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    FAQ/Walkthrough by ssjlee9

    Version: 1.11 | Updated: 05/04/12 | Search Guide | Bookmark Guide

    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-
    

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