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