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.