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    Clouds FAQ/Walkthrough by ssjlee9

    Version: 1.11 | Updated: 05/04/12 | Printable Version | Search This Guide

    MIGHT & MAGIC IV -- CLOUDS 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 Cloudside
       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
    4. Monsters
       A. Table of monster statistics
       B. Monsters by location
    5. Items
       A. Equipment generation and properties
       B. Shops of Cloudside
    6. Other hints
       A. Tavern rumors and tips
       B. Miscellaneous tips and tricks
    
    
    SECTION 1A - CLASSES
    --------------------
    
    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
    ------------------
    
    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
    ---------------------------------
    
    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          At least one character must possess this skill to enter
                      Castle Burlock; taking offerings on clouds also checks this
                      skill.
    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 enough doors and traps in the game so that a Robber can be better
      than a Ninja early on, but if you plan to take your part to the Darkside,
      Ninjas become superior.
    
    My recommended party therefore is:
      Half-Orc Barbarian
      Dwarf Ninja or Robber
      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.
    
    When assigning statistics, you may want to start Endurance, as well as
    Personality (for Clerics, Paladins, Druids, and Rangers), at an exact multiple
    of 5, as there are reusable stat-increasing pools that permanently increase
    those statistics by 5 each if they are no higher than 20, and you can reach
    these fairly early in the game.  You can alternatively start these stats at a
    number like 13 and use a +2 permanent booster to get to exactly 15.
    
    
    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.
    
      Cloudside training facilities are available at:
    
      Vertigo (10,11)          - maximum level 10
      Rivercity (12,12)        - maximum level 15
      Newcastle Level 1 (11,7) - maximum level 20
    
      There is enough experience available Cloudside for a full party to reach
      level 20 without recourse to any of the boosters that give you a permanent
      free level.  Training is cheap early on, but if you take a party to Darkside
      it becomes very expensive at higher levels.  For this reason, you may want to
      save free levelup bonuses for later.
    
    * If you want the most powerful party possible by the end of Darkside of Xeen,
      you should not increase any base statistics above 30 for reasons that will be
      listed in my FAQ for Might & Magic V.  This is NOT recommended for anyone
      other than dedicated minmaxers, because you will have to spend all of
      Cloudside and much of Darkside with low statistics!
    
      Should you elect to do this, there are two reusable pools in the Ancient
      Temple of Yak that give +5 to Personality or Endurance if those stats are
      below 20.  Completing Mirabeth's quest in the Ancient Temple of Yak will then
      increase Personality for your party by another 5, which will be exactly to 30
      at most.
    
      Other low-end boosters across Xeen can be used to get stats up to no more
      than 30.  The exceptions are Intellect for Sorcerers, which should not exceed
      24, and Intellect for Archers, Druids, and Rangers, which should not exceed
      49.
    
    * Those who plan to take a party to Darkside of Xeen may wish to refrain from
      increasing base Fire, Cold, Electricity, and Poison Resistance, because
      Darkside has reuasble elemental boosters that only work for those with low
      resistances.
    
    * 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, with each successive material strictly superior to previous materials.
      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 and 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.
    
    
    SECTION 2 - SPELL LIST
    ----------------------
    
    "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 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 Vertigo            - F3 (10,13)
    Town of Nightshadow        - D4 (13,5)
    Town of Rivercity          - C3 (11,7)
    Town of Asp                - C2 (9,15)
    Town of Winterkill         - A3 (4,6)
    Shangri-La                 - Volcano Level 3 (9,10)
    
    Dwarf Mine 1               - F3 (5,13)
    Dwarf Mine 2               - F3 (7,15)
    Dwarf Mine 3               - E2 (9,1)
    Dwarf Mine 4               - E2 (1,1)
    Dwarf Mine 5               - D2 (9,9)
    Deep Mine Alpha            - (accessible from mine cars or mirror portals)
    Deep Mine Theta            - (accessible from mine cars or mirror portals)
    Deep Mine Kappa            - (accessible from mine cars or mirror portals)
    Deep Mine Omega            - (accessible from mine cars or mirror portals)
    
    Witch Tower                - F4 (10,9), key at F4 (9,3)
    Witch Clouds               - Witch Tower Level 4 (10,10)
    Tower of High Magic        - C4 (6,15), key at Cave of Illusion Level 4 (7,14)
    High Magic Clouds          - Tower of High Magic Level 4 (10,10)
    Darzog's Tower             - D3 (4,13), key at Tower of High Magic Level 4
                                 (7,12)
    Clouds of Xeen             - Darzog's Tower Level 4 (5,5)
    
    Castle Burlock             - D2 (12,2), must have at least 1 Crusader to enter
    Castle Basenji             - A1 (8,8), Level 3 requires password "There Wolf"
    Xeen's Castle              - Clouds of Xeen (16,29), requires Cupie Doll from
                                 Clouds of Xeen (12,29); disappears after defeating
                                 Lord Xeen
    Newcastle                  - C4 (11,12), purchase land for 50000 gold, then
                                 buy upgrades for 5 King's Mega Credits from
                                 Emerson at Castle Burlock Level 1 (2,7):
                                 Upgrade 1: open Newcastle Foundation
                                 Upgrade 2: Foundation replaced with Levels 1 and 2
                                 Upgrade 3: requires Excavation Permit; opens
                                   Newcastle Dungeon, password "Laboratory"
    
    Ancient Temple of Yak      - E4 (4,4), stone at D4 (12,3)
    Tomb of a Thousand Terrors - C4 (6,6), stone at Newcastle Foundation (7,15)
    Golem Dungeon              - B4 (11,9), stone at Newcastle Level 1 (7,15)
    Northern Sphinx Body       - B1 (12,8), amulet awarded at A1 (11,5); Northern
                                 Sphinx Head requires password "Golux"
    Warzone                    - B2 (12,4)
    
    Cave of Illusion           - B4 (2,15)
    Dragon Cave                - E1 (14,12)
    Volcano Cave               - E1 (15,2)
    
    Darkstone Tower            - B3 (11,0) [key is on Darkside]
    Dragon Tower               - D1 (10,5) [key is on Darkside]
    Dungeon of Death           - E3 (3,4) [stone is on Darkside]
    Southern Sphinx            - A2 (11,9) [amulet is on Darkside]
    
    
    SECTION 3B - LOCATION OF SKILLS
    -------------------------------
    
    ALL SKILLS          Shangri-La (0,3), 100000 gold
    Arms Master         Rivercity (30,3), 300 gold
    Astrologer          Castle Burlock Level 1 (10,5), free
    Body Builder        Rivercity (30,1), 1000 gold
    Cartographer        Vertigo (8,16), 100 gold
    Crusader            F4 (9,3), free after returning Alacorn of Falista
    Danger Sense        Dwarf Mine 3 (5,11), free
    Direction Sense     Dwarf Mine 5 (8,5), free
    Linguist            Castle Burlock Level 1 (6,5), free
    Merchant            D2 (14,3), 6000 gold
    Mountaineer         Rivercity (30,30), 5000 gold
    Navigator           Rivercity (23,30), 2000 gold
    Pathfinder          Vertigo (25,26), 2500 gold
    Prayer Master       A2 (6,13), 10000 gold
    Prestidigitator     Tower of High Magic Level 4 (6,6), free
    Spot Secret Doors   E3 (11,12), 500 gold
    Swimmer             Rivercity (19,23), 100 gold
    
    
    SECTION 3C - LOCATION OF SPELLS
    -------------------------------
    
    Spells are typically purchased in guilds, listed as follows:
    
    Vertigo (20,13) - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
      Insect Spray, Jump, Light, Magic Arrow, Pain, Prot. from Elements,
      Revitalize, Shrapmetal, Sleep, Sparks, Suppress Poison, Toxic Cloud, Wizard
      Eye
    Nightshadow (12,4) - Bless, Clairvoyance, Cold Ray, Deadly Swarm, Detect
      Monster, Fire Ball, Heroism, Holy Bonus, Identify Monster, Levitate, Nature's
      Cure, Poison Volley, Power Shield, Suppress Disease, Turn Undead, Wizard Eye
    Rivercity (6,30) - Clairvoyance, Cure Paralysis, Cure Poison, Day of
      Protection, Day of Sorcery, Fantastic Freeze, Fiery Flail, Finger of Death,
      Frost Bite, Identify Monster, Levitate, Power Cure, Time Distortion, Turn
      Undead, Walk on Water
    Asp (2,1) - Create Food, Cure Disease, Cure Poison, Dancing Sword, Day of
      Protection, Day of Sorcery, Dragon Sleep, Etherealize, Fantastic Freeze,
      Finger of Death, Golem Stopper, Incinerate, Raise Dead, Resurrect, Stone to
      Flesh, Town Portal
    Winterkill (7,1) - Create Food, Cure Disease, Cure Poison, Dancing Sword, Day
      of Protection, Day of Sorcery, Elemental Storm, Etherealize, Golem Stopper,
      Holy Word, Incinerate, Inferno, Mass Distortion, Poison Volley, Raise Dead,
      Resurrect, Teleport
    Shangri-La (0,7) - all spells
    
    Some spells may be found outside of guilds:
    
    Acid Spray - Ancient Temple of Yak (4,5), book teaches spell for free
    Beast Master - Witch Tower Level 3 (4,6), costs 6 gems
    Clairvoyance - Witch Tower Level 3 (5,5), costs 11 gems
    Cure Disease - F3 (12,2), taught by the statue for free after you finish the
      quest of Orothin at F3 (9,6)
    Cure Poison - F3 (12,8), taught by the statue for free after you finish the
      quest of Orothin at F3 (9,6)
    Divine Intervention - Northern Sphinx Head (2,8), book teaches spell for free
    Enchant Item - Rivercity (25,20), taught by Barok for free once after returning
      Barok's Magic Pendant; afterwards Barok teaches the spell for 1000 gold
    Hypnotize - Ancient Temple of Yak (30,3), book teaches spell for free
    Item to Gold - Northern Sphinx Dungeon (14,1), book teaches spell for free
    Light - Ancient Temple of Yak (6,11), book teaches spell for free
    Lightning Bolt - Witch Tower Level 3 (10,6), costs 11 gems
    Mega Volts - C2 (8,11), taught by Falagar for free once after returning
      Crystals of Piezoelectricity; afterwards Falagar teaches the spell for 2000
      gold
    Moon Ray - C2 (10,6), taught by Carlawna for free once after returning Scarab
      of Imaging; afterwards Carlawna teaches the spell for 2000 gold
    Pain - Witch Tower Level 3 (4,10), costs 6 gems
    Prismatic Light - Tower of High Magic Level 4 (6,6), book teaches spell for
      free
    Recharge Item - D3 (12,8), taught by Ligono for free after returning Ligono's
      Missing Skull; one time only
    Sleep - Witch Tower Level 3 (5,11), costs 6 gems
    Sparks - Ancient Temple of Yak (0,5), book teaches spell for free
    Star Burst - Northern Sphinx Head (12,8), book teaches spell for free
    Super Shelter - B3 (6,3), taught by Thickbark for free after destroying Troll
      lair; one time only
    Teleport - Northern Sphinx Dungeon (0,15), book teaches spell for free
    Toxic Cloud - Witch Tower Level 3 (9,5), costs 11 gems
    
    
    SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS
    -------------------------------------------------
    
    Vertigo (14,17) well - 5 Poison damage before opening evidence crate at Vertigo
      (9,22); afterwards, restores hit points to normal maximum
    Nightshadow (7,7) well - 50 Physical damage before defeating Count Draco;
      afterwards, +10 Levels
    Rivercity (14,18) well - inflicts DRUNK before returning Barok's Magic Pendant
      to Barok; afterwards, +100 Spell Points
    Asp (8,3) well - 25 Poison damage before destroying transformer at (8,14);
      afterwards, +100 Hit Points
    Winterkill (6,11) well - 25 Physical damage before slaying all ghosts then
      ringing the gongs at (6,9) and (6,13) twice each; afterwards, +50 Might
    Newcastle Level 1 (9,14) well - +20 Armor Class
    A1 (4,14) fountain - +250 Hit Points
    A1 (7,6) shrine - +50 Energy Resistance
    A3 (3,14) fountain - +30 Armor Class
    A4 (3,3) fountain - +250 Spell Points
    A4 (12,14) shrine - +50 Cold Resistance
    B3 (0,3) well - +50 Accuracy
    B3 (15,4) well - +50 Intellect
    C1 (2,4) well - +50 Endurance
    C3 (0,0) well - +50 Personality
    C3 (15,0) shrine - +50 Magic Resistance
    C3 (15,10) fountain - +10 Might, Endurance, Speed, and Accuracy
    D2 (3,8) well - +50 Might
    D3 (8,9) fountain - +10 Intellect and Personality
    D3 (15,4) shrine - +50 Electricity Resistance
    E2 (3,4) well - +50 Speed
    E2 (13,3) shrine - +50 Fire Resistance
    E3 (3,14) stone circle - every time you complete the circle of exchanges and
      give the *Last Snowflake of Winter -> unnatural aging cured
    E3 (8,6) fountain - +25 Spell Points
    E3 (9,14) shrine - +20 Fire, Cold, Electricity, and Poison Resistance
    F3 (0,1) fountain - +5 Levels
    F3 (1,7) well - pay 1 gold -> +60 Luck
    F3 (7,7) fountain - +25 Hit Points
    F3 (12,12) fountain - +5 Armor Class
    F3 (14,6) shrine - +50 Poison Resistance
    
    
    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.
    
    Asp (8,14) transformer - after setting orbs at (7,4) and (9,2) to blue,
      destroy transformer -> 50000 XP, party
    Shangri-La (7,8) well - +1 Level (once per character) + award
    Dwarf Mine 1 (2,6) barrel - +2 Luck
    Dwarf Mine 1 (2,7) barrel - +2 Luck
    Dwarf Mine 1 (3,4) barrel - +2 Might
    Dwarf Mine 1 (5,7) barrel - +2 Might
    Dwarf Mine 1 (6,20) barrel - +2 Personality
    Dwarf Mine 1 (6,21) barrel - +2 Personality
    Dwarf Mine 1 (7,22) barrel - +2 Intellect
    Dwarf Mine 1 (8,17) barrel - +2 Endurance
    Dwarf Mine 1 (8,23) barrel - +2 Intellect
    Dwarf Mine 1 (9,17) barrel - +2 Endurance
    Dwarf Mine 1 (9,20) barrel - +2 Speed
    Dwarf Mine 1 (9,21) barrel - +2 Speed
    Dwarf Mine 1 (10,17) barrel - +2 Endurance
    Dwarf Mine 1 (10,23) barrel - +2 Accuracy
    Dwarf Mine 1 (11,20) barrel - +2 Accuracy
    Dwarf Mine 2 (4,1) barrel - +2 Accuracy
    Dwarf Mine 2 (4,2) barrel - +2 Speed
    Dwarf Mine 2 (4,3) barrel - +2 Speed
    Dwarf Mine 2 (5,1) barrel - +2 Accuracy
    Dwarf Mine 2 (6,6) barrel - +2 Luck
    Dwarf Mine 2 (10,22) barrel - +2 Endurance
    Dwarf Mine 2 (10,26) barrel - +2 Might
    Dwarf Mine 2 (11,23) barrel - +2 Intellect
    Dwarf Mine 2 (11,25) barrel - +2 Personality
    Dwarf Mine 3 (2,0) barrel - +2 Speed
    Dwarf Mine 3 (2,1) barrel - +2 Might
    Dwarf Mine 3 (3,0) barrel - +2 Speed
    Dwarf Mine 3 (3,1) barrel - +2 Might
    Dwarf Mine 3 (5,1) barrel - +2 Might
    Dwarf Mine 3 (6,1) barrel - +2 Might
    Dwarf Mine 4 (8,4) barrel - +2 Luck
    Dwarf Mine 4 (8,5) barrel - +2 Luck
    Dwarf Mine 5 (5,3) barrel - +2 Speed
    Dwarf Mine 5 (6,2) barrel - +2 Accuracy
    Dwarf Mine 5 (7,2) barrel - +2 Accuracy
    Dwarf Mine 5 (8,7) barrel - +2 Speed
    Witch Tower Level 1 (3,8) cage - free prisoner -> 5000 XP, party
    Witch Tower Level 2 (11,8) cage - free prisoner -> 5000 XP, party
    Witch Tower Level 3 (6,8) vat - 35 Physical Damage + +1 All Statistics
    Witch Tower Level 3 (7,7) vat - 35 Physical Damage + +1 All Statistics
    Witch Tower Level 3 (7,8) cage - free prisoner -> 5000 XP, party
    Witch Tower Level 4 (4,7) vat - 35 Physical Damage + +1 All Statistics
    Witch Tower Level 4 (4,9) vat - 35 Physical Damage + +1 All Statistics
    Witch Clouds (1,1) statue - examine statue -> +1 Level, party + award
    Witch Clouds (4,19) nest - destroy nest -> 5000 XP, party
    Witch Clouds (4,27) nest - destroy nest -> 5000 XP, party
    Witch Clouds (8,7) nest - destroy nest -> 5000 XP, party
    Witch Clouds (22,28) nest - destroy nest -> 5000 XP, party
    Witch Clouds (27,20) nest - destroy nest -> 5000 XP, party
    Tower of High Magic Level 1 (5,5) brew - 25 Fire damage + +10 Fire Resistance
    Tower of High Magic Level 1 (5,11) brew - 25 Electricity damage + +10
      Electricity Resistance
    Tower of High Magic Level 1 (9,11) brew - 25 Cold damage + +10 Cold Resistance
    Tower of High Magic Level 2 (4,6) brew - 25 Electricity damage + +10
      Electricity Resistance
    Tower of High Magic Level 2 (4,10) brew - 25 Cold damage + +10 Cold Resistance
    Tower of High Magic Level 2 (5,5) brew - 25 Fire damage + +10 Fire Resistance
    Tower of High Magic Level 2 (5,11) brew - 25 Poison damage + +10 Poison
      Resistance
    Tower of High Magic Level 3 (4,6) brew - 25 Energy damage + +10 Energy
      Resistance
    Tower of High Magic Level 3 (4,10) brew - 25 Poison damage + +10 Poison
      Resistance
    Tower of High Magic Level 3 (10,6) brew - 25 Magic damage + +10 Magic
      Resistance
    Tower of High Magic Level 3 (10,10) brew - 25 Poison damage + +10 Poison
      Resistance
    Darzog's Tower Level 2 (4,6) book - +20 Endurance
    Darzog's Tower Level 2 (4,10) book - +20 Speed
    Darzog's Tower Level 2 (5,5) book - +20 Personality
    Darzog's Tower Level 2 (5,11) book - +20 Accuracy
    Darzog's Tower Level 2 (9,5) book - +20 Intellect
    Darzog's Tower Level 2 (10,6) book - +20 Might
    Darzog's Tower Level 3 (7,6) bed - rescue Crodo -> 1000000 XP + satisfies
      Artemus
    Clouds of Xeen (5,5) nest - destroy Roc nest -> 50000 XP, party
    Clouds of Xeen (25,5) nest - destroy Roc nest -> 50000 XP, party
    Clouds of Xeen (27,29) nest - destroy Roc nest -> 50000 XP, party
    Clouds of Xeen (28,27) nest - destroy Roc nest -> 50000 XP, party
    Clouds of Xeen (28,30) nest - destroy Roc nest -> 50000 XP, party
    Clouds of Xeen (29,28) nest - destroy Roc nest -> 50000 XP, party
    Clouds of Xeen (30,30) nest - destroy Roc nest -> 50000 XP, party
    Burlock Dungeon (11,3) bucket - +10 Might
    Castle Basenji Level 1 (3,9) scroll - be Linguist -> 5000 XP + +10 Electricity
      Resistance
    Castle Basenji Level 1 (3,11) scroll - be Linguist -> WEAK 1 + 5000 XP
    Castle Basenji Level 1 (3,13) scroll - be Linguist -> 5000 XP + +10 Fire
      Resistance
    Castle Basenji Level 1 (4,11) scroll - be Linguist -> INSANE 1 + 5000 XP
    Castle Basenji Level 1 (5,11) scroll - be Linguist -> CONFUSED 1 + 5000 XP
    Castle Basenji Level 1 (6,9) scroll - be Linguist -> 5000 XP + +10 Electricity
      Resistance
    Castle Basenji Level 1 (6,11) scroll - be Linguist -> DEPRESSED 1 + 5000 XP
    Castle Basenji Level 1 (6,13) scroll - be Linguist -> 5000 XP + +10 Fire
      Resistance
    Castle Basenji Level 2 (5,8) scroll - be Linguist -> 5000 XP + +5 Intellect
    Castle Basenji Level 2 (5,14) scroll - be Linguist -> 5000 XP + +5 Personality
    Castle Basenji Level 2 (7,8) scroll - be Linguist -> 5000 XP + +5 Intellect
    Castle Basenji Level 2 (7,10) scroll - be Linguist -> 5000 XP + +5 Speed
    Castle Basenji Level 2 (7,12) scroll - be Linguist -> 5000 XP + +5 Speed
    Castle Basenji Level 2 (7,14) scroll - be Linguist -> 5000 XP + +5 Personality
    Castle Basenji Level 2 (11,4) scroll - be Linguist -> 5000 XP + +10 Magic
      Resistance
    Castle Basenji Level 2 (12,1) scroll - be Linguist -> +25 Age + 5000 XP
    Castle Basenji Level 2 (13,4) scroll - be Linguist -> +25 Age + 5000 XP
    Castle Basenji Level 3 (2,8) scroll - be Linguist -> DEPRESSED 1 + 5000 XP
    Castle Basenji Level 3 (2,9) scroll - be Linguist -> CONFUSED 1 + 5000 XP
    Castle Basenji Level 3 (2,10) scroll - be Linguist -> DEAD + 5000 XP
    Castle Basenji Level 3 (3,8) scroll - be Linguist -> INSANE 1 + 5000 XP
    Castle Basenji Level 3 (3,10) scroll - be Linguist -> INSANE 1 + 5000 XP
    Castle Basenji Level 3 (4,8) scroll - be Linguist -> DEAD + 5000 XP
    Castle Basenji Level 3 (4,9) scroll - be Linguist -> CONFUSED 1 + 5000 XP
    Castle Basenji Level 3 (4,10) scroll - be Linguist -> DEPRESSED 1 + 5000 XP
    Castle Basenji Level 3 (11,2) scroll - be Linguist -> 5000 XP + +10 Energy
      Resistance
    Castle Basenji Level 3 (12,1) scroll - be Linguist -> 5000 XP + +10 Energy
      Resistance
    Castle Basenji Level 3 (14,4) scroll - be Linguist -> 5000 XP + +10 Magic
      Resistance
    Basenji Dungeon (1,5) box - 100 Energy damage + 5000 XP
    Basenji Dungeon (1,8) straw bed -> free peasant -> 10000 XP, party
    Basenji Dungeon (1,12) straw bed -> free peasant -> 10000 XP, party
    Basenji Dungeon (3,3) box - 100 Fire damage + 5000 XP
    Basenji Dungeon (5,3) box - 100 Electricity damage + 5000 XP
    Basenji Dungeon (7,6) scroll - be Linguist -> DEAD + 5000 XP
    Basenji Dungeon (7,8) scroll - be Linguist -> INSANE 1 + 5000 XP
    Basenji Dungeon (7,10) scroll - be Linguist -> DEAD + 5000 XP
    Basenji Dungeon (7,12) scroll - be Linguist -> INSANE 1 + 5000 XP
    Basenji Dungeon (9,3) box - 100 Electricity damage + 5000 XP
    Basenji Dungeon (13,1) straw bed -> free peasant -> 10000 XP, party
    Basenji Dungeon (13,3) box - 100 Energy damage + 5000 XP
    Basenji Dungeon (13,5) box - 100 Energy damage + 5000 XP
    Basenji Dungeon (14,1) straw bed -> free peasant -> 10000 XP, party
    Basenji Dungeon (14,8) straw bed -> free peasant -> 10000 XP, party
    Basenji Dungeon (14,12) straw bed -> free peasant -> 10000 XP, party
    Xeen's Castle Level 1 (1,14) - destroy Cold generator -> 200000 XP, party +
      destroys Cold traps in castle
    Xeen's Castle Level 1 (14,14) - destroy Poison generator -> 200000 XP, party +
      destroys Poison traps in castle
    Xeen's Castle Level 4 (3,1) - destroy Fire generator -> 200000 XP, party +
      destroys Fire traps in castle
    Xeen's Castle Level 4 (3,1) - destroy Electricity generator -> 200000 XP, party
      + destroys Electricity traps in castle
    Xeen's Castle Level 4 (11,11) - destroy Guard Making Machine -> 200000 XP,
      party + prevents Xeen's Guards from regenerating in castle
    Ancient Temple of Yak (2,6) altar - destroy altar -> 5000 XP, party
    Ancient Temple of Yak (2,17) altar - destroy altar -> 5000 XP, party
    *Ancient Temple of Yak (14,8) pool - DISEASED 1 + if Personality is 20 or less,
      +5 Personality
    *Ancient Temple of Yak (19,8) pool - DRUNK 1 + if Endurance is 20 or less, +5
      Endurance
    Ancient Temple of Yak (25,7) altar - destroy altar -> 5000 XP, party
    Ancient Temple of Yak (25,26) pool - DEAD + 25000 XP
    Ancient Temple of Yak (27,25) altar - destroy altar -> 5000 XP, party
    Tomb of a Thousand Terrors (1,22) tomb juice - INSANE 1 + +5 Endurance
    Tomb of a Thousand Terrors (1,24) tomb juice - INSANE 1 + +5 Accuracy
    Tomb of a Thousand Terrors (1,26) tomb juice - INSANE 1 + +5 Might
    Tomb of a Thousand Terrors (7,22) tomb juice - INSANE 1 + +5 Endurance
    Tomb of a Thousand Terrors (7,24) tomb juice - INSANE 1 + +5 Accuracy
    Tomb of a Thousand Terrors (7,26) tomb juice - INSANE 1 + +5 Might
    Tomb of a Thousand Terrors (8,7) tomb juice - INSANE 1 + +5 Accuracy
    Tomb of a Thousand Terrors (8,11) tomb juice - INSANE 1 + +5 Accuracy
    Tomb of a Thousand Terrors (8,17) tomb juice - INSANE 1 + +5 Endurance
    Tomb of a Thousand Terrors (9,30) tomb juice - INSANE 1 + +5 Might
    Tomb of a Thousand Terrors (11,5) tomb juice - INSANE 1 + +5 Personality
    Tomb of a Thousand Terrors (11,13) tomb juice - INSANE 1 + +5 Intellect
    Tomb of a Thousand Terrors (13,30) tomb juice - INSANE 1 + +5 Might
    Tomb of a Thousand Terrors (15,5) tomb juice - INSANE 1 + +5 Personality
    Tomb of a Thousand Terrors (15,13) tomb juice - INSANE 1 + +5 Intellect
    Tomb of a Thousand Terrors (16,19) tomb juice - INSANE 1 + +5 Speed
    Tomb of a Thousand Terrors (18,19) tomb juice - INSANE 1 + +5 Speed
    Tomb of a Thousand Terrors (22,25) stocks - 50 Electricity damage + 5000 XP
    Tomb of a Thousand Terrors (24,8) tomb juice - INSANE 1 + +5 Luck
    Tomb of a Thousand Terrors (24,25) manacles - 50 Electricity damage + 5000 XP
    Tomb of a Thousand Terrors (25,30) manacles - 50 Electricity damage + 5000 XP
    Tomb of a Thousand Terrors (26,8) tomb juice - INSANE 1 + +5 Luck
    Tomb of a Thousand Terrors (29,21) stocks - 50 Physical damage + 5000 XP
    Golem Dungeon (13,1) - examine statue -> +1 Level, party + award
    Cave of Illusion Level 1 (0,11) skull - pay 10 gems -> +2 Accuracy
    Cave of Illusion Level 1 (0,14) skull - pay 10 gems -> +2 Luck
    Cave of Illusion Level 1 (1,1) skull - pay 10 gems -> +2 Personality
    Cave of Illusion Level 1 (3,6) skull - pay 10 gems -> +2 Endurance
    Cave of Illusion Level 1 (4,0) skull - pay 10 gems -> +2 Intellect
    Cave of Illusion Level 1 (5,6) skull - pay 10 gems -> +2 Speed
    Cave of Illusion Level 1 (8,5) skull - pay 10 gems -> +2 Endurance
    Cave of Illusion Level 1 (9,8) skull - pay 10 gems -> +2 Speed
    Cave of Illusion Level 1 (10,4) skull - pay 10 gems -> +2 Accuracy
    Cave of Illusion Level 1 (11,13) skull - pay 10 gems -> +2 Might
    Cave of Illusion Level 1 (12,1) skull - pay 10 gems -> +2 Might
    Cave of Illusion Level 1 (13,4) skull - pay 10 gems -> +2 Luck
    Cave of Illusion Level 1 (14,13) skull - pay 10 gems -> +2 Intellect
    Cave of Illusion Level 1 (15,6) skull - pay 10 gems -> +2 Personality
    Cave of Illusion Level 2 (1,9) skull - pay 20 gems -> +3 Personality
    Cave of Illusion Level 2 (3,5) skull - pay 20 gems -> +3 Accuracy
    Cave of Illusion Level 2 (3,14) skull - pay 20 gems -> +3 Might
    Cave of Illusion Level 2 (6,0) skull - pay 20 gems -> +3 Speed
    Cave of Illusion Level 2 (6,13) skull - pay 20 gems -> +3 Intellect
    Cave of Illusion Level 3 (1,3) skull - pay 50 gems -> +5 Personality
    Cave of Illusion Level 3 (1,14) skull - pay 50 gems -> +5 Might
    Cave of Illusion Level 3 (2,2) skull - pay 50 gems -> +5 Endurance
    Cave of Illusion Level 3 (4,1) skull - pay 50 gems -> +5 Accuracy
    Cave of Illusion Level 3 (4,7) skull - pay 50 gems -> +5 Intellect
    Cave of Illusion Level 3 (5,0) skull - pay 50 gems -> +5 Speed
    Cave of Illusion Level 3 (10,0) skull - pay 50 gems -> +5 Personality
    Cave of Illusion Level 3 (10,3) skull - pay 50 gems -> +5 Intellect
    Cave of Illusion Level 3 (12,2) skull - pay 50 gems -> +5 Luck
    Cave of Illusion Level 3 (14,5) skull - pay 50 gems -> +5 Luck
    Cave of Illusion Level 3 (15,3) skull - pay 50 gems -> +5 Luck
    Cave of Illusion Level 3 (15,11) skull - pay 50 gems -> +5 Luck
    Cave of Illusion Level 4 (1,10) skull - pay 200 gems -> +10 Accuracy
    Cave of Illusion Level 4 (1,14) skull - pay 200 gems -> +10 Might
    Cave of Illusion Level 4 (11,3) skull - pay 200 gems -> +10 Endurance
    Cave of Illusion Level 4 (13,3) skull - pay 200 gems -> +10 Accuracy
    Cave of Illusion Level 4 (14,10) skull - pay 200 gems -> +10 Endurance
    Volcano Cave Level 1 (0,15) skull - destroy Demon skull -> 250000 XP, party
    Volcano Cave Level 1 (9,9) skull - destroy Devil skull -> 250000 XP, party
    D4 (12,3) tent - retrieve Elixir of Restoration for Mirabeth -> 250000 XP + +5
      Personality, party + award
    D4 (15,15) hut - rescue Celia -> 5000 XP, party + award + satisfies Derek
    E4 (9,14) shrine - desecrate undead shrine -> 5000 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.
    
    Vertigo (6,25) crate - COMBAT: 1 Doom Bug
    Vertigo (6,26) crate - COMBAT: 1 Doom Bug
    Vertigo (8,22) crate - COMBAT: 1 Doom Bug
    Vertigo (8,23) crate - COMBAT: 1 Doom Bug
    Vertigo (8,25) crate - COMBAT: 1 Doom Bug
    Vertigo (8,26) crate - COMBAT: 1 Doom Bug
    Vertigo (9,23) crate - COMBAT: 1 Doom Bug
    Dwarf Mine 1 (9,25) rubble - COMBAT: 2 Giant Spiders
    Dwarf Mine 2 (2,7) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 2 (7,2) crate - COMBAT: 3 Tiger Mole
    Dwarf Mine 2 (7,7) crate - COMBAT: 3 Tiger Mole
    Dwarf Mine 2 (8,26) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 2 (13,20) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 3 (1,4) crate - COMBAT: 3 Tiger Mole
    Dwarf Mine 3 (14,1) crate - COMBAT: 3 Tiger Mole
    Dwarf Mine 3 (23,1) crate - COMBAT: 3 Tiger Mole
    Dwarf Mine 3 (27,4) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 4 (2,9) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 4 (9,12) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 4 (12,6) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 4 (12,9) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 4 (14,9) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 5 (5,8) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 5 (13,1) rubble - COMBAT: 2 Giant Spider
    Dwarf Mine 5 (14,14) rubble - COMBAT: 2 Giant Spider
    Deep Mine Alpha (0,17) crate - COMBAT: 3 Tiger Mole
    Deep Mine Alpha (17,26) crate - COMBAT: 3 Tiger Mole
    Deep Mine Alpha (29,8) rubble - COMBAT: 2 Giant Spider
    Deep Mine Theta (2,30) rubble - COMBAT: 2 Giant Spider
    Deep Mine Theta (13,5) rubble - COMBAT: 2 Giant Spider
    Deep Mine Theta (13,19) rubble - COMBAT: 2 Giant Spider
    Deep Mine Theta (24,14) rubble - COMBAT: 2 Giant Spider
    Deep Mine Kappa (3,6) rubble - COMBAT: 2 Giant Spider
    Deep Mine Kappa (6,21) rubble - COMBAT: 2 Giant Spider
    Deep Mine Kappa (11,28) rubble - COMBAT: 2 Giant Spider
    Deep Mine Kappa (24,20) rubble - COMBAT: 2 Giant Spider
    Newcastle Foundation (7,5) woodpile - COMBAT: 3 Wood Golem
    Newcastle Foundation (7,6) woodpile - COMBAT: 3 Wood Golem
    Newcastle Foundation (9,12) woodpile - COMBAT: 3 Wood Golem
    Newcastle Foundation (12,8) woodpile - COMBAT: 3 Wood Golem
    Ancient Temple of Yak (4,22) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (8,15) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (8,17) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (12,15) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (12,17) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (13,15) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (13,17) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (17,17) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (19,15) crate - COMBAT: 3 Skeleton
    Ancient Temple of Yak (19,17) crate - COMBAT: 3 Skeleton
    
    
    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.
    
    Veins in the Dwarf Mines and Deep Mines may be mined for gold.  Most veins have
    a 10% chance of caving in, which inflicts Physical damage on the party.  A vein
    may be mined multiple times, with the level of the vein dropping by 1.
    Level 1 vein - 1-100 gold
    Level 2 vein - 101-200 gold
    Level 3 vein - 251-350 gold
    Level 4 vein - 1002-1100 gold
    Level 5 vein - 5045-5996 gold (level 2 on these can have lower gold)
    
    Vertigo (3,5) bed - 1 L1 item
    Vertigo (3,25) crate - 1 L1 item
    Vertigo (3,12) garbage - 1 L2 item
    Vertigo (3,17) bed - 1 L1 item
    Vertigo (8,12) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (8,28) crate - 1 L1 item
    Vertigo (9,3) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (9,5) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (9,25) crate - 1 L1 item
    Vertigo (9,26) crate - 1 L1 item
    Vertigo (9,28) crate - 1 L1 item
    Vertigo (10,3) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (10,5) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (11,3) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (11,5) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (12,12) display case - if character does not have Thievery, party
      receives "Convicted Thief" award, and placed in jail for one year at (27,11);
      otherwise 1 L1 item
    Vertigo (13,2) tree - 1-10 gold
    Vertigo (13,6) tree - 1-10 gold
    Vertigo (13,15) tree - 1-10 gold
    Vertigo (13,19) tree - 1-10 gold
    Vertigo (14,8) tree - 1-10 gold
    Vertigo (14,9) tree - 1-10 gold
    Vertigo (14,11) tree - 1-10 gold
    Vertigo (14,12) tree - 1-10 gold
    Vertigo (14,13) tree - 1-10 gold
    Vertigo (16,8) tree - 1-10 gold
    Vertigo (16,12) tree - 1-10 gold
    Vertigo (16,13) tree - 1-10 gold
    Vertigo (17,3) tree - 1-10 gold
    Vertigo (17,5) tree - 1-10 gold
    Vertigo (17,15) tree - 1-10 gold
    Vertigo (17,19) tree - 1-10 gold
    Vertigo (20,28) tree - 1-10 gold
    Vertigo (22,21) tree - 1-10 gold
    Vertigo (22,25) tree - 1-10 gold
    Vertigo (23,27) tree - 1-10 gold
    Vertigo (25,22) tree - 1-10 gold
    Vertigo (26,25) tree - 1-10 gold
    Vertigo (26,28) tree - 1-10 gold
    Vertigo (27,23) tree - 1-10 gold
    Vertigo (28,3) bed - 1 L1 item
    Vertigo (28,7) bed - 1 L1 item
    Vertigo (28,29) tree - 1-10 gold
    Vertigo (29,21) tree - 1-10 gold
    Nightshadow (1,1) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
    Nightshadow (1,2) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
    Nightshadow (1,4) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
    Nightshadow (1,5) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
    Nightshadow (1,7) tree - 10 gems
    Nightshadow (1,11) tree - 10 gems
    Nightshadow (1,14) coffin - only opens if the three sundials at (6,10), (8,11),
      and (10,10) are set to 9 and it is night, then COMBAT: Count Draco, 50000 XP
      + 99999 gold + 3 L5 items
    Nightshadow (2,10) tree - 10 gems
    Nightshadow (3,2) coffin - 999 gold + 1 L3 item
    Nightshadow (6,14) coffin - 999 gold + 1 L3 item
    Nightshadow (8,14) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
    Nightshadow (9,2) tree - 10 gems
    Nightshadow (10,8) tree - 10 gems
    Nightshadow (11,2) tree - 10 gems
    Rivercity (1,3) chest [3300] - 1000 gold + *Princess Roxanne's Tiara
    Rivercity (1,8) bed - 1 L3 item
    Rivercity (1,10) bed - 1 L3 item
    Rivercity (1,12) bed - 1 L3 item
    Rivercity (1,20) chest [3300] - 800 gold + *Barok's Magic Pendant
    Rivercity (1,26) tree - 1 L1 item
    Rivercity (2,8) chest [3300] - 5000 gold + 100 gems
    Rivercity (2,20) chest [3300] - 5000 gold + 200 gems
    Rivercity (3,5) bed - 1 L3 item
    Rivercity (3,26) tree - 1 L1 item
    Rivercity (7,3) chest [3300] - 5000 gold + 100 gems
    Rivercity (7,5) chest [3300] - 50000 gold + 4 L4 items
    Rivercity (7,6) bed - 1 L3 item
    Rivercity (8,16) chest [3300] - 1 gold + 1 gem
    Rivercity (9,2) tree - 1 L1 item
    Rivercity (9,5) tree - 1 L1 item
    Rivercity (9,8) tree - 1 L1 item
    Rivercity (9,14) chest [3300] - 1 gold + 1 gem
    Rivercity (9,15) chest [3300] - 1 gold + 1 gem
    Rivercity (10,15) chest [3300] - 1 gold + 1 gem
    Rivercity (10,16) chest [3300] - 1 gold + 1 gem
    Rivercity (10,17) chest [3300] - 1 gold + 1 gem
    Rivercity (11,16) chest [3300] - 1 gold + 1 gem
    Rivercity (11,17) chest [3300] - 1 gold + 1 gem
    Rivercity (12,5) tree - 1 L1 item
    Rivercity (12,6) tree - 1 L1 item
    Rivercity (13,3) tree - 1 L1 item
    Rivercity (14,3) tree - 1 L1 item
    Rivercity (21,5) tree - 1 L1 item
    Rivercity (27,20) tree - 1 L1 item
    Rivercity (28,14) bed - 1 L3 item
    Rivercity (28,18) bed - 1 L3 item
    Rivercity (30,7) desk - 100 gold + 10 days pass; may be repeated as many times
      as desired
    Rivercity (30,23) tree - 1 L1 item
    Rivercity (30,28) tree - 1 L1 item
    Asp (1,2) straw bed - 113-784 gold
    Asp (1,3) straw bed - 113-784 gold
    Asp (5,12) straw bed - 50 Poison damage + POISONED 1 + 1 L3 item
    Asp (8,11) pedestal - only can approach after destroying transformer at (8,14)
      -> *Crystals of Piezoelectricity
    Asp (10,12) straw bed - 50 Poison damage + POISONED 1 + 1 L3 item
    Asp (10,14) straw bed - 113-784 gold
    Asp (14,1) straw bed - 113-784 gold
    Asp (14,14) straw bed - 50 Poison damage + POISONED 1 + 1 L3 item
    Winterkill (1,1) bed - 1 L4 item
    Winterkill (1,2) bed - 1000 gold
    Winterkill (1,12) bed - 1 L4 item
    Winterkill (2,2) bed - 2000 gold
    Winterkill (2,3) bed - 1 L4 item
    Winterkill (5,5) bottle - 20 Poison damage + 3 Potion of Holy Word
    Winterkill (6,3) bottle - 20 Poison damage + 3 Potion of Holy Word
    Winterkill (9,8) bottle - 20 Poison damage + 3 Potion of Holy Word
    Winterkill (12,9) bed - 1 L4 item
    Winterkill (12,12) bed - 3000 gold
    Winterkill (14,5) bottle - 20 Poison damage + 3 Potion of Holy Word
    Winterkill (14,7) bed - 1000 gold
    Dwarf Mine 1 (1,2) chest [1200] - 2001-2298 gold
    Dwarf Mine 1 (2,30) - level 1 vein
    Dwarf Mine 1 (5,25) - level 1 vein
    Dwarf Mine 1 (5,29) - level 2 vein
    Dwarf Mine 1 (9,30) - level 1 vein
    Dwarf Mine 1 (10,8) crate - 5 L1 items
    Dwarf Mine 1 (11,1) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 1 (11,2) bed - 1 L1 item
    Dwarf Mine 1 (11,3) bed - 1 L1 item
    Dwarf Mine 1 (11,10) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 1 (11,11) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 1 (13,2) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 1 (13,4) bed - 1 L1 item
    Dwarf Mine 1 (14,30) - level 2 vein
    Dwarf Mine 2 (1,3) - level 2 vein
    Dwarf Mine 2 (1,12) - level 1 vein (always caves in)
    Dwarf Mine 2 (2,25) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 2 (2,27) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 2 (2,29) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 2 (3,1) chest [1800] - 1000 gold + 1 L2 item
    Dwarf Mine 2 (3,2) chest [1800] - 2001-2298 gold
    Dwarf Mine 2 (3,25) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 2 (7,24) crate - 5 L1 items
    Dwarf Mine 2 (11,9) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Dwarf Mine 2 (12,17) - level 2 vein
    Dwarf Mine 2 (13,1) - level 2 vein
    Dwarf Mine 2 (14,14) - level 3 vein
    Dwarf Mine 2 (14,25) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Dwarf Mine 3 (1,7) crate - 5 L1 items
    Dwarf Mine 3 (1,9) crate - 5 L1 items
    Dwarf Mine 3 (7,7) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 3 (8,3) bed - 1 L1 item
    Dwarf Mine 3 (8,9) bed - 1 L1 item
    Dwarf Mine 3 (11,14) - level 1 vein
    Dwarf Mine 3 (12,2) - level 2 vein (does not degrade to level 1 vein)
    Dwarf Mine 3 (12,6) - level 1 vein
    Dwarf Mine 3 (14,14) - level 2 vein
    Dwarf Mine 3 (17,14) - level 1 vein
    Dwarf Mine 3 (18,7) - level 3 vein
    Dwarf Mine 3 (20,10) - level 1 vein
    Dwarf Mine 3 (25,2) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Dwarf Mine 3 (29,2) - level 3 vein
    Dwarf Mine 3 (29,7) - level 3 vein
    Dwarf Mine 3 (30,9) - level 4 vein
    Dwarf Mine 3 (30,14) - level 3 vein
    Dwarf Mine 4 (4,14) - level 3 vein
    Dwarf Mine 4 (5,10) - level 4 vein
    Dwarf Mine 4 (8,14) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Dwarf Mine 4 (13,4) chest [1800] - 2001-2298 gold
    Dwarf Mine 4 (14,8) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Dwarf Mine 4 (14,10) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Dwarf Mine 5 (1,14) - level 3 vein
    Dwarf Mine 5 (2,9) crate - 5 L1 items
    Dwarf Mine 5 (6,11) bed - 4-99 gold + 1 L1 item
    Dwarf Mine 5 (10,2) - level 3 vein
    Dwarf Mine 5 (10,10) - level 4 vein
    Dwarf Mine 5 (14,6) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Alpha (1,8) - level 3 vein
    Deep Mine Alpha (1,25) - level 4 vein
    Deep Mine Alpha (1,30) - level 3 vein
    Deep Mine Alpha (2,2) - level 2 vein
    Deep Mine Alpha (4,11) - level 4 vein
    Deep Mine Alpha (5,23) - level 4 vein
    Deep Mine Alpha (12,2) - level 2 vein
    Deep Mine Alpha (15,21) - level 2 vein
    Deep Mine Alpha (15,30) - level 3 vein
    Deep Mine Alpha (19,31) - level 3 vein
    Deep Mine Alpha (22,17) - level 3 vein
    Deep Mine Alpha (29,6) - level 2 vein
    Deep Mine Alpha (29,15) - level 2 vein
    Deep Mine Alpha (30,3) - level 3 vein
    Deep Mine Alpha (30,20) - level 3 vein
    Deep Mine Alpha (31,29) - level 2 vein
    Deep Mine Theta (2,10) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Theta (24,23) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Theta (28,20) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Theta (31,7) - level 5 vein
    Deep Mine Kappa (2,30) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Kappa (2,31) - level 5 vein
    Deep Mine Kappa (4,14) - level 4 vein
    Deep Mine Kappa (8,13) - level 2 vein (has an extra level 1)
    Deep Mine Kappa (15,26) - level 4 vein
    Deep Mine Kappa (15,31) - level 3 vein
    Deep Mine Kappa (16,23) - level 3 vein
    Deep Mine Kappa (27,12) - level 3 vein
    Deep Mine Kappa (27,25) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Kappa (28,3) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
    Deep Mine Kappa (28,19) - level 4 vein
    Deep Mine Kappa (30,26) - level 4 vein
    Deep Mine Omega (5,6) - level 5 vein
    Deep Mine Omega (5,15) - level 5 vein
    Deep Mine Omega (21,14) - level 5 vein
    Deep Mine Omega (30,24) - level 5 vein
    Deep Mine Omega (30,25) chest [4950] - 1500 gold + 100 gems + 5 L3 items
    Witch Tower Level 1 (4,6) rags - 1-15 gold + 1 L1 item
    Witch Tower Level 1 (10,6) rags - 1-15 gold + 1 L1 item
    Witch Tower Level 2 (4,10) chest [3300] - 501-600 gold + 22-50 gems
    Witch Tower Level 2 (5,5) chest [3300] - 501-600 gold + 22-50 gems
    Witch Tower Level 2 (7,4) rags - 1-15 gold + 1 L1 item
    Witch Tower Level 2 (7,5) rags - 1-15 gold + 1 L1 item
    Witch Tower Level 3 (6,7) vat - 35 Physical damage + 2 L2 items
    Witch Tower Level 3 (6,9) vat - 35 Physical damage + 2 L2 items
    Witch Tower Level 3 (8,7) vat - 35 Physical damage + 2 L2 items
    Witch Tower Level 3 (8,9) vat - 35 Physical damage + 2 L2 items
    Witch Tower Level 4 (3,8) chest [3300] - 7500 gold + 4 L2 items
    Witch Tower Level 4 (7,4) - give password "Rosebud" at (10,6), opens passage ->
      *Alacorn of Falista
    Witch Clouds (2,16) offering - 1 L4 broad sword
    Witch Clouds (6,30) crystal - 11-25 gems
    Witch Clouds (7,11) crystal - 11-25 gems
    Witch Clouds (11,19) crystal - 11-25 gems
    Witch Clouds (14,5) offering - 1 L4 short sword
    Witch Clouds (14,26) offering - 1 L4 long sword
    Witch Clouds (18,4) crystal - 11-25 gems
    Witch Clouds (18,16) crystal - 11-25 gems
    Witch Clouds (18,28) crystal - 11-25 gems
    Witch Clouds (22,7) crystal - 11-25 gems
    Witch Clouds (24,16) offering - 1 L4 short sword
    Witch Clouds (30,2) crystal - 11-25 gems
    Tower of High Magic Level 1 (11,8) box [0] - COMBAT: 3 Flying Feet, 2031-2495
      gold + 1-20 gems
    Tower of High Magic Level 2 (3,8) box [0] - COMBAT: 2 Flying Feet + 1 Sorcerer,
      500 gold + 50 gems + 3 L4 items
    Tower of High Magic Level 2 (7,4) box [0] - COMBAT: 3 Flying Feet, 2031-2495
      gold + 1-20 gems
    Tower of High Magic Level 2 (7,12) box [0] - COMBAT: 3 Flying Feet, 2031-2495
      gold + 1-20 gems
    Tower of High Magic Level 3 (3,8) box [0] - COMBAT: 2 Flying Feet + 1 Sorcerer,
      500 gold + 50 gems + 3 L4 items
    Tower of High Magic Level 3 (7,4) box [0] - COMBAT: 1 Fire Dragon, 200 gold +
      40 gems + 3 L5 items
    Tower of High Magic Level 3 (7,12) box [0] - 100 gold + Scroll of Implosions
    Tower of High Magic Level 3 (11,8) box [0] - COMBAT: 2 Flying Feet + 1
      Sorcerer, 500 gold + 50 gems + 3 L4 items
    Tower of High Magic Level 4 (3,8) box [0] - 100 gold + Scroll of Star Bursts
    Tower of High Magic Level 4 (7,4) box [0] - 100 gold + Scroll of Implosions
    Tower of High Magic Level 4 (7,12) box [0] - 100 gold + *Skeleton Key to
      Darzog's Tower
    Tower of High Magic Level 4 (11,8) box [0] - 100 gold + Scroll of Star Bursts
    High Magic Clouds (3,14) crystal - 11-25 gems
    High Magic Clouds (5,3) crystal - 11-25 gems
    High Magic Clouds (5,30) offering - be Crusader -> 1 L5 broad sword
    High Magic Clouds (8,21) crystal - 11-25 gems
    High Magic Clouds (11,1) offering - be Crusader -> 1 L5 broad sword
    High Magic Clouds (11,19) offering - be Crusader -> 1 L5 long bow
    High Magic Clouds (12,30) offering - be Crusader -> 1 L5 long bow
    High Magic Clouds (13,28) crystal - 11-25 gems
    High Magic Clouds (17,15) offering - be Crusader -> 1 L5 shield
    High Magic Clouds (18,30) offering - be Crusader -> 1 L5 shield
    High Magic Clouds (20,5) crystal - 11-25 gems
    High Magic Clouds (22,23) crystal - 11-25 gems
    High Magic Clouds (24,4) offering - be Crusader -> 1 L5 shield
    High Magic Clouds (27,12) offering - be Crusader -> 1 L5 long bow
    High Magic Clouds (27,14) crystal - 11-25 gems
    Darzog's Tower Level 1 (7,12) grate - 1000 gold + 4 L4 items
    Darzog's Tower Level 1 (10,6) grate - 1000 gold + 4 L4 items
    Darzog's Tower Level 2 (7,12) chest [6600] - 5000 gold + 500 gems
    Darzog's Tower Level 2 (11,8) chest [6600] - 50000 gold
    Darzog's Tower Level 4 (11,8) chest [6600] - 5000 gold + 100 gems + 5 L5 items
    Clouds of Xeen (1,5) offering - be Crusader -> 1 L6 shield
    Clouds of Xeen (1,21) offering - be Crusader -> 1 L6 crossbow
    Clouds of Xeen (2,27) offering - be Crusader -> 1 L6 shield
    Clouds of Xeen (2,30) offering - be Crusader -> 1 L6 cutlass
    Clouds of Xeen (3,11) offering - be Crusader -> 1 L6 crossbow
    Clouds of Xeen (4,15) offering - be Crusader -> 1 L6 shield
    Clouds of Xeen (11,25) tent - pay 10 gems, then pass Endurance test ->
      *Endurance Doll
    Clouds of Xeen (12,22) tent - pay 100 gems, then pass Accuracy test ->
      *Accuracy Doll
    Clouds of Xeen (12,29) tent - give *Might Doll, *Endurance Doll, *Speed Doll,
      *Accuracy Doll -> *Cupie Doll
    Clouds of Xeen (14,26) tent - pay 1000 gold, then pass Speed test -> *Speed
      Doll
    Clouds of Xeen (15,24) tent - pay 100 gold, then pass Might test -> *Might Doll
    Clouds of Xeen (23,12) offering - be Crusader -> 1 L6 long bow
    Clouds of Xeen (29,20) offering - be Crusader -> 1 L6 sabre
    Clouds of Xeen (30,5) offering - be Crusader -> 1 L6 short bow
    Castle Burlock Level 3 (6,1) chest [6600] - ALARM: generates 2 King's Guard on
      Level 3, and if you exit via stairs 8 King's Guard on Level 1 + 20 Castle
      Guard on Level 1; 200 gems + 4 L4 items
    Castle Burlock Level 3 (10,1) chest [6600] - ALARM: generates 2 King's Guard on
      Level 3, and if you exit via stairs 8 King's Guard on Level 1 + 20 Castle
      Guard on Level 1; 43000 gold + 3 L4 items
    Burlock Dungeon (13,1) straw bed - 1 L6 item
    Castle Basenji Level 1 (4,1) straw bed - 1 L3 item
    Castle Basenji Level 1 (5,6) straw bed - 1 L3 item
    Castle Basenji Level 1 (13,14) straw bed - 1 L3 item
    Castle Basenji Level 3 (2,14) chest [5500] - 20000 gold + 1000 gems
    Castle Basenji Level 3 (3,9) scroll - *Scroll of Insight
    Castle Basenji Level 3 (11,4) chest [5500] - 20000 gold + 1000 gems
    Newcastle Foundation (3,3) bones - DISEASED 1 + 1 L2 item
    Newcastle Foundation (4,1) pit - 3 L3 items
    Newcastle Foundation (5,4) rubble - 5 L1 items
    Newcastle Foundation (7,15) - *Stone of a Thousand Terrors
    Newcastle Foundation (10,4) pit - 3 L3 items
    Newcastle Foundation (12,1) pit - 3 L3 items
    Newcastle Foundation (12,7) rubble - 1-80 gems
    Newcastle Foundation (14,1) rubble - 5 L1 items
    Newcastle Foundation (14,14) bones - DISEASED 1 + 1 L2 item
    Newcastle Level 1 (4,4) - increase food up to 360, unlimited uses
    Newcastle Level 1 (4,5) - increase food up to 360, unlimited uses
    Newcastle Level 1 (7,15) - first entry -> *Golem Stone of Admittance
    Newcastle Level 1 (7,15) - after dungeon excavated -> 50000 gold
    Newcastle Dungeon (2,1) - 1 Potion of the GODS!
    Newcastle Dungeon (6,3) bones - 2 L5 items
    Newcastle Dungeon (6,5) bones - 2 L5 items
    Newcastle Dungeon (6,9) - 1 Potion of the GODS!
    Newcastle Dungeon (7,4) pedestal - 1 Xeen Slayer Sword
    Newcastle Dungeon (7,9) bones - 2 L5 items
    Newcastle Dungeon (8,3) bones - 2 L5 items
    Newcastle Dungeon (8,9) - 1 Potion of the GODS!
    Newcastle Dungeon (12,1) - 1 Potion of the GODS!
    Ancient Temple of Yak (1,27) - Potion of Enchant Item
    Ancient Temple of Yak (1,29) - Potion of Enchant Item
    Ancient Temple of Yak (2,2) - Potion of Enchant Item
    Ancient Temple of Yak (2,4) coffin - CURSED 5 + COMBAT: 2 Yak Lich, 5008-5977
      gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (2,28) coffin - CURSED 5 + COMBAT: 1 Yak Master,
      5008-5977 gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (13,9) - *King's Mega Credit
    Ancient Temple of Yak (15,6) bed - 1 L1 item
    Ancient Temple of Yak (15,9) - *King's Mega Credit
    Ancient Temple of Yak (16,19) bed - 1 L1 item
    Ancient Temple of Yak (17,13) bed - 1 L1 item
    Ancient Temple of Yak (18,6) bed - 1 L1 item
    Ancient Temple of Yak (18,9) - *King's Mega Credit
    Ancient Temple of Yak (18,13) bed - 1 L1 item
    Ancient Temple of Yak (18,19) bed - 1 L1 item
    Ancient Temple of Yak (19,13) bed - 1 L1 item
    Ancient Temple of Yak (19,19) bed - 1 L1 item
    Ancient Temple of Yak (20,9) - *King's Mega Credit
    Ancient Temple of Yak (20,19) bed - 1 L1 item
    Ancient Temple of Yak (21,13) bed - 1 L1 item
    Ancient Temple of Yak (22,13) bed - 1 L1 item
    Ancient Temple of Yak (22,19) bed - 1 L1 item
    Ancient Temple of Yak (23,7) - Potion of Enchant Item
    Ancient Temple of Yak (23,9) - *King's Mega Credit
    Ancient Temple of Yak (25,9) coffin - CURSED 5 + COMBAT: 2 Yak Lich, 5008-5977
      gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (26,14) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
      gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (26,18) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
      gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (27,7) - Potion of Enchant Item
    Ancient Temple of Yak (27,9) - *King's Mega Credit
    Ancient Temple of Yak (27,22) - *King's Mega Credit
    Ancient Temple of Yak (27,28) - *King's Mega Credit
    Ancient Temple of Yak (28,23) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
      gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (28,27) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
      gold + 2-100 gems + 2 L3 items
    Ancient Temple of Yak (30,25) - *Elixir of Restoration
    Tomb of a Thousand Terrors (1,16) - *King's Mega Credit
    Tomb of a Thousand Terrors (2,6) coffin - CURSED 2 + COMBAT: 1 Tomb Terror, 1
      L5 item
    Tomb of a Thousand Terrors (3,25) coffin - CURSED 1 + COMBAT: 1 Tomb Terror, 1
      L5 item
    Tomb of a Thousand Terrors (4,6) coffin - CURSED 2 + COMBAT: 1 Tomb Terror, 1
      L5 item
    Tomb of a Thousand Terrors (5,25) coffin - CURSED 2 + COMBAT: 1 Tomb Terror, 1
      L5 item
    Tomb of a Thousand Terrors (6,9) - *King's Mega Credit
    Tomb of a Thousand Terrors (6,30) coffin - 1 L5 item
    Tomb of a Thousand Terrors (11,30) - *King's Mega Credit
    Tomb of a Thousand Terrors (13,5) - *King's Mega Credit
    Tomb of a Thousand Terrors (13,13) - *King's Mega Credit
    Tomb of a Thousand Terrors (17,15) - *King's Mega Credit
    Tomb of a Thousand Terrors (17,29) - *King's Mega Credit
    Tomb of a Thousand Terrors (19,9) - *King's Mega Credit
    Tomb of a Thousand Terrors (20,14) cage - 20 gems + 1 L3 item
    Tomb of a Thousand Terrors (22,14) iron maiden [5500] - 1 L4 item
    Tomb of a Thousand Terrors (22,16) iron maiden [5500] - 1 L4 item
    Tomb of a Thousand Terrors (22,18) iron maiden [5500] - 1 L4 item
    Tomb of a Thousand Terrors (22,22) cage - 20 gems + 1 L3 item
    Tomb of a Thousand Terrors (22,23) iron maiden [5500] - 1 L4 item
    Tomb of a Thousand Terrors (29,25) cage - 20 gems + 1 L3 item
    Tomb of a Thousand Terrors (30,28) cage - 20 gems + 1 L3 item
    Tomb of a Thousand Terrors (30,29) cage - 20 gems + 1 L3 item
    Golem Dungeon (4,1) - *King's Mega Credit
    Golem Dungeon (6,1) - *King's Mega Credit
    Golem Dungeon (11,9) - *King's Mega Credit
    Golem Dungeon (11,22) - *King's Mega Credit
    Golem Dungeon (11,28) - *King's Mega Credit
    Golem Dungeon (15,6) - *King's Mega Credit
    Golem Dungeon (15,12) - *King's Mega Credit
    Golem Dungeon (17,17) - *King's Mega Credit
    Golem Dungeon (18,4) - *King's Mega Credit
    Golem Dungeon (22,1) chest [5500] - 3000 gems
    Golem Dungeon (22,22) - *King's Mega Credit
    Golem Dungeon (22,28) - *King's Mega Credit
    Golem Dungeon (27,4) - *King's Mega Credit
    Golem Dungeon (30,6) - *King's Mega Credit
    Golem Dungeon (30,12) - *King's Mega Credit
    Northern Sphinx Body (1,17) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems
      + 3 L5 items
    Northern Sphinx Body (2,1) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems +
      3 L5 items
    Northern Sphinx Body (4,1) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems +
      3 L5 items
    Northern Sphinx Body (10,1) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems
      + 3 L5 items
    Northern Sphinx Body (12,1) sarcophagus - 100 gems + 3 L5 items
    Northern Sphinx Body (13,17) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems
      + 3 L5 items
    Northern Sphinx Head (1,4) crystal - 300 gems
    Northern Sphinx Head (3,10) crystal - 300 gems
    Northern Sphinx Head (6,2) crystal - 300 gems
    Northern Sphinx Head (8,2) crystal - 300 gems
    Northern Sphinx Head (11,10) crystal - 300 gems
    Northern Sphinx Head (13,4) crystal - 300 gems
    Northern Sphinx Dungeon (0,3) crystal - 100 gems
    Northern Sphinx Dungeon (1,9) crystal - 100 gems
    Northern Sphinx Dungeon (4,9) crystal - 100 gems
    Northern Sphinx Dungeon (4,11) crystal - 100 gems
    Northern Sphinx Dungeon (11,11) crystal - 100 gems
    Northern Sphinx Dungeon (13,15) crystal - 100 gems
    Northern Sphinx Dungeon (15,13) crystal - 100 gems
    Cave of Illusion Level 1 (11,8) safe [5500] - illusionary until plug at Cave of
      Illusion Level 4 (14,13) is pulled -> 50000 gold
    Cave of Illusion Level 2 (2,1) safe [5500] - illusionary until plug at Cave of
      Illusion Level 4 (14,13) is pulled -> 10000 gold + 4 L4 items
    Cave of Illusion Level 3 (8,2) safe [5500] - illusionary until plug at Cave of
      Illusion Level 4 (14,13) is pulled -> 10000 gold + 4 L4 items
    Cave of Illusion Level 4 (7,14) skull - pay 300 gems -> *Enchanted Key to Tower
      of High Magic
    Cave of Illusion Level 4 (8,0) safe [5500] - illusionary until plug at Cave of
      Illusion Level 4 (14,13) is pulled -> 5000 gold + 5 L5 items
    Cave of Illusion Level 4 (15,0) safe [5500] - illusionary until plug at Cave of
      Illusion Level 4 (14,13) is pulled -> 1000 gold + 5 L6 items
    Dragon Cave (1,29) hoard - 25000 gold + 500 gems
    Dragon Cave (1,30) hoard - 10000 gold + 5 L5 items
    Dragon Cave (3,10) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (4,3) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (5,23) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (11,5) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (12,1) hoard - 25000 gold + 500 gems
    Dragon Cave (14,6) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (15,2) hoard - 25000 gold + 500 gems
    Dragon Cave (16,16) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (20,10) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (21,3) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (21,23) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (23,12) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (23,16) hoard - 25000 gold + 500 gems
    Dragon Cave (24,16) hoard - 10000 gold + 5 L5 items
    Dragon Cave (25,9) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (25,16) hoard - 50000 gold + 1000 gems
    Dragon Cave (28,26) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (29,0) hoard - 12000 gold + 3 L6 items
    Dragon Cave (29,5) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (29,9) blue goo - 50 Poison damage, party + 20 gems
    Dragon Cave (29,30) hoard - 10000 gold + 5 L5 items
    Dragon Cave (30,1) hoard - 50000 gold + 1000 gems
    Dragon Cave (31,0) hoard - 100000 gold + 2 L7 items
    Dragon Cave (31,29) hoard - 10000 gold + 5 L5 items
    Dragon Cave (31,30) hoard - 12000 gold + 3 L6 items
    Volcano Cave Level 1 (13,15) chest [6600] - 90000 gold + 666 gems
    A3 (6,1) stone circle - give *Last Leaf of Autumn -> *Last Snowflake of Winter
    A3 (8,14) campfire - destroy Barbarian camp -> 25000 XP, party + 3 L4 items
    B2 (1,10) stone circle - *Last Flower of Summer (repeatable, must give *Last
      Raindrop of Spring if quest has already been completed once)
    B4 (2,7) cave - destroy Troll lair -> 20000 XP, party + 5000 gold + satisfies
      Thickbark
    B4 (10,12) campfire - destroy Evil Archer camp -> 20000 XP, party + 3000 gold +
      50 gems
    B4 (14,13) - *Holy Book of Elvenkind
    C1 (15,11) chest [4400] - *Scarab of Imaging
    C2 (1,8) campfire - destroy Barbarian camp -> 25000 XP, party + 3 L4 items
    C2 (5,0) cave - destroy Ogre lair -> 100 gold + 6 L1 items + satisfies Captain
      Nystor
    C2 (15,9) stone circle - give *Last Flower of Summer -> *Last Leaf of Autumn
    C4 (1,11) campfire - destroy Evil Ranger camp -> 10000 XP, party + 1200 gold +
      3 L3 items
    C4 (4,15) barrel - if High Magic Clouds drums beaten -> 20 gems
    C4 (5,15) barrel - if High Magic Clouds drums beaten -> 20 gems
    C4 (8,15) barrel - if High Magic Clouds drums beaten -> 20 gems
    C4 (9,15) barrel - if High Magic Clouds drums beaten -> 20 gems
    C4 (11,12) - pay 50000 gold for land with ruined castle -> *Deed to New Castle
    D3 (3,1) - destroy Sprite nest -> 10000 XP, party + 50 gems + 5 L3 items
    D3 (8,3) bottle - Scroll of Enchant Item
    D3 (11,1) bottle - Scroll of Enchant Item
    D3 (13,11) bottle - Scroll of Enchant Item
    D4 (1,2) bottle - 1 L4 item
    D4 (2,1) bones - *Ligono's Missing Skull
    D4 (8,4) - *Wand of Faery Magic
    D4 (10,3) bottle - 1 L4 item
    D4 (12,3) tent - *Yak Stone of Opening
    D4 (12,10) bottle - 1 L4 item
    E2 (9,2) hut - burn Orc outpost -> 1000 XP, party + 200 gold + 3 L1 items
    E3 (3,14) stone circle - give *Last Snowflake of Winter -> *Last Raindrop of
      Spring + unnatural aging cured + (first time only) 150000 XP
    E3 (4,8) bottle - Scroll of Enchant Item
    E3 (14,13) hut - burn Orc outpost -> 1000 XP, party + 200 gold + 3 L1 items
    E4 (5,14) skeleton - *Orothin's Bone Whistle
    F2 (12,5) cave - destroy Orc lair -> 10000 XP, party + 4000 gold + 3 L3 items
    F2 (13,3) cave - destroy Orc lair -> 10000 XP, party + 4000 gold + 3 L3 items
    F3 (8,2) - *Phirna Root
    F3 (9,11) tent - can exchange *Phirna Root for 5 Potion of Antidotes
    F3 (12,14) hut - burn Orc outpost -> 1000 XP, party + 200 gold + 3 L1 items
    F3 (14,4) bottle - Scroll of Enchant Item
    F4 (6,7) - *Phirna Root
    F4 (7,2) - *Phirna Root
    F4 (7,12) - *Phirna Root
    F4 (8,7) - *Phirna Root
    F4 (9,3) - *Crystal Key to Witch Tower
    F4 (12,4) - *Phirna Root
    F4 (12,7) - *Phirna Root
    F4 (12,14) - *Phirna Root
    F4 (13,12) - *Phirna Root
    
    
    SECTION 3H - LOCATION OF AWARDS
    -------------------------------
    
    All awards are for the whole party unless otherwise indicated.
    
    "Appeased Barok" - get quest from Barok at Rivercity (25,20); retrieve Barok's
      Magic Pendant from chest at Rivercity (1,20) and return; receive award, 80000
      XP, learn Enchant Item spell, and activate well at Rivercity (14,18)
    "Asp Guild Member" - Asp (6,7), costs 500 gold per character
    "Civilized One" - get quest from Thickbark at B3 (6,3); destroy Troll lair at
      B4 (2,7) and return; receive award, 75000 XP, and learn Super Shelter spell
    "Convicted Thief" - attempting to steal from one of the display cases in
      Vertigo (8,12), (9,3), (9,5), (10,3), (10,5), (11,3), (11,5), (12,12)
      without Thievery will give you this "award" and a one-year jail sentence
    "DEFEATED LORD XEEN" - kill Lord Xeen on Xeen's Castle Level 4 for this award;
      examine the nearby 6th Mirror to start the endgame sequence
    "Fisherman's Friend" - get quest from Medin at C3 (12,13); kill the three
      Water Dragons in the sea in D3 and return; receive award, 100000 XP, 1 L6
      item
    "Found Shangri-La" - drink from well at Shangri-La (7,8) to receive award and
      +1 Level
    "Freed Ligono" - get quest from Ligono at D3 (12,8); retrieve Ligono's Missing
      Skull from D4 (2,1) and return; receive award, 40000 XP, and learn Recharge
      Item spell (Ligono then moves to Darkside)
    "Ghostslayer Extraordinaire" - get quest from Randon at Winterkill (8,13);
      destroy all Spirit Bones, ring gong at (13,1) and return; destroy all Polter-
      Fools, ring gong at (13,1) and return; destroy all Ghost Riders, ring gong
      at (13,1) and return; receive award, 500000 XP
    "Helped Arie" - get quest from Arie at A1 (11,5); retrieve Scroll of Insight
      from Castle Basenji Level 3 (3,9); receive award, 750000 XP, *Jeweled Amulet
      of the Northern Sphinx
    "Helped Captain Nystor" - get quest from Captain Nystor at C2 (9,1); destroy
      Ogre lair at C2 (5,0) and return; receive award, 40000 XP, 20000 gold
    "Helped Carlawna" - get quest from Carlawna at C2 (10,6); retrieve Scarab of
      Imaging from chest at C1 (15,11) and return; receive award, 75000 XP, and
      learn Moon Ray spell
    "Helped Danulf" - get quest from Danulf at C3 (14,5); retrieve Wand of Faery
      Magic from D4 (8,14) and return; receive award, 40000 XP (the game claims
      45000), 25000 gold
    "Helped Falagar" - get quest from Falagar at C2 (8,11); retrieve Crystals of
      Piezoelectricity from Asp (8,11) and return; receive award, 75000 XP, and
      learn Mega Volts spell
    "Helped Glom" - get quest from Glom at A3 (10,0); destroy Cyclops outpost at
      A4 (10,8) and return; receive award, 100000 XP, 6 L2 items
    "Helped Halon" - get quest from Halon at B3 (9,6); retrieve Ever Hot Lava Rock
      from E2 (7,11) and return; receive award, 150000 XP, *Widget
    "Helped Orothin" - get quest from Orothin at F3 (9,6); retrieve Orothin's Bone
      Whistle from E4 (5,14) and return; receive award, 15000 XP, and activate
      statues at F3 (12,2) and F3 (12,8)
    "Legendary Dwarf" - if a Dwarf, sit in throne at Northern Sphinx Head (10,14)
      for award and 500000 XP; if not, 250 Energy damage
    "Legendary Elf" - if an Elf, sit in throne at Northern Sphinx Head (2,4) for
      award and 500000 XP; if not, 250 Energy damage
    "Legendary Gnome" - if a Gnome, sit in throne at Northern Sphinx Head (12,4)
      for award and 500000 XP; if not, 250 Energy damage
    "Legendary Human" - if a Human, sit in throne at Northern Sphinx Head (7,2) for
      award and 500000 XP; if not, 250 Energy damage
    "Legendary Orc" - if a Half-Orc, sit in throne at Northern Sphinx Head (4,14)
      for award and 500000 XP; if not, 250 Energy damage
    "Liberated Pagoda" - get quest from Kai Wu at A3 (15,12); enter Pagoda at A3
      (15,6) and return; receive award, 75000 XP, 40 food
    "Loremaster of Dragons" - if Intellect is at least 150, reading the book at
      Dragon Cave (27,0) grants this award, 500000 XP, once per character
    "Loremaster of Drakes" - if Intellect is at least 100, reading the book at
      Dragon Cave (22,16) grants this award, 200000 XP, once per character
    "Loremaster of Lizards" - if Intellect is at least 50, reading the book at
      Dragon Cave (0,31) grants this award, 100000 XP, once per character
    "Loremaster of Serpents" - if Intellect is at least 75, reading the book at
      Dragon Cave (31,31) grants this award, 150000 XP, once per character
    "Loremaster of Worms" - if Intellect is at least 25, reading the book at
      Dragon Cave (16,0) grants this award, 50000 XP, once per character
    "Master of Golems" - examine statue at Golem Dungeon (13,1) for award and +1
      Level
    "Nightshadow Guild Member" - Nightshadow (14,11), costs 250 gold per character
    "Outstanding Citizen" - get quest from Mayor Gunther at Vertigo (14,5); find
      evidence crate at Vertigo (9,22) and return; receive award, 5000 XP, 4000
      gold, 50 gems
    "Prince of Thieves" - if a Robber of Ninja, sit in throne at Northern Sphinx
      Body (7,13) for award and 500000 XP (award is also useful on Darkside); if
      not, 250 Fire damage
    "Princess' Favorite" - get quest from Princess Roxanne at Castle Burlock Level
      3 (2,11); retrieve Princess Roxanne's Tiara from chest at Rivercity (1,3) and
      return; receive award, 200000 XP, 12325 gold, 192 gems, 4 L3 items
    "Red Dwarf Badge of Courage" - get quest from Mayor Gunther at Vertigo (14,5)
      after getting Outstanding Citizen award; slay Clan King in Deep Mine Omega
      and return; receive award, 50000 XP
    "Rescued Celia" - get quest from Derek at F3 (4,4); Celia is in the hut in
      D4 (15,15), free her for the award and 5000 XP; return to Derek for 20000 XP,
      2000 gold (Derek and Celia then move to Darkside)
    "Rescued Crodo" - get quest from Artemus at Castle Burlock Level 1 (1,4);
      rescue Crodo from Darzog's Tower Level 3 (7,6) and return; receive award,
      *Excavation Permit
    "Restored Falista" - get quest from Valia at F4 (9,3); retrieve Alacorn of
      Falista from Witch Tower Level 4 (7,4) and return; receive award, 60000 XP,
      Crusader skill for party (Falista then can be visited on Darkside as well)
    "Restored Mirabeth" - get quest from Mirabeth at D4 (12,3); retrieve Elixir of
      Restoration from Ancient Temple of Yak (30,25) and return; receive award,
      250000 XP, +5 Personality
    "Rivercity Guild Member" - Rivercity (25,27), costs 500 gold per character
    "Saved Elves" - get quest from Tito at C3 (3,8), retrieve Holy Book of
      Elvenkind from B4 (14,13) and return; receive award, 60000 XP, 25000 gold
    "Shangri-La Guild Member" - Shangri-La (0,11), free
    "Super Explorer" - examine statue at Witch Clouds (1,1) for award and +1 Level
    "Taxman Emeritus" - if Intellect is at least 250, reading the book at Dragon
      Cave (27,1) grants this award, 500000 XP, once per character
    "Turned Seasons" - get quest and *Last Flower of Summer at B2 (1,10); exchange
      *Last Flower of Summer for *Last Leaf of Autumn at C2 (15,9); exchange *Last
      Leaf of Autumn for *Last Snowflake of Winter at A3 (6,1); exchange *Last
      Snowflake of Winter at E3 (3,14) for award, 150000 XP, *Last Raindrop of
      Spring, and unnatural aging cured
    "Vertigo Guild Member" - Vertigo (16,11), costs 25 gold per character
    "Winterkill Guild Member" - Winterkill (1,8), costs 1000 gold per character
    
    
    SECTION 3I - MIRROR PORTAL KEYWORDS
    -----------------------------------
    
    The five mirror portals are found in these locations:
    
    Vertigo (14,10)
    Nightshadow (10,3)
    Rivercity (19,18)
    Asp (12,1)
    Winterkill (10,14)
    
    At any mirror portal, the following keywords may be used to transport yourself
    to the indicated location.  Additionally, Dwarf Mine and Deep Mine cars may be
    used to go to another Dwarf Mine or Deep Mine.
    
    Keyword                     Location
    Asp                         Asp (8,1)
    Barbaric Mountains          B2 (7,3)
    Castle Basenji              A1 (5,11)
    Castle Burlock              D2 (8,3)
    Cave of Illusion            B4 (2,15)
    Count Du Money              Dragon Cave (13,1)
    Darkstone Tower             B4 (11,14)
    Darzog's Tower              D3 (3,11)
    Deep Mine Alpha             Deep Mine Alpha (15,0)
    Deep Mine Theta             Deep Mine Theta (7,0)
    Deep Mine Kappa             Deep Mine Kappa (14,0)
    Deep Mine Omega             Deep Mine Omega (7,0)
    Desert of the Sphinx        B1 (1,0)
    Dragon Lair                 E1 (13,12)
    Dragon Tower                B1 (10,12), not actually near the Dragon Tower
    Ever Blossom Orchard        F3 (5,12)
    Fairy Forest                D3 (3,5)
    Forest of the Walking Dead  F4 (3,3)
    Gargoyle Range              C1 (13,3)
    I Lost It                   special: gives 1 Xeen Slayer Sword
    Jouster's Savannah          C2 (14,7)
    Land of the Giants          A4 (6,15)
    Lava Lake                   D1 (0,0)
    Lifeforce Lagoon            D4 (5,6)
    Lord Xeen                   Xeen's Castle Level 4 (5,9)
    Magic Delta                 F3 (9,6)
    Mine 1                      Dwarf Mine 1 (7,12)
    Mine 2                      Dwarf Mine 2 (10,28)
    Mine 3                      Dwarf Mine 3 (4,14)
    Mine 4                      Dwarf Mine 4 (7,7)
    Mine 5                      Dwarf Mine 5 (8,4)
    Mount Firestone             F1 (3,2)
    Newcastle                   C4 (11,13)
    Nightshadow                 Nightshadow (14,1)
    Ogre Hills                  B3 (15,14)
    Pitchfork Creek             E3 (6,7)
    Red Dwarf Range             E2 (8,1)
    Red River Basin             F2 (5,5)
    Rivercity                   Rivercity (17,1)
    Shangri-la                  Shangri-la (7,1)
    Showtime                    special: shows Clouds of Xeen ending
    Toad Meadow                 F3 (7,2)
    Tower of High Magic         C4 (5,15)
    Troll Forest                B4 (9,9)
    Vertigo                     Vertigo (18,4)
    Warzone                     The Warzone (7,5)
    Winterkill                  Winterkill (7,14)
    Witch Tower                 F4 (10,10)
    
    
    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
     61 Acid Dragon     220D  25  22      P    100 P  Y         0/ 0/ 0/ 0/Im/ 0/ 0
        Exp:  60K
     45 Barbarian       200H  15  30  35  2   6d10 Ph       So  0/50/50/50/50/ 0/10
        Exp:  10K  Gold:   25   Gems:   0   Items: Level 4
     16 Bat Queen        50   10  22  15  2   2d15 Ph   Wea Cl  0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  700
     73 Breeder Slime    20    2  25      1    1d8 P            0/ 0/ 0/ 0/Im/ 0/ 0
        Exp:  200
     82 Captain Yang    200H  35  30  35  6   3d16 Ph       Pa  0/50/50/50/50/ 0/ 0
        Exp:  25K  Gold: 2500   Gems:   0   Items: Level 5
     49 Carnage Hand    200   10  15  40  1   2d60 Ph           0/ 0/ 0/ 0/ 0/ 0/80
        Exp:  12K  Gold:    0   Gems:  10   Items: none
     46 Castle Guard    100H  30  28  30  2   10d6 Ph           0/10/10/10/10/10/10
        Exp:  10K  Gold:   40   Gems:   0   Items: none
     75 Clan King       120H  12  22      P      8 Ma Y Slp     0/50/50/50/50/50/ 0
        Exp: 2000  Gold:  500   Gems:  10   Items: Level 3
     74 Clan Sargent     60H  10  20   8  2    2d6 Ph       Dw  0/50/50/50/50/50/ 0
        Exp:  600  Gold:  120   Gems:   3   Items: Level 2
     17 Cleric of Yak    60H   8  18      P   2d10 E  Y         0/20/20/60/20/ 0/ 0
        Exp: 1600  Gold:    0   Gems:   8   Items: Level 2
     60 Cloud Golem     175G  15  26      2   5d12 E           80/ 0/ 0/Im/Im/60/ 0
        Exp:  30K  Gold:    0   Gems:  10   Items: none
     86 Count Draco     130U  25  40      P   3d15 Ma   SP     60/ 0/90/90/90/ 0/20
        Exp:  35K
     85 Cult Leader     110H  22  32      P   3d30 F  Y         0/Im/70/70/70/70/70
        Exp:  30K  Gold:  450   Gems:  30   Items: Level 5
     57 Cyclops         200   16  28  35  2   2d40 Ph   Con So  0/ 0/ 0/ 0/ 0/ 0/20
        Exp:  10K  Gold: 1300   Gems:   5   Items: none
     87 Darzog          150H  25  35      P   4d30 E  Y Sto     0/20/20/20/20/20/ 0
        Exp:  50K  Gold:    0   Gems:  50   Items: Level 6
     63 Darzog Clone     30   12  35      P   4d30 E  Y         0/ 0/ 0/ 0/ 0/ 0/10
        Exp:  30K
     64 Demon           300   30  33      P   3d33 F  Y         0/Im/ 0/ 0/ 0/ 0/20
        Exp:  30K
     70 Devil           350   30  66      P   3d33 C  Y         0/Im/ 0/ 0/ 0/ 0/30
        Exp:  40K
     67 Diamond Golem  1000G  40  30  50  2   4d50 Ph   BrW    50/80/80/80/50/ 0/ 0
        Exp:  30K  Gold:    0   Gems:  20   Items: none
      2 Doom Bug          5I   3  17      1      6 P            0/ 0/50/50/Im/50/ 0
        Exp:   75
     72 Dragon King    2000D  45  40      P    400 En Y         0/Im/Im/Im/Im/Im/Im
        Exp: 250K
     52 Earth Golem     150G  12  20  35  2   4d20 Ph          20/80/90/90/80/ 0/ 0
        Exp:  14K  Gold:    0   Gems:   6   Items: none
     43 Evil Archer      75H  22  35      5    4d6 E  Y         0/20/20/80/20/20/ 0
        Exp:  10K  Gold:  300   Gems:  10   Items: Level 4
     35 Evil Ranger     100H  20  27  15  2    4d5 Ph Y Poi Dr  0/25/25/25/80/ 0/ 0
        Exp: 7000  Gold:  500   Gems:   5   Items: Level 3
     68 Fire Dragon     350D  30  28      P    200 F  Y         0/Im/ 0/ 0/ 0/ 0/ 0
        Exp:  80K
     26 Flying Feet      40   14  30  15  2    4d5 Ph   Slp So  0/ 0/ 0/ 0/ 0/ 0/60
        Exp: 3000
     69 Frost Dragon    450D  35  30      P    250 C  Y         0/ 0/Im/ 0/ 0/ 0/ 0
        Exp: 100K
     47 Gargoyle         70   18  32  30  4    5d5 Ph   Par     0/ 0/ 0/ 0/ 0/ 0/20
        Exp:  11K
     79 Ghost Rider      60U  20  30  30  1   2d32 Ph   Age Cl Im/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 4000
     27 Ghoul           100U  15  20  22  2   2d10 Ph   Par Pa 50/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 3500
      1 Giant Bat        10B   5  20   5  1    2d4 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:   60
     19 Giant Scorpion  100I  14  28  20  1   2d40 Ph   Poi     0/20/50/50/Im/ 0/ 0
        Exp: 1000
      3 Giant Snake      15B   6  18   2  1   1d10 Ph   Poi     0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  100
      4 Giant Spider     20I   4  19   6  1    1d8 Ph   Poi     0/ 0/50/50/50/50/ 0
        Exp:  100
     13 Giant Toad       90B   6  17   8  1    3d8 Ph   Slp     0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  500
     48 Gnome Vampire    80U  18  36  20  2   3d16 Ph   SP  Pa 20/ 0/90/90/90/ 0/10
        Exp:  12K
      5 Goblin           20    6  15   2  1   1d12 Ph       So  0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  150  Gold:    5   Gems:   0   Items: Level 1
     71 Great Hydra    1000D  27  30  45 12  10d10 Ph   Poi     0/50/50/50/Im/50/ 0
        Exp:  50K
     21 Guardian         40   20  25      2   3d10 En   SP      0/ 0/ 0/ 0/ 0/Im/70
        Exp: 1500  Gold:    0   Gems:   5   Items: none
     54 Guardian Asp     90B  22  35  40  1   2d40 Ph   Con     0/ 0/ 0/ 0/ 0/ 0/50
        Exp:  15K
     20 Harpy            80    7  21      2   2d15 Ma   Lov Ar  0/ 0/ 0/ 0/ 0/ 0/50
        Exp: 1200
     81 Harpy Queen     120   10  25      2   2d25 Ma   Wea     0/ 0/ 0/ 0/ 0/ 0/60
        Exp:  10K
     76 Head Witch       80   12  25      P    3d5 Ma Y Cur     0/ 0/ 0/ 0/ 0/ 0/60
        Exp: 5000  Gold:    0   Gems:  10   Items: Level 4
     53 Ice Troll       125   15  25  30  2   3d15 Ph       Dw  0/ 0/Im/50/50/ 0/ 0
        Exp:  14K
     12 Insane Begger    10H   3  20      1    2d6 Ma   Ins     0/ 0/ 0/ 0/ 0/ 0/20
        Exp:  450  Gold:    1   Gems:   0   Items: none
     15 Insect Swarm     30I  10  28   8  P     10 Ph           0/ 0/50/50/50/ 0/ 0
        Exp: 1300
     58 Iron Golem      300G  24  24  40  2   2d50 Ph          50/90/Im/Im/80/50/ 0
        Exp:  25K  Gold:    0   Gems:  10   Items: none
     29 Jouster          80H  20  25  40  1   2d40 Ph       Pa  0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 5000  Gold: 2000   Gems:   0   Items: Level 3
     22 Killer Sprite    25   12  35      2    2d6 E    Cur    20/20/20/20/20/20/20
        Exp: 1600  Gold:    0   Gems:   6   Items: none
     84 King's Guard    150H  35  30      4   10d6 C  Y         0/20/20/20/20/20/20
        Exp:  10K  Gold:  100   Gems:   0   Items: Level 5
     65 Lava Golem      500G  23  30      2   2d50 F    BrW    50/Im/ 0/80/Im/50/ 0
        Exp:  20K  Gold:    0   Gems:  10   Items: none
     89 Lord Xeen       500   25  50      1   1000 En Y Era    Im/Im/Im/Im/Im/Im/Im
        Exp: 600K  Gold:    0   Gems:    0  Items: *Xeen's Scepter of Temp. Dis.
      7 Mad Dwarf        30H   6  17   6  2    2d4 Ph       Dw  0/50/50/50/50/50/ 0
        Exp:  200  Gold:   75   Gems:   2   Items: Level 1
     10 Mad Fool         30H   4  21   8  2    2d5 Ph   Ins     0/ 0/ 0/ 0/ 0/ 0/10
        Exp:  350  Gold:    0   Gems:   0   Items: Level 2
     40 Mummy            60U  15  20  20  2   2d20 Ph   Dis Dr 50/ 0/80/80/80/80/ 0
        Exp: 9000
     24 Ninja            65H  25  35  20  4    3d5 Ph Y         0/20/20/20/20/20/20
        Exp: 2000  Gold:   50   Gems:   0   Items: Level 3
     32 Ogre             90   17  15  25  1    4d8 Ph Y         0/40/40/40/40/ 0/ 0
        Exp: 6000
      6 Orc              25H   5  17   5  1   1d10 Ph Y     Pa  0/50/50/50/ 0/ 0/ 0
        Exp:  200  Gold:   10   Gems:   0   Items: Level 1
     78 Polter-Fool      50U  15  20  20  1   2d16 Ph   Age Cl Im/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 3000
     18 Robber           50H   8  23  10  2    2d8 Ph Y         0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  900  Gold:  200   Gems:   0   Items: Level 2
     80 Robber Boss     115H  14  27  15  2   2d12 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 5000  Gold:  400   Gems:   0   Items: Level 4
     66 Roc             300   16  28  30  2   4d15 Ph   Par     0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  20K
     37 Sand Golem       80G  18  10  30  1     40 Ph   Slp    20/80/80/80/80/ 0/ 0
        Exp: 8000  Gold:    0   Gems:   5   Items: none
     56 Sand Worm       250   19  30  30  1   6d25 Ph   Dea     0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  10K
      8 Skeleton         20U   5  10   4  1    2d6 Ph       Cl 50/50/50/50/50/ 0/ 0
        Exp:  250
      0 Slime             2    0  25      2    1d2 P            0/ 0/ 0/ 0/Im/ 0/ 0
        Exp:   50
     30 Snake Man        50B  15  26  15  1   3d10 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 5000  Gold:  100   Gems:   0   Items: Level 3
     36 Snow Beast       75B  25  32  30  2   2d12 Ph           0/ 0/90/ 0/ 0/ 0/ 0
        Exp: 7000
     50 Sorcerer         90H  20  40      P   8d10 C  Y         0/30/Im/30/30/30/70
        Exp:  30K  Gold:  360   Gems:  40   Items: Level 4
     31 Sorceress        75H  15  27      P   3d12 F  Y         0/80/ 0/ 0/ 0/ 0/30
        Exp:  10K  Gold:    0   Gems:  15   Items: Level 3
     77 Spirit Bones     40U  10  10  10  1    2d8 Ph   Age Cl Im/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 2000
     23 Stingers         50I  15  30  18  P     20 Ph   Wea     0/ 0/50/50/50/ 0/ 0
        Exp: 3600
     55 Stone Golem     200G  18  20  40  2   3d30 Ph          50/Im/Im/90/70/ 0/ 0
        Exp:  20K  Gold:    0   Gems:   8   Items: none
     34 Swamp Thing     130   23  12  25  1   2d30 Ph       Dr  0/ 0/30/30/30/ 0/ 0
        Exp: 6000
     11 Tiger Mole       40B  10  20  10  2   2d12 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  400
     33 Tomb Guard       50U  25  18      1    4d5 Ma   Age Pa 60/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 6000
     51 Tomb Terror     150U  15  27      1   4d20 Ma   Cur    60/ 0/ 0/ 0/ 0/ 0/ 0
        Exp:  13K
     59 Water Dragon    200D  15  26      P     80 C  Y         0/50/Im/ 0/90/ 0/ 0
        Exp:  50K
     28 Water Golem     150G  16  15      2   2d25 C           50/ 0/ 0/ 0/ 0/ 0/ 0
        Exp: 4000  Gold:    0   Gems:   5   Items: none
     39 Werewolf        100   20  28  25  2   2d25 Ph   Dis Pa  0/20/20/20/20/20/20
        Exp: 9000
     14 Wicked Witch     50    9  23      P    2d2 Ma Y CuI     0/ 0/ 0/ 0/ 0/ 0/50
        Exp: 1200  Gold:    0   Gems:   5   Items: none
     42 Wizard           75H  17  30      P   2d30 F  Y         0/Im/60/60/60/60/50
        Exp:  25K  Gold:  250   Gems:  25   Items: Level 3
     44 Wood Golem      100G  10  10  25  1   2d50 Ph           0/ 0/90/50/80/ 0/ 0
        Exp:  10K  Gold:    0   Gems:   5   Items: none
     62 Xeen's Guard    100   50  50      1    100 En          50/80/80/80/80/20/ 0
        Exp:  20K
     88 Xeen's Pet      400D  35  30      P    250 P  Y         0/ 0/ 0/ 0/Im/ 0/ 0
        Exp: 100K
     41 Yak Lich         80U  20  27      P    5d5 Ma Y Unc    40/ 0/ 0/ 0/ 0/ 0/50
        Exp:  20K
     83 Yak Master      160U  22  30      P   5d10 Ma Y Dea    60/ 0/ 0/ 0/ 0/ 0/60
        Exp:  50K
     25 Yak Priest       80H  12  25      P   2d15 F  Y         0/60/20/20/20/ 0/ 0
        Exp: 5000  Gold:  400   Gems:  12   Items: Level 3
     38 Yang Knight     120H  30  24  25  4   3d15 Ph       Kn  0/30/30/30/30/ 0/ 0
        Exp: 8000  Gold: 1200   Gems:   0   Items: Level 3
      9 Zombie           30U   2   4   5  2    2d4 Ph   Dis Cl 50/ 0/80/80/80/ 0/ 0
        Exp:  300
    
    
    SECTION 4B - MONSTERS BY LOCATION
    ---------------------------------
    
    Vertigo: Slime, Doom Bug, Breeder Slime
    Nightshadow: Bat Queen, Gnome Vampire, Count Draco
    Rivercity: Insane Begger, Robber, Sorceress, Yang Knight, Robber Boss, Captain
      Yang
    Asp: Snake Man, Guardian Asp
    Winterkill: Spirit Bones, Polter-Fool, Ghost Rider
    Dwarf Mine 1: Giant Bat, Giant Spider, Mad Dwarf
    Dwarf Mine 2: Giant Bat, Giant Spider, Mad Dwarf, Tiger Mole
    Dwarf Mine 3: Giant Bat, Giant Spider, Mad Dwarf, Tiger Mole
    Dwarf Mine 4: Giant Bat, Giant Spider, Tiger Mole
    Dwarf Mine 5: Giant Spider, Mad Dwarf
    Deep Mine Alpha: Giant Spider, Mad Dwarf, Tiger Mole, Clan Sargent
    Deep Mine Theta: Giant Spider, Mad Dwarf, Tiger Mole, Clan Sargent
    Deep Mine Kappa: Giant Spider, Mad Dwarf, Clan Sargent
    Deep Mine Omega: Giant Spider, Mad Dwarf, Clan Sargent, Tiger Mole, Clan King
    Witch Tower Level 1: Goblin
    Witch Tower Level 2: Goblin
    Witch Tower Level 3: Wicked Witch
    Witch Tower Level 4: Goblin, Wicked Witch, Head Witch
    Witch Clouds: Harpy, Harpy Queen
    Tower of High Magic Level 1: Flying Feet
    Tower of High Magic Level 2: Flying Feet, Sorcerer
    Tower of High Magic Level 3: Sorcerer, Fire Dragon
    Tower of High Magic Level 4: Flying Feet, Sorcerer
    High Magic Clouds: Flying Feet, Sorcerer, Cloud Golem
    Darzog's Tower Level 1: Carnage Hand
    Darzog's Tower Level 2: Carnage Hand, Darzog Clone
    Darzog's Tower Level 3: Darzog Clone, Darzog
    Darzog's Tower Level 4: Carnage Hand
    Clouds of Xeen: Cloud Golem, Roc
    Castle Burlock Level 1: Mad Fool, Castle GUard, King's Guard
    Castle Burlock Level 2: Mad Fool
    Castle Burlock Level 3: Mad Fool, King's Guard
    Burlock Dungeon: Mad Fool, Castle Guard, Ice Troll, Fire Dragon
    Castle Basenji Level 1: Werewolf, Wizard
    Castle Basenji Level 2: Wizard
    Castle Basenji Level 3: Wizard, Cult Leader
    Basenji Dungeon: Werewolf
    Xeen's Castle Level 1: Xeen's Guard
    Xeen's Castle Level 2: Xeen's Guard
    Xeen's Castle Level 3: Xeen's Guard
    Xeen's Castle Level 4: Xeen's Guard, Xeen's Pet, Lord Xeen
    Newcastle Foundation: Wood Golem
    Ancient Temple of Yak: Skeleton, Cleric of Yak, Yak Priest, Yak Lich, Yak
      Master
    Tomb of a Thousand Terrors: Ghoul, Tomb Guard, Tomb Terror
    Golem Dungeon: Wood Golem, Stone Golem, Iron Golem, Diamond Golem
    Northern Sphinx Body: Mummy, Stone Golem
    Northern Sphinx Head: Mummy, Earth Golem, Stone Golem
    Northern Sphinx Dungeon: Earth Golem
    Cave of Illusion Level 1: Guardian, Water Golem
    Cave of Illusion Level 2: Guardian, Water Golem
    Cave of Illusion Level 3: Guardian, Water Golem
    Cave of Illusion Level 4: Guardian, Water Golem
    Dragon Cave: Fire Dragon, Frost Dragon, Dragon King
    Volcano Cave Level 1: Demon, Devil
    Volcano Cave Level 2: Demon, Devil
    Volcano Cave Level 3: Demon, Devil
    A1: Giant Scorpion, Sand Worm
    A2: Giant Scorpion, Sand Golem, Sand Worm
    A3: Ninja, Snow Beast, Barbarian
    A4: Snow Beast, Cyclops
    B1: Giant Scorpion, Sand Golem, Sand Worm
    B2: Giant Scorpion, Barbarian
    B3: Ninja, Ogre, Evil Ranger, Evil Archer
    B4: Evil Archer, Ice Troll
    C1: Giant Scorpion, Gargoyle, Sand Worm
    C2: Jouster, Ogre, Barbarian
    C3: Killer Sprite, Ogre, Evil Ranger
    C4: Killer Sprite, Stingers, Swamp Thing, Evil Ranger
    D1: Acid Dragon, Lava Golem
    D2: Insect Swarm, Jouster
    D3: Skeleton, Zombie, Killer Sprite, Water Dragon
    D4: Killer Sprite, Stingers, Swamp Thing
    E1: Acid Dragon, Lava Golem, Great Hydra
    E2: Orc, Lava Golem
    E3: Orc, Skeleton, Zombie, Insect Swarm
    E4: Skeleton, Zombie
    F1: Acid Dragon, Lava Golem, Great Hydra
    F2: Orc, Lava Golem
    F3: Giant Snake, Orc, Skeleton, Zombie, Giant Toad
    F4: Giant Snake, Skeleton, Zombie, Giant Toad
    
    
    SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES
    ------------------------------------------------
    
    (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 CLOUDSIDE
    -------------------------------
    
    Vertigo (8,4)           - carries level 1-2 items
    Rivercity (24,9)        - carries level 1-3 items
    Newcastle Level 1 (4,7) - carries level 1-3 items
    Shangri-La (14,8)       - carries level 1-3 items
    
    
    SECTION 6A - TAVERN TIPS AND RUMORS
    -----------------------------------
    
    Rumors and tips are listed as-is; some of them are inaccurate.
    
    Vertigo (24,5) Lady Geraldine's Tavern
      Rumor 1 : The Witches of Toad Meadow have been snatching children and turning
                them into goblins.
      Rumor 2 : The well in the middle of town has been poisoned by the slimes.
      Rumor 3 : They say there is still gold in them thar hills to the north.
      Rumor 4 : There are five Dwarf mine entrances in Xeen.
      Rumor 5 : Roland took the key to the pyramids with him on his trip to the
                Darkside of Xeen.
      Rumor 6 : The Orcs keep valuables in their outposts and camps in the hills.
      Rumor 7 : The Count in Nightshadow sleeps in a coffin that can only be
                opened if the sundials are set
      Rumor 8 : Phirna plants look like small berry bushes and can be found all
                over Toad Meadow.
      Rumor 9 : The Witches invented the Clairvoyance spell.
      Rumor 10: Some people around here think that Joe is breeding the slimes
                instead of killing them.
      Tip 1 : One entrance to the dwarf mines can be found in the hills to the west
              of Vertigo.  Just follow the paved road out of town and turn right at
              the dirt road.
      Tip 2 : Only Robbers and Ninjas can steal successfully.
      Tip 3 : An old woman in Toad Meadow holds the key to the Witches' Tower.
      Tip 4 : Be sure to cast the levitate spell before you ventured onto a cloud.
      Tip 5 : Zombies and Skeletons are vulnerable to Turn Undead spells.
      Tip 6 : Two characters must have the pathfinder skill before you can walk in
              the forest.
      Tip 7 : Two characters must have the mountaineer skill before you can walk in
              the mountains.
      Tip 8 : Everyone must have the swimming skill before you can venture into
              shallow water.
      Tip 9 : He who runs away lives to fight another day.
      Tip 10: Be sure to put your excess gems in the bank... you may need to ask
              Mr. Wizard for help.
      Tip 11: Use the Jump spell to get over traps.
      Tip 12: The Merchant skill can be bought in the woods you will see after you
              cross the second bridge on the road heading west out of town.
      Tip 13: The wells in the middle of towns are helpful once you have solved
              the town's problems.
      Tip 14: Celia is in a hut at the western edge of Zombie Forest.
      Tip 15: You will earn interest on the money and gems you put in the bank.
    
    Rivercity (24,16) Bull's Tavern
      Rumor 1 : The key to the Tower of High Magic can be found in the Cave of
                Illusion.
      Rumor 2 : If you find and return Barok's pendant he will change the well back
                to the way it was.
      Rumor 3 : Lord Xeen killed everyone in Newcastle a little while ago.  The
                King is selling the land for cheap.
      Rumor 4 : There is a weird machine in Asp that is turning the townspeople
                into snakes.
      Rumor 5 : The King only accepts Megacredits for his engineer's services.
      Rumor 6 : The amulet to the SOuthern Sphinx is lost with Roland.
      Rumor 7 : Say the name of your destination to travel through the mirrors.
      Rumor 8 : There are four deep Dwarf mines that cannot be accessed directly
                from the surface.
      Rumor 9 : Some people say there is a town inside the great volcano.
      Rumor 10: Roland took the keys to two of the Towers and the stone to one of
                the dungeons when he
      Tip 1 : It can take a long time to get through the desert without a
              navigator.
      Tip 2 : Near the Cave of Illusion is a lone patch of forest where you can
              find talking trees.
      Tip 3 : Helping the Druids of the Seasons will restore your age to normal.
      Tip 4 : The currents of the river travel from the center of the world to the
              edge.  Anything carried by them from around here would end up in the
              swamp.
      Tip 5 : Use the Wizard Eye and Teleport spells to speed your explorations.
      Tip 6 : Use the grates to cut off pursuit.
      Tip 7 : Lead monsters away from treasure and then teleport back.
      Tip 8 : All of the broken bottles in Winterkill have noxious gasses, but some
              also have beneficial potions.
      Tip 9 : Cast your protection spells at 5:00 in the morning, to get the most
              from them.
      Tip 10: Cast your protections spells in front of the well that gives spell
              points, then use the well to replenish them.
      Tip 11: Liquids of the same color in the Dwarf mines have the same effect.
      Tip 12: Feeling powerful?  Go to the Warzone and test your strength.
      Tip 13: Each stage of Newcastle will cost five megacredits.
      Tip 14: There are three stages of Newcastle to buy.  After the last is
              bought, you will have no further need for Megacredits.
      Tip 15: You should stop paying for tips once you have reached the 15th tip
              at a tavern.
    
    Shangri-La (14,13) Tavern Xanadu
      Rumor 1 : The Key to Darzog's Tower is inside the Tower of High Magic.
      Rumor 2 : Roland is still alive on the Darkside.
      Rumor 3 : Xeen is but one side of a coin spinning through the void.
      Rumor 4 : You must rescue Crodo from Darzog's Tower before you will be
                allowed to build a dungeon.
      Rumor 5 : Only one weapon can harm Lord Xeen, and it is to be found in the
                dungeon of Newcastle.
      Rumor 6 : Arie has the amulet of the Northern Sphinx.
      Rumor 7 : Crodo was not born on Xeen.
      Rumor 8 : Xeen's scepter will allow you to stay on Darkside as long as you
                want when the moons are aligned.
      Rumor 9 : Evil is not Good.
      Rumor 10: Lord Xeen's castle lies in the cloud world above Darzog's Tower.
      Tip 1 : Some monsters hate certain types of characters.
      Tip 2 : Mirrors can be used to travel to Darkside when the moons are aligned.
      Tip 3 : Search the tapestries in Darzog's Tower for secret buttons.
      Tip 4 : Use Teleport carefully inside of towers and castles.
      Tip 5 : Each party member can have a return location for the Lloyd's beacon
              spell.
      Tip 6 : 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 7 : If you leave Castle Burlock after robbing it without going down the
              stairs, the guards may not look for you on the lower levels.
      Tip 8 : One of the Dungeons, Two of the Towers, the Southern Sphinx, and all
              of the pyramids cannot be entered without a visit to the Darkside.
      Tip 9 : Halon's Lava Rock lies due south of the entrance to the Volcano Cave.
      Tip 10: The machines at the corners of the world are useless until you visit
              the Darkside.
      Tip 11: Search the ground below the clouds for gems after you have made
              thunder.
      Tip 12: Ligono's skull lies in Area D4 near the edge of the swamp.
      Tip 13: The Scarab of Imaging is in the northern hills at the east edge of
              the desert.
      Tip 14: Be sure to destroy all the machines in Lord Xeen's Castle to prevent
              them from making more monsters.
      Tip 15: 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 if 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.
    
    * HIGHER POWER DISTANCE WEAPONS
      The only bows or slings in all of World of Xeen that can be Sapphire,
      Diamond, or Obsidian are the four offerings in the Clouds of Xeen.  These
      aren't particularly useful to have, though, because at higher levels it's
      generally better to use spells as ranged attacks.
    
    * THE XEEN SLAYER SWORD
      The Xeen Slayer Sword is the only way to harm Lord Xeen.  It has the property
      of being able to bypass physical resistance against any monster, which is
      also how it does damage against Lord Xeen.
    
    * 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.
      
    * 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.
    
    * 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.  You
      do not receive interest if you are currently in jail.