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Table of ContentsMaps

Towns 5Towers 31Castles 53Dungeons 67Outdoor Areas 83Skyroads 111Elemental Planes 137Miscellaneous Maps 147

Monsters 155

Spells 189Cleric Spell Descriptions 194Sorcerer Spell Descriptions 202

Items 213Elements 217Metals 219Attributes 220Special Abilities 223Items 225

Clues and Hints 229Beginner’s Guide 230Temporary Statistics Modifiers 233Awards 234Potion Key 239Races And Character Skills 240Secondary Skills 242Mirror Words 244How to Win Darkside of Xeen 246

World of Xeen Bonus Section 251World of Xeen Maps 252How to Win World of Xeen 272

©1993 New World Computing, Inc.First Edition

The Writings and Maps found in this book are copyrighted.All rights are reserved. This book may not be copied,photographed, reproduced, translated, or reduced to anyelectronic medium or machine-readable form, in whole or inpart, without the prior written consent of New WorldComputing, Inc. New World Computing, Inc. further reservesthe right to make changes to the product described in thisbook at any time without notice.

Might and Magic: Darkside of Xeen

Might and Magic created by Jon Van Caneghem

Cluebook written by Paul Rattner

Cover Art by Mike Winterbauer

Manual Illustrations by Jonathan P. Gwyn,David Plunkett

and Mike Winterbauer

Layout and Design by Richard Espy

Production by Scott McDaniel

Darkside of Xeen is a trademark of New World Computing,Inc. Might and Magic and New World Computing areregistered trademarks of New World Computing, Inc.

The 3DO Company600 Galveston DriveRedwood City, CA 94063Technical Support: (650) 261-3454 9am-Noon

2pm-5pm(PST)

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Towns

There are five towns on the Darkside of Xeen.

Alamar has placed a guard in front of each to

prevent unauthorized entry, so you will need a

pass to enter each town. The pass to Castleview

(the town you begin the game in) can be found

just a few steps outside of town for 1,000 gold

pieces. Vespar the Wizard in area B3 has the

pass to Sandcaster, Geoffrey the Monitor in

Sandcaster has the pass to Lakeside, and the

pass to Necropolis is hidden in Lakeside. Only

the Dragon Pharaoh can give you a pass to

Olympus.

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The Town of Castleview

Madame Oorla (Neena)the Gypsy can be visit-ed for advice if you arestuck and don’t knowwhat to do next. Shewill point you in theright direction.

Ellinger’s Tower risesabove the town, forbid-den to visitors. You canonly enter it if you havethe key. The only person

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Castleview

The game begins with your characters receiving theDragon Pharaoh’s orb from Zelda the Herbalist atlocation

x. Whether you are starting a newDarkside game or are bringing characters over fromClouds, Castleview is a good place to prepare yourcharacters for the challenges that lay ahead. Werecommend that you spend some time to completesome of the quests inside Castleview and its sewerbefore you leave the safety of its walls.

a Tavernb Templec Bankd Blacksmithe Training Groundsf Guildg Ellinger’s Towerh Pathfinderi Cartographerj Swimming Trainerk Gettlewaithel Mayorm Gypsyn Nadia the Hoarder

Gettlewaithe, king ofthe Gremlins, rules hischaotic subjects at loca-tion k . He is aggres-sive, and will order hisguards to attack you ifyou bother him toomuch. If you defeat hisguards, Gettlewaithe

will become much easierto negotiate with.Gettlewaithe has threeEnergy Disks under histhrone.

Four Drawkcab Monksspeak strangely, butthere is method to theirmadness. Visit them allin reverse order, startingwith Tinit and endingwith Tinit, and you willreceive a reward.

Jethro the Cartographerwill reward you forreleasing his brother,Jasper, from the townjail. He will alsoexchange Joe’s faketreasure map for a realone once you have freedJasper.

in town with a key isNadia the Hoarder.

Nadia the Hoarder haslost her onyx necklace,and she wants it back.The necklace can befound in the sewerbelow the town. If youreturn it to her, she willgive you the key toEllinger’s Tower.

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Monster ListGremlinExperience 2000 HP 20 AC 7Speed 35 Attacks 2 Damage 2-20Damage Type Physical Range Attack N

Gremlin GuardExperience 3000 HP 50 AC 10Speed 35 Attacks 2 Damage 6-30Damage Type Physical Range Attack N

GoblinExperience 1000 HP 10 AC 5Speed 30 Attacks 2 Damage 2-12Damage Type Physical Range Attack N

GettlewaitheExperience 5000 HP 100 AC 15Speed 35 Attacks 2 Damage 5-25Damage Type Physical Range Attack N

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Castleview Sewers

Monster ListSewer SlugExperience 1000 HP 25 AC 2Speed 25 Attacks 1 Damage 2-20Damage Type Physical Range Attack N

Sewer RatExperience 2000 HP 40 AC 5Speed 35 Attacks 1 Damage 3-30Damage Type Physical Range Attack N

RookaExperience 5000 HP 60 AC 5Speed 40 Attacks 1 Damage 3-30Damage Type Physical Range Attack N

ValioExperience 60000 HP 150 AC 15Speed 60 Attacks 1 Damage 10-250Damage Type Magic Range Attack N

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Castleview Sewer

The sewer under Castleview is a nasty place, filledwith rats and sewer slugs. Some small magic itemscan be found here, though, and the only way intosome areas of Castleview is through the sewer. Theentrances/exits in the sewer correspond with thosein Castleview.

a Exit to outdoorsb Onyx Necklacec Valio the Simpled Direction Sense

Felix the Tinker sellsthe direction sense skillfor 1000 gold at locationd . You will have tofight a couple of rats toget there.

Valio the Simple wantsRooka, the Queen Rat,exterminated. Rooka isin the same room as theOnyx Necklace at loca-tion b. Once you haveexterminated Rooka,report back to Valio foryour reward. Warning:Don’t try to take Valio’streasure.

The Onyx Necklace atlocation b should berecovered and returnedto Nadia the Hoarder inCastleview. She holds

the key to Ellinger’sTower and won’t give itup ‘til she has her neck-lace back.

Sewer drains some-times hide weak magicitems. Search themwhen you can.

Piles of trash alsosometimes hide weakmagic items. These areusually easier to get to,because sewer slugsoften guard the passagesleading to sewer drains.

Barrels of green and redliquid can be found in acouple of places in thesewer. Green liquidimproves endurance,while red liquid improvesmight. Both varieties willmake your characterssick, however.

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The Town of Sandcaster

Monster ListSorceressExperience 80000 HP 200 AC 30Speed 80 Attacks 1 Damage 2-100Damage Type Magic Range Attack Y

EnchantressExperience 40000 HP 100 AC 25Speed 60 Attacks 1 Damage 3-450Damage Type Electricity Range Attack Y

MorganaExperience 200000 HP 300 AC 35Speed 100 Attacks 1 Damage 2-120Damage Type Energy Range Attack Y

WizardExperience 60000 HP 250 AC 20Speed 125 Attacks 1 Damage 10-250Damage Type Magic Range Attack Y

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Sandcaster

Next to Castleview, Sandcaster is the most important townin Darkside. The town has a guild with a fine selection ofspells, but there is a dispute over who should be running it.Xenoc the Wizard and Morgana the Sorceress hold defacto sway at the moment, but theirs is a violent and selfishrule. A reward awaits those who can topple them frompower.

a Tavernb Templec Bankd Blacksmithe Training Groundsf Guildg Navigatorh Linguisti Natashaj Lakeside Passesk Prestidigitationl Guild Membershipm Astran Merchanto Eastern Tower Key

Colored potions can befound in bookcasesaround the city. Redpotions increase might,blue personality, whiteluck, orange intellect,purple speed, greenendurance, and yellowincreases accuracy. Eachpotion is good for threeuses, so choose which

character gets theincreases carefully.

Astra, the good Sorceressat location m will rewardyou for ridding the town ofXenoc and Morgana. Thereward is large, the dangeris high.

Vulture Repellent is soldlike snake oil at this townon the edge of the desert.Don’t buy it—it doesn’twork.

Natasha can be found atlocation i. Natasha willenchant Ambrose’s bridlefor 50,000 gold if you bringit to her.

Lakeside passes are sold atlocation j. You will beunable to enter the town ofLakeside without a pass!

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Master WizardExperience 120000 HP 500 AC 25Speed 150 Attacks 2 Damage 10-400Damage Type Fire Range Attack Y

XenocExperience 250000 HP 700 AC 35Speed 175 Attacks 1 Damage 10-500Damage Type Energy Range Attack N

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Sandcaster Sewers

Monster ListBeholder BatExperience 10000 HP 75 AC 15Speed 80 Attacks 1 Damage 5-25Damage Type Fire Range Attack N

Sewer HagExperience 50000 HP 75 AC 10Speed 40 Attacks 1 Damage 10-250Damage Type Electricity Range Attack Y

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Sandcaster Sewers

The sewer below Sandcaster is a lot like sewerseverywhere: dark and dangerous. You will have touse the sewer to get under the wall that separatesthe town of Sandcaster from the Wizard’s zone.Remember that the entrances and exits in the sew-ers correspond to those in the town above.

a Body buildingb Exit to desertc Exit to Wizard’s

zone

Sewer Drains some-times conceal powerfulmagic items. Searchthem if you dare: some-times they concealBeholder Bats instead oftreasure.

The Sewer Gym has abook that teaches thebody building skill andsome powerful potionsthat increase might andendurance. The fee toenter is high, but worthit.

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Monster ListWitchExperience 80000 HP 150 AC 15Speed 70 Attacks 1 Damage 10-100Damage Type Electricity Range Attack Y

Coven LeaderExperience 20000 HP 250 AC 20Speed 100 Attacks 1 Damage 10-150Damage Type Energy Range Attack Y

The Town of Lakeside

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Lakeside

Once a bustling lake town, Lakeside has been con-verted into a Witch’s haven. The Witches run anextremely profitable business kidnapping localpeasants, turning them into monsters, and sellingthem as cheap labor and warriors to evil people.Lakeside has an excellent guild, but the rest of thebusiness owners have been converted into mino-taurs and are now guarding the Dungeon of LostSouls.

a Guildb Pass to Necropolisc Boat ride to Island

of Lost Soulsd Guild Membership

Bubbling Cauldronsare scattered here andthere in the town. Somecauldrons turn drinkersto stone right away, oth-ers will reward adrinker with improvedstatistics once—thenturn all other drinkersto stone. Pay attentionto your clairvoyancegargoyles before youdrink from these caul-drons.

Guild Membership isavailable for free forthose who solve the rid-dle of the skull at loca-tion d. The answer is“WITCH”.

Cages with prisonerswill yield good experi-ence if you set theiroccupants free, alongwith gratitude and somefree advice.

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Lakeside Sewers

Monster ListSewer StalkerExperience 50000 HP 250 AC 30Speed 25 Attacks 1 Damage 3-300Damage Type Physical Range Attack N

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Lakeside Sewer

The Witches of Lakeside have purchased one of themagical statuettes stolen from Luna the Druid bythe Thieves of the Southern Tower and stored itdown here. You will need to be able to swim tomove through these passages, so make sure allmembers of your party have that skill before yougive this sewer a try.

a Magic Statuetteb Prayermaster

Discarded potions ofResurrection and Stoneto Flesh litter the pas-sageways. Though theiroriginal owners didn’tthink much of them,perhaps you can putthem to use.

Joseph the Prayermasterat location b will sellhis skill for a mere10,000 gold. This skillwill add to your Cleric’sspell points, and isworth every penny.

A Magical Statuetterests in an alcove atlocation a . The stat-uette is one of the threestatuettes stolen fromLuna the Druid in areaA3. Collect this one andthe other two for a mas-sive experience bonusfrom Luna.

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The Town of Necropolis

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Monster ListPower LichExperience 200000 HP 500 AC 20Speed 60 Attacks 1 Damage 10-100Damage Type Magic Range Attack Y

Higher MummyExperience 100000 HP 400 AC 20Speed 60 Attacks 1 Damage 10-400Damage Type Physical Range Attack N

SandroExperience 200000 HP 1000 AC 20Speed 75 Attacks 1 Damage 10-100Damage Type Magic Range Attack Y

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Necropolis

Necropolis is a dead town. All the inhabitants areundead, and most of them don’t like living visitors.The only town service available in Necropolis is theguild, which has some of the best spells in the game.

a Sandrob Guildc Guild membershipd Magical Statuette

Sandro the Lich sits onhis throne at location a.Sandro wishes to die, buthe needs his heartreturned to him before hecan. The heart can befound in the sewer belowthis town. Sandro willfight you every time youvisit him without hisheart. Once you returnthe heart, Sandro willgive you the key to theDungeon of Death on theother side of the worldand will allow you to takethe magical statuette sit-ting at location d.

Books of the Dead, vol.1-9 await readers inalcoves around thetown. You will have tohave a very high intel-lect before you can readsome of the books, and

each reading will ageyour characters. We rec-ommend that you do notread the books until youhave returned the Jewelof Ages to Thaddeus theFountain Keeper in areaF4. Once you have doneso, the Fountain ofYouth will fix the magi-cal aging that thesebooks cause. Readingthe books will award atleast 999,999 experiencepoints per reading.

Coffins for Liches hidevery powerful magicitems. You will need amight of at least 150 toopen a coffin, and thenyou will have to face itsowner in battle. Thereward is worth it if youcan survive the combat.

The Well of Deathoffers quick release tothose tired of this mortallife. It has no otherfunction.

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Necropolis Sewer

Monster ListLava RoachExperience 50000 HP 500 AC 20Speed 70 Attacks 1 Damage 5-250Damage Type Fire Range Attack N

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Necropolis Sewer

The sewer below Necropolis is filled with lava dueto its proximity to the volcanic mountains of theNorthwest. You will need characters with either alot of hit points or a lot of fire resistance to last longin this place. The treasure here is worth whateverrisks you take to get it.

a Sandro’s heart

Sandro’s heart is keptin a box at location a.Return Sandro’s heartto Sandro for the key tothe Dungeon of Deathand one of Luna’s magi-cal statuettes.

Barrels of the food ofthe dead are scatteredabout the sewer. Eatfrom them if you dare:They cause great dam-age, but grant one per-manent level to sur-vivors.

Sewer drains hide pow-erful magic items. Besure to search them all!

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Olympus

Olympus can only be entered by those who havevisited the Dragon Pharaoh. If you have made itthis far, you are close to completing the game.Olympus is a full service town, and contains theSoulbox you will need to put Corak into in order towin the game. Olympus also contains the answersto many of the riddles in the game. There is no levellimit on the Training Grounds in Olympus.

a Tavernb Templec Blacksmithd Training Groundse Guildf Guild membershipg Soulboxh Sewer Grate

Four statues, each withpart of a poem revealinghow to win Darkside ofXeen, are in the cornersof the town.

Guild membership atlocation f is free. TheOlympus Guild hasevery spell in the game.

The sewer grate at loca-tion h leads to the partof the sewer that leadsto the Soulbox at loca-tion g.

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The Town of Olympus

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Olympus Sewer

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Olympus Sewer

A trip through the Olympus sewer is the only wayto get to the Soulbox in the town above. Watchwhere you step in this sewer: the sky squares willdrop you to the ground (with damage) if you stepon them.

a Cyrano Jonesb Password check

Cyrano Jones will sellyou a tribble if you payhim. You shouldn’t.Tribbles are worthless.

Sewer drains containsmall pieces of paperthat, put together, spellthe word tribble. Tribbleis the answer to thepassword check at loca-tion b.

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Towers

There are five towers in Darkside, one of which is

in Castleview. All of the towers require the proper

key before allowing you to enter them. Each

tower, except Ellinger’s, has two Energy Disks in

it. You will need to take Energy Disks that you

find in the game and bring them to Ellinger so

that he can restore Castle Kalindra. You cannot

win the game without giving twenty Energy

Disks to Ellinger.

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Ellinger’s Tower

Ellinger’s Tower is located inside Castleview. Youwill need to visit Ellinger a few times to get him torestore Castle Kalindra. The tower cannot beentered until Nadia the Hoarder has given you thekey. Nadia can be found in Castleview.

Tapestries conceal but-tons that open passagesand disarm traps. Besure to search all thetapestries and push allthe buttons you canfind—it never hurts topush a button in here.

Two Books of Electricityand Fire resistance canbe found on the secondlevel of the tower. Eachcharacter can benefit, somake sure each charac-ter reads both books.

Crates contain bootsand traps. Pay attentionto your clairvoyance

spell for advice onsearching crates.

Cabinets can be openedto reveal powerfulmagic boots. The bootsmake good armor, andcan be sold for a highprice at the Blacksmithif you don’t need them.

Ellinger sits on his thronein level four. Before youenter his room you will beasked “Who do youseek?”. The answer isELLINGER.

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Ellinger’s Tower Level 2

Ellinger’s Tower Level 1

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Ellinger’s Tower Level 4

Ellinger’s Tower Level 3

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Monster ListDeath KnightExperience 100000 HP 750 AC 50Speed 80 Attacks 2 Damage 2-500Damage Type Physical Range Attack N

Slayer KnightExperience 50000 HP 500 AC 30Speed 50 Attacks 1 Damage 2-500Damage Type Physical Range Attack N

Doom KnightExperience 500000 HP 1000 AC 50Speed 100 Attacks 4 Damage 2-500 Damage Type Physical Range Attack N

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Great Northern Tower

The key to the Northern Tower can be found in thehands of Bosco, the Dwarf King, just outside thefront door to the tower. The Tower is filled withpuzzles and opportunities for experience, so it isworth it to complete the entire tower if you are try-ing to build up your characters.

a Chalice of Protectionb Euphoria Throne

Magical books with rid-dles in them are hiddenin cabinets throughoutthe castle. Here are theanswers to the riddles inone easy place:

Lesson 1: eeeioieLesson 2: eoauaaueLesson 3: eeeoeaoueieeeoeLesson 4: oeooeieoooaeiLesson 5: oooaioeieouLesson 6: aooaioeaeooaeLesson 7: iieeeoeeeouie

The Chalice ofProtection is at locationa . You will need toanswer a password toreceive the chalice. The

answer is “aie.” Onceyou have the chalice,take it back to Bosco foryour reward.

There are six thronesof the emotions to sit onon level four. Never siton the throne of theDunce. It serves no use-ful purpose. If you sit onall of the thrones exceptDunce and Euphoriaand then sit on theEuphoria Throne atlocation b, your char-acters will gain perma-nent statistic and levelbonuses. This will onlywork once per charac-ter.

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Great Northern Tower Level 4Great Northern Tower Level 2

Great Northern Tower Level 1 Great Northern Tower Level 3

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Great Southern Tower

The Southern Tower is the home of the Thieves’guild on Darkside. Thaddeus, keeper of the foun-tain, will give you the key to this tower if you visithim in area F4. This is the easiest of the towers inDarkside to complete.

Three Gongs can befound in this tower. Thegong on level two willsummon Thieves toattack you, but thegongs on level 3 willopen passages into theThieves’ treasure room.All gongs require 3 ringsto activate them.

Illusionary treasure lieson the floor of level one,apparently unguarded.Touching this treasuresets off an alarm thatwill summon theThieves to defend theirtower.

Treasure chests on levelthree will yield greattreasure or great dam-

age. Check your clair-voyance spell beforeopening any of them.The Ali Baba chestrequires a password toopen. It is “OPENSESAME.”

The Manual of MasterThievery should only beread by Ninjas andThieves. All others willsuffer damage.

A book marked “For theeyes of the Prince only”will eradicate any char-acter who is not aPrince of Thieves (a titlereceived in Clouds ofXeen). A Prince willgain 5 levels for readingthe book.

Monster ListThiefExperience 10000 HP 100 AC 15Speed 40 Attacks 1 Damage 100Damage Type Physical Range Attack N

RogueExperience 5000 HP 50 AC 10Speed 30 Attacks 1 Damage 60Damage Type Physical Range Attack N

Master ThiefExperience 20000 HP 100 AC 20Speed 50 Attacks 1 Damage 250Damage Type Physical Range Attack N

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Great Southern Tower Level 2

Great Southern Tower Level 1

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Great Southern Tower Level 4

Great Southern Tower Level 3

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Monster ListMagic MageExperience 200000 HP 300 AC 25Speed 80 Attacks 1 Damage 10-300Damage Type Electricity Range Attack Y

Mystic MageExperience 100000 HP 200 AC 20Speed 70 Attacks 1 Damage 10-200Damage Type Electricity Range Attack Y

Mega MageExperience 500000 HP 500 AC 35Speed 100 Attacks 1 Damage 10-400Damage Type Electricity Range Attack Y

Gamma GazerExperience 1000000 HP 5000 AC 60Speed 200 Attacks 7 Damage 10-200Damage Type Energy Range Attack N

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Great Eastern Tower

The Eastern Tower is probably the most difficult ofthe Towers to complete. You can find the key to thistower in Sandcaster, guarded by Wizards.

a Jewel of Agesb Fountain of lifec Fountain of Minimal

Abilities

The Jewel of Ages canbe found at location aon level three. Returnthe Jewel to Thaddeus,Keeper of the Fountain,in area F4 to restore theFountain of Youth.

The Book of FantasticKnowledge is on levelfour. Only Sorcerers,Rangers, and Archersshould read from it; allothers take damage.

The Book of GreatPower is also on levelfour. Anyone can read

from it, but it will stripcharacters of all theirsecondary skills (includ-ing Thievery!) Readingfrom the book will grantfive levels once percharacter.

The Fountain of Life atlocation b will grant afree level, but it will agethe drinker fifty years.This aging can be curedby drinking from thefountain of youth.

The Fountain ofMinimal Abilities atlocation c will raiseany statistic that is lessthan 10 by 10 for anycharacter. The effectsare permanent.

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Great Eastern Tower Level 2 Great Eastern Tower Level 4

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Great Eastern Tower Level 1 Great Eastern Tower Level 3

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Great Western Tower

Like all towers in Darkside, the Western Towercannot be entered from the front door without akey. You can find the key by entering from the sky-road above the tower and searching at location a.Once you have the key you should return toDreyfus in area A2 to let him in the tower.

a Western Tower Keyb Magical Statuec Dreyfus’ desk

A magical statue restsin an alcove in the cen-ter of the tower on thefirst level at location b.This is one of the statuesstolen from Luna theDruid in area A3.

Wall fountains willimprove a character’s

resistance to the ele-ments if his resistance islow. Be sure to haveeach character drinkfrom the fountains!

Dreyfus, High Priestof Mok, sits at locationc when he is in thetower. He will be here togive you your rewardfor helping him if youhave let him in thetower.

Monster ListCleric of MokExperience 30000 HP 125 AC 10Speed 40 Attacks 1 Damage 250Damage Type Electricity Range Attack Y

Mok HereticExperience 50000 HP 150 AC 12Speed 50 Attacks 1 Damage 500Damage Type Magic Range Attack Y

Cult LeaderExperience 100000 HP 100 AC 20Speed 60 Attacks 1 Damage 10-100Damage Type Energy Range Attack Y

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Great Western Tower Level 2

Great Western Tower Level 1

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Great Western Tower Level 4

Great Western Tower Level 3

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Castles

There are three castles on Darkside, none of

which require a key to enter. Castle Kalindra,

however, is out of phase and divided into four

parts, requiring you to give five Energy Disks per

part to Ellinger so that he can restore the castle

to reality. You will also be unable to access the

lower levels of castle Blackfang unless Ambrose,

the Queen’s Knight, flies you in. Castle Alamar

is open to all who wish to enter.

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Monster ListPower LichExperience 200000 HP 500 AC 20Speed 60 Attacks 1 Damage 10-100Damage Type Magic Range Attack Y

Dragon MummyExperience 2000000 HP 3000 AC 30Speed 100 Attacks 1 Damage 2000-4000Damage Type Physical Range Attack N

ScrapsExperience 2000000 HP 3000 AC 30Speed 100 Attacks 1 Damage 2000-4000Damage Type Physical Range Attack N

Castle Kalindra

No key is required to enter Castle Kalindra, but thecastle is out of phase and needs to be restored toreality before it can be entered. You will need togive five Energy Disks per level to Ellinger so thathe can restore the castle.

Fireplaces often havehidden buttons that willopen up new areas ofthe castle. If you can’tfind any way into somepart of the castle, trysearching the fireplacesand pressing the buttonsyou find.

Wall safes are usuallyhidden behind tapestriesand can be opened byentering the correctcombination. Your Thiefor Ninja can tell whatthe combination to asafe is if he is goodenough. Wall safes con-tain everything fromarmor to Energy Disks.

Barrels of brew willincrease your statistics ifyou drink from them.Queen’s brew will raisepersonality and Knight’sbrew will raise might.

The sundial on levelthree will activate themirror portals. Mirrorportals will take you tomost places with a nameon the map.

Dimitri, Captain of theGuard, is too despon-dent over the Queen’scapture to do anything.If you bring him theSongbird of Serenity hewill do what he can tohelp you rescue theQueen.

Megan, Dimitri’s daugh-ter, will give you thekey to the Dungeon ofLost souls if you visither. The Songbird ofSerenity is in theDungeon of Lost Souls.Both Megan andDimitri are on level twoof the castle.

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Castle Kalindra Dungeon

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Castle Kalindra Level 2

Castle Kalindra Level 1 Castle Kalindra Level 3

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Monster ListVampireExperience 200000 HP 400 AC 30Speed 80 Attacks 1 Damage 10-100Damage Type Physical Range Attack N

Vampire LordExperience 300000 HP 500 AC 35Speed 100 Attacks 1 Damage 10-300Damage Type Physical Range Attack N

Royal VampireExperience 400000 HP 750 AC 40Speed 125 Attacks 1 Damage 10-500Damage Type Physical Range Attack N

Count BlackfangExperience 2000000 HP 1500 AC 50Speed 150 Attacks 1 Damage 10-1000Damage Type Physical Range Attack N

OctopodExperience 250000 HP 2500 AC 40Speed 80 Attacks 1 Damage 2-200Damage Type Poison Range Attack N

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Castle Blackfang

No key is required to enter Castle Blackfang, butyou will not be able to get into the part of the castlethat Queen Kalindra is held in without the help ofAmbrose, the Queen’s Knight. Ambrose will helpyou get into the castle once you have paid to havehis griffin’s bridle enchanted. See the Ambrosequest in area B2 for more information.

a Queen Kalindrab Count Blackfangx Trap

Traps are located ininconvenient locationsthroughout the castle.We have marked thetraps with an x on themap to help you avoidthem.

Count Blackfang sleepsin his coffin at locationb . You must slay theCount before you canwalk down the stairs tovisit Queen Kalindra.

Queen Kalindra lan-guishes at location a .

When you first visit hershe will give you thecombination to her safeback on level three ofCastle Kalindra. Youwill need to take hercrown from the safe andreturn it to her in thiscastle. Once you do soshe will provide youwith the key to theGreat Pyramid.

Coffins with vampiresin them abound inCastle Blackfang. Someof the coffins containtreasure (plus anundead occupant). Thetreasure items are fairlypowerful, so it may beworth your while tosearch the coffins.

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Castle Blackfang Dungeon

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Castle Blackfang Level 2

Castle Blackfang Level 1 Castle Blackfang Level 3

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Monster ListAnnihilatorExperience 1000000 HP 1500 AC 40Speed 200 Attacks 12 Damage 5-250Damage Type Energy Range Attack Y

AutobotExperience 1000000 HP 2500 AC 100Speed 200 Attacks 2 Damage 5-500Damage Type Energy Range Attack N

Castle Alamar

Nothing stops you from entering Castle Alamaranytime you like. The castle is a difficult place toadventure in, however. When you finally haveCorak in his Soulbox, Castle Alamar is the finalstop in the game.

a Sheltem /Alamarb Prince Rolandc Exit to Clouds of

Xeen

Sundials on level twomust all be set to nine.When the four dials areset, it is safe to take thepath to the center oflevel two to answer thequestion of the statuethere. The answer is“SHELTEM”. Onceyou have done this, youwill be permitted toclimb the stairs to levelthree.

Level three is composedof a mass of elementalsquares that will dropyou down to level one ifyou step on the wrongones. We have drawnthe correct path on yourmap for you to follow.

Sheltem awaits you atthe end of level three atlocation a . If you donot have Corak in theSoulbox, you will die. Ifyou do, then congratula-tions! You will win thegame and see theDarkside endgame.

Prince Roland can befound at location b. Toget to him, you will haveto get several items fromthe other side of theworld. Refer to theWorld of Xeen sectionfor more information onthis subject.

A passage to Shangri-La on the other side ofthe world is located atc. You can use this pas-sage to move betweenthe two games if youhave Clouds of Xeen onyour hard drive.

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Castle Alamar Dungeon

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Castle Alamar Level 2

Castle Alamar Level 1 Castle Alamar Level 3

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Dungeons

There are two bona fide dungeons in Darkside,

plus the Great Pyramid. As with just about all

structures in Darkside, a key is required to enter

each. It is not necessary to finish the Temple of

Bark to win the game, but the Temple will

improve your characters’ statistics. The Temple

is a good head start to surviving the walk to

Sandcaster from Castleview.

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Temple of Bark

The Temple of Bark should be the first dungeonyou attempt. Nibbler the Monkeydog has the key inarea B3, but you will have to bring him a MongaMelon before he will even TELL you he has thekey. Nibbler will ask you to visit the Temple ofBark and then return to him before he gives you thekey. When you have done that, he will demand asecond Monga Melon. Once you have brought himthe second Monga Melon, Nibbler will give you thekey to the Temple of Bark.

Strange text in bookscan be found all over theTemple of Bark. Only alinguist can decipherthese works.

Ceiling spears on levelsone and two will comedown hard on partymembers who walk inthe middle of largerooms or through arch-ways. We have markedeach such trap with anx on the map. Use thejump spell to get pastthese locations whenthey block your way.

Magic walls will appearin front of the party insome locations. Justback up a step and castthe jump spell to getpast these barriers.

Colored potions awaitdrinkers on the first andsecond levels. Eachpotion is good for threedrinks, then vanishes.Refer to the potion keyin the appendix of thisclue book to determinewhat each potion willdo.

Black Barrels areexplosive and willdestroy everything in aroom if they are opened.The barrels will damageyour characters as well.

Prisoners of the Orcsare kept in cages to awaitsacrifice to the Orcs’bloody god. Releasingprisoners will win experi-ence. Releasing the spritein the central room of

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level three will win thegratitude of the sprites inthe forest above theTemple.

Dials set in the wallson level four can beturned in four direc-tions. Set the westerndials to one, the north-ern to two, and the east-ern to three. Once thatis done, pull the onlylever on level four anddrink from the fountainto become a disciple ofBark. Only disciples ofBark can descend tolevel five.

Gem devouring skullsinhabit level five. If youfeed the skulls to the

south five gems each,they will activate thefour fountains in thefruit rooms. These foun-tains will increase ele-mental resistance incharacters whose resis-tance is below 50. If youfeed the skulls to thenorth five gems each,you will release the hor-rible Barkman from hisprison in the centralchamber of level five.Barkman has 40000 hitpoints and does a lot ofdamage when he hits. Ifyou manage somehow toslay Barkman, you willgain access to the hugetreasures in the chestson this level.

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Monster ListOrc GuardExperience 5000 HP 60 AC 10Speed 20 Attacks 1 Damage 3-30Damage Type Physical Range Attack N

Orc ShamanExperience 10000 HP 50 AC 15Speed 30 Attacks 1 Damage 5-25Damage Type Cold Range Attack Y

Orc EliteExperience 15000 HP 200 AC 15Speed 40 Attacks 2 Damage 5-50Damage Type Physical Range Attack N

ShaalthExperience 20000 HP 300 AC 15Speed 50 Attacks 1 Damage 5-50Damage Type Cold Range Attack N

BarkmanExperience 4000000 HP 40000 AC 25Speed 100 Attacks 3 Damage 250Damage Type Fire Range Attack N

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Temple of Bark Level 2

Temple of Bark Level 1

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Temple of Bark Level 5

Temple of Bark Level 4

Temple of Bark Level 3

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Dungeon of Lost Souls Level 1

Monster ListMinotaurExperience 250000 HP 2000 AC 80Speed 120 Attacks 1 Damage 100-400Damage Type Physical Range Attack N

GorgonExperience 50000 HP 4000 AC 90Speed 100 Attacks 1 Damage 100-300Damage Type Physical Range Attack N

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Dungeon of Lost Souls

The key to the Dungeon of Lost Souls is in thehands of Megan, daughter of Dimitri, Captain ofthe Guard. You will have to have restored the firsttwo levels of Castle Kalindra before you can visitthem. At the bottom of this dungeon is the Songbirdof Serenity. You must give the songbird to Dimitriso that he can carry on with his duties.

a Songbird of Serenity

Hourglasses on levelone must be turned overbefore you descend. Ifyou don’t turn them all,you will be punished forit later. There are onlyfour hourglasses to turn.

Four levers on level twomust be pulled beforeyou can descend to levelthree. We have markedthe levers with an x onyour map.

Four dials on levelthree must be turned upbefore you can pull thelever (marked with anx). Once you pull thelever you must drinkfrom all of the positive

soul waters before youdescend to the nextlevel.

Pull the levers markedas letters on your levelfour map in alphabeticalorder to descend to levelfive.

The Songbird ofSerenity is at locationa on level five. Thereare other songbirds hereas well. Freeing themwill increase yourparty’s statistics.

An important messageis spelled out in thewalls of level five.

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Dungeon of Lost Souls Level 5Dungeon of Lost Souls Level 3

Dungeon of Lost Souls Level 2 Dungeon of Lost Souls Level 4

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Great Pyramid

The Great Pyramid is the home of the DragonPharaoh, Guardian of Xeen. The key to the pyra-mid is in the hands of the Queen. You will have tofree Queen Kalindra from the Vampires of CastleBlackfang before she will give you the key. Be wellprotected against elements before entering theGreat Pyramid.

Six Torches on levelone near the entrance tothe pyramid must be litbefore you can ascendto the next level. Eachtorch can be lit bypulling one of the sixlevers marked by an xon your map.

A series of riddles onlevel one refer to thenumbers 3,4,5,6,7,8,9,and 10. Answer eachriddle correctly and pullthe lever in the smallroom to the south of theriddles. A passage willopen in the southeastcorner of the riddleroom, allowing access toa huge treasure trove.

A simple arithmeticriddle will be asked onlevel two before you canascend to level three.The answer is 1701 and

can be worked out byvisiting the statues onlevel two.

Level three is a spiralthat leads to a staircaseto level four. There arefour locations on thelevel that will teleportyou to an earlier posi-tion in the level. Theseteleports are marked onthe level three map andcan be overcome byjumping over them.

The Dragon Pharaohresides on level four. Hewill direct you to inves-tigate Corak’s ship whenyou first visit him. Youwill need to visit thePharaoh a few timesbefore you win thegame.

The Brew of PurePower should not be

touched under any cir-cumstances. The Brewwill eradicate charactersfoolish enough to drinkfrom it.

A single wall safe ishidden in the Pharaoh’squarters. The wall safe’scombination is 20,30,1.

Monster ListCloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

Green DragonExperience 500000 HP 2500 AC 50Speed 150 Attacks 1 Damage 500Damage Type Fire Range Attack Y

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Great Pyramid Level 2 Great Pyramid Level 4

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Great Pyramid Level 1 Great Pyramid Level 3

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Outdoor Areas

There are 24 outdoor areas in Darkside. We have

grouped them into six zones with four areas in

them for the cluebook. Each map has a name like

“A1” or “B3”. You can find the name of a map by

looking at the map that came with your copy of

Darkside of Xeen. There are six letters printed

across the top of the map (A-F) and four

numbers printed on the side (1-4). Simply cross-

reference the letters with the numbers to find the

name of the map.

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Monster ListGamma GazerExperience 1000000 HP 5000 AC 60Speed 200 Attacks 7 Damage 10-200Damage Type Energy Range Attack N

Lava DwellerExperience 500000 HP 1500 AC 30Speed 40 Attacks 1 Damage 5-500Damage Type Fire Range Attack N

BarbarianExperience 5000 HP 50 AC 5Speed 40 Attacks 3 Damage 1-20Damage Type Physical Range Attack Y

GriffinExperience 60000 HP 800 AC 35Speed 150 Attacks 2 Damage 50-300Damage Type Physical Range Attack N

GiantExperience 100000 HP 500 AC 25Speed 45 Attacks 2 Damage 100-500Damage Type Physical Range Attack N

IguanasaurusExperience 100000 HP 2500 AC 20Speed 30 Attacks 1 Damage 10-500Damage Type Physical Range Attack N

will be able to climbmountains.

Barbarian Archer campsshould be left alone, if

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Outdoors Areas

A1,A2,B1,B2

This area is mostly lava and mountains. CastleAlamar squats in the center of the lava mass, andNecropolis lies at the edge of the Desert of Doom inarea B2. This is not a friendly area, and the mon-sters here are among the toughest in the game.Avoid coming here until your characters are verypowerful.

Ambrose, the Queen’sKnight, needs help tam-ing a griffin he hascaught near GriffinPass. He is suspicious ofstrangers, however, andwill ask you who sentyou to him. Tell him that“DIMITRI” sent you.Once the introductionsare out of the way,Ambrose will ask you totake a bridle to Natashathe Enchantress inSandcaster for enchanti-ng. The enchantmentwill cost 50,000 goldpieces. When you haveenchanted the bridle,bring it back toAmbrose so that he canuse the griffin to fly youinto Castle Blackfang.

Two strange spacecrafthave crashed in thisregion. You will be

unable to enter one ofthem until you have visit-ed the Dragon Pharaoh.

Genies in lamps willreward adventurers whofree them… usually.Some genies have spentso much time in theirlamps that they havegrown bitter. Thesegenies will take theiranger out on the firstperson they see. Onemore warning: If a genieoffers all of his money,don’t take it! The geniewill resent you and gainrevenge at a later date.

Freeda the Mountaineerwill teach you theMountaineering skill inarea B2 for 5,000 goldper character. Two ofyour characters musthave the skill before you

you intend to get alongwith the Barbarianslater. Destroying thecamps will make theBarbarians hate you.

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Area B1 & B2

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Area A1 & A2

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Ogre Pass.

Yog the Barbarian isthe chief of the Sardajtribe. Yog can only giveyou some food to helpyou out in you quest,and maybe a little infor-mation. If you haveattacked any of his peo-ple’s encampments, Yogwill probably attack youwhen you visit him.

Dreyfus, High Priestof Mok, sits in his tentin area A3. He has beendeposed by heretics inhis cult and locked outof the Western Tower. Ifyou can find the key andlet him in, Dreyfus willreward you from hisdesk inside the tower.The key is in a smallroom on the fourth levelof the tower that can bereached from theSkyroads.

Four Gemsmiths haveshops near Acid Pond.The smiths will turn dia-monds, emeralds, rubies,or sapphires into magicweapons or armor if youpay them in gems.

Brother Reger medi-tates at the edge of theworld in area A4.Brother Reger will askmembers of theDrawkcab society whatit is that the monks ofCastleview are studying.The answer is PALIN-DROMES.

Vespar the Wizard haslost the emerald handle ofhis staff. the handle canbe found just off the roadto Sandcaster in area E3.If you return it to him,Vespar will give you thekey to Sandcaster.

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Outdoor Area

A3,A4,B3,B4

This region is the safest place in Darkside.Castleview is on the edge of the River of Wrath inarea A3, while Castle Kalindra lies near the edge ofthe world in the same area. No monster in thisregion should present much of a challenge, even toweak characters.

Castle Kalindra is outof phase and cannot beentered without firstgiving five EnergyDisks to Ellinger.Ellinger can be found atthe top of his tower inCastleview.

Castleview cannot bereentered until you havepurchased a town passfrom Justine the Thief.Justine is located justoutside of town.

Nibbler the Monkeydogwants Monga Melons.You can find MongaMelons in areas A4 andB4. Nibbler wants onemelon before he will tellyou about the Temple ofBark, then he will askyou to visit the Templeand return to him. Hewill ask for a second

Monga Melon if youreturn to him after visit-ing the Temple. Onceyou have delivered thesecond Monga Melon tohim he will give you thekey to the Temple ofBark.

Luna the Druid has lostthree magical statuettesshe needs to support herhealing powers. Lunawill reward you verywell if you return thestatuettes to her. Thereis one statuette in thesewer below Lakeside,one in Necropolis, andone in the WesternTower.

Kramer the CaravanOwner is plagued bymarauding ogres. Youcan receive a rewardfrom Kramer if youeliminate the ogres near

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Monster ListArachnoidExperience 4000 HP 50 AC 10Speed 40 Attacks 1 Damage 3-15Damage Type Poison Range Attack N

BarbarianExperience 5000 HP 50 AC 5Speed 40 Attacks 3 Damage 1-20Damage Type Physical Range Attack Y

ElectrapedeExperience 10000 HP 200 AC 10Speed 50 Attacks 1 Damage 50Damage Type Electricity Range Attack N

YogExperience 25000 HP 100 AC 5Speed 60 Attacks 1 Damage 30Damage Type Physical Range Attack N

Medusa SpriteExperience 5000 HP 30 AC 5Speed 30 Attacks 1 Damage 3-9Damage Type Physical Range Attack N

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Area B3 & B4

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Area A3 & A4

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Monster ListArachnoidExperience 4000 HP 50 AC 10Speed 40 Attacks 1 Damage 3-15Damage Type Poison Range Attack N

GriffinExperience 60000 HP 800 AC 35Speed 150 Attacks 2 Damage 50-300Damage Type Physical Range Attack N

GiantExperience 100000 HP 500 AC 25Speed 45 Attacks 2 Damage 100-500Damage Type Physical Range Attack N

IguanasaurusExperience 100000 HP 2500 AC 20Speed 30 Attacks 1 Damage 10-500Damage Type Physical Range Attack N

Sand FlowerExperience 10000 HP 100 AC 10Speed 50 Attacks 5 Damage 5-25Damage Type Physical Range Attack N

GurodelExperience 100000 HP 750 AC 30Speed 60 Attacks 2 Damage 100-600Damage Type Physical Range Attack N

Vulture RocExperience 200000 HP 2500 AC 50Speed 150 Attacks 1 Damage 5-300Damage Type Physical Range Attack N

Outdoor Areas

C1,C2,D1,D2

This region is made up of snow, mountains, anddesert. You can find the Great Pyramid in the cen-ter of the Desert of Doom. The desert monstersaren’t too powerful, but you should be at least 15thlevel before you venture here. Remember, you willlose four hours per step in the desert if you don’thave a navigator!

Enchanted bouldersdot the landscape in theDesert of Doom. Eachone contains a clue to aquestion that one ofthem will ask you. Thecorrect answer is “PAL-ADIN.” Once you haveanswered the question,revisit the other boul-ders. Each boulder willgive you an obsidianpiece of armor or aweapon.

Gurodel the Giant willgive you Energy Disksif you behave yourselfwhen you first meethim. He will not listento what you have to say,however, if you havedestroyed any Giantencampments.

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Area D1 & D2

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Area C1 & C2

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Monster ListMedusa SpriteExperience 5000 HP 30 AC 5Speed 30 Attacks 1 Damage 3-9Damage Type Physical Range Attack N

Dark WolfExperience 10000 HP 70 AC 10Speed 70 Attacks 3 Damage 3-24Damage Type Physical Range Attack N

OgreExperience 10000 HP 100 AC 15Speed 30 Attacks 1 Damage 4-40Damage Type Physical Range Attack N

SharlaExperience 10000 HP 50 AC 5Speed 50 Attacks 1 Damage 3-12Damage Type Physical Range Attack N

Vulture RocExperience 200000 HP 2500 AC 50Speed 150 Attacks 1 Damage 5-300Damage Type Physical Range Attack N

GraalgExperience 20000 HP 200 AC 15Speed 50 Attacks 1 Damage 5-50Damage Type Physical Range Attack N

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Outdoors Area

C3,C4,D3,D4

This region is mostly composed of forest and moun-tains. The forest is filled with sprites, wolves, andogres thirsty for adventurer blood. The monsters inthis region are tougher than those nearerCastleview, but they are still relatively weak. Don’tforget, however, that sprites can turn unlucky char-acters to stone!

Sharla the sprite wantssome heroes to enter theTemple of Bark and res-cue the sprites in theTemple from the Orcs.She will reward youwith Energy Disks ifyou free the prisonersand return to her.

Graalg, Chief of theOgres, works for Alamar.His is a simple mind,though, and is easilymanipulated. Threatenhim with violence and hewill give you what youwant: Energy Disks.

Magic fruit can befound in huts in the for-est. Some of the fruit isdangerous, so be sure tocheck your clairvoyancegargoyles before youpartake.

Troll Holes can openbeneath your feet if youstep on them without alevitate spell. Some ofthe Troll Holes havetreasure in them, so youmay want to searchthem if you don’t mindfighting trolls.

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Area D3 & D4

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Area C3 & C4

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Monster ListHell HornetExperience 50000 HP 250 AC 30Speed 50 Attacks 2 Damage 2-500Damage Type Poison Range Attack N

ArachnoidExperience 4000 HP 50 AC 10Speed 40 Attacks 1 Damage 3-15Damage Type Poison Range Attack N

ArmadilloExperience 60000 HP 800 AC 50Speed 15 Attacks 1 Damage 100-600Damage Type Physical Range Attack N

Vulture RocExperience 200000 HP 2500 AC 50Speed 150 Attacks 1 Damage 5-300Damage Type Physical Range Attack N

OctopodExperience 250000 HP 2500 AC 40Speed 80 Attacks 1 Damage 2-200Damage Type Poison Range Attack N

GargoyleExperience 30000 HP 150 AC 35Speed 30 Attacks 2 Damage 5-250Damage Type Physical Range Attack N

Outdoors Area

E1,E2,F1,F2

This part of the map is mostly snow and mountains.Castle Blackfang and Lakeside town are the onlytwo elements of civilization (if you can call the vam-pires of Blackfang civilized) in the region. The mon-sters here are especially tough, so be prepared forviolence if you come here.

Two wizards near MagicMountain are campedout in the snow for dif-ferent reasons. Onewants to buy the treasuremap you can get fromJethro the Cartographerin Castleview for somegems. Since you can’tfind anything with themap, be sure to sell it tohim. The other wizardsimply points out the1000 spell points avail-able in the nearbyFountain of GreatMagic.

Ector the Woodsmanhas lost his ring, andwill reward you hand-somely for its return.The ring is in one of thewoodpiles in the snownear his hut.

The Dungeon of LostSouls is in the middle ofthe Isle of Lost Souls.You can get the keyfrom Megan on leveltwo of Castle Kalindra.

Castle Blackfang can-not be entered from theground without the helpof Ambrose, the Queen’sKnight. Ambrose can befound (if he is not here)in area B2.

Lakeside cannot beentered without a pass.You can buy the pass toLakeside in Sandcaster.

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Area F1 & F2Area E1 & E2

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Outdoors Area

E3,E4,F3,F4

This region is almost entirely forest. The monstershere are a LOT tougher than the monsters in areasC4 and D4. Be sure that your characters are at least12th or 13th level before you wander around here.The Beastmaster spell should come in handy againstthe forest animals.

Thaddeus, Keeper ofthe Fountain, willrestore the fountain ifyou can bring him theJewel of Ages. TheJewel is somewhere inthe Eastern Tower.Drinking from therestored fountain willremove all unnaturalaging from your charac-ters. Thaddeus also hasthe key to the SouthernTower.

Merchants sell goods atthe crossroads for outra-geous prices. The goodsare worth it if you canafford the bill.

Sandcaster requires apass to enter. The pass isin the hands of Vesparthe wizard in area B3.

Magic fruit can befound in huts in the for-est. Some of the fruit isdangerous, so be sure tocheck your clairvoyancegargoyles before youpartake.

Troll Holes can openbeneath your feet if youstep on them without alevitate spell. Some ofthe Troll Holes havetreasure in them, so youmay want to searchthem if you don’t mindfighting trolls.

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Monster ListArmadilloExperience 60000 HP 800 AC 50Speed 15 Attacks 1 Damage 100-600Damage Type Physical Range Attack N

Mantis AntExperience 40000 HP 300 AC 30Speed 40 Attacks 2 Damage 2-200Damage Type Physical Range Attack N

Killer CobraExperience 25000 HP 1000 AC 25Speed 100 Attacks 1 Damage 2-200Damage Type Physical Range Attack N

GargoyleExperience 30000 HP 150 AC 35Speed 30 Attacks 2 Damage 5-250Damage Type Physical Range Attack N

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Area F3 & F4Area E3 & E4

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Skyroads

Skyroads float above the Darkside of Xeen,

allowing access to the tops of most of the

significant buildings on Darkside. You do not

need to cast a levitate spell to walk on the

skyroads, but you DO need to cast one to walk on

clouds. No levitate spell can save you, however, if

you walk off the road and into the sky.

The skyroads are labeled the same as the ground:

24 areas of a-f and 1-4. In the four corner areas

(A1,A4,F1,F4) are entrances to the elemental

planes. You will need to visit the elemental planes

in order to win the World of Xeen later on in the

game. See the bonus World of Xeen section at the

end of this book for more details.

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Monster ListMega DragonExperience 100 Mill HP 64000 AC 100Speed 200 Attacks 1 Damage 10-2000Damage Type Energy Range Attack Y

Cloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

Sky GolemExperience 200000 HP 1000 AC 50Speed 100 Attacks 1 Damage 2-200Damage Type Cold Range Attack Y

GriffinExperience 60000 HP 800 AC 35Speed 150 Attacks 2 Damage 50-300Damage Type Physical Range Attack N

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Skyroads A1,A2,B1,B2

Area A1 is the home of the Elemental Plane of Fire.It also contains the top of Castle Alamar. The mon-sters that can be found in this region are VERYpowerful, so make sure that YOU are powerful aswell when you travel here.

Castle Alamar cannot beentered from the topwithout slaying theMegadragon (fat chance)that lives near theentrance of the castle. Werecommend that you finda more conventionalmeans of entering the cas-tle.

Genies, both good andbad, are trapped inlamps on single squaresof cloud floating in thesky. You can reach theseclouds by using the tele-port spell and the mapsprovided. Some of thesegenies will grant riches,while others will askyou who in your party

will die for his friends. Ifyou encounter thewrong type of genie,never try to get out ofyour punishment—thegenie will kill the entireparty.

Skybandits will occa-sionally try to rob you.You have a choice ofgiving 10,000 gold tothem or fighting. Thefights are difficult.

Four wagons carryingcargo from one elemen-tal plane to another willask you what their cargois. The four possibleanswers are: Steam,smoke, dust, and mud.

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Skyroads B1 & B2

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Skyroads A1 & A2

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Monster ListMedusa SpriteExperience 5000 HP 30 AC 5Speed 30 Attacks 1 Damage 3-9Damage Type Physical Range Attack N

Cloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

Sky GolemExperience 200000 HP 1000 AC 50Speed 100 Attacks 1 Damage 2-200Damage Type Cold Range Attack Y

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Skyroads A3,A4,B3,B4

This region is the easiest region in the Skyroads.Area A4 is the home of the Elemental Plane ofWater. The monsters here are weak and won’t giveany party much trouble.

Ellinger’s tower is sur-rounded by a small cloudworld in area A4. Thetower provides an easyaccess to the Skyroadsfrom Castleview.

The Western Towercan be reached fromarea A3. You must enterthis tower from the skyand retrieve the keyfrom the pile of bonesjust inside the doorbefore you will be ableto enter the tower fromthe ground.

Castle Kalindra canalso be reached from thesky, but you will need tohave restored the entirecastle before this will bepossible.

A rope hanging from awell leads to the surfacein area A3. You can usethis rope to climb to theskyroads or descend tothe surface directly,rather than resort toclimbing a tower. Therope descends to DarkGrove in Outdoor AreaA3.

Lucio, Boatman to theGods, will give rides toOlympus if you areChosen Ones. You canbecome Chosen Onesby visiting the DragonPharaoh at the top ofthe Great Pyramid.

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Skyroads B3 & B4

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Skyroads A3 & A4

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Monster ListGriffinExperience 60000 HP 800 AC 35Speed 150 Attacks 2 Damage 50-300Damage Type Physical Range Attack N

Cloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

Green DragonExperience 500000 HP 2500 AC 50Speed 150 Attacks 1 Damage 500Damage Type Fire Range Attack Y

Sky GolemExperience 200000 HP 1000 AC 50Speed 100 Attacks 1 Damage 2-200Damage Type Cold Range Attack Y

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Skyroad areas C1,C2, D1, D2

This region is remarkably similar to other skyroadregions: A single strip of road, a few scatteredclouds, and sky. The monsters here are as tough asanywhere else in the sky.

The Great Pyramidpokes into the sky inarea D2. There is noway to get there fromthe sky; you must go thehard way from theground up.

Olympus sits in the cen-ter of a cloud in area C2.You will not be able toenter without a pass.The pass is availablefrom the DragonPharaoh on the top levelof the Great Pyramid.

The top of the NorthernTower can easily bereached from theSkyroads in area D1.This makes a conveniententrance to the tower ifyou can survive the fightto get here.

Lucio, Boatman to theGods, will give rides toand from Olympus forfree, if you are ChosenOnes. You can become aChosen One by visitingthe Dragon Pharaoh.

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Skyroads D1 &D2

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Skyroads C1 &c2

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Monster ListSky GolemExperience 200000 HP 1000 AC 50Speed 100 Attacks 1 Damage 2-200Damage Type Cold Range Attack Y

Cloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

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Skyroad areas C3,C4,D3,D4

This region is very empty. A lone tower marks thesky, and a few monsters stay near the skyroad todine on passing skyroad travellers.

The Southern Towercan be reached from theskyroad. This is theThieves’ tower, andthere are no specialrestrictions on who canenter.

A lone evil Genie awaitstravellers in area C3.Don’t open the bottle ifyou know what’s goodfor you.

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Skyroads D1 & D2

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Skyroads C3 & C4

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Monster ListCloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

Green DragonExperience 500000 HP 2500 AC 50Speed 150 Attacks 1 Damage 500Damage Type Fire Range Attack Y

Sky GolemExperience 200000 HP 1000 AC 50Speed 100 Attacks 1 Damage 2-200Damage Type Cold Range Attack Y

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Skyroad E1,E2,F1,F2

This region is the home of the Elemental Plane ofAir. The monsters in this region are as tough as, ifnot tougher, than monsters in other parts of the sky-roads. Be careful.

Castle Blackfang can bereached from the sky inarea F1. Note that youwill be unable to reachQueen Kalindra if youenter from this spot. YouMUST get Ambrose tolet you in to the castlefrom the surface in orderto rescue the Queen.

Genies, both good andbad, are trapped inlamps on single squaresof cloud floating in thesky. You can reach theseclouds by using the tele-port spell and the mapsprovided. Some of thesegenies will grant riches,while others will askyou who in your party

will die for his friends. Ifyou encounter thewrong type of genie,never try to get out ofyour punishment—thegenie will kill the entireparty.

Skybandits will occa-sionally try to rob you.You have a choice ofgiving 10,000 gold tothem or fighting. Thefights are difficult.

Four wagons carryingcargo from one elemen-tal plane to another willask you what their cargois. The four possibleanswers are: Steam,smoke, dust, and mud.

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Skyroad F1 & F3

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Skyroads E1 & E2

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Monster ListSky GolemExperience 200000 HP 1000 AC 50Speed 100 Attacks 1 Damage 2-200Damage Type Cold Range Attack Y

Cloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

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Skyroad areas E3,E4,F3,F4

Area F4 is the home of the Elemental Plane ofEarth. The monsters here are very tough, so be pre-pared.

Sky rides to the skylakeare available in area F4for 1,000 gold.

Sky Merchants sellamulets of protectionagainst the elements forlots of gems. They areworth it if you canafford it.

The Eastern Tower iseasily reachable fromarea F3. There are norestrictions on entry.

Skybandits will occa-sionally try to rob you.You have a choice ofgiving 10,000 gold tothem or fighting. Thefights are difficult.

Four wagons carryingcargo from one elemen-tal plane to another willask you what their cargois. The four possibleanswers are: Steam,smoke, dust, and mud.

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Skyroad F3 & F4

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Skyroad E3 & E4

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Elemental Planes

There are four Elemental Planes near Darkside.

You can reach them by jumping through the

elemental “holes” at the outer corners of skyroad

areas A1, A4, F1, and F4. Before you are

permitted to enter an elemental plane, you will be

asked what you seek. The answer is either air,

earth, water, or fire. Once inside an elemental

plane, you can leave by jumping through the exit

hole you will find somewhere on the plane.

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Elemental Plane of Fire

Monster ListFire BlowerExperience 250000 HP 1000 AC 20Speed 60 Attacks 1 Damage 5-500Damage Type Fire Range Attack N

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Elemental Plane of Fire

The Elemental Plane of Fire is the most dangerousof the four elemental planes. You will need protec-tion from fire before you come here, or you willsurely perish.

The Fire Sleeper sleepsin his throne (markedby x), waiting for theChosen ones to awakenhim so that he may pre-pare for the completionof the Prophecy. Youmust be a designatedChosen One before youcan awaken the Sleeper.

A lone chest awaitsadventurers braveenough to take the testof fire from the shrineon this plane. Touchingthe chest will deliver250 points of fire dam-age if you have not

taken the test of fire andyou will be unable toopen the chest. Takingthe test of fire will deliv-er much more than 250points of damage, butthe survivors will beallowed to open thechest and take the richeswithin.

A statue stands at thecenter of the plane withan inscription written atits base. The inscriptionis one of four parts of anexplanation of how tofulfill the Prophecy.

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Elemental Plane of Air

Be sure to have a levitate spell active before youvisit this plane, or you will fall through the clouds.Also, remember to get your business here donebefore you have to rest or 5:00 am comes around oryou will fall out of the plane and back to the sky-roads.

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Elemental Plane of Air

Monster ListWhirlwindExperience 250000 HP 1000 AC 10Speed 250 Attacks 1 Damage 5-500Damage Type Physical Range Attack N

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The Air Sleeper sleepsin his throne (markedby x), waiting for theChosen ones to awakenhim so that he may pre-pare for the completionof the Prophecy. Youmust be a designatedChosen One before youcan awaken the Sleeper.

A lone chest awaitsadventurers braveenough to take the testof air from the shrine onthis plane. Touching thechest will deliver 250points of electrical dam-age if you have not

taken the test of air andyou will be unable toopen the chest. Takingthe test of air will deliv-er much more than 250points of damage, butthe survivors will beallowed to open thechest and take the richeswithin.

A statue stand at thecenter of the plane withan inscription written atits base. The inscriptionis one of four parts of anexplanation of how tofulfill the Prophecy.

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Elemental Plane of Earth

Monster ListEarth BlasterExperience 250000 HP 1000 AC 10Speed 100 Attacks 1 Damage 5-500Damage Type Physical Range Attack N

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Elemental Plane of Earth

There are no movement restrictions on this plane,nor is there any constant danger to protect yourselfagainst, barring the occasional earthquake. Becauseof this, the Elemental Plane of Earth is the easiest ofthe Planes to adventure on.

The Earth Sleepersleeps in his throne(marked by x), waitingfor the Chosen ones toawaken him so that hemay prepare for thecompletion of theProphecy. You must bea designated ChosenOne before you canawaken the Sleeper.

A lone chest awaitsadventurers braveenough to take the testof earth from the shrineon this plane. Touchingthe chest will deliver250 points of physical

damage if you have nottaken the test of earthand you will be unableto open the chest.Taking the test of earthwill deliver much morethan 250 points of dam-age, but the survivorswill be allowed to openthe chest and take theriches within.

A statue stand at thecenter of the plane withan inscription written atits base. The inscriptionis one of four parts of anexplanation of how tofulfill the Prophecy.

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Elemental Plane of Water

Monster ListTidal TerrorExperience 500000 HP 1000 AC 10Speed 200 Attacks 1 Damage 5-500Damage Type Cold Range Attack N

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Elemental Plane of Water

All of your characters will have to know the swim-ming skill before you venture here. This plane is rel-atively benign, though the elemental monsters hereare as tough as the elemental monsters on the otherplanes.

The Water Sleepersleeps in his throne(marked by x), waitingfor the Chosen ones toawaken him so that hemay prepare for thecompletion of theProphecy. You must bea designated ChosenOne before you canawaken the Sleeper.

A lone chest awaitsadventurers braveenough to take the testof water from the shrineon this plane. Touchingthe chest will deliver250 points of cold dam-

age if you have nottaken the test of waterand you will be unableto open the chest.Taking the test of waterwill deliver much morethan 250 points of dam-age, but the survivorswill be allowed to openthe chest and take theriches within.

A statue stand at thecenter of the plane withan inscription written atits base. The inscriptionis one of four parts of anexplanation of how tofulfill the Prophecy.

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Miscellaneous Maps

There are four places in Darkside that don’t

easily fall under any category. They are Corak

and Sheltem’s spaceships, the Troll Holes, and

the Gemstone Mines. The Troll Holes and the

Gemstone mines appear on one map for

convenience, even though there are many holes

and mines.

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Gemstone Mines

Monster ListBeholder BatExperience 10000 HP 75 AC 15Speed 80 Attacks 1 Damage 5-25Damage Type Fire Range Attack N

SabertoothExperience 10000 HP 100 AC 20Speed 60 Attacks 3 Damage 5-50Damage Type Physical Range Attack N

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Gemstone Mines

There are nine separate Gemstone Mines. One ofthe mines will permit you to cross under the gem-stone range without climbing the mountains.

Gem veins can bemined for normal gemsor Diamonds, Emeralds,Sapphires, and Rubies.These gems will permityou to buy magicalarmor and weaponsfrom the Gem Smiths inareas A3 and B3. Besure all of your charac-ters are healthy beforeyou mine—sometimesyou will crack open agem by accident,bathing the party withsome sort of elementaldamage.

Rubble conceals BeholderBats and, occasionally, apowerful magic item. Useyour clairvoyance spell tohelp determine whichpiles to search.

The God of Mineralswill reset all the gemveins that you havedepleted for a mere250,000 gold pieces. Payhim if you are still inneed of good weaponsfor the Gem smiths. Tomake him easier to find,we have marked hislocation on your map.

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Troll Holes

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Troll Holes

Scattered throughout the forest areas of Darksideare concealed Troll Holes. If you walk over a TrollHole without a levitate spell active, you will fall inone of the holes. There are fourteen holes in the for-est.

Troll Juice is stored byTrolls for the winter. If acharacter drinks it, thejuice will poison himand raise his statisticsby one each.

Hobstadt, Strongest ofthe Trolls, will give you

some unpleasant choicesif you run into him. Hewill offer to take all yourgold, take the life of onecharacter, or fight. Werecommend fighting. Tohelp you avoid him, wehave marked his throneon your map.

Monster ListTroll GruntExperience 10000 HP 100 AC 5Speed 50 Attacks 1 Damage 2-50Damage Type Physical Range Attack N

Troll GuardExperience 15000 HP 200 AC 10Speed 60 Attacks 1 Damage 2-70Damage Type Physical Range Attack N

Troll ChiefExperience 20000 HP 300 AC 15Speed 65 Attacks 1 Damage 2-100Damage Type Physical Range Attack N

HobstadtExperience 25000 HP 400 AC 20Speed 70 Attacks 1 Damage 2-100Damage Type Physical Range Attack N

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Sheltem’s Spacecraft

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Spacecraft

Two spacecraft crashed on Darkside one night awhile back, setting in motion the events that putyour characters in the place they’re at. One of thecraft can be entered without trouble, while theother one (Corak’s) cannot be entered until youhave visited the Dragon Pharaoh.

Both ships have a cou-ple of working termi-nals that you can use tobring up the personallogs of Corak andSheltem and other mis-cellaneous data. Bothships also have inopera-tive weapons and dam-aged equipment, so theywon’t be taking to theair anytime soon.

Corak is still locked instasis in his own ship.You can help him out byanswering the question ofthe terminal behind him.The answer is “WHERENO MAN HAS GONEBEFORE”. Once out,Corak will tell you thathe would like to fightSheltem, but he mustapproach undetected. Hewill not help you untilyou find a method ofdoing so. Return to theDragon Pharaoh toreport on what Coraktold you.

Corak's Spacecraft

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Monsters

Monsters are that which stands between you and

winning the game. All monsters act pretty much the

same way—when they see you, they try to kill you.

No monster will run away from a fight. Killing the

party is a sacred duty to the monsters, and they will

carry it out to the best of their abilities.

While all monsters behave in much the same way,

(charging forward with murderous intent) the

methods they employ to do your party in vary widely.

This next chapter deals with the monsters and their

strengths and weaknesses. If you are having trouble

with a particular kind of monster, you may want to

look it up here.

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AutobotExperience 1000000HP 2500AC 100 Speed 200Attacks 2 Damage 5-500Damage Type Energy Range Attack N

Autobots are tougher versions of Annihilators, buttheir attacks are not as frequent, nor are they ranged.For best results, blast these metal beasts from a dis-tance with the implosion spell.

BarbarianExperience 5000HP 50AC 5 Speed 40Attacks 3 Damage 1-20Damage Type Physical Range Attack Y

Untrained fighters, Barbarians foolish enough to getin your way will surely go down easily. They areimmune to nothing and have few hit points to makeup for it. Their attacks are weak and often miss.

BarkmanExperience 4000000HP 40000AC 25 Speed 100Attacks 3 Damage 250Damage Type Fire Range Attack N

If you are foolish enough to release Barkman, you getwhat you deserve. If you must fight him, cast MassDistortion as he approaches, then turn and jumpaway. Repeat. By the time you are out of power, hemay have lost enough hit points to be defeated.

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AnnihilatorExperience 1000000HP 1500AC 40 Speed 200Attacks 12 Damage 5-250Damage Type Energy Range Attack Y

Annihilators are alien machines created and used bySheltem to guard his castle. Annihilators are fearsomeopponents, virtually immune to all attacks but energyand magic.

ArachnoidExperience 4000HP 50AC 10 Speed 40Attacks 1 Damage 3-15Damage Type Poison Range Attack N

Unintelligent, Arachnoids hunt prey as large as aman, and sometimes mistake men for prey. Thesemonsters aren’t too tough and should go down beforea competent party. Arachnoids are 100% immune topoison/acid attacks.

ArmadilloExperience 60000HP 800AC 50 Speed 15Attacks 1 Damage 100-600Damage Type Physical Range Attack N

Armadillos are resistant to most attacks, but are vul-nerable to electrical and magical damage as well asthe Hypnotize and Finger of Death spells. Sometimestheir armor breaks weapons used against them.

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Coven LeaderExperience 20000HP 250AC 20 Speed 100Attacks 1 Damage 10-150Damage Type EnergyRange Attack Y

Leader of a coven of evil witches that rule Lakesidetown, the Coven Leader is the strongest of her sisters.She is immune to energy and electrical attacks andher attack often drains the spell points of her targets.

Count BlackfangExperience 2000000HP 1500AC 50 Speed 150Attacks 1 Damage 10-1000Damage Type PhysicalRange Attack N

Count Blackfang is a tough opponent. Not only doeshe have 1500 hit points and a high armor class, but heis 75% immune to every kind of attack. His ownattack sometimes kills characters outright, even ifthey still have hit points left.

Cult LeaderExperience 100000HP 100AC 20 Speed 60Attacks 1 Damage 10-100Damage Type EnergyRange Attack Y

Leader of the breakaway cult of Mok Heretics, theCult Leader is 100% immune to energy and 50%immune to all other elements. Close the distance withhim quickly to avoid his powerful range attack.

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Beholder BatExperience 10000HP 75AC 15 Speed 80Attacks 1 Damage 5-25Damage Type Fire Range Attack N

Probably the coolest monster in the game, BeholderBats can’t do much damage, nor can they take muchdamage. ‘Bats are 100% immune to fire and 50%immune to electricity.

Cleric of MokExperience 30000HP 125AC 10 Speed 40Attacks 1 Damage 250Damage Type Electricity Range Attack Y

Renegade followers of a discredited sect of Mok,these Clerics will defend their tower with zeal. TheClerics are 100% immune to electricity and lightlyresistant to all other elements.

Cloud DragonExperience 500000HP 2000AC 40 Speed 150Attacks 1 Damage 600Damage Type Cold Range Attack Y

Cloud Dragons are the weakest and most commontype of Dragon on Darkside. Nevertheless, a singleCloud Dragon can take out your entire party in oneor two attacks if you are unprepared. These Dragonsare immune to cold and poison attacks and resistantto all other attacks but fire.

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Dragon MummyExperience 2000000HP 3000AC 30 Speed 100Attacks 1 Damage 2000-4000Damage Type Physical Range Attack N

Dragon Mummies are among the most powerfulmonsters in the game. Their touch causes disease and2 to 4 thousand points of damage. If that’s not badenough, Dragon Mummies are 100% immune to coldand poison, 80% to electricity, and 90% to physicalattacks. Dragon Sleep works against them.

Earth BlasterExperience 250000HP 1000AC 10 Speed 100Attacks 1 Damage 5-500Damage Type Physical Range Attack N

Earth Blasters can only be found on the ElementalPlane of Earth. They are virtually immune to all butenergy and magic attacks. Implosion works wellagainst these monsters.

ElectrapedeExperience 10000HP 200AC 10 Speed 50Attacks 1 Damage 50Damage Type Electricity Range Attack N

Electrapedes are found in the meadows south ofCastleview. They are dangerous for their paralysisattack and resistance to elemental spells.

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Dark WolfExperience 10000HP 70AC 10 Speed 70Attacks 3 Damage 3-24Damage Type Physical Range Attack N

Dark wolves infest the forest between Castleview andSandcaster. Fortunately, Dark wolves are easy to killand are immune to nothing. Even weak characterswill have no trouble with these beasts.

Death KnightExperience 100000HP 750AC 50 Speed 80Attacks 2 Damage 2-500Damage Type Physical Range Attack N

Death Knights are the elite fighting force of theVoweless Knights of the Northern Tower. They are50% immune to all attacks but magic.

Doom KnightExperience 500000HP 1000AC 50 Speed 100Attacks 4 Damage 2-500 Damage Type PhysicalRange Attack N

Doom Knights can also be found in the NorthernTower. They are even tougher than Death Knights,are 80% immune to all attacks but magic, and dishout twice as many attacks as Death Knights.Sometimes their attack will slay an unlucky opponentbefore he is out of hit points.

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Gamma GazerExperience 1000000HP 5000AC 60 Speed 200Attacks 7 Damage 10-200Damage Type Energy Range Attack N

Only powerful characters should even THINK oftaking on a Gamma Gazer. ‘Gazers are completelyimmune to all elemental attacks but cold and magic,and are 60% resistant to physical damage. Use MassDistortion a couple of times to cut them down to size.

GargoyleExperience 30000HP 150AC 35 Speed 30Attacks 2 Damage 5-250Damage Type Physical Range Attack N

Gargoyles are moderately strong monsters that lairnear the Eastern Tower. They are only 20% resistantto magic and can be hurt by everything else.

GettlewaitheExperience 5000HP 100AC 15 Speed 35Attacks 2 Damage 5-25Damage Type Physical Range Attack N

Arrogant king of the Gremlins, Gettlewaithe is notworth the time it takes to kill him. With only 100 hitpoints and no resistances, Gettlewaithe is a dangeronly to the weak, incompetent, or severely wounded.

EnchantressExperience 40000HP 100AC 25 Speed 60Attacks 1 Damage 3-450Damage Type Electricity Range Attack Y

Enchantresses live in Sandcaster and take theirorders from Morgana, the Sorceress. They are resis-tant to elemental attacks and immune to electricity.Note that their attack is both ranged and powerful.

Energy DragonExperience 2000000HP 5000AC 100 Speed 250Attacks 1 Damage 1000Damage Type Energy Range Attack Y

Happily, Energy Dragons can only be found on theDragon Cloud on the other side of the world. Theyare more or less resistant to everything and 100%immune to energy and poison attacks. Avoid.

Fire BlowerExperience 250000HP 1000AC 20 Speed 60Attacks 1 Damage 5-500Damage Type Fire Range Attack N

Fire Blowers can only be found on the ElementalPlane of Fire. Fire Blowers cannot be hurt by fire, ofcourse, but are wide open to magic and cold attacks.

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GorgonExperience 50000HP 4000AC 90 Speed 100Attacks 1 Damage 100-300Damage Type Physical Range Attack N

Denizens of the Dungeon of Lost Souls, Gorgons areVERY dangerous. Gorgon attacks are swift andpainful, turning unlucky characters to stone. Gorgonsare difficult to hit and are resistant to physical andmagical damage.

GraalgExperience 20000HP 200AC 15 Speed 50Attacks 1 Damage 5-50Damage Type Physical Range Attack N

Graalg is the dim witted leader of the Ogres. If youanger him (this is easy to do) he will fight you.Fortunately, Graalg, like his brethren, is resistant tonothing and his attack is relatively weak.

Green DragonExperience 500000HP 2500AC 50 Speed 150Attacks 1 Damage 500Damage Type Fire Range Attack Y

Another dragon that can only be found on theDragon Cloud, Green Dragons are tough and resis-tant to all attacks but cold.

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Ghost MummyExperience 500000HP 500AC 35 Speed 175Attacks 1 Damage 200-1000Damage Type PhysicalRange Attack N

Ghost Mummies can only be found in the SouthernSphinx on the Clouds side of the world. They areresistant to all attacks but fire. Their touch is damag-ing and causes magical aging.

GiantExperience 100000HP 500AC 25 Speed 45Attacks 2 Damage 100-500Damage Type Physical Range Attack N

Though the People are on the whole a friendly race,sometimes rogue giants will try to rob or eat losthumans. Giants can sometimes strike their enemiesunconscious with the force of their blows before theirenemies are out of hit points. They are not resistant toany form of attack.

GoblinExperience 1000HP 10AC 5 Speed 30Attacks 2 Damage 2-12Damage Type Physical Range Attack N

Pitiful creatures that were once human, goblins havebeen turned loose on the Castleview streets by thepesky gremlins. They are resistant to nothing and fallto the feeblest of attacks.

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GurodelExperience 100000HP 750AC 30 Speed 60Attacks 2 Damage 100-600Damage Type Physical Range Attack N

Leader of the People, Gurodel shares his race’s abilityto knock opponents unconscious with a single luckyblow. He is tough, but resistant to nothing.

Hell HornetExperience 50000HP 250AC 30 Speed 50Attacks 2 Damage 2-500Damage Type Poison Range Attack N

The only danger from Hell Hornets comes from theirpoisonous attack and their ability to magically weak-en characters touched by it. Hell Hornets are resis-tant to all but magical damage, and are immune topoison/acid attacks.

Higher MummyExperience 100000HP 400AC 20 Speed 60Attacks 1 Damage 10-400Damage Type Physical Range Attack N

Long term residents of Necropolis, Higher Mummiesdon’t appreciate living visitors much, and do theirbest to convert them to non-living visitors. They areresistant to all but fire attacks and their touch cursesthe items of their opponents.

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GremlinExperience 2000HP 20AC 7 Speed 35Attacks 2 Damage 2-20Damage Type Physical Range Attack N

Obnoxious pests, Gremlin attacks are little more thanan irritant. Gremlins are resistant to nothing andmake excellent target practice for beginning players.

Gremlin GuardExperience 3000HP 50AC 10 Speed 35Attacks 2 Damage 6-30Damage Type Physical Range Attack N

Individually weak, Gremlin Guards can get a littledangerous in large groups, like the one thatGettlewaithe will sic on you if you bother himenough. Prepared characters, however, will mowthem down.

GriffinExperience 60000HP 800AC 35 Speed 150Attacks 2 Damage 50-300Damage Type Physical Range Attack N

Wild and powerful, Griffins can rip even strong char-acters to shreds with a single attack and are 80%immune to magic damage. Griffins can sometimes betamed and used as flying mounts by someone with theright skills and enchantments.

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Lava DwellerExperience 500000HP 1500AC 30 Speed 40Attacks 1 Damage 5-500Damage Type Fire Range Attack N

Lava Dwellers can be seen in the fire pits surround-ing Castle Alamar. They are 100% immune to fire,electricity, and poison.

Lava RoachExperience 50000HP 500AC 20 Speed 70Attacks 1 Damage 5-250Damage Type Fire Range Attack N

Lava Roaches grow to enormous sizes feeding off theheat and the food of the dead in the sewer underNecropolis. Lava Roaches are totally immune to fire,electricity, and poison attacks.

Magic MageExperience 200000HP 300AC 25 Speed 80Attacks 1 Damage 10-300Damage Type Electricity Range Attack Y

Magic Mages are human wizards mutated by theirexperiments with unusual spells. They live in theEastern Tower and hate visitors. Magic mages cannotbe harmed by electricity.

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HobstadtExperience 25000HP 400AC 20 Speed 70Attacks 1 Damage 2-100Damage Type Physical Range Attack N

Strongest of the Trolls, Hobstadt still isn’t much of athreat. A moderately strong party can take him andall his guards out without much trouble. Hobstadt is50% resistant to fire, cold, electricity, and poison.

IguanasaurusExperience 100000HP 2500AC 20 Speed 30Attacks 1 Damage 10-500Damage Type Physical Range Attack N

Iguanasaurausi live exclusively in the Desert ofDoom. They are moderately resistant to all forms ofattack but magic, and their bite causes insanity.

Killer CobraExperience 25000HP 1000AC 25 Speed 100Attacks 1 Damage 2-200Damage Type Physical Range Attack N

Killer Cobras are found in the Southeast Darksideforest. Killer Cobras are 100% immune to poisondamage and 50% resistant to magic. Their bite agestheir victims.

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Medusa SpriteExperience 5000HP 30AC 5 Speed 30Attacks 1 Damage 3-9Damage Type Physical Range Attack N

Medusa Sprites not under Queen Sharla’s commandare often aggressive and dangerous. Their attack ispitifully weak, but unlucky characters can be turnedto stone by their touch.

Mega DragonExperience 100000000HP 64000AC 100 Speed 200Attacks 1 Damage 10-2000Damage Type EnergyRange Attack Y

The Mega Dragon is the mightiest monster in thegame. It is 100% immune to all but physical attacks,to which it is only 90% resistant. Unlucky characterswill be eradicated by its awesome breath. Good luck.

Mega MageExperience 500000HP 500AC 35 Speed 100Attacks 1 Damage 10-400Damage Type ElectricityRange Attack Y

The Mega Mage is the leader of the mages in theEastern Tower. he is resistant to all forms of attackbut physical damage, and he is totally immune to elec-trical attacks.

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Mantis AntExperience 40000HP 300AC 30 Speed 40Attacks 2 Damage 2-200Damage Type Physical Range Attack N

Mantis Ants are one of the monsters that clog theroad to Sandcaster. Their bite is poisonous and theyare, predictably, unhurt by poison.

Master ThiefExperience 20000HP 100AC 20 Speed 50Attacks 1 Damage 250Damage Type Physical Range Attack N

The Master Thief lives at the top of the SouthernTower. He isn’t much of a problem to serious charac-ters, but weak ones may have trouble. Hit him beforehe hits you!

Master WizardExperience 120000HP 500AC 25 Speed 150Attacks 2 Damage 10-400Damage Type FireRange Attack Y

Master Wizards live in and rule Sandcaster. They cantake and give a lot of damage and are 100% immuneto fire spells. They are also 50% resistant to all otherdamage but physical.

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Mystic MageExperience 100000HP 200AC 20 Speed 70Attacks 1 Damage 10-200Damage Type Electricity Range Attack Y

An less expensive model than the Magic Mage,Mystic Mages are dangerous nevertheless. Mysticmages are resistant to all forms of attack by physical,and they cannot be harmed by electricity.

OctopodExperience 250000HP 2500AC 40 Speed 80Attacks 1 Damage 2-200Damage Type Poison Range Attack N

Not surprisingly, Octopods live in Octopod lake.They are 50% resistant to cold and cannot be harmedby poison. Their attack is both acidic and poisonous.

OgreExperience 10000HP 100AC 15 Speed 30Attacks 1 Damage 4-40Damage Type Physical Range Attack N

In spite of the Ogres’ self image, Ogres are weak asmonsters on Darkside go. They are resistant to noth-ing and are slow and easy to hit and kill.

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MinotaurExperience 250000HP 2000AC 80 Speed 120Attacks 1 Damage 100-400Damage Type Physical Range Attack N

Minotaurs are created by the witches of Lakeside andsold to the keepers of the Dungeon of Lost Souls fora hefty charge. Minotaurs age their victims.

Mok HereticExperience 50000HP 150AC 12 Speed 50Attacks 1 Damage 500Damage Type Magic Range Attack Y

Misguided Clerics, Heretics of Mok are moderatelyresistant to most forms of attack. Note that their per-sonal attack does a LOT of damage.

MorganaExperience 200000HP 300AC 35 Speed 100Attacks 1 Damage 2-120Damage Type EnergyRange Attack Y

Morgana is the leader of the Sorceresses inSandcaster. She is resistant to all forms of attackexcept physical, and is totally immune to energy dam-age. Her attack can paralyze characters, making hervery dangerous. Handle with care.

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Orc ShamanExperience 10000HP 50AC 15 Speed 30Attacks 1 Damage 5-25Damage Type Cold Range Attack Y

Orc Shamans are the wizard caste of the Orcs. Theircold spells are not very damaging, but the sleep spellit is combined with is very dangerous. If the wholeparty goes to sleep at once you will lose the battle.

Phase DragonExperience 2000000HP 4000AC 80 Speed 200Attacks 1 Damage 750Damage Type Cold Range Attack Y

Another Dragon that only lives on the Dragon Cloud,Phase Dragons make Cloud Dragons look likewimps. They are resistant to all forms of damage butfire, and are unharmed by cold and poison.

Phase MummyExperience 500000HP 500AC 35 Speed 175Attacks 1 Damage 200-1200Damage Type PhysicalRange Attack N

Phase mummies “live” in the Southern Sphinx. Theyare resistant to all damage but fire and their touchdrains spell points. Though powerful, PhaseMummies usually stay in their sarcophagi unless dis-turbed.

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Onyx GolemExperience 1000000HP 10000AC 50 Speed 100Attacks 1 Damage 2-500Damage Type Magic Range Attack N

Onyx Golems were created to guard DarkstoneTower. The Golems are totally immune to everythingbut physical damage, and their magical attack drainsthe spell points of their victims. Try to avoid creatingmore of these things than you must on your way tothe top of the tower.

Orc EliteExperience 15000HP 200AC 15 Speed 40Attacks 2 Damage 5-50Damage Type Physical Range Attack N

Smarter than the average Orc, Orc Elite can takethree times as much punishment as Orc Guards. Theyare resistant to nothing.

Orc GuardExperience 5000HP 60AC 10 Speed 20Attacks 1 Damage 3-30Damage Type Physical Range Attack N

Orc Guards are sword fodder that work in theTemple of Bark. You will have no trouble slayingthem by the dozens.

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Royal VampireExperience 400000HP 750AC 40 Speed 125Attacks 1 Damage 10-500Damage Type PhysicalRange Attack N

Royal Vampires are members of the royal family ofBlackfang. They are the strongest of the vampires inCastle Blackfang and are resistant to all forms ofdamage. Their touch curses the items of their foes.

SabertoothExperience 10000HP 100AC 20 Speed 60Attacks 3 Damage 5-50Damage Type Physical Range Attack N

Sabertooths dwell in the Gemstone Mines. They areeasy to kill and aren’t resistant to any kind ofdamage.If you can survive the attacks of the BeholderBats, you can survive a fight with these critters as well.

Sand FlowerExperience 10000HP 100AC 10 Speed 50Attacks 5 Damage 5-25Damage Type Physical Range Attack N

Sand Flowers live in the Desert of Doom. Their lowhit points makes them easy to kill, but their attack isdamaging and their touch will put (unlucky?!) char-acters in love. Sand Flowers are resistant to physicaland magical damage.

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Power LichExperience 200000HP 500AC 20 Speed 60Attacks 1 Damage 10-100Damage Type Magic Range Attack Y

Citizens of Necropolis, Power Liches are tough oppo-nents. Their attacks will knock unlucky charactersunconscious, even if they still have hit points. PowerLiches are resistant to physical and magical damage.

RogueExperience 5000HP 50AC 10 Speed 30Attacks 1 Damage 60Damage Type Physical Range Attack N

Weak thieves. These characters will fall to your partywith the greatest of ease. They are resistant to noth-ing.

RookaExperience 5000HP 60AC 5 Speed 40Attacks 1 Damage 3-30Damage Type Physical Range Attack N

The Queen of the Rats. Rooka presents a small dan-ger to low level characters. Her bite causes disease.

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Sewer HagExperience 50000HP 75AC 10 Speed 40Attacks 1 Damage 10-250Damage Type Electricity Range Attack Y

Dwellers of the sewer below Sandcaster, Sewer Hagsare Sorceresses too evil to remain in the guild aboveground. They can’t be hurt by electrical or poisonattacks and their attack will drive unlucky charactersinsane.

Sewer RatExperience 2000HP 40AC 5 Speed 35Attacks 1 Damage 3-30Damage Type Physical Range Attack N

Sewer Rats are pests that live in the sewer belowCastleview. Even weak parties should have no troubledisposing of these unclean rodents.

Sewer SlugExperience 1000HP 25AC 2 Speed 25Attacks 1 Damage 2-20Damage Type Physical Range Attack N

Another inhabitant of the Castleview Sewer, SewerSlugs are even easier to kill than Sewer Rats. Sewerrats are totally immune to poison.

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SandroExperience 200000HP 1000AC 20 Speed 75Attacks 1 Damage 10-100Damage Type MagicRange Attack Y

Sandro is a powerful lich dwelling in Necropolis.Though you may defeat him in battle, Sandro willcome back to life if you return to him without hisheart. Sandro’s attack will sometimes kill charactersoutright, even if they still have hit points. Sandro isvery resistant to physical and magical damage.

ScrapsExperience 2000000HP 3000AC 30 Speed 100Attacks 1 Damage 2000-4000Damage Type Physical Range Attack N

Scraps is a dragon mummy imprisoned in the dun-geon below Castle Kalindra. He is immune to coldand poison damage and very resistant to physical andelectrical attacks.

ScreamerExperience 500000HP 3000AC 50 Speed 200Attacks 1 Damage 10-200Damage Type Poison Range Attack N

Screamers are 100% immune to poison damage and60% resistant to physical attacks. Their attack poi-sons their victims.

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Skeletal LichExperience 500000HP 2000AC 30 Speed 200Attacks 1 Damage 1000Damage Type Energy Range Attack Y

Skeletal Liches are residents of the Dungeon ofDeath. Their attack can eradicate unlucky charactersbefore their time. They are resistant to all forms ofdamage.

Sky GolemExperience 200000HP 1000AC 50 Speed 100Attacks 1 Damage 2-200Damage Type ColdRange Attack Y

Similar in appearance to Onyx Golems, Sky Golemsare much less powerful. They are, however, morethan a match for all but the most powerful of charac-ters. Sky Golems are 50% resistant to all forms ofattack.

Slayer KnightExperience 50000HP 500AC 30 Speed 50Attacks 1 Damage 2-500Damage Type Physical Range Attack N

Slayer Knights are the weakest kind of Knight in theNorthern Tower. They have no special attack andthey are 50% resistant to all damage but magic andphysical.

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Sewer StalkerExperience 50000HP 250AC 30 Speed 25Attacks 1 Damage 3-300Damage Type Physical Range Attack N

Sewer Stalkers live in the sewer below Lakeside andeat adventurers poking around where they don’tbelong. They are resistant to poison and cold andhave no special attacks.

ShaalthExperience 20000HP 300AC 15 Speed 50Attacks 1 Damage 5-50Damage Type ColdRange Attack N

Shaalth is the spiritual leader of the Orcs. Shaalth’scold spell is simultaneously a sleep spell. There is adanger that the entire party will fall asleep at onceand lose the battle.

SharlaExperience 10000HP 50AC 5 Speed 50Attacks 1 Damage 3-12Damage Type Physical Range Attack N

Sharla is the Queen of the Sprites. She is peaceful, soyou shouldn’t attack her. She can’t take or give muchdamage.

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Troll ChiefExperience 20000HP 300AC 15 Speed 65Attacks 1 Damage 2-100Damage Type Physical Range Attack N

Troll Chiefs are merely powerful members of theirrace. They are 50% resistant to attacks involving fire,cold, electricity, and poison.

Troll GruntExperience 10000HP 100AC 5 Speed 50Attacks 1 Damage 2-50Damage Type Physical Range Attack N

Troll Grunts are weak members of their race. Like alltrolls, Troll Grunts are 50% resistant to fire, cold,electricity, and poison.

Troll GuardExperience 15000HP 200AC 10 Speed 60Attacks 1 Damage 2-70Damage Type Physical Range Attack N

Troll Guards are the mid-range models. They areresistant to the same things other trolls are: fire, cold,electricity, and poison.

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SorceressExperience 80000HP 200AC 30 Speed 80Attacks 1 Damage 2-100Damage Type Magic Range Attack Y

Sorceresses live and work in Sandcaster. The guildhas gone bad, though, and many Sorceresses rob andextort the townspeople for a living. Sorceresses arelightly resistant to all forms of attack.

ThiefExperience 10000HP 100AC 15 Speed 40Attacks 1 Damage 100Damage Type Physical Range Attack N

Thieves infest the Southern Tower. They have no spe-cial resistances, but their attack is strong.

Tidal TerrorExperience 500000HP 1000AC 10 Speed 200Attacks 1 Damage 5-500Damage Type ColdRange Attack N

Tidal Terrors can only be found on the ElementalPlane of Water. They are vulnerable to magical dam-age, but they are not harmed by physical, fire, or poi-son damage.

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Vampire LordExperience 300000HP 500AC 35 Speed 100Attacks 1 Damage 10-300Damage Type Physical Range Attack N

Vampire Lords can be found in Castle Blackfang.They are powerful vampires under their own control.The attack of a Vampire Lord may put the victimasleep.

Vulture RocExperience 200000HP 2500AC 50 Speed 150Attacks 1 Damage 5-300Damage Type Physical Range Attack N

Vulture Rocs are dangerous desert pests that don’twait for their food to die on its own. Fortunately, theyhave no special resistances to damage, nor does theirattack have any extra magical effect.

WhirlwindExperience 250000HP 1000AC 10 Speed 250Attacks 1 Damage 5-500Damage Type Physical Range Attack N

Whirlwinds are elemental beasts that can only befound on the Elemental Plane of Air. They can onlybe harmed by magic and energy. Try Implosion.

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ValioExperience 60000HP 150AC 15 Speed 60Attacks 1 Damage 10-250Damage Type MagicRange Attack N

Valio is a weak Master Wizard. Valio will only fightyou if you try to steal from him. He is resistant to allforms of damage but physical.

VampireExperience 200000HP 400AC 30 Speed 80Attacks 1 Damage 10-100Damage Type Physical Range Attack N

Vampires are standard, controlled undead recently“turned” by a more powerful vampire living in castleBlackfang. Their touch weakens their victims, andthey are 50% resistant to all attacks.

Vampire KingExperience 3000000HP 10000AC 60 Speed 200Attacks 1 Damage 10-2500Damage Type PhysicalRange Attack N

Vampire Kings can only be found in the Dungeon ofDeath. They are very resistant to all forms of damage,and their attack will eradicate unlucky characters.

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YogExperience 25000HP 100AC 5 Speed 60Attacks 1 Damage 30Damage Type Physical Range Attack N

Yog is the chief of the Barbarians. He will not pick afight with you if you don’t pick a fight with him. Yoghas no special resistances or attacks.

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WitchExperience 80000HP 150AC 15 Speed 70Attacks 1 Damage 10-100Damage Type Electricity Range Attack Y

Witches live in Lakeside. Have no pity for these evilwomen: They have sent many a villager to theDungeon of Lost Souls in the shape of a Minotaur.Witches are totally immune to electricity.

WizardExperience 60000HP 250AC 20 Speed 125Attacks 1 Damage 10-250Damage Type Magic Range Attack Y

Wizards can usually be found in Sandcaster. They aremoderately resistant to all forms of attack but physi-cal.

XenocExperience 250000HP 700AC 35 Speed 175Attacks 1 Damage 10-500Damage Type EnergyRange Attack N

Xenoc is the leader of the Wizards in Sandcaster. Hisattack is powerful and he is entirely resistant to ener-gy attacks (no Implosion!)

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Spells

Magic. In Clouds of Xeen, magic works on a dailybasis. At 5:00 AM the new Magical Day begins andall magic from the previous day wears away, can-celling protection, light and other active spells.

Who can cast spells. Most character classes inClouds of Xeen possess some capacity for magic.Clerics, Sorcerers, and Druids are the primary spellcasters; Paladins, Archers, and Rangers are sec-ondary. Knights, Robbers, Ninjas, and Barbarians areunable to cast spells. Secondary spell casters havehalf as many spell points as primary spell casters.

There are two types of spells: Cleric and Sorcerer.Clerics and Paladins can only cast Cleric spells,Sorcerers and Archers can only cast Sorcerer spells,and Druids and Rangers can cast some of both.

Spell Descriptions. There are 76 unique spells inClouds of Xeen, some of which are shared betweencharacter classes. The descriptions of these spellsinclude the following:

Name Generally descriptive of the spell’s effects.

Cost The number of Spell Points and, in some cases, Gemsthat must be spent to cast a spell. Some spells requirea certain number of Spell Points to be spent per levelof the spell caster.

Object Who is affected by the spell.Party Member: A single player character.Party: All characters that make up the party.Single Monster: One opponent.Group: Three opponents standing before the party.Cone: All opponents in front of the party.

Effect What effect the spell has on its recipient.

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Cleric and Paladin Spells

Acid Spray 8 SPAwaken 1 SPBeast Master 5 SP/2 GBless 2 SP per Level/1 GCold Ray 2 SP per Level/4 GCreate Food 20 SP/5 GCure Disease 10 SPCure Paralysis 12 SPCure Poison 8 SPCure Wounds 3 SPDay of Protection 75 SP/10 GDeadly Swarm 12 SPDivine Intervention 200 SP/20 GFiery Flail 25 SP/5 GFirst Aid 1 SPFlying Fist 2 SPFrost Bite 7 SPHeroism 2 SP per Level/1 GHoly Bonus 2 SP per Level/1 GHoly Word 100 SP/20 GHypnotize 15 SP/4 GLight 1 SPMass Distortion 75 SP/10 GMoon Ray 60 SP/10 GNature’s Cure 6 SPPain 4 SPPower Cure 2 SP per Level/3 GProtection from Elements 1 SP per Level/1 GRaise Dead 50 SP/10 GResurrect 125 SP/20 GRevitalize 2 SPSparks 1 SP per Level/1 GStone to Flesh 35 SP/5 GSun Ray 150 SP/20 GSuppress Disease 5 SPSuppress Poison 4 SPTown Portal 30 SP/5 GTurn Undead 5 SP/2 GWalk on Water 7 SP

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Acquiring Spells. All spells can be purchased fromthe various Mage Guilds in the land of Xeen. Manyspells can also be found while adventuring.

Types of Spells. Spells perform different services forthe party, such as combat, first aid, or general assis-tance. These three different types are representedwith the following symbols for easy reference:

First Aid. These spells are used to heal the Party’s wounds, resurrect characters whohave died, and remove conditions from adistressed Party member.

Combat. These spells are used to defend theParty or attack an opposing force.

General. Spells of general assistance to theParty, such as Light or Create Food.

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Druid and Ranger Spells

Acid Spray 8 SPAwaken 1 SPBeast Master 5 SPBless 2 SP per Level/1 GClairvoyance 5 SP/2 GCold Ray 2 SP per Level/4 GCure Disease 10 SPCure Poison 8 SPCure Wounds 3 SPEnergy Blast 1 SP per Level/1 GFire Ball 2 SP per Level/2 GFirst Aid 1 SPFlying Fist 2 SPFrost Bite 7 SPHeroism 2 SP per Level/1 GHoly Bonus 2 SP per Level/1 GIdentify Monster 5 SPInsect Spray 5 SP/1 GJump 4 SPLevitate 5 SPLight 1 SPLightning Bolt 2 SP per Level/2 GMagic Arrow 2 SPNature’s Cure 6 SPPain 4 SPPower Cure 2 SP per Level/3 GPower Shield 2 SP per Level/2 GProtection from Elements 1 SP per Level/1 GRevitalize 2 SPShrapmetal 1 SP per Level/1 GSleep 3 SP/1 GSparks 1 SP per Level/1 GSuppress Disease 5 SPSuppress Poison 4 SPToxic Cloud 4 SP/1 GTurn Undead 5 SP/2 GWalk on Water 7 SPWizard Eye 5 SP/2 G

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Sorcerer and Archer Spells

Awaken 1 SPClairvoyance 5 SP/2 GDancing Sword 3 SP per Level/10 GDay of Sorcerery 40 SP/10 GDetect Monster 6 SPDragon Sleep 10 SP/4 GElemental Storm 100 SP/10 GEnchant Item 30 SP/20 GEnergy Blast 1 SP per Level/1 GEtherealize 30 SP/10 GFantastic Freeze 15 SP/5 GFinger of Death 10 SP/4 GFire Ball 2 SP per Level/2 GGolem Stopper 20 SP/10 GIdentify Monster 5 SPImplosion 100 SP/20 GIncinerate 35 SP/10 GInferno 75 SP/10 GInsect Spray 5 SP/1 GItem to Gold 20 SP/10 GJump 4 SPLevitate 5 SPLight 1 SPLightning Bolt 2 SP per Level/2 GLloyd’s Beacon 6 SP/2 GMagic Arrow 2 SPMega Volts 40 SP/10 GPoison Volley 25 SP/10 GPower Shield 2 SP per Level/2 GPrismatic Light 60 SP/10 GRecharge Item 15 SP/10 GShrapmetal 1 SP per Level/1 GSleep 3 SP/1 GStar Burst 200 SP/20 GSuper Shelter 15 SP/5 GTeleport 10 SPTime Distortion 8 SPToxic Cloud 4 SP/1 GWizard Eye 5 SP/2 G

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Cold RayCost 2 Spell Points per Level & 4 GemsObject All visible monsters

A cone of absolute zero springs from thecaster’s hand momentarily, inflicting 2-4points of Cold damage per level of the cast-er on all visible monsters.

Create FoodCost 20 Spell Points and 5 GemsObject Party

Creates one unit of food for each livingparty member.

Cure DiseaseCost 10 Spell PointsObject 1 Party Member

Removes the DISEASED condition from acharacter

Cure ParalysisCost 12 Spell PointsObject 1 Party Member

Removes the PARALYZED condition froma character.

Cure PoisonCost 8 Spell PointsObject 1 Party Member

Removes the POISONED condition from acharacter.

Cleric Spells

Acid SprayCost 8 Spell PointsObject All Visible Monsters

Caster sprays a fine acid mist on all themonsters in front of him, inflicting 15 pointsof Poison damage on each monster.

AwakenCost 1 Spell PointObject Party

Pulls all sleeping party members from theirslumber, cancelling the SLEEP condition.

Beast MasterCost 5 Spell Points and 2 GemsObject 1 Group of Animals

Hypnotizes a group of monsters into still-ness until they overcome the spell.

BlessCost 2 Spell Points per Level & 1 GemObject 1 Party Member

Improves the armor class of a character by1 per level of the caster.

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First AidCost 1 Spell PointObject 1 Party Member

Magically cures light battle wounds andscrapes, restoring 6 Hit Points to an injuredParty Member.

Flying FistCost 2 Spell PointsObject 1 Monster

Deals a light blow to a monster, inflicting 6points of Physical damage.

FrostbiteCost 7 Spell PointsObject 1 Monster

Draws the body heat out of a monster,inflicting 35 points of Cold damage.

HeroismCost 2 Spell Points per Level & 3 GemsObject 1 Party Member

Increases the temporary level of a characterby 1 per level of the caster

Holy BonusCost 2 Spell Points per Level & 1 Gem

Object 1 Party Member

Increases the damage inflicted by a charac-ter when fighting by 1 point per level of thecaster.

Cure WoundsCost 3 Spell PointsObject 1 Party Member

Magically cures one character of 15 pointsof damage.

Day of ProtectionCost 75 Spell Points and 10 GemsObject Party

Simultaneously casts Light, Protection fromall elements, Heroism, Holy Bonus, andBless for the bargain basement price of 75spell points.

Deadly SwarmCost 12 Spell PointsObject Group

Surrounds a group of monsters with biting,stinging, burrowing, gouging, and chewinginsects, inflicting 40 points of Physical dam-age on each monster.

Divine InterventionCost 200 Spell Points and 20 GemsObject Party

Heals the entire party of all damage short ofERADICATION. Using this spell adds 5years to the age of the caster.

Fiery FlailCost 25 Spell Points and 5 GemsObject 1 Monster

Caster fires a jet of flame at one monster,inflicting 100 points of Fire damage.

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Nature’s CureCost 6 Spell PointsObject 1 Party Member

Heals a character of 25 points of damage.

PainCost 4 Spell PointsObject Group

Stimulates the Pain centers of your oppo-nent’s brains, inflicting 8 points of physicaldamage.

Power CureCost 2 Spell Points per Level & 3 GemsObject 1 Party Member

Heals a character of 2-12 points of damageper level of the caster.

Protection From ElementsCost 1 Spell Point per Level & 1 GemObject Party

Reduces the damage the party receives fromthe elements. The caster can choose whichelement this applies to when the spell iscast.

Raise DeadCost 50 Spell Points and 10 GemsObject 1 Party Member

Removes the DEAD condition from a char-acter. Using this spell will subtract 1 pointfrom the endurance of the dead character.

Holy WordCost 100 Spell Points and 20 GemsObject 1 Group of Undead

Completely removes the animating magic ofthe Undead, returning them to the dustfrom whence they came.

HypnotizeCost 15 Spell Points and 4 GemsObject Group

Like Beast Master, this spell hypnotizes agroup of monsters into stillness until theyovercome the spell, except that it works onmonsters other than animals.

LightCost 1 Spell PointObject Party

Fills a dungeon with a steady, soft light untilthe party rests.

Mass DistortionCost 75 Spell Points and 10 GemsObject Group

Increases the weight of your opponents,effectively removing half of their hit points.

Moon RayCost 60 Spell Points and 10 GemsObject All Visible Monsters and Party

Inflicts 30 points of Energy damage to eachmonster in sight and cures each party mem-ber of 30 points of damage.

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Suppress DiseaseCost 5 Spell PointsObject 1 Party Member

Slows the effect of disease on a character,but does not remove the DISEASED con-dition.

Suppress PoisonCost 4 Spell PointsObject 1 Party Member

Slows the effect of poison on a character,but does not remove the POISONED con-dition.

Town PortalCost 30 Spell Points and 5 GemsObject Party

Teleports the party to the town of yourchoice.

Turn UndeadCost 5 Spell Points and 2 GemsObject 1 Group of Undead

Weakens the evil magic that animates theUndead, inflicting 25 points of damage.

Walk on WaterCost 7 Spell PointsObject Party

Allows the party to walk over both shallowand deep water.

ResurrectionCost 125 Spell Points and 20 GemsObject 1 Party Member

Removes the ERADICATED conditionfrom a character. Using this spell will add 5years to the age of both the caster and theeradicated character.

RevitalizeCost 2 Spell PointsObject 1 Party Member

Removes the WEAK condition from a char-acter.

SparksCost 1 Spell Point per Level & 1 GemObject Group

Envelopes the monsters in an electricallycharged gas cloud, inflicting 2 points ofElectrical damage per level of the caster.

Stone to FleshCost 35 Spell Points and 5 GemsObject 1 Party Member

Removes the STONED condition from acharacter.

Sun RayCost 150 Spell Points and 20 GemsObject All Visible Monsters

Shines the intensified light of the sun intoall monsters in front of the caster, inflicting200 points of Energy damage on each mon-ster.

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Detect MonsterCost 6 Spell PointsObject Party

Shows the location of all the monsters nearthe party.

Dragon SleepCost 10 Spell Points and 4 GemsObject 1 dragon

Puts a dragon to sleep, much the way asleep spell puts humans to sleep.

Elemental StormCost 100 Spell Points and 10 GemsObject All Visible Monsters

Pounds all the monsters in front of the partywith a storm of magical energy, inflicting150 points of a random damage type to eachmonster.

Enchant ItemCost 30 Spell Points and 20 GemsObject 1 Item

Bestows magical power to an item that hasnone. The more powerful the spell caster,the better the chance for a powerful item.

Energy BlastCost 1 Spell Point per Level & 1 GemObject 1 Monster

A bolt of pure energy is fired from the cast-er’s clenched fist, inflicting 2 to 6 points ofEnergy damage per level of the caster.

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Sorcerer Spells

AwakenCost 1 Spell PointObject Party

Pulls all sleeping party members from theirslumber, cancelling the SLEEP condition.

ClairvoyanceCost 5 Spell Points and 2 GemsObject Party

Causes the two gargoyle heads on thescreen to animate and give advice for cer-tain yes/no decisions, usually chests.

Dancing SwordCost 3 Spell Points per Level & 10 GemsObject Group

Similar to Shrapmetal, the dancing swordspell creates hundreds of razor sharp bladesthat strip the flesh from your foes. DancingSword inflicts 6 to 14 points of Physicaldamage per level of the caster.

Day of SorceryCost 40 Spell Points and 10 GemsObject Party

This spell is a super saver plan that simulta-neously casts Light, Levitate, Wizard Eye,Clairvoyance, and Power shield on all partymembers.

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Golem StopperCost 20 Spell Points and 10 GemsObject 1 Golem

Golem stopper deprives a golem of themagic that animates it, inflicting 100 pointsof damage.

Identify MonsterCost 5 Spell PointsObject Group

Reveals the condition of the monsters theparty is fighting.

ImplosionCost 100 Spell Points and 20 GemsObject 1 Monster

The ultimate in monster killing, Implosionconcentrates local gravity inside the target-ed monster, annihilating all but the mostpowerful opponents. Implosion inflicts 1000points of Energy damage.

IncinerateCost 35 Spell Points and 10 GemsObject 1 Monster

Shoots a stream of fire at one monster,inflicting 250 points of Fire damage.

EtherealizeCost 30 Spell Points and 10 GemsObject Party

Moves the party one square forward,regardless of barriers. This spell may suc-ceed in areas where the teleport spell fails.

Fantastic FreezeCost 15 Spell Points and 5 GemsObject Group

Reduces the temperature of the air around agroup of monsters to absolute zero for amoment, inflicting 40 points of Cold damageon each monster.

Finger of DeathCost 10 Spell Points and 4 GemsObject Group

Bloodlessly slays the opponents the casterpoints to.

Fire BallCost 2 Spell Points per Level & 2 GemsObject Group

Sets off a fiery explosion within a group ofmonsters, inflicting 3 to 7 points of Firedamage per level of the caster.

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InfernoCost 75 Spell Points and 10 GemsObject Group

Engulfs one group of monsters in magicalfire, inflicting 250 points of Fire damage onone group.

Insect SprayCost 5 Spell Points and 1 GemObject Group

Coats a group of monsters with a poisonspecially designed to kill insects.

Item to GoldCost 20 Spell Points and 10 GemsObject 1 Item

Converts an item into an amount of goldpieces equal to the value of the item(Merchant skill not included).

JumpCost 4 Spell PointsObject Party

Puts enough strength into the legs of theparty to jump over one square, providedthere are no walls of matter or magic. Thisspell cannot be used in combat.

LevitateCost 5 Spell PointsObject Party

Imparts weightlessness to the party mem-bers, preventing them from falling into pittraps, quagmires, through the clouds, etc.

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LightCost 1 Spell PointObject Party

Fills a dungeon with a steady, soft light untilthe party rests.

Lightning BoltCost 2 Spell Points per Level & 2 GemsObject Group

Lightning flashes from the caster’s hand,electrocuting monsters for 4 to 6 points ofdamage per level of the caster.

Lloyd’s BeaconCost 6 Spell Points & 2 GemsObject Party

This spell allows you to magically return toa place you have already been. Cast thespell once to set the beacon, and again whenyou wish to return. Each party member mayhave their own beacon.

Magic ArrowCost 2 Spell PointsObject 1 Monster

Fires a magical bolt at one opponent,inflicting 8 points of damage of Magicaldamage.

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Recharge ItemCost 15 Spell Points and 10 GemsObject 1 item

Restores 1 to 6 charges to an item that hasat least one charge remaining. There is aslight risk the spell will destroy the item.

ShrapmetalCost 1 Spell Point per Level & 1 GemObject Group

Sprays a group of monsters with sharpmetal fragments, inflicting 2 points ofPhysical damage per level of the caster.

SleepCost 3 Spell Points and 1 GemObject Group

Puts a group of monsters to sleep until theyovercome the spell or are damaged.

Star BurstCost 200 Spell Points and 20 GemsObject All Visible Monsters

Includes all monsters in front of the party ina massive explosion, inflicting 500 points ofPhysical damage on each monster.

Super ShelterCost 15 Spell Points and 5 GemsObject Party

Hides the party from the monsters in unsafeplaces, permitting them to rest without inci-dent.

Mega VoltsCost 40 Spell Points and 10 GemsObject Group

Mega Volts is an improved version ofLightning Bolt, inflicting 150 points ofElectrical damage on a group of monsters.

Poison VolleyCost 25 Spell Points and 10 GemsObject All visible monsters

Fires 6 poison arrows into each square infront of the party. The arrows do 10 pointsof Poison damage each.

Power ShieldCost 2 Spell Points per Level & 2 GemsObject Party Member

Reduces the damage inflicted on a partymember by a number equal to the level ofthe caster.

Prismatic LightCost 60 Spell Points and 10 GemsObject All Visible Monsters

Mysterious light springs from the caster’spalm, inflicting 80 points of a random dam-age type depending on which ray hits amonster. The damage type is unpredictable.

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TeleportCost 10 Spell PointsObject Party

Sends the party up to 9 squares in the direc-tion the party is facing, regardless of obsta-cles.

Time DistortionCost 8 Spell PointsObject Party

Warps time, giving the party just enoughtime to run away from a combat.

Toxic CloudCost 4 Spell Points and 1 GemObject Group

Surrounds a group of monsters with nox-ious gasses, inflicting 10 points of Poisondamage.

Wizard EyeCost 5 Spell Points and 2 GemsObject Party

Wizard eye gives the party a bird’s-eye viewof their surroundings. The view will appearin the upper right corner of the gamescreen.

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Items

This next chapter is an explanation of the different

powers, uses, and abilities that items can have in

Darkside of Xeen. Most of the items in the game are

“constructed” randomly using some simple rules that

this chapter will detail. There are a few items that

are not, and these items are called “quest items”. It

is not possible to sell or lose a quest item, and most

of the quest items have no offensive or defensive

value. Quest items have one purpose and cannot be

used for anything else. The only exception to this

rule is the Xeen Slayer sword, which can be used as a

weapon, but cannot be sold or dropped.

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cases, decrease) the character’s armor class rating.Equipping a weapon with a metal prefix affects thecharacter’s chance to hit as well as the amount ofdamage inflicted per hit. Additionally, a metalmodifier contains a cost multiplier for the base item.For example, a silver item that costs 15 gold piecesnormally would be multiplied by 5 for a total cost of75 gold pieces. Accessories with the metal modifierhave no special abilities—they are just worth more.Miscellaneous items cannot have the metal modifier.

Attributes

Equipping an item with the attribute modifierincreases the specified attribute of the character. Aluck sword, for instance, would increase thecharacter’s luck by 20. Miscellaneous items cannothave an attribute modifier.

Special Abilities

Only miscellaneous items can have special abilities.A special ability will look like “Box of Toxic Clouds”and mean that the item can cast the toxic cloud spell.Any character can use a miscellaneous item.

Base items

Base items are the simple objects in an item name,such as the sword in “blazing sword”. Each base itemcontains five parts: the item name, the base cost ofthe item in GOLD PIECES, the item base modifier,how it is equipped, and the restrictions for thedifferent classes for the item. The item base modifier

Items

There are five basic categories of items in Darksideof Xeen. They are: Armor, Weapons, Accessories,Miscellaneous, and Quest items. There are a smallnumber of quest items in the game, so they will bedetailed later. The rest of the items follow a fewsimple rules that determine the abilities of items youfind while adventuring.

Each item (except quest items) can have onemodifier to it. It is possible to find a silver shield, or aphoton blade, or a box of light, but you will neverfind a blazing short sword of light.

There are four kinds of modifiers for items. They are:

Elements

An item that possesses an elemental modifier will,when equipped, affect the character’s statistics. Forexample, if an armor or accessory item has themodifier Blazing, the fire resistance for thatcharacter is increased by 25 points. If a weapon hasthe modifier, the weapon will inflict an additional 20points of fire damage. There are six differentelemental modifiers. They are Fire, Electric, Cold,Acid/Poison, Energy, and Magic.

Metals

Equipping an armor or weapon item that has a Metalmodifier also enhances character statistics. For anarmor item, equipping it will increase (or, in some

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Elements

Fire Resistance Damage

Burning 5 2Fiery 7 3Pyric 9 4Fuming 12 5Flaming 15 10Seething 20 15 Blazing 25 20Scorching 30 30

Electric Resistance Damage

Flickering 5 2Sparking 7 3Static 9 4Flashing 12 5Shocking 15 10Electric 20 15Dyna 25 20

Cold Resistance Damage

Icy 5 2Frost 10 4Freezing 15 5Cold 20 10Cryo 25 20

Acid / Poison Resistance Damage

Acidic 10 2 Venomous 15 4 Poisonous 20 8 Toxic 25 16 Noxious 40 32

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affects one of two statistics for the character. Armoritems increase or decrease the character’s armorclass. The modifier for a weapon item is the amountof damage per hit that the item inflicts. For instance,a short sword modifier is 2d3, which will inflict from2-6 points of damage.

A character may equip a one-handed (1h) weaponand shield, or 1 two-handed (2H) weapon. Only 1missile (1M) weapon may be equipped at a time.Other equipping restrictions include one helmet, pairof boots, belt, etc. at a time. Wearing a cloak as wellas armor is also possible.

The following are the abbreviations used in the equip-ping restriction section:

Ar ArcherB BarbarianCl ClericDr DruidK KnightN NinjaP PaladinRa RangerRo RobberS Sorcerer

If a class is listed under the restrictions, a character ofthat class may not equip or use the specified item.“Max for K” would mean that is the heaviest armorthat a Knight could normally wear.

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Metals

Common To Hit Dmg AC Costmod

Wooden –3 –3 –3 x.1Leather –4 –6 +0 x.25Brass +3 –4 –2 x.5Bronze +2 –2 –1 x.75Iron +1 +2 +1 x2Silver +2 +4 +2 x5Steel +3 +6 +4 x10Gold +4 +8 +6 x20Platinum +6 +10 +8 x50

Rare To Hit Dmg AC Costmod

Glass +0 +0 +0 x2Coral +1 +1 +1 x3Crystal +1 +1 +1 x5Lapis +2 +2 +2 x10Pearl +2 +2 +2 x20Amber +3 +3 +3 x30Ebony +4 +4 +4 x40Quartz +5 +5 +5 x50

Precious To Hit Dmg AC Costmod

Ruby +6 +12 +10 x60Emerald +7 +15 +12 x70Sapphire +8 +20 +14 x80Diamond +9 +30 +16 x90Obsidian +10 +50 +20 x100

Energy Resistance Damage

Glowing 5 2 Incandescent 7 3 Dense 9 4 Sonic 11 5Power 13 10Thermal 15 15Radiating 20 20 Kinetic 25 30

Magic Resistance Damage

Mystic 5 5Magical 10 10Ectoplasmic 20 25

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Speed Equip Bonus

Quick 2 Swift 3 Fast 5 Rapid 8 Speed 12 Wind 17 Accelerator 23Velocity 30

Accuracy Equip Bonus

Sharp 3 Accurate 5 Marksman 10 Precision 15 True 20 Exacto 30

Luck Equip Bonus

Clover 5Chance 10Winners 15Luck 20Gamblers 25Leprechauns 30

Hit Points Equip Bonus

Vigor 4 Health 6 Life 10 Troll 20 Vampyric 50

Attributes

Might Equip Bonus

Might 2 Strength 3 Warrior 5 Ogre 8 Giant 12 Thunder 17Force 23 Power 30 Dragon 38Photon 47

Intellect Equip Bonus

Clever 2Mind 3 Sage 5 Thought 8 Knowledge 12Intellect 17 Wisdom 23 Genius 30

Personality Equip Bonus

Buddy 2Friendship 3Charm 5Personality 8Charisma 12Leadership 17Ego 23Holy 30

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Special Abilities

Magic Ability Castsof Acid Spraying Acid Sprayof Antidotes Cure Poisonof Awakening Awakenof Beacons Lloyd’s Beaconof Beast Control Beastmasterof Blessing Blessedof Clairvoyance Clairvoyanceof Cold Rays Cold Rayof Curing Cure Woundsof Daily Protection Day of

Protectionof Daily Sorcery Day of Sorceryof Dancing Swords Dancing Swordof Deadly Swarms Deadly Swarmof Death Finger of Deathof Dragon Sleep Dragon Sleepof Elemental Protection Protection from

Elementsof Enchant Item Enchant Itemof Energy Blasts Energy Blastof Etherealization Etherealizeof Feasting Create Foodof Fireballs Fireballof Fiery Flails Fiery Flailof First Aid First Aidof Fists Flying Fistof Free Movement Cure Paralysisof Freezing Fantastic Freezeof Frost Biting Frost Biteof the GODS! Divine

Interventionof Golem Stopping Golem Stoppingof Heroism Heroismof Holy Bonuses Holy Bonusof Holy Words Holy Wordof Hypnotism Hypnotize

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Spell Points Equip Bonus

Spell 4 Castors 8 Witch 12 Mage 16 Archmage 20Arcane 25

Armor Class Equip Bonus

Protection 2Armored 4 Defender 6Stealth 10Divine 16

Thievery Equip Bonus

Mugger 4Burglar 6Looter 8Brigand 10Filch 12Thief 14Rogue 16Plunderer 18Criminal 20Pirate 25

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Items

Armor Base Cost Mod Equip Restrict

Robes 150 1 1 No restrictionsScale Mail 100 4 1 Max for BRing Mail 200 5 1 Max for NChain Mail 400 6 1 Max for Ar, RoSplint Mail 600 7 1 Max for Cl, RaPlate Mail 1000 8 1 Only K & PPlate Armor 2000 10 1 Only K & P

Cloak 250 1 1 No restrictionsCape 200 1 1 No restrictions

Shield 100 4 1H No Dr, N, S, Ar

Helm 60 2 1 No restrictions

Gauntlets 100 1 1 No restrictions

Boots 40 1 1 No restrictions

Belt 100 0 1 No restrictions

One HandedWeapons Base Cost Mod Equip Restrict

Long Sword 50 3d3 1H No Cl, Dr, N, SShort Sword 15 2d3 1H No Cl, Dr, N, SBroad Sword 100 3d4 1H No Cl, Dr, N, SScimitar 80 2d5 1H No Cl, Dr, N, SCutlass 40 2d4 1H No Cl, Dr, N, SSabre 60 4d2 1H No Cl, Dr, N, S

Club 1 1d3 1H No restrictionsHand Axe 10 2d3 1H No Cl, SKatana 150 4d3 1H Only K & N

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of Implosions Implosionof Incinerating Incinerateof Infernos Infernoof Jumping Jumpof Levitation Levitateof Light Lightof Lightning Lightning Boltof Magic Arrows Elemental Arrowof Mass Distortion Mass Distortionof Megavoltage Megavoltsof Monster Finding Detect Monsterof Monster Identification Identify Monsterof Moon Rays Moon Rayof Nature’s Cures Nature’s Cureof Pain Painof Poison Volley Poison Volleyof Power Curing Power Cureof Prismatic Light Prismatic Lightof Raising the Dead Raise Deadof Recharging Recharge Itemof Resurrection Resurrectionof Revitalization Revitalizeof Shelter Super Shelterof Shielding Power Shieldof Shrapmetal Shrapmetalof Sleeping Sleepof Sparking Sparksof Star Bursts Star Burstof Stone to Flesh Stone to Fleshof Storms Elemental Stormof Sun Rays Sun Rayof Teleportation Teleportof Time Distortion Time Distortionof Town Portals Town Portalof Toxic Clouds Toxic Cloudof Undead Turning Turn Undeadof Vaccination Cure Diseaseof Water Walking Walk on Waterof Wizard Eyes Wizard Eye

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Accessories Base Cost Mod Equip Restrict

Broach 250 0 2 No restrictionsMedal 100 0 2 No restrictionsCharm 50 0 2 No restrictionsCameo 300 0 2 No restrictionsScarab 200 0 2 No restrictionsPendant 500 0 1 No restrictionsNecklace 1000 0 1 No restrictionsAmulet 2000 0 1 No restrictions

Ring 100 0 2 No restrictions

Misc. Items Base Cost Mod Equip Restrict

Whistle 10 0 – No restrictionsJewel 1,000 0 – No restrictionsGem 500 0 – No restrictionsBox 10 0 – No restrictionsOrb 100 0 – No restrictionsHorn 20 0 – No restrictionsCoin 10 0 – No restrictionsRod 50 0 – No restrictionsWand 50 0 – No restrictionsScroll 100 0 – No restrictionsPotion 10 0 – No restrictions

Nunchakas 30 2d3 1H Only K & N Wakazashi 60 3d3 1H Only K & NDagger 8 2d2 1H No ClMace 50 2d4 1H No SFlail 100 1d10 1H No SCudgel 15 1d6 1H No SMaul 30 1d8 1H No SSpear 15 1d9 1H No S, Cl

Two Handed Weapons Base Cost Mod Equip Restrict

Bardiche 200 4d4 2H No Cl, S, DrGlaive 80 4d3 2H No Cl, S, DrHalberd 250 3d6 2H No Cl, S, DrPike 150 2d8 2H No Cl, S, DrFlamberge 400 4d5 2H No Cl, S, Dr, N,

B, RoTrident 100 2d6 2H No Cl, S, DrStaff 40 2d4 2H No restrictionsHammer 120 2d5 2H No SNaginata 300 5d3 2H Only K & N

Battle Axe 100 3d5 2H No Cl, S, Dr, NGrand Axe 200 3d6 2H No Cl, S, Dr, NGreat Axe 300 3d7 2H No Cl, S, Dr, N

Missile Weapons Base Cost Mod Equip Restrict

Short Bow 25 3d2 1M No Cl, S, DrLong Bow 100 5d2 1M No Cl, S, DrCrossbow 50 4d2 1M No Cl, S, DrSling 15 2d2 1M No Cl, S, Dr

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Clues and Hints

This chapter gives answers, locations, hints, and

explanations of things that could not be easily cate-

gorized elsewhere in the cluebook. Included are a list

of the awards, passwords, and secondary skills. You

will also find some important charts about character

classes, races, and locations of stat modifiers and

quest items.

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experience and statistic increases your characters willget there is worth the time it takes. Finishing theTemple will bring your characters to a level that willmake travel to the rest of Darkside much safer.

If you feel you still are not strong enough, try visitingthe Western Tower. You must first climb Ellinger’stower to get to the sky roads, then take the sky roadto the top of the Western Tower. (WARNING: Don’twander around the skyroads past the WesternTower—the monsters are VERY powerful.) The keyto the bottom of the Western Tower is at the top ofthe Western Tower. Get the key and return to the sur-face so that you can explore the tower from the bot-tom up. You will find a lot of treasure and experiencewithin it.

Following the above suggestions should make youstrong enough to try winning the game as outlined inthe How to Win article later in this book. Below are afew suggestions for improving your chances for sur-vival at all points in the game:

If you have the spell points, always cast the Day ofSorcery and Day of Protection spells. Both make abig difference in battle.

Remember that you can swap items during combat. Ifyour healing characters go unconscious, use healingitems to awaken them.

Be sure that your best armor and weapons areequipped—not simply carried.

Try to visit fountains that improve statistics and resis-tances every day. You may want to set a Lloyd’s bea-con at your favorite fountain so that you can get therequickly. One fountain in the Northeast part of the

A Beginner’s Guide to

Darkside of Xeen

Darkside is a dangerous place, much more so thanthe other side of the world. Before you seriously seton the path to winning the game, you should makesure that your characters are up to the task.

You can get a real head start by carefully completingall of the mini quests in Castleview and the sewerbeneath it. Before you leave Castleview, be sure tovisit Ellinger once so that he makes the chest thatruns away from you in Castleview stop running.There is a lot of gold in that chest, and you will needit for training and spell purchases. Be sure that youbuy the pathfinding skill for two of your charactersand the swimming skill for all.

Once you have taken all that Castleview has to offer,you are ready to adventure in the great outdoors.Areas A3, B3, A4, and B4 are safe for most levels ofadventurers, but the monsters get much tougher asyou go east and north. You should be at least (and wemean at LEAST) 12th level before you go any furthernorth or east of area C3.

There are some important things to do when you areexploring the area around Castleview. The first is totravel south of the River of Wrath and find MongaMelon for Nibbler. Nibbler will tell you to visit theTemple of Bark in the Sprite Forest and then returnto him. Because you are still relatively weak, this tripwill be dangerous, but it must be done. The temple isin area C4. After you return to him he will ask you tobring him another Monga Melon. If you bring him asecond melon he will give you the key to the Templeof Bark. Walk back to the Temple and loot it. The

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Temporary Statistic Modifiers

Hit Points +2500 at A1,2,13Elemental Resistance +100 at B1,14,13Levels +3 at A3,8,14Hit Points +50 at A3,3,3Spell Points +50 at A3,2,10Might +25 at A4,9,11Armor Class +10 at A4,3,10Luck +100 at B4,2,2Levels +15 at C2,1,8Might +100 at D1,6,13All statistics +10 at D4,12,4Elemental Resistance +50 at D4,2,4Magic Resistance +50 at F2,8,5Armor Class +50 at F4,14,3Remove magical aging at F4,6,7Energy Resistance +50 at C1,1,7Hit Points +500 at F1,13,8Spell Points +1000 at E1,2,10

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map will grant 1000 spell points. The Luck fountainin area B4 will reduce damage from elemental attackstremendously.

Each member of your party can have a separateLloyd’s beacon, even if they normally can’t cast spells.If you find an item “of beacons”, you can pass it tonon spell using characters so that they can jump yourparty to the place where they last cast their beacon.These items are rare; make sure you cast the rechargeitem spell on it frequently.

Use the Town Portal spell to move about Darksidequickly. Most interesting places in Darkside are neara town.

If you are moving from fountain to fountain toincrease your abilities prior to visiting a dangerousplace, use the teleport spell to get around the out-doors quickly. You will find that you have much moretime to finish a dungeon before 5:00 am.

Visit Sandcaster as soon as you can fight off the mon-sters surrounding it. Sandcaster has a good selectionof spells and plenty of statistic improvers.

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DEFEATED SHELTEMBringing Corak in his soulbox to Sheltem in CastleAlamar will end the game and earn you this award.

Defeated Xenoc and MorganaAstra the Good Sorceress will give you this awardafter you have defeated Xenoc the Wizard andMorgana the Sorceress in Sandcaster.

Disciple of BarkThis award comes from solving the puzzle on levelfour of the Temple of Bark. You must be a Disciple ofBark in order to descend to the fifth level of theTemple.

Drawkcab ExtraordinaireBrother Reger in Outdoor Area A4 will ask you whatthe monks of Castleview study. Answering“PALINDROMES” will earn you this award.

Enchanted BridleGetting the bridle Ambrose gives you enchanted willget you this award.

Exterminated Queen RatDefeating Rooka, Queen Rat of the Sewer underCastleview, will earn your party this award.

Fed NibblerFeed Nibbler the Monkey Dog two Monga Melons toearn this glorious award.

Freed CorakSolve the puzzle in Corak’s Spaceship and releasehim from stasis to win this award.

Freed SandroFind Sandro’s heart in the Necropolis Sewer andreturn it to him for this award.

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Awards

Castleview Guild MemberSandcaster Guild MemberLakeside Guild MemberNecropolis Guild MemberOlympus Guild MemberThese awards come from purchasing guild member-ships in all but the Olympus and Lakeside Guilds.Those guild memberships are free.

Awakened Air SleeperAwakened Earth SleeperAwakened Fire SleeperAwakened Water SleeperYou can earn these awards by visiting the ElementalSleepers after being designated a Chosen One by theDragon Pharaoh.

Cartographer’s ChallengeYou will get this award after you have solved theCartographer’s riddle in Castleview. The answer tothe riddle is “SANDCASTER.”

Cheered DimitriEarn this award by bringing the Songbird of Serenityto Dimitri on level two of Castle Kalindra.

Chosen oneThe Dragon Pharaoh will designate your party theChosen Ones when you return to him after freeingCorak from Stasis.

Cleaned up CastleviewDefeating Gettlewaithe’s guards in battle and revisit-ing Gettlewaithe (in Castleview) will earn this award.

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Member Drawkcab BrotherhoodYour characters will become members of theDrawkcab Society after they have visited the fourDrawkcab Monks in Castleview in reverse order.

Merchant’s ChallengeYou will earn this award when you have successfullyanswered the Merchant’s Challenge riddle asked ofyou in Sandcaster. The answer to this riddle is “100.”

Paladin’s FriendThis award is won by answering a riddle asked of youby a talking rock in the Desert of Doom. The answerto this riddle is “PALADIN.”

Rescued JasperAwarded upon releasing Jasper from the Castleviewjail and returning to Jethro the Cartographer.

Rescued RolandThis award can be won only if you are playing withthe World of Xeen and rescue Roland, King Burlock’sbrother. Roland can be found at the bottom of CastleAlamar behind two sealed walls.

Rescued SpriteYou will earn this award if you find and release thecaptured sprite in the Temple of Bark.

Restored Castle KalindraThis award will be given to you once you have deliv-ered the fourth set of Energy Disks to Ellinger.

Restored Fountain of YouthYou can get this award by returning the Jewel ofAges to Thaddeus the Fountain Keeper in area F4.

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GooberReaching the computer at the end of the Dungeon ofDeath is the only way to get this award.

Helped CalebFinding and returning Caleb’s magnifying glass willearn this award.

Helped DreyfusYou will get this award after you have helpedDreyfus get into the Western Tower.

Helped EctorFind and return Ector’s gold ring for this award.

Helped KramerYou must defeat the Ogres in Ogre pass and destroytheir lairs before you earn this award.

Helped MeganBring the Songbird of Serenity to Dimitri and thenvisit his daughter, Megan, to receive this award.

Helped NadiaRetrieve Nadia’s Onyx Necklace from the Sewerunder Castleview for this award.

Helped VesparFind and return Vespar’s emerald staff handle toreceive this award.

Master of WordsAwarded when you solve level one of the Dungeon ofDeath.

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Potion Key

Throughout both Clouds of Xeen and Darkside ofXeen you will run into materials that improve yourstatistics. Some are potions, others barrels of mysteri-ous liquids or foods. Since it is helpful to give theright statistic improvements to the right characters,you can use this key to determine in advance what apotion will do.

Red: MightPurple: SpeedYellow: AccuracyBlue: PersonalityOrange: IntellectGreen: EnduranceWhite: Luck

Black: Usually not good; Poison, Disease, Explosive,etc. Sometimes gives mixed good and bad results.

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Returned OrbThis award comes when you first visit the DragonPharaoh and return the Command Orb to him.

Returned statuettesReturning the three magical statuettes to Luna theDruid in area A4 earns you this award.

Saved the QueenBringing Queen Kalindra her Crown from the thirdlevel of Castle Kalindra will win your party thisaward.

Super GooberReaching the end of the Dungeon of Death onClouds of Xeen and answering the final question isthe only way to get this most exalted of awards.

Superior IntellectAwarded upon correctly answering the riddle con-cerning blacksmith’s apprentices in Sandcaster. Theanswer to this riddle is “3.”

Taste Tester RoyaleThis title is awarded once you have returned theChalice of Protection to Bosco, King of the Dwarves,just outside of the Northern Tower.

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Race SP/Level Modifiers Skills

Human None SwimmingElf Sorcerer +2 NoneDwarf Sorcerer –1, Cleric –1 Spot Secret DoorsGnome Sorcerer +1, Cleric +1 Danger SenseHalf–Orc Sorcerer –2, Cleric –2 None

The information listed above will be very helpful increating characters and determining which Races andClasses will make the most effective adventurers.Paladins, Archers and Rangers are considered sec-ondary magic users and receive half the normal spellpoints per level. Robbers initially have a Thieverybase of 30 plus 2 points per level. Ninjas initially havea Thievery base of 15 and gain 2 points per level. Allother characters gain 2 points per level providingthey possess the Thievery skill.

Character Classes

Class HP* Attacks** Skill Spells

Knight 10 5 Arms Master NoPaladin 8 6 Crusader YesArcher 7 6 None YesCleric 5 7 None YesSorcerer 4 8 Cartography YesRobber 8 6 Thievery NoNinja 7 5 Thievery NoBarbarian 12 4 None NoDruid 6 7 Direction Sense YesRanger 9 6 Pathfinding Yes

* HP gained per Level.** Number of Levels to gain an attack.

Character Races

Race HP Mod Resistances ThieveryFire Elec Cold Pois Ener Magic

Human 0 7 7 7 7 7 7 0Elf -2 0 0 0 0 5 5 10Dwarf 1 5 5 5 20 5 0 5Gnome -1 2 2 2 2 2 20 10Half–Orc 2 10 10 10 0 0 0 -10

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Secondary Skills

Skill Effect

Arms Master Increases chance to hit duringcombat.

Astrologer Increases a Druid’s and Ranger’scapacity to use magic by +2 SpellPoints/Level.

Body Builder +1 Hit Points/Level.

Cartographer One Party member must possessthis skill to enable the auto–map-ping feature.

Crusader Allows entrance to KingBurlock’s castle. All Party mem-bers who wish to enter the castlemust possess this skill.

Danger Sense Allows a magical knowledge ofmonsters lurking in the immedi-ate area.

Direction Sense Grants knowledge of which com-pass heading the party is facing.

Linguist Allows the character to under-stand foreign languages.

Merchant Allows the party to obtain sup-plies at reduced cost.

Mountaineer Two Mountaineers in the partyallow passage through moun-tains.

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Navigator Prevents the party from becom-ing lost.

Pathfinder Two Pathfinders in the partyallow passage through denseforests.

Prayer Master Increases a Cleric’s and Paladin’scapacity to use magic by +2 SpellPoints/Level.

Prestidigitator Increases a Sorcerer’s andArcher’s capacity to use magic by+2 Spell Points/Level.

Spot Secret DoorsDetection of whether or not awall directly in front of the partycan be bashed down.

Swimming Allows the party to travel in shal-low water. All Party memberswho wish to travel on water mustpossess this skill.

Thievery A character must possess thisskill to be able to pick locks onchests and doors.

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Mirror Words

As you have probably guessed by now, the mirrorsin Darkside are transportation devices. All mirrorsin the game start off inactive, but they can be reacti-vated by adjusting the sundial on the fourth level ofCastle Kalindra. To use a mirror, just type one ofthe words in the list below when it asks you “Whereto?”. All but three of the words take you to placeson the Darkside of Xeen map that came with yourgame. Showdown plays the endgame of Darkside(but doesn’t count as a win), Genesis plays the thirdendgame, and Showtime plays the Clouds of Xeenendgame (if you have clouds on your hard drive).

Acid Pond Aging ForestCastle AlamarCastle Blackfang Castle Kalindra CastleviewCrossroadsDark GroveDesert of DoomForbidden ZoneForest of Peril Gemstone Range Genesis Great Western TowerGreat Southern Tower Great Eastern Tower Great Northern Tower Griffin Pass

Howling Woods Isle of Lost Souls Lakeside Magic Mountain Necropolis Octopod Lake Ogre PassParabolic Barrier Perishing SandsQuivering ForestRiver of Wrath Sandcaster Showdown Showtime Snow River Rapids Sprite Forest Venom Pond

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Dark Prophecy

If Pharaoh’s realm should take a fallThe Dragon must put forth a callMystic orb to the wind is castSeeks the hand of heroes lastFour parts castle at five per stageA score of disks to help the Mage

A Golden bird will sorrow easeSweet song will Knight’s lost soul appeaseHelp the rider to soothe the beastGain a flight when expected leastThe symbol of royal powerFrees the Queen from evil tower

Dragon’s orb the world shall roamYet must again return to homePharaoh’s magic back in its placeHelps to free the visitor from spaceCode’s the key to thinking machinesStarman knows the truth about Xeen

Dragon once more will get you byOwns key to city of the skyStarman needs to hide in a boxAlamar’s defenses outfoxFace to face in Alamar’s lairOut the box springs the land’s last prayer

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to this spot soon. Fight your way along the road ‘tilyou come upon Vespar’s emerald handle lying by theroadside. If you are forced to fight armadillos, use thehypnotize spell and heroism to stop them from hittingyou and to allow you to hit them. Take the handle andreturn to Vespar. Vespar will give you a pass toSandcaster.

Sandcaster will present another opportunity toimprove your characters and buy spells. Be sure topurchase the Town Portal spell. You will soon seethat it’s well worth the cost. Also purchase the mer-chant skill for one of your characters as soon as possi-ble. The merchant skill will double the money yourcharacters get when they sell items to the blacksmith.Note that only the character with the skill gets thebenefit! You can also buy a pass to Lakeside and findthe key to the Eastern Tower in this city.

The next thing you must do is collect at least fivemore Energy Disks, along with growing in levels andabilities. Each tower has two Energy Disks in it, andthe Ogres and Giants also have two Energy Disksthey will give you if you don’t offend them. When youhave your disks, visit Ellinger in his tower again.Ellinger will open up the second level of CastleKalindra.

On level two of Castle Kalindra is Dimitri, Captain ofthe Guard, and Megan, his daughter. Megan will giveyou the key to the Dungeon of Lost Souls. You mustfight your way to the bottom of the dungeon andretrieve the Songbird of Serenity. The dungeon isvery tough, so make sure your characters are COM-PLETELY prepared before you try it. This means allprotection spells on and as many fountains as you canvisit before you enter the dungeon. You will also need250,000 gold to complete the dungeon. Once youhave the Songbird, return to Dimitri to cheer him up.

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How to Win Darkside of Xeen

Find the Onyx Necklace in the sewer belowCastleview and return to Nadia the Hoarder inCastleview. Nadia will give you the key to Ellinger’sTower. Visit Ellinger at the top of his tower so that hecan still the chest that runs away from you inCastleview. You will need that gold for spells andtraining.

Leave Castleview and search areas A3 and A4 untilyou find two Monga Melons. Bring one of the MongaMelons to Nibbler in area B3. Visit the Temple ofBark in area C4 and return to Nibbler. Give Nibbleryour other Monga Melon and receive the key to theTemple of Bark from him. Return to the temple, butfirst visit the sprites outside of the temple and agreeto help them. Once you have visited the sprites, enterthe Temple of Bark and release all of the prisonersfrom their cages. One of these prisoners will be thesprite captured by the orcs. Return to the sprites tolet them know the good news and receive yourreward: Two Energy Disks.

Return to Castleview so that you can defeatGettlewaithe’s gremlins and extort three EnergyDisks from the terrified monarch. Climb Ellinger’sTower and give him the five Energy Disks. This willopen Castle Kalindra’s first level to you. There issome treasure and skills in there you may want topick up before you continue on your quest to save theworld.

When you are ready to continue, make sure that youhave bought the hypnotize spell. Take the road lead-ing east from Castleview, stopping to visit the wagonsand tents you see along the way. One of the tents willbe Vespar the Wizard. Set a lloyd’s beacon here forconvenience, if you can. You will need to come back

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When you are checking out the spaceship, you willcome upon Corak, trapped in stasis. Solve the puzzleand free Corak. After you have spoken with Corak,use your Lloyd’s Beacon to return to the Pharaoh. Hewill give you a pass to Olympus.

You can get to Olympus through his back door or byuse of the Town Portal spell. Inside of Olympus is theSoulbox that Corak wants you to get. You will haveto go through the Olympus sewer to get to the part oftown the soulbox is in. Take the soulbox directly toCorak when you have it.

From here, all that remains is to get through CastleAlamar and see Sheltem. Corak will take care of therest.

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Dimitri will let you know the combo to his safes,where you will find even more Energy Disks. Youonly need ten more disks, and between Dimitri, thetowers, the Giants, and the Ogres, you should haveno trouble finding them.

Bring the ten disks to Ellinger so that he can finishrestoring the castle. This is the last time you will needto visit Ellinger. Travel next to Ambrose, the Queen’sKnight. Ambrose is near Griffin Pass in area B1. TellAmbrose that Dimitri sent you, then take his bridle toNatasha the Enchantress in Sandcaster. The easiestway to do this is to set a Lloyd’s beacon at Ambrose,Town Portal to the town, and pay Natasha her 50,000gold piece fee. Return to Ambrose with the enchantedBridle.

Next, travel to Castle Blackfang. Ambrose will letyou into the Castle. Queen Kalindra is in theDungeon of the Castle, so you will need to fight yourway there. When you see her, she will tell you thatshe needs her crown from her safe...but she will for-get to tell you the combination. See her again beforeyou leave her, and she will tell it to you.

Return to Castle Kalindra. There is only one safe onlevel three of the Castle, and it contains the Crown. Ifyou forgot the combo, check your autonotes. Bringthe Crown back to the Queen for the key to the GreatPyramid.

The Great Pyramid is another tough dungeon. Fightyour way to the top and visit the Dragon Pharaoh. Istrongly recommend that you place a Lloyd’s beaconhere, unless you want to run the gauntlet every timeyou want to see the Pharaoh. The Pharaoh will tellyou to investigate the strange craft stuck in the lavasouthwest of Necropolis.

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World of Xeen Bonus Section

This section contains all of the maps and hints

that require both Clouds of Xeen and Darkside of

Xeen to be on your hard drive at once. The

Dragon Tower, Dragon Cloud, Darkstone Tower,

Clouds of the Ancients, Southern Sphinx, and

Dungeon of Death on the Clouds of Xeen side

cannot be entered without getting the keys from

Darkside.

The goal of the “third endgame” is to reach the

center of the Clouds of the Ancients with both the

Scepter of Temporal Distortion and the Cube of

Power and all four elemental sleepers awake. If

you can do this you will see the third endgame

and enjoy the satisfaction of having finished the

World of Xeen.

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Monster ListAcid DragonExperience 60000 HP 220 AC 25Speed 22 Attacks 1 Damage 100Damage Type Poison Range Attack Y

Frost DragonExperience 100000 HP 450 AC 35Speed 30 Attacks 1 Damage 250Damage Type Cold Range Attack Y

Fire DragonExperience 80000 HP 350 AC 30Speed 28 Attacks 1 Damage 200Damage Type Fire Range Attack Y

Dragon KingExperience 250000 HP 2000 AC 45Speed 40 Attacks 1 Damage 400Damage Type Energy Range Attack Y

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Dragon Tower

The Dragon Tower cannot be entered without firstgetting the key from the bottom of Castle Alamaron the darkside of Xeen. The tower is very danger-ous by any Xeen standard, but it also holds enor-mous treasure. Take the central staircase when youenter if you want to charge straight through to thecloud world with minimum encounters.

Allister the Druidwants a dragon egg.Don’t give it to him. Hewill use the egg to turnhimself into a dragonking and attack you.

A single dragon egg sitsin a straw nest of thethird level. The onlything this egg is goodfor is Allister’s potion.

Two Tomes of GreatExperience await you inalcoves on level four.Both Tomes will grant10,000,000 experiencepoints to each character.

Heaps O’ Treasure areguarded by dragonkings on the top level ofthe tower. The treasureis out in the open, sothere is no reason to justlet it be. Take it.

Two chests on level fourcontain very powerfulitems, but opening oneof them will deliver5,000 points of fire dam-age, while opening theother will deliver 10,000points of damage. Beprepared.

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Dragon Tower Level 2

Dragon Tower Level 1

Dragon Tower Level 4

Dragon Tower Level 3

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Dragon Cloud

Monster ListCloud DragonExperience 500000 HP 2000 AC 40Speed 150 Attacks 1 Damage 600Damage Type Cold Range Attack Y

Phase DragonExperience 2000000 HP 4000 AC 80Speed 200 Attacks 1 Damage 750Damage Type Cold Range Attack Y

Green DragonExperience 500000 HP 2500 AC 50Speed 150 Attacks 1 Damage 500Damage Type Fire Range Attack Y

Energy DragonExperience 2000000 HP 5000 AC 100Speed 250 Attacks 1 Damage 1000Damage Type Energy Range Attack Y

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Dragon Cloud

The Dragon Cloud can only be reached by climbingthe Dragon Tower. The dragons on the cloud areMUCH stronger than the dragons in the tower, soyou will need to be fully armed and armored beforeyou give the cloud a try. The silver key card is hid-den here.

Ancient Books of theDragon can be read ifthe reader has an intel-lect above 100. Eachone will give two letterstoward the answer tothe secret of the dragon.

The Well of Fantasticskill will give 50 tempo-rary levels to drinkers,as long as no other levelincreasing well’s powersare still in effect.

Dragon Crystals willdeliver 3-5 permanentlevels and 2000 points ofelectrical damage towhoever touches them.They can only be usedonce.

Crystal Balls allow youto peer into some aspectof the Dragon past, pre-sent, or future. Thosewith intellects under 200will die.

A large statue near thenorthern edge of themap at the “eye" of thedragon will ask youwhat the secret of theDragon is. The answeris “INFINITY”. Givingthe correct answer willwin you the silver keycard and create a num-ber of dragons nearyour location (you maywant to Lloyd’s Beaconhome). Giving thewrong location willresult in party eradica-tion.

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Darkstone Tower

Darkstone Tower cannot be entered without a keyfrom the bottom of Castle Alamar. The key can befound by first finishing the Dragon Tower and theDragon Cloud and then returning to the CastleAlamar dungeon with the silver key card. The goldkey card is in this tower.

Five gongs need to berung before you canascend the tower. Ringeach one only once.Doing so will deliver ALOT of damage to theparty and create moreonyx golems, but it isthe only way up.

A skull in an alcove onlevel four will ask you ariddle before you will beallowed to take the goldkey card from the dis-play case. The answer is“120”.

A display case holds thegold key card. A forcefield will prevent youfrom taking the card

until you have answeredthe riddle one of theskulls asks you.

Stairs up to the cloudsof the ancients cannotbe used until you havethe chime of opening.You can get the chime inthe Southern Sphinx.

Statues will give crypticnumbered messages ifyou examine them. Themessages are arrangedin groups of four andcan be read if you putthem in order on a pieceof paper and then readby columns instead ofrows.

Monster ListOnyx GolemExperience 1000000 HP 10000 AC 50Speed 100 Attacks 1 Damage 2-500Damage Type Magic Range Attack N

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Darkstone Tower Level 2

Darkstone Tower Level 1

Darkstone Tower Level 4

Darkstone Tower Level 3

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Clouds of the Ancients

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Clouds of the Ancients

The Clouds of the Ancients cannot be visited with-out first getting the Chime of Opening from theSouthern Sphinx and the key to Darkstone Towerfrom Castle Alamar. Once you have arrived here,the only danger lies in falling off the cloud. Walkcarefully and you will make it to the end, unless youpass 5:00 am, in which case you will fall to the baseof Darkstone Tower. If you think this is about tohappen to you, you can sleep at one of the rest stopsto pass the time and recast your spells.

The third endgame willplay when you reach theend of the spiral andenter the pyramid if allof the following are true:

a You have the Cubeof Power.

b You have Xeen’sScepter of TemporalDistortion.

c You have awak-ened the fourE l e m e n t a lSleepers on theElemental planesof Darkside.

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the question: “What ismy name?”. The answeris “PICARD”.

Thrones of the Legendsshould not be sat in bynon-legendary charac-ters. There is no specialreward for sitting inthem.

Picard the aged sits onhis throne on level two.Picard wants a widget

before he will give youthe Chime of Opening.You can get a widget byfinding the ever hot lavarock and giving it toHalon the Efficient onthis side of the world.Halon will give you awidget for your efforts.Halon can be found atarea B3, 9, 6. The lavarock can be found at E2,7, 11.

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Southern Sphinx

The Southern Sphinx will be inaccessible until youhave freed Prince Roland from his captivity at thebottom of Castle Alamar. The Chime of Opening isin this Sphinx.

Golden Sarcophagi layin alcoves, sealed tograve robbers like your-selves. They can beopened by a characterwith a might of 200 orgreater, but each charac-ter will be cursed andattacked by mummies.Most sarcophagi have apowerful magic iteminside.

Barrels of embalmingfluid are storedthroughout the Sphinx.Messing with the fluidwill cause it to explodeand spray the party withacid. For what it’sworth, the party will geta lot of experience if thishappens to them.

Two candles on levelone of the Sphinx offerto protect you from thependulums and guil-lotines. The price ishigh, but saying no willput you right in the mid-

dle of the traps. If youmust choose betweentraps, remember thatguillotines do twice asmuch damage as pendu-lums. Don’t buy cluesfrom the candles.

Hieroglyphics adornthe walls all over thesphinx. Only a linguistcan decipher them.Most are clues to the“What’s my name” ques-tion at the stairs up tolevel two.

Treasure piles may beeither illusions or real.Good luck picking theright ones…

One set of stairs lead-ing up will repel charac-ters who are cursed.You can fix this condi-tion if you visit a templeor cast the DivineIntervention spell. Ifyour characters are notcursed you will be asked

Monster ListGhost MummyExperience 500000 HP 500 AC 35Speed 175 Attacks 1 Damage 200-1000Damage Type Physical Range Attack N

Phase MummyExperience 500000 HP 500 AC 35Speed 175 Attacks 1 Damage 200-1200Damage Type Physical Range Attack N

Dragon MummyExperience 2000000 HP 3000 AC 30Speed 100 Attacks 1 Damage2000-4000Damage Type Physical Range Attack N

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Southern Sphinx Level 1

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Southern Sphinx Level Dungeon

Southern Sphinx Level 2

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Monster ListAutobotExperience 1000000 HP 2500 AC 100Speed 200 Attacks 2 Damage 5-500Damage Type Energy Range Attack N

AnnihilatorExperience 1000000 HP 1500 AC 40Speed 200 Attacks 12 Damage 5-250Damage Type Energy Range Attack Y

Lord XeenExperience 600000 HP 500 AC 25Speed 50 Attacks 1 Damage 1000Damage Type Energy Range Attack Y

DevilExperience 40000 HP 350 AC 30Speed 66 Attacks 1 Damage 3-99Damage Type Cold Range Attack Y

DemonExperience 30000 HP 300 AC 30Speed 33 Attacks 1 Damage 3-99Damage Type Fire Range Attack Y

Skeletal LichExperience 500000 HP 2000 AC 30Speed 200 Attacks 1 Damage 1000Damage Type Energy Range Attack Y

Vampire KingExperience 3000000 HP 10000 AC 60Speed 200 Attacks 1 Damage 10-2500Damage Type Physical Range Attack N

ScreamerExperience 500000 HP 3000 AC 50Speed 200 Attacks 1 Damage 10-200Damage Type Poison Range Attack N

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Dungeon of Death

The Dungeon of Death is the hardest dungeon inthe game. Nothing here has anything to do withwinning the game. This dungeon is strictly for peo-ple who want to give themselves a challenge. Thekey to this dungeon is in the hands of Sandro theLich in Necropolis on Darkside.

The first level is a mazeof water. It really is acrossword puzzle, andwe have filled out theanswers for you in themap provided. You willbe unable to descend tolower levels until youhave solved the entirepuzzle.

The second level ismuch simpler than thefirst and most of thedials do nothing. Wehave marked the twodials that open the wayto the stairs down to thenext level. Open coffinsat your own risk.

Level three is also rela-tively simple. Neverwalk on a treasurepile—it will force you tostart over. All you have

to do is ring the fourgongs and pull the levernear the stairs up.Doing this will removethe block (x on yourmap) and allow you todescend.

Level four is full ofLord Xeen monsters.You will need a XeenSlayer sword to defeatthem… and you can getXeen Slayer swords bytelling a mirror on theClouds of Xeen side “Ilost it”. There is a maincomputer terminal thatwill grant you an awardsimply for reaching it,and a second reward foranswering the codequestion correctly. Theanswer is “COMPUT-ER”.

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Dungeon of Death Level 2

Dungeon of Death Level 1

Dungeon of Death Level 4

Dungeon of Death Level 3

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How to Win the World of Xeen

Before trying to finish the World of Xeen, first com-plete both Darkside of Xeen and Clouds of Xeen.You will need the Scepter of Temporal Distortion andthe Cube of Power to finish the World of Xeen.

Visit the elemental planes on Darkside and awakenthe elemental Sleepers. If you have the Cube and theScepter and have awakened the Sleepers, you areready to complete the World of Xeen.

Unfortunately, this is not easy. Visit the bottom of CastleAlamar and get the key to the Dragon Tower. Use thekey to climb the tower to the Dragon Cloud above it.Find the Silver Key Card on the Dragon Cloud.

Bring the Silver Key Card back to the bottom ofCastle Alamar and show it to the skull that rests in thesame room you found the key to the Dragon Tower in.It will open a stone slab that leads into another roomwith another skull and the key to Darkstone Tower.

Visit Darkstone tower and get the Gold Key Cardfrom the fourth level. Return to Castle Alamar anduse the Card on the new skull. It will let you in to seePrince Roland. Prince Roland will give you theamulet of the Southern Sphinx.

Before you enter the Southern Sphinx, take the timeto solve Halon the Inventor’s Quest in the Clouds ofXeen if you haven’t already done so. You will needthe widget to finish the Southern Sphinx.

Take the Widget to Picard in the Southern Sphinx.He will give you the Chime of Opening. The chimewill get you through the barrier in Darkstone Tower.

Once on the Clouds of the Ancients take the path to the cen-ter of the map. A pyramid and the third endgame await you.