©1992 New World Computing, Inc. Table of Contents First Edition Maps Towns 5 The Writings and Maps found in this book are copyrighted. Mines 19 All rights are reserved. This book may not be copied, Towers 29 photographed, reproduced, translated, or reduced to any Cloud Worlds 43 electronic medium or machine-readable form, in whole or in 51 part, without the prior written consent of New World 71 Computing, Inc. New World Computing, Inc. further reserves Caverns 89 the right to make changes to the product described in this Outdoors 101 book at any time without notice. Monsters 135 Might and Magic: Clouds of Xeen Spells 167 Might and Magic created by Jon Van Caneghem Clerical Spell Descriptions 172 Sorcerer Spell Descriptions 180 Cluebook written by Paul Rattner Items 191 Cover Art and Elements 195 Manual Illustrations by Mike Winterbauer Metals 197 Attributes 198 Layout and Design by Richard Espy Special Abilities 201 Items 203 Production by Scott McDaniel Clues and Hints 207 Might and Magic: Clouds of Xeen is a registered trademark of Beginner’e Guide 208 New World Computing, Inc. New World Computing is a Awards 210 trademark of New World Computing, Inc. Races And Character Skills 214 Secondary Skills 216 The 3DO Company. Mirror Words 218 600 Galveston Drive Statistics Modifier Locations 219 Redwood City, California 94063 How to Win 220 Technical Support: (650) 261-3454 9am-Noon Darkside 224 2pm-5pm(PST)

Towns

There are five walled towns in the land of Xeen,

three of which are cursed. Vertigo and Rivercity

have all the services that your party will require,

and they are not cursed. Nightshadow, Asp, and

Winterkill only have Guilds and curses. Each

town has a well in the center of it that will be

poisonous in some way until something is done to

restore the well to normal. Once a well has been

restored, it will bestow a beneficial magical effect

on any character that drinks from it.

Page 4 Page 5

Town of Vertigo

Your adventures begin just outside the tavern in Vertigo. Vertigo is a safe place for low level charac- ters, and much of your early adventuring time will be spent here building your characters up to face greater challenges in the world beyond Vertigo’s gates.

ቢ Tavern shop and the Training ባ Temple Grounds. Only charac- ቤ Bank ters with a Thievery skill ብ Blacksmith may successfully steal ቦ Training Grounds from the cases. If a char- ቧ Guild acter tries to steal from a ቨ Evidence Crate case without having the ቩ Mayor Thievery skill, the entire ቪ Guild Membership party (guilt by associa- The Town of Vertigo ቫ Pathfinder tion) will go to jail for a ቭ Cartographer year. Monster List ቮ Joe ቯ Well Trees have money grow- Slime ተ Mirror ing in them. If you are a HP 2 Experience 50 AC 0 little short of cash, visit Speed 25 Attacks 2 Damage 1-2 The Evidence Crate holds a tree. Range Attack N incriminating informa- Damage Type Poison tion about Joe’s activities The Town Well will give in Vertigo. If you open 5 points of poison dam- Doom Bug this crate and then return age to any who drink HP 5 Experience 75 AC 3 to the Mayor, the town from it before Joe’s Speed 17 Attacks 1 Damage 6 well will be restored and treachery has been dis- Range Attack N you will be rewarded. If covered. After the Damage Type Poison you are just beginning Evidence Crate has the game, you should do been opened the well Breeder Slime this right away! will restore full hit HP 20 Experience 200 AC 2 points to any who drink Speed 25 Attacks 1 Damage 1-2 Display Cases can be from it. Range Attack N found in the Blacksmith’s Damage Type Poison

Page 6 Page 7 Town of Nightshadow

Nightshadow is one of the cursed towns of Xeen. Overrun with Vampires and Bat Queens, no mortal can live here without joining the ranks of the undead. Although the townspeople will never return, it is still possible to lift the curse on Nightshadow and restore the magic of the town’s well.

ቢ First Sundial The Town Well will ባ Second Sundial deliver 50 points of ቤ Third Sundial damage to anyone who ብ Guild drinks from it before the ቦ Count Draco Count has been slain. If ቧ Mirror the Count has been ቨ Guild Membership killed, the well will give 10 levels to the drinker The Town of Nightshadow Count Draco lies in a until dawn. Monster List coffin that cannot be Trees in Nightshadow opened during the day. Bat Queen grow gems instead of The coffin can be HP 50 Experience 700 AC 10 money. opened at night only if Speed 22 Attacks 2 Damage 2-30 the three sundials are Range Attack N each set to “9”. Killing Damage Type Physical Count Draco (this won’t be easy) will restore the Gnome Vampire Town Well. HP 80 Experience 12000 AC 18 Speed 36 Attacks 2 Damage 3-48 Range Attack N Damage Type Physical

Count Draco HP 130 Experience 35000 AC 25 Speed 40 Attacks 1 Damage 3-45 Range Attack N Damage Type Magic

Page 8 Page 9 Town of Rivercity Rivercity is the largest and wealthiest town in Xeen. All of the town services are available here, and some of the skills as well. Not all is well with this fair city, however. Barok the Sorcerer has cursed the town’s well, turning its magical water into ordi- nary wine. The robbers of Rivercity have stolen Princess Roxanne’s royal tiara, and Captain Yang and his men have claimed a section of town as their own.

ቢ Tavern Barok the Sorcerer ባ Temple awaits the return of his ቤ Bank pendant from the sor- ብ Blacksmith ceresses. If his pendant ቦ Training Grounds is returned, he will ቧ Guild return the town well to ቨ Guild Membership normal. The Town of Rivercity ቩ Mirror ቪ Barok Captain Yang and his Temporary Work is Captain Nystor offers a ቫ Location of Barok’s men have staked out the available for adventur- boat ride to area D3, Pendant area behind the Training ers down on their luck. x11, y12 for 100 gold ቭ Location of Princess Grounds as their own. If Pay is 100 gold pieces pieces. The boat ride is Roxanne’s tiara you feel up to it, the per week. See Lindon safe , although it is still ቮ Swimming Captain has a LOT of the Taskmaster for more possible to run into a ቯ Mountaineer money that could be put details. monster while you are ተ Navigator to a better use. on the water. ቱ Body Building ቲ Armsmaster The Robbers of Rivercity ታ Temporary Work dwell in the southwest ቴ Boat ride corner. The Robbers ት Town Well have stolen Princess Roxanne’s tiara and hid- The Trees in Rivercity den it in their lair. The don’t have anything Princess will reward the growing in them, but people who return her some of them have items tiara handsomely. hidden in their branch- es.

Page 10 Page 11 Monster List Insane Beggar HP 10 Experience 450 AC 3 Speed 20 Attacks 1 Damage 2-12 Range Attack N Damage Type Magic Robber HP 50 Experience 900 AC 8 Speed 23 Attacks 2 Damage 2-16 Range Attack Y Damage Type Physical Robber Boss HP 115 Experience 5000 AC 14 Speed 27 Attacks 2 Damage 2-24 Range Attack N Damage Type Physical Sorceress HP 75 Experience 10000 AC 15 Speed 27 Attacks 1 Damage 3-36 Range Attack Y Damage Type Fire Yang Knight HP 120 Experience 8000 AC 30 Speed 24 Attacks 4 Damage 3-45 Range Attack N Damage Type Physical Captain Yang HP 200 Experience 25000 AC 35 Speed 30 Attacks 6 Damage 3-48 Range Attack N Damage Type Physical

Page 12 Page 13 Town of Asp

Asp is the second of the three cursed towns of Xeen. A magical transformer, powered by crystals of piezoelectricity, has been set up in the town. The transformer has changed most of the citizens into snakemen, and it is using the snakemen to capture and transform the remaining human citizens of Asp.

ቢ Guild able to take them once ባ Guild Membership the orbs are properly set ቤ Transformer and the transformer has ብ Crystals of been destroyed. Piezoelectricty ቦ Mirror The Town Well will do ቧ Orb pedestals 25 points of poison dam- age to anyone who The Transformer will drinks from it unless the The Town of Asp transformer has been repel any attempts to Monster List reach it until the orb destroyed. Once the Snake Man pedestals are the correct transformer is gone the HP 50 Experience 5000 AC 15 color. The Northwest well will give 100 hit Speed 26 Attacks 1 Damage 3-30 and Southeast pedestal points to anyone who Range Attack N must be touched once to drinks from it. Damage Type Physical set them to blue. Once they are set you will be The Desert section of Guardian Asp able to reach the town will teleport the HP 90 Experience 15000 AC 22 machine and destroy it. party back to its edge if the party steps on cer- Speed 35 Attacks 1 Damage 2-80 Range Attack N The Crystals of tain squares. These Damage Type Physical Piezoelectricity are in squares have been the same room as the marked on your map. transformer. You will be

Page 14 Page 15 Town of Winterkill

Winterkill is the third of the cursed towns of Xeen. The town is infested with ghosts, and the mayor wants YOU to get rid of them. The mayor will give the party the title of Ghostslayers (and lots of expe- rience) if they succeed.

ቢ Guild The Town Well will give ባ Guild Membership damage to any who ቤ Mirror drink from it unless it ብ Mayor has been fixed. Just ቦ Southern Gong ring both of the north- ቧ Northern Gongs ern gongs twice and it will be safe to drink The Mayor needs you to from the well. The well kill all of the ghosts in adds 50 to the drinker’s town. Once you have temporary might. The Town of Winterkill killed all of the ghosts, Monster List ring the southern gong Bottles of noxious gasses Spirit Bones and return to the are scattered about the HP 40 Experience 2000 AC 10 Mayor. The Mayor will town. These bottles Speed 10 Attacks 1 Damage 2-16 thank you for killing the were used by the inhabi- Range Attack N ghosts and then tell you tants of Winterkill in Damage Type Physical that more have arrived. their early war against Do this twice more and the ghosts, and all of the Polter-Fool the Mayor will reward bottles have poisonous HP 50 Experience 3000 AC 15 you. Be sure you have fumes lingering in them. Speed 20 Attacks 1 Damage 2-32 killed ALL of the ghosts Some of the bottles have Range Attack N before you ring the enough liquid in them to Damage Type Physical gong! make a few Holy Word potions. Ghost Rider HP 60 Experience 4000 AC 20 Speed 30 Attacks 1 Damage 2-64 Range Attack N Damage Type Physical

Page 16 Page 17 Dwarf Mines

There are five Dwarf Mines in Xeen and four

Deep Dwarf Mines. The five Dwarf Mines can

all be reached from the surface, but the four Deep

Dwarf Mines can only be reached from within a

Dwarf Mine. All of the mines are interconnected

by a system of mine cars that will take you to

another mine if you know the name of the place

you want to go. The Dwarf Mines are a good,

safe, place for beginning adventurers to find

experience, gold, and gems. The Dwarf Mines

can also be used to quickly travel to places along

the Red Dwarf Range.

Page 18 Page 19 The Dwarf Mines you finally meet the Dwarf spell if any party members King in battle, he will cast fall asleep. This battle is There are five Dwarf Mines that can be reached from the sleep spells on your party. more dangerous that it surface, and four deep dwarf mines that cannot. Each Be sure to use the Awaken appears. Dwarf Mine contains a piece of paper with a letter on it. Monster List When you put them all together, they spell “Alpha”. Alpha is the name of the first Deep Dwarf Mine. Giant Bat HP 10 Experience 60 AC 5 All of the mines can be All of the mines have gold Speed 20 Attacks 1 Damage 2-8 reached by typing their veins that you can mine. Range Attack N names in the mine car or in Mines with higher num- Damage Type Physical a mirror. The words for bers, like dwarf mine 4, Giant Spider getting around in the tend to have more gold in HP 20 Experience 100 AC 4 mines are: Mine 1, Mine 2, their veins than mines with Speed 19 Attacks 1 Damage 1-8 Mine 3, Mine 4, Mine 5, lower numbers. The deep Range Attack N Alpha, Theta, Kappa, and dwarf mines have more Damage Type Physical Omega. We have marked gold in them than the oth- the mine cars on your ers. Every time you mine a Tiger Mole map. gold vein successfully, the HP 40 Experience 400 AC 10 amount of gold you can Speed 20 Attacks 2 Damage 2-24 Inside some of the mines get the next time you mine Range Attack N you will find barrels full of will be smaller and smaller, Damage Type Physical colored liquid. Drinking until the gold vein disap- from these barrels will give pears entirely. There is a Mad Dwarf your characters permanent one in ten chance that your HP 30 Experience 200 AC 6 stat increases. characters will suffer a Speed 17 Attacks 2 Damage 2-8 cave-in whenever they Range Attack N Red Might mine. Damage Type Physical Blue Personality Orange Intellect The Dwarf King can be Clan Sargent Green Endurance found in deep mine HP 60 Experience 600 AC 10 Yellow Accuracy Omega. If you kill the Speed 20 Attacks 2 Damage 2-12 Purple Speed Dwarf King and return to Range Attack N White Luck Mayor Gunther in Damage Type Physical Vertigo, he will reward Since each barrel can be Clan King you. We have drawn the HP 120 Experience 2000 AC 12 used but once, choose who safest path to the Dwarf will drink from it carefully. Speed 22 Attacks 1 Damage 8 king on your map. When Range Attack Y Damage Type Magic Page 20 Page 21 M

M

Dwarf Mine Level 1 Dwarf Mine Level 2

Page 22 Page 23 M

Dwarf Mine 3 Dwarf Mine 3

M

M

Dwarf Mine 4 Dwarf Mine 5

Page 24 Page 25 M M

Deep Mine Alpha Deep Mine Theta

M M

Deep Mine Kappa Deep Mine Omega

Page 26 Page 27 Towers

There are five Towers in Xeen, two of which are

inaccessible until you visit the Darkside of Xeen.

All of the Towers require the proper key before

allowing you to enter them. The Witch Tower

will probably be the first Tower you try, and it is

the easiest. The Tower of High Magic will be

next, and then Darzog’s Tower. Darkstone Tower

and the Dragon Tower cannot be entered without

a trip to the Darkside.

Page 28 Page 29 Witch Tower Monster List The Witch Tower is the first of the Towers you should try. Before you can enter, you will need the Goblin key to the Tower. You can find the key in the hands HP 20 Experience 150 AC 6 of Valia at F4, x9, y3. Speed 15 Attacks 1 Damage 1-12 Range Attack N The Alacorn of Falista dron, all further sips will Damage Type Poison rests in an alcove on the have bad results. fourth level of the Wicked Witch Tower. The alcove is Skulls can be found in HP 50 Experience 1200 AC 9 inaccessible until you some of the alcoves set Speed 23 Attacks 1 Damage 2-4 give the password into the walls of the Range Attack N “Rosebud” to the skull Witch Tower. The skulls Damage Type Magic that asks for it. want to be fed a gem before they will talk to Head Witch Children are held cap- you, but it is worth your HP 80 Experience 5000 AC 12 tive in cages throughout while to pay so you can Speed 25 Attacks 1 Damage 3-15 the Witch Tower. If you hear what they have to Range Attack Y rescue them you will get say. Some of the skulls Damage Type Magic 5,000 experience. sell spells for gems.

Witch’s Brew can be Rags and old clothing lit- found on the third and ter the floor in places. fourth levels of the These piles sometimes Tower. Drinking the hold a small amount of brew can have both gold or a cheap magic good and bad results, item, but more often but once you have had a than not they have noth- good result from a caul- ing but disease.

Page 30 Page 31 Witch Tower Level 1 Witch Tower Level 3

Witch Tower Level 2 Witch Tower Level 4

Page 32 Page 33 Tower of High Magic Monster List The Tower of High Magic is the second Tower you will have to face. The key to the Tower lies in the Flying Feet Cave of Illusion on level 4 at x7, y14 and costs 300 HP 40 Experience 3000 AC 14 gems to buy. This Tower has the key to Darzog’s Speed 30 Attacks 2 Damage 4-20 Tower in it. Range Attack N Damage Type Physical Floor glimmers will Potions of resistance can snuff out magic spells be found in the alcoves Sorcerer and spell points when of the Tower. Drinking HP 90 Experience 30000 AC 20 you step on them. a potion can cause dam- Speed 40 Attacks 1 Damage 8-80 Without the teleport age to your characters, Range Attack Y spell, you will be unable but it will increase their Damage Type Cold to avoid stepping on resistance against the some of them on the elements. Fire Dragon fourth level. HP 350 Experience 80000 AC 30 Two Books rest in Speed 28 Attacks 1 Damage 200 Pandorian Boxes are alcoves on the fourth Range Attack Y tucked away in the cor- level of the Tower. One Damage Type Fire ners of the Tower. of the books teaches the Opening a box has Prismatic Light spell, unpredictable effects, so and the other teaches use caution. the Prestidigitation skill.

Magical traps are placed The Key to Darzog’s in areas that you are Tower is hidden in a likely to walk on. If you chest on the fourth floor step on a trap, don’t of the Tower at 7,12. wait around to see if it You will need this key to hits you again—it will. get into Darzog’s Tower. Step off of trap squares right away.

Page 34 Page 35 Tower of High Magic Level 1 Tower of High Magic Level 3

Tower of High Magic Level 2 Tower of High Magic Level 4

Page 36 Page 37 Darzog’s Tower Monster List Darzog’s Tower is the last of the towers you will have to visit to complete Clouds of Xeen. Above the Carnage Hand tower is the third Cloud World and Xeen’s . HP 200 Experience 12000 AC 10 Crodo awaits rescue within this tower. The key to Speed 15 Attacks 1 Damage 2-120 Darzog’s Tower is in the Tower of High Magic on Range Attack N Level 4 at x7, y12 Damage Type Physical

Floor Glimmers on the tries on the fourth level. Darzog’s Clone second level of the Search the tapestries. If HP 30 Experience 30000 AC 12 tower will teleport you they pull back to reveal Speed 35 Attacks 1 Damage 4-120 to the first level if you a button, push it. There Range Attack Y step on them. They will are two buttons to push. Damage Type Electricity teleport you to the only They will open up pas- floor glimmer on the sages in the towers that Darzog first level, and that floor lead to the rope ladder HP 150 Experience 50000 AC 25 glimmer will strip your to Crodo and the stairs Speed 35 Attacks 1 Damage 4-120 spell casters of spell up to the Clouds of Range Attack Y points. Xeen. Damage Type Electricity

Magical Books are A rope ladder leads to stored inside some of the Crodo, who is trapped alcoves of the Tower on in a room on the third level two. The books are level of Darzog’s Tower. difficult to reach, but Rescuing Crodo will careful use of the Jump give each of your char- spell will get you to all acters one million expe- of them. rience points and will convince Artemus to Secret buttons are hid- give you a permit to dig den behind the tapes- a at Newcastle.

Page 38 Page 39 Darzog’s Tower Level 1 Darzog’s Tower Level 3

Darzog’s Tower Level 2 Darzog’s Tower Level 4

Page 40 Page 41 Cloud Worlds

There are five Cloud Worlds in the land of Xeen,

but only three of them can be reached without a

trip to Darkside. The other two are above towers

whose keys lie on the Darkside.

All of the Cloud Worlds are magical places that

require magic to visit. You must have the

Levitation spell going while you are on a cloud

world or you will fall to your death. You also

must always walk on the cloud—if you step onto

empty sky, you will fall. If you sleep on a cloud,

you will also fall when you wake up because your

Levitation spell will expire.

Page 42 Page 43 Witches’ Cloud

The cloud above the Witches’ tower is the easiest of the clouds to get to in the game. You must cast the Levitate spell before you step onto the cloud or your party will fall to its death. Levitate will not allow your party to fly—Don’t step on any empty spaces!

Gems occur naturally in he will receive heavy these clouds. Be sure to electrical damage. take the gems that you find for use in your A lone statue will grant spells. Super Explorer status and one level to any Four Statues are scat- who come before it. It is tered about the clouds. on a small island of There are messages at cloud that can only be Witches' Cloud the base of each statue, reached by a teleport but they are written in spell. Monster List an unusual language. Only a Linguist can Five Straw Beds can be Harpy decipher them. found in the clouds. HP 80 Experience 1200 AC 7 These are the Harpies’ Speed 21 Attacks 2 Damage 2-30 Mysterious Hands offer beds, and more Harpies Range Attack N items to Crusaders who will come to the clouds Damage Type Magic want them. If a charac- if you don’t destroy all ter who is not a of the beds before you Harpy Queen Crusader takes an item, leave. HP 120 Experience 10000 AC 10 Speed 25 Attacks 2 Damage 2-50 Range Attack N Damage Type Magic

Page 44 Page 45 Clouds of High Magic

All but one of the clouds above the Tower of High Magic can be reached using the Jump spell. Before you step onto the cloud surface, be sure to cast the Levitate spell or your party will fall to its death.

Four Drums await you Four Statues are scat- in the clouds. Banging tered about the clouds. on the drums causes There are messages at them to rain gems on the base of each statue, the ground below. The but they are written in Gems will fall into the an unusual language. rain barrels outside of Only a Linguist can the Tower of High decipher them. Magic. Gems occur naturally in Mysterious Hands offer these clouds. If you see Clouds of High Magic swords, shields, and a collection of gems, be bows to Crusaders who sure to take them! Monster List want them. If a charac- ter who is not a Flying Feet Crusader takes an item, HP 40 Experience 3000 AC 14 he will receive heavy Speed 30 Attacks 2 Damage 4-20 electrical damage. Range Attack N Damage Type Physical

Sorcerer HP 90 Experience 30000 AC 20 Speed 40 Attacks 1 Damage 8-80 Range Attack Y Damage Type Cold

Cloud Golem HP 175 Experience 30000 AC 15 Speed 26 Attacks 2 Damage 5-60 Range Attack N Damage Type Electricity

Page 46 Page 47 Clouds of Xeen

This is the last cloud world. The entrance to Lord Xeen’s castle is on a separate cloud at x16, y29. You can get to this cloud by standing at x16, y9 and tele- porting nine squares north.

The Cloud Carnival has Roc Nests are scattered set up 5 tents with 24 about the clouds. The hour barkers. When you nests will periodically cre- win a game you will be ate more Rocs if any nests given a cupie doll. Each remain undestroyed. game is based on a sta- There are two nests on tistic that must be high- the first large cloud and er than 100 for a charac- five nests on the second. ter to win automatically. After you have won Mysterious Hands offer every game you can turn swords, shields, and bows Clouds of Xeen in your five cupie dolls to Crusaders who want for a bigger one. You them. If a character who Monster List will need this doll to get is not a Crusader takes an into the castle. Here is a item, he will receive Roc list of the location of the heavy electrical damage. HP 300 Experience 20000 AC 16 games and the statistics Speed 28 Attacks 2 Damage 4-60 they require: Four Statues are scat- Range Attack N tered about the clouds. Damage Type Physical x15, y24 Might There are messages at x14, y26 Speed the base of each statue, Cloud Golem x11, y25 Endurance but they are written in HP 175 Experience 30000 AC 15 x12, y22 Accuracy an unusual language. Speed 26 Attacks 2 Damage 5-60 x12, y29 Prize Booth Only a Linguist can Range Attack N decipher them. Damage Type Electricity

Page 48 Page 49 Castles

There are four Castles in Xeen. One belongs to

the Good Guys, two belong to the Bad Guys, and

one belongs to you. Castle Burlock (the one that

belongs to the Good Guys) can only be entered if

one of your characters has the Crusader skill.

Newcastle (the one that will belong to you) can

only be entered after you have purchased the land

it sits on and paid for some repairs. Castle

Basenji (owned by one of the Bad Guys) can be

entered any time, although it is not necessary to

complete Castle Basenji to win the game. Castle

Xeen, owned by the Big Bad Guy, must be entered

in order to slay Lord Xeen and win the game.

Page 50 Page 51 Castle Burlock Monster List Castle Burlock is the home of King Burlock and all his advisers. The castle is the center of a number of Mad Fool quests and adventures, and you will need to visit it HP 30 Experience 350 AC 4 often to complete them. It is wise not to rob from Speed 21 Attacks 2 Damage 2-10 the castle unless you are very powerful. Range Attack N Damage Type Physical King Burlock will send Princess Roxanne awaits you on an impossible the return of her tiara Castle Guard quest if you visit him. from the robbers of HP 100 Experience 10000 AC 30 The sixth mirror is Rivercity. If you return Speed 28 Attacks 2 Damage 10-60 already in the hands of it to her, she will reward Range Attack N Lord Xeen, and you will you well. Damage Type Physical not be able to retrieve it for King Burlock. Two books rest in alcoves King’s Guard on the first level of HP 150 Experience 10000 AC 35 Artemus, the King’s Castle Burlock. One of Speed 30 Attacks 4 Damage 10-60 Adviser, will tell you a them teaches the Range Attack Y sad story about Crodo’s Linguist skill, the other Damage Type Cold kidnapping and ask you teaches the Astrologer to find Crodo for him. If skill. Ice Troll you do, Artemus will HP 125 Experience 14000 AC 15 grant you a permit to dig Two chests are waiting to Speed 25 Attacks 2 Damage 3-45 a dungeon at Newcastle. be opened in the Royal Range Attack N Bedroom on the third Damage Type Physical Emerson, the King’s level of the castle. Only Engineer, will do work try this if you are pow- Fire Dragon on Newcastle for five erful! Two guards will HP 350 Experience 80000 AC 30 King’s Megacredits per appear each time you Speed 28 Attacks 1 Damage 200 improvement, provided open a chest, and the Range Attack Y that you own the land. first level of the castle Damage Type Fire Emerson will not be will fill with guards if able to clear out the you leave by the stairs. Newcastle dungeon The guards are tough! until you have a permit.

Page 52 Page 53 Castle Burlock Dungeon Castle Burlock Level 2

Castle Burlock Level 1 Castle Burlock Level 3

Page 54 Page 55 Castle Basenji Monster List Chock full of wizards and werewolves, Castle Basenji is a rough place. The castle offers a wide Werewolf variety of stat increases, elemental resistance HP 100 Experience 9000 AC 20 improvements, and pain and suffering. Castle Speed 28 Attacks 2 Damage 2-50 Basenji also holds the Scroll of Insight, the item you Range Attack N will need to complete Arie’s quest. Damage Type Physical

Scrolls lay on pedestals The stairs on level 2 at Wizard throughout the castle. x9, y15 will ask for a HP 75 Experience 25000 AC 17 You will need the password. The pass- Speed 30 Attacks 1 Damage 2-60 Linguist skill to deci- word is “there wolf”. Range Attack Y pher them. Pay atten- Damage Type Fire tion to the name of the Straw beds can be found scroll before you read it. all over the castle. Some Cult Leader All of the scrolls do of the beds hide small HP 110 Experience 30000 AC 22 what their name sug- magical items, others Speed 32 Attacks 1 Damage 3-90 gests. have captured peasants Range Attack Y in them. It is a good idea Damage Type Fire The Scroll of Insight, a to search all the beds quest item, can be found you find. on the third level of the castle at x3, y9.

Page 56 Page 57 Castle Basenji Dungeon Castle Basenji Level 2

Castle Basenji Level 1 Castle Basenji Level 3

Page 58 Page 59 Castle Xeen Monster List Xeen’s castle is the final gauntlet you must run before you win the game. You will not be able to Xeen's Guard enter the castle without a Xeen Cupie Doll, and you HP 100 Experience 20000 AC 50 will not be able to kill Lord Xeen without the Speed 50 Attacks 1 Damage 100 Xeenslayer sword. Range Attack N Damage Type Energy Once inside, the path to When you finally get to Lord Xeen lies straight Lord Xeen’s room on Xeen’s Pet ahead. There are many the fourth level of the HP 400 Experience 100000 AC 35 traps along the way, - so castle, you will have to Speed 30 Attacks 1 Damage 250 many that it is virtually face Lord Xeen and Range Attack Y impossible to complete Lord Xeen’s pet. LORD Damage Type Poison the castle without set- XEEN CAN ONLY ting some off. You can BE HURT BY THE LORD XEEN either teleport and jump XEENSLAYER HP 500 Experience 600000 AC 25 over the traps, or you SWORD! He is a tough Speed 50 Attacks 1 Damage 250 can turn them off by opponent, but he can be Range Attack Y destroying the trans- beaten. Once you have Damage Type Poison formers that run them. killed him, examine the The transformers that mirror to win the game. must be destroyed to turn off the traps have been circled on your map.

Page 60 Page 61 Castle Xeen Level 1 Castle Xeen Level 3

Castle Xeen Level 2 Castle Xeen Level 4

Page 62 Page 63 Newcastle, stage one

Before you can enter Newcastle, you will have to purchase the land it sits on and pay for repairs to the castle. The cost is 50,000 gold pieces (payable to Ebenezer, the Taxman) and 5 King’s Megacredits (payable to Emerson, the King’s Engineer). You can get the Megacredits from the Evil Temple of Yak.

Once you have paid Woodpiles are favorite everyone who needs hiding places for wood paying, you will have golems. Since none of access to the partially the woodpiles have any constructed castle treasure in them, you shown on the opposite should stay away from page. The first time you all of them. enter, Ebenezer will give you the stone to the Dark pits in the ground Newcastle, stage 1 Tomb of Terror. sometimes contain trea- sure. Consult your Monster List The well at this stage of Clairvoyance spell Newcastle’s repair is before descending. Wood Golem poisonous, and will HP 100 Experience 10000 AC 10 remain so until an Speed 10 Attacks 1 Damage 2-100 improvement is bought Range Attack N from Emerson. Damage Type Physical

Page 64 Page 65 Newcastle, stage two

The second stage of Newcastle will be accessible when you pay for another improvement from Emerson. You will need 5 more Megacredits for this, and you can find them in the Tomb of a Thousand Terrors. The first time you enter the cas- tle after you have paid Emerson, Ebenezer will give you the stone to the Golem Dungeon. The stairs down to the dungeon are clogged with debris. You will need to hire Emerson to clear them out.

ቢ Blacksmith Mysterious notes are ባ Training Grounds scattered about the cas- ቤ Temple tle. When you put them ብ Bank together, they spell “Laboratory”. Newcastle, stage two Two barrels full of food can be drawn upon The well is no longer whenever you want to poisonous. Anyone who replenish your party drinks from the well will supplies. The barrels have their armor class will never be empty, so temporarily increased take what you need. 20 points.

Newcastle, stage two, Level 2

Page 66 Page 67 Newcastle Dungeon

The dungeon under Newcastle will be inaccessible until you pay for its excavation. The cost is 5 more Megacredits, but you will need an excavation per- mit before you will be allowed to pay Emerson. You can get the permit from Artemus, the King’s Adviser.

Once you have paid Emerson, Ebenezer will give you your part of the taxes your castle collects on the surrounding lands, and the stairs down to the - geon will be clear. The stairs require a password, and that password is “Laboratory”.

Potions can be found in secret room and is cir- some of the alcoves of the cled on your map. This dungeon. Most of these is the only weapon in Newcastle Dungeon potions will explode the game that can hurt when you try to take Lord Xeen. them, so pay attention to your Clairvoyance spell, Old bones can be found if you have it. The here and there in the potions that don’t dungeon. The bones explode are potions of nearest the Xeenslayer the Gods. have powerful magic items amongst them. The Xeenslayer sword lies in the center of a

Page 68 Page 69 Dungeons

There are seven dungeons in Xeen, two of which

are inaccessible until you visit the Darkside of

Xeen. Most dungeons require a special stone to

enter them. The first dungeon you will complete

is the Evil Temple of Yak. The second dungeon

you will complete is the Tomb of Terror. Yak and

Terror have enough King’s Megacredits between

them to pay for all the improvements to

Newcastle, so you may not need to complete the

Golem dungeon. The Northern Sphinx is a

dungeon, but it requires an amulet before you can

enter it. You don’t need to complete the Northern

Sphinx to win the game. Finally, there is the

Warzone. The Warzone is a special dungeon that

requires no stone to enter.

Page 70 Page 71 Temple of Yak

The Temple of Yak is the first dungeon you should visit. Mirabeth the (former) mermaid has the stone to this dungeon, and you can find her at area D4, x12, y3. Before you enter this dungeon, one of your characters should cast Protection From Elements twice, choosing electricity and fire. One of your characters should also have the Turn Undead spell. Finally, you may wish to visit the temporary luck boosting fountain in the river outside of Vertigo to ward off the Sleep spells of the Yak Liches.

The Elixir of Restoration B, Symbol 5 controls is at x30, y25. Mirabeth wall C, and symbols 6 & will reward you if you 7 control wall D. return the potion to her. Symbol 8 does nothing. The Ancient Temple of Yak To open a wall, turn the Bottles and books can be lower number symbol bones of Yak Liches. for bathing, if you are found in alcoves all over first, then the higher Few coffins are brave. Most of the pools the temple. Some of the one. To open wall B, for unguarded in the will reward one of your bottles explode when instance, you must first Temple. characters for bathing in you try to take them, so turn symbol 3, then turn it, but a second bath will pay close attention to symbol 4. If you make a Yak Pools are available only rack up more your clairvoyance spell. mistake, you can turn penalties. Bathe at your (if you have it). None of the symbols back to own risk! the books are danger- their original starting ous. positions and try again.

Yak Holy Symbols open King’s Megacredits are and close walls in the stored in alcoves in the temple. The symbols are temple. The temple has represented by numbers eight Megacredits, and on your map; the walls you should take all the with letters. Symbols 1 credits you find. & 2 control wall A, sym- bols 3 & 4 control wall Coffins contain the

Page 72 Page 73 Monster List

Cleric of Yak HP 60 Experience 1600 AC 8 Speed 18 Attacks 1 Damage 2-20 Range Attack Y Damage Type Electricity

Skeleton HP 20 Experience 250 AC 5 Speed 10 Attacks 1 Damage 2-12 Range Attack N Damage Type Physical

Yak Priest HP 80 Experience 5000 AC 12 Speed 25 Attacks 1 Damage 2-30 Range Attack Y Damage Type Fire

Yak Lich HP 80 Experience 20000 AC 20 Speed 27 Attacks 1 Damage 5-25 Range Attack Y Damage Type Magic

Yak Master HP 160 Experience 50000 AC 22 Speed 30 Attacks 1 Damage 5-50 Range Attack Y Damage Type Magic

Page 74 Page 75 Tomb of a Thousand Terrors

You can gain entrance to this dungeon by paying for an improvement to Newcastle with five of the Megacredits you get out of the Temple of Yak. Ebenezer will give you the stone to the Tomb on your first visit to the castle.

Urns filled with savory devices if you want, but Tomb Juice occupy most of them will do many of the alcoves in damage or send your the Tomb. Drinking the characters insane. A few Tomb Juice will increase of them have treasure or one of your character’s experience to offer. statistics by five, but it will also send your char- Instruments of Death fill acter insane. The color the halls and rooms of of the Juice indicates the Tomb. The only Tomb of a Thousand Terrors which statistic it will good thing about the increase: guillotines and pendu- Monster List lums you will face is that Red Might you can see them before Ghoul Blue Personality they hurt you. The tele- HP 100 Experience 3500 AC 15 Orange Intellect port spell will get you Speed 20 Attacks 2 Damage 2-20 Green Endurance past them, if you have it. Range Attack N Yellow Accuracy Damage Type Physical Purple Speed King’s Megacredits are White Luck stored in alcoves all over Tomb Guard the Tomb. There are HP 50 Experience 6000 AC 25 Instruments of Torture more than enough here Speed 18 Attacks 1 Damage 4-20 decorate the walls of the to pay for your next Range Attack N Tomb lavishly. You can Castle improvement. Damage Type Magic try out some of these Tomb Terror HP 150 Experience 13000 AC 15 Speed 27 Attacks 1 Damage 4-80 Range Attack N Damage Type Magic

Page 76 Page 77 Golem Dungeon

The Golem dungeon contains the most complex series of puzzles in the game. The Taxman holds the stone to the golem dungeon, and he will give it to you when you visit him after having paid Emerson for the second improvement to Newcastle.

There are three puzzles lava stones have been to be completed before exposed. The correct you can become a order to push the but- Master of Golems. The tons is middle, south, Home of the Wood is north. When the buttons the simplest, and can be have been set correctly, solved with the teleport you will see two stone spell or a lloyd’s beacon. blocks and six glowing Each of the switches in rocks in the main corri- the Home of the Wood dor of the Home of the Golem Dungeon must be thrown, closing Stone. off the “branch” the Stepping on this glim- the Golem dungeon, switch is in from the rest The Home of the Iron mer will teleport you to though, you probably of the dungeon. When can be solved by throw- the unreachable parts of won’t need many all six switches in the ing the proper switches the maze and allow you Megacredits to finish Home of the Wood have in the six dead-end cor- to fight your way to the game. been thrown, that puz- ridors. The switches your reward. zle is complete. The sim- that must be thrown The final statue at 13,1 plest way to get out of a have been circled on King’s Megacredits are will give all characters “branch” is to set a your map. Once you everywhere in the the title of “Master of Lloyd's Beacon in the have thrown the switch- Golem dungeon. By the Golems” and one level. main hall, and return to es, you will have no time you have reached the beacon after you problem walking to the have thrown the switch at 19,25. If you branches switch. have solved all of the puzzles correctly, the The Home of the Stone switch will work and a can be solved by push- floor glimmer will ing the buttons in the appear in the center of western corridors until the room you are in.

Page 78 Page 79 Monster List

Wood Golem HP 100 Experience 10000 AC 10 Speed 10 Attacks 1 Damage 2-100 Range Attack N Damage Type Physical

Stone Golem HP 200 Experience 20000 AC 18 Speed 20 Attacks 2 Damage 3-90 Range Attack N Damage Type Physical

Iron Golem HP 300 Experience 25000 AC 24 Speed 24 Attacks 2 Damage 2-100 Range Attack N Damage Type Physical

Diamond Golem HP 1000 Experience 30000 AC 40 Speed 30 Attacks 2 Damage 4-200 Range Attack N Damage Type Physical

Page 80 Page 81 The Northern Sphinx Monster List The Sphinx dungeon is one of the most difficult places in the game. You do not need to enter the Earth Golem Sphinx to win the game. Arie holds the amulet of HP 150 Experience 14000 AC 12 the Sphinx at A1, x11, y5. He will give you the Speed 20 Attacks 2 Damage 4-80 Amulet of the Northern Sphinx after you return the Range Attack N Scroll of Insight to him. The Amulet of the Damage Type Physical Southern Sphinx lies on the Darkside of Xeen. Stone Golem Hieroglyphics adorn the The stairs up from the HP 200 Experience 20000 AC 18 walls of the Sphinx. first level require a pass- Speed 20 Attacks 2 Damage 3-90 Only a Linguist can word. The answer is Range Attack N read them. You can “Golux”. Damage Type Physical learn the Linguist skill in Castle Burlock. Crystal piles can be Mummy found in a few places of HP 60 Experience 9000 AC 15 Thrones await discovery the Sphinx dungeon. Speed 20 Attacks 2 Damage 2-40 by the right characters. These are gem bonanzas Range Attack N Your characters should that you should be sure Damage Type Physical not sit in a throne unless to collect. they are qualified to sit there. If they are, they Four books rest in will receive a reward. If alcoves of the Sphinx not, they will receive dungeon. They teach the damage. None of your Teleport, Item to Gold, characters are kings or Divine Intervention, queens. and Starburst spells.

Page 82 Page 83 Northern Sphinx, Underground

Northern Sphinx, Level 1 Northern Sphinx, Level 2

Page 84 Page 85 Warzone

This is a special dungeon with only one point of interest in it: the Battlemaster. He will set you against monsters of a level and number you choose, if you want. There is no treasure to be gained here, only experience. After a good fight, the Battlemaster will transport you to Vertigo for free.

A lone desk awaits Bones of long dead adventurers brave losers litter the floor of enough to risk the the Warzone. The vic- Warzone. Step up to the tors looted the bodies desk to interact with the long ago, so don't expect Battlemaster. to find any free treasure The Warzone here.

Page 86 Page 87 Caverns

There are three caves to explore in Xeen. Two of

the Caves, Dragon and Volcano, do not have to be

explored to win the game. You must explore the

Cave of Illusion to win the game because it holds

the Key to the Tower of High Magic. Don’t try

the Dragon or Volcano Caves until your

characters are very powerful.

Page 88 Page 89 The Cave of Illusion Monster List Bring a lot of gems before you come to this cave, because you can trade the gems for stat increases. Water Golem Each level of the Cave of Illusion will grant higher HP 150 Experience 4000 AC 16 stat increases at a higher gem cost. Some of the Speed 15 Attacks 2 Damage 2-50 rooms cannot be reached without the Teleport spell. Range Attack N Be sure to visit the Guild in Winterkill to buy the Damage Type Cold spell before you come here! Guardian HP 40 Experience 1500 AC 20 The key to the Tower of the plug, the water will Speed 25 Attacks 2 Damage 3-30 High Magic is held by drain out of the entire Range Attack N the skull at level 4, x7, cave. (Don’t think too Damage Type Energy y14. The skull will want hard about the physics of 300 gems for the key, so this). Once this happens, be sure to save some for the safes can be opened, it—you can’t win the but the spears will start to game without the key. do real damage. Happily, any Water Golems that A magical plug has kept you didn’t kill on your way the floor covered with to the plug will vanish. water. If a character with a Unhappily, they will be might of 50 or greater pulls replaced with Guardians.

Page 90 Page 91 Cave of Illusion Level 1 Cave of Illusion Level 3

Cave of Illusion Level 2 Cave of Illusion Level 4

Page 92 Page 93 Dragon Cave

The Dragon Cave is the toughest dungeon in Xeen. You will not be able to get through it unless you have a lot of gold, Intellect, and power.

Tax Urns are placed at Piles of Blue Goo can be inconvenient locations found here and there in throughout the Cave. the Dragon Cave. Some Merely stepping on the of the piles have gems in square where one rests them, others do 50 is enough for it to tax points of poison dam- you 2000 gold. Tax age. Urns can tax you again and again, so try not to Dragon Lore Volumes wait around on their are kept in the same squares. rooms Heaps o’ Treasure are kept. If a reader is of Dragon Cave Heaps o’ Treasure are sufficient intellect, he located in well-guarded will be awarded experi- Monster List rooms. The wealth ence for reading a vol- stored in these treasure ume. Fire Dragon piles is greater than any HP 350 Experience 80000 AC 30 other place in the game. Speed 28 Attacks 1 Damage 200 Range Attack Y Damage Type Fire

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

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

Page 94 Page 95 The Volcano Cave Monster List At the bottom level of this difficult dungeon lies the fabled village of Shangri-La. Shangri-La is a full Demon service town, with a Blacksmith, Temple, Tavern, HP 300 Experience 30000 AC 30 and Guild. While Shangri-La has no Training Speed 33 Attacks 1 Damage 3-99 Grounds and no mirror, it does contain a portal to Range Attack Y the Darkside of Xeen. The portal is operable when Damage Type Fire you have the Darkside of Xeen on your hard drive along with Clouds of Xeen. Shangri-La is also the Devil only town that has no curse on its well. HP 350 Experience 40000 AC 30 Speed 66 Attacks 1 Damage 3-99 ቢ Guild are cool enough to walk Range Attack Y ባ Guild Membership on. Be sure to move Damage Type Cold ቤ Blacksmith each of the four levers ብ Temple so you can get across ቦ Tavern safely. Even after you ቧ Portal to Darkside have set the levers you will have to use the A Demon and a Devil jump spell to get from skull rest in alcoves in block to block. the walls of level 1. Smashing them will give The Well in the center of your characters experi- Shangri-La will grant ence as well as prevent- anyone who drinks from ing the demons and dev- it one permanent level ils from regenerating and the “Found Shangri- after you leave the level. La” award. Their location has been marked on the map for Jack Alltrades offers to you. sell all of the skills to one of your characters Mechanical Levers will for a mere 100,000 gold. raise stone blocks from If you have the cash it the lava on level 2 that may be worth doing.

Page 96 Page 97 Volcano Cave Level 1 Volcano Cave Level 3

Volcano Cave Level 2 Shangri-la, Volcano Cave Level 4

Page 98 Page 99 Outdoor Areas

There are 24 outdoor areas in the land of Xeen.

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 Clouds 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.

Page 100 Page 101 Outdoors The Warzone is situated Areas A1, A2, B1, B2 near the south east cor- ner of area B2. You can This corner of the map is primarily desert. There find any level of fighting are no towns here—just monsters and sand. challenge you wish Remember that you will need a Navigator to cross within. the desert. If none of your characters are Navigators, the desert will cost you four hours per Monster List step. You cannot rest in the desert unless you are in an oasis. Giant Scorpion Area A1,A2, B1, B2 HP 100 Experience 1000 AC 14 The Summer Druid give the Amulet of the Speed 28 Attacks 1 Damage 2-80 awaits you in area B2. Northern Sphinx to you Range Attack N The Summer Druid once you have retrieved Damage Type Physical wants you to take the the scroll. Last Flower of Summer Sandworm to the Autumn druid. If Castle Basenji is slowly Area A1,A2, B1 you do everything the eroding away under the HP 250 Experience 10000 AC 19 druids ask you to do, the desert sun and wind. In Speed 30 Attacks 1 Damage 6-150 druids will remove any it are wizards and were- Range Attack N magical aging your wolves, and visitors are Damage Type Physical characters have suffered not welcome. The Scroll and grant you some of Insight is hidden Sand Golem experience. inside. Area A1,B1 HP 80 Experience 8000 AC 18 Arie the Apprentice’s Two Sphinxes sleep in Speed 10 Attacks 1 Damage 40 master has been killed the sand. You will need Range Attack N and robbed. The thieves an amulet to enter either Damage Type Physical took the Scroll of of them, but the Insight from him and Southern Sphinx’s Barbarian hid it in Castle Basenji. amulet cannot be found Area B2 He needs the scroll without a visit to the HP 200 Experience 10000 AC 15 returned to him so that Darkside. The amulet of Speed 30 Attacks 2 Damage 6-60 he can finish his sorcer- the North Sphinx is Range Attack N er’s training. He will held by Arie. Damage Type Physical

Page 102 Page 103 Area A1 & A2 Area B1 & B2

Page 104 Page 105 Outdoors the Tower with him to Halon, the Inventor, the Darkside of Xeen. owns a water clock that Areas A3, A4, B3, B4 You will not be able to freezes during the win- get into the tower until ter. If you bring him an This is the winter zone of Xeen. While it may be you retrieve the key ever hot lava rock, he possible to walk here from Vertigo while your char- from Darkside. will give your party acters are low level, it is unwise. The land is full of experience and a wid- snow beasts, ninjas, trolls, and other dangerous Kai-Wu, the Monk, shiv- get. creatures. Your characters should be at least 8th ers in his tent in area level before you adventure here. A3. If you clear the evil Thickbark, the Civilized, Ninjas out of his sacred needs a few civilized pagoda, he will reward people to kill the Ice The Town of Winterkill High Magic to win the you with experience and Trolls. If you destroy the lies at the end of the game, we recommend lunch. lair of the Ice Trolls, road from Vertigo in that you wait until you Thickbark will reward area A3. This is the most have plenty of gems and Glom, the Gnome King, your party with experi- dangerous of the towns the Golem Stopper spell needs some heroes to ence and a spell. in Xeen, but the before you enter. save his people from the rewards are the best. Cyclopes, who are eat- The Druid of Winter Winterkill is full of the The Golem Dungeon ing the Gnomes at a ter- awaits the Last Fallen spirits of the dead, and gathers dust in area B4. rifying rate. If you Leaf of Autumn. If you they cannot be killed Whether you are short destroy the Cyclops’ lair, bring it to him, he will with ordinary weapons. of Megacredits to finish Glom will reward your give you the Last You will need to use Newcastle or you just party with experience Snowflake of Winter. spells or weapons that like risking life and and treasures. have an elemental limb, the Golem attribute to defeat them. Dungeon is a fine place Do not enter Winterkill to visit. The Taxman if you are not powerful! will give you the stone to enter the Golem The Cave of Illusion is Dungeon after you have on an island in the mid- paid for the second dle of the source of the stage of Newcastle. central lake of Xeen. The key to the Tower of Darkstone Tower rises High Magic can be into the sky in area B3. found in the Cave. Nobody knows what Although you must have secrets it holds because the key to the Tower of Roland took the key to

Page 106 Page 107 Monster List Evil Ranger Area B3 Snow Beast HP 100 Experience 7000 AC 20 Area A3,A4 Speed 27 Attacks 2 Damage 4-20 HP 75 Experience 7000 AC 25 Range Attack Y Speed 32 Attacks 2 Damage 2-24 Damage Type Physical Range Attack N Ogre Damage Type Physical Area B3 Ninja HP 90 Experience 6000 AC 17 Area A3,B3 Speed 15 Attacks 1 Damage 4-32 HP 65 Experience 2000 AC 25 Range Attack Y Speed 35 Attacks 4 Damage 3-15 Damage Type Physical Range Attack Y Cyclops Damage Type Physical Area A4 Barbarian HP 200 Experience 10000 AC 16 Area A3 Speed 28 Attacks 2 Damage 2-80 HP 200 Experience 10000 AC 15 Range Attack N Speed 30 Attacks 2 Damage 6-60 Damage Type Physical Range Attack N Ice Troll Damage Type Poison Area B4 Evil Archer HP 125 Experience 14000 AC 15 Area B3, B4 Speed 25 Attacks 2 Damage 3-45 HP 75 Experience 10000 AC 22 Range Attack N Speed 35 Attacks 5 Damage 4-24 Damage Type Physical Range Attack Y Damage Type Electricity

Page 108 Page 109 Area A3 & A4 Area B3 & B4

Page 110 Page 111 Outdoors Captain Nystor has and double their sale been losing ships to the value. This means that a Areas C1, C2, D1, D2 antics of the Ogres in character that has this the hills. He will pay skill could buy an item This section of the map contains a little of every- well to be rid of them. from a blacksmith and thing — desert, lava, forest, sea, mountains, Destroy their lair and sell it back for the same and monsters. Especially monsters. return to him to collect price. If it’s a fight you’re looking for, you’ve come to the your reward. right place. The Autumn Druid The Merchant skill can awaits the Last Flower Castle Burlock over- The Dragon Tower rises be purchased for a mere of Summer. If you bring looks the sea at area D2. out of a sea of molten 6,000 gold in area D2. It him the Flower he will You will need to have a rock in area D1. The is a good investment. give you the Last Fallen Crusader in your party key to this Tower is not The Merchant skill will leaf of Autumn. to enter the castle. The available on this side of halve the cost of items, Crusader skill can be Xeen, so you will not be found in area F4 after able to enter until you you have returned the have visited Darkside. alacorn of Falista to Valia. Inside the castle, Falagar, the wizard, has you will find Artemus, been robbed of his the King’s Adviser, and Crystals of Piezoelec- Emerson, the King's tricity. He will reward Engineer. You will need the ones who return it to visit these two civil with experience and a servants many times to spell. The crystals can win the game. be found in Asp.

The town of Asp lies at Carlawna, the cleric, has the eastern edge of the been robbed of her great desert. Asp is the Scarab of Imaging. She second most difficult of will reward the ones the towns. Don’t go in who return it with expe- here unless you are rience and a spell. The tough. scarab can be found at C1, x15, y11. Page 112 Page 113 Monster List

Sandworm Jouster Area C1 Area C2, C2 HP 250 Experience 10000 AC 19 HP 80 Experience 5000 AC 20 Speed 30 Attacks 1 Damage 6-150 Speed 25 Attacks 1 Damage 2-80 Range Attack N Range Attack N Damage Type Physical Damage Type Physical

Giant Scorpion Lava Golem Area C1 Area D1 HP 100 Experience 1000 AC 14 HP 500 Experience 20000 AC 23 Speed 28 Attacks 1 Damage 2-80 Speed 30 Attacks 2 Damage 2-100 Range Attack N Range Attack N Damage Type Physical Damage Type Fire

Gargoyle Acid Dragon Area C1 Area D1 HP 70 Experience 11000 AC 18 HP 220 Experience 60000 AC 25 Speed 32 Attacks 4 Damage 5-25 Speed 22 Attacks 1 Damage 100 Range Attack N Range Attack Y Damage Type Physical Damage Type Poison

Ogre Insect Swarm Area C2 Area D3 HP 90 Experience 6000 AC 17 HP 30 Experience 1300 AC 10 Speed 15 Attacks 1 Damage 4-32 Speed 28 Attacks 1 Damage 10 Range Attack Y Range Attack N Damage Type Physical Damage Type Physical

Barbarian Area C2 HP 200 Experience 10000 AC 15 Speed 30 Attacks 2 Damage 6-60 Range Attack N Damage Type Physical

Page 114 Page 115 Area C1 & C2 Area D1 & D2

Page 116 Page 117 Outdoors and receiving the Terror will reward you with expe- Stone from the Taxman. rience and gold. You can C3, C4, D3, D4 find the wand at D4, x8, Medin, the Fisherman, is y14. The towns of Rivercity and Nightshadow can be having trouble catching found in this part of Xeen, as well as two Towers, a enough fish to feed his Ligono, the Spirit, has lost Castle, and a Dungeon. The monsters here are a lot family. If you kill the his head. If you return his tougher than the monsters to the east, so make sure three lake monsters that skull to him, he will your party averages around 5th level before you are eating all of the fish, reward you with experi- adventure here. Medin will be grateful. ence and a spell. You can find the skull at D4, x2, y1. Tito, the Elf Priest, has lost The town of Rivercity is a key to the Tower in the the Holy Book of Mirabeth, the Mermaid, has busy center of com- Tower of High Magic Elvenkind. If you return been changed into a human merce on the southern on level 4, x7, y12. the book to him he will by a sorceress. There is an edge of the inland sea. It reward you with experi- Elixir of Restoration in the is safe to enter, if you Newcastle awaits its new ence and gold. You can find Temple of Yak, but it will don’t mind the beggars, owners in area C4. When the book at B4, x14, y13. not be easy to get. but there are some parts you first visit the site of Mirabeth will give you the of town that are danger- Newcastle, you will find it in Danulf, the Faery King, has stone that opens the ous to the unprepared. ruins. You can purchase the been robbed of his magic Temple. If you bring the land for 50,000 gold pieces wand by the sprites. If you elixir to Mirabeth, she will The town of Nightshadow is and you can rebuild the cas- return the wand to him, he reward you with the expe- dead. The only inhabitants tle for 5 King’s Megacredits rience of her kiss. of Nightshadow are Bat (payable to Emerson, the Queens and Vampires. King’s Engineer). Further This is not a healthy town improvements will cost for weak characters. more Megacredits. Once you have bought the land The Tower of High Magic and paid for your first rises above the forest in improvement, you will have area C4. You can find access to the castle. the key to the Tower in the Cave of Illusion on The Tomb of a Thousand level 4, x7, y14. Terrors rots in the swamps of southern C4. You can Darzog’s Tower over- gain access to the Tomb by looks the entire inland paying for your first sea. You can find the improvement to Newcastle

Page 118 Page 119 Monster List Water Dragon Evil Ranger Area D3 Area C3, C4 HP 200 Experience 50000 AC 15 HP 100 Experience 7000 AC 20 Speed 26 Attacks 1 Damage 80 Speed 27 Attacks 2 Damage 4-20 Range Attack Y Range Attack Y Damage Type Cold Damage Type Physical Skeleton Killer Sprite Area D3 Area C3, C4, D3, D4 HP 20 Experience 250 AC 5 HP 25 Experience 1600 AC 12 Speed 10 Attacks 1 Damage 2-12 Speed 35 Attacks 2 Damage 2-12 Range Attack N Range Attack N Damage Type Physical Damage Type Electricity Zombie Ogre Area D3 Area C3 HP 30 Experience 300 AC 2 HP 90 Experience 2000 AC 25 Speed 4 Attacks 2 Damage 2-8 Speed 35 Attacks 4 Damage 3-15 Range Attack N Range Attack Y Damage Type Physical Damage Type Physical Ninja Swamp Thing Area D4 Area C4, D4 HP 65 Experience 2000 AC 25 HP 130 Experience 6000 AC 23 Speed 35 Attacks 4 Damage 3-15 Speed 12 Attacks 1 Damage 2-60 Range Attack Y Range Attack N Damage Type Physical Damage Type Physical

Stingers Area C4, D4 HP 50 Experience 3600 AC 15 Speed 30 Attacks 1 Damage 20 Range Attack N Damage Type Physical

Page 120 Page 121 Area C3 & C4 Area D3 & D4

Page 122 Page 123 Outdoors Monster List Areas E1, E2, F1, F2 Acid Dragon Are E1, F1 This corner of the map is almost exclusively lava HP 220 Experience 60000 AC 25 and scorched earth. There are two cave entrances Speed 22 Attacks 1 Damage 100 and two Dwarf Mine entrances in this zone. Range Attack Y Stepping in the lava will deal 100 points of fire Damage Type Poison damage to each of your characters. Great Hydra Area E1,F1 The Dragon Cave’s Cave itself. You don’t HP 1000 Experience 50000 AC 27 entrance emits the foul need to finish the Cave Speed 30 Attacks 12 Damage10-100 stench of dragon dung to win the game. Range Attack N and rotting flesh near Damage Type Physical the northern edge of the Dwarf Mine entrances 3 world. You don’t have to and 4 are in the south- Lava Golem go in the Cave to finish ern edge of area E2. Area E1,E2,F1,F2 the game. This place is HP 500 Experience 20000 AC 23 strictly for powerful, Orc Lairs can be found Speed 30 Attacks 2 Damage 2-100 adventurous characters. in area F2. Destroying Range Attack N the Lairs will get you Damage Type Fire The Volcano Cave sits in experience, gold, and the middle of this map items. You won’t have to Orc zone. If you cannot sur- be very strong to man- Area E2, F2 vive the walk through age it, just clever HP 25 Experience 200 AC 5 the lava to the Cave, enough to get over the Speed 17 Attacks 1 Damage 1-10 you can’t survive the mountains. (Try the Range Attack Y Dwarf Mines). Damage Type Physical

Page 124 Page 125 Area E1 & E2 Area F1 & F2

Page 126 Page 127 Outdoors and gold. Celia can be The Spring Druid waits found at area D4, x15, for someone to bring him Areas E3, E4, F3, F4 y15. the Last Snowflake of Winter. If the Snowflake This area is the “friendliest” of all the outdoor areas. Valia, the old woman, is brought to him, he will Your characters can venture outside Vertigo with holds the key to the give your party the Last little fear of death as long as they don’t stray too far Witch Tower. If you Raindrop of Spring. The west. return the Alacorn of first time you deliver the Falista to her, she will Snowflake, he will reward your party with reward your party with The town of Vertigo lies The Dungeon of Death experience and the experience. Every time perilously close to the can be found in area E3. Crusader skill. you bring the Snowflake, eastern edge of the The stone of admittance however, he will remove world. Vertigo is the cannot be found without Orothin, the Hermit, has any unnatural aging town your characters a trip to the Darkside. lost the Bone Whistle your characters may begin their adventures that activates the statues have suffered. in, and Vertigo is the Dwarf Mine entrances 1 on the two islands east town your characters and 2 are in area F3. of him. If you return the The Spot Secret Doors will return to when the Note that you can use whistle, he will activate skill can be purchased going gets tough. the Dwarf Mines to go the statues. The statues for 500 gold in area E3. under the mountains if will teach the cure poi- Be sure that at least one The Witch Tower rises your characters don’t son and cure disease of your characters has above its kingdom of have the Mountaineer spells. The whistle can this skill! toads and snakes in area skill. be found at E4, x4, y14. F4. The key to the Witch Tower lies almost Myra, the Herbalist, directly south of it at F4, needs Phirna roots to x9, y3. make antidote potions. Every root you bring The Evil Temple of Yak her nets five antidote sits in a clearing of potions. Unfortunately, Zombie Forest in area you may only carry one E4. The stone of admit- Phirna root at a time. tance is in the hands of Mirabeth the Mermaid Derek, the Ranger, needs at D4, x12, y3. help finding his fiancee’ Celia. If you find Celia, Derek will reward your party with experience

Page 128 Page 129 Monster List Giant Snake Skeleton Area F3, F4 Area E3, E4, F3, F4 HP 15 Experience 100 AC 6 HP 20 Experience 250 AC 5 Speed 18 Attacks 1 Damage 1-10 Speed 10 Attacks 1 Damage 2-12 Range Attack N Range Attack N Damage Type Physical Damage Type Physical Giant Toad Zombie Area F3, F4 Area E3, E4, F3, F4 HP 90 Experience 500 AC 6 HP 30 Experience 300 AC 2 Speed 17 Attacks 1 Damage 3-24 Speed 4 Attacks 2 Damage 2-8 Range Attack N Range Attack N Damage Type Physical Damage Type Physical

Orc Area E3, F3 HP 25 Experience 200 AC 5 Speed 17 Attacks 1 Damage 1-10 Range Attack Y Damage Type Physical

Insect Swarm Area E3 HP 30 Experience 1300 AC 10 Speed 28 Attacks 1 Damage 10 Range Attack N Damage Type Physical

Page 130 Page 131 Area E3 & E4 Area F3 & F4

Page 132 Page 133 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.

Page 134 Page 135 Acid Dragon Breeder Slime Experience 60000 Experience 200 HP 220 HP 20 AC 25 Speed 22 AC 2 Speed 25 Attacks 1 Damage 100 Attacks 1 Damage 1-8 Damage Type Poison Damage Type Poison Range Attack Y Range Attack N

The breath of an Acid Dragon will inflict 100 points Breeder Slimes are simply adult versions of the com- of acid (poison) damage on the entire party per round mon slimes that can be found infesting Vertigo. of combat. Acid Dragons are relatively weak dragons Breeder Slimes, like their smaller kin, are 100% and the only element they are resistant to is Acid. immune to poison.

Barbarian Captain Yang Experience 10000 Experience 25000 HP 200 HP 200 AC 15 Speed 30 AC 35 Speed 30 Attacks 2 Damage 6-60 Attacks 6 Damage 3-48 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Barbarians are tough fighters. Moderately resistant to Captain Yang is the leader of the Yang Knights. the elements and lightly resistant to magic, Unlike his men, the Captain likes killing Paladins Barbarians can be hard to kill. Incapable of magic, more than he likes killing Knights. The captain is Barbarians resent Sorcerers and aim for them first. 50% resistant to the elements.

Bat Queen Carnage Hand Experience 700 Experience 12000 HP 50 HP 200 AC 10 Speed 22 AC 10 Speed 15 Attacks 2 Damage 2-30 Attacks 1 Damage 2-120 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Bat Queens are the daylight versions of the Gnome Employed by the evil wizard Darzog as guardians for Vampires that “inhabit” the town of Nightshadow. his Tower, Carnage Hands are conjurations much like Bat Queens are not very powerful monsters, but they Flying Feet. Carnage hands are slow, but hit hard. can magically weaken their opponents.

Page 136 Page 137 Castle Guard Cleric of Yak Experience 10000 Experience 1600 HP 100 HP 60 AC 30 Speed 28 AC 8 Speed 18 Attacks 2 Damage 10-60 Attacks 1 Damage 2-20 Damage TypePhysical Damage Type Electricity Range Attack N Range Attack Y

Almost as tough as Yang Knights, the Castle Guards Clerics of the Evil Temple of Yak, these spellcasters of Castle Burlock hit harder. They are lightly resis- are worshippers of the Undead. Clerics of Yak will tant to the elements. always try to electrocute their opponents with light- ning bolt spells. Clan King Experience 2000 Cloud Golem HP 120 Experience 30000 AC 12 Speed 22 HP 175 Attacks 1 Damage 8 AC 15 Speed 26 Damage TypeMagic Attacks 2 Damage 5-60 Range Attack Y Damage Type Electricity Range Attack N The leader of the Mad Dwarf Clan, the Clan King knows a Sleep spell that both damages and sleeps its Created and turned loose by Lord Xeen, Cloud victims. There is a very real danger that the entire Golems serve to adventurers from the clouds. party will fall asleep at once and lose the battle. Cloud Golems are 100% immune to electricity and poison attacks. Clan Sergeant Experience 600 Count Draco HP 60 Experience 35000 AC 10 Speed 20 HP 130 Attacks 2 Damage 2-12 AC 25 Speed 40 Damage TypePhysical Attacks 1 Damage 3-45 Range Attack N Damage Type Magic Range Attack N A stronger, more capable member of the Mad Dwarf Clan, Clan Sergeants are faster and hit harder than Count Draco is the strongest of the Gnome Vampires common Mad Dwarfs. Clan Sergeants will attack in Nightshadow. Draco is 90% immune to all ele- Dwarfs before they will attack other party members. ments but fire, and his attack drains the spell points of spell casters.

Page 138 Page 139 Cult Leader Darzog Clone Experience 30000 Experience 30000 HP 110 HP 30 AC 22 Speed 32 AC 12 Speed 35 Attacks 1 Damage 3-90 Attacks 1 Damage 4-120 Damage Type Fire Damage Type Electricity Range Attack Y Range Attack Y

Most skillful of the Wizards he rules, the Cult To reduce the chance of assassination, Darzog creat- Leader’s spells deliver more bang for the buck than ed a number of clones to confuse his enemies and the ordinary Wizards. The Cult Leader is slightly boost his ego. The clones spells have a strong punch more resistant to the elements than his underlings. to them, but the clones can’t take much damage.

Cyclops Demon Experience 10000 Experience 30000 HP 200 HP 300 AC 16 Speed 28 AC 30 Speed 33 Attacks 2 Damage 2-80 Attacks 1 Damage 3-99 Damage Type Physical Damage Type Fire Range Attack N Range Attack Y

Cyclopses live in the coldest region of Xeen. Their Certainly the ugliest monster in Xeen, Demons are favorite food is Gnome and they have big appetites. among the most powerful. Demon breath inflicts Cyclopses will attack Sorcerers first. moderate fire damage, but demons a re very hard to kill. Demons are 100% immune to fire. Darzog Experience 50000 Devil HP 150 Experience 40000 AC 25 Speed 35 HP 350 Attacks 1 Damage 4-120 AC 30 Speed 66 Damage Type Electricity Attacks 1 Damage 3-99 Range Attack Y Damage Type Cold Range Attack Y When Darzog created his clones, he was unable to duplicate his ability to turn people into stone while Considerably more powerful than their cousins, the they were being electrocuted. Darzog is also a lot Demons, Devils can kill every member in your party tougher than his clones, and he is 20% resistant to the so fast it will make your head spin. Devils are 100% elements. immune to fire.

Page 140 Page 141 Diamond Golem Earth Golem Experience 30000 Experience 14000 HP 1000 HP 150 AC 40 Speed 30 AC 12 Speed 20 Attacks 2 Damage 4-200 Attacks 2 Damage 4-80 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

The strongest of the golem family, Diamond Golems Earth Golems are slow and easy to hit, but their have excellent armor class and hit points. They are attack is very strong. They are very resistant to all highly resistant to all the elements and can break the elemental attacks. weapons of their opponents. Evil Archer Doom Bug Experience 10000 Experience 75 HP 75 HP 5 AC 22 Speed 35 AC 3 Speed 17 Attacks 5 Damage 4-24 Attacks 1 Damage 6 Damage Type Electricity Damage Type Poison Range Attack Y Range Attack N Beneficiaries of an electrical gatling gun spell peculiar Like the Slime monster, Doom Bugs can only be to their profession, Evil Archers can electrocute 5 dif- found in Vertigo. Doom Bugs are the second easiest ferent party members per round of combat. Evil monster in Xeen to kill. Archers are lightly resistant to elemental attacks and heavily resistant to electrical attacks. Dragon King Experience 250000 Evil Ranger HP 2000 Experience 7000 AC 45 Speed 40 HP 100 Attacks 1 Damage 400 AC 20 Speed 27 Damage Type Energy Attacks 2 Damage 4-20 Range Attack Y Damage Type Physical Range Attack Y Far and away the grandest dragon ever to live, the Dragon King can dish out 400 points of energy dam- Evil Rangers are people who have traded their con- age to a party every round of combat. If you live to sciences for power. Evil Rangers are resistant to most take a second attack, your characters will find that elements and poison their weapons. While they dis- the Dragon King is 100% immune to elemental and like just about everybody they meet, they especially magical attacks. dislike Druids.

Page 142 Page 143 Fire Dragon Gargoyle Experience 80000 Experience 11000 HP 350 HP 70 AC 30 Speed 28 AC 18 Speed 32 Attacks 1 Damage 200 Attacks 4 Damage 5-25 Damage Type Fire Damage Type Physical Range Attack Y Range Attack N

Much more fierce than Acid Dragons, Fire Dragons Found primarily in the Gargoyle Range, these beasts can inflict 200 points of damage on each party mem- paralyze their prey before they kill them. Gargoyles ber per round of combat. Fire Dragons are 100% are slightly resistant to magic. immune to fire. Ghost Rider Flying Feet Experience 4000 Experience 3000 HP 60 HP 40 AC 20 Speed 30 AC 14 Speed 30 Attacks 1 Damage 2-64 Attacks 2 Damage 4-20 Damage Type Physical Damage Type Physical Range Attack N Range Attack N Ghost Riders are the third and most powerful ghosts Flying Feet are conjurations of the Sorcerers of the that will infest Winterkill. They, too, cannot be hurt Tower of High Magic. The Feet are fast and resistant by magical attacks. All three of the Winterkill ghosts to magic. hate Clerics, and will attack them first.

Frost Dragon Ghoul Experience 100000 Experience 3500 HP 450 HP 100 AC 35 Speed 30 AC 15 Speed 20 Attacks 1 Damage 250 Attacks 2 Damage 2-20 Damage Type Cold Damage Type Physical Range Attack Y Range Attack N

Frost Dragons are slightly tougher than Fire Ghouls are one of the guardians of the Tomb of a Dragons. They can inflict 250 points of Cold damage Thousand Terrors. While Ghouls don’t inflict much on each party member per round of combat and are damage, the touch of a Ghoul can paralyze. Ghouls 100% immune to cold. hate Paladins more than Life itself.

Page 144 Page 145 Giant Bat Giant Spider Experience 60 Experience 100 HP 10 HP 20 AC 5 Speed 20 AC 4 Speed 19 Attacks 1 Damage 2-8 Attacks 1 Damage 1-8 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Giant Bats inhabit the Dwarf Mines of the Red Giant Spiders spin their webs in the Dwarf Mines. Dwarf Range. Bats are quick and hard to hit, but These spiders are very poisonous and resistant to ele- they can’t take much damage. mental attacks.

Giant Scorpion Giant Toad Experience 1000 Experience 500 HP 100 HP 90 AC 14 Speed 28 AC 6 Speed 17 Attacks 1 Damage 2-80 Attacks 1 Damage 3-24 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Monsters in the truest sense of the word, Giant Giant Toads are peasants transformed into monsters Scorpions are everything you hope you will never see. by the Witches of Toad Meadow. The toads stay close Strong, fast, and hard to hit, Scorpions also poison to the Tower as though hopeful the witches will their victims. release them from their curse.

Giant Snake Gnome Vampire Experience 100 Experience 12000 HP 15 HP 80 AC 6 Speed 18 AC 18 Speed 36 Attacks 1 Damage 1-10 Attacks 2 Damage 3-48 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Giant Snakes can be found in and around the Toad Gnome Vampires are members of the Undead. These Meadow. Although these snakes are poisonous and monsters are both physically tough and 90% resistant aggressive, they are easy to kill.. to all elements but fire. Their touch drains spell points. Gnome Vampires will swing at Paladins first.

Page 146 Page 147 Goblin Guardian Asp Experience 150 Experience 15000 HP 20 HP 90 AC 6 Speed 15 AC 22 Speed 35 Attacks 1 Damage 1-12 Attacks 1 Damage 2–80 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Goblins are the result of a magical process where a Found only in the town of Asp, these beasts serve to witch converts a child into a monster. Tortured crea- discourage adventurers from looking in places they tures, it is a mercy to slay them. are not wanted. Guardian Asps can magically confuse the victims of their bite. Great Hydra Experience 50000 Harpy HP 1000 Experience 1200 AC 27 Speed 30 HP 80 Attacks 12 Damage 10-100 AC 7 Speed 21 Damage Type Physical Attacks 2 Damage 2–30 Range Attack N Damage Type Magic Range Attack N Hydras are evolutionarily similar to Acid Dragons, but they are much stupider. Hydras, however, can take a lot more A wizard’s experimental cross between a human and damage than Acid Dragons, and are moderately resistant to an eagle, Harpies are a nasty addition to a world elemental attacks. Hydras are 100% immune to poison. overrun with magical monsters. For reasons peculiar to flying creatures, Harpies hate Archers. Guardian Experience 1500 Harpy Queen HP 40 Experience 10000 AC 20 Speed 25 HP 120 Attacks 2 Damage 3–30 AC 10 Speed 25 Damage Type Energy Attacks 2 Damage 2–50 Range Attack N Damage Type Magic Range Attack N Guardians are monsters produced by the Cave of Illusion to defend its treasures. Guardians are moder- The Harpy Queen is the strongest individual of her ately tough opponents and are 100% immune to ener- race. Her attacks magically weaken her foes. The gy attacks. Harpy Queen is 60% resistant to magic.

Page 148 Page 149 Head Witch Insect Swarm Experience 5000 Experience 1300 HP 80 HP 30 AC 12 Speed 25 AC 10 Speed 28 Attacks 1 Damage 3–15 Attacks 1 Damage 10 Damage Type Magic Damage Type Physical Range Attack Y Range Attack N

The Head Witch can back up her coven sisters by Dangerous swarms of stinging and biting insects will casting an ordinary curse along with her basic attack. occasionally descend upon unwary travellers in the The curse's luck reducing effects are very dangerous happy land of Xeen. Make no mistake—while indi- when combined with the item curses of her sisters. vidually weak, a swarm of these insects can quickly sting their victims to death. Ice Troll Experience 14000 Iron Golem HP 125 Experience 25000 AC 15 Speed 25 HP 300 Attacks 2 Damage 3–45 AC 24 Speed 24 Damage Type Physical Attacks 2 Damage 2–100 Range Attack N Damage Type Physical Range Attack N Ice Trolls hate Dwarfs. They are moderately resistant to electricity and poison, 100% immune to cold, and Yet another member of the golem family, Iron Golems wide open to fire attacks. are even harder to destroy than Stone Golems. Iron Golems are 100% immune to electricity and cold, and Insane Beggar they are 90% resistant to fire and 80% resistant to Experience 450 poison. HP 10 AC 3 Speed 20 Jouster Attacks 1 Damage 2–12 Experience 5000 Damage Type Magic HP 80 Range Attack N AC 20 Speed 25 Attacks 1 Damage 2–80 Infected with the same magical insanity as Mad Damage Type Physical Fools, Insane Beggars can be found all over Range Attack N Rivercity. While they are easy to kill, their touch transmits their disease. Always spoiling for a fight, Jousters roam the Jouster’s Savannah looking for a challenge. Jousters especially like to fight Paladins, attacking them first.

Page 150 Page 151 Killer Sprite LORD XEEN Experience 1600 Experience 600000 HP 25 HP 500 AC 12 Speed 35 AC 25 Speed 50 Attacks 2 Damage 2–12 Attacks 1 Damage 1000 Damage Type Electricity Damage Type Energy Range Attack N Range Attack Y

Killer Sprites are normal forest Sprites gone bad. Lord Xeen is the toughest monster in the game. Xeen Sprites attack electrically, and can also magically is 100% immune to everything but the Xeen Slayer curse their opponents. Sword. His attack should kill one character per round. Don’t mess with Lord Xeen until you have the Sword. King’s Guard Experience 10000 Mad Dwarf HP 150 Experience 200 AC 35 Speed 30 HP 30 Attacks 4 Damage 10–60 AC 6 Speed 17 Damage Type Cold Attacks 2 Damage 2–8 Range Attack Y Damage Type Physical Range Attack N Not much more than sorcerers in armor, the King’s Guard uses cold to kill intruders and thieves. All The Mad Dwarf Clan has driven the Red Dwarfs members of the King’s Guard are 20% immune to the from their mines and replaced them. Mad Dwarfs are elements. fierce warriors resistant to most magical attacks.

Lava Golem Mad Fool Experience 20000 Experience 350 HP 500 HP 30 AC 23 Speed 30 AC 4 Speed 21 Attacks 2 Damage 2–100 Attacks 2 Damage 2–10 Damage Type Fire Damage Type Physical Range Attack N Range Attack N

Lava Golems are highly resistant to all elements but Mad Fools are evidence that King Burlock’s hold on cold. Their 500 hit points make them very hard to his people is slipping. Infected with a magical form of kill, and their attack does a lot of damage. Lava insanity, Mad Fools spread their curse to those they Golems are 100% immune to fire and poison. touch.

Page 152 Page 153 Mummy Orc Experience 9000 Experience 200 HP 60 HP 25 AC 15 Speed 20 AC 5 Speed 17 Attacks 2 Damage 2–40 Attacks 1 Damage 1–10 Damage Type Physical Damage TypePhysical Range Attack N Range Attack Y

Like many other members of the Undead, the touch When the Ancients were passing out abilities, the of a Mummy can transmit disease. Mummies don’t do Orcs were last in line and got none. This vile race much damage when they hit, but they can take a lot infests the lands near Vertigo. Orcs hate Elves and of punishment before they are destroyed. For reasons prefer to attack them over other characters. unknown, Mummies hate Druids. Polter-Fool Experience 3000 Ninja HP 50 Experience 2000 AC 15 Speed 20 HP 65 Attacks 1 Damage 2–32 AC 25 Speed 35 Damage Type Physical Attacks 4 Damage 3–15 Range Attack N Damage Type Physical Range Attack Y Polter-Fools are the second kind of ghost that will infest Winterkill. Like their predecessors, Polter- Quick and deadly, Ninjas are human weapons. Ninjas Fools cannot be hurt by physical attacks. use shurikens to attack at a distance. Ninjas are light- ly resistant to all forms of elemental and magical Roc attacks. Experience 20000 HP 300 Ogre AC 16 Speed 28 Experience 6000 Attacks 2 Damage 4–60 HP 90 Damage Type Physical AC 17 Speed 15 Range Attack N Attacks 1 Damage 4–32 Damage Type Physical Magical flying birds native to the Clouds of Xeen, Range Attack Y Rocs are moderately difficult opponents. The touch of a Roc can paralyze. Tough, strong, and quick, these unpleasant monsters populate the Ogre Hills. Ogres are moderately resis- tant to elements.

Page 154 Page 155 Robber Sand Worm Experience 900 Experience 10000 HP 50 HP 250 AC 8 Speed 23 AC 19 Speed 30 Attacks 2 Damage 2–16 Attacks 1 Damage 6–150 Damage Type Physical Damage Type Physical Range Attack Y Range Attack N

The Robbers of Rivercity are people that take things Sand Worms live only in the desert regions of Xeen. from other people for a living. Robbers are not very Fast and tough, they can sometimes kill a character tough fighters, but they can throw their daggers from with a single blow. a long distance. Skeleton Robber Boss Experience 250 Experience 5000 HP 20 HP 115 AC 5 Speed 10 AC 14 Speed 27 Attacks 1 Damage 2–12 Attacks 2 Damage 2–24 Damage Type Physical Damage Type Physical Range Attack N Range Attack N Skeletons are the animated bones of persons long The Robber Bosses of Rivercity are much stronger dead. The evil magic that animates their bodies com- than the ordinary thieves they command. Although pels them to attack the living–especially Clerics. they have no range attack, they are fast and hard to hit and kill. Be careful. Slime Experience 50 Sand Golem HP 2 Experience 8000 AC 0 Speed 25 HP 80 Attacks 2 Damage 1–2 AC 18 Speed 10 Damage Type Poison Attacks 1 Damage 40 Range Attack N Damage Type Physical Range Attack N There is no monster in all of Xeen easier to kill than a slime. Although slimes are imports, they can only be Formed of magic and will as much as sand, these golems found in the town of Vertigo. can take a lot of punishment before they go down. Sand Golems may be slow, but they hit hard and are highly resistant to most elements. Sand Golems can sometimes put their victims to sleep when they touch them.

Page 156 Page 157 Snake Man Sorceress Experience 5000 Experience 10000 HP 50 HP 75 AC 15 Speed 26 AC 15 Speed 27 Attacks 1 Damage 3–30 Attacks 1 Damage 3–36 Damage Type Physical Damage Type Fire Range Attack N Range Attack Y

Snake Men are former townspeople of Asp that have The Sorceresses of Rivercity are assassins and thieves been converted into monsters by the Transformer that who hire out to the highest bidder. These evil spell has been set up in a remote part of town. Snakemen casters use fire magic to rob and kill. Sorceresses are don’t like Paladins. virtually immune to fire spells.

Snow Beast Spirit Bones Experience 7000 Experience 2000 HP 75 HP 40 AC 25 Speed 32 AC 10 Speed 10 Attacks 2 Damage 2–24 Attacks 1 Damage 2–16 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Snow Beasts only live in the coldest areas of Xeen. The first of the ghosts that infest Winterkill, Spirit Snow Beasts are tough, aggressive, and 90% immune Bones are easy to kill magically, but are not hurt by to cold. On the bright side, Snow Beasts are wide physical attacks. open to other forms of attack. Stingers Sorcerer Experience 3600 Experience 30000 HP 50 HP 90 AC 15 Speed 30 AC 20 Speed 40 Attacks 1 Damage 20 Attacks 1 Damage 8–80 Damage Type Physical Damage Type Cold Range Attack N Range Attack Y Magical versions of Insect Swarms, Stingers dish out The Sorcerers who live in the Tower of High Magic twice as much damage as their mundane cousins. use cold spells in combat. They are personally resis- Stingers are moderately resistant to the elements. tant to all of the elements, but are 100% immune to cold spells.

Page 158 Page 159 Stone Golem Tomb Guard Experience 20000 Experience 6000 HP 200 HP 50 AC 18 Speed 20 AC 25 Speed 18 Attacks 2 Damage 3–90 Attacks 1 Damage 4–20 Damage Type Physical Damage Type Magic Range Attack N Range Attack N

Another member of the golem family, these constructs Undead guardians of the Tomb of a Thousand are very difficult to destroy. They are 100% immune Terrors, Tomb Guards age characters they touch. to fire and cold spells, and highly resistant to other Tomb Guards are moderately resistant to physical forms of attack. damage, are hard to hit, and hate Paladins.

Swamp Thing Tomb Terror Experience 6000 Experience 13000 HP 130 HP 150 AC 23 Speed 12 AC 15 Speed 27 Attacks 1 Damage 2–60 Attacks 1 Damage 4–80 Damage Type Physical Damage Type Magic Range Attack N Range Attack N

Swamp Things are sentient trees with a taste for Tomb Terrors are the undead guardians of the Tomb meat. Fresh Druid is their favorite, but any class of of a Thousand Terrors. They are very fast and resis- character will do. Swamp things are lightly resistant tant to physical damage. Their touch sometimes to electricity, cold, and poison. leaves a curse on their victims.

Tiger Mole Water Dragon Experience 400 Experience 50000 HP 40 HP 200 AC 10 Speed 20 AC 15 Speed 26 Attacks 2 Damage 2–24 Attacks 1 Damage 80 Damage Type Physical Damage Type Cold Range Attack N Range Attack Y

Tiger Moles are another monster that dwells in the Although Water Dragons feed on fish most of the Dwarf Mines. While they have no special magical time, they like to supplement their diet with fresh defenses, Tiger Moles are very tough and hard to kill. adventurer. Water Dragons are 100% immune to cold spells and 90% resistant to poison.

Page 160 Page 161 Water Golem Wizard Experience 4000 Experience 25000 HP 150 HP 75 AC 16 Speed 15 AC 17 Speed 30 Attacks 2 Damage 2–50 Attacks 1 Damage 2–60 Damage Type Cold Damage Type Fire Range Attack N Range Attack Y

Found in the water covering the floor of the Cave of The wizards of Castle Basenji use the fireball spell in Illusion, Water Golems try to drown all living crea- combat. All Wizards are quick and moderately resis- tures they see. Water Golems are moderately resistant tant to elemental spells. Wizards are 100% immune to to physical attacks. fire.

Werewolf Wood Golem Experience 9000 Experience 10000 HP 100 HP 100 AC 20 Speed 28 AC 10 Speed 10 Attacks 2 Damage 2–50 Attacks 1 Damage 2–100 Damage Type Physical Damage Type Physical Range Attack N Range Attack N

Paladins are the favorite food of Werewolves. Fast, Wood Golems are the second strongest type of golem tough, and lightly resistant to all magic, Werewolves in the game. Wood Golems are heavily resistant to will tear your party apart if you are not properly pre- cold, electrical, and poison attacks. They are very pared. The touch of a Werewolf can transmit a fatal slow but hit very hard. disease. Xeen’s Guard Wicked Witch Experience 20000 Experience 1200 HP 100 HP 50 AC 50 Speed 50 AC 9 Speed 23 Attacks 1 Damage 100 Attacks 1 Damage 2–4 Damage Type Energy Damage Type Magic Range Attack N Range Attack Y One of the toughest monsters in the game, Xeen’s Wicked Witches are members of a coven that lives in robotic guard is highly resistant to all of the elements the Witch Tower. The witches are very tough oppo- and can deliver 100 hits to one character per round. nents, and their magical attack curses the weapons Use the incinerate spell to take them out. and armor of their opponents. Cursed items are use- less. Page 162 Page 163 Xeen’s Pet Yak Priest Experience 100000 Experience 5000 HP 400 HP 80 AC 35 Speed 30 AC 12 Speed 25 Attacks 1 Damage 250 Attacks 1 Damage 2–30 Damage Type Poison Damage Type Fire Range Attack Y Range Attack Y

A souped–up Frost Dragon, Xeen’s Pet can deliver A more skilled spell caster than Yak Clerics, Yak 250 points of poison damage to each member of the Priests have learned how to burn their opponents party every round of combat. Xeen‘s pet is hard to hit with fireball spells. Yak Priests are very resistant to and 100% immune to poison. fire spells.

Yak Lich Yang Knight Experience 20000 Experience 8000 HP 80 HP 120 AC 20 Speed 27 AC 30 Speed 24 Attacks 1 Damage 5–25 Attacks 4 Damage 3–45 Damage Type Magic Damage Type Physical Range Attack Y Range Attack N

Lichdom is the ultimate reward of the followers of Followers of the evil Captain Yang, Yang Knights Yak. Yak Liches do moderate damage when they have seized a portion Rivercity as their own. They attack, but the danger lies in the magical sleep their can take and give a lot of damage and are lightly attack can cause. resistant to elemental attacks. Yang Knights prefer to attack other knights over any other character class. Yak Master Experience 50000 Zombie HP 160 Experience 300 AC 22 Speed 30 HP 30 Attacks 1 Damage 5–50 AC 2 Speed 4 Damage Type Magic Attacks 2 Damage 2–8 Range Attack Y Damage Type Physical Range Attack N Source of the magical power of the Clerics of Yak, the Yak Master is a fearsome opponent. Since the Yak Zombies are the animated corpses of persons recently Master’s attacks will kill the unlucky, your characters dead. Like Skeletons, Zombies hate clerics. Zombies must face him with their luck magically boosted. also carry a disease that is often fatal to those who survive their attacks.

Page 164 Page 165 Spells

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

Who can cast spells. Most character classes in Clouds of Xeen possess some capacity for magic. Clerics, Sorcerers, and Druids are the primary spell casters; Paladins, Archers, and Rangers are sec- ondary. Knights, Robbers, Ninjas, and Barbarians are unable to cast spells. Secondary spell casters have half 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 in Clouds of Xeen, some of which are shared between character classes. The descriptions of these spells include the following:

Name Generally descriptive of the spell’s effects.

Cost The number of Spell Points and, in some cases, Gems that must be spent to cast a spell. Some spells require a certain number of Spell Points to be spent per level of 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.

Page 166 Page 167 Acquiring Spells. All spells can be purchased from Cleric and Paladin Spells the various Mage Guilds in the land of Xeen. Many spells can also be found while adventuring. Acid Spray 8 SP Awaken 1 SP Beast Master 5 SP/2 G Types of Spells. Spells perform different services for Bless 2 SP per Level/1 G the party, such as combat, first aid, or general assis- Cold Ray 2 SP per Level/4 G tance. These three different types are represented Create Food 20 SP/5 G with the following symbols for easy reference: Cure Disease 10 SP Cure Paralysis 12 SP First Aid. These spells are used to heal the Cure Poison 8 SP Party’s wounds, resurrect characters who Cure Wounds 3 SP have died, and remove conditions from a Day of Protection 75 SP/10 G distressed Party member. Deadly Swarm 12 SP Divine Intervention 200 SP/20 G Fiery Flail 25 SP/5 G Combat. These spells are used to defend the First Aid 1 SP Flying Fist 2 SP Party or attack an opposing force. Frost Bite 7 SP Heroism 2 SP per Level/1 G Holy Bonus 2 SP per Level/1 G Holy Word 100 SP/20 G General. Spells of general assistance to the Hypnotize 15 SP/4 G Party, such as Light or Create Food. Light 1 SP Mass Distortion 75 SP/10 G Moon Ray 60 SP/10 G Nature’s Cure 6 SP Pain 4 SP Power Cure 2 SP per Level/3 G Protection from Elements 1 SP per Level/1 G Raise Dead 50 SP/10 G Resurrect 125 SP/20 G Revitalize 2 SP Sparks 1 SP per Level/1 G Stone to Flesh 35 SP/5 G Sun Ray 150 SP/20 G Suppress Disease 5 SP Suppress Poison 4 SP Town Portal 30 SP/5 G Turn Undead 5 SP/2 G Walk on Water 7 SP

Page 168 Page 169 Sorcerer and Archer Spells Druid and Ranger Spells Awaken 1 SP Acid Spray 8 SP Clairvoyance 5 SP/2 G Awaken 1 SP Dancing Sword 3 SP per Level/10 G Beast Master 5 SP Day of Sorcerery 40 SP/10 G Bless 2 SP per Level/1 G Detect Monster 6 SP Clairvoyance 5 SP/2 G Dragon Sleep 10 SP/4 G Cold Ray 2 SP per Level/4 G Elemental Storm 100 SP/10 G Cure Disease 10 SP Enchant Item 30 SP/20 G Cure Poison 8 SP Energy Blast 1 SP per Level/1 G Cure Wounds 3 SP Etherealize 30 SP/10 G Energy Blast 1 SP per Level/1 G Fantastic Freeze 15 SP/5 G Fire Ball 2 SP per Level/2 G Finger of Death 10 SP/4 G First Aid 1 SP Fire Ball 2 SP per Level/2 G Flying Fist 2 SP Golem Stopper 20 SP/10 G Frost Bite 7 SP Identify Monster 5 SP Heroism 2 SP per Level/1 G Implosion 100 SP/20 G Holy Bonus 2 SP per Level/1 G Incinerate 35 SP/10 G Identify Monster 5 SP Inferno 75 SP/10 G Insect Spray 5 SP/1 G Insect Spray 5 SP/1 G Jump 4 SP Item to Gold 20 SP/10 G Levitate 5 SP Jump 4 SP Light 1 SP Levitate 5 SP Lightning Bolt 2 SP per Level/2 G Light 1 SP Magic Arrow 2 SP Lightning Bolt 2 SP per Level/2 G Nature’s Cure 6 SP Lloyd’s Beacon 6 SP/2 G Pain 4 SP Magic Arrow 2 SP Power Cure 2 SP per Level/3 G Mega Volts 40 SP/10 G Power Shield 2 SP per Level/2 G Poison Volley 25 SP/10 G Protection from Elements 1 SP per Level/1 G Power Shield 2 SP per Level/2 G Revitalize 2 SP Prismatic Light 60 SP/10 G Shrapmetal 1 SP per Level/1 G Recharge Item 15 SP/10 G Sleep 3 SP/1 G Shrapmetal 1 SP per Level/1 G Sparks 1 SP per Level/1 G Sleep 3 SP/1 G Suppress Disease 5 SP Star Burst 200 SP/20 G Suppress Poison 4 SP Super Shelter 15 SP/5 G Toxic Cloud 4 SP/1 G Teleport 10 SP Turn Undead 5 SP/2 G Time Distortion 8 SP Walk on Water 7 SP Toxic Cloud 4 SP/1 G Wizard Eye 5 SP/2 G Wizard Eye 5 SP/2 G

Page 170 Page 171 Cleric Spells Cold Ray Cost 2 Spell Points per Level & 4 Gems Acid Spray Object All visible monsters Cost 8 Spell Points Object All Visible Monsters A cone of absolute zero springs from the caster’s hand momentarily, inflicting 2-4 Caster sprays a fine acid mist on all the points of Cold damage per level of the cast- monsters in front of him, inflicting 15 points er on all visible monsters. of Poison damage on each monster. Create Food Awaken Cost 20 Spell Points and 5 Gems Cost 1 Spell Point Object Party Object Party Creates one unit of food for each living Pulls all sleeping party members from their party member. slumber, cancelling the SLEEP condition. Cure Disease Beast Master Cost 10 Spell Points Cost 5 Spell Points and 2 Gems Object 1 Party Member Object 1 Group of Animals Removes the DISEASED condition from a Hypnotizes a group of monsters into still- character ness until they overcome the spell. Cure Paralysis Bless Cost 12 Spell Points Cost 2 Spell Points per Level & 1 Gem Object 1 Party Member Object 1 Party Member Removes the PARALYZED condition from Improves the armor class of a character by a character. 1 per level of the caster. Cure Poison Cost 8 Spell Points Object 1 Party Member

Removes the POISONED condition from a character.

Page 172 Page 173 Cure Wounds First Aid Cost 3 Spell Points Cost 1 Spell Point Object 1 Party Member Object 1 Party Member

Magically cures one character of 15 points Magically cures light battle wounds and of damage. scrapes, restoring 6 Hit Points to an injured Party Member. Day of Protection Cost 75 Spell Points and 10 Gems Flying Fist Object Party Cost 2 Spell Points Object 1 Monster Simultaneously casts Light, Protection from all elements, Heroism, Holy Bonus, and Deals a light blow to a monster, inflicting 6 Bless for the bargain basement price of 75 points of Physical damage. spell points. Frostbite Deadly Swarm Cost 7 Spell Points Cost 12 Spell Points Object 1 Monster Object Group Draws the body heat out of a monster, Surrounds a group of monsters with biting, inflicting 35 points of Cold damage. stinging, burrowing, gouging, and chewing insects, inflicting 40 points of Physical dam- Heroism age e on each monster. Cost 2 Spell Points per Level & 3 Gems Object 1 Party Member Divine Intervention Cost 200 Spell Points and 20 Gems Increases the temporary level of a character Object Party by 1 per level of the caster

Heals the entire party of all damage short of Holy Bonus ERADICATION. Cost 2 Spell Points per Level & 1 Gem Object 1 Party Member Fiery Flail Cost 25 Spell Points and 5 Gems Increases the damage inflicted by a charac- Object 1 Monster ter when fighting by 1 point per level of the caster. Caster fires a jet of flame at one monster, inflicting 100 points of Fire damage.

Page 174 Page 175 Holy Word Nature’s Cure Cost 100 Spell Points and 20 Gems Cost 6 Spell Points Object 1 Group of Undead Object 1 Party Member

Completely removes the animating magic of Heals a character of 25 points of damage. the Undead, returning them to the dust from whence they came. Pain Cost 4 Spell Points Hypnotize Object Group Cost 15 Spell Points and 4 Gems Object Group Stimulates the Pain centers of your oppo- nent’s brains, inflicting 8 points of physical Like Beast Master, this spell hypnotizes a damage. group of monsters into stillness until they overcome the spell, except that it works on Power Cure monsters other than animals. Cost 2 Spell Points per Level & 3 Gems Object 1 Party Member Light Cost 1 Spell Point Heals a character of 2-12 points of damage Object Party per level of the caster.

Fills a dungeon with a steady, soft light until Protection From Elements the party rests. Cost 1 Spell Point per Level & 1 Gem Object Party Mass Distortion Cost 75 Spell Points and 10 Gems Reduces the damage the party receives from Object Group the elements. The caster can choose which element this applies to when the spell is Increases the weight of your opponents, cast. effectively removing half of their hit points. Raise Dead Moon Ray Cost 50 Spell Points and 10 Gems Cost 60 Spell Points and 10 Gems Object 1 Party Member Object All Visible Monsters and Party Removes the DEAD condition from a char- Inflicts 30 points of Energy damage to each acter. monster in sight and cures each party mem- ber of 30 points of damage.

Page 176 Page 177 Resurrection Suppress Disease Cost 125 Spell Points and 20 Gems Cost 5 Spell Points Object 1 Party Member Object 1 Party Member

Removes the ERADICATED condition Slows the effect of disease on a character, from a character. but does not remove the DISEASED con- dition. Revitalize Cost 2 Spell Points Suppress Poison Object 1 Party Member Cost 4 Spell Points Object 1 Party Member Removes the WEAK condition from a char- acter. Slows the effect of poison on a character, but does not remove the POISONED con- Sparks dition. Cost 1 Spell Point per Level & 1 Gem Object Group Town Portal Cost 30 Spell Points and 5 Gems Envelopes the monsters in an electrically Object Party charged gas cloud, inflicting 2 points of Electrical damage per level of the caster. Teleports the party to the town of your choice. Stone to Flesh Cost 35 Spell Points and 5 Gems Turn Undead Object 1 Party Member Cost 5 Spell Points and 2 Gems Object 1 Group of Undead Removes the STONED condition from a character. Weakens the evil magic that animates the Undead, inflicting 25 points of damage. Sun Ray Cost 150 Spell Points and 20 Gems Walk on Water Object All Visible Monsters Cost 7 Spell Points Object Party Shines the intensified light of the sun into all monsters in front of the caster, inflicting Allows the party to walk over both shallow 200 points of Energy damage on each mon- and deep water. ster.

Page 178 Page 179 Sorcerer Spells Detect Monster Cost 6 Spell Points Awaken Object Party Cost 1 Spell Point Object Party Shows the location of all the monsters near the party. Pulls all sleeping party members from their slumber, cancelling the SLEEP condition. Dragon Sleep Cost 10 Spell Points and 4 Gems Clairvoyance Object 1 dragon Cost 5 Spell Points and 2 Gems Object Party Puts a dragon to sleep, much the way a sleep spell puts humans to sleep. Causes the two gargoyle heads on the screen to animate and give advice for cer- Elemental Storm tain yes/no decisions, usually chests. Cost 100 Spell Points and 10 Gems Object All Visible Monsters Dancing Sword Cost 3 Spell Points per Level & 10 Gems Pounds all the monsters in front of the party Object Group with a storm of magical energy, inflicting 150 points of a random damage type to each Similar to Shrapmetal, the dancing sword monster. spell creates hundreds of razor sharp blades that strip the flesh from your foes. Dancing Enchant Item Sword inflicts 6 to 14 points of Physical Cost 30 Spell Points and 20 Gems damage per level of the caster. Object 1 Item

Day of Sorcery Bestows magical power to an item that has Cost 40 Spell Points and 10 Gems none. The more powerful the spell caster, Object Party the better the chance for a powerful item.

This spell is a super saver plan that simulta- Energy Blast neously casts Light, Levitate, Wizard Eye, Cost 1 Spell Point per Level & 1 Gem Clairvoyance, and Power shield on all party Object 1 Monster members. A bolt of pure energy is fired from the cast- er’s clenched fist, inflicting 2 to 6 points of Energy damage per level of the caster.

Page 180 Page 181 Etherealize Golem Stopper Cost 30 Spell Points and 10 Gems Cost 20 Spell Points and 10 Gems Object Party Object 1 Golem

Moves the party one square forward, Golem stopper deprives a golem of the regardless of barriers. This spell may suc- magic that animates it, inflicting 100 points ceed in areas where the teleport spell fails. of damage.

Fantastic Freeze Identify Monster Cost 15 Spell Points and 5 Gems Cost 5 Spell Points Object Group Object Group

Reduces the temperature of the air around a Reveals the condition of the monsters the group of monsters to absolute zero for a party is fighting. moment, inflicting 40 points of Cold damage on each monster. Implosion Cost 100 Spell Points and 20 Gems Finger of Death Object 1 Monster Cost 10 Spell Points and 4 Gems Object Group The ultimate in monster killing, Implosion concentrates local gravity inside the target- Bloodlessly slays the opponents the caster ed monster, annihilating all but the most points to. powerful opponents. Implosion inflicts 1000 points of Energy damage. Fire Ball Cost 2 Spell Points per Level & 2 Gems Incinerate Object Group Cost 35 Spell Points and 10 Gems Object 1 Monster Sets off a fiery explosion within a group of monsters, inflicting 3 to 7 points of Fire Shoots a stream of fire at one monster, damage per level of the caster. inflicting 250 points of Fire damage.

Page 182 Page 183 Inferno Light Cost 75 Spell Points and 10 Gems Cost 1 Spell Point Object Group Object Party

Engulfs one group of monsters in magical Fills a dungeon with a steady, soft light until fire, inflicting 250 points of Fire damage on the party rests. one group. Lightning Bolt Insect Spray Cost 2 Spell Points per Level & 2 Gems Cost 5 Spell Points and 1 Gem Object Group Object Group Lightning flashes from the caster’s hand, Coats a group of monsters with a poison electrocuting monsters for 4 to 6 points of specially designed to kill insects. damage per level of the caster.

Item to Gold Lloyd’s Beacon Cost 20 Spell Points and 10 Gems Cost 6 Spell Points & 2 Gems Object 1 Item Object Party

Converts an item into an amount of gold This spell allows you to magically return to pieces equal to the value of the item a place you have already been. Cast the (Merchant skill not included). spell once to set the beacon, and again when you wish to return. Each party member may Jump have their own beacon. Cost 4 Spell Points Object Party Magic Arrow Cost 2 Spell Points Puts enough strength into the legs of the Object 1 Monster party to jump over one square, provided there are no walls of matter or magic. This Fires a magical bolt at one opponent, spell cannot be used in combat. inflicting 8 points of damage of Magical damage. Levitate Cost 5 Spell Points Object Party

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

Page 184 Page 185 Mega Volts Recharge Item Cost 40 Spell Points and 10 Gems Cost 15 Spell Points and 10 Gems Object Group Object 1 item

Mega Volts is an improved version of Restores 1 to 6 charges to an item that has Lightning Bolt, inflicting 150 points of at least one charge remaining. There is a Electrical damage on a group of monsters. slight risk the spell will destroy the item.

Poison Volley Shrapmetal Cost 25 Spell Points and 10 Gems Cost 1 Spell Point per Level & 1 Gem Object All visible monsters Object Group

Fires 6 poison arrows into each square in Sprays a group of monsters with sharp front of the party. The arrows do 10 points metal fragments, inflicting 2 points of of Poison damage each. Physical damage per level of the caster.

Power Shield Sleep Cost 2 Spell Points per Level & 2 Gems Cost 3 Spell Points and 1 Gem Object Party Member Object Group

Reduces the damage inflicted on a party Puts a group of monsters to sleep until they member by a number equal to the level of overcome the spell or are damaged. the caster. Star Burst Prismatic Light Cost 200 Spell Points and 20 Gems Cost 60 Spell Points and 10 Gems Object All Visible Monsters Object All Visible Monsters Includes all monsters in front of the party in Mysterious light springs from the caster’s a massive explosion, inflicting 500 points of palm, inflicting 80 points of a random dam- Physical damage on each monster. age type depending on which ray hits a monster. The damage type is unpredictable. Super Shelter Cost 15 Spell Points and 5 Gems Object Party

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

Page 186 Page 187 Teleport Cost 10 Spell Points Object Party

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

Time Distortion Cost 8 Spell Points Object Party

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

Toxic Cloud Cost 4 Spell Points and 1 Gem Object Group

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

Wizard Eye Cost 5 Spell Points and 2 Gems Object Party

Wizard eye gives the party a bird’s-eye view of their surroundings. The view will appear in the upper right corner of the game screen.

Page 188 Page 189 Items

This next chapter is an explanation of the different

powers, uses, and abilities that items can have in

Clouds 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.

Page 190 Page 191 Items cases, decrease) the character’s armor class rating. Equipping a weapon with a metal prefix affects the character’s chance to hit as well as the amount of There are five basic categories of items in Clouds of damage inflicted per hit. Additionally, a metal Xeen. They are: Armor, Weapons, Accessories, modifier contains a cost multiplier for the base item. Miscellaneous, and Quest items. There are a small For example, a silver item that costs 15 gold pieces number of quest items in the game, so they will be normally would be multiplied by 5 for a total cost of detailed later. The rest of the items follow a few 75 gold pieces. Accessories with the metal modifier simple rules that determine the abilities of items you have no special abilities—they are just worth more. find while adventuring. Miscellaneous items cannot have the metal modifier. Each item (except quest items) can have one modifier to it. It is possible to find a silver shield, or a Attributes photon blade, or a box of light, but you will never find a blazing short sword of light. Equipping an item with the attribute modifier increases the specified attribute of the character. A There are four kinds of modifiers for items. They are: luck sword, for instance, would increase the character’s luck by 20. Miscellaneous items cannot Elements have an attribute modifier.

An item that possesses an elemental modifier will, Special Abilities when equipped, affect the character’s statistics. For example, if an armor or accessory item has the Only miscellaneous items can have special abilities. modifier Blazing, the fire resistance for that A special ability will look like “Box of Toxic Clouds” character is increased by 25 points. If a weapon has and mean that the item can cast the toxic cloud spell. the modifier, the weapon will inflict an additional 20 Any character can use a miscellaneous item. points of fire damage. There are six different elemental modifiers. They are Fire, Electric, Cold, Base items Acid/Poison, Energy, and Magic. Base items are the simple objects in an item name, Metals such as the sword in “blazing sword”. Each base item contains five parts: the item name, the base cost of Equipping an armor or weapon item that has a Metal the item in GOLD PIECES, the item base modifier, modifier also enhances character statistics. For an how it is equipped, and the restrictions for the armor item, equipping it will increase (or, in some different classes for the item. The item base modifier

Page 192 Page 193 affects one of two statistics for the character. Armor Elements items increase or decrease the character’s armor class. The modifier for a weapon item is the amount Fire Resistance Damage of damage per hit that the item inflicts. For instance, a short sword modifier is 2d3, which will inflict from Burning 5 2 2-6 points of damage. Fiery 7 3 Pyric 9 4 A character may equip a one-handed (1h) weapon Fuming 12 5 Flaming 15 10 and shield, or 1 two-handed (2H) weapon. Only 1 Seething 20 15 missile (1M) weapon may be equipped at a time. Blazing 25 20 Other equipping restrictions include one helmet, pair Scorching 30 30 of boots, belt, etc. at a time. Wearing a cloak as well as armor is also possible. Electric Resistance Damage

The following are the abbreviations used in the equip- Flickering 5 2 ping restriction section: Sparking 7 3 Static 9 4 Flashing 12 5 Ar Archer Shocking 15 10 B Barbarian Electric 20 15 Cl Cleric Dyna 25 20 Dr Druid K Knight Cold Resistance Damage N Ninja P Paladin Icy 5 2 Ra Ranger Frost 10 4 Ro Robber Freezing 15 5 Cold 20 10 S Sorcerer Cryo 25 20

If a class is listed under the restrictions, a character of Acid / Poison Resistance Damage that class may not equip or use the specified item. “Max for K” would mean that is the heaviest armor Acidic 10 2 that a Knight could normally wear. Venomous 15 4 Poisonous 20 8 Toxic 25 16 Noxious 40 32

Page 194 Page 195 Energy Resistance Damage Metals

Glowing 5 2 Common To Hit Dmg AC Costmod Incandescent 7 3 Dense 9 4 Wooden –3 –3 –3 x.1 Sonic 11 5 Leather –4 –6 +0 x.25 Power 13 10 Brass +3 –4 –2 x.5 Thermal 15 15 Bronze +2 –2 –1 x.75 Radiating 20 20 Iron +1 +2 +1 x2 Kinetic 25 30 Silver +2 +4 +2 x5 Steel +3 +6 +4 x10 Magic Resistance Damage Gold +4 +8 +6 x20 Platinum +6 +10 +8 x50 Mystic 5 5 Magical 10 10 Rare To Hit Dmg AC Costmod Ectoplasmic 20 25 Glass +0 +0 +0 x2 Coral +1 +1 +1 x3 Crystal +1 +1 +1 x5 Lapis +2 +2 +2 x10 Pearl +2 +2 +2 x20 Amber +3 +3 +3 x30 Ebony +4 +4 +4 x40 Quartz +5 +5 +5 x50

Precious To Hit Dmg AC Costmod

Ruby +6 +12 +10 x60 Emerald +7 +15 +12 x70 Sapphire +8 +20 +14 x80 Diamond +9 +30 +16 x90 Obsidian +10 +50 +20 x100

Page 196 Page 197 Attributes Speed Equip Bonus Quick 2 Might Equip Bonus Swift 3 Fast 5 Might 2 Rapid 8 Strength 3 Speed 12 Warrior 5 Wind 17 Ogre 8 Accelerator 23 Giant 12 Velocity 30 Thunder 17 Force 23 Accuracy Equip Bonus Power 30 Dragon 38 Sharp 3 Photon 47 Accurate 5 Marksman 10 Intellect Equip Bonus Precision 15 True 20 Clever 2 Exacto 30 Mind 3 Sage 5 Luck Equip Bonus Thought 8 Knowledge 12 Clover 5 Intellect 17 Chance 10 Wisdom 23 Winners 15 Genius 30 Luck 20 Gamblers 25 Personality Equip Bonus Leprechauns 30

Buddy 2 Hit Points Equip Bonus Friendship 3 Charm 5 Vigor 4 Personality 8 Health 6 Charisma 12 Life 10 Leadership 17 Troll 20 Ego 23 Vampyric 50 Holy 30

Page 198 Page 199 Spell Points Equip Bonus Special Abilities

Spell 4 Magic Ability Casts Castors 8 of Acid Spraying Acid Spray Witch 12 of Antidotes Cure Poison Mage 16 of Awakening Awaken Archmage 20 of Beacons Lloyd’s Beacon Arcane 25 of Beast Control Beastmaster of Blessing Blessed Armor Class Equip Bonus of Clairvoyance Clairvoyance of Cold Rays Cold Ray Protection 2 of Curing Cure Wounds Armored 4 of Daily Protection Day of Defender 6 Protection Stealth 10 of Daily Sorcery Day of Sorcery Divine 16 of Dancing Swords Dancing Sword of Deadly Swarms Deadly Swarm Thievery Equip Bonus of Death Finger of Death of Dragon Sleep Dragon Sleep Mugger 4 of Elemental Protection Protection from Burglar 6 Elements Looter 8 of Enchant Item Enchant Item Brigand 10 of Energy Blasts Energy Blast Filch 12 of Etherealization Etherealize Thief 14 of Feasting Create Food Rogue 16 of Fireballs Fireball Plunderer 18 of Fiery Flails Fiery Flail Criminal 20 of First Aid First Aid Pirate 25 of Fists Flying Fist of Free Movement Cure Paralysis of Freezing Fantastic Freeze of Frost Biting Frost Bite of the GODS! Divine Intervention of Golem Stopping Golem Stopping of Heroism Heroism of Holy Bonuses Holy Bonus of Holy Words Holy Word of Hypnotism Hypnotize Page 200 Page 201 of Implosions Implosion Items of Incinerating Incinerate of Infernos Inferno of Jumping Jump Armor Base Cost Mod Equip Restrict of Levitation Levitate of Light Light Robes 150 1 1 No restrictions of Lightning Lightning Bolt Scale Mail 100 4 1 Max for B of Magic Arrows Elemental Arrow Ring Mail 200 5 1 Max for N of Mass Distortion Mass Distortion Chain Mail 400 6 1 Max for Ar, Ro of Megavoltage Megavolts Splint Mail 600 7 1 Max for Cl, Ra of Monster Finding Detect Monster Plate Mail 1000 8 1 Only K & P of Monster Identification Identify Monster Plate Armor 2000 10 1 Only K & P of Moon Rays Moon Ray of Nature’s Cures Nature’s Cure Cloak 250 1 1 No restrictions of Pain Pain Cape 200 1 1 No restrictions of Poison Volley Poison Volley of Power Curing Power Cure Shield 100 4 1H No Dr, N, S, Ar of Prismatic Light Prismatic Light of Raising the Dead Raise Dead Helm 60 2 1 No restrictions of Recharging Recharge Item of Resurrection Resurrection Gauntlets 100 1 1 No restrictions of Revitalization Revitalize of Shelter Super Shelter Boots 40 1 1 No restrictions of Shielding Power Shield of Shrapmetal Shrapmetal Belt 100 0 1 No restrictions of Sleeping Sleep of Sparking Sparks One Handed of Star Bursts Star Burst Weapons Base Cost Mod Equip Restrict of Stone to Flesh Stone to Flesh of Storms Elemental Storm Long Sword 50 3d3 1H No Cl, Dr, N, S of Sun Rays Sun Ray Short Sword 15 2d3 1H No Cl, Dr, N, S of Teleportation Teleport Broad Sword 100 3d4 1H No Cl, Dr, N, S of Time Distortion Time Distortion Scimitar 80 2d5 1H No Cl, Dr, N, S of Town Portals Town Portal Cutlass 40 2d4 1H No Cl, Dr, N, S of Toxic Clouds Toxic Cloud Sabre 60 4d2 1H No Cl, Dr, N, S of Undead Turning Turn Undead of Vaccination Cure Disease Club 1 1d3 1H No restrictions of Water Walking Walk on Water Hand Axe 10 2d3 1H No Cl, S of Wizard Eyes Wizard Eye Katana 150 4d3 1H Only K & N

Page 202 Page 203 Nunchakas 30 2d3 1H Only K & N Wakazashi 60 3d3 1H Only K & N Accessories Base Cost Mod Equip Restrict Dagger 8 2d2 1H No Cl Mace 50 2d4 1H No S Broach 250 0 2 No restrictions Flail 100 1d10 1H No S Medal 100 0 2 No restrictions Cudgel 15 1d6 1H No S Charm 50 0 2 No restrictions Maul 30 1d8 1H No S Cameo 300 0 2 No restrictions Spear 15 1d9 1H No S, Cl Scarab 200 0 2 No restrictions Pendant 500 0 1 No restrictions Two Handed Necklace 1000 0 1 No restrictions Weapons Base Cost Mod Equip Restrict Amulet 2000 0 1 No restrictions

Bardiche 200 4d4 2H No Cl, S, Dr Ring 100 0 2 No restrictions Glaive 80 4d3 2H No Cl, S, Dr Halberd 250 3d6 2H No Cl, S, Dr Misc. Items Base Cost Mod Equip Restrict Pike 150 2d8 2H No Cl, S, Dr Flamberge 400 4d5 2H No Cl, S, Dr, N, Whistle 10 0 – No restrictions B, Ro Jewel 1,000 0 – No restrictions Trident 100 2d6 2H No Cl, S, Dr Gem 500 0 – No restrictions Staff 40 2d4 2H No restrictions Box 10 0 – No restrictions Hammer 120 2d5 2H No S Orb 100 0 – No restrictions Naginata 300 5d3 2H Only K & N Horn 20 0 – No restrictions Coin 10 0 – No restrictions Battle Axe 100 3d5 2H No Cl, S, Dr, N Rod 50 0 – No restrictions Grand Axe 200 3d6 2H No Cl, S, Dr, N Wand 50 0 – No restrictions Great Axe 300 3d7 2H No Cl, S, Dr, N Scroll 100 0 – No restrictions Potion 10 0 – No restrictions Missile Weapons Base Cost Mod Equip Restrict

Short Bow 25 3d2 1M No Cl, S, Dr Long Bow 100 5d2 1M No Cl, S, Dr Crossbow 50 4d2 1M No Cl, S, Dr Sling 15 2d2 1M No Cl, S, Dr

Page 204 Page 205 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.

Page 206 Page 207 A Beginner’s Guide to Another good beginning point is the Witch Tower in area F4. The Giant Toads in Toad Meadow are the Clouds of Xeen most dangerous creatures you will face in this area until you reach the third level of the Witch Tower. In order to complete all of the quests necessary to win The Witches on the third and fourth level of the Clouds of Xeen, you must first have characters pow- Witch Tower are dangerous because they cast spells erful enough to survive the challenges they will face. that damage the entire party at once and curse the We hope that this section will get you on the right items your characters carry. Before you go to face track if you are having trouble deciding what to do. them you should get blessed at the temple on fivesday or later in the week. A blessing of this strength will The first thing you should do is open the southeastern protect your characters entirely from the spells of the crate in Joe’s warehouse in Vertigo and report back Witches. You can get to the witch tower quickly by to Mayor Gunther. The Mayor will award your char- typing “witch tower” at the mirror in Vertigo. acters with enough experience to go up a level or two in the Training Grounds. Increasing the level of your If you take the time to complete the Dwarf Mines and characters is critical for success in Clouds of Xeen. the Witch Tower, your characters should be about 5th to 10th level by the time you are done. A full party of The next place we recommend that you visit is the 5th to 10th level characters is a pretty strong party, Dwarf Mines. You can find the Dwarf Mines by leav- and you should be able to follow the suggestions in ing Vertigo and following the road until it branches the “How to Win” article later on in this book. If you right. Take the branch and follow it to the first Dwarf still don’t feel strong enough to survive in Xeen, try Mine. There are five Dwarf Mines and four Deep completing some of the mini quests in Rivercity or Dwarf Mines to be explored. The early Dwarf Mines near Asp for extra experience and gold. have some barrels of liquid in them that will improve your characters’ statistics as well as many other trea- sures. Since the Dwarf Mines have no really danger- ous monsters in them, they make a relatively safe starting point for new adventurers.

Page 208 Page 209 Awards Loremaster of Worms Loremaster of Lizards Vertigo Guild Member Loremaster of Serpents Nightshadow Guild Member Loremaster of Drakes Rivercity Guild Member Loremaster of Dragons Asp Guild Member Taxman Emeritus Winterkill Guild Member These awards are all available in the Dragon Cave. A Shangri–La Guild Member character must be of sufficient intellect when he reads A party member must purchase membership at each the Dragon Lore and Art of Taxation books or he will Guild before buying spells from that Guild. not get the award. Membership to each Guild can be purchased in its town. Rescued Crodo Your party will get this award when you rescue Outstanding Citizen Crodo from Darzog’s Tower. You will get this award once you have proven Joe’s treachery to Mayor Gunther. Found Shangri–La Drinking from the fountain in Shangri–La will give Red Dwarf Badge of Courage your characters this award. Mayor Gunther will give this award to your charac- ters after you have slain the king of the Mad Dwarf Prince of Thieves Clan in the Dwarf Mines. Legendary (your character’s race) Sitting in the proper thrones inside the Northern Convicted Thief Sphinx will earn these awards. Characters who sit in This is an award you can earn all by yourself. To get the wrong thrones will receive damage. it, have a character with no Thievery skill rob the Blacksmith. The entire party will be rewarded with a Ghostslayer Extraordinaire year in jail and a black mark on their record. Mayor Randon of Winterkill will grant this title when you have freed Winterkill of its curse. # Warzone Wins This award is really a record of how many times you Rescued Celia have won fights in the Warzone. There is a limit to Rescuing Celia and returning to Derek the Ranger the number of times you may use the Warzone. will earn this award. Helped Orothin If you find Orothin’s Bone Whistle and return it to him, you will receive this award.

Page 210 Page 211 Restored Falista Helped Captain Nystor Retrieve the alacorn of Falista from the Witch Tower You will earn this award when you have ruined the to earn this award. lair of the Ogres and reported back to the Captain.

Turned Seasons Liberated Pagoda You must complete the Druid’s Quest to get this You will have earned this award once you have dri- award. Each of the Druids holds an item that is sym- ven the Ninjas from Kai–Wu’s sacred Pagoda. bolic of his season. You must transport these items for the Druids of Summer, Autumn, and Winter in order Fisherman’s Friend to complete the quest. The quest begins with the Slaying the three Water Dragons in area D3 will Summer Druid. please Medin and earn you the award.

Helped Carlawna Helped Arie Find and return Carlawna’s Scarab of Imaging to Find and return the Scroll of Insight to Arie to earn earn this award. this reward.

Helped Falagar Freed Ligono Find and return Falagar’s Crystals of Piezoelectricity Find and return Ligono’s skull to earn this award. to earn this award. Helped Glom Restored Mirabeth Destroy the lair of the Cyclops and return to Glom to Steal the Elixir of Restoration from the Clerics of Yak get this award. and bring it to Mirabeth to earn this award. Helped Halon Helped Danulf Bring an Ever Hot Lava Rock to Halon to earn this Find the Faery Wand and return it to Danulf for this award. award. Princess’ Favorite Saved Elves Retrieve the Princess Roxanne’s tiara from the Find the Holy Book of Elvenkind and return it to Robbers of Rivercity to earn the Princess’ favor. Tito for this award. Appeased Barok Civilized One Retrieve Barok’s pendant from the Sorceresses of Thickbark will grant this title once you have found Rivercity to win this award. and destroyed the lair of the Ice Trolls. DEFEATED LORD XEEN Slay Lord Xeen and win the game to earn this award.

Page 212 Page 213 Character Classes Race SP/Level Modifiers Skills

Class HP* Attacks** Skill Spells Human None Swimming Elf Sorcerer +2 None Knight 10 5 Arms Master No Dwarf Sorcerer –1, Cleric –1 Spot Secret Doors Paladin 8 6 Crusader Yes Gnome Sorcerer +1, Cleric +1 Danger Sense Archer 7 6 None Yes Half–Orc Sorcerer –2, Cleric –2 None Cleric 5 7 None Yes Sorcerer 4 8 Cartography Yes The information listed above will be very helpful in Robber 8 6 Thievery No creating characters and determining which Races and Ninja 7 5 Thievery No Classes will make the most effective adventurers. Barbarian 12 4 None No Paladins, Archers and Rangers are considered sec- Druid 6 7 Direction Sense Yes ondary magic users and receive half the normal spell Ranger 9 6 Pathfinding Yes points per level. Robbers initially have a Thievery base of 30 plus 2 points per level. Ninjas initially have * HP gained per Level. a Thievery base of 15 and gain 2 points per level. All ** Number of Levels to gain an attack. other characters gain 2 points per level providing they possess the Thievery skill. Character Races

Race HP Mod Resistances Thievery Fire Elec Cold Pois Ener Magic

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

Page 214 Page 215 Secondary Skills Navigator Prevents the party from becom- Skill Effect ing lost.

Arms Master Increases chance to hit during Pathfinder Two Pathfinders in the party combat. allow passage through dense forests. Astrologer Increases a Druid’s and Ranger’s capacity to use magic by +2 Spell Prayer Master Increases a Cleric’s and Paladin’s Points/Level. capacity to use magic by +2 Spell Points/Level. Body Builder +1 Hit Points/Level. Prestidigitator Increases a Sorcerer’s and Cartographer One Party member must possess Archer’s capacity to use magic by this skill to enable the auto–map- +2 Spell Points/Level. ping feature. Spot Secret DoorsDetection of whether or not a Crusader Allows entrance to King wall directly in front of the party Burlock’s castle. All Party mem- can be bashed down. bers who wish to enter the castle must possess this skill. Swimming Allows the party to travel in shal- low water. All Party members Danger Sense Allows a magical knowledge of who wish to travel on water must monsters lurking in the immedi- possess this skill. ate area. Thievery A character must possess this Direction Sense Grants knowledge of which com- skill to be able to pick locks on pass heading the party is facing. chests and doors.

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 party allow passage through moun- tains.

Page 216 Page 217 Mirror Words Temporary Statistics Modifiers

The following is a list of words that can be typed at a Accuracy +50 at B3, x0, y4. magic mirror to transport your party somewhere. Armor Class +5 at F3, x12, y12. One of the words, “Showtime”, will play the endgame Armor Class +30 at A3, x3, y14. (although it will not count as a win). There are no Cold resistance +50 at A4, x12, y14. hints in the game that tell you about the words Electricity resistance +50 at D3, x15, y4. “Shangri-la” and “Count Du Money”, however we Elemental resistance +20 at E3, x9, y14. have included them here along with “Showtime” so Endurance +50 at C1, x2, y4. that you can try them out. “Shangri-la” will take you Energy resistance +50 at A1, x7, y6. to the town of Shangri-la at the bottom of the Volcano Fire resistance +50 at E2, x14, y3. Cave. “Count Du Money” will take you to one of the Hit Points +25 at F3, x7, y7. treasure rooms in the Dragon Cave. If you have no Hit Points +100 at Asp, x8, y3. magical means of transporting yourself out of these Hit Points +250 at A1, x4, y12. places, or are unwilling to use Mr. Wizard, you will Hit Points restored at Vertigo, x14, y17. have to fight your way out. Intellect +50 at B3, x15, y4. Asp Magic Delta Level +5 at F3, x0, y1. Barbaric Mountains Mine 1 Level +10 at Nightshadow, x7, y7. Castle Basenji Mine 2 Luck +60 at F3, x1, y7. Castle Burlock Mine 3 Magic resistance +50 at C3, x15, y0 Cave of Illusion Mine 4 Mental statistics +20 at D3, x8, y9. Count Du Money Mine 5 Might +20 at D2, x3, y8 Darkstone Tower Mount Firestone Might +50 at Winterkill, x6, y11. Darzog’s Tower Newcastle Personality +50 at C3, x0, y0. Deep Mine Alpha Nightshadow Physical statistics +10 at C3, x15, y10. Deep Mine Omega Ogre Hills Poison resistance +50 at F3, x14, y6. Deep Mine Kappa Pitchfork Creek Deep Mine Theta Red Dwarf Range Speed +50 at E2, x3, y4. Desert of the Sphinx Red River Basin Spell Points +25 at E3, x8, y6. Dragon Lair Rivercity Spell Points +100 at Rivercity, x14, y18. Dragon Tower Shangri-la Spell Points +250 at A4, x3, y3. Ever Blossom Orchard Showtime Fairy Forest Toad Meadow Forest of the Walking Dead Tower of High Magic Gargoyle Range Troll Forest Jouster’s Savannah Vertigo Land of the Giants Warzone Lava Lake Winterkill Lifeforce Lagoon Witch Tower

Page 218 Page 219 How to Win Once you have the key to Darzog’s Tower, use it to pay him a visit. Crodo is locked up in the Tower, and Return the Alacorn of Falista to Valia in area F4. You you must free him. can find the Alacorn on Level 4 of the Witch Tower. This will give the Crusader skill to all the characters Return to Castle Burlock after you have freed Crodo in your party. You will need the Crusader skill to get and visit Artemus, the King’s adviser. Artemus will into Castle Burlock. If you already have a Paladin in give you a permit to dig a dungeon at Newcastle. your party this step will be unnecessary. Walk around the corner from Artemus and pay for another improvement to Newcastle. Visit Mirabeth, the Mermaid, in area D4 to get the stone to the Temple of Yak. Use the stone to get into When you have paid for the last improvement to the Temple and steal at least five King’s Megacredits. Newcastle, return there and search the Newcastle dungeon for the Xeen Slayer sword. This sword is the Purchase the Deed to Newcastle in area C4 from the only weapon that can hurt Lord Xeen. Taxman for 50,000 gold. Climb Darzog’s Tower until you reach the clouds. Go to Castle Burlock and spend your Megacredits Castle Xeen sits on a cloud that cannot be reached on an improvement to Newcastle. Return to without the teleport spell. There is a sign on the cloud Newcastle to inspect your castle and get the stone to around Darzog’s Tower that says Xeen —9N. Stand the Tomb of Terror. on the sign’s square and, facing north, teleport 9 squares. Your party will be on the edge of the cloud Steal at least five Megacredits from the Tomb of Castle Xeen rests upon. Terror and return to Castle Burlock. Pay for another improvement to Newcastle, then visit Newcastle to Play the four games of the Cloud Carnival and trade pick up the Golem stone. in your winnings for a Genuine Lord Xeen Cupie Doll. You will need the Doll to get into Castle Xeen. If you don’t have at least five Megacredits left at this point, you can visit the Golem dungeon for the last Once inside Castle Xeen, be sure to turn off all of the five. Save these Megacredits for later use. traps before you try the central stairs that lead to Xeen. When you finally face Lord Xeen, remember Explore the Cave of Illusion and find the key to the that the only weapon that can hurt him is the Xeen Tower of High Magic. The key can be purchased for Slayer sword. 300 gems on the fourth level of the Cave. Although slaying Lord Xeen and examining the mir- Use the Key to get into the Tower of High Magic. ror will win the game, continue to play after you have The key to Darzog’s Tower is in a chest on the fourth won. You will want to have strong characters when level of the Tower of High Magic. you go and visit the Darkside.

Page 220 Page 221 Prophecy of the Clouds

Golem, Terror, and Yak it’s told have credits for King to hold.

The Clerics of Yak you must outwit Taxman then must have his bit.

Five for your keep is not too dear since Taxman gives stone to fear.

Conquer terror and then you’ll see illusion holds Magic’s key.

Five more will raise your castle’s walls Taxman opens Golem’s halls.

Highest magic holds solution Darzog’s dark convolution.

A secret room in tower drear holds the land’s lost overseer.

Though evil wizard has been beat you can’t yet Lord Xeen defeat.

Advisor will a dig permit five coins more you must submit.

Taxman becomes a faithful vassal Xeen’s bane lies under castle.

In clouds above island tower waits Lord Xeen his final hour.

Only the sword Xeen’s life can take All his plans of war unmake.

Page 222 Page 223 Darkside

To the people of the land of Xeen, the Darkside of Xeen is the other side of the world. To the people at New World Computing, Darkside is the other half of World of Xeen, a game that combines Clouds of Xeen with Darkside of Xeen. Both Clouds and Darkside are stand alone games that can be finished without having both games. If both games are combined on the same hard disk, however, they will merge into one huge world. This will permit your characters to travel between both sides of Xeen as though they were one game. World of Xeen will have its own special endgame that cannot be completed without travelling to both sides of the world.

You may have noticed that there are two Dungeons and two Towers that are inaccessible in Clouds of Xeen. The Southern Sphinx, Darkstone Tower, the Dragon Tower, and the Dungeon of Death cannot be entered without a visit to Darkside because the stones and keys for these places are on Darkside. Above both of the towers are clouds that cannot be visited until you get into the towers below them.

There are two ways to get to Darkside once you have installed Darkside of Xeen on your hard drive. The first is to step into one of the pyramids that can be found here and there in the Land of Xeen. The sec- ond is to take the portal in Shangri-La to Darkside. Neither of these methods will work if Darkside of Xeen is not on your hard drive!

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