of Rettig (9,1) chest [0] - 25 gems
Pyramid of Rettig (9,14) chest [0] - 400 gold
Pyramid of Rettig (10,7) chest [0] - 1000 gold + 50 gems + Filch belt
Pyramid of Rettig (10,12) chest [0] - 500 gold + Scroll of dancing swords
Pyramid of Rettig (12,8) chest [0] - Defender helm + Brigand gauntlets
Pyramid of Rettig (14,4) chest [0] - Flashing dagger
Pyramid of Rettig (14,10) chest [0] - Lapis boots + Swift belt
Pyramid of War (2,1) hoard - 25 gold + 100 gems
Pyramid of War (6,14) hoard - 25000 gold + 30 gems
Pyramid of War (7,11) chest [0] - 5500 gold + 50 gems + Warrior long sword
Pyramid of War (9,11) chest [0] - 3000 gold + 100 gems + Flaming mace
Pyramid of War (11,1) hoard - 20000 gold + 10 gems
Ruby Mine (2,13) vein - 500 gold
Ruby Mine (12,11) vein - *Ruby
Saber Tooth Den (3,3) bones - Scorching cloak
Saber Tooth Den (3,12) bones - Amber chain mail + Jewel of blessing + 1 *Magic
 Coin
Saber Tooth Den (4,4) bones - 1 *Magic Coin
Saber Tooth Den (9,10) straw bed - Mystic helm
Saber Tooth Den (10,10) rubble - Silver mace
Saber Tooth Den (11,8) bones - Accurate crossbow
Saber Tooth Den (13,14) rubble - Incandescent halberd
Saber Tooth Den (14,2) straw bed - COMBAT: 1 Sabertooth + Coin of jumping
Sapphire Mine (1,9) vein - 125 gems + *Sapphire
Sapphire Mine (2,4) vein - 150 gems
Sapphire Mine (3,12) vein - 1050 gems
Sapphire Mine (5,5) vein - 250 gems
Sapphire Mine (5,11) vein - 450 gems
Sapphire Mine (6,9) straw bed - destroy Gargoyle nest -> 100000 XP, one
 character only + 500 gold + Horn of monster identification
Sapphire Mine (8,11) vein - 550 gems
Sapphire Mine (9,3) vein - 350 gems
Sapphire Mine (14,8) vein - 750 gems
Sapphire Mine (14,10) vein - 650 gems
Sky Platform (8,5) pedestal - first touch orb at (8,1) facing west, then at
 (1,1) facing north, then at (14,1) facing east, then at (14,14) facing south,
 then at (14,5) facing west -> +100 Hit Points, party + *Positive Orb
Sky Platform (15,15) hoard - 1000 gold + *Firebane Staff
Skyroad B3 (1,14) hoard - 50000 gold + Winners cameo
Skyroad B3 (4,1) chest [0] - *Diamond Edged Pick
Skyroad B3 (4,3) chest [0] - 1000 gold + 500 gems
Skyroad B3 (4,5) chest [0] - 1000 gold + 500 gems
Skyroad B3 (6,1) chest [0] - Dragon Elder Long Sword
Skyroad B3 (6,3) chest [0] - 1000 gold + 1000 gems
Skyroad B3 (6,5) chest [0] - 1000 gold + 500 gems
Skyroad B3 (6,7) chest [0] - 1000 gold + 1000 gems
Skyroad B3 (8,14) hoard - 100000 gold + 100 gems + Gold long sword
Skyroad B3 (10,3) hoard - 25000 gold + 100 gems + Silver dagger
Skyroad B3 (12,3) hoard - 25000 gold + 50 gems + Gold mace
Spaceship Level 4 (5,5) chest [0] - 50000 gold + 100 gems + Wand of
 resurrection + Orb of power curing; you are then transported into the trapped
 area in the center of the level
Temple of HAVEC Level 1 (1,14) chest [0] - 500 gold
Temple of HAVEC Level 1 (14,14) chest [0] - 50 gems
Temple of HAVEC Level 2 (1,1) chest [0] - 200 gold + Ogre gauntlets
Temple of HAVEC Level 2 (1,3) chest [0] - 50 gems
Temple of HAVEC Level 2 (14,1) chest [0] - 1 *Magic Coin
Temple of HAVEC Level 2 (14,3) chest [0] - 1000 gold
Temple of HAVEC Level 3 (4,4) chest [0] - 1000 gold
Temple of HAVEC Level 3 (5,4) chest [0] - Thought broach
Temple of HAVEC Level 3 (6,10) chest [0] - Castors cameo
Temple of HAVEC Level 3 (7,5) chest [0] - Marksman medal
Temple of HAVEC Level 3 (8,10) chest [0] - Rapid charm
Temple of HAVEC Level 3 (11,4) chest [0] - Leadership Elder Mace
Temple of HAVEC Level 3 (11,11) chest [0] - 5000 gold + 100 gems + Charisma
 scarab
Trappist Monastery (1,1) bed - 20 gems
Trappist Monastery (3,1) bed - Silver mace
Trappist Monastery (5,1) bed - Thought pendant
Trappist Monastery (9,1) chest [0] - Scroll of time distortion + Scroll of
 power curing + Scroll of stone to flesh
Trappist Monastery (12,1) bed - 1000 gold
Trappist Monastery (12,14) chest [0] - Potion of holy bonuses + Potion of power
 curing + Scroll of stone to flesh
Trappist Monastery (14,14) chest [0] - Potion of antidotes + Potion of daily
 protection + Scroll of holy words
Troll Mine (1,7) vein - 500 gold
Troll Mine (5,12) rubble - 1 *Magic Coin
Troll Mine (12,14) vein - 100 gems
Troll Mine (13,2) vein - 250 gold
Underworld (8,13) pedestal - try to take orb first resulting in COMBAT:
 GateMaster (148), try to take again then go to around (2,13) resulting in
 COMBAT: GateMaster (149), return and try to take again then go to around
 (8,4) resulting in COMBAT: GateMaster (150), return -> receive "Underworld
 Master Slayer" award + *Negative Orb
Wyrm's Lair (1,12) hoard - 50000 gold + 5 gems + Box of beacons
Wyrm's Lair (1,14) hoard - 50000 gold + 5 gems + Stealth cape
Wyrm's Lair (2,12) hoard - 50000 gold + 5 gems + Scroll of curing
Wyrm's Lair (2,13) hoard - 100000 gold + 50 gems + Orb of energy blasts
Wyrm's Lair (2,14) hoard - 50000 gold + 5 gems + Scroll of resurrection
Wyrm's Lair (3,12) hoard - 50000 gold + 5 gems + Mage ring
Wyrm's Lair (3,14) hoard - 50000 gold + 5 gems + Scroll of resurrection
Wyrm's Lair (8,14) hoard - 5000 gold + 100 gems + Jewel of curing
Wyrm's Lair (10,14) hoard - 10000 gold + 5 gems + Shocking cloak + Rapid ring
Wyrm's Lair (12,6) hoard - 25000 gold + 25 gems


SECTION 3H - LOCATION OF AWARDS AND QUESTS THAT GIVE AWARDS
-----------------------------------------------------------

Hart (1,1) bed - Search bed first for COMBAT: 2 Slime, 25 gold.  Orlow the
 Wizard then asks you to retrieve his golden magic wand carried by monsters
 out of the city.  Retrieve it from B1 (7,2) and return; receive 500 gold, and
 the Hart Magic Shop becomes available.
Hart (1,4) - First search the desk at (1,7), which results in COMBAT: 2 Breeder
 Slime + 2 Slime; defeating the slimes then coming here gives 500 XP, party.
Hart (3,1) bed - Search bed first for COMBAT: 3 Slime, 25 gold.  Jacqueline the
 Bard then asks you to retrieve her green magic hammer carried by monsters
 out of the city.  Retrieve it from Black Tower Level 3 (1,14); receive 500
 gold, and the Hart Accessory Shop becomes available.
Hart (5,1) bed - Search bed first for COMBAT: 2 Slime, 25 gold.  Roland the
 Shield Master then asks you to retrieve his red hammer from the monsters
 underneath Hart.  Retrieve it from Hart Sewer (11,1) and return; receive
 500 gold, and the Hart Armor Shop becomes available.
Hart (10,9) desk - (1) First free the Mayor of Hart from the cage at (14,9);
 the Mayor will return here.  You will be asked to clear the city and Orlow's
 Tower of monsters.  Once done, receive 1000 XP, party; Orlow's Tower reopens
 and the Hart Temple becomes available.  (2) You are now asked to clear the
 Hart Sewer and the Black Tower.  Do so (this appears to include using all of
 the stat barrels) and return; receive "Lord of Hart" award and asked to check
 the bank for taxes.
Hart (14,14) desk - Hans the Weaponsmith asks you to retrieve his silver hammer
 from the monsters below Hart.  Retrieve it from Hart Lower Sewer (7,4) and
 return; receive 500 gold, and the Hart Weapon Shop becomes available.
Hart Sewer (11,4) ladder - Clear this level of monsters and the Mayor of Hart
 will award you 2000 XP, party, and the Hart Tavern will also open.
Impery (10,7) - Mayor Roderic Lawrence asks you to clear the land around town
 of monsters.  (1) If A6 is cleared: receive 10000 XP, party, and the Impery
 Training Grounds, Impery Mage Guild, and Arms Master teacher become
 available.  (2) If A7 is cleared: receive 10000 XP, party, and the Impery
 Tavern and Danger Sense teacher become available.  (3) If A8 is cleared:
 receive 10000 XP, party, and the Impery Smith shops, the Spot Secret Doors
 trainer, and the Thievery trainer become available. (4) If B7 is cleared:
 receive 10000 XP, party, and the Impery Temple becomes available if Kroe has
 received the Druid Carving; the Prayer Master teacher tent also appears.  (5)
 If awards 1-4 have all been received, receive 100000 XP, party and the "Leige
 Lord of Impery" award.
Sand Town (1,14) - (1) High Priest Milhaela comes here if you clear Sand Town,
 Sand Town Sewer, and C7, and talk to Mayor Yoav; receive 5000 gold.  (2) You
 are asked for the Temple of Sun Holy Lamp Oil.  Retrieve it from Sand Town
 Sewer (3,4) and return; the Sand Town Temple now opens.
Sand Town (3,14) - Noam the Sword Smith comes here if you clear Sand Town,
 Sand Town Sewer, and E7, and talk to Mayor Yoav; you are asked to retrieve
 Noam's Hammer.  Once you are Crusaders of Sand Town, retrieve it from (2,1)
 and return; receive 500 gold, and the Sand Town Weapon Shop opens.
Sand Town (9,14) - First free Mayor Yoav from the cage at (7,5); he will return
 here after Sand Town and Sand Town Sewer are cleared, and ask you to also
 clear the areas outside of Sand Town.  (1) If C6 is cleared, including the
 monsters that appear after striking the Staff of the Mountain 4 times: Anat
 returns to (5,14), and the Sand Town Mage Guild opens; Anat gives you a Wand
 of Incinerating as well.  (2) If C7 is cleared: High Priest Milhaela returns
 to (1,14).  (3) If D6 is cleared: Sand Town Training Grounds opens.  (4) If
 D8 is cleared: Daniel the Shield Smith returns to (14,12), and the Sand Town
 Armor Shop opens; Daniel gives you a L3 shield as well.  (5) If E6 is
 cleared: Sand Town Tavern opens.  (6) If E7 is cleared: Noam returns to
 (3,14).  (7) If E8 is cleared: Eva returns to (7,14), and the Sand Town
 Magic Shop opens; Eva gives you an Armored ring as well.  (8) If you have
 completed all of (1)-(7) and also have the "Slayers of the Evil Lilith"
 award, you are declared Crusaders of Sand Town and receive 500000 XP, party.
A1 (6,9) hut - Cald the Merchant requests the elimination of the thieves that
 plague the area.  Clear them out of A1 and destroy their den at (13,5) and
 return; receive 1000 gold and 1000 XP, party.
A1 (13,9) hut - Vera the Princess asks you to find her crown.  Retrieve it from
 A1 (7,1) and return; receive Frost short bow, Plate armor, Sage ring.
A2 (2,9) campfire - Ogre Chief appears only after the Ogre Fort is burned down;
 you are asked to destroy the nearby Orc Fort.  Do so and return; receive</pre><pre id="faqspan-2">
 Flaming short sword.
A2 (13,9) campfire - Enaed the Orc Chief appears only after the Orc Fort is
 burned down; you are asked to destroy the nearby Ogre Fort.  Do so and
 return; receive Venemous shield.
A5 (7,2) shrine - Vincent asks you to recover the Sacred Cow.  Retrieve it from
 Ogre Fort (14,11) and return; the shrine now becomes a place to gain +50
 Spell Points.
A6 (2,12) tent - Helga request the defeat of the nearby Yang Knights.  Destroy
 the camp at A6 (4,5) and return; receive 100000 XP, party and Defender
 gauntlets.
A7 (0,7) campfire - Mayor Roderic Lawrence of Impery asks you to clear Impery
 of monsters, and gives you *Pass to Impery.  Clear Impery and Impery Breeding
 Grounds of all monsters and return; Mayor Roderic Lawrence asks you to clear
 the land around Impery of monsters, and he returns to Impery.
A7 (5,14) stone circle - Kroe the Druid needs the Druid Carving to reopen the
 temple in Impery.  Retrieve it from B1 (2,5) and return; Kroe will accept
 it and reopen the temple once you liberate Impery.
A8 (12,12) stone circle - Merc the Druid seeks Rock Candy.  Retrieve it from B8
 (11,7) and return; A8 (12,10) and A8 (12,11) become land, opening the way to
 the Garden of Wonders.
B2 (8,14) shrine - Patriarch Donnan seeks the High Sign.  Retrieve it from A3
 (3,5) and return; receive 25000 XP, party.
B5 (6,2) shrine - Amon Ralf Mercalphet asks you to retrieve the Sky Hook.
 Retrieve it from Pyramid of Canegtut (8,14) and return; receive 40000 XP,
 party; the shrine now becomes a place to temporary gain +20 All Resistances.
B7 (13,13) stone circle - Marcus the Druid seeks the Double Cross.  Retrieve it
 from A7 (4,10) and return; receive *Ivy Plant.
B8 (11,7) stone circle - Sagan the Scholar seeks Ivy Plant.  Retrieve it from
 B7 (13,13) and return; receive *Rock Candy.
C7 (12,8) stone circle - Crystal the Druidess seeks Soft Rock.  Retrieve it
 from D8 (11,2) and return; receive Mountaineer skill for whole party.
D8 (11,2) stone circle - Sophie the Druidess seeks Hard Rock.  Retrieve it from
 A7 (12,13) and return; receive *Soft Rock.
Lilith's Caverns Level 3 (1,14) - Place the 30 Spirit Gems from all over
 Lilith's Caverns in the magical pool at (2,13), then pull the lever here;
 receive "Slayers of the Evil Lilith" award.
Orlow's Tower (10,8) throne - (1) First clear Hart and Orlow's Tower of
 monsters then speak with the Mayor of Hart; Bec du Lac will appear here and
 give you the task of finding the six Elder Weapons.  Retrieve the Gamblers
 Elder Dagger from Black Tower Level 3 (1,14) and return for 1000 gold and
 5000 XP, party.  (2) Retrieve the Leadership Elder Mace from Temple of HAVEC
 Level 3 (11,4) and return for 5000 gold and 25000 XP, party.  (3) Retrieve
 the Wisdom Elder Staff from D5 (6,5) and return for 2000 gold and 10000 XP,
 party.  (4) Retrieve the Wind Elder Spear from F8 (13,9) and return for 200
 gems and 15000 XP, party.  (5) Retrieve the True Elder Long Bow from Castle
 of the Undead Level 3 (3,12) and return for 500 gems and 50000 XP, party.
 (6) Retrieve the Dragon Elder Long Sword from Skyroad B3 (6,1) and return for
 1000 gems and 75000 XP, party.


SECTION 4A - MONSTER TABLE
--------------------------

Explanation of the column headings and abbreviations:
ID# - monster ID number
K   - thousand
M   - million
HP  - hit points; if this is followed immediately by a letter, the monster is
     of a specific subtype:
     B = beast
     D = dragon
     G = golem
     H = humanoid
     I = insect
     U = undead
AC  - armor class
Spd - speed
Acc - physical attack accuracy (not relevant for other damage types)
At  - number of attacks; "P" means the monster attacks every character once.
Dam - damage done per attack that connects
DT  - damage type (abbreviations are the same as for resistances, below)
R   - whether attack is ranged or not
BT  - possible inflicted condition:
     Age = magical aging
     BrW = break weapon
     Con = confused
     CuI = curse inventory items
     Cur = cursed
     Dea = dead
     Dis = diseased
     Era = eradicated
     Ins = insane
     Lov = in love
     Par = paralyzed
     Poi = poisoned
     Slp = sleep
     SP  = drain spell points
     Sto = stone
     Unc = unconscious
     Wea = weak
Ta  - blank for normal targeting; if something is listed, the monster
     preferentially targets the following types of characters:
     Ar = Archer
     Cl = Cleric
     Dr = Druid
     Dw = Dwarf
     Kn = Knight
     Pa = Paladin (does not actually work because of a bug)
     Ra = Ranger
     Ro = Robber
     So = Sorcerer
Resistances - resistances are in the following order: Ph (physical), fire (F),
 cold (C), electricity (E), poison/acid (P), energy (En), magic (Ma).  If "Im"
 is indicated, the monster has 100% resistance to that attack form.  High-
 level spellcasters do have a chance of punching through even 100% resistance.

The second line indicates awards given for defeating the monster.
Exp   - experience gained
Gold  - gold gained
Gems  - gems gained
Items - level of item dropped (item levels are defined in section 5A); the
       probability that this item drops is not indicated.

                                                          Resistances
ID# Name             HP   AC Spd Acc At    Dam DT R  BT Ta Ph/ F/ C/ E/ P/En/Ma
134 AcidDragon      320D  30  28      P    200 F  Y        20/20/ 0/ 0/Im/20/20
   Exp:  70K  Gold: 1220   Gems:  30   Items: none
123 AirWizard        75H  17  30      P   2d20 E  Y         0/Im/60/60/60/60/50
   Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
 2 Annihilator    1500   40 200     12   5d50 En Y        Im/Im/Im/Im/Im/Im/Im
   Exp:   1M           [Immune to everything other than the six Elder Weapons]
52 Arachnoid        50I  10  40      1    3d5 P    Poi     0/ 0/ 0/ 0/Im/ 0/ 0
   Exp: 4000
 5 Armadillo       800B  50  15  60  1  100d6 Ph   BrW    50/50/80/ 0/80/50/ 0
   Exp:  60K
 3 Autobot        2500  100 200      2  5d100 En          Im/Im/Im/Im/Im/Im/Im
   Exp:   1M           [Immune to everything other than the six Elder Weapons]
 6 Barbarian        50H   5  40  20  3   1d20 Ph Y     So  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000  Gold:  100   Gems:   0   Items: Level 3
100 BatQueen        500   40  32  15  2  10d15 Ph   Wea Cl  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  70K
18 BeholderBat      75   15  80      P    5d5 F            0/Im/ 0/50/ 0/ 0/ 0
   Exp:  10K
16 BreederQueen    400I  15  50      1   50d2 E    Par Pa  0/50/50/Im/50/50/ 0
   Exp:  25K
117 BreederSlime     20    2  25      1    1d8 P            0/ 0/ 0/ 0/Im/ 0/ 0
   Exp:  200
95 CanegCleric      25H   3  10      1     20 E  Y     Cl  0/10/10/Im/10/10/10
   Exp:  10K  Gold:    0   Gems:  10   Items: none
 8 ClericofMok     125H  10  40      1   50d2 E  Y     Cl  0/10/10/Im/10/10/10
   Exp:  30K  Gold:    0   Gems:  10   Items: none
11 CloudDragon    2000D  40 150      P    600 C  Y        50/ 0/Im/50/Im/50/25
   Exp: 500K  Gold:    0   Gems:  10   Items: none
63 CovenLeader     150H  20 100      P  10d15 En Y SP      0/10/ 0/Im/50/Im/50
   Exp: 120K  Gold:    0   Gems:  20   Items: Level 6
68 CultLeader      880U  25  70   1  1  10d10 Ph Y     Cl  0/20/20/20/20/20/20
   Exp: 100K  Gold:    0   Gems: 100   Items: Level 6
111 Cyclops         100   16  28  35  2   2d25 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  10K  Gold: 1300   Gems:   5   Items: none
137 CyroDragon     1000D  40  35      P    200 C  Y        20/20/ 0/ 0/Im/20/20
   Exp: 200K  Gold: 1220   Gems:  30   Items: none
66 DarkWolf         70B  10  70  10  3    3d8 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K
31 DeathKnight     750H  50  80 150  2  2d250 Ph       Pa  0/50/50/50/50/50/10
   Exp: 100K  Gold:  100   Gems:   0   Items: Level 6
140 Demon          1000   40  33      P  10d30 F  Y         0/Im/ 0/ 0/ 0/ 0/20
   Exp: 170K
141 Devil          1200   50  66      P  10d35 C  Y         0/Im/ 0/ 0/ 0/ 0/30
   Exp: 200K
114 DiamondGolem   1000G  40  30  50  2   4d50 Ph   BrW    50/80/80/80/50/ 0/ 0
   Exp:  30K  Gold:    0   Gems:  20   Items: none
71 DoomKnight     1000H  50 100 150  4  2d250 Ph   Dea Pa  0/80/80/80/80/80/20
   Exp: 500K  Gold:  200   Gems:   0   Items: none
139 DragonLord     1000D  45  40      P    400 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
   Exp: 250K
15 DragonMummy    3000D  30 100 200  1 2000d2 Ph   Dis Cl 90/ 0/Im/80/Im/ 0/10
   Exp:   2M
144 Duval           400H  25  40      1  10d25 F        Pa  0/50/30/30/30/40/30
   Exp: 100K
17 EarthBlaster   1000   10 100 200  P  5d100 Ph          90/Im/90/90/Im/ 0/ 0
   Exp: 250K
125 EarthWizard      75H  17  30      P   2d30 En Y         0/Im/60/60/60/60/50
   Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
 7 Electrapede     100I  10  50      1     50 E    Par Pa  0/50/50/Im/50/50/ 0
   Exp:  10K
50 Enchantress     100H  25  60      1  3d150 E  Y     Cl  0/10/10/Im/10/10/20
   Exp:  40K  Gold:    0   Gems:  20   Items: none
115 FireDragon      350D  30  28      P    200 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
   Exp:  80K
107 FireWizard       35H  17  30      P   2d30 F  Y         0/Im/60/60/60/60/50
   Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
135 FrostDragon     330D  30  28      P    200 C  Y         0/ 0/Im/ 0/ 0/ 0/ 0
   Exp:  90K  Gold: 3120   Gems:   0   Items: none
38 Fumerole         75   20  10      P   7d10 F  Y        20/Im/ 0/20/20/20/ 0
   Exp:  10K
21 Gargoyle        100   35  30  60  2   5d20 Ph           0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  30K
119 GargoyleKing    200   70  60  80  4   4d30 Ph           0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  60K
148 GateMaster      900   30  35  10  2  10d40 Ph   Slp    30/Im/50/50/50/50/50
   Exp: 100K
149 GateMaster     1300B  40  70  10  3  15d80 Ph   Par    30/Im/50/50/50/50/50
   Exp: 150K
150 GateMaster     1900   50  66      P 15d130 C  Y Age    30/Im/50/50/50/50/50
   Exp: 200K
91 GhostMummy      500U  35 175 150  1  200d5 Ph   Age Cl 80/ 0/80/60/80/80/50
   Exp: 500K
102 Ghoul            40U  15  20  22  2   2d10 Ph   Par Pa 50/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 3500
22 Giant           250   25  45 100  2   20d5 Ph   Unc     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 100K  Gold: 1000   Gems:   0   Items: Level 5
23 Goblin           10    5  30   1  2    2d6 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 1000
116 GreatHydra     1000D  27  30  45 12  10d10 Ph   Poi     0/50/50/50/Im/50/ 0
   Exp:  50K
13 GreenDragon    2500D  50 150      P    500 F  Y        50/Im/ 0/50/Im/50/25
   Exp: 500K  Gold:    0   Gems:  10   Items: none
25 Gremlin          20    7  35  10  2   2d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 2000
26 GremlinGuard     50   10  35  20  2    6d5 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 3000
27 Griffin         800B  35 150 150  2   50d6 Ph       Kn  0/ 0/ 0/ 0/ 0/ 0/80
   Exp:  60K
145 GuardBot V1.0   200   50  50      1    100 En          Im/Im/Im/Im/Im/Im/Im
   Exp:  70K           [Immune to everything other than the six Elder Weapons]
146 GuardBot V2.0   300   70  50      1    100 En Y        Im/Im/Im/Im/Im/Im/Im
   Exp:  80K           [Immune to everything other than the six Elder Weapons]
147 GuardBot V3.0   400   90  50      1    100 En Y        Im/Im/Im/Im/Im/Im/Im
   Exp:  90K           [Immune to everything other than the six Elder Weapons]
101 Harpy            60    7  21      2   2d15 Ma   Lov Ar  0/ 0/ 0/ 0/ 0/ 0/50
   Exp: 1200
20 HellHornet      250I  30  50      2  2d250 P    Wea Dr 50/50/50/50/Im/50/ 0
   Exp:  50K
83 Hobstadt        400   20  70  30  1   2d50 Ph           0/50/50/50/50/ 0/ 0
   Exp:  25K  Gold: 1000   Gems:   0   Items: Level 4
29 Iguanasaurus   1000B  20  30 150  1  10d50 Ph   Ins    20/50/50/50/50/50/ 0
   Exp: 100K
99 InsectSwarm      30I  10  28   8  P     10 Ph           0/ 0/50/50/50/ 0/ 0
   Exp: 1300
143 Jouster          80H  20  25  40  1   2d30 Ph       Pa  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000  Gold: 2000   Gems:   0   Items: Level 3
46 KillerCobra    1000B  25 100  30  1  2d100 Ph   Age     0/ 0/ 0/ 0/Im/ 0/50
   Exp:  25K
14 KingCyclops     400   24  36  35  2   6d20 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  20K  Gold: 1300   Gems:   5   Items: none
32 Lava Fiend      200   30  20   1  P  15d20 Ph          20/50/ 0/20/20/20/ 0
   Exp:  15K
39 Lava Golem       55   10   5   1  P   5d10 Ph          20/Im/ 0/20/20/20/ 0
   Exp: 5000
33 LavaRoach       500I  20  70      1   5d50 F            0/Im/ 0/Im/Im/ 0/ 0
   Exp:  50K
77 Lilith          150H  35 100      P   2d60 F  Y Age     0/50/50/50/50/Im/80
   Exp: 100K  Gold:    0   Gems: 100   Items: Level 6
10 MantisAnt       200I  30  40  30  2   2d50 Ph   Poi    30/ 0/ 0/ 0/Im/ 0/ 0
   Exp:  40K
78 MasterThief     100H  20  50  40  1  1d250 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  20K  Gold:  250   Gems:  20   Items: Level 4
64 MasterWizard    500H  25 150      2  10d40 F  Y     Kn  0/Im/50/50/50/50/50
   Exp: 120K  Gold:    0   Gems:  50   Items: none
53 MedusaSprite     30    5  30  10  1    3d3 Ph   Sto Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000
37 Minotaur       1000   80 120 150  1  100d4 Ph   Age    60/ 0/10/ 0/ 0/ 0/50
   Exp: 250K
 9 MokHeretic      150H  12  50      1   50d3 Ma Y     Cl  0/20/20/50/20/20/30
   Exp:  50K  Gold:    0   Gems:  25   Items: Level 4
126 Morph Type I    200   10  60  30  1   2d35 Ph           0/50/50/50/50/ 0/ 0
   Exp:  15K
127 Morph Type II   100   15  30  30  1   4d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K  Gold:  100   Gems:   0   Items: none
128 Morph Type III   30    5  30  10  1    3d3 Ph   Sto Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000
129 Morph Type IV   200   16  28  35  2   2d40 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  10K  Gold: 1300   Gems:   5   Items: none
130 Morph Type V    500   25  45 100  2  100d5 Ph   Unc     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 100K  Gold: 1000   Gems:   0   Items: Level 5
 4 MountLizard     150B  30  25      1  3d100 P  Y         0/ 0/50/ 0/50/ 0/ 0
   Exp:  50K
131 Mummy            80U  20  55  80  1   10d6 Ph       Cl 25/ 0/30/30/30/40/50
   Exp: 2000
35 MysticMage      200   20  70      P  10d20 E  Y         0/50/50/Im/50/50/30
   Exp: 100K  Gold:    0   Gems:  50   Items: none
136 NoxiousDragon   350D  25  25      P    150 P  Y        20/20/ 0/ 0/Im/20/20
   Exp: 100K  Gold: 1220   Gems:  30   Items: none
54 NyeanKiller      50H  10  30  10  1   1d60 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000  Gold:   70   Gems:   0   Items: none
41 Octopod        2500B  40  80      P  2d100 P    Poi     0/ 0/50/ 0/Im/ 0/ 0
   Exp: 250K
42 Ogre            100   15  30  30  1   4d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K  Gold:  100   Gems:   0   Items: none
84 OgreGuard        75   15  50  30  1   5d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  20K  Gold: 1000   Gems:   0   Items: Level 5
121 OgreShaman       50H  15  30      P    4d5 F  Y Slp     0/ 0/ 0/ 0/ 0/ 0/10
   Exp:  13K  Gold:   75   Gems:  10   Items: Level 2
74 OrcElite        100H  15  40  20  2   5d10 Ph       Dw  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  15K  Gold:  100   Gems:   0   Items: Level 3
40 OrcGuard         60H  10  20  20  1   3d10 Ph       Dw  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000  Gold:   50   Gems:   0   Items: Level 2
43 OrcShaman        50H  15  30      P    5d5 C  Y Slp     0/ 0/ 0/ 0/ 0/ 0/10
   Exp:  10K  Gold:   75   Gems:  10   Items: Level 2
92 PhaseMummy      500U  35 175 150  1  200d6 Ph   SP  Cl 85/ 0/80/70/80/80/60
   Exp: 500K
34 PowerLich       500U  20  60      P  10d10 Ma Y Unc    70/ 0/ 0/ 0/ 0/ 0/80
   Exp: 200K
122 QueenSprite      75   10  50  20  1    4d5 Ph       Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K
142 Roc             200   16  28  30  2   4d15 Ph   Par     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  20K
120 RoyalMummy      180U  25 175  80  1   18d6 Ph       Cl 25/ 0/30/30/30/40/50
   Exp:  20K
79 RoyalVampire    750U  40 125 120  1  10d50 Ph   CuI Cl 65/50/50/50/50/50/50
   Exp: 400K
44 Sabertooth      100B  20  60  30  3   5d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K
45 SandFlower      100   10  50  50  5    5d5 Ph   Lov    50/ 0/ 0/ 0/ 0/ 0/50
   Exp:  10K
105 SandGolem        80G  18  10  30  1     40 Ph   Slp    20/80/80/80/80/ 0/ 0
   Exp: 8000  Gold:    0   Gems:   5   Items: none
110 SandWorm        250   19  30  30  1   6d25 Ph   Dea     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K
138 ScorchDragon    750D  35  30      P    300 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
   Exp: 150K
60 SewerHag         75H  10  40      1  10d25 E  Y Ins Pa  0/ 0/ 0/Im/Im/ 0/20
   Exp:  50K  Gold:    0   Gems:  10   Items: none
47 SewerRat         40B   5  35  10  1   3d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 2000
49 SkeletalKnight  350U  20  25      1     35 En       So 10/30/10/20/Im/50/50
   Exp:  25K
98 Skeleton         20U   5  10   4  1    2d6 Ph       Cl 50/50/50/50/50/ 0/ 0
   Exp:  250
87 SkyGolem       1000G  50 100      P  2d100 C  Y        50/50/Im/50/50/50/50
   Exp: 200K
30 SlayerKnight    500H  30  50 100  1  2d250 Ph       Pa  0/50/50/50/50/50/ 0
   Exp:  50K  Gold:   50   Gems:   0   Items: Level 5
97 Slime             2    0  25      2    1d2 P            0/ 0/ 0/ 0/Im/ 0/ 0
   Exp:   50
104 SnowBeast        50B  25  32  30  2   2d10 Ph           0/ 0/90/ 0/ 0/ 0/ 0
   Exp: 7000
55 Thief            40H  15  40  20  1  1d100 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K  Gold:  200   Gems:   0   Items: none
61 TidalTerror    1000   10 200      P  5d100 C           Im/Im/50/50/Im/50/ 0
   Exp: 500K
103 TombGuard        50U  25  18      1    4d5 Ma   Age Pa 60/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 6000
109 TombTerror      150U  15  27      1   4d20 Ma   Cur    60/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  13K
56 TrollGrunt       40    5  50  30  1   2d25 Ph           0/50/50/50/50/ 0/ 0
   Exp:  10K
81 TrollGuard      100   10  60  30  1   2d35 Ph           0/50/50/50/50/ 0/ 0
   Exp:  15K
118 TrollShaman     100    5  50      1   2d25 E            0/50/50/50/50/ 0/ 0
   Exp:  10K
19 TumanWarrior     80H  30  24  25  4   3d15 Ph       Kn  0/30/30/30/30/ 0/ 0
   Exp: 8000  Gold: 1200   Gems:   0   Items: Level 3
57 Vampire         400U  30  80 100  1  10d10 Ph   Wea Cl 50/50/50/50/50/50/50
   Exp: 200K
58 VampireLord     500U  35 100 120  1  10d30 Ph   Slp Cl 70/50/50/50/50/50/50
   Exp: 300K
59 VultureRoc     2500B  50 150 100  1   5d60 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 200K
112 WaterDragon     200D  15  26      P     80 C  Y         0/50/Im/ 0/90/ 0/ 0
   Exp:  50K
124 WaterWizard      75H  17  30      P   2d30 C  Y         0/Im/60/60/60/60/50
   Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
 1 Whirlwind      1000   10 250 250  P  5d100 Ph   Con    Im/Im/Im/Im/Im/ 0/ 0
   Exp: 250K
62 Witch           150H  15  70      P  10d10 E  Y         0/ 0/ 0/Im/20/ 0/20
   Exp:  80K  Gold:    0   Gems:  10   Items: none
65 Wizard          250H  20 125      1  10d25 Ma Y     Pa  0/50/30/30/30/30/30
   Exp:  60K  Gold:    0   Gems:  20   Items: none
133 Wizard SGT      500H  50  80 150  2  2d250 Ph       Pa  0/50/50/50/50/50/10
   Exp: 100K  Gold:  100   Gems:   0   Items: Level 6
132 WizardGuard     400H  30  50 100  1  2d250 Ph       Pa  0/50/50/50/50/50/ 0
   Exp:  50K  Gold:   50   Gems:   0   Items: Level 5
93 Xenoc           700H  35 175      P  10d50 En           0/50/50/50/50/Im/50
   Exp: 250K  Gold:    0   Gems: 100   Items: Level 6
106 YangKnight       60H  30  24  25  4    3d8 Ph       Kn  0/30/30/30/30/ 0/ 0
   Exp: 8000  Gold: 1200   Gems:   0   Items: Level 3
89 Yog             100H   5  60  25  1   1d30 Ph       So  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  25K  Gold:  200   Gems:   0   Items: Level 4
67 Zombie           40U  15  20  22  2   2d10 Ph   Par Pa 50/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K

The following monsters are defined in the game code, but do not appear anywhere
in the game as far as I know.  (If you find any of these monsters, please let
me know.)
                                                                   Resistances
ID# Name             HP   AC Spd Acc At    Dam DT R  BT Ta Ph/ F/ C/ E/ P/En/Ma
94 Barkman         40K   25 100      3    250 F            0/Im/ 0/50/Im/ 0/ 0
   Exp:   4M  Gold:    0   Gems:   0   Items: Level 6
96 CanegBoss        55H   5  20      1     40 E  Y     Cl  0/10/10/Im/10/10/10
   Exp:  30K  Gold:    0   Gems:  10   Items: none
80 Ct.Blackfang   1500U  50 150 120  1 10d100 Ph   Dea Cl 75/75/75/75/75/75/75
   Exp:   2M
28 GammaGazer     5000   60 200      7  10d20 En          60/Im/ 0/Im/Im/Im/ 0
   Exp:   1M
70 Gettlewaithe    100   15  35  10  2    5d5 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000  Gold: 2000   Gems:   0   Items: Level 5
88 Gurodel         750   30  60 110  2  100d6 Ph   Unc     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 100K  Gold: 5000   Gems:   0   Items: Level 6
36 MagicMage       300   25  80      P  10d30 E  Y         0/50/50/Im/50/50/50
   Exp: 200K  Gold:    0   Gems:  75   Items: none
69 MegaDragon      64KD 100 200      P 10d200 En Y Era    90/Im/Im/Im/Im/Im/Im
   Exp: 100M  Gold:    0   Gems: 232   Items: none
73 MegaMage        500   35 100      P  10d40 E  Y         0/80/80/Im/80/80/80
   Exp: 500K  Gold:    0   Gems: 100   Items: Level 6
24 OnyxGolem       10KG  50 100      P  2d250 Ma   SP     50/Im/Im/Im/Im/Im/Im
   Exp:   1M  Gold:    0   Gems: 100   Items: none
12 PhaseDragon    4000D  80 200      P    750 C  Y        50/ 0/Im/50/Im/80/50
   Exp:   2M  Gold:    0   Gems:  20   Items: none
76 Rooka            60B   5  40  15  1   3d10 Ph   Dis     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 5000  Gold:    0   Gems:  10   Items: Level 4
72 Sandro         1000U  20  75      P  10d10 Ma Y Dea    80/ 0/ 0/ 0/ 0/ 0/90
   Exp: 200K  Gold:    0   Gems: 100   Items: none
48 SewerSlug        25I   2  25   5  1   2d10 Ph           0/ 0/ 0/ 0/Im/ 0/ 0
   Exp: 1000
75 Shaalth         300H  15  50      P   5d10 C    Slp     0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  20K  Gold: 1000   Gems:  50   Items: Level 5
90 Sharla           50    5  50  20  1    3d4 Ph       Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K
108 Sorcerer         40H  20  40      P   8d10 C  Y         0/30/Im/30/30/30/70
   Exp:  30K  Gold:  360   Gems:  40   Items: Level 4
51 Sorceress       200H  30  80      P   2d50 Ma Y         0/10/10/20/10/10/80
   Exp:  80K  Gold:    0   Gems:  50   Items: Level 5
82 TrollChief      200   15  65  30  1   2d50 Ph           0/50/50/50/50/ 0/ 0
   Exp:  20K
86 Valio           150H  15  60      1  10d25 Ma       Pa  0/50/30/30/30/40/30
   Exp:  60K
85 VampireKing     10KU  60 200 150  1 10d250 Ph   Era Cl 90/80/80/80/80/80/80
   Exp:   3M
113 Xeen'sGuard     100   50  50      1    100 En          50/80/80/80/80/20/ 0
   Exp:  20K


SECTION 4B - MONSTERS BY LOCATION
---------------------------------

GreyHaven: Cloud Dragon, Green Dragon
Hart: Slime, BreederSlime, Skeleton, InsectSwarm, Arachnoid, CanegCleric
Hart Sewer: Slime, BreederSlime, InsectSwarm, SewerRat, Arachnoid, BeholderBat,
 CanegCleric
Impery: Morph Type I, Morph Type II, Morph Type III, Morph Type V
Impery Breeding Grounds: Morph Type I, Morph Type II, Morph Type III, Morph
 Type IV, Morph Type V
Sand Town: Ghoul, Zombie, TombTerror, SkeletalKnight, DeathKnight, PowerLich,
 Xenoc, DoomKnight
Sand Town Sewer: Arachnoid, TombGuard, TombTerror, RoyalMummy, SewerHag,
 VampireLord, RoyalVampire, PhaseMummy
A1: Gremlin, GremlinGuard, NyeanKiller, OrcGuard, DarkWolf, OrcShaman, Thief
A2: Arachnoid, DarkWolf
A3: SnowBeast, Ogre, TrollGrunt, OgreShaman
A4: SnowBeast, Gargoyle
A5: Harpy, SnowBeast
A6: SnowBeast, YangKnight, Sabertooth
A7: Cyclops, Electrapede, KingCyclops
A8: SandFlower, PowerLich
B1: Barbarian, Ogre, Sabertooth, TrollGrunt, OgreGuard, Giant
B2: Arachnoid, Sabertooth
B3: MedusaSprite, TrollGrunt, TrollShaman
B4: MedusaSprite, QueenSprite, Gargoyle, GargoyleKing
B5: FireWizard, Gargoyle
B6: Harpy, TrollGrunt
B7: Barbarian, Electrapede, BreederQueen, Yog
B8: WaterDragon, Armadillo
C1: TumanWarrior
C2: SkeletalKnight, Giant, PowerLich
C3: VultureRoc, Minotaur
C4: Jouster, AirWizard, WizardGuard, Wizard SGT
C5: Jouster, EarthWizard, WizardGuard, Wizard SGT
C6: Lava Golem, Fumerole, Lava Fiend, MountLizard
C7: Roc, FireDragon
C8: Barbarian, Ogre, Thief, Armadillo, Giant, Minotaur
D1: WaterDragon, Octopod, TidalTerror
D2: WaterDragon, Octopod
D3: OrcGuard, Lava Fiend, SewerHag, Witch, CultLeader
D4: FireWizard, WizardGuard, Wizard SGT
D5: WaterWizard, WaterDragon, WizardGuard
D6: OrcGuard, OrcShaman, OrcElite
D7: Gremlin, Arachnoid, TrollGrunt, Hobstadt
D8: Arachnoid, SandGolem, SandWorm, MantisAnt
E1: WaterWizard, WaterDragon
E2: BeholderBat, Octopod, TidalTerror
E3: MasterWizard, EarthBlaster
E4: Harpy, DarkWolf, Gargoyle, SlayerKnight, Wizard, DeathKnight, Minotaur
E5: Barbarian, SlayerKnight, Wizard, Yog
E6: Thief, KillerCobra, MokHeretic, VultureRoc
E7: SandGolem, SandWorm, KillerCobra
E8: Arachnoid, SandGolem, SandFlower, KillerCobra, Minotaur
F1: MokHeretic, Griffin, Witch, CovenLeader, DoomKnight
F2: KillerCobra, WaterWizard, Octopod
F3: DeathKnight, TidalTerror
F4: Ogre, Enchantress, SlayerKnight, FireDragon, CultLeader
F5: GreatHydra, AcidDragon, FireDragon, FrostDragon
F6: GreatHydra, FrostDragon
F7: Arachnoid, SandGolem, SandFlower, SandWorm
F8: SandGolem, KillerCobra, DiamondGolem
Black Tower Level 1: Goblin, OrcGuard
Black Tower Level 2: Gremlin, OrcGuard, Ogre, OrcShaman
Black Tower Level 3: Ogre, OrcShaman, Giant
Castle of the Undead Level 1: Ghoul, TombGuard, Zombie, TombTerror, Gargoyle,
 BatQueen, Demon, Devil, PowerLich, Vampire, GhostMummy, PhaseMummy
Castle of the Undead Level 2: Ghoul, TombGuard, Zombie, TombTerror, Gargoyle,
 Demon, Devil, PowerLich, Vampire, GhostMummy, PhaseMummy
Castle of the Undead Level 3: TombTerror, Demon, Devil, PowerLich, Vampire,
 DragonMummy
Cave of the Wolf: Arachnoid, DarkWolf
Diamond Mine: Sabertooth, Witch, CovenLeader
Dragon's Cave: Noxious Dragon, ScorchDragon
Emerald Mine: TombTerror, DiamondGolem
Lilith's Caverns Level 1: BreederSlime, Arachnoid, Barbarian, NyeanKiller,
 BeholderBat, Electrapede, SkeletalKnight, Iguanasaurus
Lilith's Caverns Level 2: NyeanKiller, BeholderBat, TrollGrunt, Gargoyle,
 MantisAnt, HellHornet, LavaRoach, Iguanasaurus
Lilith's Caverns Level 3: SandGolem, BeholderBat, MasterThief, MantisAnt,
 LavaRoach, SlayerKnight, Giant, Iguanasaurus, Lilith
Ogre Fort: Ogre, OgreShaman, OgreGuard
Orc Fort: OrcGuard, OrcShaman
Orlow's Tower: Slime, InsectSwarm, MedusaSprite, QueenSprite, CanegCleric
Pyramid of Ascihep: Ghoul, Witch
Pyramid of Canegtut: OrcElite, AirWizard, EarthWizard, FireWizard, WaterWizard
Pyramid of the Dragon: BeholderBat, FireDragon, MasterWizard, DragonLord
Pyramid of Power: Wizard, EarthBlaster, Duval
Pyramid of Rettig: Mummy, Ghoul, ClericofMok, Gargoyle, RoyalMummy
Pyramid of War: Giant, MasterWizard
Ruby Mine: TrollGrunt, TrollGuard
Saber Tooth Den: Sabertooth
Sapphire Mine: LavaFiend, Gargoyle
Sky Platform: Griffin, MysticMage, SkyGolem, Whirlwind
Skyroad B3: GreatHydra, ScorchDragon, CyroDragon, DragonLord
Spaceship Level 1: GuardBot V1.0, GuardBot V2.0
Spaceship Level 2: GuardBot V1.0, GuardBot V2.0, GuardBot V3.0, Annihilator
Spaceship Level 3: GuardBot V2.0, GuardBot V3.0, Annihilator
Spaceship Level 4: GuardBot V2.0, GuardBot V3.0, Annihilator, Autobot
Spaceship Level 5: GuardBot V3.0, Annihilator, Autobot
Temple of HAVEC Level 1: OrcGuard, Ogre, OrcShaman
Temple of HAVEC Level 2: OrcGuard, OrcShaman, TrollShaman, OgreShaman,
 ClericofMok
Temple of HAVEC Level 3: OrcGuard, OrcShaman, ClericofMok
Trappist Monastery: HellHornet
Troll Mine: TrollGrunt, TrollGuard, Hobstadt
Underworld: Lava Golem, Fumerole, Lava Fiend, Demon, Devil, Minotaur,
 RoyalVampire, GateMaster (148), GateMaster (149), GateMaster (150)
Wyrm's Lair: AcidDragon, FireDragon, FrostDragon, DragonLord


SECTION 5 - SHOPS OF HAVEC
--------------------------

GreyHaven (15,10) - carries level 1-2 items (overlaps with all armories in the
                     other three towns)
Hart (1,1)        - carries level 1-2 miscellaneous items, after you return
                     Golden Magic Wand to Orlow
Hart (3,1)        - carries level 2 accessories, after you return Green Magic
                     Hammer to Jacqueline
Hart (5,1)        - carries level 1-2 armor, after you return Red Magic Hammer
                     to Roland
Hart (14,14)      - carries level 1-2 weapons, after you return Silver Magic
                     Hammer to Hans
Impery (1,1)      - carries level 1-2 armor, after you clear Impery and A8 and
                     receive award from the Mayor
Impery (1,9)      - carries level 1-2 weapons, after you clear Impery and A8
                     and receive award from the Mayor
Impery (3,9)      - carries level 2 accessories, after you clear Impery and A8
                     and receive award from the Mayor
Impery (5,9)      - carries level 1-2 miscellaneous items, after you clear
                     Impery and A8 and receive award from the Mayor
Sand Town (3,14)  - carries level 1-2 weapons, after you become Crusaders of
                     Sand Town and retrieve Noam's Hammer
Sand Town (7,14)  - carries level 1-2 miscellaneous items, after you clear Sand
                     Town and E8 and speak to the Mayor
Sand Town (14,12) - carries level 1-2 armor, after you clear Sand Town and D8
                     and speak to the Mayor


SECTION 6 - TAVERN TIPS AND RUMORS
----------------------------------

Rumors and tips are listed as-is; some of them are inaccurate.

GreyHaven (15,2)
Hart (14,3)
 Rumor 1 : There is a Troll army massing in the mountains.
 Rumor 2 : Lord Xeen disappeared years ago.
 Rumor 3 : Lord Xeen disappeared through a pyramid near here.
 Rumor 4 : Each type of Smith makes a different type of item.
 Rumor 5 : You can learn from merchants in the wagons.
 Rumor 6 : The people of the other cities are hiding in the mountains, waiting
           to return.
 Rumor 7 : They say that Source never looks the same twice.
 Rumor 8 : The Orcs and Ogres hate each other.
 Rumor 9 : You need magic coins to activate the wells.
 Rumor 10: All the Orcs were not slain.  Some plan to attack again.
 Tip 1 : Source battled, but never conquered the four evil wizards.
 Tip 2 : Beware the pass where magic dies.
 Tip 3 : Never trust a gremlin bearing gifts.
 Tip 4 : Always search for the mayor before clearing the city.
 Tip 5 : The taxes aren't regular, but they are inevitable.
 Tip 6 : You can only tax a city so much, then they stop paying.
 Tip 7 : Everyone must have the swimming skill before you can venture into
         shallow water.
 Tip 8 : He who runs away lives to fight another day.
 Tip 9 : Be sure to put your excess gems in the bank... you may need to ask
         Mr. Wizard for help.
 Tip 10: Use the Jump spell to get over traps.

Impery (10,2)
 Rumor 1 : The city is free, but the ghosts remain.
 Rumor 2 : The Staff of the Mountain is said to be a hot item.
 Rumor 3 : Some say that the Source calls our land HAVEC.
 Rumor 4 : I've heard that the Source lives in an iron castle.
 Rumor 5 : Did you hear, the Source always wears a suit of steel armor.
 Rumor 6 : Always talk to a priest.
 Rumor 7 : We hid many of the powerful magic items in the stone circles.
 Rumor 8 : They say the personal guards of Source are immune to all magic.
 Rumor 9 : They say the Source is a ten foot tall demon!
 Rumor 10: Yggvy is a Fink.
 Tip 1 : It can take a long time to get through the desert without a
         navigator.
 Tip 2 : Clint is teaching Prestidigitation near where barbarians roam.
 Tip 3 : The only way to free the land is to destroy the camp or nest.
 Tip 4 : Use the Wizard Eye and Teleport spells to speed your explorations.
 Tip 5 : Use the grates to cut off pursuit.
 Tip 6 : Beware the Wizards in Canegtut's Pyramids.
 Tip 7 : Cast your protections spells at 5:00 in the morning to get the most
         from them.
 Tip 8 : The Source secretly controlled even Lord Xeen.
 Tip 9 : All Elder weapons give their user a magical boost.
 Tip 10: You should stop paying for tips once you have reached the 20th tip at
         a tavern.

Sand Town (13,1)
 Rumor 1 : It wasn't the lava that got them, it was the fumeroles!
 Rumor 2 : Six Paladins died defending the cities.
 Rumor 3 : Beware the pass that costs you your magic.
 Rumor 4 : The Dragon's lands are a great place to get a drink.
 Rumor 5 : The Tuman Army in on the march!
 Rumor 6 : Tumans are barbarians who destroy everything and everyone.
 Rumor 7 : I head there is a diamond mine in the mountains.
 Rumor 8 : The Morphs stole the gem from our magic mirror.
 Rumor 9 : The Western Pass puts you between a Roc and a hard place.
 Rumor 10: The danger in the desert is wizard made.
 Tip 1 : Some monsters hate certain types of characters.
 Tip 2 : Search fireplaces for secret buttons.
 Tip 3 : Use Teleport carefully inside of towers and castles.
 Tip 4 : Each party member can have a return location for the Lloyd's Beacon
         spell.
 Tip 5 : Cald the Merchant near here had a magic coin to sell.
 Tip 6 : A Wizard only warns you once.
 Tip 7 : The fountains in the Mountain of the Staff increase your abilities.
 Tip 8 : The dragon caves are connected.
 Tip 9 : Be carefull when traveling on the seas.  Monsters could be anywhere.
 Tip 10: Hi Mom and Dad!  I'll write soon.  I promise.


SECTION 7 -- WALKTHROUGH
------------------------

After creating your party, buy spells and equipment and head on through the
portal.  The portal won't exist for long; it will cease to function partway
through the liberation of the first town Hart, but you can return with Lloyd's
Beacon.

Follow the road to Hart and clear it and Orlow's Tower for the first reward
from the Mayor, then clear the Hart Sewer and retrieve the treasure from the
Hart Lower Sewer.

Clear A1 and complete the quests there, then activate one of the wells in A1
with a Magic Coin.  The mage guild in Hart will now be open, allowing access
to many good spells, including the Bless, Heroism, and Power Shield spells
that make combat so much easier.

Next, explore A2, A3, B1, B2, B3, plus the Cave of the Wolf, Orc Fort, Ogre
Fort, Troll Mine, and Ruby Mine in those areas for experience and treasure.
There are two monsters noteworthy for random items: Barbarians in B1 drop level
3 items, and OgreGuards (one in the Ogre Fort, two in the ogre assault on Hart)
drop level 5 items.

Now you should be strong enough to clear out the Black Tower; this includes not
only the monsters, and the Gamblers Elder Dagger on Level 3, but also
apparently all of the stat boosting barrels.  The Giant in the northeast corner
of Level 3 may prove to be challenging.  Four Giants may also attack Hart from
the north and close the entrance to the city at around this time.  Giants are
deadly in melee, so use the Jump spell to keep your distance; use the Energy
Blast or Fire Ball spells at range.  Giants drop level 5 items.

The Mayor of Hart will now declare you Lords of Hart.  Now explore A4, A5, B4,
B5; there is a mountain pass in A5 that will let you explore the snowy areas in
the south of A3, A4, A5, and A6.  The Bless, Heroism, and Holy Bonus spells
should make you strong enough to defeat Gargoyles in melee.  The GargoyleKing
in B4 is tough, but it lacks spell resistance; hit it with Frost Bite, Energy
Blast, and Fire Ball spells and you should come out on top after a few tries.
Defeating the GargoyleKing and sacking the Gargoyle lair will yield the Key to
Canegtut's Pyramid.

Now clear the Pyramid of Rettig and the Pyramid of Canegtut for experience,
treasure, and the stat fountains in the Pyramid of Canegtut.  The Pyramid of
Rettig has the key to the Temple of HAVEC, and the Pyramid of Canegtut holds
the Sky Hook which can be returned to the shrine in B5.

Explore A6 and B6 next.  The Yang Knights carry much treasure and the Key to
the Pyramid of Ascihep; be sure to get the reward from Helga too.  Then clear
out the Pyramid of Ascihep for the Staff of the Mountain, and the Temple of
HAVEC for the Leadership Elder Mace.  After that, clear A7 and B7.  Be sure to
slay all monsters and explore A6, A7, and B7 as much as you can, as those are
quests for liberating Impery.  You will find the Hard Rock in A7.

At this point levels should take the maximum 1024000 XP per level, so now is a
good time to take all the permanent +1 Level boosters.  This includes as much
of the Pyramid of Power and the Pyramid of War as you can handle, although you
may not be able to handle all of either just yet.

Now you should be strong enough to clear out Impery and the Impery Breeding
Grounds.  To open the way to the Breeding Grounds, set the morning sundial to 9
and the afternoon sundial to 5.  The Morph Type V is a particularly vicious
monster that is a Giant with extra hit points.  You may want to skip them at
first to drink from all the stat barrels in the Breeding Grounds first.  If you
use the +10 level temporary well in A6 and cast all the preparatory spells you
can, you can defeat a single Morph Type V in straight melee combat, although it
is still less risky to use Jump/Energy Blast and never let them in melee.  The
Morph Type V carries level 5 items.  Once you clear both areas, let the Mayor
know.  Among the shops that should open is the guild, which will have many
powerful spells available.

Now follow the road from B7 through C7.  There is a fire dragon in C7 you may
need to come back for later.  Explore D7 and D8; don't try to enter Sand Town
just yet.  You will be able to trade the Hard Rock for the Soft Rock in D8;
take the Soft Rock to Crystal in C7 to learn the Mountaineer skill.  You can
use your new-found exploring skills to go back for some more treasures and
monsters.

The next best place to tackle is C6; first clear the area of monsters, then
strike the Staff of the Mountain 4 times.  You may need to rest many more times
than the indicated one day between staff strikes.  The map gets turned into a
lava maze once you do this, with several permanent stat boosters and some good
loot.  Make sure to sweep the lava maze clean of everything so you get proper
credit for clearing the area.

Now you want to make the Garden of Wonders available.  It's in the southeastern
part of A8, and can be reached either by the Teleport spell, or by solving the
quest chain that opens a path to the southeast area.  You should be able to
defeat the power lich in the Garden with the help of the +10 level fountain;
the Moon Ray spell (which can be cast from an item) is useful to restore
multiple people to consciousness in a single turn.  You now have access to
several fountains that increase your stats nicely; set one of your Lloyd's
Beacons here.  Clearing A8 will also complete the liberation of Impery (which
requires clearing A6, A7, B7, and A8 in addition to Impery and the Impery
Breeding Grounds), and you should now be declared Liege Lords of Impery.

The next outdoor sectors to clear out are B8, C1, C2, and D6.  The armadillos
in B8 should be dealt with by luring them out of the anti-magic zone, then
casting Beast Master on them.  There are several Giants in C2 that drop good
treasure.

You can now tackle the Emerald Mine, the Sapphire Mine, the Diamond Mine, and
the Trappist Monastery.  The DiamondGolem in the Emerald Mine is tougher than
the other monsters, but should still be readily beatable.  The CovenLeader in
the Diamond Mine holds a level 6 item; you will be unable to mine the Diamond
until late in the game.  Clearing the Trappist Monastery will increase your
statistics, including Personality all the way to 255.

Now you should be strong enough to clear out Sand Town and the Sand Town Sewer,
with the aid of the +10 level fountain and the Garden of Wonders fountains.
Xenoc in the northeast, the DoomKnight in the east, and the PhaseMummy in the
sewer are the hardest enemies, but you should have the strength to win.

Once you finish clearing out the town and rescue the mayor, the mayor will give
a quest to clear out all the surrounding outdoor areas.  You should receive
credit for the areas you've already cleared (C6, C7, D6, D8); of these, C6 is
the most important because that gives you access to the mage guild, which
allows access to the important Implosion spell.  Casting Implosion is the best
way to defeat difficult enemies like the Minotaur or the TidalTerror.

Go ahead and clear out E6, E7, and E8 as well.  Clearing C8 itself does not
count; you need to instead clear Lilith's Caverns in C8.  Find the 30 Spirit
Gems located in the caverns, defeat Lilith (she holds a level 6 item), put all
30 Spirit Gems in the pool, and pull the lever to free the Sand Town citizenry.
Once you clear all of C6, C7, D6, D8, E6, E7, E8, and Lilith's Caverns, Mayor
Yoav will declare you Crusaders of Sand Town.

Now tackle C4, C5, D4, and D5.  These are home to elemental wizards who are the
servants of Source.  The wizards' guards are much tougher than the wizards
themselves.  WizardGuards drop level 5 items, and Wizard SGTs drop level 6
items.  Defeat all the wizards and their guards.  You will receive four
passwords needed in the final dungeon; you will also find the Wisdom Elder
Staff in D5.

You are now strong enough to explore and clear out all the remaining surface
sectors; only the dragons in F5 and F6 may still prove challenging, but they
have a lot of loot.  In F8 you will find the Wind Elder Spear.

The Pyramids of Power and War, if you have not yet cleared them, and the
Pyramid of the Dragon should by this time now be easy to complete.  The sphinx
at the end of the Pyramid of the Dragon is exploitable; if you answer one of
her riddles incorrectly, you get attacked by a FireDragon, of which there is
an infinite supply.  If you wish you can use these to gain enough experience
for several extra levels, although it is not necessary.

Tackle the Castle of the Undead next.  You will find the True Elder Long Bow
on Level 3.  The only opponent who might be tough at this point is the Dragon
Mummy on Level 3, who doesn't have melee attacks and can be handled with Jump
and Implosion.

The last dungeons to explore are the Dragon's Cave and the Wyrm's Lair in F5
and F6, which are connected to each other and "Skyroad B3", which is probably
meant to be the second level of the Dragon's Cave.  The upper level of the
Dragon's Cave has a buggy barrel of +5 Speed that can be re-used every time you
reload a saved game.  "Skyroad B3" has both the Diamond Edged Pick and the
Dragon Elder Long Sword.

You will finally be able to mine the Diamond in the Diamond Mine with the
Diamond Edged Pick, and with all six Elder Weapons in possession you can report
to Bec du Lac in Orlow's Tower.  (Note that strictly speaking, you only
actually need one of the Elder Weapons to win the game.)

Go to the entrance to the TACT Tower and give the Diamond to the robot
guardian.  Enter the TACT Tower, set a beacon at the terminal, and enter the
code "Transport Seq Omega" to go to the Sky Platform.

The two treasures to retrieve here on the Sky Platform are the Firedoom Staff
and the Positive Orb.  If you go to the central platform, you can fall through
to the Underworld at (8,7).  Do this just after 5 AM after getting all buffs
other than the Levitate spell, as it is difficult to get in and out of the
Underworld.

You can use the Firedoom Staff on certain lava tiles in the Underworld to
convert them to solid land, although if you have trained to maximum level
before entering the Protection from Elements and Power Shield spells should
shield you from most of the damage you take anyway.  Try to walk north through
the center of the map and you will be asked to slay four creatures located at
the four corners of the southern half of the map.  You can do this, or exploit
a bug and walk backwards through the middle of the map.

You can now try to take the Negative Orb in the north-central part of the map.
This will require you to defeat the GateMaster three times; once just as you
try to take the Negative Orb, once in the northwest, once in the south-central
part of the map.  After that, in order to leave the Underworld you must either
invoke Mr. Wizard's power; or say "Despair" at the northwest shrine and "Pain"
at the northeast shrine, which will cause stairs to appear behind where the
Negative Orb was.

Now you are ready to tackle the final dungeon, the Spaceship (Metal Tower) in
F1.  The six Elder Weapons are the only means of harming the robots here.  Wait
until 5 AM and use all the buffs possible before entering, and equip all the
energy resistance equipment you can.  Autobots in particular are difficult to
hit.

On Level 1, enter "Vega" at (8,14) to activate the transporter to Level 2.  On
Level 2, enter "Antares" at (10,12) to activate the transporter to level 3.  On
Level 3, enter "Spica" at (12,10) to activate the transporter to Level 4.  On
Level 4, enter "Canopus" at (7,14) to activate the transporter to Level 5.  On
Level 5, enter "Orion" at (14,3) to activate the terminal on Level 2 (6,6).

Activating this terminal removes the wall at Level 2 (4,6).  This allows access
to the terminals at (1,8) and (2,8) that can accept the Positive Orb and the
Negative Orb respectively.  Once both Orbs have been so deposited, you can now
activate the terminal at Level 2 (6,8) that will remove the energy barrier at
Level 5 (4,9).  (This energy barrier is also bugged so that you can also bypass
it by simply walking sideways or backwards.)

Walk to the terminal at Level 5 (8,14) and deactivate Source.  This starts the
final self-destruct countdown.  You cannot teleport out, so you will have to
walk.  The countdown proceeds in such a way that every time you go down a
level, the timer ticks down, so unless you go up and down stairs you will
always make it out just before the ship blows up.

Congratulations, you've won!  (Not much of an ending, is it?)