MIGHT & MAGIC V -- DARKSIDE OF XEEN (including combined World of Xeen)
Miscellaneous Facts and Spoilers
Version v1.11 - May 4, 2012

by Stephen S. Lee (ssjlee@rawbw.com)
You may distribute this freely, so long as you give proper credit to me.
This was derived from the PC version; I make no guarantees about
  applicability to other platforms.
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.

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

1. Party Creation
   A. Classes
   B. Races
   C. The Seven Statistics
   D. Skills
   E. Recommended party
   F. Party development
2. Spell list
3. Guide to Darkside
   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
   I. Mirror portal keywords
   J. Maps of selected areas
4. Monsters
   A. Table of monster statistics
   B. Monsters by location
5. Items
   A. Equipment generation and properties
   B. Shops of Darkside
6. Other hints
   A. Tavern rumors and tips
   B. Miscellaneous tips and tricks


SECTION 1A - CLASSES
--------------------

(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)

Here is a table showing the different classes in the game, with the column
headers indicating:

HP           - base hit points gained per level.  This number is modified by
               Endurance, race, and the Body Building skill.
Att          - number of levels it takes to get another melee attack per round,
               so lower numbers are better.
Skill        - skill that class starts with
Spell        - spells that class starts with
Requirements - stat requirements needed to start as this class

Class       HP Att  Skill            Spells           Requirements
Knight      10   5  Arms Master      -                Mgt 15
Paladin      8   6  Crusader         Light            Mgt/Per/End 13
Archer       7   6  -                Light            Int/Acy 13
Cleric       5   7  -                Awaken, First Aid, Light
                                                      Per 13
Sorcerer     4   8  Cartography      Awaken, Light, Magic Arrow
                                                      Int 13
Robber       8   6  Thievery         -                Lck 13
Ninja        7   5  Thievery         -                Spd/Acy 13
Barbarian   12   4  -                -                End 15
Druid        6   7  Direction Sense  Awaken, First Aid, Light, Magic Arrow
                                                      Int/Per 15
Ranger       9   6  Pathfinding      Awaken, Light    Int/Per/End/Spd 12

Knights are pure warriors; they can equip any weapon, body armor, or shield in
the game, but may not cast spells.

Barbarians are also pure warriors; they have more hit points and are superior
in raw melee combat ability compared to Knights, and likewise may not cast
spells.  However, they are more limited in the melee weapons they can equip
(though they can equip more than in Might and Magic III), and may not use body
armor heavier than scale armor.

Knights and Barbarians receive bonuses to-hit in combat that other classes do
not receive; combined with their greater number of attacks at higher level,
this makes them much more effective melee combat machines than the hybrid
classes.

Robbers are trained in the arts of Thievery, but are not able to cast spells.
They may equip most weapons, and can use a shield, but may not use body armor
heavier than chain mail.

Ninjas are also trained in the arts of Thievery; they are poorer at it compared
to actual Robbers, but make up for it with superior combat ability.  They also
cannot cast spells, may not use a shield, and may not use body armor heavier
than ring mail.

Clerics are primarily magic users who use the clerical spellbook.  They are
poor in melee combat, are not allowed to use edged weaponry, and cannot use
ranged weapons.  However, they are allowed to equip shields and body armor as
heavy as splint mail.

Sorcerers are primarily magic users who use the arcane spellbook.  They are
even worse in melee combat than Clerics; they can equip very few weapons, and
the only body armor they can equip is robes.

Druids are primarily magic users who use the druidic spellbook. The druid
spellbook includes all the lower-level Cleric and Sorcerer spells, but does
not include any unique spells as in Might & Magic III.  Like Clerics, they make
for poor fighters, though they can equip more melee weapons than Clerics can.
They may equip shields, but the only body armor they may use is robes.

Paladins are hybrid fighter-clerics.  While they are allowed to use any piece
of armor, and also any weapon (note that this is a change from Might and Magic
III), they do not fight quite as effectively as Knights or Barbarians.  They
may cast spells from the clerical spellbook, but only have half as many spell
points as full Clerics, and their spells cost twice as much in mage guilds.
Apart from these limitations, they cast spells just as well as a Cleric of the
same level.

Archers are hybrid fighter-sorcerers.  They are as effective in melee and
ranged combat as Paladins, and can equip any weapon that a Paladin can.  Their
defensive capacities are more limited, as they may not use a shield, nor can
they use body armor heavier than chain mail.  They may cast spells from the
arcane spellbook, but only have half as many spell points as full Sorcerers,
and their spells cost twice as much in mage guilds.  Apart from these
limitations, they cast spells just as well as a Sorcerer of the same level.

Rangers are hybrid fighter-druids.  They are as effective in melee and ranged
combat as Paladins, and can equip any weapon that a Paladin can.  Their
defensive ability is worse than a Paladin but better than an Archer, as they
may equip a shield and any body armor other than plate.  They may cast spells
from the druidic spellbook, but only have half as many spell points as full
Druids, and their spells cost twice as much in mage guilds.  Apart from these
limitations, they cast spells just as well as a Druid of the same level.

All characters may equip any helmet, cloak, boots, gauntlets, belt, ring,
amulet, or other piece of equipment.  Any character may also use any charged
item that can cast spells, such as a wand.

The base number of spell points per level for a spellcaster is 3.  This is
first modified by race, Intellect and Personality scores, and the
class-relevant skill; this is then divided by 2 for Paladins, Archers, and
Rangers.  Fractions are retained, and only discarded after multiplying by the
character's level.


SECTION 1B - RACES
------------------

(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)

The following table shows all the effects of the different races.  "Thief Mod"
represents the modifier to Thievery.

         HP per MP per ---- Starting Resistances ---- Thief Starting
Name      Level  Level Fire Elec Cold Pois Ener Magic   Mod Skill
Human        +0     +0    7    7    7    7    7     7    +0 Swimming
Elf          -2    +2*    0    0    0    0    5     5   +10 -
Dwarf        +1     -1    2    2    2    2    2    20    +5 Spot Secret Doors
Gnome        -1     +1    5    5    5   20    5     0   +10 Danger Sense
Half-orc     +2     -2   10   10   10    0    0     0   -10 -

* Elves who are not archers or sorcerers do NOT receive this bonus.


SECTION 1C - THE SEVEN STATISTICS
---------------------------------

(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)

Each character has seven major statistics that define his or her abilities.
These are Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck;
random values for these stats at character generation can range from 3 to 21.
For all of these stats, the numerical rating corresponds to an adjective given
by the game when you click on the statistic on the character screen.  Each of
these adjectives corresponds to the standard numerical bonus for that
stat value.  These ranges and bonuses are:

Stat Range    Adjective       Bonus
0-2           Nonexistant [sic]  -5
3-4           Very Poor          -4
5-6           Poor               -3
7-8           Very Low           -2
9-10          Low                -1
11-12         Average            +0
13-14         Good               +1
15-16         Very Good          +2
17-18         High               +3
19-20         Very High          +4
21-24         Great              +5
25-29         Super              +6
30-34         Amazing            +7
35-39         Incredible         +8
40-49         Gigantic           +9
50-74         Fantastic         +10
75-99         Astounding        +11
100-124       Astonishing       +12
125-149       Monumental        +13
150-174       Tremendous        +14
175-199       Collosal [sic]    +15
200-224       Awesome           +16
225-249       Awe Inspiring     +17
250+          Ultimate          +20

Increasing a statistic above 250 consequently has no effect.  At the other
end of the scale, if a statistic is 0 it is possible to die when resting,
although this form of "natural death" can still be undone with the Raise Dead
spell.

The functions of these statistics are as follows:

MIGHT: The bonus applies to the physical damage done with each successful melee
  attack; penalties cannot drop damage per attack below 1.  Might is also used
  when bashing open doors and performing other such feats of strength.

INTELLECT: The bonus applies to the number of spell points per level for
  Archers and Sorcerers.  For Rangers and Druids, the average of the
  Intellect and Personality bonuses is used.  Some quest locations also
  directly check Intellect.

PERSONALITY: The bonus applies to the number of spell points per level for
  Paladins and Clerics.  For Rangers and Druids, the average of the Intellect
  and Personality bonuses is used.  No effect for other classes.

ENDURANCE: The bonus applies to the number of hit points per level.

SPEED: The bonus applies to Armor Class.  Speed also determines when your
  character acts during combat.  Unlike later Might and Magic games, it does
  not determine how often your character acts.

ACCURACY: The bonus applies to the chance to hit with a weapon, either melee or
  ranged.

LUCK: The bonus applies to resistance rolls, both damage resistance and status
  condition resistance.  If the damage resistance roll works like it does in
  later Might and Magic games, you must have at least 1 resistance point for
  the Luck bonus to apply at all.

Some status conditions can affect your statistics, as follows:

Cursed      -1 per severity to Lck
Diseased    -1 per severity to Int/Per/End
Drunk       +1 per severity to Per/Lck; -1 per severity to Mgt/Int/End/Spd/Acy
Heartbroken -1 per severity to all stats
In Love     +1 per severity to all stats
Insane      +1 per severity to Mgt/Spd; -1 per severity to Int/Per/Acy
Poisoned    -1 per severity to Mgt/Spd/Acy
Weak        -1 per severity to all stats

Age, whether artificial or natural, affects statistics other than Luck starting
at 36; at this age a character gets -2 to Might, Endurance, Speed, and
Accuracy, and +2 to Intellect and Personality.  At age 51, the penalties and
bonuses become -5/+5; age 76, the penalties and bonuses become -10/+10; at age
101, -20/+20; at age 201, -50/+50.


SECTION 1D - SKILLS
-------------------

A freshly generated character will have zero, one, or two free skills that
derive from race and class.  All such skills except for Thievery may be found
after character generation; the locations for these are listed in section 3B.
Unlike in Might and Magic III, there is no way to get Thievery for any
character other than a Robber or Ninja.  The actual game function of the skills
follow.

Name              Function
Arms Master       +1 to hit.
Astrologer        Druids get an extra 2 spell points per level.  Rangers get
                  1 extra spell point per level.  No effect for other classes.
Body Builder      +1 hit point per level.
Cartographer      The auto-mapping feature only works if at least one character
                  possesses this skill.
Crusader          Does nothing on the Darkside of Xeen.
Danger Sense      If at least one character has this skill, you will know if
                  there are foes nearby.
Direction Sense   The compass feature only works if at least one character
                  possesses this skill.
Linguist          Allows the character to read foreign languages.
Merchant          Allows the character to receive full value instead of half
                  value when selling an item in a store.
Mountaineer       At least two characters with this skill are needed to move
                  through mountains on foot.
Navigator         With this skill, moving through desert takes the normal 10
                  minutes per move instead of 4 hours.
Pathfinder        At least two characters with this skill are needed to move
                  through dense forests on foot.
Prayer Master     Clerics get an extra 2 spell points per level.  Paladins get
                  1 extra spell point per level.  No effect for other classes.
Prestidigitator   Sorcerers get an extra 2 spell points per level.  Archers get
                  1 extra spell point per level.  No effect for other classes.
Spot Secret Doors If at least one character has this skill, this permits the
                  automatic detection of walls that can be bashed down.
Swimming          The whole party must possess this skill to move around in
                  shallow water without magic.
Thievery          Required to pick locks on chests and doors.  A character's
                  base Thievery rating is 30 for Robbers and 15 for Ninjas.
                  This is modified by race, with a bonus of 2 points per level.
Tracker           Does nothing.


SECTION 1E - RECOMMENDED PARTY
------------------------------

Here are some key points to keep in mind when choosing your party of six:

* A Knight or Barbarian is significantly better in melee combat than the
  Paladin, Archer, Ranger, or Ninja.  Their additional hit points and greater
  number of attacks per round give them significant combat advantages over
  hybrid classes, especially when considering that they can cast spells with
  all the effectiveness of a spellcaster if they use an item that casts spells.

  For this reason, your party should include one of these.  More than one is
  not as useful as it was in Might & Magic III, owing to the lack of items that
  can cast high-level spells.  Barbarians are better than they were in Might &
  Magic III since they can equip a wider variety of weapons now.

* The druidic spellbook just isn't all that useful; while Druids get all the
  lower-level Cleric and Sorcerer spells, they do not get any high-level
  spells.  This is even less useful than it sounds, because anyone can use
  rechargeable spellcasting items that cast lower-level spells.

* Unlike in Might & Magic III, there is no way to get Thievery other than
  starting out as a Robber or Ninja, so your party should include one of those.

* There are not as many doors or chests in this game compared to Might and
  Magic III or IV, so the extra combat capacity of Ninja makes them better.

My recommended party therefore is:
  Half-Orc Barbarian
  Dwarf Ninja
  Human Paladin
  Human Archer
  Gnome Cleric
  Elf Sorcerer

If you have played the game before, the pure spellcasters aren't quite as good
because you can use spell point fountains; in that case you may wish to replace
the cleric and sorcerer with a second Paladin and a second Archer.


SECTION 1F - PARTY DEVELOPMENT
-----------------------------

* Training for the next level costs gold equal to your current level squared
  times 10; it follows that training a character from level 1 to level x costs
  (x-1)*x*(2x-1)*5/3 gold.

  Darkside training facilities are available at the following locations:

  Castleview (8,17)              - maximum level 30
  Sandcaster (19,12)             - maximum level 50
  Castle Kalindra Level 3 (15,0) - maximum level 100
  Olympus (5,10)                 - maximum level 200

  The maximum unbuffed level a character can have is 255.  If you have enough
  money (which is the hardest part), there is more than enough experience
  available in World of Xeen to reach this level.  For this you need to train
  three characters to level 198, two to level 197, and one to level 194 before
  using any permanent level boosters, then use all the free level boosters
  available in World of Xeen.  There should be exactly enough to reach level
  255 with a full party of six.  The training will cost a total of 151,768,660
  gold.  Note that this is massive overkill; any combat becomes reasonably
  winnable at around base level 70.

* Weapons and armor: materials that are metals starting with iron, along with
  gemstones, make the best weapons and armor.  This is detailed in section 5A,
  but the basic progression is Iron -> Silver -> Steel -> Gold -> Platinum ->
  Ruby -> Emerald -> Sapphire -> Diamond -> Obsidian, for both weapons and
  armor.  Equipment made of such materials should be chosen above all but the
  best elemental weapons and armor, although you should retain extra elemental
  weapons to deal with foes resistant or immune to Physical damage.

  Of particular note is the best possible material at the higher item levels,
  listed in the treasure and monster tables:
  Level 3 - Steel
  Level 4 - Gold
  Level 5 - Emerald
  Level 6 - Obsidian
  Level 7 - Obsidian (only material possible at this level)

  Use accessories instead of weapons or armor to get resistances and better
  stats.

* Miscellaneous items: items that cast spells are useful for casting Lloyd's
  Beacon, or spells that cost a lot of gems or spell points.  They also allow
  nonspellcasters to cast lesser spells with all the effectiveness of an
  actual spellcaster.

  Everyone in your party can have an active Lloyd's Beacon, even those who
  cannot cast spells.  Items that cast Lloyd's Beacon are the only way
  clerical casters and noncasters can cast it; you will need the Recharge Item
  spell to maintain an item of Lloyd's Beacon.

  Other spells that are useful to get on spellcasting items: Protection from
  Elements, Day of Protection, Day of Sorcery, Town Portal, Dancing Sword, Moon
  Ray, Power Cure, Fire Ball, Lightning Bolt, Golem Stopper.

* Maximizing statistics: the way to do this is to use the following specific
  stat boosters in this order, skipping everything else:
  1. (on Cloudside) +5 Personality/Endurance pools in Ancient Temple of Yak
  2. (on Cloudside) +5 Personality for whole party from Mirabeth's quest
  3. +25 Intellect for Sorcerers in Ellinger's Tower; use once only as you do
     not want Intellect to exceed 49
  4. Any boosters for stats of 10 or more, so long as you do not go above 30
     (49 for the specific case of spellcaster Intellect)
  5. Pool of Minimal Abilities in Great Eastern Tower (+10 to stats below 10)
  6. +50 Intellect for arcane/druidic spellcasters in Great Eastern Tower
     (only works if Intellect is less than 50)
  7. Any boosters for stats, so long as you do not go above 30, except you can
     increase spellcaster Intellect freely now
  8. +19 to all statistics in the Temple of Bark for becoming Discples of Bark
  9. +50 to all statistics less than 50 in Escape Pod 1 (the big one)
  10. Now you can go back and collect all the stat boosts you missed

  You will have to play most of Darkside to reach step 9, so you will play
  most of the game with most stats below 50 if you choose to do this; I would
  not recommend this for any other than dedicated minmaxers.

* Resistances: There are fountains in the Great Western Tower that are reusable
  and will increase low elemental resistances, so skip any elemental resistance
  boosters until you reach them.  The fountains in the Temple of Bark will then
  increase elemental resistances by 50 if they are below 50.  You can then go
  back to the resistance boosters you skipped, such as the fire and electricity
  resistance books in Ellinger's Tower.


SECTION 2 - SPELL LIST
----------------------

(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)

"MP Cost" in the following indicates how many magic points are needed for the
spell.  "/L" under cost indicates the number of magic points required per level
of the caster.  "*" under cost indicates how many gems are required.  There are
no level requirements in a mage guild for learning a spell, unlike in Might &
Magic III.  "Gold" indicates the base cost of purchasing the spell from a mage
guild; this is doubled for Paladins, Archers, and Rangers.

A "group" of monsters means all the monsters in the first square in front of
the party that has monsters; spells that affect a group can hit up to 3
monsters.  "All" monsters indicates all monsters in front of the party.
"Elem." means you can select one of Fire, Electricity, Cold, or Poison, and
the spell will protect against that specific element.

CLERICAL SPELL TABLE
Name                 MP Cost  Gold Effect
Acid Spray                 8   800 15 Poison damage to all monsters
Awaken                     1   100 Remove SLEEP from all characters
Beast Master            5+2*   500 Attempt to paralyze a group of animals
Bless                 2/L+1*  1000 +Level to Armor Class for party
Cold Ray              2/L+4*  1000 (2-4)*Level Cold damage to all monsters
Create Food            20+5*  2000 Create enough food for party if you lack it
Cure Disease              10  1000 Remove DISEASED from one character
Cure Paralysis            12  1200 Remove PARALYZED from one character
Cure Poison                8   800 Remove POISONED from one character
Cure Wounds                3   300 +15 hit points to one character
Day of Protection     75+10*  7500 Bless+Heroism+Holy Bonus+Prot. from Elements
Deadly Swarm              12  1200 40 Physical damage to one group
Divine Intervention  200+20* 20000 Heal party damage except ERADICATION; +5 Age
Fiery Flail            25+5*  2500 100 Fire damage to one monster
First Aid                  1   100 +6 hit points to one character
Flying Fist                2   200 6 Physical damage to one monster
Frost Bite                 7   700 35 Cold damage to one monster
Heroism               2/L+1*  1000 +Level to hit for party
Holy Bonus            2/L+1*  1000 +Level to Physical weapon damage for party
Holy Word            100+20* 10000 Destroy one group of undead
Hypnotize              15+4*  1500 Attempt to paralyze a group
Light                      1   100 Provide light in dungeons and caves
Mass Distortion       75+10*  7500 One group loses half its hit points
Moon Ray              60+10*  6000 30 Energy damage to all; heals party as well
Nature's Cure              6   600 +25 hit points to one character
Pain                       4   400 8 Physical damage to one group
Power Cure            2/L+3*  1000 +(2-12)*Level hit points to one character
Prot. from Elements   1/L+1*   500 +2*Level+5 Elem. damage reduction for party
Raise Dead            50+10*  5000 Remove DEAD from one character
Resurrection         125+20* 12500 Remove ERADICATED from one character; +5 Age
Revitalize                 2   200 Remove WEAK from one character
Sparks                1/L+1*   500 2*Level Electrical damage to one group
Stone to Flesh         35+5*  3500 Remove STONE from one character
Sun Ray              150+10* 15000 200 Energy damage to all monsters
Suppress Disease           5   500 Reduce DISEASED on one character to 1
Suppress Poison            4   400 Reduce POISONED on one character to 1
Town Portal            30+5*  3000 Teleport to a town; noncombat only
Turn Undead             5+2*   500 25 damage to a group of undead
Walk on Water              7   700 Allow the party to travel on deep water

ARCANE SPELL TABLE
Name                 MP Cost  Gold Effect
Awaken                     1   100 Remove SLEEP from all characters
Clairvoyance            5+2*   500 Gives advice on noncombat decisions
Dancing Sword        3/L+10*  1500 (6-14)*Level Physical damage to a group
Day of Sorcery        40+10*  4000 Clairvoy.+Levitate+Power Shield+Wizard Eye
Detect Monster             6   600 Show number and location of nearby monsters
Dragon Sleep           10+4*  1000 Attempt to paralyze one dragon
Elemental Storm      100+10* 10000 150 damage of random type to all monsters
Enchant Item          30+20*  3000 Enchants an item which isn't already magical
Energy Blast          1/L+1*   500 (2-6)*Level Energy damage to one monster
Etherealize           30+10*  3000 Move straight through doors, other barriers
Fantastic Freeze       15+5*  1500 40 Cold damage to a group
Finger of Death        10+4*  1000 Attempt to destroy a group
Fire Ball             2/L+2*  1000 (3-7)*Level Fire damage to a group
Golem Stopper         20+10*  2000 100 damage to one golem
Identify Monster           5   500 Show monster group hit points, other stats
Implosion            100+20* 10000 1000 Energy damage to one monster
Incinerate            35+10*  3500 250 Fire damage to one monster
Inferno               75+10*  7500 250 Fire damage to a group
Insect Spray            5+1*   500 25 damage to group of insects
Item to Gold          20+10*  2000 Converts item into half gold value
Jump                       4   400 Move the party 2 squares; noncombat only
Levitate                   5   500 Party floats over pits and clouds
Light                      1   100 Provide light in dungeons and caves
Lightning Bolt        2/L+2*  1000 (4-6)*Level Electrical damage to a group
Lloyd's Beacon          6+2*   600 Set and recall location; noncombat only
Magic Arrow                2   200 8 Magic damage to one monster
Mega Volts            40+10*  4000 150 Electrical damage to a group
Poison Volley         25+10*  2500 Fires arrows that do 10 Poison damage each
Power Shield          2/L+2*  1000 +Level damage reduction for party
Prismatic Light       60+10*  6000 80 damage of random type to all monsters
Recharge Item         15+10*  1500 +1-6 charges to a charged item
Shrapmetal               1/L   500 2*Level Physical damage to a group
Sleep                   3+1*   300 Attempt to put a group to sleep
Star Burst           200+20* 20000 500 Physical damage to all monsters
Super Shelter          15+5*  1500 Allow safe rest; noncombat and on land only
Teleport                  10  1000 Teleport up to 9 squares; noncombat only
Time Distortion            8   800 Cause the entire party to flee combat
Toxic Cloud             4+1*   400 10 Poison damage to a group
Wizard Eye              5+2*   500 Show an overhead view of the vicinity

DRUIDIC SPELL TABLE
Name                 MP Cost  Gold Effect
Acid Spray                 8   800 15 Poison damage to all monsters
Awaken                     1   100 Remove SLEEP from all characters
Beast Master            5+2*   500 Attempt to paralyze a group of animals
Bless                 2/L+1*  1000 +Level to Armor Class for party
Clairvoyance            5+2*   500 Gives advice on noncombat decisions
Cold Ray              2/L+4*  1000 (2-4)*Level Cold damage to all monsters
Cure Disease              10  1000 Remove DISEASED from one character
Cure Poison                8   800 Remove POISONED from one character
Cure Wounds                3   300 +15 hit points to one character
Energy Blast          1/L+1*   500 (2-6)*Level Energy damage to one monster
Fire Ball             2/L+2*  1000 (3-7)*Level Fire damage to a group
First Aid                  1   100 +6 hit points to one character
Flying Fist                2   200 6 Physical damage to one monster
Frost Bite                 7   700 35 Cold damage to one monster
Heroism               2/L+1*  1000 +Level to hit on for party
Holy Bonus            2/L+1*  1000 +Level to weapon damage for party
Identify Monster           5   500 Show monster group hit points, other stats
Insect Spray            5+1*   500 25 damage to group of insects
Jump                       4   400 Move the party 2 squares; noncombat only
Levitate                   5   500 Party floats over pits and clouds
Light                      1   100 Provide light in dungeons and caves
Lightning Bolt        2/L+2*  1000 (4-6)*Level Electrical damage to a group
Lloyd's Beacon          6+2*   600 Set and recall location; noncombat only
Magic Arrow                2   200 8 Magic damage to one monster
Nature's Cure              6   600 +25 hit points to one character
Pain                       4   400 8 Physical damage to one group
Power Cure            2/L+3*  1000 +(2-12)*Level hit points to one character
Power Shield          2/L+2*  1000 +Level damage reduction for party
Prot. from Elements   1/L+1*   500 +2*Level+5 Elem. damage reduction for party
Revitalize                 2   200 Remove WEAK from one character
Shrapmetal               1/L   500 2*Level Physical damage to a group
Sleep                   3+1*   300 Attempt to put a group to sleep
Sparks                1/L+1*   500 2*Level Electrical damage to one group
Suppress Disease           5   500 Reduce DISEASED on one character to 1
Suppress Poison            4   400 Reduce POISONED on one character to 1
Toxic Cloud             4+1*   400 10 Poison damage to a group
Turn Undead             5+2*   500 25 damage to a group of undead
Walk on Water              7   700 Allow the party to travel on deep water
Wizard Eye              5+2*   500 Show an overhead view of the vicinity

Bless, Day of Protection, Day of Sorcery, Heroism, Holy Bonus, and Power Shield
max out at a power level of 255.  If they are cast at a power level higher than
this, it wraps around 255 back to 0.

Some notes on specific spells:

Day of Protection - this only casts Protection of Elements at a power level
  equal to the caster's level.
Divine Intervention - this will reduce hit points to the normal maximum, but
  will remove all status conditions except ERADICATED, including those which
  you cannot otherwise heal yourself.
Jump - this spell is handy not only jumping over traps and holes in the ground,
  but also putting distance between you and a monster lacking a ranged attack.
Power Shield - the damage reduction from this spell applies to all sources of
  damage; it applies after resistance.  If damage is reduced to zero, then
  additional status conditions from that attack do not apply.
Protection from Elements - this is cast at a power level equal to 5 plus twice
  the caster's level, with a maximum of 200.  This is considerably better than
  that from Day of Protection, except at very high levels.  This provides
  damage reduction against the specific elemental form; it does NOT provide
  resistance, which is separate, and applies before resistance.  If damage is
  reduced to zero, then additional status conditions from that attack do not
  apply.
Raise Dead - this will permanently reduce the Endurance of the recipient by 1.
  This may be circumvented by raising via either a temple or the Divine
  Intervention spell.
Recharge Item - this will never destroy an item, contrary to what the
  documentation or game may claim.  The maximum number of charges an item may
  hold is 63.  Potions and scrolls may not be recharged.  Items that cast
  Recharge Item themselves also may not be recharged, unlike in Might and Magic
  III.
Resurrection - this will permanently reduce the Endurance of the recipient by
  1.  This may be circumvented by resurrecting via a temple.


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

Town of Castleview:
  Main entrance at A4 (14,10)
  Pass for entry obtained at A4 (15,12)
  (1,13) grate - to Castleview Sewer (1,13)
  (2,29) grate - to Castleview Sewer (2,29)
  (12,10) tower - to Ellinger's Tower Level 1 (11,8)
  (12,30) grate - to Castleview Sewer (12,30)
  (15,31) main gate - to A4 (14,11)
  (26,1) grate - to Castleview Sewer (26,1)
  (26,24) pyramid - to Cloudside F3 (8,10)
  (30,18) grate - to Castleview Sewer (30,18)
Castleview Sewer:
  (1,13) ladder - to Castleview (1,13)
  (2,29) ladder - to Castleview (2,29)
  (12,30) ladder - to Castleview (12,30)
  (17,0) ladder - to A4 (14,8)
  (26,1) ladder - to Castleview (26,1)
  (30,18) ladder - to Castleview (30,18)
Town of Sandcaster:
  Main entrance at E3 (4,12)
  Pass for entry obtained at B3 (7,1)
  (1,1) grate - to Sandcaster Sewer (1,1)
  (1,26) grate - to Sandcaster Sewer (1,26)
  (13,9) grate - to Sandcaster Sewer (13,9)
  (13,28) grate - to Sandcaster Sewer (13,28)
  (27,10) grate - to Sandcaster Sewer (27,10)
  (30,21) grate - to Sandcaster Sewer (30,21)
  (31,16) main gate - to E3 (5,12)
Sandcaster Sewer:
  (0,16) ladder - to D2 (12,2)
  (1,1) ladder - to Sandcaster (1,1)
  (1,26) ladder - to Sandcaster (1,26)
  (13,9) ladder - to Sandcaster (13,9)
  (13,28) ladder - to Sandcaster (13,28)
  (27,10) ladder - to Sandcaster (27,10)
  (30,21) ladder - to Sandcaster (30,21)
Town of Lakeside:
  Main entrance at F2 (3,15)
  Pass for entry obtained at Sandcaster (18,8)
  (0,3) main gate - to F2 (2,15)
  (1,11) grate - to Lakeside Sewer (1,11)
  (7,14) grate - to Lakeside Sewer (7,14)
  (11,6) grate - to Lakeside Sewer (11,6)
  (15,14) boat - to F2 (6,8)
Lakeside Sewer:
  (1,11) ladder - to Lakeside (1,11)
  (7,14) ladder - to Lakeside (7,14)
  (11,6) ladder - to Lakeside (11,6)
Town of Necropolis:
  Main entrance at B2 (8,12)
  Pass for entry obtained at Lakeside (1,14)
  (1,9) grate - to Necropolis Sewer (1,9)
  (8,5) grate - to Necropolis Sewer (8,5)
  (8,14) grate - to Necropolis Sewer (8,14)
  (15,8) main gate - to B2 (9,12)
Necropolis Sewer:
  (1,9) ladder - to Necropolis (1,9)
  (8,5) ladder - to Necropolis (8,5)
  (8,14) ladder - to Necropolis (8,14)
Town of Olympus:
  Main entrance at Skyroad C2 (2,7)
  Pass for entry obtained at Great Pyramid Level 4 (6,9)
  (1,5) grate - to Olympus Sewer (1,5)
  (5,14) grate - to Olympus Sewer (5,14)
  (7,0) main gate - to Skyroad C2 (2,7)
  (10,7) grate - to Olympus Sewer (10,7)
  (14,5) grate - to Olympus Sewer (14,5)
Olympus Sewer:
  (1,5) ladder - to Olympus (1,5)
  (5,14) ladder - to Olympus (5,14), after giving "Tribbles" password en route
  (10,7) ladder - to Olympus (10,7)
  (14,5) ladder - to Olympus (14,5)
Ellinger's Tower:
  Main entrance at Castleview (12,10)
  Key obtained at Castleview (27,19)
  Level 1 (11,8) gate - to Castleview (13,10)
  Level 4 (9,8) up stairs - to Skyroad A4 (14,10)
Great Northern Tower:
  Main entrance at C1 (2,10)
  Key obtained at C1 (1,8)
  Level 1 (7,4) gate - to C1 (2,9)
  Level 4 (9,11) up stairs - to Skyroad D1 (2,10)
Great Western Tower:
  Main entrance at A3 (4,9)
  Key obtained at A3 (8,10)
  Level 1 (11,8) gate - to A3 (5,9)
  Level 4 (11,8) up stairs - to Skyroad A3 (4,9)
Great Eastern Tower:
  Main entrance at F3 (10,9)
  Key obtained at Sandcaster (30,1)
  Level 1 (3,8) gate - to F3 (9,9)
  Level 4 (3,8) up stairs - to Skyroad F3 (10,9)
Great Southern Tower:
  Main entrance at D4 (2,7)
  Key obtained at F4 (6,7)
  Level 1 (7,12) gate - to D4 (2,8)
  Level 4 (7,12) up stairs - to Skyroad D4 (2,7)
Castle Kalindra:
  Main entrance at A4 (5,14)
  Levels restored by Ellinger at Ellinger's Tower Level 4 (4,8)
  Level 1 (15,7) down stairs - to A4 (6,14)
  Level 3 (5,5) up stairs - to Skyroad A4 (5,14)
Castle Blackfang:
  Main entrance at F1 (9,11)
  Entry obtained via quest of Ambrose at B1 (12,5)
  Level 1 (7,8) tent - to F1 (9,11)
  Level 3 (15,0) up stairs - to Skyroad F1 (9,11)
Castle Alamar:
  Main entrance at A1 (10,4)
  Level 1 (15,8) down stairs - to A1 (11,4)
  Level 2 (14,8) up stairs - first set dials at (0,1), (0,15), (14,1) and
    (14,15) all to 9, then go to the giant skull at (7,8) and say "Sheltem" to
    go to the next level
  Level 3 (4,8) up stairs - to Skyroad A1 (9,4)
Temple of Bark:
  Main entrance at C4 (2,8)
  Key obtained at B4 (3,12)
  Level 1 (0,7) up stairs - to C4 (2,9)
  Level 4 (1,0) down stairs - must have "Disciple of Bark" award to go to the
    next level
Dungeon of Lost Souls:
  Main entrance at F2 (6,10)
  Key obtained at Castle Kalindra Level 2 (11,15)
  Level 1 (8,1) down stairs - turn hourglasses at (2,9), (5,10), (11,10), and
    (14,9) to satisfy guardian; neglecting this will not stop you from going
    down but the guardian will prevent you from proceeding later on
  Level 1 (8,14) up stairs - to F2 (6,9)
  Level 3 (7,14) down stairs - pull levers at (1,1), (1,10), (13,14), and
    (14,2) to go to next level
  Level 4 (14,2) down stairs - pay a total of 266000 gold (one time only) to go
    to the next level
Great Pyramid:
  Main entrance at D2 (0,5)
  Key obtained at Castle Blackfang Dungeon (1,1)
  Level 1 (5,6) up stairs - pull levers at (4,28), (5,4), (11,30), (18,6),
    (22,6), and (26,6) to pass security
  Level 1 (11,1) down stairs - to D2 (0,4)
  Level 2 (9,9) up stairs - answer riddle with "1701" to pass security
  Level 4 (10,5) up stairs - to Skyroad D2 (0,5), once you are "Chosen one"
Gemstone Mines:
  (1,0) ladder - to A2 (5,0)
  (2,14) ladder - to A2 (7,5)
  (6,26) ladder - to D3 (4,5)
  (10,2) ladder - to A2 (13,1)
  (11,10) ladder - to C3 (6,9)
  (16,0) ladder - to B2 (1,0)
  (19,31) ladder - to B2 (4,2)
  (24,25) ladder - to C3 (12,7)
  (25,0) ladder - to B3 (10,9)
  (30,10) ladder - to C3 (6,7)
Troll Holes:
  (2,24) ladder - to E4 (13,6)
  (3,3) ladder - to B4 (8,12)
  (6,13) ladder - to C4 (5,12)
  (9,3) ladder - to B4 (12,13)
  (14,23) ladder - to D4 (14,5)
  (14,30) ladder - to E3 (7,0)
  (15,3) ladder - to B4 (11,6)
  (17,12) ladder - to C4 (7,5)
  (19,3) ladder - to C3 (2,0)
  (22,19) ladder - to D4 (8,12)
  (22,26) ladder - to E4 (5,5)
  (26,19) ladder - to C4 (14,11)
  (28,5) ladder - to C4 (4,14)
  (28,15) ladder - to C4 (13,5)
  (29,26) ladder - to E4 (6,8)
Escape Pod 1:
  (22,7) hatch - to B2 (4,8)
  (22,9) hatch - to B2 (4,8)
Escape Pod 2:
  (22,6) hatch - to B1 (2,9)
  (22,8) hatch - to B1 (1,9)
A1:
  (10,4) castle - to Castle Alamar Level 1 (15,8)
A2:
  (5,0) cave - to Gemstone Mines (1,0)
  (7,4) cave - to Gemstone Mines (2,14)
  (13,1) cave - to Gemstone Mines (10,2)
A3:
  (4,9) tower - to Great Western Tower Level 1 (11,8)
  (14,7) hut - to Skyroad A3 (13,8)
A4:
  (5,14) castle - to Castle Kalindra Level 1 (15,7), once Ellinger restores
     Castle Kalindra Level 1
  (14,8) grate - to Castleview Sewer (17,0)
  (14,10) town - to Castleview (15,31)
B1:
  (2,9) craft - to Escape Pod 2 (22,6)
B2:
  (1,0) cave - to Gemstone Mines (16,0)
  (3,8) craft - to Escape Pod 1 (22,7), once you return the Dragon Pharaoh's
    Orb to the Dragon Pharaoh
  (4,2) cave - to Gemstone Mines (19,31)
  (8,12) town - to Necropolis (15,8)
B3:
  (10,9) cave - to Gemstone Mines (25,0)
B4:
  (8,12) hole - to Troll Holes (3,3)
  (11,6) hole - to Troll Holes (15,3)
  (12,13) hole - to Troll Holes (9,3)
C3:
  (2,0) hole - to Troll Holes (19,3)
  (6,7) cave - to Gemstone Mines (30,10)
  (6,9) cave - to Gemstone Mines (11,10)
  (12,7) cave - to Gemstone Mines (24,25)
C4:
  (2,8) dungeon - to Temple of Bark Level 1 (0,7)
  (4,14) hole - to Troll Holes (28,5)
  (5,12) hole - to Troll Holes (6,13)
  (7,5) hole - to Troll Holes (17,12)
  (13,5) hole - to Troll Holes (28,15)
  (14,11) hole - to Troll Holes (26,19)
D1:
  (2,10) tower - to Great Northern Tower Level 1 (7,4)
D2:
  (0,5) pyramid - to Great Pyramid Level 1 (11,1)
  (12,2) grate - to Sandcaster Sewer (0,16)
D3:
  (4,5) cave - to Gemstone Mines (6,26)
D4:
  (2,7) tower - to Great Western Tower Level 1 (7,12)
  (8,12) hole - to Troll Holes (22,19)
  (14,5) hole - to Troll Holes (14,23)
E3:
  (4,12) town - to Sandcaster (31,16)
  (7,0) hole - to Troll Holes (14,30)
E4:
  (5,5) hole - to Troll Holes (22,26)
  (6,8) hole - to Troll Holes (29,26)
  (13,6) hole - to Troll Holes (2,24)
F1:
  (9,11) castle - to Castle Blackfang Level 1 (7,8), once you have "Enchanted
    Bridle" award
F2:
  (3,15) town - to Lakeside (0,3)
  (6,10) dungeon - to Dungeon of Lost Souls Level 1 (8,14)
F3:
  (10,9) tower - to Great Eastern Tower Level 1 (3,8)
Skyroad A1:
  Roads to Skyroad A2, Skyroad B1
  (2,13) - say "Fire" -> to Elemental Plane of Fire (1,1)
  (10,4) grate - to Castle Alamar Level 3 (4,8), once the Mega Dragon is
    defeated
Skyroad A2:
  Roads to Skyroad A1, Skyroad A3
  (3,14) - can teleport 9 east
  (12,14) - can teleport 9 west or 9 east
Skyroad A3:
  Roads to Skyroad A2, Skyroad A4, Skyroad B3
  (4,9) grate - to Great Western Tower Level 4 (11,8)
  (13,7) well - to A3 (14,7)
Skyroad A4:
  Roads to Skyroad A3, Skyroad B4
  (2,2) - say "Water" -> to Elemental Plane of Water (1,1)
  (5,15) grate - to Castle Kalindra Level 3 (5,5), once Ellinger restores
     Castle Kalindra Level 3
  (14,10) grate - to Ellinger's Tower Level 4 (9,8)
Skyroad B1:
  Roads to Skyroad A1, Skyroad C1
  (5,7) - can teleport 5 north or 9 south
  (5,12) - can teleport 5 south
Skyroad B2:
  (5,5) - can teleport 9 north
  (5,14) - can teleport 9 north, 9 west, or 9 south
Skyroad B3:
  Road to Skyroad A3
  (11,8) boat - to Skyroad C2 (2,5), once you are "Chosen one"
Skyroad B4:
  Roads to Skyroad A4, Skyroad C4
Skyroad C1:
  Roads to Skyroad B1, Skyroad D1
Skyroad C2:
  (2,7) town - to Olympus (7,0)
  (3,5) boat - to Skyroad B3 (11,6), once you are "Chosen one"
  (4,8) boat - to Skyroad C2 (15,6), once you are "Chosen one"
Skyroad C3:
  (7,0) - can teleport 9 east
Skyroad C4:
  Roads to Skyroad B4, Skyroad D4
Skyroad D1:
  Roads to Skyroad C1, Skyroad E1
  (2,10) grate - to Great Northern Tower (9,11)
Skyroad D2:
  (0,5) grate - to Great Pyramid Level 4 (10,5)
Skyroad D3:
  (0,0) - can teleport 9 west or 9 south
Skyroad D4:
  Roads to Skyroad C4, Skyroad E4
  (0,7) - can teleport 9 north
  (2,7) grate - to Great Southern Tower Level 4 (7,12)
Skyroad E1:
  Roads to Skyroad D1, Skyroad F1
  (12,1) - can teleport 9 east or 9 south
Skyroad E2:
  (3,8) - can teleport 9 east
  (8,3) - can teleport 9 north or 9 south
  (8,12) - can teleport 9 east or 9 south
  (12,8) - can teleport 9 north or 9 west
Skyroad E3:
  (8,4) whirlpool - to E3 (8,4)
  (8,10) - can teleport 9 north
Skyroad E4:
  Roads to Skyroad D4, Skyroad F4
Skyroad F1:
  Roads to Skyroad E1, Skyroad F2
  (1,5) - can teleport 7 north or 9 south
  (1,12) - can teleport 7 south
  (3,3) - can teleport 9 north or 9 east
  (3,12) - can teleport 9 south
  (5,1) - can teleport 9 west or 7 east
  (9,11) grate - to Castle Blackfang Level 3 (15,0)
  (12,1) - can teleport 7 west
  (12,3) - can teleport 9 west
  (13,13) - say "air" -> to Elemental Plane of Air (1,1)
Skyroad F2:
  Roads to Skyroad F1, Skyroad F3
  (1,12) - can teleport 9 north or 9 west
Skyroad F3:
  Roads to Skyroad F2, Skyroad F4
  (10,9) grate - to Great Eastern Tower Level 4 (3,8)
Skyroad F4:
  Roads to Skyroad E4, Skyroad F3
  (6,9) boat - to Skyroad E3 (11,0)
  (13,2) - say "earth" -> to Elemental Plane of Earth (1,1)
Elemental Plane of Fire:
  (13,2) hole - to Skyroad A1 (2,14)
Elemental Plane of Air:
  (2,2) hole - to Skyroad F1 (13,14)
Elemental Plane of Earth:
  (2,13) hole - to Skyroad F4 (13,3)
Elemental Plane of Water:
  (13,13) hole - to Skyroad A4 (2,3)
Dragon Tower:
  Main entrance at Cloudside D1 (10,5)
  Key at Castle Alamar Dungeon (13,3)
  Level 1 (7,4) gate - to Cloudside D1 (10,5)
  Levle 4 (7,4) up stairs - to Dragon Clouds (15,10)
Dragon Clouds:
  (15,10) down stairs - to Dragon Tower Level 4 (7,4)
Darkstone Tower:
  Main entrance at Cloudside B3 (11,0)
  Key at Castle Alamar Dungeon (11,9)
  Level 1 (7,4) gate - to Cloudside B3 (11,0)
  Level 1 (7,12) up stairs - first ring the gongs at (7,7) and (7,9) to go to
    the next level
  Level 2 (7,4) up stairs - first ring the gong at (7,9) to go to the next
    level
  Level 3 (7,12) up stairs - first ring the gongs at (7,7) and (7,9) to go to
    the next level
  Level 4 (7,4) up stairs - to Clouds of the Ancients (29,2), if you have the
    Chime of Opening
Clouds of the Ancients:
  (13,15) pyramid - if the reflectors at Cloudside A1 (0,15), Cloudside A4
    (0,0), Cloudside F1 (15,15), and Cloudside F4 (15,0) are activated, and
    you have the "Awakened Fire Sleeper", "Awakened Air Sleeper", "Awakened
    Earth Sleeper", "Awakened Water Sleeper", "DEFEATED LORD XEEN", and
    "DEFEATED SHELTEM" awards, then you win the combined World of Xeen game
    and start third endgame sequence
  (29,2) down stairs - to Darkstone Tower Level 4 (7,4)
Southern Sphinx (the game calls the Dungeon "Level 3"):
  Main entrance at Cloudside A2 (11,9)
  Amulet at Castle Alamar Dungeon (13,15)
  Level 1 (7,5) down stairs - to Cloudside A2 (11,9)
  Level 1 (7,15) up stairs - if no one is on the party is the cursed, give the
    password "Picard" to go to the next level
Dungeon of Death:
  Main entrance at Cloudside E3 (3,4)
  Key at Necropolis (10,8)
  Level 1 (18,0) up stairs - to Cloudside E3 (3,4)
  Level 1 (20,0) down stairs - complete crossword puzzle to go to the next
    level, also receive award + +5 Levels, party
  Level 3 (20,0) down stairs - ring gongs at (2,23), (2,28), (27,30), and
    (29,4), then pull the lever at (17,3), all without touching any of the
    treasure hoards to open the path to here

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

Arms Master         Castle Kalindra Level 1 (8,6), free
Astrologer          Castle Kalindra Level 2 (3,6), free
Body Builder        Sandcaster Sewer (27,3), free
Cartographer        Castleview (30,23), 10 gold
Crusader            (can only get on Cloudside or by starting as a Paladin)
Danger Sense        Castle Kalindra Level 1 (8,8), free
Direction Sense     Castleview Sewer (3,25), 1000 gold
Linguist            Sandcaster (19,30), 25000 gold
Merchant            Sandcaster (19,27), 5000 gold
Mountaineer         B2 (13,14), 5000 gold
Navigator           Sandcaster (19,5), 10000 gold
Pathfinder          Castleview (29,27), 1500 gold
Prayer Master       Lakeside Sewer (6,4), 10000 gold
Prestidigitator     Sandcaster (19,1), 1000 gems
Spot Secret Doors   E4 (5,12), 500 gold
Swimmer             Castleview (7,19), 250 gold


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

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

Castleview (3,27) - Awaken, Beast Master, Blessed, 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
Sandcaster (18,22) - 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
Lakeside (1,9) - Create Food, Day of Protection, Day of Sorcery, Elemental
  Storm, Enchant Item, Etherealize, Fiery Flail, Golem Stopper, Holy Word,
  Incinerate, Inferno, Item to Gold, Mass Distortion, Mega Volts, Moon Ray,
  Prismatic Light, Raise Dead, Resurrect, Stone to Flesh, Town Portal
Necropolis (5,1) - Day of Protection, Day of Sorcery, Divine Intervention,
  Elemental Storm, Enchant Item, Etherealize, Holy Word, Implosion, Incinerate,
  Inferno, Mass Distortion, Mega Volts, Moon Ray, Prismatic Light, Raise Dead,
  Resurrect, Star Burst, Stone to Flesh, Sun Ray, Town Portal
Olympus (7,9) - all spells


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

A1 (2,13) well - +2500 Hit Points
A3 (2,10) well - +50 Spell Points
A3 (3,3) well - +50 Hit Points
A3 (8,14) shrine - +3 Levels, party
A4 (3,10) well - +10 Armor Class
A4 (7,1) hut - if you have Cloudside "Restored Falista" award -> Spell Points
  set to normal maximum, party
A4 (9,11) well - +25 Might
B1 (14,13) fountain - +100 All Resistances
B4 (2,2) well - pay 1 gold -> +100 Luck
C1 (1,7) fountain - +50 Energy Resistance
C2 (1,8) shrine - +15 Levels, party
D1 (6,13) fountain - +100 Might
D4 (2,4) well - +50 All Resistances
D4 (12,4) shrine - +10 All Statistics, party
E1 (2,10) fountain - +1000 Spell Points
F1 (13,8) fountain - +500 Hit Points
F2 (8,5) fountain - +50 Magic Resistance
F4 (6,7) fountain - if you have "Restored Fountain of Youth" award -> remove
  all unnatural aging
Dragon Clouds (23,30) well - +50 Levels


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.

Boosters marked with a * may be used as many times as applicable.

Castleview (6,2) chest - open chests in this room in such an order that the
  letters on them spell PITCHFORK -> 250000 XP, party
Castleview (11,3) chest - close chests in this room in numerical order from 1
  to 9 -> 50000 XP, party
Castleview Sewer (2,25) barrel - DISEASED 1 + +5 Might
Castleview Sewer (2,26) barrel - DISEASED 1 + +5 Might
Castleview Sewer (4,25) barrel - DISEASED 1 + +5 Might
Castleview Sewer (4,26) barrel - DISEASED 1 + +5 Might
Castleview Sewer (20,6) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (20,7) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (20,8) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (22,6) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (22,7) barrel - POISONED 1 + +5 Endurance
Castleview Sewer (22,8) barrel - POISONED 1 + +5 Endurance
Sandcaster (1,10) potion - +10 Speed, can be used 3 times
Sandcaster (8,1) potion - +10 Speed, can be used 3 times
Sandcaster (13,3) potion - +10 Intellect, can be used 3 times
Sandcaster (13,5) potion - +10 Intellect, can be used 3 times
Sandcaster (23,10) potion - +10 Intellect, can be used 3 times
Sandcaster (25,10) potion - +10 Speed, can be used 3 times
Sandcaster Sewer (29,3) potion - +10 Endurance, can be used 6 times
Sandcaster Sewer (30,4) potion - +10 Might, can be used 6 times
Lakeside (1,1) cage - free prisoner -> 200000 XP, party
Lakeside (4,12) cage - free prisoner -> 200000 XP, party
Lakeside (6,1) cage - free prisoner -> 200000 XP, party
Lakeside (6,12) cauldron - +25 Speed
Lakeside (9,5) cauldron - +25 Endurance
Lakeside (13,1) cage - free prisoner -> 200000 XP, party
Lakeside (14,1) cauldron - +25 Personality
Lakeside (14,4) cauldron - +25 Speed
Lakeside (14,4) cage - free prisoner -> 200000 XP, party
Necropolis (1,14) book - if Intellect is at least 100 and Age is less than 100,
  then +100 Age + 9999999 XP, once per character; if Age is too high, then
  DEAD
Necropolis (3,14) book - if Intellect is at least 50 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (4,5) book - if Intellect is at least 25 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (5,14) book - if Intellect is at least 50 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (6,5) book - if Intellect is at least 50 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is to high, then DEAD
Necropolis (12,6) book - if Intellect is at least 25 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (12,10) book - if Intellect is at least 25 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (14,6) book - if Intellect is at least 25 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis (14,10) book - if Intellect is at least 25 and Age is less than 100,
  then +50 Age + 999999 XP, once per character; if Age is too high, then DEAD
Necropolis Sewer (2,1) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Necropolis Sewer (8,1) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Necropolis Sewer (9,10) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Necropolis Sewer (9,11) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Necropolis Sewer (10,11) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Necropolis Sewer (11,2) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Necropolis Sewer (14,14) - requires 100 Might -> COMBAT: 2 Lava Roach, 3000
  Physical damage + +1 Level
Ellinger's Tower Level 2 (9,5) book - +20 Fire Resistance, once per character
Ellinger's Tower Level 2 (9,11) book - +20 Electricity Resistance, once per
  character
*Ellinger's Tower Level 4 (5,11) book - if a Sorcerer and if Intellect is 50 or
  less, +25 Intellect; if not a Sorcerer, 50 Physical damage
Great Northern Tower Level 1 (4,10) cabinet - book poses riddle, answer
  "eeeioie" -> 500000 XP, party
Great Northern Tower Level 1 (10,10) cabinet - book poses riddle, answer
  "eoauaaue" -> 500000 XP, party
Great Northern Tower Level 2 (5,11) cabinet - book poses riddle, answer
  "eeeoeaoueieeeoee" -> 500000 XP, party
Great Northern Tower Level 2 (9,11) cabinet - book poses riddle, answer
  "oeooeieoooaei" -> 500000 XP, party
Great Northern Tower Level 3 (4,10) cabinet - book poses riddle, answer
  "oooaioeieou" -> 500000 XP, party
Great Northern Tower Level 3 (10,6) cabinet - book poses riddle, answer
  "iieeeoeeeouie" -> 500000 XP, party
Great Northern Tower Level 3 (10,10) cabinet - book poses riddle, answer
  "aooaioeaeooae" -> 500000 XP, party
Great Northern Tower Level 4 (7,6) throne - get four status conditions from
  thrones at (6,7), (6,8), (8,7), and (8,10) -> status conditions cured + +5 to
  All Statistics + +2 Levels, once per character
*Great Western Tower Level 2 (6,8) fountain - if Fire Resistance is 20 or
  less, +10 Fire Resistance
*Great Western Tower Level 2 (7,7) fountain - if Electricity Resistance is 20
  or less, +10 Electricity Resistance
*Great Western Tower Level 3 (6,8) fountain - if Cold Resistance is 20 or
  less, +10 Cold Resistance
*Great Western Tower Level 3 (7,7) fountain - if Poison Resistance is 20 or
  less, +10 Poison Resistance
*Great Eastern Tower Level 4 (5,11) fountain - any statistics less than 10 are
  increased by 10
Great Eastern Tower Level 4 (7,4) book - lose all secondary skills other than
  Thievery + +5 Levels, once per character
Great Eastern Tower Level 4 (10,10) fountain - +50 Age + +1 Level, once per
  character
*Great Eastern Tower Level 4 (11,8) book - if a Sorcerer, Archer, Ranger, (or
  Druid?), and if Intellect is less than 50, +50 Intellect; if a different
  class, 250 Magic damage
Great Southern Tower Level 4 (5,11) book - if a Robber or Ninja, 500000 XP; if
  a different class, 100 Electricity damage
Great Southern Tower Level 4 (9,11) book - if you have Cloudside "Prince of
  Thieves" award, +5 Levels; if not, ERADICATED
Castle Kalindra Level 3 (8,1) barrel - +10 Might
Castle Kalindra Level 3 (8,2) barrel - +10 Might
Castle Kalindra Level 3 (8,15) barrel - +10 Personality
Castle Kalindra Level 3 (9,0) barrel - +10 Might
Castle Kalindra Level 3 (9,1) barrel - +10 Might
Castle Kalindra Level 3 (9,2) barrel - +10 Might
Castle Kalindra Level 3 (9,14) barrel - +10 Personality
Castle Kalindra Level 3 (9,15) barrel - +10 Personality
Castle Alamar Level 3 (4,10) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (10,7) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (10,11) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (10,15) juice - +5 Levels, can be used 2 times
Castle Alamar Dungeon (11,13) juice - +5 Levels, can be used 3 times
Castle Alamar Dungeon (15,13) juice - +5 Levels, can be used 3 times
Temple of Bark Level 1 (2,11) potion - +5 Personality, can be used 3 times
Temple of Bark Level 1 (2,15) potion - +5 Might, can be used 3 times
Temple of Bark Level 1 (9,3) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 1 (10,3) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 2 (1,13) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (1,14) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (2,13) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (2,14) barrel - +10 Age + +3 All Statistics
Temple of Bark Level 2 (10,15) potion - +5 Intellect, can be used 3 times
Temple of Bark Level 2 (11,6) potion - +5 Might, can be used 3 times
Temple of Bark Level 2 (12,1) potion - +5 Speed, can be used 3 times
Temple of Bark Level 2 (12,4) potion - +5 Personality, can be used 3 times
Temple of Bark Level 2 (13,6) potion - +5 Luck, can be used 3 times
Temple of Bark Level 2 (14,1) potion - +5 Accuracy, can be used 3 times
Temple of Bark Level 2 (14,4) potion - +5 Intellect, can be used 3 times
Temple of Bark Level 2 (14,7) potion - +5 Speed, can be used 3 times
Temple of Bark Level 2 (14,9) potion - +5 Accuracy, can be used 3 times
Temple of Bark Level 2 (15,3) potion - +5 Endurance, can be used 3 times
Temple of Bark Level 2 (15,15) potion - +5 Endurance, can be used 3 times
Temple of Bark Level 3 (1,2) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 3 (8,12) cage - free prisoner -> 25000 XP, party +
  satisfies Sharla
Temple of Bark Level 3 (10,12) cage - free prisoner -> 25000 XP, party
Temple of Bark Level 4 (8,7) fountain - +19 All Statistics + award, once per
  character, after setting dials on the level properly and pulling the lever
Temple of Bark Level 5 (2,11) fountain - first feed five gems to the skull at
  Temple of Bark Level 5 (0,0) -> if Fire Resistance is 49 or less, +50 Fire
  Resistance, once per character
Temple of Bark Level 5 (9,12) fountain - first feed five gems to the skull at
  Temple of Bark Level 5 (7,0) -> if Electricity Resistance is 49 or less, +50
  Electricity Resistance, once per character
Temple of Bark Level 5 (23,12) fountain - first feed five gems to the skull at
  Temple of Bark Level 5 (22,0) -> if Cold Resistance is 49 or less, +50 Cold
  Resistance, once per character
Temple of Bark Level 5 (30,10) fountain - first feed five gems to the skull at
  Temple of Bark Level 5 (31,0) -> if Poison Resistance is 49 or less, +50
  Poison Resistance, once per character
Great Pyramid Level 4 (5,5) safe - combination 20-30-1 -> reveal book which can
  be read for 1000000 XP, once per character
Dungeon of Lost Souls Level 2 (3,3) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (3,6) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (3,9) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (3,12) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,1) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,4) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,7) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,10) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (11,13) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,1) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,4) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,7) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,10) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 2 (13,13) - first set dials at (14,5), (14,8),
  (14,11), and (14,14) to 1, then pull lever at (14,2) -> 654321 XP
Dungeon of Lost Souls Level 4 (1,5) fountain - 7654321 XP, can be used 3 times
Dungeon of Lost Souls Level 5 (20,11) cage - +6 Personality, party
Dungeon of Lost Souls Level 5 (20,24) cage - +6 Personality, party
Dungeon of Lost Souls Level 5 (24,31) cage - +6 Speed, party
Dungeon of Lost Souls Level 5 (26,15) cage - +6 Endurance, party
Dungeon of Lost Souls Level 5 (26,28) cage - +6 Luck, party
Dungeon of Lost Souls Level 5 (26,30) cage - +6 Accuracy, party
Dungeon of Lost Souls Level 5 (27,31) cage - +6 Endurance, party
Dungeon of Lost Souls Level 5 (29,15) cage - +6 Luck, party
Dungeon of Lost Souls Level 5 (29,17) cage - +6 Might, party
Dungeon of Lost Souls Level 5 (29,19) cage - +6 Accuracy, party
Dungeon of Lost Souls Level 5 (31,10) cage - +6 Speed, party
Dungeon of Lost Souls Level 5 (31,15) cage - +6 Endurance, party
Dungeon of Lost Souls Level 5 (31,25) cage - +6 Might, party
Troll Holes (1,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (2,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (7,22) barrel - POISONED 5 + +1 All Statistics
Troll Holes (8,22) barrel - POISONED 5 + +1 All Statistics
Troll Holes (9,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (10,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (14,17) barrel - POISONED 5 + +1 All Statistics
Troll Holes (14,18) barrel - POISONED 5 + +1 All Statistics
Troll Holes (15,9) barrel - POISONED 5 + +1 All Statistics
Troll Holes (16,9) barrel - POISONED 5 + +1 All Statistics
Troll Holes (17,9) barrel - POISONED 5 + +1 All Statistics
Troll Holes (20,30) barrel - POISONED 5 + +1 All Statistics
Troll Holes (20,31) barrel - POISONED 5 + +1 All Statistics
Troll Holes (21,31) barrel - POISONED 5 + +1 All Statistics
Troll Holes (24,31) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,10) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,11) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,30) barrel - POISONED 5 + +1 All Statistics
Troll Holes (25,31) barrel - POISONED 5 + +1 All Statistics
*Escape Pod 1 (28,6) - turn on Main Power Console at (25,8) first -> +50 Age
  and +50 to all statistics less than 50
*Escape Pod 1 (28,10) - turn on Main Power Console at (25,8) first -> +50 Age
  and +50 to all statistics less than 50
A2 (7,2) campfire - destroy Barbarian camp -> 100000 XP, party
A4 (13,15) stone circle - complete Luna's quest -> award + +5 Levels, party
B2 (0,2) campfire - destroy Barbarian camp -> 50000 XP, party
B3 (13,10) campfire - destroy Barbarian camp -> 100000 XP, party
C1 (9,11) cave - destroy Giant lair -> 50000 XP, party
C4 (6,12) hut - eat plum -> +10 Speed
C4 (6,14) hut - eat orange -> +10 Intellect
C4 (13,4) hut - eat pear -> +10 Endurance
D1 (0,12) cave - destroy Giant lair -> 50000 XP, party
D3 (3,7) fort - destroy Ogre fort -> 100000 XP, party
D3 (9,8) fort - destroy Ogre fort -> 100000 XP, party
D4 (6,12) hut - eat blueberries -> +10 Personality
E4 (5,4) hut - eat banana -> +10 Accuracy
E4 (13,13) hut - eat apple -> +10 Might
F4 (2,15) hut - eat coconut -> +10 Luck
Skyroad A2 (3,4) wagon - answer riddle with "smoke" -> 250000 XP, party
Skyroad B2 (5,14) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP
  for one character, (2) DEAD only, (3) total party kill
Skyroad C1 (2,12) wagon - answer riddle with "dust" -> 250000 XP, party
Skyroad C3 (7,0) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP
  for one character, (2) DEAD only, (3) total party kill
Skyroad D4 (12,3) wagon - answer riddle with "steam" -> 250000 XP, party
Skyroad F1 (3,3) lamp - free genie -> choice of one of: (1) DEAD + 500000 XP
  for one character, (2) DEAD only, (3) total party kill
Skyroad F2 (12,9) wagon - answer riddle with "mud" -> 250000 XP, party
Dragon Tower Level 1 (6,5) bed - receive quest from Alister to retrieve Dragon
  Egg; doing so yields 1000000 XP + COMBAT: 1 Dragon King
Dragon Tower Level 3 (5,11) potion - +40 Endurance, can be used 4 times
Dragon Tower Level 3 (9,11) potion - +40 Endurance, can be used 4 times
Dragon Tower Level 4 (4,6) book - 10000000 XP, once per character
Dragon Tower Level 4 (10,6) book - 10000000 XP, once per character
Dragon Clouds (2,13) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,14) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,15) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,16) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (2,17) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (6,22) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (7,9) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (8,17) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,21) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,23) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,25) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (13,27) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (17,21) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (22,17) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (24,10) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (24,23) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,13) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,14) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,15) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,16) crystal - 2000 Electricity damage + +3-5 levels
Dragon Clouds (28,17) crystal - 2000 Electricity damage + +3-5 levels
Southern Sphinx Level 1 (6,12) barrel - 5000 Poison damage + 2000000 XP
Southern Sphinx Level 1 (10,12) barrel - 5000 Poison damage + 2000000 XP
Southern Sphinx Level 1 (10,21) barrel - 5000 Poison damage + 2000000 XP
Southern Sphinx Dungeon (0,0) potion - +5 Levels
Southern Sphinx Dungeon (0,13) potion - +5 Levels
Southern Sphinx Dungeon (2,1) potion - +5 Levels
Southern Sphinx Dungeon (12,10) potion - +5 Levels
Southern Sphinx Dungeon (14,5) potion - +5 Levels
Southern Sphinx Dungeon (15,0) potion - +5 Levels
Southern Sphinx Dungeon (15,15) potion - +5 Levels
Dungeon of Death Level 1 (20,0) down stairs - complete crossword puzzle that
  comprises level -> +5 Levels, party + award + can go to next level
Dungeon of Death Level 2 (4,20) shrine - destroy shrine -> 5000000 XP, party
Dungeon of Death Level 2 (6,20) shrine - destroy shrine -> 2000000 XP, party
Dungeon of Death Level 2 (8,20) shrine - destroy shrine -> 1000000 XP, party
Dungeon of Death Level 4 (2,3) machine - destroy machine -> 5000000 XP, party
Dungeon of Death Level 4 (3,29) machine - destroy machine -> 5000000 XP, party
Dungeon of Death Level 4 (27,3) machine - destroy machine -> 5000000 XP, party
Dungeon of Death Level 4 (28,29) machine - destroy machine -> 5000000 XP, party


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

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

Sandcaster (1,12) - COMBAT: 3 Enchantress
Sandcaster (8,10) table - choose option (1) -> COMBAT: 1 Master Wizard + 8
  Wizard, also causes other tavern patrons to run away
Sandcaster Sewer (15,1) sewer drain - COMBAT: 3 Beholder Bat
Sandcaster Sewer (15,30) sewer drain - COMBAT: 3 Beholder Bat
Sandcaster Sewer (29,11) sewer drain - COMBAT: 3 Beholder Bat
Great Southern Tower Level 1 (7,8) hoard - COMBAT: 21 Rogue
Castle Blackfang Level 1 (0,1) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (0,5) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (15,3) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (15,9) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 1 (15,15) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (12,5) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (12,8) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (15,0) coffin - COMBAT: 1 Vampire
Castle Blackfang Level 2 (15,2) coffin - COMBAT: 1 Vampire
Gemstone Mines (1,6) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (11,16) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (14,13) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (18,24) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (24,11) rubble - COMBAT: 3 Beholder Bat
Gemstone Mines (24,14) rubble - COMBAT: 3 Beholder Bat
Skyroad A1 (3,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad A2 (3,8) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad A3 (3,4) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad A4 (14,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad B1 (14,12) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad B4 (10,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad C1 (7,12) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad C1 (15,12) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad C4 (5,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad D1 (12,12) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad D4 (5,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad E1 (7,12) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad E4 (6,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad E4 (15,3) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F1 (2,12) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F2 (12,5) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F2 (12,15) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F3 (12,4) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
Skyroad F4 (12,13) - only some of the time, encounter with bandits: option (1)
  pay 10000 gold, option (2) COMBAT: 3 Cloud Dragon
C1 (14,4) woodpile - COMBAT: 3 Arachnoid
D1 (6,4) woodpile - COMBAT: 3 Arachnoid
D1 (10,11) woodpile - COMBAT: 3 Arachnoid
E1 (1,3) woodpile - COMBAT: 3 Arachnoid
E1 (6,1) woodpile - COMBAT: 3 Arachnoid
Southern Sphinx Level 2 (2,8) sarcophagus - COMBAT: 1 Phase Mummy
Southern Sphinx Level 2 (4,14) sarcophagus - COMBAT: 1 Phase Mummy
Southern Sphinx Level 2 (10,14) sarcophagus - COMBAT: 1 Phase Mummy
Southern Sphinx Level 2 (12,8) sarcophagus - COMBAT: 1 Phase Mummy


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

This excludes gold, gems, and items given as part of quest awards; see section
3H for those.  An "item" is any one of weapon, armor, accessory, or misc.  Item
levels are defined in section 5A.

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

Treasures marked with a * are repeatable in some fashion.

Castleview (1,5) trees - 1-9 gems
Castleview (1,6) trees - 1-9 gems
Castleview (1,7) trees - 1-9 gems
Castleview (1,9) trees - 13-50 gold
Castleview (1,11) trees - 13-50 gold
Castleview (1,18) bed - 1 L1 item
Castleview (2,2) chest [1100] - after speaking to Ellinger -> 200000 gold + 500
  gems + 5 L5 items
Castleview (3,9) trees - 13-50 gold
Castleview (3,11) trees - 13-50 gold
Castleview (5,9) trees - 13-50 gold
Castleview (5,11) trees - 13-50 gold
Castleview (6,25) trees - 1-6 food
Castleview (7,9) trees - 13-50 gold
Castleview (7,11) trees - 13-50 gold
Castleview (8,14) trees - 1-6 food
Castleview (9,14) trees - 1-6 food
Castleview (10,14) trees - 1-6 food
Castleview (10,29) chest [1100] - 5000 gold + 50 gems
Castleview (10,30) chest [1100] - 3000 gold + 3 L3 items
Castleview (11,29) chest [1100] - 5000 gold + 50 gems
Castleview (12,6) trees - 1-9 gems
Castleview (12,7) trees - 1-9 gems
Castleview (13,19) trees - 1-6 food
Castleview (13,26) trees - 1-6 food
Castleview (13,28) trees - 1-6 food
Castleview (14,8) trees - 1-6 food
Castleview (16,8) trees - 1-6 food
Castleview (16,17) trees - 1-6 food
Castleview (17,26) trees - 1-6 food
Castleview (17,28) trees - 1-6 food
Castleview (18,30) chest [1100] - 3000 gold + 3 L3 items
Castleview (20,11) chest [1100] - 3500 gold + 200 gems + 5 L4 items
Castleview (22,18) bed - 1 L1 item
Castleview (22,24) tent - after getting "Rescued Jasper" award, give Fake Map
  -> *Treasure Map (Goto E1 x1,y11)
Castleview (22,20) bed - 1 L1 item
Castleview (25,21) - arrival on Darkside -> *Dragon Pharaoh's Orb
*Castleview (25,30) desk - 50 gold + 10 days pass
Castleview (27,30) bed - 1 L1 item
Castleview (28,30) - pay 1000 gold -> *Fake Map
Castleview (29,13) tent - Encounter with Gettlewaithe: No matter which dialogue
  choices you select, the result is COMBAT: 9 Gremlin Guard.  Once those are
  out of the way, you can talk to speak to Gettlewaith again.  Choices (1) and
  (2) result in Gettlewaithe submitting and giving you 3 *Energy Disk; (3)
  allows you to fight Gettlewaithe and then get 3 *Energy Disk searching after
  combat.  Any of the three choices satisfies Mayor Snarfblad.
Castleview (30,24) bed - 1 L1 item
Castleview Sewer (2,6) bones - 1 L6 ring
Castleview Sewer (4,2) sewer drain - 1 L4 ring
Castleview Sewer (9,20) rubble - 1 L3 long sword
Castleview Sewer (15,14) rubble - 1 L3 shield
Castleview Sewer (15,21) rubble - 1 L3 chain mail
Castleview Sewer (20,22) sewer drain - 1 L4 ring
Castleview Sewer (21,9) - *Onyx Necklace
Castleview Sewer (30,13) sewer drain - 1 L4 ring
Castleview Sewer (30,26) chest [1100] - COMBAT: 1 Valio, 400 gold + 10 gems + 1
  L5 item
Sandcaster (1,30) chest [4400] - 50000 gold + 100 gems + 3 L6 items
Sandcaster (3,10) chest [4400] - 25000 gold + 100 gems
Sandcaster (3,22) chest [4400] - 25000 gold + 100 gems
Sandcaster (4,22) chest [4400] - 25000 gold + 100 gems
Sandcaster (6,1) chest [4400] - 100000 gold + 4 L4 items
Sandcaster (6,21) - pay 20000 (not 25000) gold -> *Vulture Repellant
Sandcaster (12,2) chest [4400] - 50000 gold + 100 gems + 3 L6 items
Sandcaster (18,8) - pay 25000 (not 5000) gold -> *Pass to Lakeside
Sandcaster (19,3) bed - 1 L3 item
Sandcaster (19,29) bed - 1 L3 item
Sandcaster (21,1) chest [4400] - 100000 gold + 4 L4 items
Sandcaster (21,2) bed - 1 L5 item
Sandcaster (21,4) - give 50000 gold and Bridle -> *Enchanted Bridle
Sandcaster (23,22) bed - 1 L3 item
Sandcaster (26,1) bed - 1 L3 item
Sandcaster (27,22) bed - 1 L3 item
Sandcaster (27,1) chest [4400] - 25000 gold + 100 gems
Sandcaster (30,1) chest [4400] - 48000 gold + *Key to Great Eastern Tower
Sandcaster Sewer (2,29) sewer drain - 1 L6 ring
Sandcaster Sewer (5,1) sewer drain - 1 L6 charm
Sandcaster Sewer (9,8) sewer drain - 1 L6 charm
Lakeside (1,13) bed - 2 L6 accessories
Lakeside (1,14) chest [5500] - 36000 gold + 200 gems + *Pass to Necropolis
Lakeside (2,8) bed - 3 L5 scrolls
Lakeside (4,8) bed - 3 L5 scrolls
Lakeside (8,12) chest [5500] - 10000 gold + 100 gems
Lakeside (10,11) boat - 35000 gold + 7 L5 items
Lakeside (12,9) chest [5500] - 10000 gold + 100 gems
Lakeside Sewer (1,8) sewer drain - 1 Potion of Stone to Flesh
Lakeside Sewer (2,14) sewer drain - 1 Potion of Resurrection
Lakeside Sewer (8,2) sewer drain - 1 Potion of Stone to Flesh
Lakeside Sewer (12,11) - *Golden Dragon Statuette
Lakeside Sewer (12,14) sewer drain - 1 Potion of Resurrection
Lakeside Sewer (14,2) sewer drain - 1 Potion of Resurrection
Lakeside Sewer (14,15) sewer drain - 1 Potion of Stone to Flesh
Necropolis (1,5) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (2,5) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (10,2) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (10,10) - if you have "Freed Sandro" award -> *Golden Griffin
  Statuette
Necropolis (12,3) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (12,4) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (14,1) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (14,2) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (14,3) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis (14,4) coffin - requires 150 Might -> COMBAT: 1 Power Lich, 1 L7
  item
Necropolis Sewer (1,2) sewer drain - DISEASED 5 + 1 L7 item
Necropolis Sewer (1,14) box - *Sandro's Heart
Necropolis Sewer (6,10) sewer drain - DISEASED 5 + 1 L7 item
Necropolis Sewer (10,1) sewer drain - DISEASED 5 + 1 L7 item
Olympus (10,14) box - *Soul Box
Olympus Sewer (7,8) desk - pay 100000 gold -> *Tribble
Ellinger's Tower Level 1 (3,8) cabinet - 1 Platinum boots
Ellinger's Tower Level 1 (6,10) crate - 1 Leather boots, 1 Wooden boots, 1
  Brass boots, 1 Bronze boots
Ellinger's Tower Level 1 (7,4) cabinet - 1 Gold boots
Ellinger's Tower Level 1 (8,10) crate - 1 Leather boots, 1 Wooden boots, 1
  Brass boots, 1 Bronze boots
Ellinger's Tower Level 1 (9,5) cabinet - 1 Gold boots
Ellinger's Tower Level 2 (7,4) cabinet - 1 Platinum boots
Ellinger's Tower Level 2 (7,12) cabinet - 1 Platinum boots
Ellinger's Tower Level 3 (3,8) crate - 2 Quartz boots, 2 Ebony boots, 1 L3 item
Ellinger's Tower Level 4 (7,4) - 1 Obsidian boots
Ellinger's Tower Level 4 (7,12) - 1 Obsidian boots
Ellinger's Tower Level 4 (9,5) crate - 4 Wooden boots
Ellinger's Tower Level 4 (9,11) crate - 4 Wooden boots
Great Northern Tower Level 1 (5,11) - 1 L6 shield
Great Northern Tower Level 1 (9,11) - 1 L6 shield
Great Northern Tower Level 2 (4,7) - 1 L6 helm
Great Northern Tower Level 2 (4,9) - 1 L6 helm
Great Northern Tower Level 2 (10,7) - 1 L6 chain mail
Great Northern Tower Level 2 (10,9) - 1 L6 plate armor
Great Northern Tower Level 3 (4,6) - 1 L6 helm
Great Northern Tower Level 3 (5,11) - 1 L6 shield
Great Northern Tower Level 3 (9,11) - 1 L6 ring mail
Great Northern Tower Level 4 (3,8) - *Energy Disk
Great Northern Tower Level 4 (7,4) - riddle is posed, answer "aie" -> *Chalice
  of Protection
Great Northern Tower Level 4 (11,8) - *Energy Disk
Great Western Tower Level 1 (6,8) - *Energy Disk
Great Western Tower Level 1 (7,7) - *Golden Pegasus Statuette
Great Western Tower Level 1 (8,8) - *Energy Disk
Great Western Tower Level 2 (3,8) bed - 50 gold + 10 gems
Great Western Tower Level 2 (7,4) bed - 50 gold + 10 gems
Great Western Tower Level 3 (7,4) bed - 50 gold + 10 gems
Great Western Tower Level 4 (7,4) bed - 20 gold + 1 L4 item
Great Western Tower Level 3 (7,12) bed - 50 gold + 10 gems
Great Western Tower Level 4 (9,8) bones - *Key to Great Western Tower
Great Eastern Tower Level 3 (5,11) - *Jewel of Ages
Great Eastern Tower Level 3 (7,4) - *Energy Disk
Great Eastern Tower Level 3 (11,8) - *Energy Disk
Great Southern Tower Level 3 (4,6) chest [5500] - say "Open Sesame" -> 300000
  gold
Great Southern Tower Level 3 (4,7) chest [5500] - 1000 gold + 2 L4 items
Great Southern Tower Level 3 (5,5) - *Energy Disk
Great Southern Tower Level 3 (5,8) chest [5500] - 1000 gold + 2 L4 items
Great Southern Tower Level 3 (9,5) - *Energy Disk
Great Southern Tower Level 3 (9,7) chest [5500] - 500 gold + 2 L5 items
Great Southern Tower Level 3 (10,7) chest [5500] - 500 gold + 2 L5 items
Great Southern Tower Level 3 (10,8) chest [5500] - 5000 gold + 50 gems
Castle Kalindra Level 1 (0,4) safe - combination 6-6-6 -> 1 L6 shield
Castle Kalindra Level 1 (0,10) safe - combination 12-99-12 -> 1 L6 shield
Castle Kalindra Level 1 (1,1) safe - combination 5-17-58 -> 1 L5 amulet
Castle Kalindra Level 1 (1,13) safe - combination 14-4-25 -> 1 L5 chain mail
Castle Kalindra Level 1 (2,14) safe - combination 69-25-71 -> 1 L5 plate mail
Castle Kalindra Level 1 (4,11) safe - combination 4-9-53 -> 1 L5 helm
Castle Kalindra Level 1 (4,14) safe - combination 8-12-32 -> 1 L5 helm
Castle Kalindra Level 2 (0,1) bed - 1 L5 hammer
Castle Kalindra Level 2 (0,2) bed - 1 L5 broad sword
Castle Kalindra Level 2 (0,10) safe - requires "Cheered Dimitri" award and
  combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (0,12) safe - requires "Cheered Dimitri" award and
  combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (0,15) safe - requires "Cheered Dimitri" award and
  combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (2,15) safe - requires "Cheered Dimitri" award and
  combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (4,15) safe - requires "Cheered Dimitri" award and
  combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (8,15) safe - requires "Cheered Dimitri" award and
  combination 64-52-31 -> *Energy Disk
Castle Kalindra Level 2 (11,15) bed - *Key to Dungeon of Lost Souls
Castle Kalindra Level 2 (9,2) bed - 1 L5 long bow
Castle Kalindra Level 2 (11,1) bed - 1 L5 sling
Castle Kalindra Level 3 (2,15) safe - requires Queen to tell you 3-31-62
  combination -> *Queen Kalindra's Crown
Castle Kalindra Dungeon (7,0) safe - combination 10-11-12 -> 1 L7 amulet
Castle Kalindra Dungeon (7,2) safe - combination 10-11-12 -> 1 L7 amulet
Castle Kalindra Dungeon (9,0) safe - combination 10-20-30 -> 1 L7 helm
Castle Kalindra Dungeon (9,2) safe - combination 1-2-3 -> 1 L6 helm
Castle Kalindra Dungeon (11,0) safe - combination 3-6-9 -> 1 L7 chain mail
Castle Kalindra Dungeon (11,2) safe - combination 7-7-7 -> 1 L6 splint mail
Castle Blackfang Level 1 (0,3) coffin - COMBAT: 1 Vampire, 1 L5 ring
Castle Blackfang Level 1 (0,7) coffin - COMBAT: 1 Vampire, 1 L4 scarab
Castle Blackfang Level 1 (1,0) coffin - COMBAT: 1 Vampire, 1 L4 belt
Castle Blackfang Level 1 (1,9) coffin - 1 L4 ring
Castle Blackfang Level 1 (15,5) coffin - COMBAT: 1 Vampire, 1 L4 broach
Castle Blackfang Level 1 (15,7) coffin - COMBAT: 1 Vampire, 1 L5 amulet
Castle Blackfang Level 1 (15,11) coffin - COMBAT: 1 Vampire, 1 L4 medal
Castle Blackfang Level 1 (15,13) coffin - COMBAT: 1 Vampire, 1 L4 necklace
Castle Blackfang Level 2 (3,4) coffin - 1 L6 necklace
Castle Blackfang Level 2 (3,6) coffin - 1 L5 ring
Castle Blackfang Level 2 (3,8) coffin - 1 L4 cameo
Castle Blackfang Level 2 (7,3) coffin - COMBAT: 1 Vampire Lord, 1 L4 cameo
Castle Blackfang Level 3 (1,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 belt
Castle Blackfang Level 3 (3,5) coffin - 1 L6 cape
Castle Blackfang Level 3 (3,7) coffin - 1 L6 cameo
Castle Blackfang Level 3 (5,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 ring
Castle Blackfang Level 3 (7,3) coffin - 1 L4 belt
Castle Blackfang Level 3 (9,14) coffin - COMBAT: 1 Royal Vampire, 1 L7 scarab
Castle Blackfang Level 3 (12,0) coffin - COMBAT: 1 Vampire Lord, 1 L7 cloak
Castle Blackfang Level 3 (12,1) coffin - COMBAT: 1 Vampire Lord, 1 L7 scarab
Castle Blackfang Level 3 (13,14) coffin - COMBAT: 1 Ct. Blackfang, 1 L7 cape +
  1 L7 cloak + 1 L7 amulet
Castle Blackfang Level 3 (14,6) coffin - 1 L5 pendant
Castle Alamar Dungeon (11,9) box - show Silver ID Card at (13,5) to gain entry
  -> *Key to Darkstone Tower
Castle Alamar Dungeon (13,3) box - pull lever at (8,5) to reach -> *Key to
  Dragon Tower
Temple of Bark Level 5 (0,18) - *Energy Disk
Temple of Bark Level 5 (1,24) chest [5500] - defeat Barkman -> 25000 gems
Temple of Bark Level 5 (16,11) chest [5500] - defeat Barkman -> 3 L7 items
Temple of Bark Level 5 (30,25) chest [5500] - defeat Barkman -> 2000000 gold
Temple of Bark Level 5 (31,17) - *Energy Disk
Dungeon of Lost Souls Level 5 (1,8) - *Songbird of Serenity
Great Pyramid Level 1 (23,15) hoard - answer riddles at (18,25) "7", (20,23)
  "3", (20,27) "8", (22,25) "9", (24,25) "10", (26,23) "4", (26,27) "5",
  (28,25) "6"; then pull the lever at (25,20) -> 2500000 gold + 5000 gems + 5
  L7 items
*Gemstone Mines (0,3) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (0,6) vein - 1000 Energy damage, party or 3 *Ruby Rock or
  102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
  then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (0,10) vein - 1000 Poison damage, party or 5 *Emerald Rock or
  102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
  gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (0,14) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (0,18) vein - 1000 Poison damage, party or 5 *Emerald Rock or
  102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
  gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (0,21) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,23) vein - 250 Cold damage, party or 3 *Sapphire Rock or
  11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,26) vein - 1000 Cold damage, party or 5 *Sapphire Rock or
  102-1099 gems; then 250 Cold damage, party or 3 *Sapphire Rock or 11-100
  gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,28) vein - 250 Cold damage, party or 3 *Sapphire Rock or
  11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (0,31) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (2,10) vein - 250 Poison damage, party or 3 *Emerald Rock or
  11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (2,18) vein - 250 Poison damage, party or 3 *Emerald Rock or
  11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (4,1) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (4,3) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100
  gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (4,6) vein - 250 Energy damage, party or 3 *Ruby Rock or 11-100
  gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (4,12) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (4,18) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (4,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or
  102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
  gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (6,17) vein - 1000 Energy damage, party or 3 *Ruby Rock or
  102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
  then 100 Energy damage, party or 1 *Ruby Rock
Gemstone Mines (7,22) bones - 1 L4 ring
*Gemstone Mines (7,31) vein - 250 Poison damage, party or 3 *Emerald Rock or
  11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (8,1) vein - 1000 Cold damage, party or 5 *Sapphire Rock or
  102-1099 gems; then 250 Cold damage, party or 3 *Sapphire Rock or 11-100
  gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (8,10) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (8,13) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (10,15) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (10,18) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (10,22) vein - 250 Energy damage, party or 3 *Ruby Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (10,25) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (10,27) vein - 1000 Energy damage, party or 3 *Diamond Rock or
  102-1099 gems; then 250 Energy damage, party or 3 *Diamond Rock or 11-100
  gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (11,5) vein - 250 Cold damage, party or 3 *Sapphire Rock or
  11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (11,12) - pay 250000 gold -> all Gemstone Mines veins are
  replenished
*Gemstone Mines (11,29) vein - 250 Energy damage, party or 3 *Diamond Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (11,31) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (12,1) vein - 250 Cold damage, party or 3 *Sapphire Rock or
  11-100 gems; then 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (13,16) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (14,11) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (14,18) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (14,25) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (15,15) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (15,22) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (15,27) vein - 100 Cold damage, party or 1 *Sapphire Rock
*Gemstone Mines (15,31) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (16,4) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (16,7) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (17,5) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (17,31) vein - 100 Poison damage, party or 1 *Emerald Rock
Gemstone Mines (18,9) bones - 1 L4 broach
*Gemstone Mines (19,1) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (20,2) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (20,4) vein - 100 Energy damage, party or 1 *Ruby Rock
Gemstone Mines (20,24) bones - 1 L4 medal
*Gemstone Mines (20,27) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (21,29) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (24,2) vein - 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (25,9) vein - 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (25,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or
  102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
  gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (26,4) vein - 250 Energy damage, party or 3 *Diamond Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (27,1) vein - 250 Energy damage, party or 3 *Diamond Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (29,17) vein - 250 Energy damage, party or 3 *Ruby Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock
Gemstone Mines (30,2) rubble - 1 L5 horn
*Gemstone Mines (31,0) vein - 1000 Energy damage, party or 3 *Diamond Rock or
  102-1099 gems; then 250 Energy damage, party or 3 *Diamond Rock or 11-100
  gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (31,3) vein - 250 Energy damage, party or 3 *Diamond Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (31,8) vein - 1000 Energy damage, party or 3 *Ruby Rock or
  102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
  then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (31,12) vein - 250 Energy damage, party or 3 *Ruby Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (31,17) vein - 1000 Energy damage, party or 3 *Ruby Rock or
  102-1099 gems; then 250 Energy damage, party or 3 *Ruby Rock or 11-100 gems;
  then 100 Energy damage, party or 1 *Ruby Rock
*Gemstone Mines (31,21) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,23) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,25) vein - 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,27) vein - 250 Poison damage, party or 3 *Emerald Rock or
  11-100 gems; then 100 Poison damage, party or 1 *Emerald Rock
*Gemstone Mines (31,29) vein - 250 Energy damage, party or 3 *Diamond Rock or
  11-100 gems; then 100 Energy damage, party or 1 *Diamond Rock
*Gemstone Mines (31,31) vein - 1000 Poison damage, party or 5 *Emerald Rock or
  102-1099 gems; then 250 Poison damage, party or 3 *Emerald Rock or 11-100
  gems; then 100 Poison damage, party or 1 *Emerald Rock
Troll Holes (1,4) chest [5500] - 2000 gold + 50 gems
Troll Holes (4,9) chest [5500] - 2000 gold + 50 gems
Troll Holes (7,2) chest [5500] - 2000 gold + 50 gems
Troll Holes (7,9) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (7,24) throne - Encounter with Hobstadt: choosing option (1) or (2)
  do what they say they do; option (3) results in COMBAT: 1 Hobstadt + 2 Troll
  Chief, 2 L7 accessories
Troll Holes (7,26) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Troll Holes (8,26) chest [5500] - 225000 gold
Troll Holes (13,20) chest [5500] - 2000 gold + 50 gems
Troll Holes (13,27) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (14,4) chest [5500] - 2000 gold + 50 gems
Troll Holes (15,27) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (19,14) chest [5500] - 2000 gold + 50 gems
Troll Holes (19,18) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Troll Holes (22,3) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (26,3) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (27,10) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (29,10) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Troll Holes (29,22) chest [5500] - 2000 gold + 50 gems
Troll Holes (30,12) chest [5500] - 2000 gold + 50 gems
Troll Holes (30,22) chest [5500] - 1500 gold + 30 gems + 1 L5 item
Troll Holes (30,30) chest [5500] - 1000 gold + 10 gems + 1 L6 item
Escape Pod 1 (4,8) throne - give Soul Box to freed Corak -> *Soul Box with Corak
  inside
*A3 (12,14) tent - pay Linus the Ruby Gemsmith 5 *Ruby Rock and 100 gems -> 1
  Ruby one-handed weapon or body armor
*A3 (13,12) tent - pay Simon the Emerald Gemsmith 5 *Emerald Rock and 200 gems
  -> 1 Emerald one-handed weapon or body armor
*A3 (15,11) tent - pay Toby the Sapphire Gemsmith 5 *Sapphire Rock and 400
  gems -> 1 Sapphire one-handed weapon or body armor
A4 (2,7) boat - 12000 gold + 100 gems + 5 L3 items
A4 (3,1) - *Monga Melon
A4 (8,4) - *Monga Melon
A4 (14,3) - *Monga Melon
A4 (15,12) tent - pay 1000 gold -> *Pass to Castleview
B1 (12,5) tent - *Bridle
B2 (12,2) lamp - free genie -> can either accept 100000 gold, or refuse it and
  still get 50000 gold.  If you take the whole 100000 gold, the genie will
  later be angry and may exact revenge upon the party near Necropolis.
B2 (13,9) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
*B3 (1,12) tent - pay Hector the Diamond Gemsmith 5 *Diamond Rock and 1000 gems
  -> 1 Diamond one-handed weapon or body armor
B3 (6,12) fort - Encounter with Yog: Choosing to fight results in COMBAT: 1
  Yog + 14 Barbarian.  Asking for help yields 120 food.
B4 (1,4) - *Monga Melon
C2 (2,6) lamp - free genie -> choice of one of: (1) 500000 XP for one
  character, (2) 10000 gold, (3) 500 gems
C2 (3,15) lamp - free genie -> choice of one of: (1) 500000 XP for one
  character, (2) 10000 gold, (3) 500 gems
C2 (6,11) lamp - free genie -> choice of one of: (1) 500000 XP for one
  character, (2) 10000 gold, (3) 500 gems
C2 (11,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian helm
C2 (11,5) boulder - if you have "Paladin's Friend" award -> 1 Obsidian plate
  mail
D1 (1,8) tent - *Key to Great Northern Tower
D1 (10,5) throne - Encounter with Gurodel: Being friendly then asking for
  anything "that would help our cause" results in Gurodel giving you 2 *Energy
  Disk.  Demanding tribute results in COMBAT: 1 Gurodel + 12 Giant; the throne
  can then be searched for 2 *Energy Disk.
D2 (0,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian long
  sword
D2 (0,10) boulder - if you have "Paladin's Friend" award -> 1 Obsidian shield
D2 (0,15) lamp - free genie -> choice of one of: (1) 500000 XP for one
  character, (2) 10000 gold, (3) 500 gems
D2 (5,0) boulder - if you have "Paladin's Friend" award -> 1 Obsidian cape
D2 (5,5) boulder - if you have "Paladin's Friend" award -> 1 Obsidian boots
D2 (5,10) boulder - if you have "Paladin's Friend" award -> 1 Obsidian
  gauntlets
D3 (7,12) lamp - free genie -> choice of one of: (1) 500000 XP for one
  character, (2) 10000 gold, (3) 500 gems
D3 (11,5) fort - Encounter with Graalg: First paying 5000 gold or saying that
  you come as conquerers, and then asking for Energy disks yields 2 *Energy
  Disk.  Asking for Graalg's help against Alamar without saying that you come
  as conquerers results in COMBAT: 1 Graalg + 11 Ogre; the fort can then be
  searched for 2 *Energy Disk.
D4 (11,10) boat - COMBAT: 3 Medusa Sprite, 5 L4 items
E1 (1,1) tent - give *Treasure Map (Goto E1 x1,y11) -> 2000 gems
E1 (11,12) woodpile - COMBAT: 3 Arachnoid, *Ector's Ring
*E3 (12,10) wagon - pay 100 gold -> food
E3 (13,5) - *Vespar's Emerald Handle
*E3 (13,10) wagon - pay 50000 gold -> 1 L6 robes
*E3 (15,10) wagon - pay 50000 gold and 500 gems -> 1 L6 necklace
*E3 (15,12) wagon - pay 30000 gold -> 1 L6 belt
*E3 (15,13) wagon - pay 20000 gold -> 1 L6 boots
E4 (0,13) - if you have Cloudside "Civilized One" award, first visit Leafpoint
  the Tree at E2 (8,15) and listen to everything he says, then search here ->
  250000 gold
F1 (10,0) cave - destroy Gargoyle lair -> 100000 XP, party + *Caleb's
  Magnifying Glass
F4 (6,7) fountain - *Key to Great Southern Tower
F4 (13,9) hut - if you have Cloudside "Rescued Celia" award -> 1 L6 long sword
Skyroad A2 (12,14) lamp - free genie -> choice of one of: (1) 2000000 XP for
  one character, (2) 200000 gold, (3) 2000 gems
Skyroad B1 (5,7) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
Skyroad E1 (12,1) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (3,8) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (8,3) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (8,12) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
Skyroad E2 (12,8) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
*Skyroad E3 (0,5) tent - pay 300 gems -> 1 Scorching scarab
*Skyroad E3 (2,3) tent - pay 300 gems -> 1 Cryo scarab
*Skyroad E3 (2,6) tent - pay 300 gems -> 1 Dyna scarab
*Skyroad E3 (4,5) tent - pay 600 gems -> 1 Kinetic scarab
Skyroad F2 (1,12) lamp - free genie -> choice of one of: (1) 2000000 XP for one
  character, (2) 200000 gold, (3) 2000 gems
Elemental Plane of Fire (2,4) chest [51000] - chest fails to open + 250 Fire
  damage, party unless you take the Test of Fire at (10,13) which does 2500
  Fire damage, party -> 1000 gold + 1 Scorching ring + 1 Scorching belt + 1
  Scorching scarab
Elemental Plane of Air (5,13) chest [51000] - chest fails to open + 250
  Electricity damage, party unless you take the Test of Air at (10,2) which
  does 2500 Electricity damage, party -> 1000 gold + 1 Dyna staff + 1 Dyna
  cloak + 1 Dyna belt
Elemental Plane of Earth (13,12) chest [51000] - chest fails to open + 250
  Physical Damage, party unless you take the Test of Earth at (3,4) which does
  2500 Physical damage, party -> 1000 gold + 1 Obsidian helm + 1 Obsidian
  gauntlets + 1 Obsidian boots
Elemental Plane of Water (9,1) chest [51000] - chest fails to open + 250 Cold
  damage, party unless you take the Test of Cold at (3,11) which does 2500 Cold
  damage, party -> 1000 gold + 1 Cryo ring + 1 Cryo scarab + 1 Cryo amulet
Dragon Tower Level 2 (3,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 2 (11,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 3 (3,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 3 (4,10) straw bed - *Dragon Egg
Dragon Tower Level 3 (11,8) hoard - 500000 gold + 5000 gems + 4 L6 items
Dragon Tower Level 4 (3,8) hoard - 1000000 gold + 2 L7 items
Dragon Tower Level 4 (5,9) chest [59284] - 5000 Fire damage, party + 3 L7 items
Dragon Tower Level 4 (7,6) chest [59284] - 10000 Fire damage, party + 10 L7
  items
Dragon Tower Level 4 (9,9) chest [59284] - 5000 Fire damage, party + 3 L7 items
Dragon Tower Level 4 (11,8) hoard - 1000000 gold + 2 L7 items
Dragon Clouds (15,30) statue - statue poses a riddle, answer "infinity" for
  *Silver ID Card + COMBAT: 13 Energy Dragon (these appear scattered on the way
  back to the stairs down to the Dragon Tower)
Darkstone Tower Level 4 (9,8) display case - answer riddle at (7,9) with "120"
  to remove force field -> *Gold ID Card
Southern Sphinx Level 1 (2,1) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (4,1) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,14) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,16) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (5,18) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (10,1) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 1 (12,1) sarcophagus - requires 200 Might -> CURSED 25 +
  COMBAT: 1 Ghost Mummy, DISEASED 1 + 1 L7 item
Southern Sphinx Level 2 (7,3) throne - give Widget to Picard -> *Chime of
  Opening
Dungeon of Death Level 2 (7,4) sarcophagus - requires 200 Might -> COMBAT: 1
  Vampire King, 5 L7 items
Dungeon of Death Level 2 (9,4) sarcophagus - requires 200 Might -> COMBAT: 1
  Vampire King, 5 L7 items
Dungeon of Death Level 2 (11,4) sarcophagus - requires 200 Might -> COMBAT: 1
  Vampire King, 5 L7 items
Dungeon of Death Level 2 (13,4) sarcophagus - requires 200 Might -> COMBAT: 1
  Vampire King, 5 L7 items
Dungeon of Death Level 2 (15,4) sarcophagus - requires 200 Might -> COMBAT: 1
  Vampire King, 5 L7 items
Dungeon of Death Level 2 (26,13) sarcophagus - 5 L7 items
Dungeon of Death Level 2 (30,13) sarcophagus - 5 L7 items


SECTION 3H - LOCATION OF AWARDS
-------------------------------

All awards are for the whole party unless otherwise indicated.

"Awakened Air Sleeper" - if you have the "Chosen one" award, speaking to the
  Air Sleeper at Elemental Plane of Air (12,12) grants you this award
"Awakened Earth Sleeper" - if you have the "Chosen one" award, speaking to the
  Earth Sleeper at Elemental Plane of Earth (12,3) grants you this award
"Awakened Fire Sleeper" - if you have the "Chosen one" award, speaking to the
  Fire Sleeper at Elemental Plane of Fire (3,12) grants you this award
"Awakened Water Sleeper" - if you have the "Chosen one" award, speaking to the
  Water Sleeper at Elemental Plane of Water (3,3) grants you this award
"Cartographer's Challenge" - Miles the Cartographer at Castleview (30,20) poses
  a riddle; answer "Sandcaster" for award, 100000 XP
"Castleview Guild Member" - Castleview (5,28), costs 50 gold per character
"Cheered Dimitri" - get quest and *Key to Dungeon of Lost Souls from Megan at
  Castle Kalindra Level 2 (11,15); retrieve Songbird of Serenity from Dungeon
  of Lost Souls Level 5 (1,8) and give it to Dimitri at Castle Kalindra Level
  2 (10,15) for award and 5 L7 items
"Chosen one" - after freeing Corak at Escape Pod 1 (4,8) from stasis, return to
  the Dragon Pharaoh at Great Pyramid Level 4 (6,9) for award, *Pass to Olympus
"Cleaned up Castleview" - get quest from Mayor Snarfblad at Castleview (23,27);
  deal with Gettlewaithe at Castleview (29,13) and return; receive award, 50000
  XP, 10000 gold
"DEFEATED SHELTEM" - after getting Soul Box with Corak inside, go to Castle
  Alamar Level 3 (2,12) to receive award, *Cube of Power, and trigger the
  winning endgame sequence; if you do not have the Soul Box with Corak inside,
  then total party kill
"Defeated Xenoc and Morgana" - get quest from Astra the Good Sorceress at
  Sandcaster (20,14); slay Morgana located at around (2,29) and Xenoc located
  at around (13,2) and return; receive award, 2000000 XP, 1000 gems
"Disciple of Bark" - set dials at Temple of Bark Level 4 (0,4) and (0,11) to 1,
  at (2,15) and (9,15) to 2, and at (15,3) and (15,8) to 3; then pull lever at
  Temple of Bark Level 4 (15,14); it may be necessary to defeat Shaalth first;
  then drink from fountain at Temple of Bark Level 4 (8,7) for award and +19
  All Statistics, once per character
"Drawkcab Extraordinaire" - Brother Reger at A4 (1,4) poses a riddle; answer
  "Palindrome" for award, 500000 XP
"Enchanted Bridle" - go to Ambrose at B1 (12,5) and tell him "Dimitri" sent you
  to get quest and *Bridle; give Bridle and 50000 gold to Natasha at Sandcaster
  (21,4) and receive *Enchanted Bridle; return to Ambrose for award, 500000 XP,
  50000 gold
"Exterminated Queen Rat" - get quest from Valio at Castleview Sewer (31,26);
  kill Rooka at around Castleview Sewer (21,8) and return; if Valio is still
  alive, receive award, 25000 XP, 1 L4 item
"Fed Nibbler" - B4 (3,12) hut - Nibbler first asks you to find a Monga Melon;
  return and give 1 Monga Melon for 10000 XP.  Nibbler then asks you to go to
  entrance of the Temple of Bark; do so, return, and give another Monga Melon
  for award, 10000 XP, *Key to Temple of Bark
"Freed Corak" - after speaking to the Dragon Pharaoh at Great Pyramid Level 4
  (6,9) for the first time, go to and enter Escape Pod 1 at B1 (2,9); go to the
  console within at (2,8), and answer "Where no man has gone before", then
  speak to Corak at (4,8) for award, 5000000 XP
"Freed Sandro" - get quest from Sandro at Necropolis (10,8) after COMBAT: 1
  Sandro; retrieve Sandro's Box from Necropolis Sewer (1,14) and return;
  receive award, 2000000 XP, *Key to Dungeon of Death
"Goober" - go to Dungeon of Death Level 4 (14,30) and enter anything to receive
  award
"Helped Caleb" - get quest from Caleb at E3 (13,13); retrieve Caleb's
  Magnifying Glass from F1 (10,0) and return; receive award, 500000 XP, 50000
  gold
"Helped Dreyfus" - get quest from Dreyfus at A3 (8,10); retrieve Key to Great
  Western Tower from Great Western Tower Level 4 (9,8) and return; Dreyfus
  thanks you and moves to Great Western Tower Level 4 (4,10); pass the Cult
  Leader and visit him there for award, 500000 XP, 10000 gold, 200 gems
"Helped Ector" - get quest from Ector at E2 (3,12); retrieve Ector's Ring from
  E1 (11,12) and return; receive award, 50000 XP, 1 Obsidian battle axe
"Helped Kramer" - get quest from Kramer at B3 (11,4); destroy the Ogre forts at
  D3 (3,7) and D3 (9,8) and return; receive award, 150000 XP, 150000 gold
"Helped Megan" - get quest and *Key to Dungeon of Lost Souls from Megan at
  Castle Kalindra Level 2 (11,15); get "Cheered Dimitri" award; return to Megan
  for 3000000 XP, 1000 gold
"Helped Nadia" - get quest from Nadia at Castleview (27,19); retrieve Onyx
  Necklace from Castleview Sewer (21,9) and return; receive award, 100000 XP,
  *Key to Ellinger's Tower
"Helped Vespar" - get quest from Vespar at B3 (7,1); retrieve Vespar's Emerald
  Handle from E3 (13,5) and return; receive award, 200000 XP, *Pass to
  Sandcaster
"Lakeside Guild Member" - Lakeside (3,5), free with answer of "Witch"
"Master of Words" - complete crossword puzzle that comprises Dungeon of Death
  Level 1, then go down the stairs at (20,0); receive award, +5 Levels
"Member Drawkcab Brotherhood" - in this specific order: first talk to Tinit at
  Castleview (13,23), then talk to Bob at Castleview (16,23), then talk to Otto
  at Castleview (16,15), then talk to Pip at Castleview (13,15), then return to
  Tinit for award, 25000 XP
"Merchant's Challenge" - James the Merchant at Sandcaster (23,17) poses a
  riddle; answer "100" for award, 250000 XP
"Necropolis Guild Member" - Necropolis (10,6), costs 50000 gold per character
"Olympus Guild Member" - Olympus (5,1), free
"Paladin's Friend" - Enchanted Boulder at C2 (11,10) poses a riddle; answer
  "Paladin" for award, 1000000 XP, equipment awards at the other 7 boulders
"Rescued Jasper" - get quest from Jethro at Castleview (22,24); free Jasper
  from jail at Castleview (1,20) and return; receive award, 10000 XP, 6500 gold
"Rescued Roland" - show Gold ID card at Castle Alamar Dungeon (15,9) to be
  able to reach the coffin at (13,15), which can be investigated to speak to
  Roland; receive award, *Amulet of the Southern Sphinx, 5000000 XP
"Rescued Sprite" - get quest from Sharla at C4 (1,7); Sharla can also simply be
  attacked, which results in COMBAT: 1 Sharla + 14 Medusa Sprite; the treehouse
  can then be searched for 2 *Energy Disk.  If you accept the quest, rescue
  Princess Sheewana at Temple of Bark Level 3 (8,12) and return; receive award,
  250000 XP, 40000 gold, 200 gems, 2 *Energy Disk
"Restored Castle Kalindra" - get quest from Ellinger at Ellinger's Tower Level
  4 (4,8) throne; 250000 XP for reaching Ellinger for the first time; give 5
  Energy Disks to restore each of Castle Kalindra Level 1, Castle Kalindra
  Level 2, Castle Kalindra Dungeon, Castle Kalindra in that order; receive
  award
"Restored Fountain of Youth" - get quest and *Key to Great Southern Tower from
  Thaddeus at F4 (6,7); retrieve Jewel of Ages from Great Eastern Tower Level
  3 (5,11) and return; receive award, 1000000 XP
"Returned Orb" - take Dragon Pharaoh's Orb to the Dragon Pharaoh at Great
  Pyramid Level 4 (6,9); you are asked to investigate Escape Pod 1, and you
  receive award, 5000000 XP, Escape Pod 1 opens
"Returned statuettes" - get quest from Luna at A4 (13,15); retrieve Golden
  Pegasus Statuette from Great Western Tower (7,7), Golden Dragon Statuette
  from Lakeside Sewer (12,11), and Golden Griffin Statuette from Necropolis
  (10,10) and return; receive award, +5 Levels
"Sandcaster Guild Member" - Sandcaster (18,10), costs 20000 gold per character
"Saved the Queen" - get quest from Queen Kalindra at Castle Blackfang Dungeon
  (1,1); get "Cheered Dimitri" award to receive combination 3-31-62; retrieve
  Queen Kalindra's Crown from Castle Kalindra Level 3 (2,15) and return;
  receive award, 5000000 XP, *Key to Ancient Pyramid
"Super Goober" - go to Dungeon of Death Level 4 (14,30) and enter "Computer"
  to receive award
"Superior Intellect" - Edmund the Weapons Forger at Sandcaster (27,17) poses
  a riddle; answer "3" for award, 250000 XP
"Taste Tester Royale" - get quest and *Key to Great Northern Tower from Bosco
  the Dwarf King at D1 (1,8); retrieve Chalice of Protection from Great
  Northern Tower Level 4 (7,4) and return; receive award, 1000000 XP, 100000
  gold


SECTION 3I - MIRROR PORTAL KEYWORDS
-----------------------------------

In order to use Darkside mirror portals, you must first activate them using
the sundial at Castle Kalindra Level 3 (1,1).  The portals may be found at the
following locations:

Ellinger's Tower Level 1 (9,8)
Great Northern Tower Level 1 (5,5)
Great Western Tower Level 1 (7,12)
Great Eastern Tower Level 2 (10,8)
Great Southern Tower Level 1 (9,11)

The following keywords may be used to transport yourself to the indicated
location.

Keyword                     Location
Acid Pond                   B3 (2,13)
Aging Forest                E4 (13,10)
Castle Alamar               A1 (10,4)
Castle Blackfang            F1 (9,11)
Castle Kalindra             A4 (6,14)
Castleview                  A4 (14,11)
Crossroads                  E3 (14,11)
Dark Grove                  A3 (14,6)
Desert of Doom              C2 (15,1)
Forbidden Zone              B2 (15,15)
Forest of Peril             E2 (7,15)
Gemstone Range              C3 (5,7)
Genesis                     special: shows World of Xeen ending (if installed)
Great Eastern Tower         F3 (9,9)
Great Northern Tower        D1 (2,9)
Great Southern Tower        D4 (2,7)
Great Western Tower         A3 (5,9)
Griffin Pass                B1 (12,4)
Howling Woods               E4 (0,14)
Isle of Lost Souls          F2 (6,8)
Lakeside                    F2 (2,15)
Magic Mountain              E1 (1,12)
Necropolis                  B2 (8,11)
Octopod Lake                F2 (6,3)
Ogre Pass                   D3 (11,9)
Parabolic Barrier           D1 (3,0)
Perishing Sands             D2 (15,4)
Quivering Forest            C1 (11,4)
River of Wrath              F3 (2,5)
Sandcaster                  E3 (5,12)
Showdown                    special: shows Darkside of Xeen ending
Showtime                    special: shows Clouds of Xeen ending (if installed)
Snow River Rapids           F1 (6,3), rapids take you to F2 (6,15)
Sprite Forest               C4 (1,9)
Venom Pond                  F4 (4,10)


SECTION 3J - MAPS OF SELECTED AREAS
-----------------------------------

Castle Alamar Level 3
    +----------------+     Key:
  15|#####   x       |15
  14|#   # x x xx xx |14   # wall
  13|# 1 #xx    x x  |13   > Stairs down to Level 2
  12|#   #   x xx x x|12   < Stairs up to Skyroad A1
  11|## ## x x      x|11   1 Trigger final encounter with Alamar
  10|## #+ x x xxxx  |10   + Xeen Power Juice (+5 Levels)
   9|## ## x   x    #|9    x Trap, fall down to Level 1
   8|## #<   x x xx >|8
   7|## ## xxx x  x #|7    Safe paths that will not drop you down to Level 1
   6|#   #     xx x  |6    are indicated by empty space.
   5|#   # xxxxx  xx |5
   4|#   #xx     xx  |4
   3|## ##x  xxxxx  x|3
   2| x     xx   xx  |2
   1| xxxxxxx  x     |1
y= 0|         xxxxxx |0
    +----------------+
  x= 0123456789111111
             012345

Dungeon of Death Level 1
    +--------------------------------+     Key:
  31|########D###F#E#M###S##U########|31
  30|##SCEPTER##TELEPORTATION#B#J###M|30   # wall
  29|########U###A#R#U###A##D#A#V#C#I|29   < Stairs up out of dungeon
  28|#D##W##DISTORTION###R#LEPRECHAUN|28   > Stairs down to level 2; requires
  27|VAMPIRE#D#####E#T###T##A#B###R#O|27     solving entire crossword puzzle
  26|#R##N######W####A#KALINDRA###T#T|26   1 Statue with clues for puzzle
  25|#K##T#M####I#MAGIC##E####R###O#A|25
  24|#S#REVITALIZE###N#####M##I###G#U|24   Answers to crossword are indicated
  23|#T##R#G####A#A#SEER#IGUANA#ERROR|23   directly on the map.
  22|CORAK#H##O#R#C##E##R##M##N###A##|22
  21|#N##I#T#ACID#C#ARENA##M#M##P#P#C|21
  20|#E##L##D#T###U#####T##Y#I#ARCHER|20
  19|####L#TITO###R###D###A##R##I#E#U|19
  18|#D#####S#P#G#A###U#SORCERESS#R#S|18
  17|#R##T#RESURRECTION###M##O##O###A|17
  16|RANGER#A#S#I#Y###G#ALAMAR##N#S#D|16
  15|#G##T##S###F##C##E###D####SEVERE|15
  14|#O#THEREWOLF#NECROPOLIS####R#W#R|14
  13|#N##E######I##N##N###L##X#P##E##|13
  12|####R##P##SNOUT#A####L##E#E##R##|12
  11|##C##B#A######I#L##KNOWLEDGE####|11
  10|FLAMBERGE##I#SPELL######N#A##S#E|10
   9|##S##A#E#A#N##E#I##G#G####S##T#L|9
   8|##T#USE#PRESTIDIGITATOR##VULTURE|8
   7|GOLD#T#C#A#E##E#A##R#B####S##M#M|7
   6|##E#S##R#C#C#F##T#AGILE####FABLE|6
   5|##V#P##I#H#T#A##O##O#I#V##C##L#N|5
   4|#FISHERMAN##CLAIRVOYANCE#TRIDENT|4
   3|##E#I##I#O#M#I#####L###N##O####S|3
   2|#SWINE#N#I#O#S###SKELETON#W#O###|2
   1|####X#SANDCASTER##   1#M#ENERGY#|1
y= 0|#######L###T#A####<#>#######B###|0
    +--------------------------------+
  x= 01234567891111111111222222222233
               0123456789012345678901


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
  2 Annihilator    1500   40 200     12   5d50 En Y        80/80/Im/80/Im/ 0/ 0
    Exp:   1M
 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          50/50/Im/50/Im/ 0/ 0
    Exp:   1M
  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
 94 Barkman         40K   25 100      3    250 F            0/Im/ 0/50/Im/ 0/ 0
    Exp:   4M  Gold:    0   Gems:   0   Items: Level 6
 18 Beholder Bat     75   15  80      P    5d5 F            0/Im/ 0/50/ 0/ 0/ 0
    Exp:  10K
  8 Cleric of Mok   125H  10  40      1    250 E  Y     Cl  0/10/10/Im/10/10/10
    Exp:  30K  Gold:    0   Gems:  10   Items: none
 11 Cloud Dragon   2000D  40 150      P    600 C  Y        50/ 0/Im/50/Im/50/25
    Exp: 500K  Gold:    0   Gems:  10   Items: none
 63 Coven Leader    250H  20 100      P  10d15 En Y SP      0/10/ 0/Im/50/Im/50
    Exp: 120K  Gold:    0   Gems:  20   Items: Level 6
 80 Ct. Blackfang  1500U  50 150 120  1 10d100 Ph   Dea Cl 75/75/75/75/75/75/75
    Exp:   2M
 68 Cult Leader     100H  20  60      P  10d10 En Y         0/50/50/50/50/Im/50
    Exp: 100K  Gold:    0   Gems: 100   Items: Level 6
 66 Dark Wolf        70B  10  70  10  3    3d8 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K
 31 Death Knight    750H  50  80 150  2  2d250 Ph       Pa  0/50/50/50/50/50/10
    Exp: 100K  Gold:  100   Gems:   0   Items: Level 6
 71 Doom Knight    1000H  50 100 150  4  2d250 Ph   Dea Pa  0/80/80/80/80/80/20
    Exp: 500K  Gold:  200   Gems:   0   Items: none
 15 Dragon Mummy   3000D  30 100 200  1 2000d2 Ph   Dis Cl 90/ 0/Im/80/Im/ 0/10
    Exp:   2M
 17 Earth Blaster  1000   10 100 200  P  5d100 Ph          90/Im/90/90/Im/ 0/ 0
    Exp: 250K
  7 Electrapede     200I  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
 14 Energy Dragon  5000D 100 250      P   1000 En Y        50/80/60/80/Im/Im/30
    Exp:   2M  Gold:    0   Gems:  20   Items: none
 19 Fire Blower    1000   20  60      P  5d100 F           50/Im/ 0/50/Im/50/ 0
    Exp: 250K
 28 Gamma Gazer    5000   60 200      7  10d20 En          60/Im/ 0/Im/Im/Im/ 0
    Exp:   1M
 21 Gargoyle        150   35  30  60  2   5d50 Ph           0/ 0/ 0/ 0/ 0/ 0/20
    Exp:  30K
 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
 91 Ghost Mummy     500U  35 175 150  1  200d5 Ph   Age Cl 80/ 0/80/60/80/80/50
    Exp: 500K
 22 Giant           500   25  45 100  2  100d5 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
 38 Gorgon         4000   90 100 100  1  100d3 Ph   Sto    70/ 0/ 0/ 0/ 0/ 0/60
    Exp: 250K
 84 Graalg          200   15  50  30  1   5d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  20K  Gold: 1000   Gems:   0   Items: Level 5
 13 Green Dragon   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 Gremlin Guard    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
 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
 20 Hell Hornet     250I  30  50      2  2d250 P    Wea Dr 50/50/50/50/Im/50/ 0
    Exp:  50K
 39 Higher Mummy    400U  20  60 100  1  10d40 Ph   CuI Cl 75/ 0/50/50/Im/50/20
    Exp: 100K
 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   2500B  20  30 150  1  10d50 Ph   Ins    20/50/50/50/50/50/ 0
    Exp: 100K
 46 Killer Cobra   1000B  25 100  30  1  2d100 Ph   Age     0/ 0/ 0/ 0/Im/ 0/50
    Exp:  25K
 32 Lava Dweller   1500   30  40      P  5d100 F           50/Im/ 0/Im/Im/50/ 0
    Exp: 500K
 33 Lava Roach      500I  20  70      1   5d50 F            0/Im/ 0/Im/Im/ 0/ 0
    Exp:  50K
 36 Magic Mage      300   25  80      P  10d30 E  Y         0/50/50/Im/50/50/50
    Exp: 200K  Gold:    0   Gems:  75   Items: none
 10 Mantis Ant      300I  30  40  30  2  2d100 Ph   Poi    30/ 0/ 0/ 0/Im/ 0/ 0
    Exp:  40K
 78 Master Thief    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 Master Wizard   500H  25 150      2  10d40 F  Y     Kn  0/Im/50/50/50/50/50
    Exp: 120K  Gold:    0   Gems:  50   Items: none
 53 Medusa Sprite    30    5  30  10  1    3d3 Ph   Sto Ra  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000
 69 Mega Dragon     64KD 100 200      P 10d200 En Y Era    90/Im/Im/Im/Im/Im/Im
    Exp: 100M  Gold:    0   Gems: 232   Items: none
 73 Mega Mage       500   35 100      P  10d40 E  Y         0/80/80/Im/80/80/80
    Exp: 500K  Gold:    0   Gems: 100   Items: Level 6
 37 Minotaur       3000   80 120 150  1  100d4 Ph   Age    60/ 0/10/ 0/ 0/ 0/50
    Exp: 250K
  9 Mok Heretic     150H  12  50      1    500 Ma Y     Cl  0/20/20/50/20/20/30
    Exp:  50K  Gold:    0   Gems:  25   Items: Level 4
 77 Morgana         300H  35 100      P   2d60 En Y Par     0/50/50/50/50/Im/80
    Exp: 200K  Gold:    0   Gems: 100   Items: Level 6
 35 Mystic Mage     200   20  70      P  10d20 E  Y         0/50/50/Im/50/50/30
    Exp: 100K  Gold:    0   Gems:  50   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
 24 Onyx Golem      10KG  50 100      P  2d250 Ma   SP     50/Im/Im/Im/Im/Im/Im
    Exp:   1M  Gold:    0   Gems: 100   Items: none
 74 Orc Elite       200H  15  40  20  2   5d10 Ph       Dw  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  15K  Gold:  100   Gems:   0   Items: Level 3
 40 Orc Guard        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 Orc Shaman       50H  15  30      P    5d5 C  Y Slp     0/ 0/ 0/ 0/ 0/ 0/10
    Exp:  10K  Gold:   75   Gems:  10   Items: Level 2
 12 Phase Dragon   4000D  80 200      P    750 C  Y        50/ 0/Im/50/Im/80/50
    Exp:   2M  Gold:    0   Gems:  20   Items: none
 92 Phase Mummy     500U  35 175 150  1  200d6 Ph   SP  Cl 85/ 0/80/70/80/80/60
    Exp: 500K
 34 Power Lich      500U  20  60      P  10d10 Ma Y Unc    70/ 0/ 0/ 0/ 0/ 0/80
    Exp: 200K
 54 Rogue            50H  10  30  10  1   1d60 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 5000  Gold:   70   Gems:   0   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
 79 Royal Vampire   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 Sand Flower     100   10  50  50  5    5d5 Ph   Lov    50/ 0/ 0/ 0/ 0/ 0/50
    Exp:  10K
 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
 16 Scraps         3000D  30 100 200  1 2000d2 Ph          90/ 0/Im/80/Im/ 0/10
    Exp:   2M
 67 Screamer       3000   50 200      P  10d20 P    Poi    60/ 0/ 0/ 0/Im/ 0/ 0
    Exp: 500K
 60 Sewer Hag        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 Sewer Rat        40B   5  35  10  1   3d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 2000
 48 Sewer Slug       25I   2  25   5  1   2d10 Ph           0/ 0/ 0/ 0/Im/ 0/ 0
    Exp: 1000
  4 Sewer Stalker   250B  30  25  50  1  3d100 Ph           0/ 0/50/ 0/50/ 0/ 0
    Exp:  50K
 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
 49 Skeletal Lich  2000U  30 200      1   1000 En Y Era So 50/80/80/70/Im/Im/50
    Exp: 500K
 87 Sky Golem      1000G  50 100      P  2d100 C  Y        50/50/Im/50/50/50/50
    Exp: 200K
 30 Slayer Knight   500H  30  50 100  1  2d250 Ph       Pa  0/50/50/50/50/50/ 0
    Exp:  50K  Gold:   50   Gems:   0   Items: Level 5
 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
 55 Thief           100H  15  40  20  1  1d100 Ph       Ro  0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp:  10K  Gold:  200   Gems:   0   Items: none
 61 Tidal Terror   1000   10 200      P  5d100 C           Im/Im/50/50/Im/50/ 0
    Exp: 500K
 82 Troll Chief     300   15  65  30  1   2d50 Ph           0/50/50/50/50/ 0/ 0
    Exp:  20K
 56 Troll Grunt     100    5  50  30  1   2d25 Ph           0/50/50/50/50/ 0/ 0
    Exp:  10K
 81 Troll Guard     200   10  60  30  1   2d35 Ph           0/50/50/50/50/ 0/ 0
    Exp:  15K
 86 Valio           150H  15  60      1  10d25 Ma       Pa  0/50/30/30/30/40/30
    Exp:  60K
 57 Vampire         400U  30  80 100  1  10d10 Ph   Wea Cl 50/50/50/50/50/50/50
    Exp: 200K
 85 Vampire King    10KU  60 200 150  1 10d250 Ph   Era Cl 90/80/80/80/80/80/80
    Exp:   3M
 58 Vampire Lord    500U  35 100 120  1  10d30 Ph   Slp Cl 70/50/50/50/50/50/50
    Exp: 300K
 59 Vulture Roc    2500B  50 150 100  1   5d60 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
    Exp: 200K
  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
 93 Xenoc           700H  35 175      P  10d50 En           0/50/50/50/50/Im/50
    Exp: 250K  Gold:    0   Gems: 100   Items: Level 6
 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


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

Castleview: Goblin, Gremlin, Gremlin Guard, Gettlewaithe
Castleview Sewer: Sewer Slug, Sewer Rat, Rooka, Valio
Sandcaster: Enchantress, Wizard, Sorceress, Master Wizard, Morgana, Xenoc
Sandcaster Sewer: Beholder Bat, Sewer Hag
Lakeside: Witch, Coven Leader
Lakeside Sewer: Sewer Stalker
Necropolis: Higher Mummy, Power Lich, Sandro
Necropolis Sewer: Lava Roach
Great Northern Tower Level 1: Slayer Knight
Great Northern Tower Level 2: Slayer Knight, Death Knight
Great Northern Tower Level 3: Slayer Knight, Death Knight
Great Northern Tower Level 4: Slayer Knight, Death Knight, Doom Knight
Great Western Tower Level 1: Cleric of Mok
Great Western Tower Level 2: Cleric of Mok, Mok Heretic
Great Western Tower Level 3: Cleric of Mok, Mok Heretic
Great Western Tower Level 4: Cleric of Mok, Mok Heretic, Cult Leader
Great Eastern Tower Level 1: Mystic Mage
Great Eastern Tower Level 2: Mystic Mage
Great Eastern Tower Level 3: Mystic Mage, Magic Mage
Great Eastern Tower Level 4: Mystic Mage, Magic Mage, Gamma Gazer, Mega Mage
Great Southern Tower Level 1: Rogue
Great Southern Tower Level 2: Rogue, Thief
Great Southern Tower Level 4: Rogue, Thief, Master Thief
Castle Kalindra Dungeon: Power Lich, Dragon Mummy, Scraps
Castle Blackfang Level 1: Vampire, Vampire Lord
Castle Blackfang Level 2: Vampire, Vampire Lord
Castle Blackfang Level 3: Vampire, Vampire Lord, Royal Vampire, Ct. Blackfang
Castle Blackfang Dungeon: Octopod
Castle Alamar Level 1: Annihilator
Castle Alamar Dungeon: Annihilator, Autobot
Temple of Bark Level 1: Orc Guard
Temple of Bark Level 2: Orc Guard, Orc Shaman
Temple of Bark Level 3: Orc Guard, Orc Shaman, Orc Elite
Temple of Bark Level 4: Orc Shaman, Orc Elite, Shaalth
Temple of Bark Level 5: Barkman
Dungeon of Lost Souls Level 1: Minotaur
Dungeon of Lost Souls Level 2: Minotaur
Dungeon of Lost Souls Level 3: Minotaur, Gorgon
Dungeon of Lost Souls Level 4: Minotaur, Gorgon
Dungeon of Lost Souls Level 5: Minotaur, Gorgon
Great Pyramid Level 1: Cloud Dragon, Green Dragon
Gemstone Mines: Beholder Bat, Sabertooth
Troll Holes: Troll Grunt, Troll Guard, Troll Chief, Hobstadt
A1: Lava Dweller, Gamma Gazer
A2: Barbarian, Gamma Gazer
A3: Arachnoid, Barbarian
A4: Electrapede
B1: Griffin, Giant, Gamma Gazer
B2: Barbarian, Griffin, Iguanasaurus, Gamma Gazer
B3: Arachnoid, Barbarian, Yog
B4: Medusa Sprite, Electrapede
C1: Arachnoid, Griffin, Giant
C2: Sand Flower, Griffin, Iguanasaurus
C3: Medusa Sprite, Dark Wolf, Ogre
C4: Medusa Sprite, Sharla
D1: Arachnoid, Giant, Gurodel
D2: Sand Flower, Vulture Roc
D3: Dark Wolf, Ogre, Vulture Roc, Graalg
D4: Medusa Sprite, Dark Wolf
E1: Arachnoid, Hell Hornet
E2: Armadillo, Vulture Roc
E3: Mantis Ant, Armadillo
E4: Killer Cobra, Mantis Ant
F1: Gargoyle, Hell Hornet
F2: Gargoyle, Armadillo, Octopod
F3: Gargoyle, Mantis Ant
F4: Killer Cobra, Mantis Ant
Skyroad A1: Cloud Dragon, Mega Dragon
Skyroad A2: Sky Golem, Cloud Dragon
Skyroad A3: Medusa Sprite, Cloud Dragon
Skyroad A4: Medusa Sprite, Cloud Dragon
Skyroad B1: Griffin, Cloud Dragon
Skyroad B3: Sky Golem
Skyroad B4: Sky Golem, Cloud Dragon
Skyroad C1: Griffin, Cloud Dragon
Skyroad C2: Cloud Dragon, Green Dragon
Skyroad C4: Sky Golem, Cloud Dragon
Skyroad D1: Sky Golem, Cloud Dragon
Skyroad D2: Cloud Dragon, Green Dragon
Skyroad D4: Sky Golem, Cloud Dragon
Skyroad E1: Cloud Dragon, Green Dragon
Skyroad E2: Cloud Dragon, Green Dragon
Skyroad E4: Sky Golem, Cloud Dragon
Skyroad F1: Sky Golem, Cloud Dragon
Skyroad F2: Sky Golem, Cloud Dragon
Skyroad F3: Sky Golem, Cloud Dragon
Skyroad F4: Sky Golem, Cloud Dragon
Elemental Plane of Fire: Fire Blower
Elemental Plane of Air: Whirlwind
Elemental Plane of Earth: Earth Blaster
Elemental Plane of Water: Tidal Terror
Dragon Tower Level 1: Dragon King
Dragon Tower Level 2: Acid Dragon, Fire Dragon, Frost Dragon
Dragon Tower Level 3: Fire Dragon, Frost Dragon
Dragon Tower Level 4: Acid Dragon, Dragon King
Dragon Clouds: Cloud Dragon, Green Dragon, Phase Dragon, Energy Dragon
Darkstone Tower Level 1: Onyx Golem
Darkstone Tower Level 2: Onyx Golem
Darkstone Tower Level 3: Onyx Golem
Darkstone Tower Level 4: Onyx Golem
Southern Sphinx Level 1: Ghost Mummy
Southern Sphinx Level 2: Phase Mummy
Southern Sphinx Dungeon: Dragon Mummy
Dungeon of Death Level 2: Screamer, Skeletal Lich, Vampire King
Dungeon of Death Level 3: Annihilator, Autobot
Dungeon of Death Level 4: Demon, Devil, Lord Xeen


SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES
------------------------------------------------

(This section is identical to the corresponding section of my Might & Magic IV:
Clouds of Xeen FAQ.)

(This section is incomplete in areas where information was gathered by
experiment.)

Items range in power from level 1 to 7; this is the item level listed in the
treasure tables above.

An item is one of weapon, armor, accessory, or miscellaneous; one of the base
items below is randomly chosen.  Level 1 items cannot be armor other than body
armor, or accessories.  At levels 2 to 5 an item will receive exactly one of:
(1) a material enchantment; (2) an elemental enchantment; or (3) an attribute
enchantment; or (4) the ability to cast spells, powered by charges.  At levels
6 and 7, item generation is similar, but you may not receive a missile weapon
or a miscellaneous item unless one is specifically called for.  A weapon of
level 2 to 7 may also receive a special weapon power.

The definition of item quality appears to be similar to that in Might and
Magic III, but with a new tier of Level 1 items, bumping up all the old tiers.

BASE ITEMS
Base items are independent of level.  The following tables show base damage,
armor class ratings, cost, and which classes may equip them.

ONE-HANDED WEAPONS
Name          Damage  Cost   Usable by
Broad Sword      3d4   100   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Club             1d3     1   All
Cudgel           1d6    15   All except Sorcerer
Cutlass          2d4    40   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Dagger           2d2     8   All except Cleric
Flail           1d10   100   All except Sorcerer
Hand Axe         2d3    10   All except Cleric, Sorcerer
Katana           4d3   150   Knight, Paladin, Ninja
Long Sword       3d3    50   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Mace             2d4    50   All except Sorcerer
Maul             1d8    30   All except Sorcerer
Nunchakas        2d3    30   Knight, Paladin, Ninja
Sabre            4d2    60   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Scimitar         2d5    80   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Short Sword      2d3    15   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Spear            1d9    15   All except Cleric, Sorcerer
Wakazashi [sic]  3d3    60   Knight, Paladin, Ninja

TWO-HANDED WEAPONS (prevents the use of a shield)
Name          Damage  Cost   Usable by
Bardiche         4d4   200   All except Cleric, Sorcerer, Druid
Battle Axe       3d5   100   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Flamberge        4d5   400   Knight, Paladin, Archer, Ranger
Glaive           4d3    80   All except Cleric, Sorcerer, Druid
Grand Axe        3d6   200   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Great Axe        3d7   300   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Halberd          3d6   250   All except Cleric, Sorcerer, Druid
Hammer           2d5   120   All except Sorcerer
Naginata         5d3   300   Knight, Paladin, Ninja
Pike             2d8   180   All except Cleric, Sorcerer, Druid
Staff            2d4    40   All
Trident          2d6   100   All except Cleric, Sorcerer, Druid

MISSILE WEAPONS
Name          Damage  Cost   Usable by
Crossbow         4d2    50   All except Cleric, Sorcerer, Druid
Long Bow         5d2   100   All except Cleric, Sorcerer, Druid
Short Bow        3d2    25   All except Cleric, Sorcerer, Druid
Sling            2d2    15   All except Cleric, Sorcerer, Druid

BODY ARMOR (may equip only one)
Name           Armor  Cost   Usable by
Robes              2    20   All
Scale Armor        4   100   All except Sorcerer, Druid
Ring Mail          5   200   All except Sorcerer, Barbarian, Druid
Chain Mail         6   400   Knight, Paladin, Archer, Robber, Cleric, Ranger
Splint Mail        7   600   Knight, Paladin, Cleric, Ranger
Plate Mail         8  1000   Knight, Paladin
Plate Armor       10  2000   Knight, Paladin

OFF-HAND ITEMS (may equip only one; prevents the use of a two-handed weapon)
Name           Armor  Cost   Usable by
Shield             4   100   Knight, Paladin, Robber, Cleric, Barbarian, Ranger

CLOAKS (may equip only one)
Name           Armor  Cost   Usable by
Cape               1   200   All
Cloak              1   250   All

OTHER ARMOR (may equip one of each of these per character)
Name           Armor  Cost   Usable by
Belt               0   100   All
Boots              1    40   All
Gauntlets          1   100   All
Helm               2    60   All

AMULETS (may equip only one)
Name           Armor  Cost   Usable by
Amulet             0  2000   All
Necklace           0  1000   All
Pendant            0   500   All

MEDALLIONS (may equip two of these per character)
Name           Armor  Cost   Usable by
Broach             0   250   All
Cameo              0   300   All
Charm              0    50   All
Medal              0   100   All
Scarab             0   200   All

RINGS (may equip two of these per character)
Name           Armor  Cost   Usable by
Ring               0   100   All

MAGICAL ITEMS (separate inventory space, usable and cannot be equipped)
Name           Cost
Box              10
Coin             10
Gem             500
Horn             20
Jewel          1000
Orb             100
Rod              50
Scroll          100
Wand             50
Whistle          10

ITEM MATERIAL ENCHANTMENTS
Unlike in Might and Magic III, material enchantments on accessories do not
affect armor class and thus have no effect at all when equipped.

Common Material   +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Wooden                 -3      -3   -3   0.1               2
Leather                -4      -6    0   0.25              2
Brass                  +3      -4   -2   0.5               2-3
Bronze                 +2      -2   -1   0.75              2-4
Iron                   +1      +2   +1   2                 3-5
Silver                 +2      +4   +2   5                 3-5
Steel                  +3      +6   +4   10                3-5
Gold                   +4      +8   +6   20                4-6
Platinum               +6     +10   +8   50                5-6

Rare Material     +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Glass                   0       0    0   2                 2
Coral                  +1      +1   +1   3                 2-3
Crystal                +1      +1   +1   5                 2-3
Lapis                  +2      +2   +2   10                2-4
Pearl                  +2      +2   +2   20                3-4
Amber                  +3      +3   +3   30                3-5
Ebony                  +4      +4   +4   40                4-5
Quartz                 +5      +5   +5   50                5

Precious Material +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Ruby                   +6     +12  +10   60                5-6
Emerald                +7     +15  +12   70                5-6
Sapphire               +8     +20  +14   80                6
Diamond                +9     +30  +16   90                6
Obsidian              +10     +50  +20   100               6-7


ITEM ELEMENTAL ENCHANTMENTS

Elemental enchantments on weapons only grant the capacity to cause elemental
damage.  On other items, they only increase resistance.

NB: "Power" is both an Energy modifier and a Might modifier.

                                     Value  Item
Fire Name       Resistance   Damage  Added  Levels
Burning                 +5       +2    200  2
Fiery                   +7       +3    300  2-3
Pyric                   +9       +4    400  2-4
Fuming                 +12       +5    500  3-5
Flaming                +15      +10   1000  3-6
Seething               +20      +15   1500  4-6
Blazing                +25      +20   2000  5-6
Scorching              +30      +30   3000  6-7

                                     Value  Item
Cold Name       Resistance   Damage  Added  Levels
Icy                     +5       +2    200  2-3
Frost                  +10       +4    400  2-4
Freezing               +15       +5    500  3-5
Cold                   +20      +10   1000  4-6
Cryo                   +25      +20   2000  5-7

                                     Value  Item
Electrical Name Resistance   Damage  Added  Levels
Flickering              +5       +2    200  2
Sparking                +7       +3    300  2-3
Static                  +9       +4    400  2-4
Flashing               +12       +5    500  3-5
Shocking               +15      +10   1000  3-5
Electric               +20      +15   1500  4-6
Dyna                   +25      +20   2000  5-7

                                     Value  Item
Acid/Pois. Name Resistance   Damage  Added  Levels
Acidic                 +10       +2    200  2-3
Venemous [sic]         +15       +4    400  2-4
Poisonous              +20       +8    800  3-5
Toxic                  +25      +16   1600  4-6
Noxious                +40      +32   3200  6-7

                                     Value  Item
Energy Name     Resistance   Damage  Added  Levels
Glowing                 +5       +2    200  2
Incandescent            +7       +3    300  2-3
Dense                   +9       +4    400  2-4
Sonic                  +11       +5    500  3-5
Power                  +13      +10   1000  3-6
Thermal                +15      +15   1500  4-6
Radiating              +20      +20   2000  5-6
Kinetic                +25      +30   3000  6-7

                                     Value  Item
Magical Name    Resistance   Damage  Added  Levels
Mystic                  +5       +5    500  2-4
Magical                +10      +10   1000  4-6
Ectoplasmic            +20      +20   2500  6-7

ITEM ATTRIBUTE ENCHANTMENTS

                   Value  Item
Might       Bonus  Added  Levels
Might          +2    200  2
Strength       +3    300  2-3
Warrior        +5    500  2-4
Ogre           +8    800  2-5
Giant         +12   1200  3-5
Thunder       +17   1700  4-6
Force         +23   2300  5-6
Power         +30   3000  6
Dragon        +38   3800  6
Photon        +47   4700  6-7

                                           Value  Item
Intellect   Personality Speed       Bonus  Added  Levels
Clever      Buddy       Quick          +2    200  2
Mind        Friendship  Swift          +3    300  2-3
Sage        Charm       Fast           +5    500  2-4
Thought     Personality Rapid          +8    800  3-5
Knowledge   Charisma    Speed         +12   1200  3-6
Intellect   Leadership  Wind          +17   1700  4-6
Wisdom      Ego         Accelerator   +23   2300  5-6
Genius      Holy        Velocity      +30   3000  6-7

                   Value  Item
Accuracy    Bonus  Added  Levels
Sharp          +3    300  2-3
Accurate       +5    500  3-4
Marksman      +10   1000  3-5
Precision     +15   1500  4-6
True          +20   2000  5-6
Exacto        +30   3000  6-7

                   Value  Item
Luck        Bonus  Added  Levels
Clover         +5    500  2
Chance        +10   1000  2-3
Winners       +15   1500  3-4
Lucky         +20   2000  4-5
Gamblers      +25   2500  5-6
Leprechauns   +30   3000  6-7

                   Value  Item
Hit Points  Bonus  Added  Levels
Vigor          +4    400  2-3
Health         +6    600  3-4
Life          +10   1000  3-5
Troll         +20   2000  4-6
Vampiric      +50   5000  6-7

                   Value  Item
Spell Pts.  Bonus  Added  Levels
Spell          +4    400  2-3
Castors        +8    800  3-4
Witch         +12   1200  3-5
Mage          +16   1600  5-6
Archmage      +20   2000  6
Arcane        +25   2500  6-7

                   Value  Item
Armor Class Bonus  Added  Levels
Protection     +2    200  2-3
Armored        +4    400  2-4
Defender       +6    600  3-5
Stealth       +10   1000  4-6
Divine        +16   1600  6-7

                   Value  Item
Thievery    Bonus  Added  Levels
Mugger         +4    400  2-3
Burgler [sic]  +6    600  3
Looter         +8    800  3-4
Brigand       +10   1000  3-4
Filch         +12   1200  4-5
Thief         +14   1400  4-5
Rogue         +16   1600  5-6
Plunder       +18   1800  5-6
Criminal      +20   2000  6
Pirate        +25   2500  6-7

SPECIAL WEAPON POWERS

Beast Bopper   - 3x damage against Beasts
Bug Zapper     - 3x damage against Insects
Dragon Slayer  - 3x damage against Dragons
Golem Smasher  - 3x damage against Golems
Monster Masher - 3x damage against Monsters
Undead Eater   - 3x damage against Undead

IMBUED SPELL ENCHANTMENTS

Level 1 items - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
                Insect Spray, Light, Magic Arrow, Pain, Prot. from Elements,
                Revitalize, Shrapmetal, Sleep, Sparks, Toxic Cloud
Level 2 items - Beast Master, Bless, Clairvoyance, Heroism, Holy Bonus,
                Identify Monster, Jump, Levitate, Lloyd's Beacon, Nature's
                Cure, Power Cure, Power Shield, Turn Undead, Wizard Eye
Level 3 items - Acid Spray, Cold Ray, Cure Poison, Detect Monster, Dragon
                Sleep, Fire Ball, Frost Bite, Hypnotize, Lightning, Time
                Distortion, Walk on Water
Level 4 items - Cure Disease, Cure Paralysis, Day of Protection, Day of
                Sorcery, Deadly Swarm, Finger of Death, Golem Stopper, Poison
                Volley, Super Shelter, Teleport
Level 5 items - Create Food, Dancing Sword, Etherealize, Fantastic Freeze,
                Fiery Flail, Moon Ray, Raise Dead, Recharge Item (cannot be
                recharged), Stone to Flesh, Town Portal

Items that cast more powerful spells do not appear randomly.


SECTION 5B - SHOPS OF DARKSIDE
------------------------------

Castleview (9,22)              - carries level 1-2 items
Sandcaster (9,19)              - carries level 1-4 items
Castle Kalindra Level 3 (15,2) - carries level 3-5 items
Olympus (5,8)                  - carries level 4-6 items


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

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

Castleview (20,25) Blacksmoke Tavern
  Rumor 1 : One of the sewer exits under this town leads to the south side of
            the river.
  Rumor 2 : The Gremlin King is a coward and will give you anything you want if
            you defeat him in battle.
  Rumor 3 : You can find Rubys, Diamonds, Emeralds, and Sapphires in the
            Gemstone mines.
  Rumor 4 : Be sure to cast the levitate spell before you travel around
            outdoors, if you may fall in a Troll Hole.
  Rumor 5 : Alamar seized Prince Roland and has him locked up in the bottom of
            his Castle.
  Rumor 6 : Some monsters leave their camps unguarded while they hunt.
            Sometimes they leave treasure behind, but they will get revenge if
            you take it.
  Rumor 7 : There is a rope ladder that leads to the skyroads above Darkside in
            the Dark Grove to the north of Castleview.
  Rumor 8 : Smile.  There is a pot of gold at the end of every rainbow.
  Rumor 9 : All towns require a pass to enter.
  Rumor 10: Monga Melons can only be found on the south side of the river.
  Tip 1 : Only Robbers and Ninjas can steal successfully.
  Tip 2 : Be sure to cast the levitate spell before you venture onto a cloud.
  Tip 3 : Vampires and Mummies are vulnerable to Turn Undead spells.
  Tip 4 : Two characters must have the pathfinder skill before you can walk in
          the forest.
  Tip 5 : Two characters must have the mountaineer skill before you can walk in
          the mountains.
  Tip 6 : Everyone must have the swimming skill before you can venture into
          shallow water.
  Tip 7 : He who runs away lives to fight another day.
  Tip 8 : Be sure to put your excess gems in the bank... you may need to ask
          Mr. Wizard for help.
  Tip 9 : Use the Jump spell to get over traps.
  Tip 10: You will earn interest on the money and gems you put in the bank.

Sandcaster (9,13) The Oasis
  Rumor 1 : The pass to Lakeside can be found in this town.
  Rumor 2 : The Enchantress will enchant Ambrose's bridle if you take it to
            her.
  Rumor 3 : The only way to get into the part of Castle Blackfang Queen
            Kalindra is being kept at is to fly.
  Rumor 4 : The Witches of Lakeside have been turning people into monsters for
            sale as guards and slaves.
  Rumor 5 : Some of the smarter monsters near this town have energy disks.
  Rumor 6 : Alamar collected some of the keys to places on the other side of
            the world and has them stored in the bottom of his castle.
  Rumor 7 : Alamar shut down the mirrors to keep hostile forces from using
            them for easy travel.
  Rumor 8 : There exists a God of the Mountains who can restore the gems to
            the Gemstone Mines.
  Rumor 9 : Olympus can be found in the sky.
  Rumor 10: The Head Lich of Necropolis holds the key to the Dungeon of Death
            on the other side of the world.
  Tip 1 : It can take a long time to get through the desert without a
          navigator.
  Tip 2 : The talking trees communicate with one another on both sides of the
          world.
  Tip 3 : Helping Thaddeus will restore your age to normal.
  Tip 4 : Use the Wizard Eye and Teleport spells to speed your explorations.
  Tip 5 : Use the grates to cut off pursuit.
  Tip 6 : Lead monsters away from treasure and then teleport back.
  Tip 7 : Cast your protection spells at 5:00 in the morning to get the most
          from them.
  Tip 8 : Cast your protections spells in front of sources that gives spell
          points, then use the source to replenish them.
  Tip 9 : Liquids of the same color tend to have the same effect.
  Tip 10: You should stop paying for tips once you have reached the 10th tip
          at a tavern.

Olympus (9,8) Tavern
  Rumor 1 : Always be Positive when in the Dungeon of Lost Souls.
  Rumor 2 : The key to the Western Tower is inside the Western Tower.
  Rumor 3 : Darkside is but one side of a coin spinning through the void.
  Rumor 4 : Only a Soulbox can hide a Guardian.
  Rumor 5 : No mortal can defeat Alamar.
  Rumor 6 : Nibbler the Monkeydog holds the key to the Temple of Bark.
  Rumor 7 : Alamar was not born on Xeen.
  Rumor 8 : Lord Xeen's scepter and Alamar's Cube are keys to the destiny of
            Xeen.
  Rumor 9 : Evil is not Good.
  Rumor 10: You will need no special pass to enter Castle Alamar.
  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 : Assign one of your characters' Lloyd's Beacons to the space in front
          of a mirror for easy access to the rest of the world.
  Tip 6 : You must visit all eight corners of the world before the destiny of
          Xeen can be realized.
  Tip 7 : The Dungeon of Death on the other side of the world is the ultimate
          Might and Magic Challenge.
  Tip 8 : The Soulbox is in the sewer under the city.
  Tip 9 : Don't travel on the river.  THere are many monsters and rapids to
          slow your trip.
  Tip 10: Hi Mom and Dad!


SECTION 6B - MISCELLANEOUS TIPS AND TRICKS
------------------------------------------

* EXPLOTING MONSTER AI
  Monsters will not attack you until you are facing them.  You can exploit
  this by moving around backwards, so that ranged-attack monsters don't attack
  until later.

  If a monster does see you, you can make its AI forget about you by turning
  away from the monster, then saving and reloading the game.

  Do note that damage to monsters is not saved and disappears on reloads.

* HOW RESISTANCE WORKS
  I'm not certain just how resistance works; here's what I know about how you
  take damage from non-physical attacks (damage taken cannot drop below zero):
  1. First, an amount equal to the power level of an active Protection from
     Elements spell is subtracted from damage taken.  Note that except at very
     high levels, the effect of separate Protection from Elements spells is
     stronger than that provided by Day of Protection.
  2. Then, your character makes saving throws that can successively halve
     damage taken.  I'm not sure just how this works, but my working hypothesis
     is that your resistance (the same as what is listed on your character
     statistics screen) is greater than zero, 1d(Resistance + Luck Bonus) is
     compared to 1d30.  If the first roll is greater, then the damage you take
     is halved and rounded down, and you get to make another saving throw (this
     sentence is something I'm reasonably certain about).  If you have no
     resistance at all, you don't get a saving throw no matter what your Luck
     is.
  3. Finally, an amount equal to the power level of your active Power Shield
     spell is subtracted.
  If damage is reduced to zero, then you also automatically block any status
  effect associated with the attack.

* USING MAGICAL ITEMS IN COMBAT
  If you are short on inventory space for spellcasting items, you are allowed
  to enter a character's inventory during combat and move items from player to
  player, so a single Wand of Fireballs loaded with charges can let each
  member of your party cast a fireball in one round.

* DONATING AT TEMPLES
  Having a character donate at a temple a number of times equal to the current
  day of the week will enchant your party with the Light and Clairvoyance
  spells, as well as the Bless, Heroism, Holy Bonus, and Power Shield spells
  at a power level equal to the current day of the week.

* AVOID WASTING TIME DRINKING FROM WELLS AND FOUNTAINS
  If you are drinking from a well or fountain that pops up a window describing
  what has happened (most of them do), do not dismiss the window with the
  space bar, as that causes time to pass.  Use Escape or a mouse click to close
  the window.
  
* HOW TO DEFEAT SPECIFIC MONSTERS:
  Armadillo: Pink Armadillos guard the way to the second town of Sandcaster.
  They look silly but they're actually much more dangerous than they appear.  A
  lot of people have trouble with them, but they're vulnerable to the Beast
  Master spell; once you connect with that spell, they're easy to defeat with
  physical attacks.

  Barkman: Barkman does lots of fire damage (three attacks for 250 damage
  each), but actually doesn't have a ranged attack.  You can use the Jump spell
  to keep your distance from him; there should be plenty of maneuvering space.
  Cast Mass Distortion to start out with, then start mixing in Implosion
  spells; if you don't have these spells you'll have a much harder time.  By
  the time you run out of spell points, you should hopefully have whittled him
  down enough to win with physical attacks.

  Mega Dragon: The main danger from the Mega Dragon is getting eradicated.  To
  protect against this, increase your energy resistance and luck as high as you
  can get them.  You can get energy resistance from the fountain in B1, luck
  from the well in in B4, and a set of Kinetic scarabs from the vendor in
  Skyroad E3.  The +2500 hit point well in A1 should provide you with more than
  enough hit points.  Cast the Mass Distortion spell several times to get the
  Mega Dragon's hit points down to levels down to where physical attacks can
  eliminate the rest.

* HOW TO MAKE GOLD ACTIVELY
  The best way to repeatably earn an income is in the Gemstone Mines.  Mine
  all the veins, and make sure to receive hundreds of gems from the first time
  you mine the deep veins that can be mined three times; be careful, these are
  the veins that can do 1000 damage to your whole party.  You can then convert
  gemstone rocks and gems into armor around Acid Pond; plate armor sells for
  the most by far.  Then, pay the God of Minerals 250000 gold to replenish all
  the veins and repeat.  If you restore save games to make sure you get lots of
  gems from deep veins and plate armor from the armorers, this can be a
  profitable venture.

  Be warned that this is very tedious!

* HOW TO MAKE GEMS ACTIVELY
  If you take Sandro's quest at Necropolis (10,8) but do not have his heart,
  you can repeatedly fight Sandro for 100 gems each time you defeat him.

* HOW TO MAKE GOLD AND GEMS PASSIVELY
  You can earn interest on gold and gems placed in the bank.  This interest is
  1% per week on both, rounded down, received at midnight on Onesday.

* DARKSTONE TOWER STATUES (read down and then to the right)
  NWDA---Y-NHA
  EO-NYFPIMTDG
  WRTKOOLNI--I
  -LHSURAGGAMC

  SNTS-CKDEM
  ODHAOO--L!
  -SEGFRAST-
  E--A-ANHE-

  1-ITN-HNA-A
  9BNHEMTDGS!
  9ESEXI--IA-
  4G--TGAMCG-

  T-MEOE-FENN-TEAO
  Y"PRNV4--G-DHE-N
  PCU"-E-TDEOE--S!
  EOT-LLOHUOFASYO-