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1992 NEW WORLD COMPUTING, INC. SECOND EDITIONWritings and Maps found in this book are copyrighted. All rights are reserved. Thisbook may not be copied, photographed, reproduced, translated or reduced to anyelectrical medium or machine-readable form, in whole or in part, without priorwritten consent from New World Computing, Inc. New World Computing, Inc.Further reserves the right to make improvements on the product described In thisAdventurer’s Guide at anytime without notice.

CREDITSMight and Magic IDesigned and Created by: Jan Van CaneghemProgramming: Jon Van CaneghemMacintosh Version: Binary One, Inc.Computer Graphics: Joe Ferreira (Pendragon Studios), Vincent DeQuattro, Jr.,Jon Van CaneghemGraphic Art Designed and Produced by: Focus On DesignBook Illustrations: Vincent DeQuattro, Jr.Map Illustration: Jim Krogel (West End Studios)Technical Writing: Marie Butler-Knight and Jon Van CaneghemMight and Magic IIDesigned and Created by: Jan Van CaneghemProgramming: Jon Van Caneghem, Stephen L. Cox, Mark CaldwellMacintosh Version: Douglas GroundsComputer Graphics: Avril Harisson and Jeff GriffeathManual Illustrations: Ken MayfieldMap Illustration: Jim KrogelArt Coordinator: Vincent DeQuattro, Jr.Manual: Mark Caldwell, Jon Van Caneghem

Adventurer’s Guide Written by:Eileen A. Cronyn, Cronyn Publications, Inc.Corak’s Travelogue Written by:Nicholas BeliaeffValuable Travel Hints, Insights and Mapping provided by:Jan Van Caneghem, Mark Caldwell, and Benjamin BentCover Illustration:Jim Krogel and Richard EspyLayout and Interior Graphics:Kenneth Mayfield, Richard Espy, Mark Caldwell

New World Computing. Inc., P.O. Box 4302, Hollywood, CA 90078

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Table of Contents

Maps of CRONLegendTownsCavernsCastlesDungeonsOutdoor AreasElemental Planes

Clues and HintsMessagesCode KeyPoints of Interest

Weapons and ItemsOne-Handed Weapons Two-Handed Weapons Missile WeaponsArmorShields/HelmetsMiscellaneous Items

Monster Menagerie

567

18 35415273

78798484

92949596969798

101

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Introduction to Corak’s Travelogue

Corak the Mysterious disappeared in a fiery blast of energywhile searching for a means to save the world of Cron fromdestruction. He had told no one of any previous attempts to rescuethe world and had kept his efforts shrouded in secrecy. The noblesof the realm commenced a search of his dwelling so that theycould learn about the danger and maybe what had happened toCorak. No major clues were discovered. However, a mostinteresting journal was found.

This journal, which follows shortly hereafter, details the worldof Cron. Modern Cron, including the fearsome Elemental Planes,is divided into 60 maps of 16x16 dimension. Areas of majorimportance such as castles, towns, highways, caverns, anddungeons are highlighted. Ancient ruins are marked down andnoted, secret paths and passageways are uncovered, and warningsigns lead away from locations of great natural hazards.

Also included in Corak’s journal is a compendium of weapons,items, and miscellaneous equipment. Functions of these articlesare also noted. Perhaps most useful and interesting of all is a list ofevery monster encountered in the history of Cron. The list containsall that is known about each monster; strengths, weaknesses, andimmunities.

Corak also left many riddles to be deciphered. It is believedthat these riddles offer insight into how to solve the mysteries andpuzzles which Cron hides. They might even contain informationas to how to relieve Cron of its impending doom.

The journal of Corak is given to the hearty adventurer as aguide and supplement for adventure in the world of Cron. Withperseverance, determination, and a little luck Cron can be savedfrom catastrophic end.

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Maps of Cron

In the world of Cron there are 60 maps to travel through.Incredibly difficult and time-consuming to map while adventuring,they are all provided on the successive pages.

While adventuring, it is highly recommended that someone inthe party have the secondary skill of Cartographer. This skillcreates and remembers maps for every step the party takes in anymaze. To view the maps you have drawn, simply press “M”.

There is some slight disadvantage in this style of mapping inthat it does not reveal secret doors and the party may not makenotes signifying what exactly happened in each maze.

So, in the effort to further ease the mapping process, thefollowing maps contain the locations of secret doors and pas-sageways and includes a brief description of the region beingexplored, as well as some tips and rumors.

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TownsTowns are the cornerstone of life and society in Cron.

Practically all transactions of every type and manner take place inthe five proud towns.

Characters can purchase rations, hear the most thrilling rumorsin Cron, and eat and drink exotic creations in the Taverns. At theBlacksmith’s, characters can choose from a wide variety ofweapons, armor, and useful items, including some things that maybe enchanted. The Mage Guilds teach many useful and powerfulspells to the fledgling or the accomplished Sorcerer. Templesprovide healing for a price and teach spells to aspiring Clerics. Atan Inn, Hirelings can be added to the party. Training facilities offerdifferent degrees of expertise to the advancing character. Finally,three towns provide entertainment through combat arenas.

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Town of Middlegate

The most important town in all of Cron, Middlegate is the hubof commerce. A simple town, Middlegate’s wide plazas andmultitude of shops make it unlike any other town. Every buildingis occupied, some by residents who wish the trespasser ill. Some ofthe places that should be visited are The Arena, Travel Moore,Otto Mapper, Esq., and the kindly wizard Nordon.

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Guide to Middlegate

1 - Middlegate Inn2 - Gateway Temple3 - Turkov’s Training4 - S.J. Blacksmith5 – Slaughtered Lamb6 – Sleepy’s Mage Guild7 – Poorman’s Portal8 - Lock and Key LTD9 - Travelmoore10 – Track and Trail11 - Edmund’s Expeditions12 - Otto Mapper, Esquire13 - Brain Detoxification14 - Arena of Middlegate15 - Passage to cavern below town16 - Exit to outdoors

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Town of Atlantium

This is the noblest and most advanced town in Cron.Atlantium boasts an interesting statuary, the only City Jail in allCron, and some of the finest Secondary Skills available. TheAtlantians are also profit hungry, and their town is the mostexpensive. However, the quality of items and services are generallyworth the exorbitant price. Do not miss The Colosseum, the mostmagnificent and challenging of the three combat arenas in Cron.

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Guide to Atlantium

1 - Carriage Inn2 - Eleusinian Temple3 - Island Training4 - Drewnhald Ironworks5 – Boar’s Tongue Tavern6 – Cabalist Mage Guild7 - The Mystic Portal8 - Beautify Atlantium9 - Classic Key Shoppe10 – The Olympic Trial11 – Odysseus’ Tongue12 – Hippomenes & Atlanta13 – City Jail14 – The Colosseum15 – Passage to cavern below town16 – Exit to outdoors

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Town of Tundara

Located in the frigid Ice Tundra, Tundara is a lonely andsecretive town. Terrorized by various snowbeasts, Tundara has awild outer wall and town separated from the safer, conservativeinner town. Rumors of dangerous experiments taking place in theouter wall abound. This deadly town has a justifiably badreputation which should be heeded.

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Guide to Tundara

1 - Tundaran Arms Inn2 - White Dove Temple3 - Enhancement Center4 - Thundrax Weaponry5 - Lucky Dog Saloon6 - Mystical Mage Guild7 - La Porte8 - Polar Passage Portal9 - International Market10 – Saracen’s Denial11 – Columbus’ Sextant12 – Passage to cavern below town13 – Exit to outdoors

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Town of Vulcania

In this extremely hot town, only the most rugged survive.Frequented by many warriors, this mercenary town is actually builtupon an active volcano. Adventurers are thus advised to watchwhat doors they open, as lava may flow upon the unwary. Thecentral statuary should be seen, as should the Wild Section. Formilitary skills, this town offers unparalleled opportunity.

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Guide to Vulcania

1 - Hotel Four2 – Vulcan Temple3 – Training Academy4 – Bestway Blacksmith5 – Belinthra’s Bar6 - Blackrock Mage Guild7 - Vulcanian Transport8 – Vulcanian Export Co.9 – Lava Locksmith10 – Proficiency Expert11 – Disembowlments R Us12 – Sergeant Pain School13 – Element Statues14 – Passage to cavern below town15 – Exit to outdoors

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Town of Sandsobar

This barren town is run by thrifty desert traders. Gambling ispopular as is crime. The Slums are a hotbed of violence and deceit,and the shops are too expensive for what they offer. The narrowalleyways harbor seedy criminals, and the shops themselvesdishonest proprietors. Monster Bowl, the combat arena, is perhapsthe only plus in this ramshackled town. Caution and distrust arethe way of life here, so adapt.

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Guide to Sandsobar

1 – Hourglass Inn2 – Temple Benedictus3 – Sheik Training Arena4 – Big Al’s Accessories5 – Red Lantern Tavern6 – Whirlwind Mage Guild7 – Sirocco Portal8 – Portal Dune9 – Fitpro Locksmith10 – The Embassy11 – Sly’s Opportunities12 – The Sandy Dunes13 – The Wizard’s Eye14 – Monster Bowl15 – Passage to cavern below town16 – Exit to outdoors

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CavernsThese 16 natural formations occur throughout Cron. Every

town has a subterranean level, and many others are scatteredacross the world, serving as homes, hideouts, or haunts. They aregenerally unsafe, but can be tamed. If a cavern appears too hard toadventure in, come back to it later when you have a larger arsenalat your disposal.

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Cavern below Middlegate

This cavern is a hideout for some ruthless and daringcriminals. Two rival gangs war for subterranean authority, eachhaving stolen something valuable from the town above. Theirhideouts are well guarded, but a successful recovery of the itemscan lead to great reward in the town above. Examine closely thewalls here, for much useful information can be found by theobservant.

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Cavern below Atlantium

The Atlantians are busily revamping this cavern, hoping tomake it civilized. Many statues decorate the area, each offering itsown reward. Only the foolhardy enter the maze area, though thosethat survive often leave more intelligent than when they entered.Information here can lead to companions and great success intournaments.

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Cavern below Tundara

This cavern serves as a warm place to stay for the townspeopleabove when Tundara freezes over. Divided into four parts, amystic machine allows instant access to anywhere in the cavern.Many unique and curious things are stored here, some useful,some deadly. Much information as to the location of powerfulitems and spells can be found here.

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Cavern below Vulcania

This cavern is a test in endurance and skill. At the end ofevery path here, a reward is to be found. However, many deter-rents add danger to the paths. Levitation proves its usefulnesswhen spelunking about. People in need of help should be at-tended to and information should be recorded. A warning, onlythe truly hardy should visit here.

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Cavern below Sandsobar

This vermin-infested cavern is home to two nefarious masterthieves. One will help the untrained while the other plays sly tricks.Beware ankle traps and obvious choices. Here also are passes ofeight. Information learned here can help with later adventures andcombination locks.

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Corak’s Cavern

This cavern was once the private home and workshop ofmighty Corak, now it is his tomb. The cavern is overrun by themost foul of the Undead, who have turned this once prodigiouslaboratory into a sideshow and a hostel for restless spirits.Adventurers need a pass to view Corak’s Crypt, and can only beClerics if they wish to actually view Corak’s Body. Only valiantLloyd, one of Corak’s assistants, remains hidden in the cave,offering information for those willing to learn.

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Square Lake Cavern

Little is known about this region. Rumors abound of endlesscorridors and Demon King guardians. It is a place of great evil andshould be avoided by all but the most qualified and mighty.

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Ice Cavern

This desolate cavern is home to desperate, renegade monstersfleeing the piercing cold of the Ice Tundra and the stiff arm ofjustice. They use the cave as a center from which to organizeraiding parties of adjacent environs. As a result of their raids, thereis a large stockpile of fiercely guarded treasure in the cavern. It isrumored that a visit to the Ice Cavern can serve as an enhancementto Personality.

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Sarakin’s Mine

This deserted mine was once an incredibly rich source ofgold in times long past. However as the years progressed, itsproprietor, Sarakin, grew more and more concerned with hisrapidly advancing age. As he searched fanatically for a cure toaging, he became quite mad and eventually died. His malgnantspirit is said to terrorize the crumbling mineshafts.

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Murray’s Cavern

This is where Murray, retired adventurer extraordinaire, runshis vacation empire. Murray has very good information lines andhas many useful facts for the party shrewd enough to discover itall. Murray himself has much to offer friendly adventurers. HisPower Oil and Goofy Juice are perhaps two of the most powerfulpotions developed in modern Cron. Be warned, do not steal fromMurray, he is ruthless!

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Druid’s Point Cavern

Originally established as a center to study the forces of nature,this once proud facility is now divided by warring factions.Disciples of Water, Air, Fire, and Earth have been subverted fromtheir original course of study to a new route of fighting by theElemental Lords. Chief among the new order is The Horvath, adeadly, mutated human. A venerable druid master, the last hope ofthe old genre, will greatly reward anyone who will help him restoreorder in his domain.

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Forbidden Forest Cavern

This once pristine forest is now a bastion of evil might. Agruesome army run by a pair of clever dragons operates from thiscavern. The dragon leader, believed to be a Frost Dragon, isrumored to be wanted killed by the Jurors of Mount Farview.Paladins should especially be interested in this. A word to the wise,stay away from here unless you are suicidal. The army is very largeand very strong.

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Dragon’s Dominion

Ever wonder what would happen if over one hundred dragonsdecided to form an organized community? Well, trespass in thistheir home and learn the hard way! This messy kingdom holds thebest treasure in all of Cron. The dragons are not particularlyworried about theft, as they have many powerful guardsthroughout their home. The Ancient Dragon who rules has alsobeen entrusted with the guardianship of valuable secrets dealingwith Hit Points. A lesson; many of the ambitious have come hereseeking wealth and adventure, only the fleet of foot have survived.

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Dawn’s Mist Cavern

Upset that only humanoids could rest at Murray’s ResortIsle, Dawn, once his protege, built Dawn’s Mist Cavern. Inhere, monsters can rest easy and enjoy themselves from therigors of harassing humanity. Different theme rooms provide avariety of entertainment suit to fit the most discriminating ofviolent tastes. Dawn also has some precious artifacts storedhere. Be sure not to disrupt the monstrers at play. They do notappreciate interruptions while they are on vacation.

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Gemmaker Volcano

This cavern is the richest depository of gems in all ofCron. It will probably remain so far many years to come, as noone has found a safe way to travel through the molten core ofan active volcano. The timeworn Gemmaker makes his home inthese fiery depths where he cuts precious gems, makes powerfulweapons with fire built into them, and studies the finer aspectsof enchanting weapons. A recluse, he will teach only the persis-tent in his arts, and often extracts a hard price from them.

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Nomadic Rift Cavern

This simple cavern houses those who flee the restraints of citylife. They have bonded together in order to survive the harshnessof the area about them. They share everything and have caches oftreasure and weapons throughout their domicile. The nomads alsocollect information in order to keep in touch with the world aroundthem, and have an exclusive library of fact and rumor scatteredamidst their long halls. It is also rumored that they can train theability Speed to those who are willing.

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CastlesIn the modern world of Cron, there are four castles spread

across the land. The lord of each castle dispenses justice in his orher region. They also aid Crusaders by giving them quests tocomplete. Most castles are heavily guarded against casual visitors,so do not wander around much. In times past, there was a fifthcastle that was destroyed. Its floorplans are printed for posterity’ssake.

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Castle Hillstone

Scenic Castle Hillstone, nestled between the Quaqmire ofDoom, the Plains of Peril, and the Lithospheric Barrier, is nearly asdeadly as its surrounding lands. Lord Slayer, a sadistic yet justman, keeps a bevy of some of his favorite monsters in hisinfamous Zoo. However, he is constantly seeking more trophiesand will not hesitate to ask the more adventurous party to bringhim them. Slayer is not without a lighter side and his Court Jester,Foof, does his best to entertain Slayer’s guests.

Points of interest: The Bishop of Red Battle takes forcedresidence within these halls. If you require help in your adventures,visit Prison.

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Castle Woodshaven

Castle Woodhaven, encircled by Timberlands, Lost Soul’sWoods, and Corpse Creek, is perhaps the most elegant castle in allof Cron. Avaricious Lord Hoardall constantly seeks new items toadd to his renown collection of baubles. A man of great trust,much of Hoardall’s cache lays strewn about the castle halls. Donot think to enrich yourself at his expense. He has a mind like anelephant and his servants will cause a thief much grief.

Assorted tidbits: Hoardall has recently added the Bishop ofGreen Battle to his collection.

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Castle Pinehurst

Surrounded by Ice Tundra, sparce forests, and Cronian Waters,Castle Pinehurst has possibly the strangest combination of localenvirons. Lord Peabody Von Pinehurst is also quite probably themost singular noble on Cron. He dabbles in sciences andwizardries even the most foolhardy would shy away from. LordPeabody respects loyalty above all else and often asks friends tohelp out other friends.

Things to remember: The Bishop of Yellow Battle is not aloyal friend of Lord Peabody. Also, beware time when you walkthrough this castle’s halls.

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Luxus Palace Royale

This elegant capitol of Cron is rather inaccessible except to theadventurous. Nervous Queen Lamanda, ever-aware of her father’sgreatness, holds a feeble hand over the reins of government. SinceCorak abandoned his study and disappeared, Luxus Palace hasbeen a dangerous place to stay. To have audience with the Queenyou must satisfy her exacting conditions, winning both the BlackTicket Triple Crown and successfully completing the tasks laidforth by the Jurors of Mount Farview.

Royal gossip: The Bishop of Black Battle has had a fight withQueen Lamanda and is locked up. However, he too particularlyenjoys Black Ticket Triple Crown winners.

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Castle Xabran

This castle of the past rested central in Cron before it wasdestroyed by the Elemental Lords at the end of the Ninth Century.Castle Xabran was a hub of learning and information. Keys topowerful artifacts and answers to puzzles and messages were kepthere. Studies of time were begun here and locations of mightyadventurers and powerful spells were discovered and recordedthrough arcane devices. Seek this castle for help in adventuring.

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DungeonsEach modern castle has its own pair of dungeons beneath it.

The dungeons serve many purposes, most of them disagreeable.They also hide many items of value and clues of extreme interest.They should be avoided until characters have achieved a high levelof potency. Each lord’s dungeon has some unmistakable, personaltouch to it. There are 10 dungeons, 8 of the various lords, and 1each to the good and evil wizards of the Isle of the Ancients.

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Slayer’s Dungeon, Level 1

Lord Slayer’s rather straightforward dungeon holds someitems of interest for Ninjas and Barbarians. Unfortunately, theycannot be present to receive these items. Lord Slayer is quitegenerous to parties with no Half-Orcs. It is also rumored thatMight can be exchanged for Intelligence here, that a teleporter toLord Hoardall’s Dungeon offers express travel, and that a mysticalfountain converts treasure into experience, though rumor as to thefountain’s exact dungeon level contradicts itself. Finally, a notefrom the wise, avoid spikes.

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Slayer’s Dungeon, Level 2

This deadly dungeon of Lord Slayer is much like his first level,only more difficult. Again, Ninjas and Barbarians desire itemshidden here, but cannot be present in the dungeon. Half-Orcs haveno reason to be kept in the party while in this dungeon. Themystical fountain of experience might be located on this level,though rumor sometimes mentions that Lord Slayer actually hastwo fountains. Also of interest in this dungeon, many who comeadventuring here with a party of mixed sex leave all male afterextended stays. Beware poison!

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Hoardall’s Dungeon, Level 1

This maze-like dungeon holds treasures that augment theabilities of both Robbers and Clerics. Lord Hoardall keeps theseitems to insure that he has the upper hand on the people mostlikely to take money from him. For some strange reason, Hoardallalso has taken a dislike to Elves, and has a device whichdiscriminates against that elder race. If you wish, exchange Mightfor Personality. Avoid darts whenever possible.

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Hoardall’s Dungeon, Level 2

Lord Hoardall wants no visitors in this dungeon and hasthus made it near impossible for adventurers to travel about. It is rumored that in addition to the artifacts for Robbers andClerics and the rewards for non-Elves, there is also a poolwhich makes all Neutral and a legendary fountain whichallows you to exchange gems for experience. It is further known that Personality can be traded for Luck.

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Peabody’s Dungeon, Level 1

As Lord Peabody’s castle is filled with arcane traps, so is hisdungeon. Watch your spell points when you travel through thesedank passageways. This confusing maze hides objects useful toboth Knights and Paladins not present. Accuracy may be gained inexchange for Speed, or if you have patience, for nothing. Humansshould be left behind before entering this dungeon.

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Peabody’s Dungeon, Level 2

Lord Peabody’s second labyrinthine dungeon leaves itstreasures out in the open, but only the most powerful andinnovative adventurer can gain access to them. Spell points turn tonaught here, yet all spells can be learned for a steep price in thedungeon. Knights and Paladins, as well as Humans, should be leftbehind when conquering this musty dungeon. Lord Peabody hasleft an amulet to change all to Good and a way to convert Luckinto Personality.

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Lamada’s Dungeon, Level 1

The Royal Dungeon houses some of the most incorrigiblecriminals in the land. Only Royal Guards are allowed free passagethrough this deadly dungeon. Unauthorized visitors will be finedseverely. Some of the more enterprising guards have set up anexchange program, Endurance for Speed. Sorcerers and Archersshould note that items are stored here for their use. Dwarvesshould stay away from this dungeon, if they wish to retain theirparty’s goodwill.

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Lamada’s Dungeon, Level 2

This puzzling dungeon holds messages about Cron’s secretsand only the most meticulous adventurer will get the entire answer.Some of the worst criminals, salesmen, have free reign in thisdungeon. Among the things that can be purchased or found are afocal point for Evil, a way to exchange Might for Speed, a meansof changing from Male to Female, a way to increase Hit Points ifyou are not a Dwarf, items useful to Archers and Sorcerers, and amystic Hit Point Maximizer.

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Dark Keep

This maze holds within it one-half of the path of completionfor Sorcerers, the mastery of Evil. Follow the advice of the Jurorsof Mount Farview and the Statues of Atlantium before venturinghere. Bring many Sorcerers here, for it is only they who canexplore this dire castle. Look to the walls and answer the riddles toavoid unnecessary bloodshed.

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Tower of Mercy

Resting on the southern portion of the Isle of the Ancients, thiscastle guards the secrets for manipulating the Good component ofSorcery. Stack your party with Sorcerers after visiting MountFarview and Atlantium and wresting from them their knowledge toadd to your own. Remember, choose the proper doors to walkthrough or fight near continuously.

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Outdoor Regions

Travel cautiously when outdoors. The lords of Cron have setup a road system which is the most safe way to travel, short ofmagic, between towns and castles. For open, wide spaces aNavigator is necessary so as not to become lost. There are manynatural hazards, distinct to each of the 20 regions that can bedevastating if they catch a party unawares. Weaker parties shouldavoid the outdoors.

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Region A1

One of the four corners of Cron, anchored onto thetempestuous Elemental Plane of Air, this region is primarily afrigid wasteland. The sturdy town of Tundara is the lone outpost ofcivilization in the area. While travelling, stick to the road asblizzards, snow drifts, and avalanches ravage this desolateprovince.

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Region A2

Castle Pinehurst, the westernmost seat of civilization andauthority, rests in this bizarre, half tundra, half timberland terrain.Surrounded by the evil Sarakin’s Mine, a focal point of evil spiritswaiting for the foolish to entertain them, and the dreaded DeathSpider, responsible for keeping the area free of corpses and livingbodies. Lord Peabody erratically maintains order in this, hisimmediate domain.

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Region A3

A truly grisly region. Corpses line the seashore as the fearsomeSiren causes more and more shipwrecks in the treacherous waters,complete with tidal waves and whirlpools, around the PetrifiedPeninsula. On land, flying dragons swoop down on the unawaretraveler for an easy meal. Many adventurers have met their doomhere, believing themselves stronger than they actually were.

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Region A4

Waves of water seeping in incredible quantities from theElemental Plane of Water make this aqueous region a popularplace for the watery death of mighty travellers. Perhaps the onlyreason to journey here is to visit proud Atlantium, mostsophisticated of the five cities. Rumor has it that the Pearl Islandsare a source of great wealth for the city’s mining crew.

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Region B1

Perhaps the most mild tundra region, Fortress Haart, home toan ancient noble line, rests in this inhospitable, icy zone. Amajestic Pegasi is said to live here, waiting patiently to aid the truesaviors of Cron. Also, a warlike group of monsters is said toconduct raids out of an arctic ice cavern hidden deep within theswirling snows.

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Region B2

One month out of the year, the fabulous Circus sets its tentsup in this pleasant meeting place. Throughout the rest of the year,different groups hold conventions and meetings in the FalconForest. It is best not to disturb these meetings unless you areinvited. Another person not to disturb is Baron Wilfrey, whoterrorizes the wood with his fabled bow and arrow.

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Region B3

This region has two main attractions for the curiousadventurer. First, the Dark Keep, home of the evil sorcererYbmug, rests upon the northernmost tip of the Isle of theAncients. This forbidden tower is of particular interest to Sorcerersthroughout the land. Next, the mighty Dread Knight joustsregularly here, defeating all Knights who have faced him in recenttimes.

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Region B4

The superstar of Cron, Murray, has his world famous resortisle nestled in the lulling waves of the gentle ocean. The aged andbeaten party will find relaxation and solace in kindly Murray’s hotsprings, gym, and other leisure-minded activities. Also of note isthe good wizard Yekop’s Tower of Mercy, located on the southerntip of the Isle of the Ancients. For the curious, visit Native’s Cove,where cannibalism still thrives.

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Region C1

Castle Woodhaven, home to avaricious Lord Hoardall, guardsthe northernmost of the realm’s frontiers. His job as peace-keeperis difficult at best, as his immediate neighbors are the vile undeadof Lost Soul’s Woods and Corpse Creek. If you seek action, visitthe Hermit of Beggar’s Grove and help him recover what he haslost. Lastly, this region is loaded with magic, so be aware of anyopportunities.

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Region C2

The hub of Cron, the town of Middlegate serves as the centerof trade and commerce for the civilized. As a result, enchantedroads lead to all land-bound towns and castles in the realm. Manyinteresting locales are to be found here. Square Lake, shrouded indire mystery, ruins of Mystic Castle Xabran, destroyed by theElemental Lords, and abandoned Corak’s Cavern all lie nearby,waiting to be explored.

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Region C3

The inherent evil of the Forbidden Forest intrudes upon thenatural calm of Druid’s Point. The druids have set up a defensiveperimeter to defend against the evil menace. Of special note toinquisitive travelers is Murray’s Boat Ride. Simply makereservations in Middlegate, embark at the dock, and see Cron as itshould be seen - at a distance.

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Region C4

On the west, Barbaric Hills, on the east, Quagmire of Doom.This is not a region to take young, inexperienced adventurers.King Kalohn fought the Mega Dragon in this once fertile savannahturned swamp and ever since evil has flourished here andthroughout Cron. Watch where you step, for quicksand andsinkholes abound.

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Region D1

An area of great peril, this is where King Kalohn blasted amountain to defeat the four elemental lords. The derivative of thebattle is the Dead Zone, a tract of land so ruinous that to enter it isto die. And ensconced in the hills bordering this fatal area isDragon’s Dominion, the realm of the majestic dragons of Cron.And to complernent the hazards of the area, Bozorc and his clusterof bandits raid travelers who journey the once safe Queen’s road.

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Region D2

The capitol and seat of government of all Cron rests here, inLuxus Palace Royale. Queen Lamanda rules the realm with atremulous grip. On the road to the palace, her brother, theaudacious Mandagual, has set up a toll station in direct conflictwith Lamanda’s wishes. The only people above the Queen’sjurisdiction, the Jurors of Mount Farview, also hold court in theregion. Stay away from the desert, for it is not heedlessly namedDesolation.

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Region D3

This vacuous region does not have too much to offer theswashbuckling adventurer. The supreme Mr. Wizard studies in theArcane Wilderness, hoping to find the rumored Lich Lord whodwells within its confines. He offers his services for a steep fee,but knows every spell in existence. The only other inhabitant ofthe area is a rather crazy old man who once worked in the Circus.Converse with both characters, as they have much to offer.

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Region D4

Bloodthirsty Lord Slayer decided to build grim CastleHillstone, Guardian of the Southern Realm, on the border of theQuagmire of Doom and Dawn’s Mist Bog so that he could go tobattle frequently. He certainly chose the right place, as monstersconstantly traverse in and out of Dawn’s Mist Cavern, more oftenthan not to the Quagmire itself. Slayer has had problems recentlywith farmers, and recommends that citizens do not tour any.

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Region E1

This explosive region is riddled with volcanoes and lava poolscreeping from the Elemental Plane of Fire. The arid town ofVulcania lies beneath the shadows of many dormant volcanoes,offering a safe place for expeditioners to linger. One should notstray from the roads, unless complete immunity to heat and fire isgained.

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Region E2

This is the singlemost deadly region in all of Cron. Thrill-seeking adventurers will have many battles of which epic sagascould be made. The Desert of Desolation also offers twointeresting resort areas, though only the most staunch and fearlesscharacters can appreciate what they have to offer. A Navigator is anecessity for travel.

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Region E3

Earthquakes and sandstorms ravage the barren countryside asmonsters patrol the area seeking food. Concealed on the desertborder, the Nomadic Rift Cavern offers escape from the patrolsand civilization. The Inner Limits is rumored to do both great harmand great good, dependent upon previous actions. Walk carefullyhere.

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Region E4

Sandsobar, the most decrepit and depraved of all Croniancities, brazenly sits in the shadow of the Elemental Plane of Earth.Though rocked occasionally by earthquakes, this region issurprisingly safe and sedate. This is a good place for youngtravelers to visit.

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Elemental PlanesThe four elemental planes are perhaps the most deadly locales

in Cron. Special preparations must be made prior to expeditions,for each plane is composed entirely of its element, making it verydifficult for non-elementals to get around. Each elemental lord canperhaps destroy any adventurer foolish enough to challenge hissupremacy.

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Elemental Plane of Water

Mighty Lord Acwalandar is best avoided on this, his homeplane of existence. He keeps many minions on hand foramusement and protection. Adventurers are advised not to visitthis endless stretch of water unless they are extraordinarilypowerful. Of course, Lord Acwalandar also guards a covetedtalisman of power, nestled in a hidden shrine somewhere on theplane. If you seek exit from here, rest.

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Elemental Plane of Air

Flighty Lord Shalwend discourages adventurers fromtravelling to his airy plateau by having a vast number of patrolsscour the area for humanoid life. Hence, only the foolhardy comehere voluntarily. Rumor has it that, a mystic temple houses apowerful device which allows control over Air itself. If you seekexit from here, rest.

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Elemental Plane of Fire

Sadistic Lord Pyrranaste encourages brutality and fightingamong his subjects. He believes it builds character in his minions.It also makes the Elemental Plane of Fire a dangerous place to stay.A flame-guarded mosque is believed to hide an arcane amulet ofdestruction. If you seek exit from here, rest.

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Elemental Plane of Earth

The Imperial Lord Gralkor, former Tyrant of Cron, does notallow admittance to his kingdom by non-elemental creatures.Nevertheless, many come to seek a powerful shrine which housesan earthen charm of high potency. None have found it and lived. Ifyou seek exit from here, rest.

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Clues and HintsThere are many details that have to be sorted out in the world

of Cron. Formidable quests must be completed, potent artifactsmust be recovered, and personal power of all manners and formsmust be earned and then augmented.

Following is a compendium of all of the most useful hints andclues necessary to adventure in Cron. The most basic clues arelisted plainly, with exact location and coordinates given. Also, themore dificult goals are listed clearly, as simply arriving at theobjective is an arduous task in itself and once you arrive, youdiscover that you were supposed to bring a certain something withyou. The difficult and most important clues have been encoded, sothat the casual glance does not ruin the rest of the game.

Happy adventuring and good luck!

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MessagesThere are three different encoded messages spread across

Cron. Yellow eases travel while Green and Red help theadventurer save Cron.

Green Message:

1. B2 X14, Y92. B3 X12, Y23. B2 X14, Y54. B3 X12, Y9

Red Message:

1. Fire X6, Y152. Water X0, Y83. Earth X7,Y04. Fire X15,Y75. Air X0, Y76. Earth X9,Y67. Water X8, Y08. Earth X15, Y89. Air X7, Y15

The messages need to be decoded in a specific order. Learn theproper order by using the corresponding interleave.

Green Interleave:Cavern below MiddlegateX8, Y14

Yellow Interleave:Castle XabranX13, Y12

Red Interleave:Castle XabranX13, Y4

Yellow Message:

1. E3 X7, Y22. E4 X2, Y113. D3 X13, Y44. D4 X12, Y105. E4 X7, Y156. D4 X14, Y157. B3 X5, Yl08. E3 X0, Y39. D3 X8, Y2

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The Significance of Keys

Throughout Cron, keys play a major role. Between thedifferent colored keys, Mark’s Keys, and the Castle Key, manylocks will be opened.

First of all, the Castle Key comes into play. In order to gaineasy access to each castle, the key must be shown as a pass. Toobtain the key, see first the Wizard Nordon in Middlegate and thenhis sister Nordonna. Upon completing Nordonna’s task, she willexplain all.

Next come the four colored keys, Green, Yellow, Red, andBlack. A locksmith selling one type of key can be found in eachtown, save Tundara which has none. In each of the four majorcastles, Hillstone, Pinehurst, and Woodhaven, as well as LuxusPalace Royale, there resides a Bishop of similar color to each key.Each key frees the corresponding Bishop from imprisonment.However, greater rewards can be reaped if for each color the partyfirst wins battles in every one of the three combat arenas. Forexample, a party which has obtained a Green Key then proceeds tofight Green Ticket battles in the Arena, Monster Bowl, andColosseum. They then free the Bishop of Green Battle from hisincarceration and receive a hero’s reward. Find the Bishops asfollows.

Bishop of Green Battle:Castle Woodhaven 10,6

Bishop of Yellow Battle:Castle Pinehurst 13,3

Bishop of Red Battle:Castle Hillstone 11,4

Bishop of Black Battle:Luxus Palace Royale 14,14

Finally, Mark’s Keys must be found. Before this, Mark himselfmust be sought out.

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Find Mark in Beggar’s Grove, Area Cl at 1,1.Find his keys in the Death Spider Lair, Area A2 at 2,9.

There are a number of ways to raise or alter personal attributesand features temporarily or permanently in Cron. Besides magicalweapons and artifacts, there are quests, creatures, stat-swappers,and pools, to name a few.

Ability Enhancement

Find the Circus between Day 140 and 170 in B2 at 14,4.Bring a Cupie Doll to the old man in Area D3 at 7,13.Visit the Inner Limits in Area E3 at 10,12.Return to the Circus and raise the ability of your choice.

and/or

To become more Accurate, visit the Dungeon under CastlePinehurst, Level One at 14,13.

In order to heighten Speed, go to Area E3 at 4,5 and enter theNomad’s Hideaway. Then, visit 0,15 in that cavern.

To increase Might, the druids of Druid’s Point Cavern have aMight intensifier at 1,15.

The Atlantians hide a way to magnify Intelligence in theCavern below Atlantium at 11,15.

Males and females each must seek different ways to enhancetheir Personalities. In the Ice Cave, males only should visit 15,8while only females should visit 15,7.

The stolid Vulcanians add to their Endurance in the Cavernbelow Vulcania at 15,14.

Try to bolster your Luck in Dawn’s Mist Cavern at 12,7.

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Experience Catalysts

An even exchange between gold and experience can add muchto a party’s strength. Slayer’s Dungeon, Level One at 11,5.

The most favorable gold to experience exchange rate can befound in Slayer’s Dungeon, Level Two at 9,15.

For those willing to part with gems, a dragon will trade someof his vast experience for them in Hoardall’s Dungeon, Level Twoat 4,4.

Alignment Modification

For a more Neutral outlook upon Cron, visit Hoardall’sDungeon, Level Two at 7,8.

For those who wish to be truly Good, visit Peabody’sDungeon, Level Two at 5,1.

All those who are truly naughty at heart, and wish to becomeEvil for a change, go to Lamanda’s Dungeon, Level Two at 5,11.

Sex Change

Tired of females in your party? Visit Slayer’s Dungeon, LevelTwo at 0,8.

For a party filled with ferocious females only, visit Lamanda’sDungeon, Level Two at 4,8.

Age Reduction

If your party is becoming old and grey and long for their mid-twenties again, visit Sarakin in Sarakin’s Mine at 1,15.

For a quick fix in age reduction, go to Travel Moore and booka vacation at relaxing Murray’s Resort Isle. Visit the Hot Springson the Isle in Area B4 at 2,3.

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Miscellaneous Clues

Find your Guardian Pegasus in Area Bl at 9,9.

To learn his name, bring a Linguist to Area C3 at 0,7.

Find The Horvath in the Druid’s Point Cavern at 1,6.

Satisfy his stringent requirements, and then visit Murrayhimself in Murray’s Cavern at 1,8.

Murray’s Power Oil aids those low in hit points. Find thestoreroom in Murray’s Cavern at 6,15.

Murray’s Goofy Juice can be found in Murray’s Cave at0,9.

To rescue the Element Orb from its evil guardians, explore theDismiss option.

A useful password to know when adventuring in Square Lakeis WAFE.

In the dungeons below each castle, characters can gain arandom amount of Hit Points permanently if they follow theproper procedure. Make sure that you heed the signs that isolatethe different races, and then actively seek out where they areprohibited entry. Depending upon the dungeon level, few or manyHit Points can be attained.

The dragons in the Dragons Dominion guard two ways toincrease Hit Points. For characters lesser in power, visit 0,0. Ofcourse, guards will attempt to block your passage. For charactersof great strength, a dangerous way to raise potential by anincredible amount is to defeat the Ancient Dragon at 15, 8.

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For those who could not afford the steep price of the finesttraining from level to level, there is a Hit Point Maximizerwhich will permanently raise the Hit Point level to its currentmaximum, calculating both Level and Endurance. Find ithidden in Queen Lamanda’s Dungeon, Level Two at 0,15.Much wealth should be brought, as the price is exorbitant.

Are the spell-casters in your party having problems find-ing all the spells scattered throughout Cron? There is a simplesolution, bring all your spell-casters and all your gold (andthen some more) to Lord Peabody’s Dungeon, Level Two at 2,l.All spells will then be known by all characters present.

To decode messages contained in this book, use the follow-ing chart.

Code Key:

10 = <space> 17=G 24=N 31= U 38= 2 45=9ll=A 18=H 25=O 32=V 39=3 46=012 = B 19=I 26=P 33=W 40=413=C 20 = J 27=Q 34=X 41=514 = D 21=K 28=R 35=Y 42=615= E 22=L 29=S 36=Z 43= 716= F 23=M 30=T 37=1 44= 8

Points of Interest in CRON

Towns: Area CoordinatesAtlantium A4 37 39, 37 467 7 7 7Middlegate C2 43,39Sandsobar E4 40,37 46Tundara Al 37 38,39Vulcania El 39,40

Castles:

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Castle HillstoneCastle PinehurstCastle WoodhavenDark KeepFortress HaartLuxus Palace RoyaleMandagual’s KeepMystic Castle XabranTower of Mercy

Caverns:Corak’s CavernDawn’s Monster CavernDragon’s DominionDruid’s Point CavernForbidden Forest CavernGemmaker VolcanoMurray’s CavernNomadic Rift CavernSarakin’s MineSquare Lake CavernIce Cavern

Resorts & Conventions:Camp Kill-UCircusDino RanchFarm of FearLeperconMurray’s CruiseMurray’s Resort IsleOrcon

D4 37 39,37A2 37,37Cl 39,37 40B3 40,40Bl 41,41D2 37 40,37 40D2 43,44C2 37 40,44B4 40,37 46

C2 41,37 37D4 39,43Dl 37 38,37 40C3 37,42C3 37 41,46El 40,43B4 38,38E3 41,41A2 37 38,39C2 37 46,43Bl 40,37 38

E2 37 37,37 40B2 37 40,40E2 43,37 38D4 45,37 37D4 43,37 40C3 43,45B4 39,39B2 37 40,37 46

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Where are those Spells?

Clerical Spells

ApparitionAwakenPower Cure

HeroismNature’s GatePro. from ElementsWeaken

Cold RayLasting LightWalk on Water

Air TransmutationRestore AlignmentHoly Bonus

Air EncasementFrenzyRemove Condition

Earth TransmutationWater EncasementWater Transmutation

Earth EncasementFiery Flail

Fire EncasementFire TransmutationMass Distortion

Divine InterventionHoly WordResurrectionUncurse Item

Area

Gateway TempleGateway TempleGateway Temple

Temple Benedictus**C3 37, 45**Temple BenedictusTemple Benedictus

White Dove TempleWhite Dove Temple**C2 37 37 37**,

A1 44,44White Dove TempleVulcan Temple

Al 37,37 40**B4 44, 37**Vulcan Temple

E4 44,44A4 37,37A4 44,44

E4 44,44Vulcan Temple

E1 37 40,37 40E1 44,44Eleusinian Temple

**Druid’s Cave 37 41,37 40**Cl 41,41Eleusinian TempleEleusinian Temple

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Sorcerer Spells Area

AwakenEnergy BlastSleep

Eagle EyeIdentify MonsterLloyd’s BeaconPro. from Magic

Acid StreamLightning BoltWizard Eye

Cold BeamFeeble MindFireball

DisruptFingers of DeathSand Storm

DisintegrationFantastic FreezeSuper Shock

Dancing SwordDuplication

Mega VoltsMeteor Shower

ImplosionInfernoStar BurstEnchant Item

Sleepy’s Mage GuildSleepy’s Mage GuildSleepy’s Mage Guild

**Middlegate 37 46,38**Sleepy’s Mage GuildCorak's Cavern 43,37 37Whirlwind Mage Guild

Whirlwind Mage GuildWhirlwind Mage GuildSandsobar 43,40

Whirlwind Mage GuildMystical Mage GuildMystical Mage Guild

Mystical Mage Guild**C1 37 44**Mystical Mage Guild

Blackrock Mage GuildBlackrock Mage GuildBlackrock Mage Guild

A2 37 41,37 37Blackrock Mage Guild

Cabalist Mage GuildCabalist Mage Guild

Cabalist Mage GuildCabalist Mage Guild**D1 41 42**Gemmaker Volcano 39,39

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Need Help?Have we got a Hireling for you...

Name

Sir HyronDrog

H K Phooey

Thund R.Aeriel

Big BootayCleogotcha

Harry KariNo Name

GertrudeRat Fink

Friar FlyDark Mage

Red DukeDead Eye

NakazawaSherman

FlailerFumbler

Sir KillJed I

Holy MoleySlick Pick

Mr. Wizard

Location

Cavern below Middlegate 46,37 41

Sandsobar 40,37 46

Vulcania 40,38

Atlantium 46,37 40

Cavern below Vulcania 37,37 40

Tundara 37 41,37 46

Castle Hillstone 44, 40

D1 37 40,37

B4 37 46,37

A3 44,37

Sarakin’s Mine 43,38

Dawn’s Mist Cavern 40,37 37

D3 37,37 40

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The Jurors, Plus Quests, and Triple Crown

In order to rescue Cron from destruction, it is necessary tovanquish the direst evil present in the world. To begin, visit theJurors of Mount Farview in Region D2 at 7,0.

If their clues are too difficult, the statuary in Atlantium shouldprovide sufficient aid.

If the eight still cannot be found, decode the ensuingmessages:

Knights should joust with the Dread Knight in 28 15 17 19 2524 10 12 39 10 11 30 10 41, 37 40.

Paladins should defeat the mighty Frost Dragon general in the16 25 28 12 19 14 14 15 24 10 16 25 28 15 29 30 10 13 11 3215 28 24 10 11 30 10 44, 44.

Archers should shoot down the detestable Baron Wilfrey in 2815 17 19 25 24 10 12 38 10 11 30 10 37 37, 38.

Clerics should reunite Corak’s Body and Soul. First, find theSoul in 28 15 17 19 25 24 10 13 37 10 11 30 10 37 46, 37 41.Bring the Soul to the Body resting in 13 25 28 11 21 47 29 10 1311 32 15 28 24 10 11 30 10 44, 46.

Sorcerers should free both the Good Wizard Yekop and theEvil Wizard Ybmug from stasis. Find Yekop in 30 25 33 15 28 1025 16 10 23 15 28 13 35 10 11 30 10 37 38, 41. Find Ybmug in14 11 28 21 10 21 15 15 26 10 11 30 10 39, 37 46.

Barbarians must defeat the Barbarian Chieftain in a duel to thedeath in 28 15 17 19 25 24 10 13 40 10 11 30 46, 37 41.

Ninjas must assassinate the evil Dawn in 14 11 33 24 47 2910 23 19 29 30 10 13 11 32 15 28 24 10 11 30 10 44, 45.

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Robbers must simply accompany one or more of the classes ontheir quests to be rewarded properly.

To see Queen Lamanda in Luxus Palace Royale, everycharacter in your party must complete the appropriate quest listedabove as well as winning the fabled Triple Crown. To do this,simply buy three Black Tickets at Drewnhald’s Ironworks inAtlantium. Next, take one Black Ticket to The Arena, MonsterBowl, and The Colosseum. Win each Black Ticket battle at eachvenue and then see Queen Lamanda. Remember, all in herpresence must have won these three battles.

Lord’s Quests

Three lords in Cron bequeath quests to those noble Crusaderswho accept their challenges. While some of the quests are moredifficult than others, in the end they all prove worthwhile.

Lord Slayer seeks the heads of three beasts to finish his trophycollection. Find Lord Slayer inside Castle Hillstone at 41, 38.

Dragon LordQueen BeetleSerpent King

Lord Hoardall seeks three ultimate swords to complete hisdisplay. Find Lord Hoardall inside Castle Woodhaven at 45, 37 37.

Sword of Valor Area A2 37 37, 38Sword of Nobility Area D1 46, 44Sword of Honor Area D4 37 40, 37 37

Lord Haart seeks two relics from his family’s past. To recoverthese items, the party should be on good terms with Lord Peabodyand be prepared to spend a considerable amount of time travelling.Find Lord Haart at Castle Haart at Area B1 at 41, 41.

Spaz Twit Area A1 37 37, 39The Long One Area E2 41, 40

Area D1 37 46, 37 38Area E2 37 37, 42Area E3 41, 42

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Tavern Specialties

Most people think that each town’s tavern is only a place toprocure food, listen to the patrons exchange wild rumors, orunearth the bartender’s personal thoughts on affairs in Cron.However, the taverns also offer speciality gourmet meals andexotic drinks which can alter each and every adventurer’sdisposition temporarily.

Each tavern has the same drink menu, use the code key todecipher what attribute each drink effects. (Remember, if youdrink too many exotic drinks, you could become sick.)

Orc BeerStraight ShotId ElixirAcademic AleRare VintageMystic Brew

Each tavern boasts its own speciality menu of gourmet meals.Some meals can help in various quests and adventures throughoutCron. If all the meals are eaten and enjoyed, The Gourmet shouldbe visited to discuss the finer points of cuisine and relaxation.Following is list of each town’s tavern and that tavern’s ownmenu.

MiddlegateThe Slaughtered Lamb (4,6)

Horrors d’oeuvresSoup de Ghoul with Garlic ToastDragon Steak Tartar

AtlantiumBoar’s Tongue Tavern (12,10)

Lightly Salted Tongue of ToadPuree of GnomeDevil’s Food Brownie

- 29 30 28 15 24 17 30 18- 11 13 13 31 28 11 13 35- 26 15 28 29 25 24 11 22 19 30 35- 19 24 30 15 22 22 19 17 15 24 13 15-22 15 32 15 22- 29 26 15 22 22-13 11 29 30 19 24 17

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TundaraLucky Dog Saloon (7,9)

Sizzling Swine SoupRed Hot Wolf Nipple ChipsRoast Leg of Wyvern

VulcaniaBelinthra’s Bar (3,2)

Pickled Pixie BrainsDeep Fried Troll LiverCream of Kobold Soup

SandsobarRed Lantern Tavern (4,11)

Gourmet Dinner B: Wyrm Chop SueyRoast Peasant Under GlassPhantom Pudding (Very Low-Cal)

Key to the Might and Magic II Item List

Over 250 total items are to be found in Might and Magic II. Ofthese 250 items, there are three major types to which they may beclassified. Weapons, which have been subdivided into one-handed,two-handed, and missile lists, armor, which has been split intobody armor and shields/helmets, and finally miscellaneous items,those items not previously able to be classified.

Each list follows the same, basic menu system. First, the nameof the item as it appears in the game is listed. For each individuallist, those items appearing in it have been alphabetized for yourconvenience.

Next, class restrictions are printed. The first letter of any classable to use the item is used to designate the limitation. The eightclasses are represented as follows: (K)night, (P)aladin, (A)rcher,(S)orcerer, (C)leric, (R)obber, (N)inja, and (B)arbarian. Anexample; a KSR assignation means that only (K)nights,(S)orcerers, and (R)obbers can use that specific item. If no lettersare printed, then all classes may use the item.

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Thirdly comes the Equip Bonus. Any power that the itemmight alter is listed along with the degree to which that statistic orresistance is raised. If the item cannot be equipped, then “noequip” appears. If the item has no magical force that changesstatistics, then the space is left blank. A note: items affectindividual elements rather than elements as a whole. Also, PHPstands for Poison/Hold/Paralyze, AC for Armor Class, Enrg forenergy, and Thf for the Thievery ability.

Special Powers, if any, follow. The same abbreviations areused as in the Equip Bonus column. Additionally, spells are listedas follows: an S or C to denote whether the spell is a Sorcerous orClerical spell. Then, the level of the spell and the spell number onthat level are listed. So, if S7/3 is listed it would mean that theitem can cast Sorcerer level 7 spell number 3, Etherealize. Everyitem with a special power has a randomly determined, finitenumber of charges. A Detect Magic spell will inform you of thecharges remaining. An item does not need to be equipped for itsspecial power to be used. Remember, a special power is temporary.

Next comes the Gold Value of that item. Items are normallysold for one-quarter total value. Merchants can sell items for one-half total cost. Store keepers are under no such limitations andoften sell items at inflated prices.

Finally, for weapons comes the Damage/Bonus. This is theamount of damage the weapon does without modifiers. Strengthmodifies damage done and accuracy modifies the characterschance to hit. A weapon with a “+”, for example a +3 long Sword,modifies both to hit and damage numbers. For armor, the finalcategory, Armor, lists the number by which a characters ArmorClass is inflated. A “+” raises the armor class additionally. A lastword, a “+” on any item also modifies the Equip Bonus and theSpecial Power of that item.

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WeaponNames

Accurate SwdAcidic Sword

Battle AxeBlazing AxeBroad SwordBull Whip

Chance SwordCold BladeCudgelCutlass

DaggerDivine MaceDym Katana

Ego ScimitarElectric AxeElectric SwdEnergy BladeEnergy WhipExacto Spear

Fast CutlassFiery SpearFlailFlaming SwdFlash SwordForce Sword

Grand Axe

Hand AxeHoly Cudgel

Ice Scimitar

Large ClubLarge KnifeLooter KnifeLong DaggerLong SwordLucky Knife

MaceMagic SwordMaulMauler MaceMighty Whip

Nunchakas

Class

KPARKPAR

KPARBKPARBKPARKCSRNB

KPARKPARKPACRBKPAR

KPASRNBKPACRBKN

KPARKPARBKPARKPARKCSRNBKPARNB

KPARKPARNBKPACRKPARKPARKPAR

KPARB

KPARNBPC

KPAR

K N

KPASRNBKPASRNBKPASRNBKPARKPASRNB

KPACRBKPARKPACRBKPACRBKCSRNB

EquipBonus

Acc +10Acid +15

Fire +15

Luck +15Cold +15

AC +10Elec +15

Per +12Elec +15Elec +15Enrg +15Enrg +15Acc +6

Spd+4Fire +15

Fire +15Enrg +15Mgt +15

Mgt +15

Per +15

Cold +15

Thf +15

Luck +10

Magic +15

Mgt +6Mgt +3

SpecialPower

S3/l

C9/1Level +15

S3/4S6/5S6/lS1/3

S4/3

S4/3S3/4Mgt +15

Mgt +15

C9/2

S6/3

Level +15

GoldValue

Damage

40004000

1010

60 101500 10100 1025 6

400040001 540

101057

83000020000

41420

2000 92500 104000 1030000 20500 6800 7

100012001004000400030000

778101020

20000 20

1020000

510

20000 18

150 10

4 410 5400 620 650 8250 5

50 730000 2030 6600 7400 6

30 6

Katana

S4/l

One-Handed Weapons

KN

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WeaponName

Class EquipBonus

SpecialPower

GoldValue

Damage

Photon BladePower ClubPower Cudgel

K

KPACRB

Mgt +15 S9/1 50000 25Mgt +3 200 6Mgt +3 300 5

Quick Flail KPACR Spd +5 1200 8

Rapid Katana KN Spd +6 3000 10

SabreSage DaggerScimitarScorch MaulSharp SabreShock FlailShort SwordSlumber ClubSmall ClubSmall KnifeSonic WhipSpearSpeedy SwordSpiked ClubSwift Axe

KPARASKPARKPACRBKPARKPACRKPARN

Int +15 Level +15

Fire +15Acc +5Elec +15 S2/2

Sleep +15 S1/7

KPASRNBKCSRNBKPARNBKPARKPASRNBKPARB

KPARKPARB

KN

PHP +15 C2/4

Spd +10

Thunder SwdTrue Axe

Wakizashi

Spd +15

Mgt +15Act +5

Spd +15

S3/4

60 820000 880 9400 61500 81200 81 5 6100 41 25 3500 615 74000 1015 620000 20

30000 201800 10

60 8

Two-Handed Weapons

WeaponName

Class Equip Special GoldBonus Power Value

Damage

Bardiche KPAB 200 13

Dark Trident KPAB

Fire GlaiveFlamberge

Genius StaffGlaiveGreat AxeGreat Hammer

KPABKPA

KACSNKPABKPABKPACB

KPABKPACB

KPAB

KPAB

KN

KPAB

KPABKPAB

AC +15

Fire +15

Int +10

S4/3

Level +15

50000 30

3000 10400 16

30000 1680 10300 15300 14

HalberdHarsh Hammer

Ice Sickle

Moon Halberd

Cold +15

Luck +15

Mgt +3

S4/1

C7/3

Naginata

Pike

ScytheSickle

250 141500 15

3000 16

50000 30

300 1 2

150 12

50 930 8

One-Handed Weapons

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Two-Handed Weapons

WeaponName

Soul ScytheStaffStone HammerSun Naginata

Titan’s PikeTridentTri-Sickle

Class Equip SpecialBonus Power

Damage

KPABKPACSNBKPACBKN

Magic +15

Magic +15AC +15

Mgt +15

S5/2

Level +15

Mgt +15

GoldValue

4000040300040000

1881825

KPABKPABKPAB

50000 40100 112000 24

War Hammer KPACBWind Staff KPACSNBWizard Staff S

Spd +5 C5/1Int +15 S7/4

Missile Weapons

120 101500 830000 16

WeaponName

Class Equip Special GoldBonus Power Value

Damage

Ancient Bow KPA Act +15 Act +15 200000 35

BlowpipeBurning xBow

Cinder PipeCrossbow

KPASRNBKPARN Fire +10 C3/5

S4/3

102500

250050

48

KPASRNBKPARN

Fire +10 48

Death Bow KPA Level +15 24

Energy Sling

Fireball Bow

KPARNB

Luck +15

Enrg +I5

Fire +15

PHP +15

S1/3

S4/3

Mgt +15

40000

15000

4000

20000200

100

100000

3000

1500

15002515100000

4000

10

KPAN 10

Giant SlingGreat Bow

KPARNBKPA

1512

Long Bow

Meteor Bow

KPAN 10

KPA 24

Pirates xBow KPARN

KPASRNBKPANKPARNBKPA

S8/3

Act +15

C2/6

SpLvl +l

8

Quiet Sling

Shaman PipeShort BowSlingStar Bow

KPARNB

AC +15

Thf +10

Sleep +15

Magic +10

5

Enrg +15

46524

Voltage Bow KPAN

ArmorName

Class

Elec +10

ArmorEquipBonus

S9/3

S 3/4 10

Special GoldPower Value

Bonus

B Chain Mail KPACR PHP+15 7000 6B Plate Mail KP PHP+15 13000 8

Page 97: 2_Cluebook

B Ring Mail KPACRN PHP+15 5000 5B Scale Mail KPACRNB PHP+15 4000 4B Splintmail KPC PHP+15 9000 7

Chain Mail KPACR 400 6

G Chain MailG Plate MailG Ring MailG Scale MailG Splintmail

KPACRKPKPACRNKPACRNBKPC

I Chain MailI Plate MailI Ring MailI Scale MailI Splintmail

KPACRKPKPACRNKPACRNBKPC

Luck +15Luck +15Luck +15Luck +15Luck +15

Sleep +15Sleep +15Sleep +15Sleep +15Sleep +15

Level +10Level +15Level +10Level +10Level +12

40000200000200001000060000

600012000400030008000

812769

Leather Suit KPACRNB 40 3

Padded ArmorPlate ArmorPlate Mail

KPACSRNBKPKP

2020001000

2108

Ring Mail

Scale ArmorS Chain MailS Plate MailS Ring MailS Scale MailS SplintmailSplint Mail

KPACRN 200 5

KPACRNBKPACRKPKPACRNKPACRNBKMCKPC

Energy +15Energy +15Energy +15Energy +15Energy +15

100 48000 614000 86000 55000 410000 7600 7

ShieldsShieldName

Class EquipBonus

Bonus

Acid Shield KPCRB Acid +15

SpecialPower

GoldValue

2000

Bronze HelmBronze Shld

KPCBKPCRB

PHP +15PHP +15

Cold Shield KPCRB Cold +15

Electric Shd KPCRB Elec +15

Fire Shield KPCRB Fire +15

Gold Helm KPCBGold ShieldGreat Shield

Luck +15KPCRBKPCRB

Level +5Luck +15

20002000

2000

2000

2000

2000010000150

Page 98: 2_Cluebook

Shields

ShieldName

Class

Helm KPCBIron Helm KPCBIron Shield KPCRB

Large Shield KPCRB

Magic Shield KPCRB

Silver HelmSilver ShldSmall Shield

KPCBKPCRBKPCRB

ItemName

Class

Acy GauntletAdmit 8 PassAgate GrailAir DiscAir TalonAmber SkullAmethyst BoxAntidote AleA-l Todilor

KPACRNB

P

SR

Black KeyBlack Ticket

Castle KeyCompassCorak’s SoulCoral BroachCrystal VialCupie DollCureall Wand

RN

BN

Defense RingDisruptorDog WhistleDove’s Blood

Earth DiscEarth TalonElement OrbElven BootsElven CloakEmerald RingEnchanted IdEnergizer

ARAR

Fe FarthingFire DiscFire Talon

Equip Special GoldBonus Power Value

Sleep +15Sleep +15

Magic +15

Energy +15Energy +15

Miscellaneous ItemsEquip Special GoldBonus Power Value

Acc +6No EquipPer +15No EquipNo EquipInt +15Luc +15No EquipNo Equip

Acc +10

C4/2C5/1

C3/3

4000200100001000050000100001000010001

No EquipNo Equip

10001000

Thf +5No EquipNo EquipMgt +15Spd +15No EquipPHP +15 C5/5

20020011000010000115000

AC +2Ene +15Luc +lNo Equip

S4/5S5/1S4/4

C4/3

400020000502000

No EquipNo EquipNo EquipSpd +5AC +5AC +15Per +15No Equip

C6/1C7/1S9/3

S3/3

Lvl+15S6/4

1000050000100000100001500010002500010000

No EquipNo EquipNo Equip

C8/2C8/1

101000050000

Bonus

30 21000 22000 3

60 2

5000 5

5000 32000 31 5 1

Page 99: 2_Cluebook

Miscellaneous Items

ItemName

Class Equip Special GoldBonus Power Value

Force Potion No Equip Mgt +lO 100Freeze Wand Cold +15 S6/3 25000

Gold Goblet No Equip 250Green Key No Equip 100Green Ticket No Equip 10

Herbal PatchHero MedalHoly CharmHonor SwordHourglass

No EquipPer +4No EquipNo EquipNo Equip

40080020050002000

Instant KeepInvisocloakIvory Cameo K

No EquipAC +6Mgt +15

C2/1C2/2Cl/7

S4/6

S5/4S3/3

5000200010000

J-26 Fluxer No Equip 1

LanternLapis ScarabLava GrenadeLich Hand+7 Loincloth

B

KSR

No EquipMgt +15No EquipNo EquipPer +10

S1/5

S4/3S5/2

20100002000100005000

Magic CharmMagic HerbsMagic MealMagic MirrorMark’s KeysMaxHP PotionMgt GauntletMonster TomeMoon RockM-27 Radicon

KPACRB

Mgc +10No EquipNo EquipNo EquipNo EquipNo EquipMgt +6No EquipNo EquipNo Equip

S2/7Cl/4C3/2S7/2

MaxHPMgt +10S2/3C7/3

800501000300001400040002000120001

N-19 Capitor No Equip 1Noble Sword No Equip 5000

Onyx EffigyOpal Pendant

Pearl ChokerPhaser

CP

C

Per +15Mgt+15

1000010000

Per +15Act +5 S6/1

1000020000

Quartz Skull S Int +15 10000

Ray GunRed KeyRed TicketRope’n’HooksRuby AmuletRuby AnkhRuby Tiara

Act +5No EquipNo EquipNo EquipLuc +15Luc +10Act +15

S1/3

N

K

S2/4

C7/4

40050025010100003000010000

Page 100: 2_Cluebook

Miscellaneous Items

ItemName

Sage RobeSapphire PinSextantSilent HornSkeleton KeySkill PotionSpeed BootsStealth CapeStorm WandSun CrownSuper Flare

Teleport OrbThief’s PickTopaz ShardTorch

Valor Sword

Wakeup HornWater DiscWater TalonWeb CasterWitch Broom

Yellow KeyYellow Tickt

Class Equip SpecialBonus Power

SR

RN

RN

A

Int +6Luc +15No EquipPHP +10Thf +10No EquipSpd +15Thf+10Elec +10Int +15No Equip

RNA

No EquipThf+15Acc +15No Equip

No Equip

No EquipNo EquipNo Equip

S3/5No Equip

No EquipNo Equip

Lvl +10

S1/6C2/6

Lvl+5C5/3Spd +15S3/4

C3/5

S5/5

S1/5

Sl/lC6/5C6/4

S3/2

GoldValue

25000100005008008005001500040002000100001000

500020010000

10000

5010000500001001000

20050

1

Page 101: 2_Cluebook

Key to the Might and Magic II Monster List

Well over 200 fearsome monsters, cunning bandits, and other powerfulfoes harass the peace-loving population of Cron. Girded in shining armorand armed with mighty weapons and powerful spells, many have sought totame them. From these warriors’ innumerable adventures and successfulbattles, records of the most plentiful of creatures has come into being.

Much of what is known today is due to the obsession of Lord Slayer,with his consuming passion for the destruction of all beasts and criminals.Many a knight has gone to Slayer’s fortress, Castle Hillstone, seeking aboon from their lord only to have it granted to them after they slay somefoul denizen of Cron. Much useful information has been gathered becauseof this, though that information has been tainted with many a pointlessdeath or maiming.

A chart has been prepared, listing first a creature’s name as known tothe general populace. The list has been alphabetized for convenience. Next,the amount of damage the being can withstand is logged down. Thirdly, anumber representing the natural armor of the monster is represented. Thegreater the number, the more difficult that monster is to score a hit upon.

Subsequently, four attributes in a row are defined. For these attributes,only a yes or a no, shown by “Y’ or “N” respectively, is known. Theabilities are as follows: “Undead” whether or not a monster is of theundead. “SP” - whether or not that monster has a special power, such as theability to cast a spell or breathe flame. “BT” – whether or not a monsterinflicts some additional calamity upon a party member when that monsterphysically touches that member. Some examples are poison, disease, theftof items, and many, many more. Lastly is “MR” - whether or not a creaturehas resistance to magic spells cast against it. This resistance varies in levelsof effectiveness according to the might or power of the specific monster.

Finally, the number of times a monster can attack coupled with theamount of damage each attack can do is

Page 102: 2_Cluebook

listed. The number of attacks seem to vary from 1 to 16. Somedamage per attack has been seen above 200 points! The suc-cess of a monster’s attack depends directly upon its power. Thestronger the monster, the easier it hits a character, and themore damage it does.

Monster List

Name HP AC Undead

Acidic Blob 60 15Acwalandar 2000 80Air Elemental 250 26Alien Probe 500 23Amazon 90 12Ancient Dragon 5000 50Apparition 100 20Aquasaurus* 160 25Arachnoid 45 8Archer 250 31Armored Dragon 400 31Assassin 100 22Avenger 160 23

Barbarian 200 16Baron Wilfrey 300 50Beggar 10 4Blood Sucker 1 10Bonehead 90 20Bozorc The Orcc 200 16Brain Eater 10 5Brainless One 20 6Brutal Bruno 300 30Burglar 22 5

Canine Creep 64 15Carnage Spirit 25 8Castle Guard 70 17Cat Corpse 40 10Cat From Hell 2000 40Cavalier 70 17Champion 80 20Chancellor 90 20Chomper* 50 15Cloud Dragon 160 19Cockatrice 50 10Coffin Creep 50 6Conjurer 12 3Cosmic Sludge 130 25Court Bowman 150 25Court Jester 80 17Court Mage 100 19Crazed Dwarf 45 7Crazed Native 30 8Creepy Crawler 5 4Cripple 1 1Cron Man Trap 400 21Crusader 200 29

NN

NNYNNN

N

NNYNYNNN

NYNYNNNNNNNYNNNNNNNNNNN

SP

YYYYNYN

YYNN

NNNNYNYNNN

NNNNYNNYYYNYYNNYYYYNNYN

BT

NYN

NYNYNNYN

NNYYYYYNNY

NYNNYNNNNNYNNYNYNNNYYNN

MR

NYYYNYYNNYYNY

YNNNYNYNYN

NYNYYYYYNYNYNNNYYNYNNNY

#Attacks/Damage

2/3016/1006/504/502/308/2003/302/702/156/505/802/804/25

5/305/602/6l/43/304/40l/102/86/502/7

3/203/82/322/186/1003/203/30l/204/85/303/202/10l/53/306/403/20l/202/204/152/62/44/405/40

NN

NN

NN

NN

NN

Page 103: 2_Cluebook

Monster List

Name HP AC

Crypt Fiend 150 32Cuisinart 1000 60Cursed Corpse 60 8Cursed Slayer 50 13

Dagger Jaw 300 22Dancing Bones 35 4Dancing Dead 45 6Dark Knight 700 60Dawn 300 25Dead Head 250 15Deadly Rattler 40 5Death in a Box 2000 40Death’s Agent 600 40Death Spider 90 19Demon Soldier 200 22Devil King 5000 60Devil’s Envoy 500 40Devil’s Mouse 500 31Dinobug 100 10Dinosaur 250 16Dino Spider 250 20Dragon Lord 340 40Dread Knight 300 28Druid 40 9Dwarven Elder 300 24Dwarven Knight 100 23

Earth Elemental 250 26Earth Wyrm 130 19Element Hydra 600 40Elf Warrior 120 22Elven Archer 1000 40Enchantress 100 13Endless Knight 300 50Ethereal Being 250 70

Fire Devil 150 22Fire Dragon 300 25Fire Elemental 250 26Fire Faery 230 22Flaming Fear 70 18Flesh Eater 6 4Fool 6 4Foot Soldier 35 10Friar 20 3Frost Dragon 250 22

Gargoyle 50 10Gate Keeper 60 15Ghost 200 17Ghoul 25 7Giant Beetle 10 7Giant Lizard 40 8Giant Ogre 70 8Giant Scorpion 60 11

Undead

YNYN

NYYNNNNNNNNNNNNNNNNNNN

NNNNNNNN

NNNNNYNNNN

NNYYNNNN

SP

YYNN

NNNNYNNYYNNYYNNNNYNYNN

YYYNNYNN

YYYY

YY

NNNNNNNN

BT

YNYY

YNYYYYYYYYNYYYNNYYNNNN

NNNNNYNY

NNNYNYNNNN

YNYYNNNY

MR

YYYY

NYYYYNNYYNYYYYNNNYNYYY

YYYNYYNY

YYYYYNNNNY

YYYNNNYN

#Attacks/Damage

3/4016/2502/103/18

2/1502/10l/1610/404/702/50l/308/1009/504/235/506/2505/503/120l/8O2/1002/1006/504/702/124/804/30

6/503/608/404/2014/40l/258/5010/30

3/605/506/503/402/202/6l/62/122/85/40

3/13l/402/302/8l/l0l/252/503/20

Y

YN

N

Page 104: 2_Cluebook

Monster List

Name HP AC Undead

Gnasher* 25 8Gnome 40 10Gnome Elder 20 4Goblin 6 6Gorgon 150 14Gralkor 1700 70Gravewalker 70 15Greedy Snitch 12 4Griffin 150 20Grim Reaper 70 16Guardian 150 13Guardian Hound 200 15

Hatchet Man 200 25Hermit 30 9High Priest 1000 32Hill Giant 120 17Holy Man 100 20Holy Warrior 1000 80Horned Fiend 80 18Hunchback 35 3Hungry Plant 10 4Hypnobeetle 20 8

Illusionist 45 11Inept Wizard 2 2Insect Plague 35 5Iron Wizard 80 21

Jouster 50020

504

Kensai 500 40Killer Bees 40 9Killer Cadaver 30 6Killer Canine 50 13Killer Cobra 50 10Kobold 8 6Kobold Captain 28 8

Leper 40 5Leprechaun 40 28Lich Lord 2000 60Lightning Bugs 80 19Living Dead 180 50Lost Soul 80 18Lucky Dog 70 20

Mad PeasantMagic SerpentMan-at-ArmsMandagualMaster NinjaMaster RobberMega DragonMega Troll

60 13800 4020 9100 401000 601000 4064000 2502500 50

NNNNNNYNNYNN

NNNNNNNNNN

NNNN

NN

NNYNNNN

NNYNYYN

NNNNNNNN

SP

NNYNYYNNNYYY

NNYNYNYNNY

YYYY

NY

NYYNNNN

NYYYYYY

YYNNNYYN

BT MR

NYNNNYYYYYNN

YYNNNNYNYY

YNNN

NN

NYYNYNN

YYYNYYY

NNNYYYYN

NYYNYYYNYYYY

NNYNYYYNYN

YNNN

YY

NNNNNNN

NYYNYYY

NYNNYYYY

#Attacks/Damage

2/102/12l/8l/123/30l0/802/20l/85/252/25l/502/80

5/32l/154/302/702/1512/603/202/12l/152/10

l/l0l/616/22/30

4/803/6

8/3216/42/62/50l/802/62/10

l/10l/204/50l0/l04/702/252/32

2/302/120l/164/2512/408/4016/2508/170

Juggler

Page 105: 2_Cluebook

Monster List

Name HP AC Undead

Melting Man 130 22Merchant 6 5Mini Rex 10 6Minor Demon 50 13Minor Devil 60 16Minotaur 150 35Mist Rider 350 50Mist Warrior 350 30Monster Masher 500 40Mountain Man 90 11Mounted Patrol 70 22Mugger 10 6Mummy 150 11Mutant 70 16Mutant Fish* 6 6Mutant Swine 50 8Mystic Clown 100 16

Nasty Witch 38 7Necromancer 60 13Neophyte Thief 14 6Night Stalker 60 14Ninja 35 15

Old Miser 1 4Ooze Warrior 350 22Orb Guardian 300 32Orc 20 6Ore God 50000 40

Paladin 120 24Pegasus 120 26Phantasm 12 7Phantom 64 19Phase Spirit 200 60Pixie 90 20Plant Golem 250 30Poltergeist 8 6Priest 100 20Pyrannaste 1500 60Pyro Hydra 80 15

Queen Beetle 350 50

Rabid Rodent 20 3Ranger 28 7Reptoid 2500 32Rot 400 21Royal Horseman 250 32

SarakinScreaming PodsSea Monster*SeductressSerpent RingSewer Rat

250157060400

25416960

8

NNNNNNNNNNNNYNNNN

NNNYN

NNNNN

NNYYYNNYNNN

N

NNNNN

NNNNNN

SP

NNNYYYYYYNNNNYNNY

YYNNN

YYNNN

NNNYYYNNYYY

Y

NNNNN

YNYYYN

BT MR

YNNNNYNNYNNYYNYNY

NNYYY

NYYNN

NNNYYYNNNYN

Y

YNNNN

YYNYYY

NNNYYYYYNNNNYYNNY

YYNNY

NNYNN

YYNYYYYYNYY

N

NYYNN

YNNYYN

#Attacks/Damage

3/30l/8l/122/202/402/808/306/606/603/234/252/62/502/30l/122/153/30

2/12l/15l/62/303/12

l/43/706/100l/154/200

5/303/40l/202/304/402/302/603/42/1216/803/50

4/80

2/104/610/503/1006/40

2/402/83/30l/102/200l/122

Page 106: 2_Cluebook

Monster List

Name HP AC

Shadow Rogue 150 23Shalwend 1000 70Shaman 45 8Sheltem 500 60Skeleton 6 6Slasher 60 11Sludge Beast 20 4Snapping Spore 40 6Soldier 25 8Sorcerer 300 24Sorceress 150 18Spaz Twit 50 200Spido Bug 300 22Sprite 12 8Squire 40 10Stalker 140 24Stone Golem 250 30Strangler 80 18Super Sprite 40 10Swamp Beast 100 11Swamp Dog 40 7Swamp Thing 70 11Swarming Wasps 50 15

The Horvath 400 50The Long One 300 30The Snowbeast 60 16Thief 50 16Thug Trainee 18 7Thug Leader 220 22Time Lord 3000 110Titan 2000 40Trickster 90 19Troll 70 13Troubadour 120 16Tyrannosaurus 500 24

Valiant Knight 300 32Vampire 250 24Vampiric Rat 45 9Venomous Snake 12 3Viking 80 14

Warbot 300 25War Eagle 300 21Warlock 90 20Warrior Boar 60 11Warrior Maiden 50 19Water Elemental 250 26Werebat 35 13Werebull 62 10Werewolf 70 17White Knight 100 18Wind Mare 50 15Winged Steed 30 6Witch’s Cat 4 3

Undead

NNNNYYNNNNNNNNNNNNNNNNN

NNNNNNNNN

N

NYNNN

NNNNNNNNNNNNN

SP

NYYNNNYYNYYYNY

NYYYNNY

YYNNNNYYNNNN

NYNNN

YNYNNYNNNNNYN

BT

Y

YNYYNNNN

NN

YYNYYY

YYNYNYYYYNNN

NYNYN

NNNNNNYYYNY

MR

NYYYNN

NYYYNNNNYNYNNNN

YYNNNNYYNNNN

YYNNN

YNYNYYNYYYYYN

#Attacks/Damage

6/3016/80l/128/60l/84/202/62/252/102/30l/254/403/70l/62/153/402/703/252/154/19l/202/4016/5

4/903/704/253/162/94/3012/1504/1203/204/302/303/90

6/503/602/14l/103/30

3/603/702/192/303/206/503/10l/503/254/323/123/8l/6

NN

NN

YN

NN

NY

NY

NN

Page 107: 2_Cluebook

Monster List

Name

WizardWoodsmanWraithWyvern

HP AC Undead SP BT MR

150 22 N Y N Y50 10 N N N Y50 10 Y N Y Y100 15 N N Y N

#Attacks/Damage

l/252/205/183/40

20 7 Y N Y 2/8Zombie Y

Page 108: 2_Cluebook