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Table of Contents

MapsTowns 5Mines 19Towers 29Cloud Worlds 43Castles 51Dungeons 71Caverns 89Outdoors 101

Monsters 135

Spells 167Clerical Spell Descriptions 172Sorcerer Spell Descriptions 180

Items 191Elements 195Metals 197Attributes 198Special Abilities 201Items 203

Clues and Hints 207Beginner’e Guide 208Awards 210Races And Character Skills 214Secondary Skills 216Mirror Words 218Statistics Modifier Locations 219How to Win 220Darkside 224

©1992 New World Computing, Inc.First Edition

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

Might and Magic: Clouds of Xeen

Might and Magic created by Jon Van Caneghem

Cluebook written by Paul Rattner

Cover Art andManual Illustrations by Mike Winterbauer

Layout and Design by Richard Espy

Production by Scott McDaniel

Might and Magic: Clouds of Xeen is a registered trademark ofNew World Computing, Inc. New World Computing is atrademark of New World Computing, Inc.

The 3DO Company.600 Galveston DriveRedwood City, California 94063Technical Support: (650) 261-3454 9am-Noon

2pm-5pm(PST)

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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.

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The Town of Vertigo

Monster List

SlimeHP 2 Experience 50 AC 0Speed 25 Attacks 2 Damage 1-2Range Attack NDamage Type Poison

Doom BugHP 5 Experience 75 AC 3Speed 17 Attacks 1 Damage 6Range Attack NDamage Type Poison

Breeder SlimeHP 20 Experience 200 AC 2Speed 25 Attacks 1 Damage 1-2Range Attack NDamage Type Poison

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Town of Vertigo

Your adventures begin just outside the tavern inVertigo. Vertigo is a safe place for low level charac-ters, and much of your early adventuring time willbe spent here building your characters up to facegreater challenges in the world beyond Vertigo’sgates.

a Tavernb Templec Bankd Blacksmithe Training Groundsf Guildg Evidence Crateh Mayori Guild Membershipj Pathfinder k Cartographerl Joem Welln Mirror

The Evidence Crate holdsincriminating informa-tion about Joe’s activitiesin Vertigo. If you openthis crate and then returnto the Mayor, the townwell will be restored andyou will be rewarded. Ifyou are just beginningthe game, you should dothis right away!

Display Cases can befound in the Blacksmith’s

shop and the TrainingGrounds. Only charac-ters with a Thievery skillmay successfully stealfrom the cases. If a char-acter tries to steal from acase without having theThievery skill, the entireparty (guilt by associa-tion) will go to jail for ayear.

Trees have money grow-ing in them. If you are alittle short of cash, visita tree.

The Town Well will give5 points of poison dam-age to any who drinkfrom it before Joe’streachery has been dis-covered. After theEvidence Crate hasbeen opened the wellwill restore full hitpoints to any who drinkfrom it.

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The Town of Nightshadow

Monster List

Bat QueenHP 50 Experience 700 AC 10Speed 22 Attacks 2 Damage 2-30Range Attack NDamage Type Physical

Gnome VampireHP 80 Experience 12000 AC 18Speed 36 Attacks 2 Damage 3-48Range Attack NDamage Type Physical

Count DracoHP 130 Experience 35000 AC 25Speed 40 Attacks 1 Damage 3-45Range Attack NDamage Type Magic

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Town of Nightshadow

Nightshadow is one of the cursed towns of Xeen.Overrun with Vampires and Bat Queens, no mortalcan live here without joining the ranks of theundead. Although the townspeople will neverreturn, it is still possible to lift the curse onNightshadow and restore the magic of the town’swell.

a First Sundialb Second Sundialc Third Sundiald Guilde Count Dracof Mirrorg Guild Membership

Count Draco lies in acoffin that cannot beopened during the day.The coffin can beopened at night only ifthe three sundials areeach set to “9”. KillingCount Draco (this won’tbe easy) will restore theTown Well.

The Town Well willdeliver 50 points ofdamage to anyone whodrinks from it before theCount has been slain. Ifthe Count has beenkilled, the well will give10 levels to the drinkeruntil dawn.

Trees in Nightshadowgrow gems instead ofmoney.

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The Town of Rivercity

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Town of RivercityRivercity is the largest and wealthiest town in Xeen.All of the town services are available here, andsome of the skills as well. Not all is well with thisfair city, however. Barok the Sorcerer has cursedthe town’s well, turning its magical water into ordi-nary wine. The robbers of Rivercity have stolenPrincess Roxanne’s royal tiara, and Captain Yangand his men have claimed a section of town as theirown.

a Tavernb Templec Bankd Blacksmithe Training Groundsf Guildg Guild Membershiph Mirrori Barokj Location of Barok’s

Pendantk Location of Princess

Roxanne’s tiaral Swimmingm Mountaineern Navigatoro Body Buildingp Armsmasterq Temporary Workr Boat rides Town Well

The Trees in Rivercitydon’t have anythinggrowing in them, butsome of them have itemshidden in their branch-es.

Barok the Sorcererawaits the return of hispendant from the sor-ceresses. If his pendantis returned, he willreturn the town well tonormal.

Captain Yang and hismen have staked out thearea behind the TrainingGrounds as their own. Ifyou feel up to it, theCaptain has a LOT ofmoney that could be putto a better use.

The Robbers of Rivercitydwell in the southwestcorner. The Robbershave stolen PrincessRoxanne’s tiara and hid-den it in their lair. ThePrincess will reward thepeople who return hertiara handsomely.

Temporary Work isavailable for adventur-ers down on their luck.Pay is 100 gold piecesper week. See Lindonthe Taskmaster for moredetails.

Captain Nystor offers aboat ride to area D3,x11, y12 for 100 goldpieces. The boat ride issafe , although it is stillpossible to run into amonster while you areon the water.

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Monster List

Insane BeggarHP 10 Experience 450 AC 3Speed 20 Attacks 1 Damage 2-12Range Attack NDamage Type Magic

RobberHP 50 Experience 900 AC 8Speed 23 Attacks 2 Damage 2-16Range Attack YDamage Type Physical

Robber BossHP 115 Experience 5000 AC 14Speed 27 Attacks 2 Damage 2-24Range Attack NDamage Type Physical

SorceressHP 75 Experience 10000 AC 15Speed 27 Attacks 1 Damage 3-36Range Attack YDamage Type Fire

Yang KnightHP 120 Experience 8000 AC 30Speed 24 Attacks 4 Damage 3-45Range Attack NDamage Type Physical

Captain YangHP 200 Experience 25000 AC 35Speed 30 Attacks 6 Damage 3-48Range Attack NDamage Type Physical

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The Town of Asp

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Monster ListSnake ManHP 50 Experience 5000 AC 15Speed 26 Attacks 1 Damage 3-30Range Attack NDamage Type Physical

Guardian AspHP 90 Experience 15000 AC 22Speed 35 Attacks 1 Damage 2-80Range Attack NDamage Type Physical

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Town of Asp

Asp is the second of the three cursed towns ofXeen. A magical transformer, powered by crystalsof piezoelectricity, has been set up in the town. Thetransformer has changed most of the citizens intosnakemen, and it is using the snakemen to captureand transform the remaining human citizens of Asp.

a Guildb Guild Membershipc Transformerd Crystals of

Piezoelectrictye Mirrorf Orb pedestals

The Transformer willrepel any attempts toreach it until the orbpedestals are the correctcolor. The Northwestand Southeast pedestalmust be touched once toset them to blue. Oncethey are set you will beable to reach themachine and destroy it.

The Crystals ofPiezoelectricity are inthe same room as thetransformer. You will be

able to take them oncethe orbs are properly setand the transformer hasbeen destroyed.

The Town Well will do25 points of poison dam-age to anyone whodrinks from it unless thetransformer has beendestroyed. Once thetransformer is gone thewell will give 100 hitpoints to anyone whodrinks from it.

The Desert section oftown will teleport theparty back to its edge ifthe party steps on cer-tain squares. Thesesquares have beenmarked on your map.

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Town of Winterkill

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

a Guildb Guild Membershipc Mirrord Mayore Southern Gongf Northern Gongs

The Mayor needs you tokill all of the ghosts intown. Once you havekilled all of the ghosts,ring the southern gongand return to theMayor. The Mayor willthank you for killing theghosts and then tell youthat more have arrived.Do this twice more andthe Mayor will rewardyou. Be sure you havekilled ALL of the ghostsbefore you ring thegong!

The Town Well will givedamage to any whodrink from it unless ithas been fixed. Justring both of the north-ern gongs twice and itwill be safe to drinkfrom the well. The welladds 50 to the drinker’stemporary might.

Bottles of noxious gassesare scattered about thetown. These bottleswere used by the inhabi-tants of Winterkill intheir early war againstthe ghosts, and all of thebottles have poisonousfumes lingering in them.Some of the bottles haveenough liquid in them tomake a few Holy Wordpotions.

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The Town of Winterkill

Monster ListSpirit BonesHP 40 Experience 2000 AC 10Speed 10 Attacks 1 Damage 2-16Range Attack NDamage Type Physical

Polter-FoolHP 50 Experience 3000 AC 15Speed 20 Attacks 1 Damage 2-32Range Attack NDamage Type Physical

Ghost RiderHP 60 Experience 4000 AC 20Speed 30 Attacks 1 Damage 2-64Range Attack NDamage Type Physical

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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.

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The Dwarf Mines

There are five Dwarf Mines that can be reached from thesurface, and four deep dwarf mines that cannot. EachDwarf Mine contains a piece of paper with a letter on it.When you put them all together, they spell “Alpha”.Alpha is the name of the first Deep Dwarf Mine.

All of the mines can bereached by typing theirnames in the mine car or ina mirror. The words forgetting around in themines are: Mine 1, Mine 2,Mine 3, Mine 4, Mine 5,Alpha, Theta, Kappa, andOmega. We have markedthe mine cars on yourmap.

Inside some of the minesyou will find barrels full ofcolored liquid. Drinkingfrom these barrels will giveyour characters permanentstat increases.

Red MightBlue PersonalityOrange IntellectGreen EnduranceYellow AccuracyPurple SpeedWhite Luck

Since each barrel can beused but once, choose whowill drink from it carefully.

All of the mines have goldveins that you can mine.Mines with higher num-bers, like dwarf mine 4,tend to have more gold intheir veins than mines withlower numbers. The deepdwarf mines have moregold in them than the oth-ers. Every time you mine agold vein successfully, theamount of gold you canget the next time you minewill be smaller and smaller,until the gold vein disap-pears entirely. There is aone in ten chance that yourcharacters will suffer acave-in whenever theymine.

The Dwarf King can befound in deep mineOmega. If you kill theDwarf King and return toMayor Gunther inVertigo, he will rewardyou. We have drawn thesafest path to the Dwarfking on your map. When

Monster List

Giant BatHP 10 Experience 60 AC 5Speed 20 Attacks 1 Damage 2-8Range Attack NDamage Type Physical

Giant SpiderHP 20 Experience 100 AC 4Speed 19 Attacks 1 Damage 1-8Range Attack NDamage Type Physical

Tiger MoleHP 40 Experience 400 AC 10Speed 20 Attacks 2 Damage 2-24Range Attack NDamage Type Physical

Mad DwarfHP 30 Experience 200 AC 6Speed 17 Attacks 2 Damage 2-8Range Attack NDamage Type Physical

Clan SargentHP 60 Experience 600 AC 10Speed 20 Attacks 2 Damage 2-12Range Attack NDamage Type Physical

Clan KingHP 120 Experience 2000 AC 12Speed 22 Attacks 1 Damage 8Range Attack YDamage Type Magic

you finally meet the DwarfKing in battle, he will castsleep spells on your party.Be sure to use the Awaken

spell if any party membersfall asleep. This battle ismore dangerous that itappears.

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Dwarf Mine Level 2

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Dwarf Mine Level 1

M

M

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Dwarf Mine 5

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Dwarf Mine 4

Dwarf Mine 3 Dwarf Mine 3

M

M

M

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Deep Mine Alpha

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Deep Mine Kappa

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Deep Mine Theta

Deep Mine Omega

M

M

M

M

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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.

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Witch Tower

The Witch Tower is the first of the Towers youshould try. Before you can enter, you will need thekey to the Tower. You can find the key in the handsof Valia at F4, x9, y3.

The Alacorn of Falistarests in an alcove on thefourth level of theTower. The alcove isinaccessible until yougive the password“Rosebud” to the skullthat asks for it.

Children are held cap-tive in cages throughoutthe Witch Tower. If yourescue them you will get5,000 experience.

Witch’s Brew can befound on the third andfourth levels of theTower. Drinking thebrew can have bothgood and bad results,but once you have had agood result from a caul-

dron, all further sips willhave bad results.

Skulls can be found insome of the alcoves setinto the walls of theWitch Tower. The skullswant to be fed a gembefore they will talk toyou, but it is worth yourwhile to pay so you canhear what they have tosay. Some of the skullssell spells for gems.

Rags and old clothing lit-ter the floor in places.These piles sometimeshold a small amount ofgold or a cheap magicitem, but more oftenthan not they have noth-ing but disease.

Monster List

GoblinHP 20 Experience 150 AC 6Speed 15 Attacks 1 Damage 1-12Range Attack NDamage Type Poison

Wicked WitchHP 50 Experience 1200 AC 9Speed 23 Attacks 1 Damage 2-4Range Attack NDamage Type Magic

Head WitchHP 80 Experience 5000 AC 12Speed 25 Attacks 1 Damage 3-15Range Attack YDamage Type Magic

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Witch Tower Level 2

Witch Tower Level 1

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Witch Tower Level 4

Witch Tower Level 3

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Tower of High Magic

The Tower of High Magic is the second Tower youwill have to face. The key to the Tower lies in theCave of Illusion on level 4 at x7, y14 and costs 300gems to buy. This Tower has the key to Darzog’sTower in it.

Floor glimmers willsnuff out magic spellsand spell points whenyou step on them.Without the teleportspell, you will be unableto avoid stepping onsome of them on thefourth level.

Pandorian Boxes aretucked away in the cor-ners of the Tower.Opening a box hasunpredictable effects, souse caution.

Magical traps are placedin areas that you arelikely to walk on. If youstep on a trap, don’twait around to see if ithits you again—it will.Step off of trap squaresright away.

Potions of resistance canbe found in the alcovesof the Tower. Drinkinga potion can cause dam-age to your characters,but it will increase theirresistance against theelements.

Two Books rest inalcoves on the fourthlevel of the Tower. Oneof the books teaches thePrismatic Light spell,and the other teachesthe Prestidigitation skill.

The Key to Darzog’sTower is hidden in achest on the fourth floorof the Tower at 7,12.You will need this key toget into Darzog’s Tower.

Monster List

Flying FeetHP 40 Experience 3000 AC 14Speed 30 Attacks 2 Damage 4-20Range Attack NDamage Type Physical

SorcererHP 90 Experience 30000 AC 20Speed 40 Attacks 1 Damage 8-80Range Attack YDamage Type Cold

Fire DragonHP 350 Experience 80000 AC 30Speed 28 Attacks 1 Damage 200Range Attack YDamage Type Fire

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Tower of High Magic Level 2

Tower of High Magic Level 1

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Tower of High Magic Level 4

Tower of High Magic Level 3

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Darzog’s Tower

Darzog’s Tower is the last of the towers you willhave to visit to complete Clouds of Xeen. Above thetower is the third Cloud World and Xeen’s Castle.Crodo awaits rescue within this tower. The key toDarzog’s Tower is in the Tower of High Magic onLevel 4 at x7, y12

Floor Glimmers on thesecond level of thetower will teleport youto the first level if youstep on them. They willteleport you to the onlyfloor glimmer on thefirst level, and that floorglimmer will strip yourspell casters of spellpoints.

Magical Books arestored inside some of thealcoves of the Tower onlevel two. The books aredifficult to reach, butcareful use of the Jumpspell will get you to allof them.

Secret buttons are hid-den behind the tapes-

tries on the fourth level.Search the tapestries. Ifthey pull back to reveala button, push it. Thereare two buttons to push.They will open up pas-sages in the towers thatlead to the rope ladderto Crodo and the stairsup to the Clouds ofXeen.

A rope ladder leads toCrodo, who is trappedin a room on the thirdlevel of Darzog’s Tower.Rescuing Crodo willgive each of your char-acters one million expe-rience points and willconvince Artemus togive you a permit to diga dungeon at Newcastle.

Monster List

Carnage HandHP 200 Experience 12000 AC 10Speed 15 Attacks 1 Damage 2-120Range Attack NDamage Type Physical

Darzog’s CloneHP 30 Experience 30000 AC 12Speed 35 Attacks 1 Damage 4-120Range Attack YDamage Type Electricity

DarzogHP 150 Experience 50000 AC 25Speed 35 Attacks 1 Damage 4-120Range Attack YDamage Type Electricity

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Darzog’s Tower Level 2

Darzog’s Tower Level 1

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Darzog’s Tower Level 4

Darzog’s Tower Level 3

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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.

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Witches’ Cloud

The cloud above the Witches’ tower is the easiest ofthe clouds to get to in the game. You must cast theLevitate spell before you step onto the cloud oryour party will fall to its death. Levitate will notallow your party to fly—Don’t step on any emptyspaces!

Gems occur naturally inthese clouds. Be sure totake the gems that youfind for use in yourspells.

Four Statues are scat-tered about the clouds.There are messages atthe base of each statue,but they are written inan unusual language.Only a Linguist candecipher them.

Mysterious Hands offeritems to Crusaders whowant them. If a charac-ter who is not aCrusader takes an item,

he will receive heavyelectrical damage.

A lone statue will grantSuper Explorer statusand one level to anywho come before it. It ison a small island ofcloud that can only bereached by a teleportspell.

Five Straw Beds can befound in the clouds.These are the Harpies’beds, and more Harpieswill come to the cloudsif you don’t destroy allof the beds before youleave.

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Witches' Cloud

Monster List

HarpyHP 80 Experience 1200 AC 7Speed 21 Attacks 2 Damage 2-30Range Attack NDamage Type Magic

Harpy QueenHP 120 Experience 10000 AC 10Speed 25 Attacks 2 Damage 2-50Range Attack NDamage Type Magic

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Clouds of High Magic

All but one of the clouds above the Tower of HighMagic can be reached using the Jump spell. Beforeyou step onto the cloud surface, be sure to cast theLevitate spell or your party will fall to its death.

Four Drums await youin the clouds. Bangingon the drums causesthem to rain gems onthe ground below. TheGems will fall into therain barrels outside ofthe Tower of HighMagic.

Mysterious Hands offerswords, shields, andbows to Crusaders whowant them. If a charac-ter who is not aCrusader takes an item,he will receive heavyelectrical damage.

Four Statues are scat-tered about the clouds.There are messages atthe base of each statue,but they are written inan unusual language.Only a Linguist candecipher them.

Gems occur naturally inthese clouds. If you seea collection of gems, besure to take them!

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Clouds of High Magic

Monster List

Flying FeetHP 40 Experience 3000 AC 14Speed 30 Attacks 2 Damage 4-20Range Attack NDamage Type Physical

SorcererHP 90 Experience 30000 AC 20Speed 40 Attacks 1 Damage 8-80Range Attack YDamage Type Cold

Cloud GolemHP 175 Experience 30000 AC 15Speed 26 Attacks 2 Damage 5-60Range Attack NDamage Type Electricity

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Clouds of Xeen

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

The Cloud Carnival hasset up 5 tents with 24hour barkers. When youwin a game you will begiven a cupie doll. Eachgame is based on a sta-tistic that must be high-er than 100 for a charac-ter to win automatically.After you have wonevery game you can turnin your five cupie dollsfor a bigger one. Youwill need this doll to getinto the castle. Here is alist of the location of thegames and the statisticsthey require:

x15, y24 Mightx14, y26 Speedx11, y25 Endurancex12, y22 Accuracyx12, y29 Prize Booth

Roc Nests are scatteredabout the clouds. Thenests will periodically cre-ate more Rocs if any nestsremain undestroyed.There are two nests onthe first large cloud andfive nests on the second.

Mysterious Hands offerswords, shields, and bowsto Crusaders who wantthem. If a character whois not a Crusader takes anitem, he will receiveheavy electrical damage.

Four Statues are scat-tered about the clouds.There are messages atthe base of each statue,but they are written inan unusual language.Only a Linguist candecipher them.

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Clouds of Xeen

Monster List

RocHP 300 Experience 20000 AC 16Speed 28 Attacks 2 Damage 4-60Range Attack NDamage Type Physical

Cloud GolemHP 175 Experience 30000 AC 15Speed 26 Attacks 2 Damage 5-60Range Attack NDamage Type Electricity

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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

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Monster List

Mad FoolHP 30 Experience 350 AC 4Speed 21 Attacks 2 Damage 2-10Range Attack NDamage Type Physical

Castle GuardHP 100 Experience 10000 AC 30Speed 28 Attacks 2 Damage 10-60Range Attack NDamage Type Physical

King’s GuardHP 150 Experience 10000 AC 35Speed 30 Attacks 4 Damage 10-60Range Attack YDamage Type Cold

Ice TrollHP 125 Experience 14000 AC 15Speed 25 Attacks 2 Damage 3-45Range Attack NDamage Type Physical

Fire DragonHP 350 Experience 80000 AC 30Speed 28 Attacks 1 Damage 200Range Attack YDamage Type Fire

Castle Burlock

Castle Burlock is the home of King Burlock and allhis advisers. The castle is the center of a number ofquests and adventures, and you will need to visit itoften to complete them. It is wise not to rob fromthe castle unless you are very powerful.

King Burlock will sendyou on an impossiblequest if you visit him.The sixth mirror isalready in the hands ofLord Xeen, and you willnot be able to retrieve itfor King Burlock.

Artemus, the King’sAdviser, will tell you asad story about Crodo’skidnapping and ask youto find Crodo for him. Ifyou do, Artemus willgrant you a permit to diga dungeon at Newcastle.

Emerson, the King’sEngineer, will do workon Newcastle for fiveKing’s Megacredits perimprovement, providedthat you own the land.Emerson will not beable to clear out theNewcastle dungeonuntil you have a permit.

Princess Roxanne awaitsthe return of her tiarafrom the robbers ofRivercity. If you returnit to her, she will rewardyou well.

Two books rest in alcoveson the first level ofCastle Burlock. One ofthem teaches theLinguist skill, the otherteaches the Astrologerskill.

Two chests are waiting tobe opened in the RoyalBedroom on the thirdlevel of the castle. Onlytry this if you are pow-erful! Two guards willappear each time youopen a chest, and thefirst level of the castlewill fill with guards ifyou leave by the stairs.The guards are tough!

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Castle Burlock Level 3

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Castle Burlock Level 1

Castle Burlock Dungeon Castle Burlock Level 2

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Monster List

WerewolfHP 100 Experience 9000 AC 20Speed 28 Attacks 2 Damage 2-50Range Attack NDamage Type Physical

WizardHP 75 Experience 25000 AC 17Speed 30 Attacks 1 Damage 2-60Range Attack YDamage Type Fire

Cult LeaderHP 110 Experience 30000 AC 22Speed 32 Attacks 1 Damage 3-90Range Attack YDamage Type Fire

Castle Basenji

Chock full of wizards and werewolves, CastleBasenji is a rough place. The castle offers a widevariety of stat increases, elemental resistanceimprovements, and pain and suffering. CastleBasenji also holds the Scroll of Insight, the item youwill need to complete Arie’s quest.

Scrolls lay on pedestalsthroughout the castle.You will need theLinguist skill to deci-pher them. Pay atten-tion to the name of thescroll before you read it.All of the scrolls dowhat their name sug-gests.

The Scroll of Insight, aquest item, can be foundon the third level of thecastle at x3, y9.

The stairs on level 2 atx9, y15 will ask for apassword. The pass-word is “there wolf”.

Straw beds can be foundall over the castle. Someof the beds hide smallmagical items, othershave captured peasantsin them. It is a good ideato search all the bedsyou find.

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Castle Basenji Level 3

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Castle Basenji Level 1

Castle Basenji Dungeon Castle Basenji Level 2

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Monster List

Xeen's GuardHP 100 Experience 20000 AC 50Speed 50 Attacks 1 Damage 100Range Attack NDamage Type Energy

Xeen’s PetHP 400 Experience 100000 AC 35Speed 30 Attacks 1 Damage 250Range Attack YDamage Type Poison

LORD XEENHP 500 Experience 600000 AC 25Speed 50 Attacks 1 Damage 250Range Attack YDamage Type Poison

Castle Xeen

Xeen’s castle is the final gauntlet you must runbefore you win the game. You will not be able toenter the castle without a Xeen Cupie Doll, and youwill not be able to kill Lord Xeen without theXeenslayer sword.

Once inside, the path toLord Xeen lies straightahead. There are manytraps along the way, - somany that it is virtuallyimpossible to completethe castle without set-ting some off. You caneither teleport and jumpover the traps, or youcan turn them off bydestroying the trans-formers that run them.The transformers thatmust be destroyed toturn off the traps havebeen circled on yourmap.

When you finally get toLord Xeen’s room onthe fourth level of thecastle, you will have toface Lord Xeen andLord Xeen’s pet. LORDXEEN CAN ONLYBE HURT BY THEX E E N S L A Y E RSWORD! He is a toughopponent, but he can bebeaten. Once you havekilled him, examine themirror to win the game.

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Castle Xeen Level 4

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Castle Xeen Level 2

Castle Xeen Level 1 Castle Xeen Level 3

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Newcastle, stage 1

Monster List

Wood GolemHP 100 Experience 10000 AC 10Speed 10 Attacks 1 Damage 2-100Range Attack NDamage Type Physical

Newcastle, stage one

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

Once you have paideveryone who needspaying, you will haveaccess to the partiallyconstructed castleshown on the oppositepage. The first time youenter, Ebenezer will giveyou the stone to theTomb of Terror.

The well at this stage ofNewcastle’s repair ispoisonous, and willremain so until animprovement is boughtfrom Emerson.

Woodpiles are favoritehiding places for woodgolems. Since none ofthe woodpiles have anytreasure in them, youshould stay away fromall of them.

Dark pits in the groundsometimes contain trea-sure. Consult yourClairvoyance spellbefore descending.

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Newcastle, stage two

Newcastle, stage two, Level 2

Newcastle, stage two

The second stage of Newcastle will be accessiblewhen you pay for another improvement fromEmerson. You will need 5 more Megacredits forthis, and you can find them in the Tomb of aThousand Terrors. The first time you enter the cas-tle after you have paid Emerson, Ebenezer will giveyou the stone to the Golem Dungeon. The stairsdown to the dungeon are clogged with debris. Youwill need to hire Emerson to clear them out.

a Blacksmithb Training Groundsc Templed Bank

Two barrels full of foodcan be drawn uponwhenever you want toreplenish your partysupplies. The barrelswill never be empty, sotake what you need.

Mysterious notes arescattered about the cas-tle. When you put themtogether, they spell“Laboratory”.

The well is no longerpoisonous. Anyone whodrinks from the well willhave their armor classtemporarily increased20 points.

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Newcastle Dungeon

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Newcastle Dungeon

The dungeon under Newcastle will be inaccessibleuntil you pay for its excavation. The cost is 5 moreMegacredits, but you will need an excavation per-mit before you will be allowed to pay Emerson. Youcan get the permit from Artemus, the King’sAdviser.

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

Potions can be found insome of the alcoves of thedungeon. Most of thesepotions will explodewhen you try to takethem, so pay attention toyour Clairvoyance spell,if you have it. Thepotions that don’texplode are potions ofthe Gods.

The Xeenslayer swordlies in the center of a

secret room and is cir-cled on your map. Thisis the only weapon inthe game that can hurtLord Xeen.

Old bones can be foundhere and there in thedungeon. The bonesnearest the Xeenslayerhave powerful magicitems amongst them.

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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.

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The Ancient Temple of Yak

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Temple of Yak

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

The Elixir of Restorationis at x30, y25. Mirabethwill reward you if youreturn the potion to her.

Bottles and books can befound in alcoves all overthe temple. Some of thebottles explode whenyou try to take them, sopay close attention toyour clairvoyance spell.(if you have it). None ofthe books are danger-ous.

Yak Holy Symbols openand close walls in thetemple. The symbols arerepresented by numberson your map; the wallswith letters. Symbols 1& 2 control wall A, sym-bols 3 & 4 control wall

B, Symbol 5 controlswall C, and symbols 6 &7 control wall D.Symbol 8 does nothing.To open a wall, turn thelower number symbolfirst, then the higherone. To open wall B, forinstance, you must firstturn symbol 3, then turnsymbol 4. If you make amistake, you can turnthe symbols back totheir original startingpositions and try again.

King’s Megacredits arestored in alcoves in thetemple. The temple haseight Megacredits, andyou should take all thecredits you find.

Coffins contain the

bones of Yak Liches.Few coffins areunguarded in theTemple.

Yak Pools are available

for bathing, if you arebrave. Most of the poolswill reward one of yourcharacters for bathing init, but a second bath willonly rack up morepenalties. Bathe at yourown risk!

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Monster List

Cleric of YakHP 60 Experience 1600 AC 8Speed 18 Attacks 1 Damage 2-20Range Attack YDamage Type Electricity

SkeletonHP 20 Experience 250 AC 5Speed 10 Attacks 1 Damage 2-12Range Attack NDamage Type Physical

Yak PriestHP 80 Experience 5000 AC 12Speed 25 Attacks 1 Damage 2-30Range Attack YDamage Type Fire

Yak LichHP 80 Experience 20000 AC 20Speed 27 Attacks 1 Damage 5-25Range Attack YDamage Type Magic

Yak MasterHP 160 Experience 50000 AC 22Speed 30 Attacks 1 Damage 5-50Range Attack YDamage Type Magic

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Tomb of a Thousand Terrors

Monster List

GhoulHP 100 Experience 3500 AC 15Speed 20 Attacks 2 Damage 2-20Range Attack NDamage Type Physical

Tomb GuardHP 50 Experience 6000 AC 25Speed 18 Attacks 1 Damage 4-20Range Attack NDamage Type Magic

Tomb TerrorHP 150 Experience 13000 AC 15Speed 27 Attacks 1 Damage 4-80Range Attack NDamage Type Magic

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Tomb of a Thousand Terrors

You can gain entrance to this dungeon by payingfor an improvement to Newcastle with five of theMegacredits you get out of the Temple of Yak.Ebenezer will give you the stone to the Tomb onyour first visit to the castle.

Urns filled with savoryTomb Juice occupymany of the alcoves inthe Tomb. Drinking theTomb Juice will increaseone of your character’sstatistics by five, but itwill also send your char-acter insane. The colorof the Juice indicateswhich statistic it willincrease:

Red MightBlue PersonalityOrange IntellectGreen EnduranceYellow AccuracyPurple SpeedWhite Luck

Instruments of Torturedecorate the walls of theTomb lavishly. You cantry out some of these

devices if you want, butmost of them will dodamage or send yourcharacters insane. A fewof them have treasure orexperience to offer.

Instruments of Death fillthe halls and rooms ofthe Tomb. The onlygood thing about theguillotines and pendu-lums you will face is thatyou can see them beforethey hurt you. The tele-port spell will get youpast them, if you have it.

King’s Megacredits arestored in alcoves all overthe Tomb. There aremore than enough hereto pay for your nextCastle improvement.

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Golem Dungeon

The Golem dungeon contains the most complexseries of puzzles in the game. The Taxman holds thestone to the golem dungeon, and he will give it toyou when you visit him after having paid Emersonfor the second improvement to Newcastle.

There are three puzzlesto be completed beforeyou can become aMaster of Golems. TheHome of the Wood isthe simplest, and can besolved with the teleportspell or a lloyd’s beacon.Each of the switches inthe Home of the Woodmust be thrown, closingoff the “branch” theswitch is in from the restof the dungeon. Whenall six switches in theHome of the Wood havebeen thrown, that puz-zle is complete. The sim-plest way to get out of a“branch” is to set aLloyd's Beacon in themain hall, and return tothe beacon after youhave thrown thebranches switch.

The Home of the Stonecan be solved by push-ing the buttons in thewestern corridors until

lava stones have beenexposed. The correctorder to push the but-tons is middle, south,north. When the buttonshave been set correctly,you will see two stoneblocks and six glowingrocks in the main corri-dor of the Home of theStone.

The Home of the Ironcan be solved by throw-ing the proper switchesin the six dead-end cor-ridors. The switchesthat must be thrownhave been circled onyour map. Once youhave thrown the switch-es, you will have noproblem walking to theswitch at 19,25. If youhave solved all of thepuzzles correctly, theswitch will work and afloor glimmer willappear in the center ofthe room you are in.

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Golem Dungeon

Stepping on this glim-mer will teleport you tothe unreachable parts ofthe maze and allow youto fight your way toyour reward.

King’s Megacredits areeverywhere in theGolem dungeon. By thetime you have reached

the Golem dungeon,though, you probablywon’t need manyMegacredits to finishthe game.

The final statue at 13,1will give all charactersthe title of “Master ofGolems” and one level.

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Monster List

Wood GolemHP 100 Experience 10000 AC 10Speed 10 Attacks 1 Damage 2-100Range Attack NDamage Type Physical

Stone GolemHP 200 Experience 20000 AC 18Speed 20 Attacks 2 Damage 3-90Range Attack NDamage Type Physical

Iron GolemHP 300 Experience 25000 AC 24Speed 24 Attacks 2 Damage 2-100Range Attack NDamage Type Physical

Diamond GolemHP 1000 Experience 30000 AC 40Speed 30 Attacks 2 Damage 4-200Range Attack NDamage Type Physical

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Monster List

Earth GolemHP 150 Experience 14000 AC 12Speed 20 Attacks 2 Damage 4-80Range Attack NDamage Type Physical

Stone GolemHP 200 Experience 20000 AC 18Speed 20 Attacks 2 Damage 3-90Range Attack NDamage Type Physical

MummyHP 60 Experience 9000 AC 15Speed 20 Attacks 2 Damage 2-40Range Attack NDamage Type Physical

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The Northern Sphinx

The Sphinx dungeon is one of the most difficultplaces in the game. You do not need to enter theSphinx to win the game. Arie holds the amulet ofthe Sphinx at A1, x11, y5. He will give you theAmulet of the Northern Sphinx after you return theScroll of Insight to him. The Amulet of theSouthern Sphinx lies on the Darkside of Xeen.

Hieroglyphics adorn thewalls of the Sphinx.Only a Linguist canread them. You canlearn the Linguist skillin Castle Burlock.

Thrones await discoveryby the right characters.Your characters shouldnot sit in a throne unlessthey are qualified to sitthere. If they are, theywill receive a reward. Ifnot, they will receivedamage. None of yourcharacters are kings orqueens.

The stairs up from thefirst level require a pass-word. The answer is“Golux”.

Crystal piles can befound in a few places ofthe Sphinx dungeon.These are gem bonanzasthat you should be sureto collect.

Four books rest inalcoves of the Sphinxdungeon. They teach theTeleport, Item to Gold,Divine Intervention,and Starburst spells.

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Northern Sphinx, Level 2

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Northern Sphinx, Level 1

Northern Sphinx, Underground

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Warzone

This is a special dungeon with only one point ofinterest in it: the Battlemaster. He will set youagainst 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, theBattlemaster will transport you to Vertigo for free.

A lone desk awaitsadventurers braveenough to risk theWarzone. Step up to thedesk to interact with theBattlemaster.

Bones of long deadlosers litter the floor ofthe Warzone. The vic-tors looted the bodieslong ago, so don't expectto find any free treasurehere.

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The Warzone

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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.

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Monster List

Water GolemHP 150 Experience 4000 AC 16Speed 15 Attacks 2 Damage 2-50Range Attack NDamage Type Cold

GuardianHP 40 Experience 1500 AC 20Speed 25 Attacks 2 Damage 3-30Range Attack NDamage Type Energy

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The Cave of Illusion

Bring a lot of gems before you come to this cave,because you can trade the gems for stat increases.Each level of the Cave of Illusion will grant higherstat increases at a higher gem cost. Some of therooms cannot be reached without the Teleport spell.Be sure to visit the Guild in Winterkill to buy thespell before you come here!

The key to the Tower ofHigh Magic is held bythe skull at level 4, x7,y14. The skull will want300 gems for the key, sobe sure to save some forit—you can’t win thegame without the key.

A magical plug has keptthe floor covered withwater. If a character with amight of 50 or greater pulls

the plug, the water willdrain out of the entirecave. (Don’t think toohard about the physics ofthis). Once this happens,the safes can be opened,but the spears will start todo real damage. Happily,any Water Golems thatyou didn’t kill on your wayto the plug will vanish.Unhappily, they will bereplaced with Guardians.

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Cave of Illusion Level 4

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Cave of Illusion Level 2

Cave of Illusion Level 1 Cave of Illusion Level 3

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Dragon Cave

Monster List

Fire DragonHP 350 Experience 80000 AC 30Speed 28 Attacks 1 Damage 200Range Attack YDamage Type Fire

Frost DragonHP 450 Experience 100000 AC 35Speed 30 Attacks 1 Damage 250Range Attack YDamage Type Cold

Dragon KingHP 2000 Experience 250000 AC 45Speed 40 Attacks 1 Damage 400Range Attack YDamage Type Energy

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Dragon Cave

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

Tax Urns are placed atinconvenient locationsthroughout the Cave.Merely stepping on thesquare where one restsis enough for it to taxyou 2000 gold. TaxUrns can tax you againand again, so try not towait around on theirsquares.

Heaps o’ Treasure arelocated in well-guardedrooms. The wealthstored in these treasurepiles is greater than anyother place in the game.

Piles of Blue Goo can befound here and there inthe Dragon Cave. Someof the piles have gems inthem, others do 50points of poison dam-age.

Dragon Lore Volumesare kept in the samerooms Heaps o’ Treasureare kept. If a reader is ofsufficient intellect, hewill be awarded experi-ence for reading a vol-ume.

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Monster List

DemonHP 300 Experience 30000 AC 30Speed 33 Attacks 1 Damage 3-99Range Attack YDamage Type Fire

DevilHP 350 Experience 40000 AC 30Speed 66 Attacks 1 Damage 3-99Range Attack YDamage Type Cold

The Volcano Cave

At the bottom level of this difficult dungeon lies thefabled village of Shangri-La. Shangri-La is a fullservice town, with a Blacksmith, Temple, Tavern,and Guild. While Shangri-La has no TrainingGrounds and no mirror, it does contain a portal tothe Darkside of Xeen. The portal is operable whenyou have the Darkside of Xeen on your hard drivealong with Clouds of Xeen. Shangri-La is also theonly town that has no curse on its well.

a Guildb Guild Membershipc Blacksmithd Templee Tavernf Portal to Darkside

A Demon and a Devilskull rest in alcoves inthe walls of level 1.Smashing them will giveyour characters experi-ence as well as prevent-ing the demons and dev-ils from regeneratingafter you leave the level.Their location has beenmarked on the map foryou.

Mechanical Levers willraise stone blocks fromthe lava on level 2 that

are cool enough to walkon. Be sure to moveeach of the four leversso you can get acrosssafely. Even after youhave set the levers youwill have to use thejump spell to get fromblock to block.

The Well in the center ofShangri-La will grantanyone who drinks fromit one permanent leveland the “Found Shangri-La” award.

Jack Alltrades offers tosell all of the skills toone of your charactersfor a mere 100,000 gold.If you have the cash itmay be worth doing.

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Shangri-la, Volcano Cave Level 4

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Volcano Cave Level 2

Volcano Cave Level 1 Volcano Cave Level 3

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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.

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Monster List

Giant ScorpionArea A1,A2, B1, B2HP 100 Experience 1000 AC 14Speed 28 Attacks 1 Damage 2-80Range Attack NDamage Type Physical

SandwormArea A1,A2, B1HP 250 Experience 10000 AC 19Speed 30 Attacks 1 Damage 6-150Range Attack NDamage Type Physical

Sand GolemArea A1,B1HP 80 Experience 8000 AC 18Speed 10 Attacks 1 Damage 40Range Attack NDamage Type Physical

BarbarianArea B2HP 200 Experience 10000 AC 15Speed 30 Attacks 2 Damage 6-60Range Attack NDamage Type Physical

The Warzone is situatednear the south east cor-ner of area B2. You canfind any level of fightingchallenge you wishwithin.

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OutdoorsAreas A1, A2, B1, B2

This corner of the map is primarily desert. Thereare no towns here—just monsters and sand.Remember that you will need a Navigator to crossthe desert. If none of your characters areNavigators, the desert will cost you four hours perstep. You cannot rest in the desert unless you are inan oasis.

The Summer Druidawaits you in area B2.The Summer Druidwants you to take theLast Flower of Summerto the Autumn druid. Ifyou do everything thedruids ask you to do, thedruids will remove anymagical aging yourcharacters have sufferedand grant you someexperience.

Arie the Apprentice’smaster has been killedand robbed. The thievestook the Scroll ofInsight from him andhid it in Castle Basenji.He needs the scrollreturned to him so thathe can finish his sorcer-er’s training. He will

give the Amulet of theNorthern Sphinx to youonce you have retrievedthe scroll.

Castle Basenji is slowlyeroding away under thedesert sun and wind. Init are wizards and were-wolves, and visitors arenot welcome. The Scrollof Insight is hiddeninside.

Two Sphinxes sleep inthe sand. You will needan amulet to enter eitherof them, but theSouthern Sphinx’samulet cannot be foundwithout a visit to theDarkside. The amulet ofthe North Sphinx isheld by Arie.

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Area B1 & B2

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Area A1 & A2

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the Tower with him tothe Darkside of Xeen.You will not be able toget into the tower untilyou retrieve the keyfrom Darkside.

Kai-Wu, the Monk, shiv-ers in his tent in areaA3. If you clear the evilNinjas out of his sacredpagoda, he will rewardyou with experience andlunch.

Glom, the Gnome King,needs some heroes tosave his people from theCyclopes, who are eat-ing the Gnomes at a ter-rifying rate. If youdestroy the Cyclops’ lair,Glom will reward yourparty with experienceand treasures.

Halon, the Inventor ,owns a water clock thatfreezes during the win-ter. If you bring him anever hot lava rock, hewill give your partyexperience and a wid-get.

Thickbark, the Civilized,needs a few civilizedpeople to kill the IceTrolls. If you destroy thelair of the Ice Trolls,Thickbark will rewardyour party with experi-ence and a spell.

The Druid of Winterawaits the Last FallenLeaf of Autumn. If youbring it to him, he willgive you the LastSnowflake of Winter.

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OutdoorsAreas A3, A4, B3, B4

This is the winter zone of Xeen. While it may bepossible to walk here from Vertigo while your char-acters are low level, it is unwise. The land is full ofsnow beasts, ninjas, trolls, and other dangerouscreatures. Your characters should be at least 8thlevel before you adventure here.

The Town of Winterkilllies at the end of theroad from Vertigo inarea A3. This is the mostdangerous of the townsin Xeen, but therewards are the best.Winterkill is full of thespirits of the dead, andthey cannot be killedwith ordinary weapons.You will need to usespells or weapons thathave an elementalattribute to defeat them.Do not enter Winterkillif you are not powerful!

The Cave of Illusion ison an island in the mid-dle of the source of thecentral lake of Xeen.The key to the Tower ofHigh Magic can befound in the Cave.Although you must havethe key to the Tower of

High Magic to win thegame, we recommendthat you wait until youhave plenty of gems andthe Golem Stopper spellbefore you enter.

The Golem Dungeongathers dust in area B4.Whether you are shortof Megacredits to finishNewcastle or you justlike risking life andlimb, the GolemDungeon is a fine placeto visit. The Taxmanwill give you the stoneto enter the GolemDungeon after you havepaid for the secondstage of Newcastle.

Darkstone Tower risesinto the sky in area B3.Nobody knows whatsecrets it holds becauseRoland took the key to

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Evil RangerArea B3HP 100 Experience 7000 AC 20Speed 27 Attacks 2 Damage 4-20Range Attack YDamage Type Physical

OgreArea B3HP 90 Experience 6000 AC 17Speed 15 Attacks 1 Damage 4-32Range Attack YDamage Type Physical

CyclopsArea A4HP 200 Experience 10000 AC 16Speed 28 Attacks 2 Damage 2-80Range Attack NDamage Type Physical

Ice TrollArea B4HP 125 Experience 14000 AC 15Speed 25 Attacks 2 Damage 3-45Range Attack NDamage Type Physical

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Monster List

Snow BeastArea A3,A4HP 75 Experience 7000 AC 25Speed 32 Attacks 2 Damage 2-24Range Attack NDamage Type Physical

NinjaArea A3,B3HP 65 Experience 2000 AC 25Speed 35 Attacks 4 Damage 3-15Range Attack YDamage Type Physical

BarbarianArea A3HP 200 Experience 10000 AC 15Speed 30 Attacks 2 Damage 6-60Range Attack NDamage Type Poison

Evil ArcherArea B3, B4HP 75 Experience 10000 AC 22Speed 35 Attacks 5 Damage 4-24Range Attack YDamage Type Electricity

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Area B3 & B4

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Area A3 & A4

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Captain Nystor hasbeen losing ships to theantics of the Ogres inthe hills. He will paywell to be rid of them.Destroy their lair andreturn to him to collectyour reward.

The Merchant skill canbe purchased for a mere6,000 gold in area D2. Itis a good investment.The Merchant skill willhalve the cost of items,

and double their salevalue. This means that acharacter that has thisskill could buy an itemfrom a blacksmith andsell it back for the sameprice.

The Autumn Druidawaits the Last Flowerof Summer. If you bringhim the Flower he willgive you the Last Fallenleaf of Autumn.

OutdoorsAreas C1, C2, D1, D2

This section of the map contains a little of every-thing — desert, lava, forest, sea, mountains,scorched earth and monsters. Especially monsters.If it’s a fight you’re looking for, you’ve come to theright place.

Castle Burlock over-looks the sea at area D2.You will need to have aCrusader in your partyto enter the castle. TheCrusader skill can befound in area F4 afteryou have returned thealacorn of Falista toValia. Inside the castle,you will find Artemus,the King’s Adviser, andEmerson, the King'sEngineer. You will needto visit these two civilservants many times towin the game.

The town of Asp lies atthe eastern edge of thegreat desert. Asp is thesecond most difficult ofthe towns. Don’t go inhere unless you aretough.

The Dragon Tower risesout of a sea of moltenrock in area D1. Thekey to this Tower is notavailable on this side ofXeen, so you will not beable to enter until youhave visited Darkside.

Falagar, the wizard, hasbeen robbed of hisCrystals of Piezoelec-tricity. He will rewardthe ones who return itwith experience and aspell. The crystals canbe found in Asp.

Carlawna, the cleric, hasbeen robbed of herScarab of Imaging. Shewill reward the oneswho return it with expe-rience and a spell. Thescarab can be found atC1, x15, y11.

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JousterArea C2, C2HP 80 Experience 5000 AC 20Speed 25 Attacks 1 Damage 2-80Range Attack NDamage Type Physical

Lava GolemArea D1HP 500 Experience 20000 AC 23Speed 30 Attacks 2 Damage 2-100Range Attack NDamage Type Fire

Acid DragonArea D1HP 220 Experience 60000 AC 25Speed 22 Attacks 1 Damage 100Range Attack YDamage Type Poison

Insect SwarmArea D3HP 30 Experience 1300 AC 10Speed 28 Attacks 1 Damage 10Range Attack NDamage Type Physical

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Monster List

SandwormArea C1HP 250 Experience 10000 AC 19Speed 30 Attacks 1 Damage 6-150Range Attack NDamage Type Physical

Giant ScorpionArea C1HP 100 Experience 1000 AC 14Speed 28 Attacks 1 Damage 2-80Range Attack NDamage Type Physical

GargoyleArea C1HP 70 Experience 11000 AC 18Speed 32 Attacks 4 Damage 5-25Range Attack NDamage Type Physical

OgreArea C2HP 90 Experience 6000 AC 17Speed 15 Attacks 1 Damage 4-32Range Attack YDamage Type Physical

BarbarianArea C2HP 200 Experience 10000 AC 15Speed 30 Attacks 2 Damage 6-60Range Attack NDamage Type Physical

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Area D1 & D2

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Area C1 & C2

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and receiving the TerrorStone from the Taxman.

Medin, the Fisherman, ishaving trouble catchingenough fish to feed hisfamily. If you kill thethree lake monsters thatare eating all of the fish,Medin will be grateful.

Tito, the Elf Priest, has lostthe Holy Book ofElvenkind. If you returnthe book to him he willreward you with experi-ence and gold. You can findthe book at B4, x14, y13.

Danulf, the Faery King, hasbeen robbed of his magicwand by the sprites. If youreturn the wand to him, he

will reward you with expe-rience and gold. You canfind the wand at D4, x8,y14.

Ligono, the Spirit, has losthis head. If you return hisskull to him, he willreward you with experi-ence and a spell. You canfind the skull at D4, x2, y1.

Mirabeth, the Mermaid, hasbeen changed into a humanby a sorceress. There is anElixir of Restoration in theTemple of Yak, but it willnot be easy to get.Mirabeth will give you thestone that opens theTemple. If you bring theelixir to Mirabeth, she willreward you with the expe-rience of her kiss.

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OutdoorsC3, C4, D3, D4

The towns of Rivercity and Nightshadow can befound in this part of Xeen, as well as two Towers, aCastle, and a Dungeon. The monsters here are a lottougher than the monsters to the east, so make sureyour party averages around 5th level before youadventure here.

The town of Rivercity is abusy center of com-merce on the southernedge of the inland sea. Itis safe to enter, if youdon’t mind the beggars,but there are some partsof town that are danger-ous to the unprepared.

The town of Nightshadow isdead. The only inhabitantsof Nightshadow are BatQueens and Vampires.This is not a healthy townfor weak characters.

The Tower of High Magicrises above the forest inarea C4. You can findthe key to the Tower inthe Cave of Illusion onlevel 4, x7, y14.

Darzog’s Tower over-looks the entire inlandsea. You can find the

key to the Tower in theTower of High Magicon level 4, x7, y12.

Newcastle awaits its newowners in area C4. Whenyou first visit the site ofNewcastle, you will find it inruins. You can purchase theland for 50,000 gold piecesand you can rebuild the cas-tle for 5 King’s Megacredits(payable to Emerson, theKing’s Engineer). Furtherimprovements will costmore Megacredits. Onceyou have bought the landand paid for your firstimprovement, you will haveaccess to the castle.

The Tomb of a ThousandTerrors rots in the swampsof southern C4. You cangain access to the Tomb bypaying for your firstimprovement to Newcastle

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Water DragonArea D3HP 200 Experience 50000 AC 15Speed 26 Attacks 1 Damage 80Range Attack YDamage Type Cold

SkeletonArea D3HP 20 Experience 250 AC 5Speed 10 Attacks 1 Damage 2-12Range Attack NDamage Type Physical

ZombieArea D3HP 30 Experience 300 AC 2Speed 4 Attacks 2 Damage 2-8Range Attack NDamage Type Physical

NinjaArea D4HP 65 Experience 2000 AC 25Speed 35 Attacks 4 Damage 3-15Range Attack YDamage Type Physical

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Monster List

Evil RangerArea C3, C4HP 100 Experience 7000 AC 20Speed 27 Attacks 2 Damage 4-20Range Attack YDamage Type Physical

Killer SpriteArea C3, C4, D3, D4HP 25 Experience 1600 AC 12Speed 35 Attacks 2 Damage 2-12Range Attack NDamage Type Electricity

OgreArea C3HP 90 Experience 2000 AC 25Speed 35 Attacks 4 Damage 3-15Range Attack YDamage Type Physical

Swamp ThingArea C4, D4HP 130 Experience 6000 AC 23Speed 12 Attacks 1 Damage 2-60Range Attack NDamage Type Physical

StingersArea C4, D4HP 50 Experience 3600 AC 15Speed 30 Attacks 1 Damage 20Range Attack NDamage Type Physical

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Area D3 & D4

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Area C3 & C4

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Monster List

Acid DragonAre E1, F1HP 220 Experience 60000 AC 25Speed 22 Attacks 1 Damage 100Range Attack YDamage Type Poison

Great HydraArea E1,F1HP 1000 Experience 50000 AC 27Speed 30 Attacks 12 Damage10-100Range Attack NDamage Type Physical

Lava GolemArea E1,E2,F1,F2HP 500 Experience 20000 AC 23Speed 30 Attacks 2 Damage 2-100Range Attack NDamage Type Fire

OrcArea E2, F2HP 25 Experience 200 AC 5Speed 17 Attacks 1 Damage 1-10Range Attack YDamage Type Physical

OutdoorsAreas E1, E2, F1, F2

This corner of the map is almost exclusively lavaand scorched earth. There are two cave entrancesand two Dwarf Mine entrances in this zone.Stepping in the lava will deal 100 points of firedamage to each of your characters.

The Dragon Cave’sentrance emits the foulstench of dragon dungand rotting flesh nearthe northern edge of theworld. You don’t have togo in the Cave to finishthe game. This place isstrictly for powerful,adventurous characters.

The Volcano Cave sits inthe middle of this mapzone. If you cannot sur-vive the walk throughthe lava to the Cave,you can’t survive the

Cave itself. You don’tneed to finish the Caveto win the game.

Dwarf Mine entrances 3and 4 are in the south-ern edge of area E2.

Orc Lairs can be foundin area F2. Destroyingthe Lairs will get youexperience, gold, anditems. You won’t have tobe very strong to man-age it, just cleverenough to get over themountains. (Try theDwarf Mines).

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Area F1 & F2

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Area E1 & E2

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and gold. Celia can befound at area D4, x15,y15.

Valia, the old woman,holds the key to theWitch Tower. If youreturn the Alacorn ofFalista to her, she willreward your party withexperience and theCrusader skill.

Orothin, the Hermit, haslost the Bone Whistlethat activates the statueson the two islands eastof him. If you return thewhistle, he will activatethe statues. The statueswill teach the cure poi-son and cure diseasespells. The whistle canbe found at E4, x4, y14.

The Spring Druid waitsfor someone to bring himthe Last Snowflake ofWinter. If the Snowflakeis brought to him, he willgive your party the LastRaindrop of Spring. Thefirst time you deliver theSnowflake, he willreward your party withexperience. Every timeyou bring the Snowflake,however, he will removeany unnatural agingyour characters mayhave suffered.

The Spot Secret Doorsskill can be purchasedfor 500 gold in area E3.Be sure that at least oneof your characters hasthis skill!

OutdoorsAreas E3, E4, F3, F4

This area is the “friendliest” of all the outdoor areas.Your characters can venture outside Vertigo withlittle fear of death as long as they don’t stray too farwest.

The town of Vertigo liesperilously close to theeastern edge of theworld. Vertigo is thetown your charactersbegin their adventuresin, and Vertigo is thetown your characterswill return to when thegoing gets tough.

The Witch Tower risesabove its kingdom oftoads and snakes in areaF4. The key to theWitch Tower lies almostdirectly south of it at F4,x9, y3.

The Evil Temple of Yaksits in a clearing ofZombie Forest in areaE4. The stone of admit-tance is in the hands ofMirabeth the Mermaidat D4, x12, y3.

The Dungeon of Deathcan be found in area E3.The stone of admittancecannot be found withouta trip to the Darkside.

Dwarf Mine entrances 1and 2 are in area F3.Note that you can usethe Dwarf Mines to gounder the mountains ifyour characters don’thave the Mountaineerskill.

Myra, the Herbalist ,needs Phirna roots tomake antidote potions.Every root you bringher nets five antidotepotions. Unfortunately,you may only carry onePhirna root at a time.

Derek, the Ranger, needshelp finding his fiancee’Celia. If you find Celia,Derek will reward yourparty with experience

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Giant SnakeArea F3, F4HP 15 Experience 100 AC 6Speed 18 Attacks 1 Damage 1-10Range Attack NDamage Type Physical

Giant ToadArea F3, F4HP 90 Experience 500 AC 6Speed 17 Attacks 1 Damage 3-24Range Attack NDamage Type Physical

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Monster ListSkeletonArea E3, E4, F3, F4HP 20 Experience 250 AC 5Speed 10 Attacks 1 Damage 2-12Range Attack NDamage Type Physical

ZombieArea E3, E4, F3, F4HP 30 Experience 300 AC 2Speed 4 Attacks 2 Damage 2-8Range Attack NDamage Type Physical

OrcArea E3, F3HP 25 Experience 200 AC 5Speed 17 Attacks 1 Damage 1-10Range Attack YDamage Type Physical

Insect SwarmArea E3HP 30 Experience 1300 AC 10Speed 28 Attacks 1 Damage 10Range Attack NDamage Type Physical

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Area F3 & F4

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Area E3 & E4

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Monsters

Monsters are that which stands between you and

winning the game. All monsters act pretty much the

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

No monster will run away from a fight. Killing the

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

carry it out to the best of their abilities.

While all monsters behave in much the same way,

(charging forward with murderous intent) the

methods they employ to do your party in vary widely.

This next chapter deals with the monsters and their

strengths and weaknesses. If you are having trouble

with a particular kind of monster, you may want to

look it up here.

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Breeder SlimeExperience 200HP 20AC 2 Speed 25Attacks 1 Damage 1-8Damage Type PoisonRange Attack N

Breeder Slimes are simply adult versions of the com-mon slimes that can be found infesting Vertigo.Breeder Slimes, like their smaller kin, are 100%immune to poison.

Captain YangExperience 25000HP 200AC 35 Speed 30Attacks 6 Damage 3-48Damage Type PhysicalRange Attack N

Captain Yang is the leader of the Yang Knights.Unlike his men, the Captain likes killing Paladinsmore than he likes killing Knights. The captain is50% resistant to the elements.

Carnage HandExperience 12000HP 200AC 10 Speed 15Attacks 1 Damage 2-120Damage Type PhysicalRange Attack N

Employed by the evil wizard Darzog as guardians forhis Tower, Carnage Hands are conjurations much likeFlying Feet. Carnage hands are slow, but hit hard.

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Acid DragonExperience 60000HP 220AC 25 Speed 22Attacks 1 Damage 100Damage Type PoisonRange Attack Y

The breath of an Acid Dragon will inflict 100 pointsof acid (poison) damage on the entire party per roundof combat. Acid Dragons are relatively weak dragonsand the only element they are resistant to is Acid.

BarbarianExperience 10000HP 200AC 15 Speed 30Attacks 2 Damage 6-60Damage Type PhysicalRange Attack N

Barbarians are tough fighters. Moderately resistant tothe elements and lightly resistant to magic,Barbarians can be hard to kill. Incapable of magic,Barbarians resent Sorcerers and aim for them first.

Bat QueenExperience 700HP 50AC 10 Speed 22Attacks 2 Damage 2-30Damage Type PhysicalRange Attack N

Bat Queens are the daylight versions of the GnomeVampires that “inhabit” the town of Nightshadow.Bat Queens are not very powerful monsters, but theycan magically weaken their opponents.

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Cleric of YakExperience 1600HP 60AC 8 Speed 18Attacks 1 Damage 2-20Damage Type ElectricityRange Attack Y

Clerics of the Evil Temple of Yak, these spellcastersare worshippers of the Undead. Clerics of Yak willalways try to electrocute their opponents with light-ning bolt spells.

Cloud GolemExperience 30000HP 175AC 15 Speed 26Attacks 2 Damage 5-60Damage Type ElectricityRange Attack N

Created and turned loose by Lord Xeen, CloudGolems serve to keep adventurers from the clouds.Cloud Golems are 100% immune to electricity andpoison attacks.

Count DracoExperience 35000HP 130AC 25 Speed 40Attacks 1 Damage 3-45Damage Type MagicRange Attack N

Count Draco is the strongest of the Gnome Vampiresin Nightshadow. Draco is 90% immune to all ele-ments but fire, and his attack drains the spell pointsof spell casters.

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Castle GuardExperience 10000HP 100AC 30 Speed 28Attacks 2 Damage 10-60Damage TypePhysicalRange Attack N

Almost as tough as Yang Knights, the Castle Guardsof Castle Burlock hit harder. They are lightly resis-tant to the elements.

Clan KingExperience 2000HP 120AC 12 Speed 22Attacks 1 Damage 8Damage TypeMagicRange Attack Y

The leader of the Mad Dwarf Clan, the Clan Kingknows a Sleep spell that both damages and sleeps itsvictims. There is a very real danger that the entireparty will fall asleep at once and lose the battle.

Clan SergeantExperience 600HP 60AC 10 Speed 20Attacks 2 Damage 2-12Damage TypePhysicalRange Attack N

A stronger, more capable member of the Mad DwarfClan, Clan Sergeants are faster and hit harder thancommon Mad Dwarfs. Clan Sergeants will attackDwarfs before they will attack other party members.

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Darzog CloneExperience 30000HP 30AC 12 Speed 35Attacks 1 Damage 4-120Damage Type ElectricityRange Attack Y

To reduce the chance of assassination, Darzog creat-ed a number of clones to confuse his enemies andboost his ego. The clones spells have a strong punchto them, but the clones can’t take much damage.

DemonExperience 30000HP 300AC 30 Speed 33Attacks 1 Damage 3-99Damage Type FireRange Attack Y

Certainly the ugliest monster in Xeen, Demons areamong the most powerful. Demon breath inflictsmoderate fire damage, but demons a re very hard tokill. Demons are 100% immune to fire.

DevilExperience 40000HP 350AC 30 Speed 66Attacks 1 Damage 3-99Damage Type ColdRange Attack Y

Considerably more powerful than their cousins, theDemons, Devils can kill every member in your partyso fast it will make your head spin. Devils are 100%immune to fire.

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Cult LeaderExperience 30000HP 110AC 22 Speed 32Attacks 1 Damage 3-90Damage Type FireRange Attack Y

Most skillful of the Wizards he rules, the CultLeader’s spells deliver more bang for the buck thanthe ordinary Wizards. The Cult Leader is slightlymore resistant to the elements than his underlings.

CyclopsExperience 10000HP 200AC 16 Speed 28Attacks 2 Damage 2-80Damage Type PhysicalRange Attack N

Cyclopses live in the coldest region of Xeen. Theirfavorite food is Gnome and they have big appetites.Cyclopses will attack Sorcerers first.

DarzogExperience 50000HP 150AC 25 Speed 35Attacks 1 Damage 4-120Damage Type ElectricityRange Attack Y

When Darzog created his clones, he was unable toduplicate his ability to turn people into stone whilethey were being electrocuted. Darzog is also a lottougher than his clones, and he is 20% resistant to theelements.

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Earth GolemExperience 14000HP 150AC 12 Speed 20Attacks 2 Damage 4-80Damage Type PhysicalRange Attack N

Earth Golems are slow and easy to hit, but theirattack is very strong. They are very resistant to allelemental attacks.

Evil ArcherExperience 10000HP 75AC 22 Speed 35Attacks 5 Damage 4-24Damage Type ElectricityRange Attack Y

Beneficiaries of an electrical gatling gun spell peculiarto their profession, Evil Archers can electrocute 5 dif-ferent party members per round of combat. EvilArchers are lightly resistant to elemental attacks andheavily resistant to electrical attacks.

Evil RangerExperience 7000HP 100AC 20 Speed 27Attacks 2 Damage 4-20Damage Type PhysicalRange Attack Y

Evil Rangers are people who have traded their con-sciences for power. Evil Rangers are resistant to mostelements and poison their weapons. While they dis-like just about everybody they meet, they especiallydislike Druids.

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Diamond GolemExperience 30000HP 1000AC 40 Speed 30Attacks 2 Damage 4-200Damage Type PhysicalRange Attack N

The strongest of the golem family, Diamond Golemshave excellent armor class and hit points. They arehighly resistant to all the elements and can break theweapons of their opponents.

Doom BugExperience 75HP 5AC 3 Speed 17Attacks 1 Damage 6Damage Type PoisonRange Attack N

Like the Slime monster, Doom Bugs can only befound in Vertigo. Doom Bugs are the second easiestmonster in Xeen to kill.

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

Far and away the grandest dragon ever to live, theDragon King can dish out 400 points of energy dam-age to a party every round of combat. If you live totake a second attack, your characters will find thatthe Dragon King is 100% immune to elemental andmagical attacks.

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GargoyleExperience 11000HP 70AC 18 Speed 32Attacks 4 Damage 5-25Damage Type PhysicalRange Attack N

Found primarily in the Gargoyle Range, these beastsparalyze their prey before they kill them. Gargoylesare slightly resistant to magic.

Ghost RiderExperience 4000HP 60AC 20 Speed 30Attacks 1 Damage 2-64Damage Type PhysicalRange Attack N

Ghost Riders are the third and most powerful ghoststhat will infest Winterkill. They, too, cannot be hurtby magical attacks. All three of the Winterkill ghostshate Clerics, and will attack them first.

GhoulExperience 3500HP 100AC 15 Speed 20Attacks 2 Damage 2-20Damage Type PhysicalRange Attack N

Ghouls are one of the guardians of the Tomb of aThousand Terrors. While Ghouls don’t inflict muchdamage, the touch of a Ghoul can paralyze. Ghoulshate Paladins more than Life itself.

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

Much more fierce than Acid Dragons, Fire Dragonscan inflict 200 points of damage on each party mem-ber per round of combat. Fire Dragons are 100%immune to fire.

Flying FeetExperience 3000HP 40AC 14 Speed 30Attacks 2 Damage 4-20Damage Type PhysicalRange Attack N

Flying Feet are conjurations of the Sorcerers of theTower of High Magic. The Feet are fast and resistantto magic.

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

Frost Dragons are slightly tougher than FireDragons. They can inflict 250 points of Cold damageon each party member per round of combat and are100% immune to cold.

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Giant SpiderExperience 100HP 20AC 4 Speed 19Attacks 1 Damage 1-8Damage Type PhysicalRange Attack N

Giant Spiders spin their webs in the Dwarf Mines.These spiders are very poisonous and resistant to ele-mental attacks.

Giant ToadExperience 500HP 90AC 6 Speed 17Attacks 1 Damage 3-24Damage Type PhysicalRange Attack N

Giant Toads are peasants transformed into monstersby the Witches of Toad Meadow. The toads stay closeto the Tower as though hopeful the witches willrelease them from their curse.

Gnome VampireExperience 12000HP 80AC 18 Speed 36Attacks 2 Damage 3-48Damage Type PhysicalRange Attack N

Gnome Vampires are members of the Undead. Thesemonsters are both physically tough and 90% resistantto all elements but fire. Their touch drains spellpoints. Gnome Vampires will swing at Paladins first.

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Giant BatExperience 60HP 10AC 5 Speed 20Attacks 1 Damage 2-8Damage Type PhysicalRange Attack N

Giant Bats inhabit the Dwarf Mines of the RedDwarf Range. Bats are quick and hard to hit, butthey can’t take much damage.

Giant ScorpionExperience 1000HP 100AC 14 Speed 28Attacks 1 Damage 2-80Damage Type PhysicalRange Attack N

Monsters in the truest sense of the word, GiantScorpions are everything you hope you will never see.Strong, fast, and hard to hit, Scorpions also poisontheir victims.

Giant SnakeExperience 100HP 15AC 6 Speed 18Attacks 1 Damage 1-10Damage Type PhysicalRange Attack N

Giant Snakes can be found in and around the ToadMeadow. Although these snakes are poisonous andaggressive, they are easy to kill..

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Guardian AspExperience 15000HP 90AC 22 Speed 35Attacks 1 Damage 2–80Damage Type PhysicalRange Attack N

Found only in the town of Asp, these beasts serve todiscourage adventurers from looking in places theyare not wanted. Guardian Asps can magically confusethe victims of their bite.

HarpyExperience 1200HP 80AC 7 Speed 21Attacks 2 Damage 2–30Damage Type MagicRange Attack N

A wizard’s experimental cross between a human andan eagle, Harpies are a nasty addition to a worldoverrun with magical monsters. For reasons peculiarto flying creatures, Harpies hate Archers.

Harpy QueenExperience 10000HP 120AC 10 Speed 25Attacks 2 Damage 2–50Damage Type MagicRange Attack N

The Harpy Queen is the strongest individual of herrace. Her attacks magically weaken her foes. TheHarpy Queen is 60% resistant to magic.

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GoblinExperience 150HP 20AC 6 Speed 15Attacks 1 Damage 1-12Damage Type PhysicalRange Attack N

Goblins are the result of a magical process where awitch converts a child into a monster. Tortured crea-tures, it is a mercy to slay them.

Great HydraExperience 50000HP 1000AC 27 Speed 30Attacks 12 Damage 10-100Damage Type PhysicalRange Attack N

Hydras are evolutionarily similar to Acid Dragons, but theyare much stupider. Hydras, however, can take a lot moredamage than Acid Dragons, and are moderately resistant toelemental attacks. Hydras are 100% immune to poison.

GuardianExperience 1500HP 40AC 20 Speed 25Attacks 2 Damage 3–30Damage Type EnergyRange Attack N

Guardians are monsters produced by the Cave ofIllusion to defend its treasures. Guardians are moder-ately tough opponents and are 100% immune to ener-gy attacks.

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Insect SwarmExperience 1300HP 30AC 10 Speed 28Attacks 1 Damage 10Damage Type PhysicalRange Attack N

Dangerous swarms of stinging and biting insects willoccasionally descend upon unwary travellers in thehappy land of Xeen. Make no mistake—while indi-vidually weak, a swarm of these insects can quicklysting their victims to death.

Iron GolemExperience 25000HP 300AC 24 Speed 24Attacks 2 Damage 2–100Damage Type PhysicalRange Attack N

Yet another member of the golem family, Iron Golemsare even harder to destroy than Stone Golems. IronGolems are 100% immune to electricity and cold, andthey are 90% resistant to fire and 80% resistant topoison.

JousterExperience 5000HP 80AC 20 Speed 25Attacks 1 Damage 2–80Damage Type PhysicalRange Attack N

Always spoiling for a fight, Jousters roam theJouster’s Savannah looking for a challenge. Joustersespecially like to fight Paladins, attacking them first.

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Head WitchExperience 5000HP 80AC 12 Speed 25Attacks 1 Damage 3–15Damage Type MagicRange Attack Y

The Head Witch can back up her coven sisters bycasting an ordinary curse along with her basic attack.The curse's luck reducing effects are very dangerouswhen combined with the item curses of her sisters.

Ice TrollExperience 14000HP 125AC 15 Speed 25Attacks 2 Damage 3–45Damage Type PhysicalRange Attack N

Ice Trolls hate Dwarfs. They are moderately resistantto electricity and poison, 100% immune to cold, andwide open to fire attacks.

Insane BeggarExperience 450HP 10AC 3 Speed 20Attacks 1 Damage 2–12Damage Type MagicRange Attack N

Infected with the same magical insanity as MadFools, Insane Beggars can be found all overRivercity. While they are easy to kill, their touchtransmits their disease.

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LORD XEENExperience 600000HP 500AC 25 Speed 50Attacks 1 Damage 1000Damage Type EnergyRange Attack Y

Lord Xeen is the toughest monster in the game. Xeenis 100% immune to everything but the Xeen SlayerSword. His attack should kill one character per round.Don’t mess with Lord Xeen until you have the Sword.

Mad DwarfExperience 200HP 30AC 6 Speed 17Attacks 2 Damage 2–8Damage Type PhysicalRange Attack N

The Mad Dwarf Clan has driven the Red Dwarfsfrom their mines and replaced them. Mad Dwarfs arefierce warriors resistant to most magical attacks.

Mad FoolExperience 350HP 30AC 4 Speed 21Attacks 2 Damage 2–10Damage Type PhysicalRange Attack N

Mad Fools are evidence that King Burlock’s hold onhis people is slipping. Infected with a magical form ofinsanity, Mad Fools spread their curse to those theytouch.

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Killer SpriteExperience 1600HP 25AC 12 Speed 35Attacks 2 Damage 2–12Damage Type ElectricityRange Attack N

Killer Sprites are normal forest Sprites gone bad.Sprites attack electrically, and can also magicallycurse their opponents.

King’s GuardExperience 10000HP 150AC 35 Speed 30Attacks 4 Damage 10–60Damage Type ColdRange Attack Y

Not much more than sorcerers in armor, the King’sGuard uses cold to kill intruders and thieves. Allmembers of the King’s Guard are 20% immune to theelements.

Lava GolemExperience 20000HP 500AC 23 Speed 30Attacks 2 Damage 2–100Damage Type FireRange Attack N

Lava Golems are highly resistant to all elements butcold. Their 500 hit points make them very hard tokill, and their attack does a lot of damage. LavaGolems are 100% immune to fire and poison.

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OrcExperience 200HP 25AC 5 Speed 17Attacks 1 Damage 1–10Damage TypePhysicalRange Attack Y

When the Ancients were passing out abilities, theOrcs were last in line and got none. This vile raceinfests the lands near Vertigo. Orcs hate Elves andprefer to attack them over other characters.

Polter-FoolExperience 3000HP 50AC 15 Speed 20Attacks 1 Damage 2–32Damage Type PhysicalRange Attack N

Polter-Fools are the second kind of ghost that willinfest Winterkill. Like their predecessors, Polter-Fools cannot be hurt by physical attacks.

RocExperience 20000HP 300AC 16 Speed 28Attacks 2 Damage 4–60Damage Type PhysicalRange Attack N

Magical flying birds native to the Clouds of Xeen,Rocs are moderately difficult opponents. The touch ofa Roc can paralyze.

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MummyExperience 9000HP 60AC 15 Speed 20Attacks 2 Damage 2–40Damage Type PhysicalRange Attack N

Like many other members of the Undead, the touchof a Mummy can transmit disease. Mummies don’t domuch damage when they hit, but they can take a lotof punishment before they are destroyed. For reasonsunknown, Mummies hate Druids.

NinjaExperience 2000HP 65AC 25 Speed 35 Attacks 4 Damage 3–15Damage Type PhysicalRange Attack Y

Quick and deadly, Ninjas are human weapons. Ninjasuse shurikens to attack at a distance. Ninjas are light-ly resistant to all forms of elemental and magicalattacks.

OgreExperience 6000HP 90AC 17 Speed 15Attacks 1 Damage 4–32Damage Type PhysicalRange Attack Y

Tough, strong, and quick, these unpleasant monsterspopulate the Ogre Hills. Ogres are moderately resis-tant to elements.

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Sand WormExperience 10000HP 250AC 19 Speed 30Attacks 1 Damage 6–150Damage Type PhysicalRange Attack N

Sand Worms live only in the desert regions of Xeen.Fast and tough, they can sometimes kill a characterwith a single blow.

SkeletonExperience 250HP 20AC 5 Speed 10Attacks 1 Damage 2–12Damage Type PhysicalRange Attack N

Skeletons are the animated bones of persons longdead. The evil magic that animates their bodies com-pels them to attack the living–especially Clerics.

SlimeExperience 50HP 2AC 0 Speed 25Attacks 2 Damage 1–2Damage Type PoisonRange Attack N

There is no monster in all of Xeen easier to kill than aslime. Although slimes are imports, they can only befound in the town of Vertigo.

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RobberExperience 900HP 50AC 8 Speed 23Attacks 2 Damage 2–16Damage Type PhysicalRange Attack Y

The Robbers of Rivercity are people that take thingsfrom other people for a living. Robbers are not verytough fighters, but they can throw their daggers froma long distance.

Robber BossExperience 5000HP 115AC 14 Speed 27Attacks 2 Damage 2–24Damage Type PhysicalRange Attack N

The Robber Bosses of Rivercity are much strongerthan the ordinary thieves they command. Althoughthey have no range attack, they are fast and hard tohit and kill. Be careful.

Sand GolemExperience 8000HP 80AC 18 Speed 10Attacks 1 Damage 40Damage Type PhysicalRange Attack N

Formed of magic and will as much as sand, these golemscan take a lot of punishment before they go down. SandGolems may be slow, but they hit hard and are highlyresistant to most elements. Sand Golems can sometimesput their victims to sleep when they touch them.

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SorceressExperience 10000HP 75AC 15 Speed 27Attacks 1 Damage 3–36Damage Type FireRange Attack Y

The Sorceresses of Rivercity are assassins and thieveswho hire out to the highest bidder. These evil spellcasters use fire magic to rob and kill. Sorceresses arevirtually immune to fire spells.

Spirit BonesExperience 2000HP 40AC 10 Speed 10Attacks 1 Damage 2–16Damage Type PhysicalRange Attack N

The first of the ghosts that infest Winterkill, SpiritBones are easy to kill magically, but are not hurt byphysical attacks.

StingersExperience 3600HP 50AC 15 Speed 30Attacks 1 Damage 20Damage Type PhysicalRange Attack N

Magical versions of Insect Swarms, Stingers dish outtwice as much damage as their mundane cousins.Stingers are moderately resistant to the elements.

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Snake ManExperience 5000HP 50AC 15 Speed 26Attacks 1 Damage 3–30Damage Type PhysicalRange Attack N

Snake Men are former townspeople of Asp that havebeen converted into monsters by the Transformer thathas been set up in a remote part of town. Snakemendon’t like Paladins.

Snow BeastExperience 7000HP 75AC 25 Speed 32Attacks 2 Damage 2–24Damage Type PhysicalRange Attack N

Snow Beasts only live in the coldest areas of Xeen.Snow Beasts are tough, aggressive, and 90% immuneto cold. On the bright side, Snow Beasts are wideopen to other forms of attack.

SorcererExperience 30000HP 90AC 20 Speed 40Attacks 1 Damage 8–80Damage Type ColdRange Attack Y

The Sorcerers who live in the Tower of High Magicuse cold spells in combat. They are personally resis-tant to all of the elements, but are 100% immune tocold spells.

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Tomb GuardExperience 6000HP 50AC 25 Speed 18Attacks 1 Damage 4–20Damage Type MagicRange Attack N

Undead guardians of the Tomb of a ThousandTerrors, Tomb Guards age characters they touch.Tomb Guards are moderately resistant to physicaldamage, are hard to hit, and hate Paladins.

Tomb TerrorExperience 13000HP 150AC 15 Speed 27Attacks 1 Damage 4–80Damage Type MagicRange Attack N

Tomb Terrors are the undead guardians of the Tombof a Thousand Terrors. They are very fast and resis-tant to physical damage. Their touch sometimesleaves a curse on their victims.

Water DragonExperience 50000HP 200AC 15 Speed 26Attacks 1 Damage 80Damage Type ColdRange Attack Y

Although Water Dragons feed on fish most of thetime, they like to supplement their diet with freshadventurer. Water Dragons are 100% immune to coldspells and 90% resistant to poison.

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Stone GolemExperience 20000HP 200AC 18 Speed 20Attacks 2 Damage 3–90Damage Type PhysicalRange Attack N

Another member of the golem family, these constructsare very difficult to destroy. They are 100% immuneto fire and cold spells, and highly resistant to otherforms of attack.

Swamp ThingExperience 6000HP 130AC 23 Speed 12Attacks 1 Damage 2–60Damage Type PhysicalRange Attack N

Swamp Things are sentient trees with a taste formeat. Fresh Druid is their favorite, but any class ofcharacter will do. Swamp things are lightly resistantto electricity, cold, and poison.

Tiger MoleExperience 400HP 40AC 10 Speed 20Attacks 2 Damage 2–24Damage Type PhysicalRange Attack N

Tiger Moles are another monster that dwells in theDwarf Mines. While they have no special magicaldefenses, Tiger Moles are very tough and hard to kill.

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WizardExperience 25000HP 75AC 17 Speed 30Attacks 1 Damage 2–60Damage Type FireRange Attack Y

The wizards of Castle Basenji use the fireball spell incombat. All Wizards are quick and moderately resis-tant to elemental spells. Wizards are 100% immune tofire.

Wood GolemExperience 10000HP 100AC 10 Speed 10Attacks 1 Damage 2–100Damage Type PhysicalRange Attack N

Wood Golems are the second strongest type of golemin the game. Wood Golems are heavily resistant tocold, electrical, and poison attacks. They are veryslow but hit very hard.

Xeen’s GuardExperience 20000HP 100AC 50 Speed 50Attacks 1 Damage 100Damage Type EnergyRange Attack N

One of the toughest monsters in the game, Xeen’srobotic guard is highly resistant to all of the elementsand can deliver 100 hits to one character per round.Use the incinerate spell to take them out.

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Water GolemExperience 4000HP 150AC 16 Speed 15Attacks 2 Damage 2–50Damage Type ColdRange Attack N

Found in the water covering the floor of the Cave ofIllusion, Water Golems try to drown all living crea-tures they see. Water Golems are moderately resistantto physical attacks.

WerewolfExperience 9000HP 100AC 20 Speed 28Attacks 2 Damage 2–50Damage Type PhysicalRange Attack N

Paladins are the favorite food of Werewolves. Fast,tough, and lightly resistant to all magic, Werewolveswill tear your party apart if you are not properly pre-pared. The touch of a Werewolf can transmit a fataldisease.

Wicked WitchExperience 1200HP 50AC 9 Speed 23Attacks 1 Damage 2–4Damage Type MagicRange Attack Y

Wicked Witches are members of a coven that lives inthe Witch Tower. The witches are very tough oppo-nents, and their magical attack curses the weaponsand armor of their opponents. Cursed items are use-less.

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Yak Priest Experience 5000HP 80AC 12 Speed 25Attacks 1 Damage 2–30Damage Type FireRange Attack Y

A more skilled spell caster than Yak Clerics, YakPriests have learned how to burn their opponentswith fireball spells. Yak Priests are very resistant tofire spells.

Yang KnightExperience 8000HP 120AC 30 Speed 24Attacks 4 Damage 3–45Damage Type PhysicalRange Attack N

Followers of the evil Captain Yang, Yang Knightshave seized a portion Rivercity as their own. Theycan take and give a lot of damage and are lightlyresistant to elemental attacks. Yang Knights prefer toattack other knights over any other character class.

Zombie Experience 300HP 30AC 2 Speed 4Attacks 2 Damage 2–8Damage Type PhysicalRange Attack N

Zombies are the animated corpses of persons recentlydead. Like Skeletons, Zombies hate clerics. Zombiesalso carry a disease that is often fatal to those whosurvive their attacks.

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Xeen’s PetExperience 100000HP 400AC 35 Speed 30Attacks 1 Damage 250Damage Type PoisonRange Attack Y

A souped–up Frost Dragon, Xeen’s Pet can deliver250 points of poison damage to each member of theparty every round of combat. Xeen‘s pet is hard to hitand 100% immune to poison.

Yak LichExperience 20000HP 80AC 20 Speed 27Attacks 1 Damage 5–25Damage Type MagicRange Attack Y

Lichdom is the ultimate reward of the followers ofYak. Yak Liches do moderate damage when theyattack, but the danger lies in the magical sleep theirattack can cause.

Yak MasterExperience 50000HP 160AC 22 Speed 30Attacks 1 Damage 5–50Damage Type MagicRange Attack Y

Source of the magical power of the Clerics of Yak, theYak Master is a fearsome opponent. Since the YakMaster’s attacks will kill the unlucky, your charactersmust face him with their luck magically boosted.

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Spells

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

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

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

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

Name Generally descriptive of the spell’s effects.

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

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

Effect What effect the spell has on its recipient.

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Cleric and Paladin Spells

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

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

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

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

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

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

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Druid and Ranger Spells

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

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Sorcerer and Archer Spells

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

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

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

Create FoodCost 20 Spell Points and 5 GemsObject Party

Creates one unit of food for each livingparty member.

Cure DiseaseCost 10 Spell PointsObject 1 Party Member

Removes the DISEASED condition from acharacter

Cure ParalysisCost 12 Spell PointsObject 1 Party Member

Removes the PARALYZED condition froma character.

Cure PoisonCost 8 Spell PointsObject 1 Party Member

Removes the POISONED condition from acharacter.

Cleric Spells

Acid SprayCost 8 Spell PointsObject All Visible Monsters

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

AwakenCost 1 Spell PointObject Party

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

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

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

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

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

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First AidCost 1 Spell PointObject 1 Party Member

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

Flying FistCost 2 Spell PointsObject 1 Monster

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

FrostbiteCost 7 Spell PointsObject 1 Monster

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

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

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

Holy BonusCost 2 Spell Points per Level & 1 Gem

Object 1 Party Member

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

Cure WoundsCost 3 Spell PointsObject 1 Party Member

Magically cures one character of 15 pointsof damage.

Day of ProtectionCost 75 Spell Points and 10 GemsObject Party

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

Deadly SwarmCost 12 Spell PointsObject Group

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

Divine InterventionCost 200 Spell Points and 20 GemsObject Party

Heals the entire party of all damage short ofERADICATION.

Fiery FlailCost 25 Spell Points and 5 GemsObject 1 Monster

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

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Nature’s CureCost 6 Spell PointsObject 1 Party Member

Heals a character of 25 points of damage.

PainCost 4 Spell PointsObject Group

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

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

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

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

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

Raise DeadCost 50 Spell Points and 10 GemsObject 1 Party Member

Removes the DEAD condition from a char-acter.

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

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

HypnotizeCost 15 Spell Points and 4 GemsObject Group

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

LightCost 1 Spell PointObject Party

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

Mass DistortionCost 75 Spell Points and 10 GemsObject Group

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

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

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

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Suppress DiseaseCost 5 Spell PointsObject 1 Party Member

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

Suppress PoisonCost 4 Spell PointsObject 1 Party Member

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

Town PortalCost 30 Spell Points and 5 GemsObject Party

Teleports the party to the town of yourchoice.

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

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

Walk on WaterCost 7 Spell PointsObject Party

Allows the party to walk over both shallowand deep water.

ResurrectionCost 125 Spell Points and 20 GemsObject 1 Party Member

Removes the ERADICATED conditionfrom a character.

RevitalizeCost 2 Spell PointsObject 1 Party Member

Removes the WEAK condition from a char-acter.

SparksCost 1 Spell Point per Level & 1 GemObject Group

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

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

Removes the STONED condition from acharacter.

Sun RayCost 150 Spell Points and 20 GemsObject All Visible Monsters

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

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Detect MonsterCost 6 Spell PointsObject Party

Shows the location of all the monsters nearthe party.

Dragon SleepCost 10 Spell Points and 4 GemsObject 1 dragon

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

Elemental StormCost 100 Spell Points and 10 GemsObject All Visible Monsters

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

Enchant ItemCost 30 Spell Points and 20 GemsObject 1 Item

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

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

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

Sorcerer Spells

AwakenCost 1 Spell PointObject Party

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

ClairvoyanceCost 5 Spell Points and 2 GemsObject Party

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

Dancing SwordCost 3 Spell Points per Level & 10 GemsObject Group

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

Day of SorceryCost 40 Spell Points and 10 GemsObject Party

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

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Golem StopperCost 20 Spell Points and 10 GemsObject 1 Golem

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

Identify MonsterCost 5 Spell PointsObject Group

Reveals the condition of the monsters theparty is fighting.

ImplosionCost 100 Spell Points and 20 GemsObject 1 Monster

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

IncinerateCost 35 Spell Points and 10 GemsObject 1 Monster

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

EtherealizeCost 30 Spell Points and 10 GemsObject Party

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

Fantastic FreezeCost 15 Spell Points and 5 GemsObject Group

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

Finger of DeathCost 10 Spell Points and 4 GemsObject Group

Bloodlessly slays the opponents the casterpoints to.

Fire BallCost 2 Spell Points per Level & 2 GemsObject Group

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

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LightCost 1 Spell PointObject Party

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

Lightning BoltCost 2 Spell Points per Level & 2 GemsObject Group

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

Lloyd’s BeaconCost 6 Spell Points & 2 GemsObject Party

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

Magic ArrowCost 2 Spell PointsObject 1 Monster

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

InfernoCost 75 Spell Points and 10 GemsObject Group

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

Insect SprayCost 5 Spell Points and 1 GemObject Group

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

Item to GoldCost 20 Spell Points and 10 GemsObject 1 Item

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

JumpCost 4 Spell PointsObject Party

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

LevitateCost 5 Spell PointsObject Party

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

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Recharge ItemCost 15 Spell Points and 10 GemsObject 1 item

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

ShrapmetalCost 1 Spell Point per Level & 1 GemObject Group

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

SleepCost 3 Spell Points and 1 GemObject Group

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

Star BurstCost 200 Spell Points and 20 GemsObject All Visible Monsters

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

Super ShelterCost 15 Spell Points and 5 GemsObject Party

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

Mega VoltsCost 40 Spell Points and 10 GemsObject Group

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

Poison VolleyCost 25 Spell Points and 10 GemsObject All visible monsters

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

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

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

Prismatic LightCost 60 Spell Points and 10 GemsObject All Visible Monsters

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

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TeleportCost 10 Spell PointsObject Party

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

Time DistortionCost 8 Spell PointsObject Party

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

Toxic CloudCost 4 Spell Points and 1 GemObject Group

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

Wizard EyeCost 5 Spell Points and 2 GemsObject Party

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

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Items

This next chapter is an explanation of the different

powers, uses, and abilities that items can have in

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.

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

Attributes

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

Special Abilities

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

Base items

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

Items

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

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

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

Elements

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

Metals

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

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Elements

Fire Resistance Damage

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

Electric Resistance Damage

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

Cold Resistance Damage

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

Acid / Poison Resistance Damage

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

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

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

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

Ar ArcherB BarbarianCl ClericDr DruidK KnightN NinjaP PaladinRa RangerRo RobberS Sorcerer

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

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Metals

Common To Hit Dmg AC Costmod

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

Rare To Hit Dmg AC Costmod

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

Precious To Hit Dmg AC Costmod

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

Energy Resistance Damage

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

Magic Resistance Damage

Mystic 5 5Magical 10 10Ectoplasmic 20 25

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Speed Equip Bonus

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

Accuracy Equip Bonus

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

Luck Equip Bonus

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

Hit Points Equip Bonus

Vigor 4 Health 6 Life 10 Troll 20 Vampyric 50

Attributes

Might Equip Bonus

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

Intellect Equip Bonus

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

Personality Equip Bonus

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

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Special Abilities

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

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

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

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

Spell Points Equip Bonus

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

Armor Class Equip Bonus

Protection 2Armored 4 Defender 6Stealth 10Divine 16

Thievery Equip Bonus

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

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Items

Armor Base Cost Mod Equip Restrict

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

Cloak 250 1 1 No restrictionsCape 200 1 1 No restrictions

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

Helm 60 2 1 No restrictions

Gauntlets 100 1 1 No restrictions

Boots 40 1 1 No restrictions

Belt 100 0 1 No restrictions

One HandedWeapons Base Cost Mod Equip Restrict

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

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

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

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Accessories Base Cost Mod Equip Restrict

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

Ring 100 0 2 No restrictions

Misc. Items Base Cost Mod Equip Restrict

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

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

Two Handed Weapons Base Cost Mod Equip Restrict

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

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

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

Missile Weapons Base Cost Mod Equip Restrict

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

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Clues and Hints

This chapter gives answers, locations, hints, and

explanations of things that could not be easily cate-

gorized elsewhere in the cluebook. Included are a list

of the awards, passwords, and secondary skills. You

will also find some important charts about character

classes, races, and locations of stat modifiers and

quest items.

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Another good beginning point is the Witch Tower inarea F4. The Giant Toads in Toad Meadow are themost dangerous creatures you will face in this areauntil you reach the third level of the Witch Tower.The Witches on the third and fourth level of theWitch Tower are dangerous because they cast spellsthat damage the entire party at once and curse theitems your characters carry. Before you go to facethem you should get blessed at the temple on fivesdayor later in the week. A blessing of this strength willprotect your characters entirely from the spells of theWitches. You can get to the witch tower quickly bytyping “witch tower” at the mirror in Vertigo.

If you take the time to complete the Dwarf Mines andthe Witch Tower, your characters should be about 5thto 10th level by the time you are done. A full party of5th to 10th level characters is a pretty strong party,and you should be able to follow the suggestions inthe “How to Win” article later on in this book. If youstill don’t feel strong enough to survive in Xeen, trycompleting some of the mini quests in Rivercity ornear Asp for extra experience and gold.

A Beginner’s Guide toClouds of Xeen

In order to complete all of the quests necessary to winClouds of Xeen, you must first have characters pow-erful enough to survive the challenges they will face.We hope that this section will get you on the righttrack if you are having trouble deciding what to do.

The first thing you should do is open the southeasterncrate in Joe’s warehouse in Vertigo and report backto Mayor Gunther. The Mayor will award your char-acters with enough experience to go up a level or twoin the Training Grounds. Increasing the level of yourcharacters is critical for success in Clouds of Xeen.

The next place we recommend that you visit is theDwarf Mines. You can find the Dwarf Mines by leav-ing Vertigo and following the road until it branchesright. Take the branch and follow it to the first DwarfMine. There are five Dwarf Mines and four DeepDwarf Mines to be explored. The early Dwarf Mineshave some barrels of liquid in them that will improveyour 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 safestarting point for new adventurers.

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Loremaster of WormsLoremaster of LizardsLoremaster of SerpentsLoremaster of DrakesLoremaster of DragonsTaxman EmeritusThese awards are all available in the Dragon Cave. Acharacter must be of sufficient intellect when he readsthe Dragon Lore and Art of Taxation books or he willnot get the award.

Rescued CrodoYour party will get this award when you rescueCrodo from Darzog’s Tower.

Found Shangri–LaDrinking from the fountain in Shangri–La will giveyour characters this award.

Prince of ThievesLegendary (your character’s race)Sitting in the proper thrones inside the NorthernSphinx will earn these awards. Characters who sit inthe wrong thrones will receive damage.

Ghostslayer ExtraordinaireMayor Randon of Winterkill will grant this title whenyou have freed Winterkill of its curse.

Rescued CeliaRescuing Celia and returning to Derek the Rangerwill earn this award.

Helped OrothinIf you find Orothin’s Bone Whistle and return it tohim, you will receive this award.

Awards

Vertigo Guild MemberNightshadow Guild MemberRivercity Guild MemberAsp Guild MemberWinterkill Guild MemberShangri–La Guild MemberA party member must purchase membership at eachGuild before buying spells from that Guild.Membership to each Guild can be purchased in itstown.

Outstanding CitizenYou will get this award once you have proven Joe’streachery to Mayor Gunther.

Red Dwarf Badge of CourageMayor Gunther will give this award to your charac-ters after you have slain the king of the Mad DwarfClan in the Dwarf Mines.

Convicted ThiefThis is an award you can earn all by yourself. To getit, have a character with no Thievery skill rob theBlacksmith. The entire party will be rewarded with ayear in jail and a black mark on their record.

# Warzone WinsThis award is really a record of how many times youhave won fights in the Warzone. There is a limit tothe number of times you may use the Warzone.

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Helped Captain NystorYou will earn this award when you have ruined thelair of the Ogres and reported back to the Captain.

Liberated PagodaYou will have earned this award once you have dri-ven the Ninjas from Kai–Wu’s sacred Pagoda.

Fisherman’s FriendSlaying the three Water Dragons in area D3 willplease Medin and earn you the award.

Helped ArieFind and return the Scroll of Insight to Arie to earnthis reward.

Freed LigonoFind and return Ligono’s skull to earn this award.

Helped GlomDestroy the lair of the Cyclops and return to Glom toget this award.

Helped HalonBring an Ever Hot Lava Rock to Halon to earn thisaward.

Princess’ FavoriteRetrieve the Princess Roxanne’s tiara from theRobbers of Rivercity to earn the Princess’ favor.

Appeased BarokRetrieve Barok’s pendant from the Sorceresses ofRivercity to win this award.

DEFEATED LORD XEENSlay Lord Xeen and win the game to earn this award.

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Restored FalistaRetrieve the alacorn of Falista from the Witch Towerto earn this award.

Turned SeasonsYou must complete the Druid’s Quest to get thisaward. Each of the Druids holds an item that is sym-bolic of his season. You must transport these items forthe Druids of Summer, Autumn, and Winter in orderto complete the quest. The quest begins with theSummer Druid.

Helped CarlawnaFind and return Carlawna’s Scarab of Imaging toearn this award.

Helped FalagarFind and return Falagar’s Crystals of Piezoelectricityto earn this award.

Restored MirabethSteal the Elixir of Restoration from the Clerics of Yakand bring it to Mirabeth to earn this award.

Helped DanulfFind the Faery Wand and return it to Danulf for thisaward.

Saved ElvesFind the Holy Book of Elvenkind and return it toTito for this award.

Civilized OneThickbark will grant this title once you have foundand destroyed the lair of the Ice Trolls.

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Race SP/Level Modifiers Skills

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

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

Character Classes

Class HP* Attacks** Skill Spells

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

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

Character Races

Race HP Mod Resistances ThieveryFire Elec Cold Pois Ener Magic

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

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Navigator Prevents the party from becom-ing lost.

Pathfinder Two Pathfinders in the partyallow passage through denseforests.

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

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

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

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

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

Secondary Skills

Skill Effect

Arms Master Increases chance to hit duringcombat.

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

Body Builder +1 Hit Points/Level.

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

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

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

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

Linguist Allows the character to under-stand foreign languages.

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

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

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Temporary Statistics Modifiers

Accuracy +50 at B3, x0, y4.Armor Class +5 at F3, x12, y12.Armor Class +30 at A3, x3, y14.Cold resistance +50 at A4, x12, y14.Electricity resistance +50 at D3, x15, y4.Elemental resistance +20 at E3, x9, y14.Endurance +50 at C1, x2, y4.Energy resistance +50 at A1, x7, y6.Fire resistance +50 at E2, x14, y3.Hit Points +25 at F3, x7, y7.Hit Points +100 at Asp, x8, y3.Hit Points +250 at A1, x4, y12.Hit Points restored at Vertigo, x14, y17.Intellect +50 at B3, x15, y4.Level +5 at F3, x0, y1.Level +10 at Nightshadow, x7, y7.Luck +60 at F3, x1, y7.Magic resistance +50 at C3, x15, y0Mental statistics +20 at D3, x8, y9.Might +20 at D2, x3, y8Might +50 at Winterkill, x6, y11.Personality +50 at C3, x0, y0.Physical statistics +10 at C3, x15, y10.Poison resistance +50 at F3, x14, y6.Speed +50 at E2, x3, y4.Spell Points +25 at E3, x8, y6.Spell Points +100 at Rivercity, x14, y18.Spell Points +250 at A4, x3, y3.

Mirror Words

The following is a list of words that can be typed at amagic mirror to transport your party somewhere.One of the words, “Showtime”, will play the endgame(although it will not count as a win). There are nohints in the game that tell you about the words“Shangri-la” and “Count Du Money”, however wehave included them here along with “Showtime” sothat you can try them out. “Shangri-la” will take youto the town of Shangri-la at the bottom of the VolcanoCave. “Count Du Money” will take you to one of thetreasure rooms in the Dragon Cave. If you have nomagical means of transporting yourself out of theseplaces, or are unwilling to use Mr. Wizard, you willhave to fight your way out.

AspBarbaric Mountains Castle BasenjiCastle Burlock Cave of Illusion Count Du Money Darkstone Tower Darzog’s Tower Deep Mine Alpha Deep Mine Omega Deep Mine Kappa Deep Mine Theta Desert of the Sphinx Dragon Lair Dragon Tower Ever Blossom Orchard Fairy Forest Forest of the Walking Dead Gargoyle Range Jouster’s Savannah Land of the Giants Lava Lake Lifeforce Lagoon

Magic Delta Mine 1 Mine 2 Mine 3 Mine 4 Mine 5 Mount Firestone Newcastle NightshadowOgre Hills Pitchfork Creek Red Dwarf Range Red River Basin Rivercity Shangri-la Showtime Toad Meadow Tower of High Magic Troll Forest VertigoWarzone Winterkill Witch Tower

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Once you have the key to Darzog’s Tower, use it topay him a visit. Crodo is locked up in the Tower, andyou must free him.

Return to Castle Burlock after you have freed Crodoand visit Artemus, the King’s adviser. Artemus willgive you a permit to dig a dungeon at Newcastle.Walk around the corner from Artemus and pay foranother improvement to Newcastle.

When you have paid for the last improvement toNewcastle, return there and search the Newcastledungeon for the Xeen Slayer sword. This sword is theonly weapon that can hurt Lord Xeen.

Climb Darzog’s Tower until you reach the clouds.Castle Xeen sits on a cloud that cannot be reachedwithout the teleport spell. There is a sign on the cloudaround Darzog’s Tower that says Xeen —9N. Standon the sign’s square and, facing north, teleport 9squares. Your party will be on the edge of the cloudCastle Xeen rests upon.

Play the four games of the Cloud Carnival and tradein your winnings for a Genuine Lord Xeen CupieDoll. You will need the Doll to get into Castle Xeen.

Once inside Castle Xeen, be sure to turn off all of thetraps before you try the central stairs that lead toXeen. When you finally face Lord Xeen, rememberthat the only weapon that can hurt him is the XeenSlayer sword.

Although slaying Lord Xeen and examining the mir-ror will win the game, continue to play after you havewon. You will want to have strong characters whenyou go and visit the Darkside.

How to Win

Return the Alacorn of Falista to Valia in area F4. Youcan find the Alacorn on Level 4 of the Witch Tower.This will give the Crusader skill to all the charactersin your party. You will need the Crusader skill to getinto Castle Burlock. If you already have a Paladin inyour party this step will be unnecessary.

Visit Mirabeth, the Mermaid, in area D4 to get thestone to the Temple of Yak. Use the stone to get intothe Temple and steal at least five King’s Megacredits.

Purchase the Deed to Newcastle in area C4 from theTaxman for 50,000 gold.

Go to Castle Burlock and spend your Megacreditson an improvement to Newcastle . Return toNewcastle to inspect your castle and get the stone tothe Tomb of Terror.

Steal at least five Megacredits from the Tomb ofTerror and return to Castle Burlock. Pay for anotherimprovement to Newcastle, then visit Newcastle topick up the Golem stone.

If you don’t have at least five Megacredits left at thispoint, you can visit the Golem dungeon for the lastfive. Save these Megacredits for later use.

Explore the Cave of Illusion and find the key to theTower of High Magic. The key can be purchased for300 gems on the fourth level of the Cave.

Use the Key to get into the Tower of High Magic.The key to Darzog’s Tower is in a chest on the fourthlevel of the Tower of High Magic.

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Prophecy of the Clouds

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

The Clerics of Yak you must outwitTaxman then must have his bit.

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

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

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

Highest magic holds solutionDarzog’s dark convolution.

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

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

Advisor will a dig permitfive coins more you must submit.

Taxman becomes a faithful vassalXeen’s bane lies under castle.

In clouds above island towerwaits Lord Xeen his final hour.

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

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Darkside

To the people of the land of Xeen, the Darkside ofXeen is the other side of the world. To the people atNew World Computing, Darkside is the other half ofWorld of Xeen, a game that combines Clouds of Xeenwith Darkside of Xeen. Both Clouds and Darksideare stand alone games that can be finished withouthaving both games. If both games are combined onthe same hard disk, however, they will merge into onehuge world. This will permit your characters to travelbetween both sides of Xeen as though they were onegame. World of Xeen will have its own specialendgame that cannot be completed without travellingto both sides of the world.

You may have noticed that there are two Dungeonsand two Towers that are inaccessible in Clouds ofXeen. The Southern Sphinx, Darkstone Tower, theDragon Tower, and the Dungeon of Death cannot beentered without a visit to Darkside because the stonesand keys for these places are on Darkside. Aboveboth of the towers are clouds that cannot be visiteduntil you get into the towers below them.

There are two ways to get to Darkside once you haveinstalled Darkside of Xeen on your hard drive. Thefirst is to step into one of the pyramids that can befound 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 ofXeen is not on your hard drive!