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?)