party – maps – guide – data
Clouds of Xeen, Might and Magic IV, an adventure game packed with fantasy elements, offers over 7,000 locations on Xeen. Players reach the Clouds of Xeen while exploring diverse terrains and solving puzzles. Its open-world gameplay, vast array of monsters, and unique magic items set it apart in the genre.
Go alone and prosper.
Grim Reaper
New Stuff and updates
This is a information and guide content for Clouds of Xeen only. You will develop enough strength to complete Cloud-side content and then you can venture to the Dark-side with out next guide.
Game Mode
Adventure vs Warrior impacts difficulty of the game. Adventure mode is easier to dispatch foes and harder to die in general. The final score is impacted by mode selected and people may make fun of you at parties. Warrior is the more traditional difficulty, but still is not as difficult as starting out in Might and Magic 2. Warrior mode does not introduce any hardcore or permadeath mechanics.
Party Size
In Clouds of Xeen your party size is 6 and you have no help from any Hirelings. There are 10 classes to choose from and so you will not get to play with every class in a single playthrough.
Spell Changes
Buff spells like Power Shield, Bless, and Holy Bonus now effect the whole party with a single spell cast. Further, there are new spells that apply a host of buffs at once. Day of Sorcery applies Clairvoyance, Levitate, Power Shield, and Wizard Eye. Day of Protection applies Bless, Heroism, Holy Bonus, Protections from all 4 Elements. Druids cannot cast the “Day of” spells.
Gear Changes
Characters are now only allowed to wear 2 Rings instead of 10. Also, “material” effects no longer apply on Accessory items. This means that an Ebony Belt no longer grants +4 damage and +4 chance to hit while an Ebony Helm will grant the bonus, as Helms appear on the Armor page of your inventory.
Grinding Experience
This is a Clouds of Xeen guide because when I was young I played Clouds first and then later played Darkside. As such, on the cloud side there are only enough trainers to train you up to Level 20. You can find some Permanent Level Boosts to get above 20 (assuming you wait to collect them until after you are maxed at 20) but you are prevented from training above 20 until to get to the Darkside. If you complete quests and clear out most of the dungeons and caves there is plenty of XP available to reach 20 without any special grinding advice.
Most enemies stay dead once you dispatch them, but there are a few places where enemies will respawn such as in the Nightshadow town. Exploiting this is not needed to reach 20.
Design your Party
Taking the time to build a strong starting party will save you a lot of time in the long run.
Statistics
Might
(MGT) effects damage done in combat as well as ability to Bash through walls and doors.
Endurance
(END) effects starting hit points and HP earned per level.
Speed
(SPD) effects Armor Class and turn order in combat.
Accuracy
(ACY) effects ability to hit targets in combat.
Intelligence
(INT) effects the amount of Spell Points for Sorcerers, Archer, Druids, and Rangers.
Personality
(PER) effects the amount of Spell Points for Clerics, Paladins, Druids, and Rangers.
Statistic Bonuses
The method of impact for statistic values is through bonuses. You will find many ways to raise your Statistics after character creation as you explore Xeen, consider the following table:
Statistic Bonuses
0-2 -5
3-4 -4
5-6 -3
7-8 -2
9-10 -1
11-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-24 +5
25-29 +6
30-34 +7
35-39 +8
40-49 +9
50-74 +10
75-99 +11
100-124 +12
125-149 +13
150-174 +14
175-199 +15
200-224 +16
225-249 +17
250+ +20
Classes
Most classes have a set of minimum statistics required to be allowed into the class. Class defines the amount of hit points a character will have and their access to weapons, armor, and spells as well as how many attack swings they get per turn. Some classes also start with a secondary skill.
Consider the following table.
Class Requirements and Rewards
In the table below, HP is base hit points for a new character as well as the amount of HP earned each level. The HP base is modified by END bonus, Race, and the Body Building skill. SW value represents the amount of level it takes for this Class to earn another swing per combat turn.
Class HP SW Starting Skills
Barbarian 12 4 None
Knight 10 5 Arms Master
Ranger 9 6 Path Finder
Paladin 8 6 Crusader
Robber 8 6 Thievery
Archer 7 6 None
Ninja 7 5 Reduced Thievery
Druid 6 7 Direction Sense
Cleric 5 7 None
Sorcerer 4 8 Cartography
In the table below, we see the Statistic Requirements to take on a Class
Class Stat Requirements
Barbarian END 15
Knight MGT 15
Ranger INT/PER/END/SPD 12
Paladin MGT/PER/END 13
Robber LCK 13
Archer INT/ACY 13
Ninja SPD/ACY 13
Druid INT/PER 15
Cleric PER 13
Sorcerer INT 13
Pure fighter classes are Knights and Barbarians, each able to dish out damage and receive it too. Barbarians have more Hit Points and Knights have access to better armor. Both can use Shields and both have access to all Missile weapons.
Non-spell casting hybrid fighters are Robbers and Ninjas. Ninjas are the better damage dealers and have access to a few more weapons. Both have access to all Missile weapons. Robbers can wear better Armor and Shields while Ninjas cannot. Robbers are superior in Thievery skill.
Pure spell casting classes are Cleric, Sorcerer, and Druid. Clerics cast from the Cleric spell book and can use superior armor, including shields, compared to the rest of the pure spell casting classes. Sorcerers cast from the Sorcerer spell book and have the most weapon and armor/shield restrictions of any class. Druids have their own spell book but it has no unique spells. The Druid spell book is a mix of Low and Mid level spells from the Cleric and Sorcerer spell books. Druids do not get any high level spells such as Implosion or Holy Word. All 3 pure spell casting classes are restricted from all Missile Weapons.
Hybrid spell casters are Paladins, Archers, and Rangers. These classes have half as many spell points as their pure brethren and purchasing spells in guilds costs twice as much. The Paladin has access to the most weapons and armor and casts from the Cleric spell book. The Archer are as able fighters are Paladins however they have more armor/shield restrictions and casts from the Sorcerer spell book. The Rangers are as able fighters are the Paladin or Archer and Rangers can wear Shields but Rangers cast from the Druid spell book, which is a hybrid and lesser spell book.
All characters from all classes can wear any boots, gauntlets, helmets, cloaks, belts, rings, or amulets. Items that cast a spell can be use by any class.
Races
Race modifies the amount of hit points and spell points a character will have. Race also impacts resistances. Some races also start with a secondary skill. Consider the following table:
Race Modifiers
The following table shows Hit Points and Magic Points earned per level as well as any starting Skills.
Race HP MP Thievery Skill
Human +0 +0 +0 Swimming
Half-Orc +2 -2 -10 None
Dwarf +1 -1 +5 Secret Doors
Gnome -1 +1 +10 Danger Sense
Elf -2 +2 +10 None
The following table shows bonuses to Resistance for each race.
Race Fire Cold Elec Pois Ener Magi
Human +7 +7 +7 +7 +7 +7
Half-Orc +10 +10 +10 +10 +0 +0
Dwarf +2 +2 +2 +2 +2 +20
Gnome +5 +5 +5 +20 +5 +0
Elf +0 +0 +0 +0 +5 +5
Starter Party vs Custom Party
I’ll admit I liked the starting party in Isles of Terra. I replaced the Paladin with 2nd Knight and kept everyone else as is. That said, I do not like the starting party in Clouds of Xeen. The starting Paladin has only 13 PER. The Cleric has too high SPD for my liking. The Sorcerer has too high PER and ACY. The Druid spell book is severely lacking end game spells and so I see no place for a Ranger in a 6 person party. In my own playthrough, I rolled all new characters and moved the starting equipment over to the custom characters.
Status Conditions
Status conditions reduce your statistics and the reduction increases in severity over time if they are not healed. The reduction is temporary but if statistics reach 0, the character may become Dead when resting. Death in this way will clear the status condition and so your statistic will be restored once the character is Raised.
Status Condition Impacts per severity level
Poisoned MGT/SPD/ACY-1
Diseased INT/PER/END-1
Cursed LCK-1
Insane MGT/SPD+1 & INT/PER/ACY-1
Drunk PER/LCK+1 & All Others -1
Weak All Statistics -1
Heartbroken All Statistics -1
In Love All Statistics +1
Take INT as an example. While many classes do not need INT at all, having a score too low will reduce the amount of time that you can be Weak or Insane before it impacts your parties ability to Rest. Understand this before you accept a 4 statistic score on your characters.
Clearing Status Conditions
Some status conditions can be cured in the field by a Spell but some can only be cured at the Temple. You may be tempted to play on with some status conditions because you do not want to interrupt your mission and use up game time to go back to town. Further, a day will pass each time you enter the Temple and so it is smart to batch up your temple healing so you can go in once and clear everyone. Spells that suppress will reduce the severity value. Some status conditions do not have a severity, they are all or nothing, such as Stoned, Paralyzed, and Sleep. I have included how to clear these as well. It should be noted that ALL conditions except HEARTBROKEN and IN LOVE will be cured in the Temple.
Clear Status Conditions in the field
POISONED Suppress, Cure Poison
DISEASED Suppress, Cure Disease
CURSED Temple Only
INSANE Temple Only
DRUNK Fades over time, Resting
WEAK Revitalize, Resting
HEARTBROKEN Fades over time
IN LOVE Turns to HEARTBROKEN
STONED Stone to Flesh removes it
PARALYZED Cure Paralysis removes it
SLEEP Awaken removes it
DEAD Raise Dead removes it
ERADICATED Resurrect removes it
Game Time and Character Age
Game time effects your character Age and also your final Score after completing the game. As characters get older it will have impacts to your statistics.
Age effects on Statistics
As age increases, MGT, END, SPD, ACY go DOWN while INT, PER go UP
~30's +/-2
~50's +/-5
~70's +/-10
~100 +/-20
~200 +/-50
You can test this in game by Resting a bunch of times to elevate your age while you watch your statistics. Be sure to restore your save game to undo the forced passage of time. You won’t need food for the test.
Ways to reduce character Age
There is no way to reduce natural aging but understanding what ages you can help limit running it up too quickly.
- A day passes any time you enter a vendor shop, such as Inn, Temple, Training, Store, Bank, Guild and so being intentional about batching up your shop tasks makes a difference.
- The jobs where you trade game time for gold is never worth it, you are an adventurer.
- Resting to heal after every encounter will add up. Use your spells to heal, use the Rivercity Well to restore SP. Revitalize to remove the WEAK condition. Rest when you are deep in a dungeon and have no access to the towns.
- Taking 1 step is 1 minute.
- Pressing Space Bar is 1 minute.
Magical aging is induced by the following, and these magical age effects can be retroacted by completing the Druid Seasons quest, which is repeatable.
- Enemies such as Mummies and Polter-Fools can increase your Age with a touch effect when they hit you. Mitigate with higher AC, Power Shield, or higher SPD to kill them first. Check the Foes list to see other enemies that can do this.
- Diabolical Traps can also increase Age such as the Scroll of Aging in Castle Basenji
Grow your Strength
As with Might and Magic 1, 2, and 3. It is necessary to grow your party strength in order to confront the many foes you will face.
Gearing up
There are 3 main ways to acquire gear in Clouds of Xeen. You can buy gear from the merchants. You can find gear by defeating foes that have an item loot table. You can find gear by opening chests and searching where items are hidden.
Starting Equipment
As with the rest of the Might and Magic series up to this point, acquiring Missile weapons for everyone that can use one is the initial top priority. The starting party has 1 Short Bow and the Vertigo shop vendor has 1 more Missile weapon that can be purchased. It will take a week for the vendor to resupply and get another missile weapon, hopefully more can be found before then.
The foes in Vertigo and F-3, the first two areas are not known for dropping any good gear, however, Orcs do have a Item Level 1 loot table so you might get something from them. To see what other foes might drop check the Foe List over on the Data page.
There are 19 chests, heaps, and display cases that can be looted in Vertigo each with a L1 Item in them. There is 1 node with a L2 Item. Chances are good these 20 nodes will net a lot of the starting gear that you need, or at least enough to finish the Extermination quest in Vertigo and start a wider exploration. If you want more guidance on exactly where these loot nodes are, check out the Quick Start over on the Guide page.
Outposts, lairs, and the like
Once you start exploring the Surface maps of Xeen you will find Outposts, Shrines, Nests, etc for various Foes. Destroying these nodes will get you some Gold, XP and Gear drops.
Expand for a list of locations
Outposts Location
Orc Outpost F-3 @ 12,14
Orc Outpost E-3 @ 14,13
Orc Outpost E-2 @ 9,2
Ogre Lair C-2 @ 5,0
Undead Shrine E-4 @ 9,14
Orc Outpost F-2 @ 13,3
Orc Outpost F-2 @ 12,5
Sprite Nest D-3 @ 3.1
Evil Ranger Camp C-4 @ 1,11
Archer's Camp B-4 @ 10,12
Troll Lair B-4 @ 2,7
Barbarian Camp C-2 @ 1,8
Barbarian Camp A-3 @ 8,14
Secondary Skills
Similar to Isles of Terra, there is no limit to the amount of secondary skills that a character can have at once. Some skills are granted for free and others require purchase. In all cases the source is not consumed and so you can apply it to any characters you want. Some skills have no effect for some classes so there is no reason to waste the gold in those cases.
Expand for detailed skill info
Arms Master
Increases the chance to hit +1 during combat.
Astrologer
Extra Spell Points earned per level for only Druid +2 and Ranger +1
Body Builder
Increases +1 hit points per level.
Cartographer
Enables the UI mini-map feature. Sorcerers start with this skill.
Crusader
Allows entrance to Castles if ALL characters have it.
Directions Sense
Enables the UI gem and mini-map to display facing direction. Druids start with this skill.
Danger Sense
Enables the UI animated bat, alerting that foes are nearby. Gnomes start with this skill.
Linguist
Allows deciphering clues and access to some Boosts.
Merchant
Allows the character to sell gear for full price.
Mountaineer
Move through mountains if 2 characters have it.
Navigator
Move through expanse of desert if 1 character has it.
Path Finder
Move through dense forest if 2 characters have it.
Prayer Master
Extra Spell Points earned per level for only Cleric +2 and Paladin +1.
Prestidigitator
Extra Spell Points earned per level for only Sorcerer +2 and Archer +1.
Swimmer
Move through shallow water if ALL characters have it. Humans start with this skill.
Spot Secret Doors
Enables the UI animated gargoyle, alerting when to Bash. Dwarves start with this skill.
Thievery
Allows picking locks and doors. Robbers and Ninjas start with this skill. This is the only skill that also has a value associated with it. The higher the value the more effective the skill. The value is shown on the character screen.
Expand for skill training location info
Arms Master
Rivercity at 30,3 for 300g
Astrologer
Castle Burlock on L1 at 10,5 for free
Body Builder
Rivercity at 30,1 for 1000g
Cartographer
Vertigo at 8,16 for 100g
Crusader
F-4 at 9,3 for free after a Quest
Directions Sense
Dwarf Mine 5 at 8,5 for free
Danger Sense
Dwarf Mine 3 at 5,11 for free
Linguist
Castle Burlock on L1 at 6,5 for free
Merchant
D-2 at 14,2 for 6000g
Mountaineer
Rivercity at 30,30 for 5000g
Navigator
Rivercity at 22,30 for 2000g
Path Finder
Vertigo at 25,26 for 2000g
Prayer Master
A-1 at 6,13 for 10,000g
Prestidigitator
Tower of High Magic L4 at 6,8 for free
Swimmer
Rivercity at 19,23 for 100g
Spot Secret Doors
E-2 at 11,12 for 500g
Thievery
Unable to train.
Temporary Boosts
Temporary boosts expire at 5am every morning, as do the Spell buffs. To get the most out of these day long effects collect them just after 5am. The boost locations are spread around the surface of Xeen but luckily there are mirror portal drops into most zones, if you know the keyword. The trick becomes popping around to get a collection of boosts and have enough time left in the day to actually use them.
For the +50 boosts and the +30 AC boost, I have included a Steps From nearest Portal value (sfp) which shows game minutes to use mirror portal and walk to the boost. A step is 1 game minute. I have also included the portal reference for the best boosts so you know what to type into the mirror prompt. Tick tock!
My Morning Routine
I like to Set a Lloyd's Beacon at the SP Well in Rivercity, which is also 5 steps from a Portal Mirror, which allows you to get nearly anywhere relatively quickly.
1. Mirror to Nightshadow at 4:30am
2. Walk to well and wait till 5:00am
(space bar will pass 1 minute)
3. Use Well for all characters
(Level +10)
4. Lloyd's then Mirror to 'asp'
5. Use Well for all 6 characters
(HPMax+ Silver bars)
6. Lloyd's then Mirror to 'winterkil'
7. Use Well for Might characters
(MGT +50)
8. Exit winterkill to A-3
9. Walk N to Fountain at 3,14
10. Use Well for all characters
(AC +30)
11. Lloyd's then Cast spell buffs
(day of sorcery, day of protection)
12. Use Well for casters until MaxSP
(SP +100)
13. 5 steps to Mirror Portal, GO SMASH!
This takes about 3 hours of the day. You are buffed and ready to rock at 8am.
I prefer a Might heavy party personally, so the above routine is geared towards that. Below are all the temporary boosts and their location. Build your own morning routine. Build one for a specific encounter with appropriate resistances. Add in SPD for really fast foes that are wiping you out, see if you can take them out in one turn. Btw, If they are taking you out at range before you can even get in there, teleport onto their face to initiate combat.
Boost your Fire Resistance
+20 Fire Res E-3 9,14
+50 Fire Res E-2 13,3
(7sfp 'red dwarf range')
Boost your Cold Resistance
+20 Cold Res E-3 9,14
+50 Cold Res A-4 12,14
(7sfp 'land of the giants')
Boost your Electricity Resistance
+20 Elec Res E-3 9,14
+50 Elec Res D-3 15,4
(7sfp 'pitchfork creek')
Boost your Poison Resistance
+20 Pois Res E-3 9,14
+50 Pois Res F-3 14,6
(11sfp 'toad meadow')
Boost your Energy Resistance
+50 Ener Res A-1 7,6
(7sfp 'castle basenji')
Boost your Magic Resistance
+50 Magi Res C-3 15,0
(6sfp 'newcastle')
Boost your Armor Class (AC)
+5 AC F-3 12,12
+30 AC A-3 3,14
(10sfp 'winterkill')
Boost your Level
+5 Level F-3 0,1
+10 Level Nightshadow 7,7
IF Draco↓
(13sfp 'nightshadow')
Boost your MGT
+10 MGT C-3 15,10
+50 MGT D-2 3,8
(6sfp 'jousters savannah')
Boost your INT
+10 INT D-3 8,9
+50 INT B-3 15,4
(10sap 'ogre hills')
Boost your PER
+10 PER D-3 8,9
+50 PER C-3 0,0
(13sfp 'newcastle')
Boost your END
+10 END C-3 15,10
+50 END C-1 2,4
(12sfp 'gargoyle range')
Boost your SPD
+10 SPD C-3 15,10
+50 SPD E-2 3,4
(8sfp 'red dwarf range')
Boost your ACY
+10 ACY C-3 15,10
+50 ACY B-3 0,3
(6sap 'cave of illusion')
Boost your LCK
+60 LCK F-3 1,7
(9sfp 'ever blossom orchard')
Permanent Boosts
There are 126 places where Stats can be raised permanently. Most of these are found in dungeons and can only be activated once so you will need to decide which character to give it to. This type of perm boosts is listed in the specific dungeon write up where it is found. See the Guide page for this info.
HP and SP boosts are categorized as permanent because the points are retained after 5am on a new day. The HP boost can be used repeatedly to heal up and also just a bit over get the Silver Bars. SP can also be topped off with repeated use.
Boost your Hit Points (HP)
+25 HP IF<Max F-3 7,7
+100 HP IF<Max Asp 8,3
(2sfp 'asp' 8sfm)
+250 HP IF<Max A-1 4,12
(2sfp 'castle basenji')
Boost your Spell Points (SP)
+25 SP IF<Max E-2 8,6
(3sfp 'pitchfork creek')
+100 SP IF<Max Rivercity 14,18
(21sfp 'rivercity' 5sfm)
+250 SP IF<Max A-4 7,7
(15sfp 'land of the giants')
In some rarer cases, the Perm Boost is repeatable but only works when the Statistic total is below a threshold – meaning some Boosts need to be found and used early before you grow too strong. The list below details the Perm Boosts with such a threshold so you can find them early.
Boost your END
+5 END IF<21 Ancient Temple Moo 19,8
Boost your PER
+5 PER IF<21 Ancient Temple Moo 19,8
Questing
There are inhabitants of Xeen all over the place that need your assistance. Provide them aid and they will reward you with gold, items, and experience, and sometimes spells.
Rid Vertigo of the pests for Mayor Gunther
14,5 Talk to Gunther the Mayor
9,22 Find Exterminating Evidence
14,5 Return to Gunther the Mayor
Rewards:
xp 5000
gold 4000
Gems 50
Gather Phima roots for Myra the Herbalist
in F-3
9,11 Talk to Myra the Herbalist
8,2 Collect Phima Root
9,1 Return to Myra for 5 potions
Repeat with more Phima Root
in F-4
12,14 Collect Phima Root
5,12 Collect Phima Root
7,12 Collect Phima Root
13,12 Collect Phima Root
6,7 Collect Phima Root
8,7 Collect Phima Root
12,7 Collect Phima Root
12,4 Collect Phima Root
7,2 Collect Phima Root
Reward:
50x Potions of Antidote
These are somewhat useless as you will have the Cure Poison spell very early. These do sell for 155g each so if you are short on early game cash it can help.
If you really want to be efficient, notice that 50x155=7750 and if you had Merchant it would be 310x50=15,500.. since the Merchant Skill is 6000, a short walk away in D-2 at 14,2, you can easily get that skill and make a few extra gold in the process.
Free Celia from the zombies for Derek (and Celia)
in F-3
4,5 Talk to Derek
in D-4
15,15 Free Celia
in F-3
4,5 Return to Derek
Rewards:
xp 25,000
gold 2000
Defeat the Clan King for Mayor Gunther
Pre-Req: Rid Vertigo of the pests
in Vertigo
14,5 Talk to Gunther the Mayor
in Deep Mine Omega
30,26 Defeat the Clan King
Return to Gunther the Mayor
To reach the deeper mines,
use the following codes in the Mine Car
'alpha', 'theta', 'kappa', 'omega'
Rewards:
xp 50,000
Retrieve Orothin’s bone whistle for Orothin
in F-3
9,6 Talk to Orothin
in E-4
5,14 Retrieve the bone whistle
Return to Orothin
Rewards:
xp 15,000
spell Cure Disease
spell Cure Poison
Retrieve Fairy Wand for Danulf
in C-3
14,5 Talk to Danulf
in D-4
8,14 Retrieve the wand
Return to Danulf
Rewards:
xp 40,000
gold 25,000
Retrieve Ligono’s skull for Ligono
in D-3
12,8 Talk to Ligono
in D-4
2,1 Retrieve Ligono's skull
Return to Ligono
Rewards:
xp 40,000
spell Recharge Item
Retrieve Barok’s Pendant for Barok
in Rivercity
25,20 Talk to Barok
1,20 Retrieve the pendant
25,20 Return to Barok
Rewards:
xp 80,000
spell Enchant Item
Retrieve the Alacorn of Falista for Valia
in F-4
9,3 Talk to Valia
in Witch Tower - Level 4
7,4 Retrieve the Alacorn
Return to Valia
Rewards:
xp 60,000
skill Crusader
Retrieve Princess Roxanne’s tiara for Roxanne
in Castle Burlock Level 3
2,11 Talk to Princess Roxanne
in Rivercity
1,3 Retrieve the tiara
Return to Princess Roxanne
Rewards:
xp 200,000
gold 12325
Gems 192
items 4x L3 Items
Remove the curse from Asp for the Adventurers
in Asp
7,4 Make the pedestal blue
9,4 Make the pedestal red
9,2 Make the pedestal blue
7,2 Make the pedestal red
8,14 Destroy the transformer
Rewards:
The Asp well becomes usable (+100HP)
Retrieve the Crystals of Piezoelectricity for Falagar
Pre-Req: Remove the curse from Asp
in C-2
8,11 Talk to Falagar
in Asp
8,11 Retrieve the crystals
Return to Falagar
Rewards:
xp 75,000
spell Mega Volts
Reclaim Kai Wu’s Pagoda for Kai Wu
in A-3
15,12 Talk to Kai Wu
15,6 Find the pagoda
15,12 Return to Kai Wu
Rewards:
xp 75,000
food 40
Retrieve the Holy Book of Elvenkind for Tito
in C-3
3,8 Talk to Tito
in B-4
14,13 Retrieve the book
Return to Tito
Rewards:
xp 60,000
gold 25,000
Destroy the lair of the Cyclops for Glom
in A-3
10,0 Talk to Glom
in A-4
10,8 Destroy the lair
Return to Glom
Rewards:
xp 100,000
items 7x L2 Items
Destroy the Lair of Ogres for Captain Nystor
in C-2
9,1 Talk to Captain Nystor
5,0 Destroy the lair
9,1 Return to Captain Nystor
Rewards:
xp 75,000
spell Super Shelter
Destroy the lair of the Trolls for Thickbark
in B-3
6,3 Talk to Thickbark
in B-4
2,7 Destroy the lair
Return to Thickbark
Rewards:
xp 40,000
gold 20,000
Slay the Monsters of the Lake for Medin
in C-3
12,13 Talk to Medin
in D-3 (roaming in water)
roams Destroy the Water Dragon 1
roams Destroy the Water Dragon 2
roams Destroy the Water Dragon 3
Return to Medin
Rewards:
xp 100,000
Items 1x L6 Item
Remove the curse from Nightshadow for the Adventurers
in Nightshadow
6,10 Set the sundial to 9
8,11 Set the sundial to 9
10,10 Set the sundial to 9
1,14 Open coffin between 9pm-5am
Defeat Count Draco
Rewards:
The Nightshadow well becomes usable (Level+10, temporary)
Destroy the monsters of Winterkill for the Adventurers
in Winterkill
8,13 Talk to Random, the Mayor
roams Defeat all Spirit Bones
13,1 Bang the Gong
8,13 Talk to Random, the Mayor
roams Defeat all Polter-Fool
13,1 Bang the Gong
8,13 Talk to Random, the Mayor
roams Defeat all Ghost Rider
13,1 Bang the Gong
8,13 Talk to Random, the Mayor
Rewards:
xp 500,000
The Winterkill Well becomes usable (MGT+50)
Retrieve the Everhot Lava Rock for Halon
in B-3
9,6 Talk to Halon
in E-2
7,11 Retrieve the rock
Return to Halon
Rewards:
xp 150,000
items Widget
Retrieve the Scarab of Imaging for Carlawna
in C-2
10,6 Talk to Carlawna
in C-1
15,11 Retrieve the scarab
Return to Carlawna
Rewards:
xp 75,000
spell Moon Ray
Retrieve the Scroll of Insight for Arie
in A-1
11,5 Talk to Arie
in Castle Basenji Level 3
3,9 Retrieve the scroll
Return to Arie
Rewards:
xp 750,000
items Jeweled Amulet of the Northern Sphinx
Attribution
How to obtain a copy of this game:
eBay link – PC version (1992)
GOG link – Digital PC version (includes games 1-6)