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General Hints for Might and Magic - Clouds of Xeen

--------------------------------------------------Characters:
----------You can very well solve the game with the default party. They are almost perfectly fitted for this. If you like to create a party of your own, observe
the following:
First you need at least one good fighter (a Knight or a Paladin, because they
can use all weapons/armors). I always had one of each, the Paladin can also
cast minor cleric spells (useful to save spell points of the Cleric).
Very important is also a Robber, because he can open doors and chests (you will
not do very well without him). He is also a fairly good fighter and archer.
The next two characters must be a Cleric and a Sorcerer, so you can use all the
spells available (the further you go, the more important they become, because
they will cast the combat spells against the strong monsters).
For the last character you may choose an Archer or Ranger. They both make good
fighters and can cast minor Cleric and Sorcerer spells (very useful for Lloyd's
Beacon, see below).
Spells:
------Perhaps the two most important spells are Day of Sorcery and Day of Protection.
Combined they will improve your might and protect you against traps as well as
blows from the monsters, you have light and clairvoyance. As soon as you have
learned them and have enough spell points, cast them all the time.
Very important are Cure Disease, Cure Poison and Raise Dead (you don't need to
return to a temple if Poisoned/Diseased/Dead).
To quickly move around you need Town Portal and Lloyd's Beacon (if you have
two characters that can cast Lloyd's Beacon, set one beacon directly in front
of a mirror, then you can reach any place in an instant).
When you have cleared up a dungeon, cast Town Portal to return, you can spare
yourself the way back.
Two important Sorcerer spells: Jump and Teleport (you can't solve the game
without them).
You don't necessarily need Protection from Elements, Holy Bonus, Heroism,
Bless (they are all included in Day of Protection, and it would take much too
long to cast them all one after the other) as well as Clairvoyance, Levitate,
Power Shield (same for Day of Sorcery).
As for the combat spells: You don't need to learn all the minor combat spells,
a few of them are enough for the beginning. Forget about Hypnotize, Sleep,
Dragon Sleep, Finger of Death: I never experienced any effect with them.
The most important spells, once you have enough spell points: Fiery Flail and
Sun Ray (strongest combat spells of the Cleric), Mass Distortion (removes half
of the hit points of a monster), Incinerate (against one monster), Inferno,
Mega Volts (against a group), Implosion (kills almost any monster for 200 spell
points), Star Burst (same against a group).

Spell Points and Hit Points:


---------------------------They will increase with your level. Remember that you can always restore them
by sleeping, so once you have the 'Cure'-Spells, you do not need to return
to the temples (except for INSANE, a very nasty thing). The only reason to
return to the towns is to repair your armor and sell the loot.
Wells, Fountains, Shrines:
-------------------------You can do very well without them, except for some occasions when you need
Might or Intelligence to accomplish one single task. In this case, set Lloyd's
Beacon, go to the right well (fountain, shrine) and return afterwards.
In general it takes too much time to let all the characters drink/pray, it's
not worth it. What's more: Once you sleep, all improvements are lost.
General Tips:
------------Search everything you find (chests, beds, crates, even trees). You will often
find weapons or armor that you can sell if you don't need them.
When you have the opportunity to increase your statistics (liquids, books
etc.), put all the Intellect into your Sorcerer, the Personality into the
Cleric (that increases their spell points). You can divide the Might and Speed
points between your two fighters, so that the mightiest will strike first.
The Robber gets all the Luck Points. The Endurance points go to the weaker
characters, the Accuracy points to the archers (evenly divided).
The Taverns offer tips (first drink something, then click on tip) and rumours.
You may also listen to the people at the tables.
You can use the Mirrors to travel around easily, they accept many different
places (the Towers, Castles and Towns and the Dwarf Mines).
Strategy:
--------The first thing to do in Vertigo is to visit the mayor and explore and clear
up Vertigo. This will give you gold to buy spells and weapons. Don't hesitate
to spend all your gold, you will get much more later (the only thing you really
need is food, and that's cheap). You will also get enough experience to leave
Vertigo. Don't forget to visit Tylon's Training to improve the levels of your
characters. You will also need two characters with the Pathfinding Skill to
go through the forests.
Once you left Vertigo, proceed directly to the Mines of the Dwarves. There you
will find lots of gold and can improve the statistics of your characters (watch
out for the barrels). After the first three or four mines you may also enter
the Witch Tower in Toad Meadow or try to free Celia in the Forest of the Walking Dead. I recommend to complete those three tasks (kill Dwarf King, find
Alacorn, free Celia) before proceeding to Rivercity, the next stage in the game.
In Rivercity you may try to defeat the sorceress' (beware, they are really
tough). If you are not strong enough, you may return later. As you now have

enough gold from the Dwarf mines (they contain about 90000, including the
weapons), you can buy the skills Swimming (for all characters) and Mountaineering (for two), so you can cross rivers and mountains. The Navigation skill
will be important once you enter the desert. Don't try to conquer the Yang
Knights, they are too tough in this stage.
In Rivercity you can train your characters up to level 15 (but that will take
a while).
It is then a good idea to visit the three remaining towns to obtain all the
important spells available there.
Now you should be strong enough to walk through the wilderness and most of
the dungeons without much difficulty. You can now solve the 'small' quests that
you are charged with everywhere (experience without much effort - to increase
your level).
If you have not done it until now, you can get the Elixir of Restoration from
the Yak temple (fairly easy now).
Other Locations: Castle Basenji, Northern Sphinx, Tomb of a Thousand Terrors,
Golem Dungeon, Darzog's Tower, Cave of Illusion, Volcano Cave, Tower of High
Magic, Dragon Cave, Castle Burlock, Newcastle (no hints yet about the order to
visit them, that's part of the solution). Beware of the Dragon Cave: Only
the Strongest will Survive (just one little hint: once you see a dragon
in the distance, use Teleport to reach him, he won't be able to spit fire (or
ice etc.) on you, because dragons are strong but slow).
Once you have slain Lord Xeen, you can still walk around and accomplish the
quests not yet solved, or you can finish the game (attention: the last saved
game is overwritten!).
Armors
-----Price
Armor
Armor Class
sell
buy
Kn Pa Ar Cl So Ro Ni Ba Dr Ra
----------------------------------------------------------------------------Plate Armor
+10
1000
2000
x x
Plate Mail
+8
500
1000
x x
Splint Mail
+7
300
600
x x
x
x
Chain Mail
+6
200
400
x x x x
x
x
Ring Mail
+5
100
200
x x x x
x x
x
Scale Armor
+4
50
100
x x
x
x
Robes
+2
10
20
x x x x x x x x x x
Shield

+4

50

100

x x

Gauntlets

+1

50

100

x x x x x x x x x x

Helm

+2

30

60

x x x x x x x x x x

Boots

+1

20

40

x x x x x x x x x x

Cape
Cloak

+1
+1

100
125

200
250

x x x x x x x x x x
x x x x x x x x x x

1-Hand-Weapons:
---------------

Price
Weapon
sell
buy
Hit Points
Kn Pa Ar Cl So Ro Ni Ba Dr Ra
----------------------------------------------------------------------------Club
0,5
1
1-3
x x x x x x x x x x
Dagger
4
8
2-4
x x x
x x x x x x
Hand Axe
5
10
2-6
x x x
x x x x x
Cudgel
7,5
15
1-6
x x x x
x x x x x
Short Sword
7,5
15
2-6
x x x
x
x
x
Spear
7,5
15
1-9
x x x
x x x x x
Maul
15
30
1-8
x x x x
x x x x x
Nunchakas
15
30
2-6
x x
x
Cutlass
20
40
2-8
x x x
x
x
x
Long Sword
25
50
3-9
x x x
x
x
x
Mace
25
50
2-8
x x x x
x x x x x
Sabre
30
60
4-8
x x x
x
x
x
Wakazashi
30
60
3-9
x x
x
Scimitar
40
80
2-10
x x x
x
x
x
Broad Sword
50
100
3-12
x x x
x
x
x
Flail
50
100
1-10
x x x x
x x x x x
Katana
75
150
4-12
x x
x
2-Hand-Weapons:
--------------Weapon
sell
buy
Hit Points
Kn Pa Ar Cl So Ro Ni Ba Dr Ra
----------------------------------------------------------------------------Staff
20
40
2-8
x x x x x x x x x x
Glaive
40
80
4-12
x x x
x x x
x
Battle Axe
50
100
3-15
x x x
x
x
x
Trident
50
100
2-12
x x x
x x x
x
Hammer
60
120
2-10
x x x x
x x x x x
Pike
75
150
2-16
x x x
x x x
x
Bardiche
100
200
4-16
x x x
x x x
x
Grand Axe
100
200
3-19
x x x
x
x
x
Halberd
125
250
3-18
x x x
x x x
x
Great Axe
150
300
3-21
x x x
x
x
x
Naginata
150
300
5-15
x x
x
Flamberge
200
400
4-20
x x x
x
x
Missile Weapons:
---------------Weapon
sell
buy
Hit Points
Kn Pa Ar Cl So Ro Ni Ba Dr Ra
----------------------------------------------------------------------------Sling
7,5
15
2-4
x x x
x x x
x
Short Bow
12,5
25
3-6
x x x
x x x
x
Crossbow
25
50
4-8
x x x
x x x
x
Long Bow
50
100
5-10
x x x
x x x
x
Accessories
----------Price
Accessory
Type
Number sell
buy
--------------------------------------------------Broach
Medal
2
125
250
Cameo
Medal
2
150
300
Charm
Medal
2
25
50

Medal
Scarab

Medal
Medal

2
2

50
100

100
200

Belt

Belt

50

100

Ring

Ring

50

100

Necklace
Pendant
Amulet

Necklace
Necklace
Necklace

1
1
1

500
250
1000

1000
500
2000

Materials for Armor/Weapons


--------------------------Armor
Weapons
Material
Price Factor
Armor Class
Physical Damage Hit Modifier
---------------------------------------------------------------------------Wood
1/10
-3
-3
-3
Brass
1/2
-2
-4
+3
Bronze
3/4
-1
-2
+2
Leather
1/4
+0
-6
-4
Glass
2
+0
+0
+0
Iron
2
+1
+2
+1
Coral
3
+1
+1
+1
Crystal
5
+1
+1
+1
Silver
5
+2
+4
+2
Lapis
10
+2
+2
+2
Pearl
20
+2
+2
+2
Amber
30
+3
+3
+3
Steel
10
+4
+6
+3
Ebony
40
+4
+4
+4
Quartz
50
+5
+5
+5
Gold
20
+6
+8
+4
Platinum
50
+8
+10
+6
Ruby
60
+10
+12
+6
Emerald
70
+12
+15
+7
Sapphire
80
+14
+20
+8
Diamond
90
+16
+30
+9
Obsidian
100
+20
+50
+10
Magical Properties of Items
--------------------------Price
Name
Type
Improvement
sell
buy
-------------------------------------------------------------Sharp
Accuracy
+3
+150
+300
Accurate
Accuracy
+5
+250
+500
Marksman
Accuracy
+10
+500
+1000
Precision
Accuracy
+15
+750
+1500
True
Accuracy
+20
+1000 +2000
Exacto
Accuracy
+30
+1500 +3000
Protection
Armor Class
+2
+100
+200
Armored
Armor Class
+4
+200
+400
Defender
Armor Class
+6
+300
+600
Stealth
Armor Class
+10
+500
+1000
Divine
Armor Class
+16
+800
+1600
Vigor
Hit Points
+4
+200
+400
Health
Hit Points
+6
+300
+600
Life
Hit Points
+10
+500
+1000

Troll
Vampiric
Clever
Mind
Sage
Thought
Knowledge
Intellect
Wisdom
Genius
Clover
Chance
Winners
Lucky
Gamblers
Leprechauns
Might
Strength
Warrior
Ogre
Giant
Thunder
Force
Power
Dragon
Photon
Buddy
Friendship
Charm
Personality
Charisma
Leadership
Ego
Holy
Quick
Swift
Fast
Rapid
Speed
Wind
Accelerator
Velocity
Spell
Castors
Witch
Mage
Archmage
Arcane
Mugger
Burgler
Looter
Brigand
Filch
Thief
Rogue
Plunder
Criminal
Pirate

Hit Points
Hit Points
Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Luck
Luck
Luck
Luck
Luck
Luck
Might
Might
Might
Might
Might
Might
Might
Might
Might
Might
Personality
Personality
Personality
Personality
Personality
Personality
Personality
Personality
Speed
Speed
Speed
Speed
Speed
Speed
Speed
Speed
Spell Points
Spell Points
Spell Points
Spell Points
Spell Points
Spell Points
Thievery
Thievery
Thievery
Thievery
Thievery
Thievery
Thievery
Thievery
Thievery
Thievery

+20
+50
+2
+3
+5
+8
+12
+17
+23
+30
+5
+10
+15
+20
+25
+30
+2
+3
+5
+8
+12
+17
+23
+30
+38
+47
+2
+3
+5
+8
+12
+17
+23
+30
+2
+3
+5
+8
+12
+17
+23
+30
+4
+8
+12
+16
+20
+25
+4
+6
+8
+10
+12
+14
+16
+18
+20
+25

+1000
+2500
+100
+150
+250
+400
+600
+850
+1150
+1500
+250
+500
+750
+1000
+1250
+1500
+100
+150
+250
+400
+600
+850
+1150
+1500
+1900
+2350
+100
+150
+250
+400
+600
+850
+1150
+1500
+100
+150
+250
+400
+600
+850
+1150
+1500
+200
+400
+600
+800
+1000
+1250
+200
+300
+400
+500
+600
+700
+800
+900
+1000
+1250

+2000
+5000
+200
+300
+500
+800
+1200
+1700
+2300
+3000
+500
+1000
+1500
+2000
+2500
+3000
+200
+300
+500
+800
+1200
+1700
+2300
+3000
+3800
+4700
+200
+300
+500
+800
+1200
+1700
+2300
+3000
+200
+300
+500
+800
+1200
+1700
+2300
+3000
+400
+800
+1200
+1600
+2000
+2500
+400
+600
+800
+1000
+1200
+1400
+1600
+1800
+2000
+2500

Magical Protection/Damage of Armor & Weapons:


--------------------------------------------Price
Name
Type
Protection
Damage sell
buy
---------------------------------------------------------------------Acidic
Acid/Poison
+10
+2
+100
+200
Venemous
Acid/Poison
+15
+4
+200
+400
Poisonous
Acid/Poison
+20
+8
+400
+800
Toxic
Acid/Poison
+25
+16
+800
+1600
Noxious
Acid/Poison
+40
+32
+1600 +3200
Icy
Cold
+5
+2
+100
+200
Frost
Cold
+10
+4
+200
+400
Freezing
Cold
+15
+5
+250
+500
Cold
Cold
+20
+10
+500
+1000
Cryo
Cold
+25
+20
+1000 +2000
Flickering
Electricity
+5
+2
+100
+200
Sparking
Electricity
+7
+3
+150
+300
Static
Electricity
+9
+4
+200
+400
Flashing
Electricity
+12
+5
+250
+500
Shocking
Electricity
+15
+10
+500
+1000
Electric
Electricity
+20
+15
+750
+1500
Dyna
Electricity
+25
+20
+1000 +2000
Glowing
Energy
+5
+2
+100
+200
Incandescent
Energy
+7
+3
+150
+300
Dense
Energy
+9
+4
+200
+400
Sonic
Energy
+11
+5
+250
+500
Power
Energy
+13
+10
+500
+1000
Thermal
Energy
+15
+15
+750
+1500
Radiating
Energy
+20
+20
+1000 +2000
Kinetic
Energy
+25
+30
+1500 +3000
Burning
Fire
+5
+2
+100
+200
Fiery
Fire
+7
+3
+150
+300
Pyric
Fire
+9
+4
+200
+400
Fuming
Fire
+12
+5
+250
+500
Flaming
Fire
+15
+10
+500
+1000
Seething
Fire
+20
+15
+750
+1500
Scorching
Fire
+30
+30
+1500 +3000
Blazing
Fire
+25
+20
+1000 +2000
Mystic
Magic
+5
+5
+250
+500
Magical
Magic
+10
+10
+500
+1000
Ectoplasmic
+1250 +2500
Name Extensions for Weapons:
---------------------------Dragon Slayer
Monster Masher
Undead Eater
Golem Smasher
Bug Zapper
Beast Bopper

x3
x3
x3
x3
x3
x3

vs.
vs.
vs.
vs.
vs.
vs.

Dragons
Monsters
Undead
Golems
Insects
Animals

Skills and where to learn them


-----------------------------Skill
Where
----------------------------------------------------------Thievery
-

Arms Master
Astrologer
Body Builder
Cartographer
Crusader
Direction Sense
Linguist
Merchant
Mountaineer
Navigator
Path Finder
Prayer Master
Prestidigitator
Swimmer
Tracker
Spot Secret Doors
Danger Sense

Rivercity, 30, 3
Castle Burlock Level 1, 10, 5
Rivercity, 30 ,1
Vertigo, 8, 16
F4, 9, 3
Dwarf Mine 5, 8, 5
Castle Burlock Level 1, 6, 5
D2, 14, 2
Rivercity, 30, 30
Rivercity, 22, 30
Vertigo, 25, 26
A2, 6, 13
Tower of High Magic Level 4, 6, 8
Rivercity, 19, 23
E3, 11, 12
Dwarf Mine 3, 5, 11

Spells to Learn in the Land of Xeen


----------------------------------Spell
Where to learn
----------------------------------------------------------Acid Spray
Ancient Temple of Yak, 4, 5
Beast Master
Witch Tower Level 3, 4, 6
Cure Disease
F3, 12, 2
Cure Poison
F3, 12, 8
Divine Intervention
Sphinx Head, 2, 8
Hypnotize
Ancient Temple of Yak, 30, 3
Light
Ancient Temple of Yak, 6, 11
Moon Ray
C2, 10, 6
Pain
Witch Tower Level 3, 4, 10
Sparks
Ancient Temple of Yak, 0, 5
Clairvoyance
Witch Tower Level 3, 5, 5
Enchant Item
Rivercity, 25, 20
Item to Gold
Sphinx Dungeon, 14, 2
Lightning Bolt
Witch Tower Level 3, 10, 6
Mega Volts
C2, 8, 11
Prismatic Light
Tower of High Magic Level 4, 7, 7
Recharge Item
D3, 12, 8
Sleep
Witch Tower Level 3, 5, 11
Star Burst
Sphinx Head, 12, 8
Super Shelter
B3, 6, 3
Teleport
Sphinx Dungeon, 0, 15
Toxic Cloud
Witch Tower Level 3, 9, 5
Cleric Spells
------------Acid Spray
Awaken
Beast Master
Bless

Caster sprays a fine acid mist on all the monsters in


front of him, inflicting 15 points of Poison damage on
each monster.
Pulls all sleeping party members from their slumber,
cancelling the SLEEP condition.
Hypnotizes a group of monsters into stillness until
they overcome the spell.
Improves the armor class of a character by 1 per level
of the caster.

Cold Ray
Create Food
Cure Disease
Cure Paralysis
Cure Poison
Cure Wounds
Day of Protection
Deadly Swarm
Divine Intervention
Fiery Flail
First Aid
Flying Fist
Frost Bite
Heroism
Holy Bonus
Holy Word
Hypnotize
Light
Mass Distortion
Moon Ray
Nature's Cure
Pain
Power Cure
Prot. from Elements
Raise Dead
Resurrect
Revitalize
Sparks
Stone to Flesh
Sun Ray
Suppress Disease
Suppress Poison

A cone of absolute zero springs from the caster's hand


momentarily, inflicting 2 - 4 points of Cold damage per
level of the caster on all visible monsters.
Creates one unit of food for each living party member.
Removes the DISEASED condition from a character.
Removes the PARALYZED condition from a character.
Removes the POISONED condition from a character.
Magically cures one character of 15 points of damage.
Simultaneously casts Light, Protection from all elements, Heroism, Holy Bonus, and Bless for the bargain
basement price of 75 spell points.
Covers a group of monsters with biting, stinging,
burrowing insects, inflicting 25 points of Physical
damage to each monster.
Heals the entire party of all damage short of
ERADICATION.
Caster fires a jet of flame at one monster, inflicting
100 points of Fire damage.
Magically cures one character of 6 points of damage.
Deals a light blow to a monster, inflicting 6 points
of Physical damage.
Draws the body heat out of a monster, inflicting 35
points of Cold damage.
Increases the temporary level of a character by 1 per
level of the caster.
Increases the damage inflicted by a character when
fighting by 1 point per level of the caster.
Completely removes the animating magic of the Undead,
returning them to the dust from whence they came.
Like Beast Master, this spell hypnotizes a group of
monsters into stillness until they overcome the spell,
except that it works on monsters other than animals.
Fills a dungeon with a steady, soft light until the
party rests.
Increases the weight of your opponents, effectively
removing half their hit points.
Inflicts 30 points of Energy damage to each monster
in sight and cures each party member of 30 points of
damage.
Heals a character of 25 points of damage.
Stimulates the pain centers of your opponent's brains,
inflicting 8 points of Physical damage.
Heals a character of 2 - 12 points of damage per level
of the caster.
Reduces the damage the party receives from the elements.
The caster can choose which element this applies to
when the spell is cast.
Removes the DEAD condition from a character.
Removes the ERADICATED condition from a character.
Removes the WEAK condition from a character.
Envelopes the monsters in an electrically charged gas
cloud, inflicting 2 points of Electrical damage per
level of the caster.
Removes the STONED condition from a character.
Shines the intensified light of the sun into all monsters in front of the caster, inflicting 200 points of
Energy damage on each monster.
Slows the effect of disease on a character, but does
not remove the DISEASED condition.
Slows the effect of poison on a character, but does

Town Portal
Turn Undead
Walk on Water

not remove the POISONED condition.


Teleports the party to the town of your choice.
Weakens the evil magic that animates the Undead, inflicting 25 points of damage.
Allows the party to walk over both shallow and deep
water.

Sorcerer Spells
--------------Awaken
Clairvoyance
Dancing Sword

Day of Sorcery
Detect Monster
Dragon Sleep
Elemental Storm
Enchant Item
Energy Blast
Etherealize
Fantastic Freeze
Finger of Death
Fire Ball
Golem Stopper
Identify Monster
Implosion

Incinerate
Inferno
Insect Spray
Item to gold

Pulls all sleeping party members from their slumber,


cancelling the SLEEP condition.
Cases the two gargoyle heads on the screen to animate
and give advice for certain yes/no decisions, usually
chests.
The Dancing Sword spell creates hundreds of razor sharp
blades that strip the flesh from your foes. Dancing
Sword inflicts 6 to 14 points of Physical damage per
level of the caster.
This spell is a super saver plan that simultaneously
casts Light, Levitate, Wizard Eye, Clairvoyance, and
Power Shield on all party members.
Shows the location of all the monsters near the party.
Puts a dragon to sleep, much the way the Sleep spell
puts a human to sleep.
Pounds all the monsters in front of the party with a
storm of magical energy, inflicting 150 points of a
random damage type to each monster.
Bestows magical power to an item that has none. The
more powerful the spell caster, the better the chance
for a powerful item.
A bolt of pure energy is fired from the caster's clenched fist, inflicting 2 to 6 points of Energy damage
per level of the caster.
Moves the party one square forward, regardless of
barriers. This spell may succeed in areas where the
Teleport spell fails.
Reduces the temperature of the air around a group of
monsters to absolute zero for a moment, inflicting 40
points of Cold damage on each monster.
Bloodlessly slays the opponents the caster points to.
Sets off a fiery explosion within a group of monsters,
inflicting 3 to 7 points of Fire damage per level of
the caster.
Golem Stopper deprives a golem of the magic that animates it, inflicting 100 points of damage.
Reveals the condition of the monsters the party is
fighting.
Implosion concentrates local gravity inside the targeted monster, annihilating all but the most powerful
opponents. Implosion inflicts 1000 points of Energy
damage.
Shoots a stream of fire at one monster, inflicting 250
points of Fire damage.
Engulfs one group of monsters in magical fire, inflicting 250 points of Fire damage on one group.
Coats a group of monsters with a poison specially designed to kill insects.
Converts an item into an amount of gold pieces equal

Jump
Levitate
Light
Lightning Bolt
Lloyd's Beacon

Magic Arrow
Mega Volts
Poison Volley
Power Shield
Prismatic Light

Recharge Item
Shrapmetal
Sleep
Star Burst
Super Shelter
Teleport
Time Distortion
Toxic Cloud
Wizard Eye

to the value of the item (merchant skill not included).


Puts enough strength into the legs of the party to
jump over one square, provided there are no walls of
matter or magic. This spell cannot be used in combat.
Imparts weightlessness to the party members, preventing them from falling into pit traps, quagmires, holes
in clouds, etc.
Fills a dungeon with a steady, soft light until the
party rests.
Lightning flashes from the caster's hand, electrocuting
monsters for 4 to 6 points of damage per level of the
caster.
This spell allows you to magically return to a place
you have already been. Cast this spell once to set the
beacon, and again when you wish to return. Each party
member may have their own beacon.
Fires a magical bolt at one opponent, inflicting 8
points of Magical damage.
Mega Volts is an improved version of Lightning Bolt,
inflicting 150 points of Electrical damage on a group
of monsters.
Fires 6 poison arrows into each square in front of the
party. The arrows do 10 points of Poison damage each.
Reduces the damage inflicted on a party member by a
number equal to the level of the caster.
Mysterious Light springs from the caster's palm, inflicting 80 points of a random damage type depending on
which ray hits a monster. The damage type is unpredictable.
Restores 1 to 6 charges to an item that has at least
one charge remaining. There is a slight risk the spell
will destroy the item.
Sprays a group of monsters with sharp metal fragments,
inflicting 2 points of Physical damage per level of
the caster.
Puts a group of monsters to sleep until they overcome
the spell or are damaged.
Includes all monsters in front of the party in a massive explosion, inflicting 500 points of Physical
damage on each monster.
Hides the party from the monsters in unsafe places,
permitting them to rest without incident.
Sends the party up to 9 squares in the direction the
party is facing, regardless of obstacles.
Warps time, giving the party just enough time to run
away from a combat.
Surrounds a group of monsters with noxious gasses, inflicting 10 points of Poison damage.
Wizard Eye gives the party a bird's eye view of their
surroundings. The view will appear in the upper right
corner of the games screen.

Where are taught which spells?


-----------------------------Vertigo
Rivercity
Winterkill
Asp
Nightshadow
------------------------------------------------------------------------------Awaken
Cure Paralysis Create Food
Create Food
Bless
Cure Wounds
Cure Poison
Cure Disease
Cure Disease
Cold Ray

First Aid
Flying Fist
Light
Pain
Prot. Elements
Revitalize
Sparks
Suppr. Poison

Day of Prot.
Fiery Flail
Frost Bite
Power Cure
Turn Undead
Walk on Water

Cure Poison
Day of Prot.
Holy Word
Mass Distortion
Raise Dead
Resurrect

Cure Poison
Day of Prot.
Raise Dead
Resurrect
Stone to Flesh
Town Portal

Deadly Swarm
Heroism
Holy Bonus
Nature's Cure
Suppr. Disease
Turn Undead

Awaken
Energy Blast
Insect Spray
Jump
Light
Magic Arrow
Shrapmetal
Sleep
Toxic Cloud
Wizard Eye

Clairvoyance
Day of Sorcery
Fantast. Freeze
Finger of Death
Ident. Monster
Levitate
Lloyd's Beacon
Time Distortion

Dancing Sword
Day of Sorcery
Elemental Storm
Etherealize
Golem Stopper
Incinerate
Inferno
Poison Volley
Teleport

Dancing Sword
Day of Sorcery
Dragon Sleep
Etherealize
Fantast. Freeze
Finger of Death
Golem Stopper
Incinerate

Clairvoyance
Detect Monster
Fire Ball
Ident. Monster
Levitate
Poison Volley
Power Shield
Wizard Eye

Magical Wells, Fountains and Shrines


-----------------------------------Type
Improvement
Where
---------------------------------------------------------------Accuracy
+50
B3, 0, 3
Armor Class
+5
F3, 12 ,12
Armor Class
+20
Newcastle Level 1, 9, 14
Armor Class
+30
A3, 3, 14
Cold Resistance
+50
A4, 12, 14
Electricity Resistance +50
D3, 15, 4
Elemental Resistance
+20
E3, 9, 14
Endurance
+50
C1, 2, 4
Energy Resistance
+50
A1, 7, 6
Fire Resistance
+50
E2, 13, 3
Hit Points
restored
Vertigo, 14, 17
Hit Points
+25
F3, 7, 7
Hit Points
+100
Asp, 8, 3
Hit Points
+250
A1, 4, 12
Intellect
+50
B3, 15, 4
Level
+5
F3, 0, 1
Level
+10
Nightshadow, 7, 7
Luck
+60
F3, 1, 7
Magic Resistance
+50
C3, 15, 0
Mental Statistics
+10
D3, 8, 9
Might
+50
D2, 3, 8
Might
+50
Winterkill, 6, 11
Personality
+50
C3, 0, 0
Physical Statistics
+10
C3, 15, 10
Poison Resistance
+50
F3, 14, 6
Speed
+50
E2, 3, 4
Spell Points
+25
E3, 8, 6
Spell Points
+100
Rivercity, 14, 18
Spell Points
+250
A4, 3, 3
Important Locations in the Land of Xeen
---------------------------------------

Name
Where
-----------------------------------------------------Castle Basenji
A1, 8, 8
Castle Burlock
D2, 8, 2
New Castle
C4, 11, 12
Xeen's Castle
Clouds of Xeen, 16, 29
Witch Tower
F4, 10, 9
Tower of High Magic
C4, 6, 15
Darzog's Tower
D3, 4, 13
Dragon Tower
D1, 10, 5
Darkstone Tower
B3, 11, 0
Northern Sphinx
B1, 12, 8
Southern Sphinx
A2, 11, 9
Warzone
B2, 12, 4
Ancient Temple of Yak
E4, 4, 4
Golem Dungeon
B4, 11, 9
Tomb of a Thousand Terrors
C4, 6, 6
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
Dragon Cave
E1, 14, 12
Cave of Illusion
B4, 2, 15
Volcano Cave
E1, 15, 2
Rivercity
C3, 11, 7
Asp
C2, 9, 15
Winterkill
A3, 4, 6
Nightshadow
D4, 13, 5
Vertigo
F3, 10, 13
Shangri-La
Volcano Cave Level 3, 9, 10
Cave without Name
E3, 3, 4
Summer Druid
B2, 1, 10
Autumn Druid
C2, 15, 9
Winter Druid
A3, 6, 1
Spring Druid
E3, 3, 14
Awards that can be obtained in the game
--------------------------------------Award
Where
------------------------------------------------------------Vertigo Guild Member
Vertigo, 16, 11
Nightshadow Guild Member
Nightshadow, 14, 11
Rivercity Guild Member
Rivercity, 25, 27
Asp Guild Member
Asp, 6, 7
Winterkill Guild Member
Winterkill, 1, 8
Shangri-La Guild Member
Shangri-La, 0, 11
Outstanding Citizen
Vertigo, 14, 5
Red Dwarf Badge of Courage
Vertigo, 14, 5
Convicted Thief
1 Warzone Wins
Warzone
Super Explorer
Witch Clouds, 1, 1
Master of Golems
Golem Dungeon, 13, 1
Taxman Emeritus
Dragon Cave, 27, 1
Rescued Crodo
Darzog's Tower Level 3, 7, 6
Found Shangri-La
Shangri-La, 7, 8
Prince of Thieves
Sphinx Body, 7, 13
Ghostslayer Extraordinaire
Winterkill, 8, 13

Legendary Human
Legendary Gnome
Legendary Elf
Legendary Dwarf
Legendary Orc
Rescued Celia
Helped Orothin
Restored Falista
Turned Seasons
Helped Carlawna
Helped Falagar
Restored Mirabeth
Helped Danulf
Saved Elves
Civilized One
Helped Captain Nystor
Liberated Pagoda
Fisherman's Friend
Helped Arie
Freed Ligono
Helped Glom
Helped Halon
Princess' Favorite
Appeased Barok
Loremaster of Worms
Loremaster of Lizards
Loremaster of Serpents
Loremaster of Drakes
Loremaster of Dragons
DEFEATED LORD XEEN

Sphinx Head, 7, 2
Sphinx Head, 12, 4
Sphinx Head, 2, 4
Sphinx Head, 10, 14
Sphinx Head, 4, 14
D4, 15, 15
F3, 9, 6
F4, 9, 3
Spring Druid
C2, 10 ,6
C2, 8, 11
D4, 12, 3
C3, 14, 5
C3, 3, 8
B3, 6, 3
C2, 9, 1
A3, 15, 12
C3, 12, 13
A1, 11, 5
D3, 12, 8
A3, 10, 0
B3, 9, 6
Castle Burlock Level 3, 2, 11
Rivercity, 25, 20
Dragon Cave, 16, 0
Dragon Cave, 0, 31
Dragon Cave, 31, 31
Dragon Cave, 22, 16
Dragon Cave, 27, 0
Xeen's Castle Level 4, 5, 9

Quest Items and their locations


------------------------------Item
Where
-------------------------------------------------------------------------Deed to New Castle
New Castle
Crystal Key to Witch Tower
F4, 9, 3
Skeleton Key to Darzog's Tower
Tower of High Magic Level 4, 7, 12
Enchanted Key to Tower of High Magic
Cave of Illusion Level 4, 7, 14
Jeweled Amulet of the Northern Sphinx A1, 11, 5
Stone of a Thousand Terrors
New Castle
Golem Stone of Admittance
New Castle
Yak Stone of Opening
D4, 12, 3
Xeen's Scepter of Temporal Distortion Xeen's Castle Level 4, 5, 9
Alacorn of Falista
Witch Tower Level 4, 7, 4
Elixir of Restoration
Yak Temple, 30, 25
Wand of Faery Magic
D4, 8, 14
Princess Roxanne's Tiara
Rivercity, 1, 3
Holy Book of Elvenkind
B4, 14, 13
Scarab of Imaging
C1, 15, 11
Crystals of Piezoelectricity
Asp, 8, 11
Scroll of Insight
Castle Basenji Level 3, 3, 9
Phirna Root
Toad Meadow
Orothin's Bone Whistle
E4, 5, 14
Barok's Magic Pendant
Rivercity, 1, 20
Ligono's Missing Skull
D4, 2, 1
Last Flower of Summer
B2, 1, 10
Last Raindrop of Spring
E3, 3, 14

Last Snowflake of Winter


Last Leaf of Autumn
Ever Hot Lava Rock
King's Mega Credit
Excavation Permit
Cupie Doll
Might Doll
Speed Doll
Endurance Doll
Accuracy Doll
Luck Doll
Widget

A3, 6, 1
C2, 15, 9
E2, 7, 11
Yak Temple, Golem Dungeon,
Tomb of Terror
Castle Burlock Level 1, 1, 4
Clouds of Xeen, 12, 29
Clouds of Xeen, 15, 24
Clouds of Xeen, 14, 26
Clouds of Xeen, 11, 25
Clouds of Xeen, 12, 22
??
B3, 9, 6

The Quests in Might and Magic - Clouds of Xeen


---------------------------------------------This list must be interpreted as follows:
1.
2.
3.
4.
5.

Quest
Experience Points
Award
Reward
Where to finde the Solution

----------------------------------------------------------------------------Rid Vertigo
14, 5)
5000
Outstanding
4000 Gold +
Vertigo, 9,

of the plague of Pests and report back to Mayor Gunther (Vertigo,


Citizen
50 Gems
22

Gather Phirna roots for Myra the Herbalist (F3, 9, 11) for use in Antidote
Potions
5 Antidote Potions
F4, 13, 12; F4, 7, 12; F4, 5, 12; F4, 6, 7; F4, 12, 4; F4, 7, 2; F4, 12, 14;
F4, 12, 7; F4, 8, 7; F3, 8, 2
Free Celia from the clutches of the Zombies in the forest and return her to
Derek (F3, 4, 5)
25000
Rescued Celia
2000 Gold
D4, 15, 15
Slay the King of the Mad Dwarf Clan and report back to Mayor Gunther
(Vertigo,14, 5)
50000
Red Dwarf Badge of Courage
Deep Mine Omega, 30, 26
Get Barok's Pendant from the Sorceress' of Rivercity and return it to Barok
(Rivercity, 25, 20)
80000

Appeased Barok
Enchant Item Spell
Rivercity, 1, 20
Find Orothin's Bone Whistle and return it to him (F3, 9, 6)
15000
Helped Orothin
Cure Poison Spell (F3, 12, 8) + Cure Disease Spell (F3, 12, 2)
E4, 5, 14
Find the Faery Wand and return it to Danulf (C3, 14, 5)
45000
Helped Danulf
25000 Gold
D4, 8, 14
Find Ligono's Skull and return it to him (D3, 12, 8), so he may rest in peace
40000
Freed Ligono
Recharge Item Spell
D4, 2, 1
Retrieve the Alacorn of Falista from the Witch's Tower and return it to Valia
(F4, 9, 3)
60000
Restored Falista
Crusader Skill
Witch Tower Level 4, 7, 4
Destroy the Lair of the Ogres and return to Captain Nystor (C2, 9, 1) for
your reward
40000
Helped Captain Nystor
20000 Gold
C2, 5, 0
Get Princess Roxanne's Tiara from the Robbers of Rivercity and return it to
Princess Roxanne (Castle Burlock Level 3, 2, 11)
200000
Princess' Favorite
Valuable Items
Rivercity, 1, 3
Find the Holy Book of Elvenkind and return it to Tito (C3, 3, 8)
60000
Saved Elves
25000 Gold
B4, 14, 13
Return the Scarab of Imaging to Carlawna (C2, 10 ,6)
75000
Helped Carlawna
Moon Ray Spell
C1, 15, 11
Return the Crystals of Piezoelectricity to Falagar (C2, 8, 11)
75000
Helped Falagar
Megavolts Spell
Asp, 8, 11

Reclaim Kai Wu's Pagoda from the Ninja Clan (A3, 15, 12)
75000
Liberated Pagoda
Food
A3, 15, 6
Save Winterkill from it's curse and return to Randon (Winterkill, 8, 13)
500000
Ghostslayer Extraordinaire
Winterkill, 14, 14
Find the Everhot Lava Rock and give it to Halon (B3, 9, 6)
150000
Helped Halon
Widget
E2, 7, 11
Retrieve the Scroll of Insight from Castle Basenji and return it to Arie
(A1, 11, 5)
750000
Helped Arie
Amulet of the Northern Sphinx
Castle Basenji Level 3, 3, 9
Steal the Elixir of Restoration from the Yak Temple and give it to Mirabeth
(D4, 12, 3)
250000
Restored Mirabeth
+5 Personality
Yak Temple, 30, 25
Slay the Monsters of the Lake and return to Medin (C3, 12, 13)
100000
Fisherman's Friend
Very Valuable Item
3 Monsters (Around Darzog's Tower)
Destroy the Lair of the Trolls and return to Thickbark (B3, 6, 3) for your
reward
95000
Civilized One
Super Shelter Spell
B4, 2, 7
Destroy the Lair of the Cyclops and return to Glom (A3, 10, 0) for your reward
100000
Helped Glom
Valuable Items
A4, 10 , 8
Free Crodo from the clutches of the evil Wizard Darzog and return to Artemus
(Castle Burlock, 1, 4)
1000000
Rescued Crodo
Excavation Permit
Darzog's Tower Level 3, 7, 6
Climb Darzog's Tower, gain entrance to Castle Xeen, slay Lord Xeen, and save

the world
DEFEATED LORD XEEN
Xeen's Scepter of Temporal Distortion
Xeen's Castle Level 4, 5, 9
Find the 6th Mirror and return to King Burlock (Castle Burlock, 8, 1)
Take the Last Flower of Summer to the Autumn Druid so that Autumn may begin
Last Fallen Leaf of Autumn
C2, 15, 9
Take the Last Fallen Leaf of Autumn to the Winter Druid so that Winter may
begin
Last Snowflake of Winter
A3, 6, 1
Take the Last Snowflake of Winter to the Spring Druid so that Spring may begin
150000
Turned Seasons
Last Raindrop of Spring, Healing of Magical Aging
E3, 3, 14
Take the Last Raindrop of Spring to the Summer Druid so that Summer may begin
Last Flower of Summer
B2, 1, 10
Solution to Might and Magic - Clouds of Xeen
-------------------------------------------The Cities
==========
Vertigo
------Your first task is to rid Vertigo of the Plague (see the mayor at 14/5 for instructions). You do not need to kill all the Bugs and Slimes to do this, just
go to the warehouse in the northwest corner and open the crate at 9/22. You
will find a note and can return to the mayor for your reward (4000 Gold +
50 Gems). In Vertigo you can learn Mapmaking (8/16) and Pathfinding (25/26).
After having solved the first task you can restore your hit points at the well
at 14/17. Check into the Guild at 16/11. Other Locations: Tavern (24/5),
Blacksmith (8/4), Training (10/11), Guild (20/13), Bank (26/17), Temple
(15/28), Travel Mirror (14/10). By searching the trees you can find some gold.
Rivercity
---------

Rivercity is the largest city of Xeen. Locations: Tavern (24/16), Blacksmith


(24/9), Temple (6/21), Bank (25/3), Guild (6/30), Training (12/12), Travel
Mirror (19/18). You can learn Swimming (19/23), Mountain Climbing (30/30),
Navigation (for the desert, 22/30), Arms Master (30/3) and Bodybuilding (30/1,
improves your might).
Check into the Guild at 25/27.
You will find Barok at 25/20 who will charge you with retrieving his pendant
from the Sorceress' (they can be reached through the Guild House, the pendant
is in the chest at 1/20, together with 800 Gold). In the other chest (2/20)
are 5000 Gold + 200 Gems. Don't care about the door at 6/17. There are many
chests behind it, but they all contain only 1 Gold and 1 Gem.
The Robbers have two other chests: at 7/3 (5000/100) and 1/3 (1000 Gold + Princess Roxanne's Tiara, see Castle Burlock).
Some Items can be found in the trees.
In the back of the Training Ground there is a door that leads to the Yang
Knights (pretty tough those guys). At 6/8 there is a secret passage behind
which you will find more Yang Knights and a chest with 50000 Gold. Another
chest at 2/8: 5000 Gold, 100 Gems.
The Wells at 5/19 and 14/1 will always be poisoned, but the well at 14/18 will
give you 100 Spell Points after you have returned the pendant to Barok.
Asp
--In Asp you have to destroy the transformer at 8/15 to free the city and restore
the magic of the well (+100 Hit Points). In order to do this you will first
have to turn the southeast and northwest globe on the main square to blue by
touching them. To reach the transformer you must avoid the teleport fields
on the northwestern square (sort this out for yourself, it's not difficult).
Destroying the transformer will give you 50000 Experience Points. You will
find Falagar's crystals at 8/11.
Three important locations: Join Guild at 6/7, Guild at 2/1, Travel Mirror at
12/1.
Nightshadow
----------The main objective in Nightshadow is to kill Count Draco (1/14). To do this,
turn the three sundials to 9 and wait until night (by sleeping). Open the
coffin and kill him (it sounds easy, but it isn't). You will receive 50000
Experience Points and 99999 Gold, and the well at 7/7 will increase your level
by 10 (temporarily) afterwards. The Guild is at 12/4, you must check in at
14/11. There is a Travel Mirror at 10/3.
Winterkill
---------Here your task is to drive out the ghosts that haunt Winterkill. You will need
a lot of spell points to make it, because the ghosts are almost immune against
all kinds of weapons, you must kill them with your combat spells (the best
spells are Fiery Flail and Incinerate against single Ghosts, Inferno and Holy
Word against groups). Some help can be found in the broken bottles. The bottles
at 5/5, 6/3, 9/8 and 14/5 contain 3 Potions of Holy Word each.
Proceed as follows: Kill *all* the ghosts, bang the southern gong at 13/1, go
to the mayor.
Repeat this two more times (first you have the Spirit Bones, then the Spirit

Polter Fools, last the Ghost Riders).


Be aware that there is a secret passage at 14/7. There are more ghosts behind
it. If you bang the gong when there are still some ghosts left, all the ghosts
will return.
To restore the magic of the well you must bang the two northern gongs twice
each. The well gives you +50 Might (very important afterwards).
The Guild of Winterkill is at 7/1. You can join it at 1/8. The Travel Mirror
can be found at 10/14.
Shangri-La
---------Shangri-La is the town under the volcano. You can reach it by Travel Mirror or
through the volcano cave at E1, 15/2.
The well in the middle (7/8) gives you +1 Level permanently. At the Guild at
0/7 you can learn all the spells that exist. At 0/3 you can learn everything
(that's 17 skills) for 100000 Gold. Check into the guild at 0/11 (it's free!).
Other locations: Temple (15/3), Blacksmith (14/8), Tavern (14/13).
The Wilderness
==============
There are some locations where you can earn more Experience:
-

Barbarian's Camps (A3, 8/14; C2, 1/8): 25000


Sprite Nest (D3, 3/1): 10000
Observation Post for the Orcs (E3, 14/13): 1000
Orc Outposts (E2, 9/2; F3, 12/14): 1000
Shrine to the Undead (E4, 9/14): 5000
Evil Ranger Camp (C4, 1/11): 10000
Archer's Camp (B4, 10/12): 20000
Orc Caves (F2, 12/5; F2, 13/3): 10000

Scrolls of Enchant Item are in the bottles at D3, 8/3; D3, 13/11; E3, 4/8;
F3, 14/4; D3, 11/1.
Some other Items are in the bottles at D4, 10/3; D4, 1/2; D4, 12/10.
The Dungeons
============
Dwarf Mines
----------There are 5 normal and 4 deep Dwarf Mines. The Mines 1 to 5 have entrances from
the surface. You can reach all Dwarf Mines by using the wagons or through the
Travel Mirrors (say "Mine 3", "Theta" etc. to a mirror). The deep mines are
named "Alpha", "Theta", "Kappa" and "Omega".
The Mines contain lots of treasures (about 80000 Gold). Search them thoroughly, there are many secret passages. They contain also poison traps, so take
along some potions from Myra the Herbalist. In some of the crates are Tiger
Moles, but some contain valuable weapons, so search them also.
The barrels contain liquids that improve your statistics by 2 each.
The colors mean:
Yellow - Accuracy
Green - Endurance

Red
Blue
White
Orange
Purple

Might
Personality
Luck
Intellect
Speed

The skills Direction Sense (Mine 5, 8/5) and Danger Sense (Mine 3, 5/11) can
be learned in the Mines.
The Dwarf King can be found in Mine Omega at 30/26 (in the northwest part).
You must go through many secret passages and poison traps to reach him. Sleep
between them to restore your hit points.
Cave of Illusion
---------------The most important Item in the Cave of Illusion is the Key to the Tower of
High Magic. You will receive it for 300 Gems at Level 4, 7/14. But first you
must kill the Water Golems in the cave (by the way: you can sleep in the Cave,
it's no real water). The skulls will increase your statistics against gems
(you will need about 2000 gems to satisfy them all, so perhaps you have to
visit Castle Basenji first).
You don't need to worry about the mirages with weapons, they are also illusions. The whirlpools will teleport you to other parts of the cave, try to
avoid them.
There is a plug at Level 4, 14/13. To pull it, you must be really strong, the
best way is to set Lloyd's Beacon, teleport to Winterkill, drink from the well
(see Winterkill) and return. After you have pulled the plug, the cave is dry
and you can open the safes (there is a secret cavern in the southeast of
Level 4, you can teleport into it and find another safe). Consider that you
will now be hit by the spear traps. The safes are guarded by guardians.
Volcano Cave
-----------The Entrance to the Volcano Cave is in the middle of the great volcano
(E1, 15/2). Its monsters are Devils and Demons, you need a high level to beat
them. There's only one path through the cave, it leads to Shangri-La (Level 3,
9/10). In order not to get grilled you need the Jump spell. You will encounter
some switches, switch them all to make a path through the lava. Two special
locations: at Level 1, 9/9 there's a skull which gives you 250000 Experience
Points. It's best to teleport to it because there's pretty much lava in between. Use Day of Protection or Protection against Elements to stand the heat.
The second special place: There are some chests on the Level 1. Only the chest
at (13/15) contains a treasure: 90000 Gold and 666 Gems. The other chests
explode.
Dragon Cave
----------The Dragon cave is the toughest part of the game. It's filled with treasures
(dragons hoard treasures, as might be expected) and you can greatly increase
your experience by reading the Books of Lore. Don't care about the 'Dragon Tax'
that you must pay. You will receive much more gold afterwards. The best way
to fight the dragons is to proceed slowly and when you see a dragon in the
distance, teleport to reach him and kill him by hand (your fighters will at
at this stage probably be strong enough to kill a dragon in one round). Remember to use Day of Protection and Day of Sorcery.

The Books:
Book 1 at 16/0: 50000 Experience
Book 2 at 0/31: 100000 Experience
Book 3 at 31/31: 150000 Experience
Book 4 at 22/16: 200000 Experience
Book 5 at 27/0: 500000 Experience
The Art of Taxation at 27/1: 500000 Experience
To read the books you must have a very high Intellect. Improve your Intellect
at the wells (B3, 15/4 and D3, 8/9) by using Lloyd's Beacon to go there and
back. In most of the games you won't be able to read Book 5 and The Art of
Taxation, they require an Intellect of about 180. It's only possible when you
have many magical weapons and accessories to improve your IQ.
Ancient Temple of Yak
--------------------The Stone to the Temple of Yak is given to you by Mirabeth (D4, 12/3).
You must enter the Temple to get at least 5 Megacredits and to find the Elixir
of Restoration. Use Levitate or Day of Sorcery to protect your party against
the traps. There are some switches that you must use to open passages. You must
switch them all, and some of them three times. Use Wizard's Eye to watch if you
have success.
There are four altars (2/6, 2/17, 27/25, 25/7) that you must destroy (5000 Experience Points each), and four coffins (2/4, 28/23, 27/27 and 2/28 - the Yak
Master) which contain valuable items. The Yak Liches are hard to kill and the
Master even harder - use Holy Word (or the Holy Word Potions from Winterkill).
The Pool at 14/8 will increase your Personality by 5 (apart from making you
drunk/diseased) and the pool at 19/8 adds 5 to your Endurance. This does not
work on all characters (I didn't find out why). The pool at 25/26 gives 25000
Experience Points and kills the character (use only when having the Raise Dead
Spell).
There are 8 King's Megacredits in the Temple: 27/22, 27/28, 13/9, 15/9, 18/9,
20/9, 23/9, 27/9. You need at least five.
The following Spells can be learned: Acid Spray (4/5), Hypnotize (30/3),
Light (6/11), Sparks (0/5).
The Elixir of Restoration is at 30/25.
Tomb of a Thousand Terrors
-------------------------You will get the Stone of a Thousand Terrors from Taxman at Newcastle.
The Tomb of a Thousand Terrors contains 9 more Megacredits (17/29, 17/15,
11/30, 1/16, 6/9, 13/13, 19/9, 6/9, 13/5.
Increase your statistics with the Tomb Juice (+5, see Dwarf Mines for the meaning of the colors).
There is a teleport field at 3/5 that teleports you into the middle part of the
dungeon. Kill the monsters, get the Megacredits and the Tomb juice and return
to the exit through the teleports at 8/9 or 17/9.
Golem Dungeon
------------Taxman at Newcastle will give you the Golem Stone of Entrance.
The Golem Dungeon is the trickiest of all. It has four sections: Wood, Stone,
Iron and Diamond. Follow the instructions of the statue: in the Wood section

you must use the switches to close the passages, then teleport back out.
In the Stone section push the buttons repeatedly until all six rocks are visible.
In the Iron section flip the first four switches, that should open the secret
passages. The switch at 19/25 activates the teleport field at 22/25 that takes
you to 15/25. The teleport at 15/29 takes you to the Diamond section.
This part is hard enough, the Diamond Golems have about 1000 Hit Points. I used
the Mass Distortion spell to weaken them and made the rest with Incinerate and
by hand. The Golem Stopper Spell works well too. After having killed the first
Diamond Golem open the secret passage at 19/9 and kill 4 more of them. Another
teleport at 29/9 transports you to 29/1. Kill several Golems and take 3000 Gems
from the chest at 22/1. The Statue at 13/1 dubs you Master of Golems an permanently adds 1 to your Level. The teleport 13/2 takes you back to the exit.
The Megacredits are situated at: 4/1, 6/1, 11/22, 11/28, 17/17, 22/28, 22/22,
15/12, 15/6, 11/9, 30/6, 30/12, 18/4, 27/4.
Maybe you must let the Blacksmith repair your weapons afterwards because they
naturally break on Diamond Golems.
The Towers
==========
Witch Tower
----------In this Tower you can get Gems, Valuable Items and Spells.
You will get the Key from Valia at F4, 9/3. Free the Boys at Level 1, 3/8,
Level 2, 11/8, Level 3, 7/8 and Level 4, 4/10 to get 5000 Experience Points
each. The last boy will tell you the password "Rosebud".
The cauldrons contain items, some of them (Level 3, 6/8, Level 3, 7/7, Level 4,
4/7, Level 4, 4/9) increase all statistics of one character by 1.
If you tell the password to the skull at Level 4, 10/6, he will open the secret
passage and you can get the Alacorn (7/4).
On Level 3 you can learn the spells Beast Master (4/6), Pain (4/10), Clairvoyance (5/5), Lightning Bolt (10/6), Sleep (5/11) and Toxic Cloud (9/5).
In the cloud world above the Tower (use Levitate) you can gain experience by
destroying the Harpy nests. At 1/1 (only accessible with Teleport) you will
be dubbed 'Super Explorer' and your level is permanently raised by 1.
The Statues will give you hints if you have the Linguist Skill.
Tower of High Magic
------------------The Key to the Tower can be found in the Cave of Illusion.
In the Tower of High Magic you can improve the resistance of your characters.
The Potions increase the resistance against one element by 10. The green
squares will take away all your Spell Points, so remember to sleep before entering a new level.
The Pandorian Boxes contain gold, gems and valuable items. Open the box, fight
the monsters, return to the box and take the contents. The Box at Level3, 7/4
releases a Fire Dragon. You should save your game before opening it.
You can learn to cast Prismatic Light on Level 4, 7/7.
The Key to Darzog's Tower is at Level 4, 7/12.
In the cloud world above the tower you can get some gems and more hints from
the statues. Theoretically after banging the drums you can find some more gems
on the ground around the tower (never tried it).

Darzog's Tower
-------------The Key to this Tower is in the Tower of High Magic.
The green square in Level 1 takes away all your spell points, so you must sleep
afterwards to restore them. Examine the floor grates, they contain valuable
items.
Don't touch the green squares in Level 2, they will transport you back to
Level 1. Use the Jump Spell to jump over them. You can improve your statistics
here. Every book increases one statistic of one character by 20.
To free Crodo you must kill Darzog on Level 3 and go to Level 4. You will find
two tapestries (6/8 and 8/8) with buttons behind them that will open passages.
In one corner there is a rope ladder going down to a secret room on Level 3. On
the bed at 7/6 you'll find Crodo and get one million experience points.
Remember to search the chests at Level 3, 7/12 and Level 4, 11/8.
In the cloud world above the tower (the 'Clouds of Xeen') there's Castle Xeen.
You must have high statistic values to win four dolls (Might Doll, Accuracy
Doll, Speed Doll, Endurance Doll) that you can trade for the Lord Xeen Cupie
Doll without which you can't enter Castle Xeen. But first you must have the
Xeen Slayer Sword.
Destroying the Roc Nests will give you some Experience Points.
The Castles and the Sphinx
==========================
Castle Burlock
-------------This is the Castle of King Burlock. You'll find Princess Roxanne in the West
Tower, Level 3, 2/11. She charges you with getting her Tiara back from the
Robbers of Rivercity. The Master Builder at Level 1, 2/7 will offer to build
your castle for Megacredits (you need the Deed to Newcastle first). The King's
Advisor Artemus at Level 1, 1/4 tells you to free Crodo. He will reward you
with the Excavation Permit afterwards. King Burlock himself wants you to find
the 6th Mirror and bring it to him (the only task in the game that can't be
fulfilled). In the Dungeon of Burlock you will find some Castle Guards and
a zoo of different creatures. Only the Dragon's cage at 9/4 contains something
useful: a black liquid that gives 10 Might Points to one character (but you
must kill the dragon first ...).
It is not advisable to plunder the King's Treasures on Level 3, because the
whole castle guard will await you afterwards. Only very strong parties will
escape their attack.
The skills Linguist and Astrologer can be learned at Level 1, 6/5 and 10/5.
New Castle
---------The first time you come to Newcastle you will find only ruins. To get the
Experimental Xeen Slayer Sword from the ruins you must rebuild the castle.
Buy the Deed to Newcastle from Taxman (C4, 11/12) for 50000 Gold and let the
Master Builder at Castle Burlock build new walls (for 5 King's Megacredits,
get them from the Yak Temple). When you return to Newcastle you will receive
the Stone of a Thousand Terrors from Taxman. If you like you can search the
interior of the castle. 5 more Megacredits (from the Tomb of a Thousand Terrors) will buy you the keep to your castle. You have now your own Training
ground (up to Level 20), your own Blacksmith, Temple, Bank and Bedroom. Also

Food for free and a well that gives you +20 Armor Class. Taxman gives you the
Golem Stone of Entrance. Once you have the Excavation Permit from Artemus you
can make the Master Builder clear up the Dungeon for another 5 Megacredits.
The password to the Dungeon is "Laboratory". You will find the Xeen Slayer
Sword at 7/4 (secret passages at 3/4 or 11/4). There are also some Potions of
the Gods in the dungeon (another secret passage at 7/7).
Castle Basenji
-------------Here you can improve your resistance against the elements. The scrolls give you
10 resistance points each. Free the trapped Peasants in the Dungeon (14/8,
13/1, 14/1, 1/8, 1/12). The one at 14/12 tell you the password for Level 2,
9/15: "There Wolf".
You can also find Gems and some scrolls to improve your Intelligence/Personality/Speed by 5. The Scrolls of Death, Depression etc. do exactly that: kill a
character, make him depressive, insane etc. Depression will pass with time,
the others need some treatment (too much trouble for only 5000 Experience
Points). The Scroll of Insight for Arie lies on the pedestal at Level 3, 3/9.
Northern Sphinx
--------------The Amulet of the Sphinx is the reward for bringing the Scroll of Insight
to Arie (A1, 11/5).
In the Sphinx you find Experience, Gems and Spells.
There is a Thieves Throne in the Body at 7/13. Let your Robber sit on it, he
will be given 500000 Experience Points. The Password "Golux" for the stair
at 7/15 can be found by studying the inscriptions in the Sphinx Dungeon. At
14/2 in the Dungeon you may learn the Item to Gold spell, at 0/15 Teleport.
The coffins can only be opened with plenty of might (use the wells to increase
it temporarily). They contain valuable items, gold and gems (first kill the
mummy that emerges). In the Sphinx Head there are five Thrones for the five
races. Let the human characters sit on the Human Throne, the Orcs on the Orc
Throne etc.: Human 7/2, Orc 4/14, Dwarf 10/14, Gnome 12/4, Elf 2/4. That
brings 500000 Experience Points. You can also learn Star Burst (!) at 12/8
and Divine Intervention at 2/8.
Castle Xeen
----------Castle Xeen is located in the Clouds of Xeen above Darzog's Tower. Use Levitate to not fall through the clouds (ouch). Then use Teleport to reach the
northern part of the clouds (follow the sign). After you have won the four
games and traded the dolls for the Lord Xeen Cupie Doll you can enter Castle
Xeen. The first thing to do is to destroy the four machines in the towers and
the corners of the Castle (else you would have plenty of traps on your way to
Xeen): Fire (Level 4, 3/1), Electricity (Level 4, 12/1), Poison (Level 1,
14/14), Cold (Level 1, 1/14) - 200000 Experience Points each.
Once you have done this you can attack the last stage of the game. Enter the
middle part of the Castle, climb up to the fourth level (tricky: up and down
and up again...). There is one more guard behind the door. Destroy the Guard
Making Machine (200000 Experience Points - well, it's not that important) and
kill Xeen's Pet. Then your way to Xeen is free - don't forget to equip the
Xeen Slayer Sword. If you don't kill him on the first strike you can pass the
Sword to the next fighter in combat.

The Warzone
===========
Not much to say about it: You can train in the Warzone and try to combat different kinds of monsters. You will also receive Experience Points for the
fighting.
The Clerics
===========
The Clerics can heal any magical aging. Visit them in the right order: first
the Summer Druid (B2, 1/10). The first time you see him he will give you the
last flower of summer. Then: Autumn (C2, 15/9), Winter (A3, 6/1) and Spring
(E3, 3/14). The Spring Druid will heal your magical aging. You can repeat this
circle as often as you like, but only the first time you will get 150000 Experience points from the Spring Druid.
Summarized steps to solve the game:
===================================
Your objective is to kill Lord Xeen. For this you need the Xeen Slayer Sword
and you must enter Castle Xeen.
The Xeen Slayer Sword lies in the ruins of Newcastle. You must rebuild Newcastle to find it. So you must:
- Buy Newcastle (get the Deed to Newcastle from Taxman at C4, 11/12 for
50000 Gold)
- Get five King's Megacredits from the Temple of Yak
- Go to the Master Builder in Castle Burlock (Level 1, 2/7) and buy the walls
for five King's Megacredits
- Go to Newcastle and get the Stone of Terror
- Enter the Tomb of a Thousand Terrors and get five more Megacredits
- Go to the Master Builder and buy the keep for the castle
- Go to Newcastle and get the Golem Stone of Admittance
- If you do not yet have the five Megacredits that you need now, enter the
Golem Dungeon and get them
- Free Crodo in Darzog's Tower (see below)
- Go to Artemus and get an Excavation Permit
- Go to the Master Builder and buy the dungeon for your castle
- Go to Newcastle, enter the dungeon and find the Xeen Slayer Sword
Castle Xeen is in the Cloud World above Darzog's Tower, so:
-

Enter the Cave of Illusion and get the Key to the Tower of High Magic
Enter the Tower of High Magic and get the Key to Darzog's Tower
Enter Darzog's Tower and free Crodo
Get the Xeen Slayer Sword from Newcastle (see above)
Climb Darzog's Tower and enter the Cloud World
Win the four games (Might, Accuracy, Endurance, Speed)
Change the four dolls against the Original Lord Xeen Cupie Doll
Enter Castle Xeen
Destroy the four machines to disable the traps
Climb up to Level 4
Kill Xeen's Pet
Equip your fastest fighter with the Xeen Slayer Sword
Encounter Lord Xeen and kill him

After having killed Lord Xeen, you can either choose to walk around in Xeen
for a while and solve the remaining puzzles, or you can end the game immediately. If you touch the 6th mirror, you will see that the Scepter of Temporal
Distortion and the Mirror are incompatible. This will destroy the mirror and
Castle Xeen. You will be returned to Castle Burlock where your deeds are reviewed and you will see your score.
--- End of the game --That's it folks.
Comments, corrections and questions are welcome:
-----------------------------------------------------------------------------Arno Schaefer
ENSIMAG, 2e annee
E-Mail: schaefer@ensibull.imag.fr
Tel.: (33) 76 51 79 95
:-)
------------------------------------------------------------------------------

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