Swords of Glass guide
2012 Jamiras

Table of Contents (search for the marker [SOG??] to jump)
 SOG01. About the Game
 SOG02. The Town
 SOG03. Creating a character
 SOG04. Floor 1
 SOG05. Floor 2
 SOG06. Floor 3
 SOG07. Floor 4
 SOG08. Floor 5
 SOG09. Floor 6
 SOG10. Floor 7
 SOG11. Floor 8
 SOG12. Retrieving the sword
 SOG13. Levelling up
 SOG14. Magic
 SOG15. Statuses
 SOG16. Weapons and armor
 SOG17. Usable items
 SOG18. Sell values
 SOG19. Riddles
 SOG20. Cheating
 SOG21. About this document
 SOG22. Credits

=====================================================================
## About the game                                           | SOG01 |
---------------------------------------------------------------------
Swords of Glass is a turn-based first-person dungeon crawling game
along the lines of the original Wizardry games. It was published by
Keypunch Software in 1986.

There isn't really any story to the game. You play as either a
warrior or a magician searching the dungeon for the legendary Sword
of Glass.

Swords of Glass also has several similarities to Rogue. Your quest
is to retrieve a legendary item from the depths of a dungeon and
escape with it. Unlike Rogue, only a small portion of Swords of
Glass's dungeon is randomly generated. Similarly, while Swords of
Glass does not have permanent death, the difficulty of reviving a
dead character usually makes it not worth the effort.

When Swords of Glass was introduced, it had many features that were
not yet common in games of the era. Monsters actually appeared in the
dungeon and would follow the player if they ran away. It also had a
split-screen multi-player interface, though it seems that was mostly
intended as a way for one person to control multiple party members
since actions taken by either player would advance time for both.
Another cool feature is a vault where items could be stored and
transferred between characters.

=====================================================================
The Town                                                    | SOG02 |
---------------------------------------------------------------------
Gameplay begins in a non-descript town where the player can barter
for goods and rest up between excursions.

Create allows you to start a new character. I'll cover that in more
detail later.

Store is where you go to buy basic equipment and sell any loot you
collect in the dungeon. You can also access the cross-character vault
from the store.

Begin takes you into the dungeon.

Getparty allows you to switch active characters.

Hotel is where you go to rest and level up. You can only level up in
town, and if you spend long enough in the dungeon, you may even level
up more than once per stay at the hotel.

Delete allows you to delete a character. Dead characters still take
up space (since they can potentially be revived), and the game only
allows you to have 20 characters created at a time.

Temple is where you go to repair and identify equipment. You can also
purchase revival potions at the temple.

Quit exits the game.

=====================================================================
## Creating a Character                                     | SOG03 |
---------------------------------------------------------------------
In the town, select "C" to create a character. Enter your desired
name and press Enter to go to the attribute allocation screen. You
will randomly be given 12-16 hits, 4-8 strength, 4-8 dexterity, 4-8
intelligence, and 5-7 free points. Strength and intelligence will
always be the same value, so any given set of random values is
equally good for either a warrior or magician.

Strength determines how hard you hit with melee attacks. Dexterity
affects how often you hit (don't miss) and how often you avoid
(don't trigger) traps. Intelligence determines how quickly you learn
more powerful magic. Hits indicate how much damage you can take
before you die.

To create a Warrior, you need at least 9 strength. Warriors rely on
their weapons and armor to succeed. When levelling, focus mostly on
strength until you can use a sword. After that, put points wherever
you think you need them. Warriors don't need a lot of intelligence,
but having some intelligence allows you to learn a few spells by
reading spell books found in the dungeon.

To create a Magician, you need at least 9 intelligence. Early on,
magicians have to be a level or two higher than a Warrior to survive
on any given dungeon floor. The first level is particularly hard
because of the limited number of spells you're allotted. You have to
leave the dungeon to replenish your spells. As you level, higher
intelligence will help you learn more powerful spells faster,
however, if you put some points into strength, you'll be able to
kill some things with your knife, saving your spells for the
stronger enemies. Similarly, you can use buff spells to improve your
melee skills, but buffs wear off over time.

Regardless of which class you pick now, you'll probably be stabbing
at things and casting spells by the time you find the legendary
sword.

After you've created your character, make sure to visit the store.
You should buy the best weapon available to you (sword for Warrior or
knife for Magician), the best shield you can afford, and a toga/helm
if you have any money left over. These will all be automatically
equipped (see the section on weapons and armor for more information
about equipping items).

Then you're ready to head in to the dungeon.

=====================================================================
## Floor 1                                                  | SOG04 |
---------------------------------------------------------------------
The first floor is more-or-less a training ground to get you used to
the game and levelled up a bit to progress deeper into the dungeon.

The first few times you enter the dungeon, you should make a run
straight to the chest in the southwest corner of the map. It always
contains a Map +1, which sells for $300. As a warrior, this helps you
quickly get gauntlets, greaves, and platearmor. Money is also used
for resting at the hotel and repairing equipment. Note that it's
usually cheaper to replace equipment than to repair it, but new
equipment won't have any of the bonuses you've imbued onto your old
gear.

As you return to town, you can visit the hotel to rest up (recover
from any damage you took while in the dungeon). If you have at least
757 experience when you visit the hotel, you'll level up to 2 and
gain some more points to distribute across your stats.

When you feel comfortable on the first floor (usually around level 3
or 4), you can start exploring the second floor. The stairs down are
in the northeast portion of the map (19, 1).

Enemies you might encounter on the first floor:

                      HP   XP
Alchemist              5   95
Brawler               10  123
Bruiser               10   93
Dog                    9   76
Garter Snake           4   43
Hunter                 9  130
Insubstantial Form     5  140
Mugger                13  103
Ooze                   6   87
Rattlesnake           12  189
Robed Figure           7   75
Rodent                 5   33
Roiling Smoke          6   89
Swarm of Flies        10  110
Swarm of Giant Bees    6   98
Swarm of Gnats         5  150
Weasel                 4   56

=====================================================================
## Floor 2                                                  | SOG05 |
---------------------------------------------------------------------
The second floor is similar to the first floor, but has more trip
wires, more one-way doors, more walls-slide-shut-in-front, three door
riddles, and more locked doors. Note that you need a "+2" or better
green key to open the doors on this floor.

Watch our for Large Cats, they tend to hit harder than most of the
stuff on this floor and if you're not expecting it, they can quickly
kill you.

There's a room near the south side of the floor behind a locked green
door where you "feel good". This completely restores your health and
more importantly, available spells.

On the east side of the map, there's a gargoyle behind a green door.
You can destroy this gargoyle and walk into the third floor, though
this seems to be a glitch in the game. mapa reports you're on
coordinates outside the map boundary, and there aren't any monsters.

Around level 6 or 7, you should feel comfortable enough to start
exploring the third floor. The stairs are near the western edge of
the map (5, 12). You can also take the elevator all the way from the
first floor (13, 14). The other elevator is only accessible from the
first floor if you have an eye of truth (to turn the hollow-sounding
wall into a door). At level 7, you'll be offered free transportation
to the second floor.

Enemies you might encounter on the second floor:

                      HP   XP
Alligator             15  275
Bat                    5  234
Crocodile             16  256
Cutthroat             17  113
Dog                    9   76
Garter Snake           4   43
Ghost                  1  213
Hunter                 9  130
Insubstantial Form     5  140
Land Shark            15  290
Large Cat             18  324
Orc                   25  278
Rattlesnake           12  189
Rhinocerous           31  456
Rodent                 5   33
Vampire Bat            9  252
Weasel                 4   56
Wispy Shape            8  214

=====================================================================
## Floor 3                                                  | SOG06 |
---------------------------------------------------------------------
The third floor introduces riddles and spinners. Spinners randomly
rotate you so you don't know which direction you're facing. Riddles
are similar to the logic puzzles you've experienced on previous
floors, but require you to type in an answer instead of picking a
door. Spiders and leeches on the walls may occassionally attack you,
but for the most part, they're harmless.

If you took the elevator down, avoid going through the door at (16,17)
until you've levelled at least once. It's a one-way door, and getting
to the stairs is a bit of a trek.

If you came in through the stairs, you can explore a little farther,
but remember you need to survive all the way up to the exit on the
first floor to not lose your character.

You should make a point of heading to the northwest corner at some
point, there's a chest at the end of a hallway that begins there
that contains a weapon bath. Unfortunately, you'll have to avoid two
trip wires to get to it.

Note that the green key door at (9,8) is one-way. You need a teleport
spell (like devancer) to get out.

Around level 9 or 10 you should be ready to proceed to the fourth
floor. There are two stairs down (12,19) and (24,20). The stairs at
(12,19) are one way, but leave you pretty close to the elevator. At
level 13, you'll be offered free transportation to the third floor.

Enemies you might encounter on the third floor (and riddle answers):

                      HP   XP
Alligator             15  275        Puzzle 1 ( 9, 5): 7
Archer                21  345        Puzzle 1 ( 9, 6): 99
Crazed Human          13  303        Puzzle 2 (14, 9): 840
Crocodile             16  256        Puzzle 3 (21,10): 49
Dragon Larva          30  453        Puzzle 4 (15,15): 17576
Giant Ameoba          17  587        Puzzle 5 (21,19): 18
Giant Ant             18  387        Puzzle 6 (13,22): 2
Giant Bacteria        10  287
Golem                 25  314
Jellyfish             13  236
Large Cat             18  324
Magic User             9  387
Orc                   25  278
Rabbit                 4  459
Rhinocerous           31  456
Scorpion               5  487
Smog                  10  478
Swarm of No-see-ems    7  187
Vampire Bat            9  252

=====================================================================
## Floor 4                                                  | SOG07 |
---------------------------------------------------------------------
The fourth floor doesn't really introduce anything new, but all of
the pits are now lined with poisonous stakes, and there's pits all
over the hallways. Behind the three locked doors on the north end of
the map are nine-door puzzles.

The easiest way in and out of the fourth floor is the elevator in the
center of the map (14,14). Learn the route to the elevator on the
first floor, you'll be using it to get in and out of the deeper parts
of the dungeon for the rest of the game.

There's a jewel hanging on a wall in the southwest corner of the map
behind an area of darkness. Bump into it to pick it up, then you can
take it back to town to sell for several thousand gold.

Around level 14 or 15, you should be ready to proceed down to the
fifth floor. The stairs are at (9,20). Watch out for the poisoned pits
on the way there. Learn this path well, you'll be using it for quite
some time.

Enemies you might encounter on the fourth floor:

                      HP   XP
Bear                  35  459
Couger                25  524
Dragon Larva          30  453
Giant Ameoba          17  587
Giant Ant             18  387
Giant Spider          16  462
King Cobra            22  345
Magic User             9  387
Man O' War            10  436
Mosquito               5  422
Possom                 6  224
Rabbit                 4  459
Scorpion               5  487
Smog                  10  478
Squid                 16  324
Swarm of No-see-ems    7  187
Termite               19  354
Were-Bear             44  564

=====================================================================
## Floor 5                                                  | SOG08 |
---------------------------------------------------------------------
The fifth floor introduces areas of weakness. Upon entering one, your
strength immediately drops to 0 and slowly climbs back up to its
original value.

The fifth floor also extends the logic puzzle up to fifteen rooms,
which are spread out all over the map. The best loot being behind the
door in the southeast corner. You'll need a teleport spell or gold
key to get to it.

There is no direct route to/from the fifth floor to the exit. You have
to take the stairs back up to the fourth floor and take the elevator
from there.

Around level 16 or 17, start venturing down to the sixth floor. The
stairs are at (12,12). You cannot enter any of the lower elevators
from this floor without an eye of truth or teleport spell.

Enemies you might encounter on the fifth floor:

                      HP   XP
African Rhinocerous   45  656
Evil Hawk             15  520
Giant Slug            19  234
Giant Spider          16  462
Hooded Figure         15  542
Killer Rabbit         24  643
King Cobra            22  345
Man O' War            10  436
Mosquito               5  422
Mutant                24  342
Rabid Dog             15  456
Rogue Elephant        21  434
Skeleton              33  567
Squid                 16  324
Termite               19  354
Walking Tree          65  624
Were-Bear             44  564
Wise Octopus          19  624

=====================================================================
## Floor 6                                                  | SOG09 |
---------------------------------------------------------------------
There's a couple places on the sixth floor where you can't use magic.
If you try, you'll be told that your words sound flat and nothing
happens.

Don't go west through the door at (8,21) or east through the door at
(4,23) unless you have a teleport spell.

The sixth floor is a good place to level. You'll want to be around
level 20 before you start exploring the seventh floor.

While on the sixth floor, you want to try to find a green key +7. A
large portion of the seventh floor is inaccessible without one (or
teleport spells).

Enemies you might encounter on the sixth floor:

                      HP   XP
Albino Tiger          50  740
Baby Dragon           65  987
Elusive Archer        29  359
Evil Hawk             15  520
Giant Scorpion        25  654
Giant Slime           20  546
Giant Slug            19  234
Giraffe               25  642
Jack o' lantern       30  541
Killer Tomato         29  541
Killer Weed           70 1223
Lion                  39  702
Moving Bones          40  670
Rabid Dog             15  456
Skeleton              33  567
Storm Cloud           25  746
Translucent Image     24  678
Venus People Trap     15  546
Walking Tree          65  624
Wise Octopus          19  624

=====================================================================
## Floor 7                                                  | SOG10 |
---------------------------------------------------------------------
The seventh floor doesn't introduce anything new. There's lots of
long hallways, and lots of trip wires.

There's two ways in to the seventh floor from the sixth floor. The
stairs in the middle of the map give you access to a riddle. If you
bring a chisel, you can get an armor bath, and if you have a green
key, you can get into the main portion of the level.

The other way is to use a green key on the sixth floor to access the
elevator there and take it down. This limits you to a smaller area of
the map, but more chests and a seasoned warrior nest. They hit hard,
but are worth lots of experience.

Ideally, even as a warrior, you'll have Devancer by now. It'll let
you jump around this floor without having to waste precious keys.
When you're ready to leave, head back to where you came in if you
can, or if you have a chisel, work your way to (19,22) and through
the door north into the hallway. At (18,3) head west, use the chisel
at (10,2) and get into the elevator at (7,4).

The most important thing you can do here is collect the armor bath
at (8,8). There are several chests on this floor that contain
chisels. Before you go to the eighth floor, you should have as much
+9 equipment as possible. Alternately, you can go for the spellbook
at (3,7) and get as many changes of amparo as you can. Even with +9
armor, amparo can provide additional protection.

Around level 22, you might want to start playing on the eighth floor.
The stairs down are hidden at (14,11), which you can only get to if
you use an eye of truth or by teleporting. Most of the time, you'll
access the eighth floor through one of the elevators.

Enemies you might encounter on the seventh floor (and riddle answers):

                      HP   XP
Albino Tiger          50  740        Puzzle 1 (23, 0): 17576
Baby Dragon           65  987        Puzzle 2 (17,11): 840
Crafty Shark          60  658
Elephant              45  562
Foul Smelling Gas     50  970
Furball With Teeth    15  457
Giant Slime           20  546
Grouchy Giraffe       43  632
Kangaroo              10  450
Killer Tomato         29  541
Killer Weed           70 1223
Lion                  39  702
Living Rock          150 3357
Moving Bones          40  670
Perodyctal            60 1020
Seasoned Warrior      70 1542
Sorcerer              30  650
Storm Cloud           25  746
Tyrannosaurus        190 2912
Venus People Trap     15  546

=====================================================================
## Floor 8                                                  | SOG11 |
---------------------------------------------------------------------
The eighth floor is the final floor. As such, it's also the most
difficult floor. Everything down here hits hard - make sure you have
good equipment, and buff yourself even more with amparo.

In addition to the enemies being difficult, portions of the map
change every time you come in to the dungeon! You'll know when you're
entering a randomized area of the map by seeing a construction
warning.

At level 23, you'll be given the option to start on the fourth floor.
This shortens the path to the fifth floor significantly, but it might
still be easier for you to come in on the elevator becuase you're so
used to it. At 32, you'll be given the option to start on the fifth
floor.

Somewhere on this level is the Sword of Glass. If you can find it,
and bring it back to the temple in town, you'll win the game! Good
luck!

For your first few trips, you should stick around the elevators.
Pocomudar and mudar don't work on this floor, so you have to be able
to find your way out on your own.

The southern hallway is full of giant garter snakes. They can paralyze
you if they hit you, so you'll want to keep your defense high (above
100). If you buff your strength above 300, you'll be able to kill
them in one or two hits. This hallway is the best place to grind if
you ever need a few extra levels.

Enemies you might encounter on the eighth floor:

                      HP   XP
Apprentice Wizard     60 2123
Crafty Shark          60  658
Demon                 80 3887
Dragon               225 8888
Foul Smelling Gas     50  970
Furball With Teeth    15  457
Giant Coral Snake     70 1980
Grouchy Giraffe       43  632
Killer Weed           70 1223
Living Rock          150 3357
Mutant Cockroach      80 2560
Perodyctal            60 1020
Rogue Elephant        75  962
Seasoned Warrior      70 1542
Sniper                50 1570
Teste Flies           10 1678
Tyrannosaurus        190 2912
Tyrannosaurus Pup    110 1940
Were-Kangaroo         15  987
Were-Rhinocerous     110 2300
Wizard                80 3237

=====================================================================
## Retrieving the sword                                     | SOG12 |
---------------------------------------------------------------------
Once you're ready to press onwards (probably somewhere around level
30), go back to the seventh floor and find a chisel +8, a green key
+8, and a red key +8. You'll also need an eye of truth. You'll have
to find one of these in a secret drawer.

Take the east elevator (21,10) and follow the hallway around the
southern edge of the map. Destroy the gargoyle and collect the gold
key. There's also a map in a nearby chest.

Head back down the hallway to the first construction entrance (4,23).
Go through and work your way to the puzzle door at (2,20). You may
want to use a map to figure out how to get there.

Go through the door and work your way to (4,12) and use your eye of
truth. Head north into the next area. If you can withstand walking
through fire (around 100HP) and recovering, you can go for the
treasure in the right door. If not, just follow the hallway to the
west. In this room, there are four doors. Go in the leftmost one.

Proceed north until you see the golden key lock and use your gold
key. Collect the treasure and you should see another door. If not,
your eye of truth probably wore off. There are dragons in this area
that are very difficult to kill. Try to avoid them unless one gets
in your way.

Go through the door, turn right, and use a green key. Advance into
the next room and use a red key (yes, it looks like a gold lock).
Step into the next room and you'll find the sword in a secret drawer.

Go forward again, and it's a short walk to the elevator. Proceed to
exit the dungeon and you'll be informed that "*you win*"! In case
you're not really sure, you can go to the temple and ask the priests
about the sword.

Unfortunately, the ending is rather anti-climatic. There isn't any
final boss to vanquish or princess to rescue. The game didn't really
have a story in the first place, so there wasn't any particular level
of expectation regarding the end of the game.

Despite the lack of story, hopefully you had fun exploring the
dungeon and fighting with its various denizens. You can continue
playing if you want. The sword can be equipped by both mages and
warriors. It cannot be enchanted, but it will never degrade. You
will still need to repair your armor.

=====================================================================
## Levelling up                                             | SOG13 |
---------------------------------------------------------------------
The amount of experience required to reach any given level can be
calculated with this formula: 756 * (level-1)^2 + 1. The first 40
levels are listed out below.

Lv 1       0
Lv 2     757
Lv 3    3027
Lv 4    6805
Lv 5   12097
Lv 6   18901
Lv 7   27217 - free transportation to second floor
Lv 8   37045
Lv 9   48385
Lv10   61237
Lv11   75601
Lv12   91477
Lv13  108865 - free transportation to third floor
Lv14  127765
Lv15  148177
Lv16  170101
Lv17  193537
LV18  218485
Lv19  244945
Lv20  272917
Lv21  302401
Lv22  333397
Lv23  365905 - free transportation to fourth floor
Lv24  399925
Lv25  434457
Lv26  472501
Lv27  511057
Lv28  551125
Lv29  592705
Lv30  635797
Lv31  680401
Lv32  726517 - free transportation to fifth floor
Lv33  774144
Lv34  823285
Lv35  873937
Lv36  926101
Lv37  979777
Lv38 1034965
Lv39 1091665
Lv40 1149877 - free transportation to sixth floor

The free transportation to the sixth floor takes you to (9,20), which
isn't really anywhere near the stairs. At level 46, you can start on
the seventh floor at (12,12), and at level 51, you can start on the
eighth floor at (11,14).

When bringing in multiple characters, their combined level is used to
determine on which floor you can start.

=====================================================================
## Magic                                                    | SOG14 |
---------------------------------------------------------------------
Damage spells:
Pocofuego  [1]: 1-16 damage
Pocohelio  [2]: 18-37 damage
Inflamar   [4]: 30-54 damage
Helio      [5]: 35-80 damage
Viento     [6]: 40-87 damage
Muchohelio [8]: 60-115 damage
Infierno  [10]: 73-140 damage

Healing spells:
Vida       [1]: heals 2-5 hits
Salud      [3]: heals 17-33 hits (also cures blindness and poison)
Viva       [5]: heals 32-45 hits (also cures blindess and poison, as
                well as silence, paralyzed, and asleep for the other
                character)
Masviva    [8]: heals 56-58 hits (stronger version of Viva)
Resucitar [10]: revives a fallen friend with 1 HP. You have to be
                within one space of the fallen friend's gravestone.

Buff spells:
Amparo     [2]: +11-21 defense
Fuerza     [3]: +21-40 strength
Masfuerza  [6]: +41-73 strength
Masamparo  [6]: +41-61 defense
Granamparo [9]: +21-49 defense for each players

Debuff spells:
Muedo      [2]: paralyzes enemy for 3 turns
Anublar    [3]: paralyzes enemy for 5 turns
Disipar    [4]: paralyzes ghostly enemy for 10 turns
Melaza     [7]: paralyzes enemy for 7 turns
Metabolico [9]: paralyzes enemy for 12 turns
Muerte     [9]: destroys enemy - no experience awarded

Mapping spells:
Mapa       [1]: identifies the character's location and orientation
Devancer   [4]: randomly teleports the character
Fantasma   [5]: allows character to explore while out-of-body. can
                pass through walls and see in the dark, 25-55 turns.
Pocomudar  [7]: controlled teleportation, small range [up to 9
                units of X and Y travel], medium chance of randomly
                getting teleported somewhere on the current floor.
Espiritu   [7]: like fantasma, but lasts 44-90 turns.
Encontrar  [8]: locates all dead players.
Mudar     [10]: controlled teleportation, large range, across floors.
                cannot be used to teleport to the eighth floor. small
                chance of randomly getting teleported somewhere on
                the target floor.

=====================================================================
## Statuses                                                 | SOG15 |
---------------------------------------------------------------------
You can suffer from multiple ailments at the same time, but only one
will show up in the status area.

[Poisoned]
When poisoned, you will slowly lose health as you move about the
dungeon. It will eventually wear off on its own (if you survive long
enough), and can be cured by Salud or Cureall potions. If you're
lucky enough to find a wand, the wand will dispel the poison one turn
after you get poisoned simply by carrying it with you.

[Silenced]
When silenced, you cannot cast spells. It will eventually wear off on
its own, and can be cured by Salud or Cureall potions.

[Blinded]
When blinded, you cannot see. You are free to move about the dungeon
and can still walk into stuff (bump into walls, pick up treasures,
fall in pits, attack monsters, etc.). It will eventually wear off on
its own, and can be cured by Salud or Cureall potions.

[Paralyzed]
When paralyzed, you cannot move or cast spells. It usually only lasts
a few turns, but you have to advance time by using the "Nothing" menu
option under the Utilities menu. Unfortunately, monsters can still
attack you, and some can even paralyze you when they hit!

[Asleep]
Asleep is like paralyzed, but in addition to not being able to move
or cast spells, you also cannot see.

[Berserk]
Berserk is a status you can inflict on yourself. When you go berserk,
your strength immediately doubles, then decreases all the way down to
1. After berserk wears off, your health drops to 1, and your strength
slowly rises back up to normal.

[EYE]
EYE is a special status that shows up near your name and lasts even
if you leave the dungeon. It is gained by using an eye of truth and
stays until you are blinded by a trap, trip wire, or enemy. It allows
you to read riddles without them being encoded, and allows you to see
(and use) hidden doors. Without the EYE status, a hidden door looks
like a wall, but is "hollow sounding" when you bump into it.

=====================================================================
## Weapons and Armor                                        | SOG16 |
---------------------------------------------------------------------
The game has one weapon slot and five armor slots (head, chest, hands,
legs, and shield). If you have more than one item for each slot, the
topmost one will be the one that is equipped. Similarly, when
applying weapon and armor baths, they go towards whatever the topmost
applicable item is. Since equipped items take up inventory space,
you'll only be able to carry six items if you're fully equipped, and
that number will typically be even lower since you'll normally be
carrying keys and potions.

Weapon baths can be applied to any weapon. They will increase the
bonus factor of the weapon by a random number from one to the bonus
factor of the bath plus one. A "wpn bath +3" will increase the bonus
of your weapon by 1-4. You cannot increase the bonus of a weapon any
more than +9.

Armor baths work just like weapon baths. Make sure to put whichever
piece of armor you want to improve as the topmost piece of armor in
your inventory.

Items your character cannot equip because of class or attribute
requirements are prefixed with an asterisk in the inventory window.
Items prefixed with an asterisk below cannot be used by magicians.

Weapons:
knife       +? attack (6 str)
*sword       +? attack (9 str)
*broadsword  +? attack (22 str)
*axe         +? attack (35 str)
bow         +? attack (8 dex)
longbow     +? attack (27 dex)
*crossbow    +? attack (45 dex)
staff       +? attack
glass swrd  +? attack

Shields:
shield      +1 defense
*fullshield  +2 defense

Body armor:
toga        +1 defense
*lthrarmor   +2 defense
*breastplte  +3 defense
*platearmor  +5 defense
robe        +3 defense
cape        +4 defense
*silvrplate  +6 defense - sometimes absorbs spells
*gold plate  +9 defense - sometimes absorbs spells

Head armor:
*helm        +1 defense
crown       +1 defense - sometimes absorbs spells
diadem      +2 defense

Leg armor:
*greaves     +1 defense
slippers    +1 defense - sometimes absorbs spells

Hand armor:
*gauntlets   +1 defense
gloves      +1 defense

Other:
wand        - automatically cures poison if kept in inventory
ring        - ??

=====================================================================
## Usable items                                             | SOG17 |
---------------------------------------------------------------------
Chalk can be used to make a mark on a wall.

The eye of truth allows the player to read encoded messages and see
hidden doors. It will not go away until you are blinded. Higher bonus
levels allow you to be blinded multiple times before it wears off.

Potions give better benefits for higher bonus levels.

Ampar Potion: Temporarily increases defense.
Cureall Potion: Cures all ailments and restores full health.
Egida Potion: Temporarily greatly increases defense.
Fuerza Potion: Temporarily increases strength.
Salud Potion: Cures blindness and poison, restores health.
Vida potion: Restores health.

These items can only be used on floors less than or equal to their
bonus level.

Map: Reveals a portion of the map around the current location.
Green Key: Unlocks green doors.
Red Key: Unlocks red doors.
Gold Key: Unlocks gold doors.
Chisel: Destroys a gargoyle, revealing a door behind it.

=====================================================================
## Sell Values                                              | SOG18 |
---------------------------------------------------------------------
             0    +1    +2    +3    +4    +5    +6    +7    +8    +9
ampar ptn    71   142   213   284   355   426   497   568   639   710
armr bath   217   434   651   868  1085  1302  1519  1736  1953  2170
arrows        5    10    15    20    25    30    35    40    45    50
axe         287   574   861  1148  1435  1722  2009  2296  2583  2870
bow          20    40    60    80   100   120   140   160   180   200
breastplte  225   450   675   900  1125  1350  1575  1800  2025  2250
broadsword  175   350   525   700   875  1050  1225  1400  1575  1750
cape        119   238   357   476   595   714   833   952  1071  1190
chalk        10    20    30    40    50    60    70    80    90   100
chisel            234   351   468   585   702   819   936  1053
crossbow    395   790  1185  1580  1975  2370  2765  3160  3555  3950
crown       271   542   813  1084  1355  1626  1897  2168  2439  2710
cureall ptn  77   154   231   308   385   462   539   616   693   770
diadem      189   378   567   756   945  1134  1323  1512  1701  1890
egida ptn    55   110   165   220   275   330   385   440   495   550
eyeoftruth   27    54    81   108   135   162   189   216   243   270
fuerza       59   118   177   236   295   354   413   472   531   590
fullshield   35    70   105   140   175   210   245   280   315   350
gauntlets   125   250   375   500   625   750   875  1000  1125  1250
gloves      163   326   489   652   815   978  1141  1304  1467  1630
goldplate   799  1598  2397  3196  3995  4794  5593  6392  7191  7990
gold key                                              352   396
greaves      75   150   225   300   375   450   525   600   675   750
green key          66    99   132   165   198   231   264   297
helm          5    10    15    20    25    30    35    40    45    50
jewel       672  1344  2016  2688  3360  4032  4704  5376  6048  6720
knife        15    30    45    60    75    90   105   120   135   150
lthrarmor   105   210   315   420   525   630   735   840   945  1050
longbow     275   550   825  1100  1375  1650  1925  2200  2475  2750
map               300   450   600   750   900  1050  1200  1350
p-arrows    250   500   750  1000  1250  1500  1750  2000  2250  2500
platearmor  499   998  1497  1996  2495  2994  3493  3992  4491  4990
red key                  99   132   165   198   231   264   297
ring        228   456   684   912  1140  1368  1596  1824  2052  2280
robe        217   434   651   868  1085  1302  1519  1736  1953  2170
salud ptn    66   132   198   264   330   396   462   528   594   660
shield       10    20    30    40    50    60    70    80    90   100
silvrplate  699  1398  2097  2796  3495  4194  4893  5592  6291  6990
slippers    217   434   651   868  1085  1302  1519  1736  1953  2170
spell book  162   324   486   648   810   972  1134  1296  1458  1620
sword        25    50    75   100   125   150   175   200   225   250
toga          2     4     6     8    10    12    14    16    18    20
vida ptn     50   100   150   200   250   300   350   400   450   500
wand        217   434   651   868  1085  1302  1519  1736  1953  2170
wpn bath    105   210   315   420   525   630   735   840   945  1050

=====================================================================
## Riddles                                                  | SOG19 |
---------------------------------------------------------------------
In the first couple of levels, you're presented with several logic
puzzles. Based on the clues written on the wall, you need to decide
which door to walk through. Behind one door is a treasure chest
(usually with a secret drawer). Behind the other door is certain
death. Using the provided maps, it's pretty easy to determine which
door to go through.

As you progress deeper, the riddles require you to type in an answer.
If you type in the correct answer, the wall disappears, revealing a
treasure chest. If you type in the wrong answer, the wall disappers,
revealing fire. These riddles (and their answers) are listed below.

All of the riddles are encrypted using a simple substitution code
(all 'A's are really 'C's, all 'T's are really 'E's). I've you've
used an eye of truth, the riddle will appear decoded for you. The
riddles never change, so once you know the answer you can pass
through the riddle over and over again, collecting the treasures
each time you visit the dungeon.

---------------------------------------------------------------------
Floor 3 (8,6)                                           | Answer: 7 |
---------------------------------------------------------------------
I have a question for the foolish adventurer:
I have 10 pets, dragons and weasles. I feed each dragon 7
slabs of meat, and each weasle 5 slabs.
If I use 64 slabs how many dragons do I have?

---------------------------------------------------------------------
Floor 3 (9,6)                                          | Answer: 99 |
---------------------------------------------------------------------
I have a question for the foolish adventurer:
In a room filled with 100 orcs there is at least one orc who is not
insane. In any group of two or more orcs at least one is insane.
How many insane orcs are there?

---------------------------------------------------------------------
Floor 3 (14,9), Floor 7 (17,11)                       | Answer: 840 |
---------------------------------------------------------------------
I have a question for the foolish adventurer:
The dragon Freda is 12 times older than the dragon Cynthia.
In seven years Freda will be 11 times older then Cynthia.
How old is Freda now?

---------------------------------------------------------------------
Floor 3 (21,10)                                        | Answer: 49 |
---------------------------------------------------------------------
A question:
My giant amoebas reproduce quickly - every day their number doubles.
If I put one amoeba in a room and 50 days later the room
is exactly full, on what day was the room half full?

---------------------------------------------------------------------
Floor 3 (15,15), Floor 7 (23,0)                     | Answer: 17576 |
---------------------------------------------------------------------
A question:
I gave each creature in my dungon a 3 letter name using only the
capital letters 'A' through 'Z'. ( i.e. 'BBQ' is one such name )
What is the most number of monsters I can have?

---------------------------------------------------------------------
Floor 3 (21,19)                                        | Answer: 18 |
---------------------------------------------------------------------
A question:
A snake slithers at a rate of 2 cubits an hour. A giant bee flies at
9 cubits an hour. They start along a tunnel at the same time. The bee
finishes 7 hours before the snake. How long is the tunnel?(in cubits)

---------------------------------------------------------------------
Floor 3 (13,22)                                         | Answer: 2 |
---------------------------------------------------------------------
My dragons, orcs, and slugs have eaten a total of 42 adventurers.
Each dragon has eaten 6, each orc 2, and each slug 3.
The dragons have eaten twice as many as the orcs, who have eaten
twice as many as the slugs. How many slugs were there?


=====================================================================
## Cheating                                                 | SOG20 |
---------------------------------------------------------------------
[Escaping Death]
Your character is only saved when you quit the game or when you die.
If you know you're about to die, you can close the DosBox window to
avoid the death. On the other hand, your character will be reverted
to the state it was in the last time you exited the game - but at
least you won't have to level up another character just to revive
yourself.

Your characters are saved in the PEOPLE.DAT file. You can back this
up as often as you want and restore it any time something goes wrong.
Note that this file represents all characters in the game, so if you
do end up reverting it, you reset all character progress since it
was backed up.

[Item Cloning]
The vault is saved when you leave the store, but your character is
not saved until you quit the game. If you quit the game (to save
your character), then come back in and put an item in the vault,
when you leave the store you can close the DosBox window to avoid
saving your character. When you next start the game, the item will
exist on your character and in the vault.

Using this technique, you can clone weapon and armor baths, then
apply them to your weapons and armor and clone them. This can get
you an infinite supply of +9 equipment.

Similarly, all vault items are stored in the VAULT.DAT file. If your
vault contains something amazing, you can backup the VAULT.DAT file,
transfer the item to your character, then restore the backup.

[Item Charges]
The temple priests will bless any item you put into slot K or slot
L, even if they don't offer those slots as choices when choosing an
item to bless. If you place an item that has charges (keys, potions,
baths) into one of these slots and have the priests bless it (choose
Bless and press the slot letter), the number of charges will
increase by around 60.

=====================================================================
## About this document                                      | SOG21 |
---------------------------------------------------------------------
This document (and the related maps) were created by me through
playing the game and looking at the game files. It is provided as-is
with no warranty of accuracy. It may be distributed anywhere provided
it is done so unmodified and free of charge. Please note that the
newest version will always be uploaded to GameFAQs first.

All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

Version information:
1.0 - 2012.03.16 - First completed version.

=====================================================================
## Credits                                                  | SOG22 |
---------------------------------------------------------------------
I'm not sure if there's anything specific I used from the following
sites, but as pretty much the only existing resources for this game,
I thought I should mention them anyway. At a minimum, I definately
need to thank them for getting me back into a game I enjoyed in my
youth.

The Glass Shrine:
http://www.thealmightyguru.com/Reviews/SwordsOfGlass/Index.html

Wayne's Swords of Glass Page:
http://www.waynesthisandthat.com/swordsofglass.htm