MIGHT & MAGIC III -- ISLES OF TERRA
Miscellaneous Facts and Spoilers v2.1

by Stephen S. Lee (ssjlee@rawbw.com)
You may distribute this freely, so long as you give proper credit to me.
This was derived from the PC version; I make no guarantees about
  applicability to other platforms.
Please feel free to e-mail me with corrections or suggestions.

TABLE OF CONTENTS
-----------------

1. Party Creation
   A. Classes
   B. Races
   C. The Seven Statistics
   D. Skills
   E. Recommended party
   F. Hirelings
2. Spell list
3. Guide to Terra
   A. Locations of major areas
   B. Locations of skills
   C. Locations of spells outside of mage guilds
   D. Locations of temporary stat boosters
   E. Locations of permanent stat boosters
   F. Locations of monster outposts
   G. Locations of other treasure
   H. Mirror portal keywords
   I. Shop contents
4. Monsters
   A. Table of monster statistics
   B. The Arena
5. Items
   A. Equipment generation and properties
   B. Shops of Terra
6. Miscellaneous tips and tricks


SECTION 1A - CLASSES
--------------------

Here is a table showing the different classes in the game, with the column
headers indicating:

HP      - base hit points gained per level.  This number is modified by
          Endurance, race, and the Body Building skill.
Attacks - number of levels it takes to get another melee attack per round, so
          lower numbers are better. There isn't any upper limit to the number
          of attacks that can be made in a round; at the end of the game this
          can approach 40.
Skill   - skill that class starts with
Spell   - spells that class starts with

Class       HP   Attacks  Skill             Spells
Knight      10         5  Arms Master       -
Paladin      8         6  Crusader          Light
Archer       7         6  -                 Detect Magic
Cleric       5         7  -                 All level 1 cleric spells
Sorcerer     4         8  Cartography       All level 1 sorcerer spells
Robber       8         6  Thievery          -
Ninja        7         5  Thievery          -
Barbarian   12         4  -                 -
Druid        6         7  Direction Sense   All level 1 druid spells
Ranger       9         6  Pathfinding       Awaken

Knights are pure warriors; they can equip any weapon, body armor, or shield in
the game, but may not cast spells.

Barbarians are also pure warriors; they have more hit points and are superior
in raw melee combat ability compared to Knights, and likewise may not cast
spells.  However, they are more limited in the melee weapons they can equip,
and may not use body armor heavier than scale armor.

Knights and Barbarians receive bonuses to-hit in combat that other classes do
not receive; combined with their greater number of attacks at higher level,
this makes them much more effective melee combat machines than the hybrid
classes.

Robbers are trained in the arts of Thievery, but are not able to cast spells.
They may equip most weapons, and can use a shield, but may not use body armor
heavier than chain mail.

Ninjas are also trained in the arts of Thievery; they are poorer at it compared
to actual Robbers, but make up for it with superior combat ability.  They also
cannot cast spells, may not use a shield, and may not use body armor heavier
than ring mail.

Clerics are primarily magic users who use the clerical spellbook.  They are
poor in melee combat, are not allowed to use edged weaponry, and cannot use
ranged weapons.  However, they are allowed to equip shields and body armor as
heavy as splint mail.

Sorcerers are primarily magic users who use the arcane spellbook.  They are
even worse in melee combat than Clerics; they can equip very few weapons, and
the only body armor they can equip is padded armor.

Druids are primarily magic users who use the druidic spellbook. The druid
spellbook has spells from both the clerical and sorcerer lists, plus a few
spells that only the druidic spellbook has.  Like Clerics, they make for poor
fighters, though they can equip more melee weapons than Clerics can.  They may
equip shields, but the only body armor they may use are padded armor and
leather armor.

Paladins are hybrid fighter-clerics.  While they are allowed to use any piece
of armor, and may equip any weapon that is not specialized for ninjas, they
do not fight quite as effectively as Knights or Barbarians.  They may cast
spells from the clerical spellbook, but only have half as many spell points as
full Clerics, and their spells cost twice as much in mage guilds.  Apart from
these limitations, they cast spells just as well as a Cleric of the same level.

Archers are hybrid fighter-sorcerers.  They are as effective in melee and
ranged combat as Paladins, and can equip any weapon that a Paladin can.  Their
defensive capacities are more limited, as they may not use a shield, nor can
they use body armor heavier than chain mail.  They may cast spells from the
arcane spellbook, but only have half as many spell points as full Sorcerers,
and their spells cost twice as much in mage guilds.  Apart from these
limitations, they cast spells just as well as a Sorcerer of the same level.

Rangers are hybrid fighter-druids.  They are as effective in melee and ranged
combat as Paladins, and can equip any weapon that a Paladin can.  Their
defensive ability is worse than a Paladin but better than an Archer, as they
may equip a shield and any body armor other than plate.  They may cast spells
from the druidic spellbook, but only have half as many spell points as full
Druids, and their spells cost twice as much in mage guilds.  Apart from these
limitations, they cast spells just as well as a Druid of the same level.

All characters may equip any helmet, cloak, boots, gauntlets, belt, ring,
amulet, or other piece of equipment.  Any character may also use any charged
item that can cast spells, such as a wand.

The base number of spell points per level for a spellcaster is 3.  This is
first modified by race, Intellect and Personality scores, and the
class-relevant skill; this is then divided by 2 for Paladins, Archers, and
Rangers.  Fractions are retained, and only discarded after multiplying by the
character's level.


SECTION 1B - RACES
------------------

The following table shows all the effects of the different races.  "Thief Mod"
represents the modifier to Thievery.

         HP per MP per ---- Starting Resistances ---- Thief Starting
Name      Level  Level Fire Elec Cold Pois Ener Magic   Mod Skill
Human        +0     +0    7    7    7    7    7     7    +0 Swimming
Elf          -2    +2*    0    0    0    0    5     5   +10 -
Dwarf        +1     -1    5    5    5   20    5     0    +5 Spot Secret Doors
Gnome        -1     +1    2    2    2    2    2    20   +10 Danger Sense
Half-orc     +2     -2   10   10   10    0    0     0   -10 -

* Elves who are not archers or sorcerers do NOT receive this bonus.


SECTION 1C - THE SEVEN STATISTICS
---------------------------------

Each character has seven major statistics that define his or her abilities.
These are Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck;
random values for these stats at character generation can range from 3 to 21.
For all of these stats, the numerical rating corresponds to an adjective given
by the game when you click on the statistic on the character screen.  Each of
these adjectives corresponds to the standard numerical bonus for that
stat value.  These ranges and bonuses are:

Stat Range    Adjective       Bonus
0-2           Nonexistant [sic]  -5
3-4           Very Poor          -4
5-6           Poor               -3
7-8           Very Low           -2
9-10          Low                -1
11-12         Average            +0
13-14         Good               +1
15-16         Very Good          +2
17-18         High               +3
19-20         Very High          +4
21-24         Great              +5
25-29         Super              +6
30-34         Amazing            +7
35-39         Incredible         +8
40-49         Gigantic           +9
50-74         Fantastic         +10
75-99         Astounding        +11
100-124       Astonishing       +12
125-149       Monumental        +13
150-174       Tremendous        +14
175-199       Collosal [sic]    +15
200-224       Awesome           +16
225-249       Awe Inspiring     +17
250+          Ultimate          +20

Increasing a statistic above 250 consequently has no effect.  At the other
end of the scale, if a statistic is 0 it is possible to die when resting,
although this form of "natural death" can still be undone with the Raise Dead
spell.

The functions of these statistics are as follows:

MIGHT: The bonus applies to the physical damage done with each successful melee
  attack; penalties cannot drop damage per attack below 1.  Might is also used
  when bashing open doors and performing other such feats of strength.

INTELLECT: The bonus applies to the number of spell points per level for
  Archers and Sorcerers.  For Rangers and Druids, the average of the
  Intellect and Personality bonuses is used.  No effect for other classes.

PERSONALITY: The bonus applies to the number of spell points per level for
  Paladins and Clerics.  For Rangers and Druids, the average of the Intellect
  and Personality bonuses is used.  No effect for other classes.

ENDURANCE: The bonus applies to the number of hit points per level.

SPEED: The bonus applies to Armor Class.  Speed also determines when your
  character acts during combat.  Unlike later Might and Magic games, it does
  not determine how often your character acts.

ACCURACY: The bonus applies to the change to hit with a weapon, either melee or
  ranged.

LUCK: The bonus applies to all resistance rolls.  If the resistance roll works
  like it does in later Might and Magic games, you must have at least 1
  resistance point for the Luck bonus to apply at all.


SECTION 1D - SKILLS
-------------------

A freshly generated character will have zero, one, or two free skills that
derive from race and class.

All skills may be found after character generation, including Thievery; the
locations and costs of these are listed in Section 3B.  The actual functions
of the skills are as follows.

Name              Function
Arms Master       +1 to hit.
Astrologer        Druids and Rangers gain +2 magic points per level.
Body Builder      +1 hit point per level.
Cartographer      The auto-mapping feature only works if at least one character
                  possesses this skill.
Crusader          The whole party must possess this skill to enter Castle
                  Whiteshield, Castle Bloodreign, or Castle Dragontooth.
Danger Sense      If at least one character has this skill, you will know if
                  there are foes nearby.
Direction Sense   The compass feature only works if at least one character
                  possesses this skill.
Linguist          Allows the character to read foreign languages.
Merchant          Allows the character to receive full value instead of half
                  value when selling an item in a store.
Mountaineer       At least two characters with this skill are needed to move
                  through mountains on foot.
Navigator         The character can prevent the party from becoming lost.
Pathfinder        At least two characters with this skill are needed to move
                  through dense forests on foot.
Prayer Master     Clerics and Paladins gain +2 magic points per level.
Prestidigitator   Sorcerers and Archers gain +2 magic points per level.
Spot Secret Doors If at least one character has this skill, this permits the
                  automatic detection of walls that can be bashed down.
Swimming          The whole party must possess this skill to move around in
                  shallow water without magic.
Thievery          Required to pick locks on chests and doors.  A character's
                  base Thievery rating is 30 for Robbers, 15 for Ninjas, and 0
                  for everyone else (after learning Thievery in a specific
                  location).  This is modified by race, and every character
                  gains 2 points of Thievery per level.
Tracker           Does nothing.


SECTION 1E - RECOMMENDED PARTY
------------------------------

Here are some key points to keep in mind when choosing your party of six:

* A Knight or Barbarian is significantly better in melee combat than the
  Paladin, Archer, Ranger, or Ninja.  They get a bonus to hit on top of the
  additional hit points and higher number of attacks per round indicated in
  the above tables; these advantages are collectively large enough that there
  is often a "sweet spot" of effectiveness where a Knight or Barbarian can
  take down a tough foe in one or two rounds, but anyone else even with
  identical equipment, statistics, and buffs will take many more rounds.
  
  Your party should therefore include at least one or two of these.  The sample
  party has both a Knight and a Barbarian for good reason.  Most people making
  party suggestions recommend against these, but I strongly disagree; a key
  supporting argument for this is the following point.

* Once you have ready access to charged items that can cast spells, plus the
  Recharge Item and Duplicate Item spells, anyone in your party can readily
  sling spells you have the items for.  This will make a Knight just as good at
  casting fireballs as your Sorcerer by mid-game, and makes casting expensive
  but powerful spells like Power Cure, Power Shield, and Dragon Breath much
  easier.

  You will still want pure spellcasters for the earlier parts of the game, and
  even later the pure spellcasters give you much greater variety and
  flexibility, as you only have 18 inventory spaces per character.  This does
  however mean you can load up on warriors with better combat capacity and more
  hit points.

* The druidic spellbook just isn't all that useful; while it gets spells from
  both the clerical and arcane spell lists, it doesn't get many of the good
  ones, and the only important druidic spell that neither other list has is
  Walk on Water.  You can therefore exclude these classes from your party if
  you wish, and work around it by doing one of the following: (1) using the
  druid or ranger hirelings; (2) finding an item that can cast Walk on Water;
  or (3) using the Etherealize and Teleport spells as substitutes for Walk on
  Water.

* You do not need to start out with someone who has the Thievery skill.  You
  can eventually have anyone learn this skill, or find a hireling who has it.
  Locked doors can be bashed down, and locked chests can wait for later in the
  game.  You will miss out on surprisingly little treasure this way; the
  biggest item you will have to skip until you acquire Thievery is the main
  treasure in Fountain Head.

* Clerical spellcasters are good not just for healing spells, but also for
  Protection from Elements, Blessed, Heroism, Holy Bonus, and Town Portal.
  Arcane spellcasters are likewise good for more than raw damage spells;
  Lloyd's Beacon, Power Shield, Teleport, Recharge Item, and Duplication are
  all great spells to have around.

* Refer to Section 1F to take into account which hirelings become available
  when in the game.  Using a variety of tricks can help offset the cost of the
  hirelings; see Section 6 for details.

Given all of these points, one party that works well is:
  Half-Orc Knight 
  Dwarf Ranger
  Human Paladin
  Human Archer
  Gnome Cleric
  Elf Sorcerer

You can replace the Ranger or the Archer with a Dwarf Ninja if you don't want
to deal with the lack of early-game Thievery.  If you plan to employ the
high-level Barbarian and Sorcerer hirelings available in Blistering Heights as 
soon as you can, you can try to replace the elf sorcerer with a fighter of some
kind.
  

SECTION 1F - HIRELINGS
----------------------

Allan Bow  Male Good Human Archer L3 (4000 XP) Start Cost 180 G/day
           Starts in the Fountain Head Inn
           Mgt 16  Age 21        Cutlass              L1 Sorcerer spells
           Int 16  Pathfinder    Chain Mail           Raven's Guild Member
           Per  8  Swimmer       Short Bow
           End 18
           Spd 13
           Acy 21
           Lck 11

Fineous    Male Neutral Human Druid L3 (3000 XP) Start Cost 180 G/day
           Starts in the Fountain Head Inn
           Mgt  7  Age 22        Mace                 L3 Druid spells
           Int 11  Dir. Sense    Leather Armor        Raven's Guild Member
           Per 19  Swimmer
           End 17
           Spd 18
           Acy 13
           Lck 14

Sir Galant Male Good Human Knight L8 (96000 XP) Start Cost 1280 G/day
           Imprisoned at Baywatch Cavern (15,1)
           Mgt 26  Age 26        Halberd              5 Arena Wins
           Int 13  Arms Master   Plate Mail
           Per 13  Crusader      Crossbow
           End 21  Navigator     Iron Helm
           Spd 18  Swimmer       Silver Boots
           Acy 17                Warrior Gauntlets
           Lck 16                Yellow Fortress Key

Darlana    Female Good Dwarf Cleric L7 (48000 XP) Start Cost 980 G/day
           Imprisoned at Baywatch Cavern (15,0)
           Mgt 13  Age 27        Hammer               L7 Cleric spells
           Int 14  Crusader      Splint Mail          Raven's Guild Member
           Per 25  Danger Sense  Iron Helm            Albatross Guild Member
           End 16  Swimmer       Fast Boots           Falcon's Guild Member
           Spd 17                Friendship Robes
           Acy 14
           Lck 19

Wartowsan  Male Evil Human Ninja L11 (768000 XP) Start Cost 2420 G/day
           Imprisoned at Wildabar Cavern (4,7)
           Mgt 19  Age 31        Steel Naginata       10 Arena Wins
           Int 16  Thievery 37   Silver Ring Mail
           Per 16  Arms Master   Iron Crossbow
           End 23  Body Builder  Rogue Gauntlets
           Spd 28  Crusader      Lucky Charm
           Acy 19  Swimmer       Life Belt
           Lck 23                Blue Unholy Key

Lone Wolf  Female Neutral Elf Ranger L12 (2048000 XP) Start Cost 2880 G/day
           Imprisoned at Wildabar Cavern (0,13)
           Mgt 19  Age 36        Silver Grand Axe     L12 Druid spells
           Int 25  Crusader      Gold Chain Mail      Raven's Guild Member
           Per 25  Merchant      Silver Long Bow      Albatross Guild Member
           End 23  Mountaineer   Precision Gauntlets  Falcon's Guild Member
           Spd 16  Pathfinder    Ebony Medal          Buzzard's Guild Member
           Acy 15  Spot S. Doors Mystic Cape
           Lck 21                Red Warriors Key

Charity    Female Good Human Paladin L18 (8192000 XP) Start Cost 6480 G/day
           Imprisoned at Bloodreign Dungeon (14,3)
           Mgt 18  Age 34        Steel Hammer         L13 Cleric spells
           Int 20  All Skills    Steel Plate Armor    Raven's Guild Member
           Per 30                Sonic Tiara          Albatross Guild Member
           End 25                Thunder Charm        Falcon's Guild Member
           Spd 21                Charisma Scarab      Buzzard's Guild Member
           Acy 20                Friendship Necklace
           Lck 26

Son of Abu Male Neutral Gnome Robber L22 (11264000 XP) Start Cost 9680 G/day
           Imprisoned at Bloodreign Dungeon (14,0)
           Mgt 22  Age 47        Steel Broad Sword    3 Arena Wins
           Int 22  Thievery 79   Ruby Chain Mail
           Per 22  All Skills    Ebony Crossbow
           End 30                Steel Shield
           Spd 28                Toxic Broach
           Acy 33                Cryo Boots
           Lck 40                Stealth Scarab
                                 Pirate Ring
                                 Black Terror Key

Lord Bruno Male Evil Human Barbarian L40 (30208000 XP) Start Cost 32000 G/day
           Starts in the Blistering Heights Inn
           Mgt 60  Age 61        Platinum Great Axe   25 Arena Wins
           Int 40  All Skills    Platinum Scale Armor
           Per 50                Sapphire Sling
           End 70                Blazing Plat. Helm
           Spd 35                Cryo Plat. Gauntlets
           Acy 40                Shocking Lead. Cloak
           Lck 35                Power Belt

The Raven  Male Evil Human Sorcerer L50 (40960000 XP) Start Cost 50000 G/day
           Starts in the Blistering Heights Inn
           Mgt 25  Age 134       Diamond Dagger       L17 Sorcerer spells
           Int 130 All Skills    Plat. Padded Armor   Raven's Guild Member
           Per 90                Arcane Scarab        Albatross Guild Member
           End 45                Genius Ring          Falcon's Guild Member
           Spd 60                Kinetic Cloak        Buzzard's Guild Member
           Acy 40                Ectoplasmic Amulet   Eagle's Guild Member
           Lck 55                Vampiric Ring
                                 Gold Master Key


SECTION 2 - SPELL LIST
----------------------

"Cost" in the following indicates how many magic points are needed for the
spell.  "/L" under cost indicates the number of magic points required per level
of the caster.  "*" under cost indicates how many gems are required.  "Lv"
indicates the level you need to learn a spell from a mage guild; it has no
other effect.

A "group" of monsters means all the monsters in the first square in front of
the party that has monsters; spells that affect a group can hit up to 3
monsters.  "All" monsters indicates all monsters in front of the party.
"Elemental" means you can select one of Fire, Electricity, Cold, or Poison, and 
the spell will do that specific type or damage, or protect against that
specific element.

CLERICAL SPELL TABLE
Name                       Cost Lv Effect
Light                         1  1 Provide light in dungeons and caves
Awaken                        1  1 Remove SLEEP from all characters
First Aid                     1  1 +6 hit points to one character
Flying Fist                   2  1 6 Physical damage to one monster
Revitalize                    2  2 Remove WEAK from one character
Cure Wounds                3+1*  2 +15 hit points to one character
Sparks                   1/L+1*  2 2*Level Electrical damage to one group
Protection from Elements 1/L+2*  3 Temporary party Elemental resistance
Pain                          4  3 8 Physical damage to one group
Suppress Poison               4  3 Reduce POISONED on one character to minimum
Suppress Disease              5  4 Reduce DISEASED on one character to minimum
Turn Undead                5+2*  4 Attempt to destroy a group of undead
Silence                       6  5 Block a group's spellcasting
Blessed                     2/L  5 +Level to Armor Class on one character
Holy Bonus                  2/L  6 +Level to weapon damage on one character
Power Cure               2/L+3*  6 +(2-12)*Level hit points to one character
Heroism                  2/L+3*  7 +Level to hit on one character
Immobilize                 6+3*  7 Prevent a group from attacking
Cold Ray                 2/L+4*  8 (2-4)*Level Cold damage to all monsters
Cure Poison                   8  8 Remove POISONED from one character
Acid Spray                    8  9 15 Poison damage to all monsters
Cure Disease                 10  9 Remove DISEASED from one character
Cure Paralysis               12 10 Remove PARALYZED from one character
Paralyze                  15+4* 10 Stronger version of Immobilize
Create Food               20+5* 11 Create enough food for party if you lack it
Fiery Flail               25+5* 11 100 Fire damage to one monster
Town Portal               30+5* 12 Teleport to a town; noncombat only
Stone to Flesh            35+5* 12 Remove STONE from one character
Half for Me              40+10* 12 One character heals; caster damaged for 1/2
Raise Dead               50+10* 13 Remove DEAD from one character
Moon Ray                 60+10* 14 30 Energy damage to all; heals party as well
Mass Distortion          75+10* 14 One group loses half its hit points
Holy Word               100+20* 15 Destroy all monsters which are undead
Resurrection            125+20* 15 Remove ERADICATED from one character; +5 Age
Sun Ray                 150+10* 16 200 Energy damage to all monsters
Divine Intervention     200+20* 17 Restores all party hit points; +5 Age

ARCANE SPELL TABLE
Name                       Cost Lv Effect
Light                         1  1 Provide light in dungeons and caves
Awaken                        1  1 Remove SLEEP from all characters
Detect Magic                  1  1 Show charges remaining on items in backpack
Elemental Arrow               2  1 8 Elemental damage to one monster
Energy Blast             1/L+1*  2 (2-6)*Level Energy damage to one monster
Sleep                      3+1*  2 Attempt to put a group to sleep
Create Rope                   3  3 Allow descent into a pit without a rope
Toxic Cloud                4+1*  3 10 Poison damage to a group
Jump                          4  4 Move the party 2 squares; noncombat only
Acid Stream                   5  4 25 Poison damage to one monster
Levitate                      5  5 Keep the party safe from pits
Wizard Eye                 5+2*  5 Show an overhead view of the vicinity
Identify Monster              5  6 Show monster group hit points, other stats
Lightning Bolt           2/L+2*  6 (4-6)*Level Electrical damage to a group
Lloyd's Beacon             6+2*  7 Set and recall location; noncombat only
Power Shield             2/L+2*  7 +Level damage reduction on one character
Detect Monster                6  8 Show number and location of nearby monsters
Fireball                 2/L+2*  8 (3-7)*Level Fire damage to a group
Time Distortion            8+3*  9 Cause the entire party to flee combat
Feeble Mind                   8  9 Block a group's spellcasting
Teleport                     10 10 Teleport up to 9 squares; noncombat only
Finger of Death           10+4* 10 Attempt to destroy a group
Super Shelter             15+5* 11 Allow safe rest; noncombat and on land only
Dragon Breath            3/L+5* 11 5*Level Elemental damage to all monsters
Recharge Item            15+10* 12 +1-6 charges to a charged item
Fantastic Freeze          15+5* 12 40 Cold damage to a group
Duplication              20+50* 13 Duplicate an item of level 1-4
Disintegration            25+8* 13 Attempt to disintegrate a group
Etherealize               30+8* 14 Move straight through doors, other barriers
Dancing Sword           3/L+10* 14 (6-14)*Level Physical damage to a group
Enchant Item             30+20* 15 Enchants an item which isn't already magical
Incinerate               35+10* 15 250 Fire damage to one monster
Mega Volts               40+10* 16 150 Electrical damage to a group
Inferno                  75+10* 16 250 Fire damage to a group
Implosion               100+20* 17 1000 Energy damage to one monster
Star Burst              200+20* 17 500 Physical damage to all monsters

DRUIDIC SPELL TABLE
Name                       Cost Lv Effect
Light                         1  1 Provide light in dungeons and caves
Awaken                        1  1 Remove SLEEP from all characters
First Aid                     1  1 +6 hit points to one character
Detect Magic                  1  1 Show charges remaining on items in backpack
Elemental Arrow               2  2 8 Elemental damage to one monster
Revitalize                    2  2 Remove WEAK from one character
Sleep                      3+1*  3 Attempt to put a group to sleep
Create Rope                   3  3 Allow descent into a pit without a rope
Suppress Poison               4  4 Reduce POISONED on one character to minimum
Protection from Elements 1/L+2*  4 Temporary party Elemental resistance
Suppress Disease              5  5 Reduce DISEASED on one character to minimum
Identify Monster              5  5 Show monster group hit points, other stats
Nature's Cure                 6  6 +25 hit points to one character
Immobilize                 6+3*  6 Prevent a group from attacking
Walk on Water                 7  7 Allow the party to travel on deep water
Frost Bite                    7  7 35 Cold damage to one monster
Lightning Bolt           2/L+2*  8 (4-6)*Level Electrical damage to a group
Acid Spray                    8  8 15 Poison damage to all monsters
Cold Ray                 2/L+4*  9 (2-4)*Level Cold damage to all monsters
Nature's Gate                10  9 Portal dependent on day; noncombat only
Fireball                 2/L+2* 10 (3-7)*Level Fire damage to a group
Deadly Swarm                 12 10 40 Physical damage to a group
Cure Paralysis               12 11 Remove PARALYZED from one character
Paralyze                  15+4* 11 Stronger version of Immobilize
Create Food               20+5* 12 Create enough food for party if you lack it
Stone to Flesh            35+5* 12 Remove STONE from one character
Raise Dead               50+10* 13 Remove DEAD from one character
Prismatic Light          60+10* 14 Random effects on all monsters
Elemental Storm         100+10* 15 150 Elemental damage to all monsters


SECTION 3A - LOCATION OF MAJOR AREAS
------------------------------------

The number after the coordinates are the maze number that can be used with
the Interspatial Transport Box to teleport to that area (41-64 are the outdoor
sectors, in the order A1, A2 ... F3, F4).

Town of Fountain Head      - A1 (9,10), 1 (cavern: 6)
Town of Baywatch           - A2 (14,1), 2 (cavern: 7)
Town of Wildabar           - B4 (12,3), 3 (cavern: 8)
Town of Swamp Town         - E2 (7,1), 4 (cavern: 9)
Town of Blistering Heights - D3 (6,15), 5 (cavern: 10)

Castle Whiteshield         - A2 (4,15), 24 (dungeon: 29)
Castle Bloodreign          - B4 (4,11), 25 (dungeon: 30)
Castle Dragontooth         - E1 (10,5), 26 (dungeon: 31)
Castle Greywind            - C4 (5,8), 27 (dungeon: 32)
Castle Blackwind           - D4 (6,8), 28 (dungeon: 33)

Cyclops Cavern             - B1 (12,10), 11
Arachnoid Cavern           - B4 (0,7), 12
Cursed Cold Cavern         - D1 (9,5), 13
Dragon Cavern              - F1 (10,10), 14
Magic Cavern               - E4 (7,7), 15

Ancient Temple of Moo      - A1 (6,5), 16
Slithercult Stronghold     - B1 (3,1), 17
Fortress of Fear           - B2 (10,13), 18
Halls of Insanity          - A3 (6,6), 19
Dark Warrior Keep          - B3 (0,6), 20
Cathedral of Carnage       - B3 (9,7), 21
Tomb of Terror             - F2 (0,0), 22
Maze from Hell             - F3 (2,6), 23

Forward Storage Sector     - A2 (5,2), 39 (Aft Storage Sector: 37)
Alpha Engine Sector        - F4 (9,8), 34
Beta Engine Sector         - F1 (4,9), 36
Main Engine Sector         - F2 (3,4), 35
Central Control Sector     - C2 (15,0), 38 (Main Control Sector: 40)


SECTION 3B - LOCATION OF SKILLS
-------------------------------

ALL SKILLS          Halls of Insanity (4,29), 100000 G (includes Thievery)
Arms Master         Wildabar (1,1), 500 G
Astrologer          B1 (2,4), 5000 G
Body Builder        Wildabar (1,2), 200 G
Cartography         Fountain Head (6,14), 25 G
Crusader            Ancient Temple of Moo (29,15), free
Danger Sense        Fountain Head Cavern (0,5), 500 G
Direction Sense     Fountain Head Cavern (2,5), 100 G
Linguist            Arachnoid Cavern (22,17), 50 gems
Merchant            A1 (14,8), 5000 G
Mountaineer         Baywatch (11,11), 5000 G
Navigator           Wildabar (1,4), 3000 G
Pathfinder          Baywatch (11,14), 2500 G
Prayer Master       Arachnoid Cavern (23,13), 500 gems
Prestidigitator     Arachnoid Cavern (23,11), 500 gems
Spot Secret Doors   Fountain Head Cavern (13,15), 250 G
Swimmer             Fountain Head Cavern (15,8), 200 G


SECTION 3C - LOCATION OF SPELLS OUTSIDE OF MAGE GUILDS
------------------------------------------------------

The below spells may be learned by anyone who has the spell in their class
spellbook; level is not checked for.  Since it is twice as expensive for a
hybrid spellcaster to learn a spell in a mage guild, consider using the below
free spells for hybrids instead of primary magic-users.

ALL SPELLS          Castle Blackwind (8,3), one character, cost of 2000000 G
Acid Spray          Cathedral of Carnage (28,8)
Acid Stream         Cyclops Cavern (19,31)
Blessed             Cathedral of Carnage (25,8)
Cold Ray            Cathedral of Carnage (27,8)
Create Food         B2 (2,15), can be used repeatedly
Create Food         Swamp Town Cavern (10,10)
Cure Disease        Wildabar (14,1)
Cure Paralysis      Swamp Town (9,2)
Cure Poison         B2 (11,7), can be used repeatedly
Cure Poison         Wildabar (14,2)
Cure Poison         Arachnoid Cavern (24,31)
Dancing Sword       Magic Cavern (29,2)
Deadly Swarm        Arachnoid Cavern (31,3)
Detect Monster      Cyclops Cavern (19,17)
Disintegrate        Magic Cavern (26,20)
Divine Intervention F2 (3,2)
Divine Intervention Tomb of Terror (22,10)
Dragon Breath       A3 (5,15)
Dragon Breath       Swamp Town Cavern (13,15)
Dragon Breath       Magic Cavern (30,22)
Duplication         Magic Cavern (22,15)
Enchant Item        B3 (8,2)
Enchant Item        Arachnoid Cavern (18,20)
Etherealize         B3 (6,6)
Etherealize         Magic Cavern (30,12)
Fantastic Freeze    Cyclops Cavern (1,10)
Feeble Mind         Magic Cavern (16,16)
Fiery Flail         Arachnoid Cavern (5,15)
Finger of Death     Cyclops Cavern (2,17)
Fireball            Ancient Temple of Moo (12,24)
Fireball            Cyclops Cavern (18,19)
Fireball            Magic Cavern (13,29)
Half for Me         Arachnoid Cavern (15,26)
Heroism             Swamp Town (12,5)
Holy Bonus          Swamp Town (14,14)
Holy Word           F3 (6,15)
Holy Word           Cathedral of Carnage (18,21)
Identify Monster    A1 (13,8)
Immobilize          Cathedral of Carnage (26,8)
Implosion           Magic Cavern (11,2)
Incinerate          Blistering Heights Cavern (5,12)
Inferno             Magic Cavern (13,2)
Jump                Cyclops Cavern (17,31)
Levitate            Baywatch Cavern (15,7)
Light               Ancient Temple of Moo (5,1)
Lightning Bolt      Baywatch Cavern (3,5)
Lightning Bolt      Cyclops Cavern (7,16)
Lloyd's Beacon      Baywatch Cavern (15,5)
Mass Distortion     Cathedral of Carnage (4,3)
Mega Volts          Magic Cavern (5,0)
Moon Ray            Cathedral of Carnage (4,11)
Nature's Gate       Wildabar (14,10)
Nature's Gate       Arachnoid Cavern (23,15)
Pain                Ancient Temple of Moo (6,29)
Paralyze            Cathedral of Carnage (30,3)
Power Cure          Baywatch Cavern (0,10)
Power Shield        Cyclops Cavern (18,23)
Raise Dead          Blistering Heights Cavern (11,12)
Raise Dead          Cathedral of Carnage (30,6)
Recharge Item       Arachnoid Cavern (5,31)
Resurrection        Cathedral of Carnage (18,20)
Silence             Ancient Temple of Moo (31,15)
Star Burst          Magic Cavern (2,24)
Stone to Flesh      Cathedral of Carnage (30,5)
Sun Ray             Tomb of Terror (28,10)
Super Shelter       Magic Cavern (5,24)
Suppress Disease    Ancient Temple of Moo (9,12)
Suppress Poison     Ancient Temple of Moo (2,16)
Teleport            B3 (12,7)
Teleport            Magic Cavern (3,14)
Time Distortion     A3 (8,14)
Time Distortion     Cyclops Cavern (3,17)
Time Distortion     Magic Cavern (26,23)
Town Portal         Cathedral of Carnage (30,4)
Turn Undead         Baywatch Cavern (0,8)
Turn Undead         Ancient Temple of Moo (26,1)
Walk on Water       Wildabar (14,6)
Wizard Eye          A1 (13,6)


SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS
-------------------------------------------------

Baywatch (3,5) - pay 1 G -> 1 in 6 chance of +100 luck, party
Blistering Heights (3,8) - +60 Electricity Resistance, Party
Blistering Heights (7,3) - +60 Poison Resistance, party
Blistering Heights (7,12) - +60 Cold Resistance, party
Blistering Heights (11,8) - +60 Fire Resistance, party
A1 (4,7) - +20 AC, party
A1 (7,9) - Might Potions on sale for 100 G each
A1 (11,3) - +50 HP, party
A1 (13,1) - +20 Intellect, party
A1 (14,6) - +20 Personality, party
A2 (14,14) - +100 MP, party
A3 (5,1) - pay 10 gems -> cure insanity, party
A3 (7,9) - pay 100 gems -> +25 Magic Resistance, party
A3 (12,5) - pay 100 G -> cure poison, party
A4 (14,10) - +50 Poison Resistance, party
B1 (4,9) - +30 Might, party
B1 (7,7) - pay 100 G -> +50 Cold Resistance, party
B1 (8,5) - +20 Levels, party
B1 (9,9) - +30 Speed, party
B1 (10,2) - pay 100 G -> +50 Fire Resistance, party
B2 (5,2) - after raising the island, cures unnatural aging
B3 (9,2) - +50 AC, Evil characters only
C4 (6,5) - +60 Endurance, party
C4 (7,10) - +60 Accuracy, party
D1 (0,8) - after destroying werewolf shrine, +100 All Seven Statistics, party
D1 (7,9) - +200 HP, party
D3 (8,11) - +60 All Six Resistances, party
E1 (4,10) - pay 15000 G -> +100 Speed, party
E1 (7,11) - pay 5000 G -> +100 Endurance, party
E1 (10,7) - pay 10000 G -> +100 Might, party
E1 (14,8) - pay 20000 G -> +100 Accuracy, party
E4 (6,5) - cures any condition other than Eradicated
F1 (2,5) - pay 10000 G -> +500 HP, party
F4 (3,10) - pay 10000 G -> +500 SP, one
F4 (5,5) - pay 10000 G -> +50 Levels, one
Castle Greywind (12,3) - pay 10000 G -> party cured of all ills


SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS
-------------------------------------------------

Boosters marked with a * may be used repeatedly.  The clue book says that
the boosters in the Forward Storage Sector work once per year, but this
doesn't seem to work.

Fountain Head (5,2) - "Saved Fountain Head" -> convert gold to XP 1-for-1
Fountain Head Cavern (6,13) - +5 Might + 200 XP + Sacred Silver Skull
Fountain Head Cavern (15,11) - +5 Intellect + 200 XP + Sacred Silver Skull
Fountain Head Cavern (14,10) - +5 Personality + 200 XP + Sacred Silver Skull 
Fountain Head Cavern (0,14) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (5,5) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (7,3) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (14,1) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (15,3) - +5 Speed + 200 XP + Sacred Silver Skull
Fountain Head Cavern (7,6) - +5 Accuracy + 200 XP + Sacred Silver Skull
Fountain Head Cavern (1,2) - +5 Luck + 200 XP + Sacred Silver Skull
Wildabar Cavern (1,5) - +10 Might + 1000 XP
Wildabar Cavern (9,3) - +5 Intellect + 1000 XP
Wildabar Cavern (12,7) - +5 Personality + 1000 XP
Wildabar Cavern (15,3) - +5 Endurance + 1000 XP
Wildabar Cavern (5,15) - +10 Endurance + 1000 XP
Wildabar Cavern (10,7) - +5 Accuracy + 1000 XP
Wildabar Cavern (11,15) - +10 Speed + 1000 XP
Wildabar Cavern (10,5) - +5 Luck + 1000 XP
*Swamp Town Cavern (3,4) - +20 Might to all below 50
*Swamp Town Cavern (11,4) - +25 Endurance to all below 50
Blistering Heights Cavern (0,15) - +25 Fire Resistance to all below 25
Blistering Heights Cavern (0,8) - +25 Cold Resistance to all below 25
Blistering Heights Cavern (15,15) - +25 Electricity Resistance to all below 25 
Blistering Heights Cavern (15,8) - +30 Poison Resistance to all below 30
Blistering Heights Cavern (0,0) - +20 Energy Resistance to all below 20
Blistering Heights Cavern (15,0) - +25 Magic Resistance to all below 25
*A3 (13,2) - pay 1000 G -> +1 to one character's Accuracy if below 25
*A3 (13,8)- pay 10000 G -> +10 to a Knight's Might and Endurance if below 25
B1 (2,3) - pay 1000 gems -> +10 to a Druid's stats below 25
*D4 (3,7) - 10% chance of +2 Might if below 50
*D4 (8,11) - 10% chance of +2 Poison Resistance if below 50
Whiteshield Dungeon (9,1) - +10 All Seven Statistics
Whiteshield Dungeon (9,3) - +10 All Seven Statistics
Whiteshield Dungeon (11,7) - +20 All Six Resistances
Whiteshield Dungeon (15,1) - +5 Levels
Bloodreign Dungeon (15,15) - +50 Speed
Bloodreign Dungeon (6,15) - +50 Accuracy
Bloodreign Dungeon (0,5) - +50 Luck
Dragontooth Dungeon (7,8) - +50 Intellect + +10 Age + Alignment to Evil
Dragontooth Dungeon (7,7) - +50 Personality + +10 Age + Alignment to Evil 
Dragontooth Dungeon (5,7) - +50 Endurance + +10 Age + Alignment to Evil
Dragontooth Dungeon (5,8) - +5 Levels + +10 Age + Alignment to Evil 
*Castle Greywind (0,0) - +10 All Seven Statistics (day 50 only; 1 day passes)
Cyclops Cavern (23,8) - +50 Intellect
Cyclops Cavern (3,12) - +50 Personality
Cyclops Cavern (28,3) - +50 Endurance
Cyclops Cavern (29,10) - +50 Accuracy
Cyclops Cavern (2,25) - +20 Electricity Resistance
Cyclops Cavern (27,29) - +20 Electricity Resistance 
Cyclops Cavern (2,27) - +30 Energy Resistance
Cyclops Cavern (10,30) - +30 Magic Resistance
*Arachnoid Cavern (11,10) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (13,24) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (17,7) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (23,18) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (14,13) - +10 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (8,18) - +5 Personality, pay Lord Might to recharge
*Arachnoid Cavern (13,8) - +5 Personality, pay Lord Might to recharge
*Arachnoid Cavern (20,20) - +5 Personality, pay Lord Might to recharge
*Arachnoid Cavern (14,17) - +10 Personality, pay Lord Might to recharge
*Arachnoid Cavern (16,11) - +10 Accuracy, pay Lord Might to recharge
*Arachnoid Cavern (16,18) - +10 Accuracy, pay Lord Might to recharge
*Arachnoid Cavern (18,18) - +10 Luck, pay Lord Might to recharge
*Arachnoid Cavern (20,16) - +10 Luck, pay Lord Might to recharge
Cursed Cold Cavern (7,29) - +20 Magic Resistance + 10000 XP
Cursed Cold Cavern (12,2) - +20 Magic Resistance + 10000 XP
Cursed Cold Cavern (22,21) - +20 Magic Resistance + 10000 XP
Cursed Cold Cavern (14,13) - +1 Level
Cursed Cold Cavern (14,15) - +1 Level
Cursed Cold Cavern (16,13) - +1 Level
Cursed Cold Cavern (16,15) - +1 Level
Magic Cavern (2,28) - +10 Intellect
Magic Cavern (5,2) - +10 Intellect
Magic Cavern (9,19) - +10 Intellect
Magic Cavern (22,24) - +10 Intellect
Magic Cavern (28,27) - +10 Intellect
Magic Cavern (2,19) - +10 Speed
Magic Cavern (8,17) - +10 Speed
Magic Cavern (9,27) - +10 Speed
Magic Cavern (20,5) - +10 Speed
Magic Cavern (20,13) - +10 Speed
*Slithercult Stronghold (9,21) - pay Quatloo Coin, no Fizbin -> +5 Might
*Slithercult Stronghold (11,21) - pay Quatloo Coin, no Fizbin -> +5 Endurance
*Slithercult Stronghold (13,21) - pay Quatloo Coin, no Fizbin -> +5 Accuracy
Slithercult Stronghold (22,4) - +25 Poison Resistance
Slithercult Stronghold (22,7) - +25 Poison Resistance
Slithercult Stronghold (2,8) - +2 Levels
Dark Warrior Keep (5,24) - +10 Might
Dark Warrior Keep (23,30) - +10 Might
Dark Warrior Keep (1,1) - +25 Might
Dark Warrior Keep (1,10) - +10 Endurance
Dark Warrior Keep (30,22) - +20 Endurance
Dark Warrior Keep (30,11) - +20 Speed
Dark Warrior Keep (12,1) - +2 Levels
Cathedral of Carnage (13,3) - +5 Levels
Cathedral of Carnage (13,11) - +5 Levels
Tomb of Terror (28,2) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Tomb of Terror (28,6) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Tomb of Terror (29,2) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Tomb of Terror (29,6) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Forward Storage Sector (15,10) - +20 Might + 100000 XP
Forward Storage Sector (15,8) - +20 Intellect + 100000 XP
Forward Storage Sector (15,6) - +20 Personality + 100000 XP
Forward Storage Sector (5,3) - +20 Endurance + 100000 XP
Forward Storage Sector (5,1) - +20 Speed + 100000 XP
Forward Storage Sector (5,2) - +20 Accuracy + 100000 XP
Forward Storage Sector (14,4) - +20 Luck + 100000 XP
Forward Storage Sector (14,3) - +2 Levels
Central Control Sector (11,14) - +20 Energy Resistance + 5000000 XP
Central Control Sector (13,14) - +25 Energy Resistance + 5000000 XP
Central Control Sector (1,11) - +30 Energy Resistance + 5000000 XP


SECTION 3F - LOCATION OF MONSTER OUTPOSTS
-----------------------------------------

All of the below outdoor monster outposts may be destroyed for the listed
awards.

A1 Goblin (12,7) 2500 XP + 2000 G + 5 L1 items
   Orc (5,3) 5000 XP + 5000 G + 6 L1 items
A2 Goblin (8,5) 5000 XP + 5000 G + 5 L1 items
   Orc (4,7) 10000 XP + 10000 G + 5 L1 items
A3 Screamer (3,9) 10000 XP + 100 gems
   Vampire Bat (15,4) 5000 XP
A4 Giant Spider (5,12) 25000 XP + 50 gems
   Magic Mantis (15,4) 25000 XP
B1 Oh No Bug (12,8) 25000 XP
   Wild Fungus (5,3) 5000 XP
B2 Ogre (11,4) 25000 XP + 5 L2 items
   Sprite (6,10) 10000 XP + 5 L2 items
B3 Bugaboo (3,3) 25000 XP + 50 gems
   Ghoul (12,10) 100000 XP + 5 L3 items
C1 Cyclops (6,12) 250000 XP + 100000 G + 6 L5 items
   Sprite (6,4) 25000 XP + 1000 gems
C2 Major Devil (11,2) 500000 XP + 500000 G + 6 L5 items
C3 Great Hydra (7.9) 2000000 XP + 1000000 G + 10 L6 items
D2 Fire Lizard (10,1) 100000 XP + 50000 G + 5 L3 items
   Fire Stalker (5,10) 250000 XP + 100000 G + 6 L4 items
D3 Major Demon (6,8) 500000 XP + 100000 G + 6 L5 items
E2 Death Locust (3,11) 100000 XP
   Shadow Rogue (6,11) 50000 XP + 1000 G + 10 L3 items
E4 Barbarian (5,7) 500000 XP + 10 L5 items
   Death Locust (9,8) 250000 XP


SECTION 3G - LOCATIONS OF OTHER TREASURE
----------------------------------------

Fountain Head (1,12) chest - var. XP + 25000 XP, party + 2500 G + Rope
  And Hooks + 3 L1 items + 3 L2 items + "Saved Fountain Head" award
Fountain Head (1,2) chest - var. XP + 900 G + 1 L1 item
Fountain Head (13,14) chest - var. XP + 2500 G + 1 L1 item
Fountain Head (14,14) chest - var. XP + 500 G + 25 gems + 1 L1 item
Fountain Head Cavern (0,7) - 200 XP + 200 G
Fountain Head Cavern (8,7) - 200 XP + 200 G
Fountain Head Cavern (2,7) - 200 XP + 300 G
Fountain Head Cavern (1,15) - 200 XP + 400 G
Fountain Head Cavern (4,14) - 200 XP + 750 G
Fountain Head Cavern (6,7) - 200 XP + 750 G
Fountain Head Cavern (12,15) - 200 XP + 1 L1 item
Fountain Head Cavern (14,14) - 200 XP + 1 L1 item
Fountain Head Cavern (4,2) - 200 XP + 1 L1 item
Fountain Head Cavern (5,1) - 200 XP + 1 L1 item
Baywatch (7,12) - 500 XP + disease + 1000 G
Baywatch (9,12) - 500 XP + disease + 50 gems
Baywatch (10,3) - 500 XP + disease + 1 L2 item
Baywatch (12,3) - 500 XP + insanity + 5 L2 items
Baywatch (12,4) - 500 XP + insanity + 2000 G
Baywatch (12,5) - 500 XP + insanity + 3000 G
Baywatch Cavern (0,12) - Sacred Silver Skull
Baywatch Cavern (0,14) - Sacred Silver Skull
Baywatch Cavern (1,3) - 1 L2 item
Baywatch Cavern (5,5) - Sacred Silver Skull
Baywatch Cavern (6,11) - 1 Jewelry
Baywatch Cavern (7,3) - 1 Jewelry
Baywatch Cavern (7,5) - Sacred Silver Skull
Baywatch Cavern (8,11) - 1 Jewelry
Baywatch Cavern (14,3) - 1 Jewelry
Wildabar (12,4) - 3000 G
Wildabar (12,5) - 120 G + 50 gems
Wildabar (12,9) - 2000 G
Wildabar (13,10) - 2000 G
Wildabar (14,3) - 5000 G
Swamp Town (1,12) - Ancient Jewelry
Swamp Town (8,14) - 5000 G
Swamp Town (9,1) - Ancient Artifact of Evil
Swamp Town (11,1) - Ancient Jewelry
Swamp Town (12,1) - Ancient Jewelry
Swamp Town (12,14) - 200 gems
Swamp Town (14,1) - Ancient Artifact of Evil
Swamp Town (14,4) - Ancient Jewelry
Swamp Town Cavern (1,15) - Ancient Artifact of Evil
Swamp Town Cavern (2,11) - 5 L3 items
Swamp Town Cavern (4,15) - Ancient Artifact of Evil
Swamp Town Cavern (6,14) - 10000 G
Swamp Town Cavern (9,13) - 5 L3 items
Blistering Heights (1,2) chest - 25 G + Ancient Artifact of Evil
Blistering Heights (1,5) chest - 25 G + Ancient Artifact of Neutrality
Blistering Heights (1,14) chest - 250000 G
Blistering Heights (2,1) chest - 25 G + Ancient Artifact of Good
Blistering Heights (2,14) chest - 200 G + 5000 G
Blistering Heights (12,3) chest - 75 G + 5 L5 items
Blistering Heights Cavern (7,13) chest - 1000 G + Precious Pearl of Y&B
Blistering Heights Cavern (8,14) chest - 1000000 G
Blistering Heights Cavern (8,15) chest - 1000 G + 5 L5 items
Blistering Heights Cavern (9,13) chest - 1000 G + Precious Pearl of Y&B
A1 (5,1) - 3000 G + 5 L1 items
A1 (5,6) - 10000 G + 5 L1 items
A1 (6,8) - 5000 G
A1 (7,3) - 2500 G + 100 gems
A2 (4,13) - pay 10000 G -> 5 L2 items
A2 (8,11) - 1 L1 item
A2 (14,2) - 1 L1 item
A2 (14,7) - 1 L2 item
A2 (14,10) - 1 L2 item
A3 (11,9) chest - 1000 G + 100 gems
A4 (8,5) - mass damage -> 6 L3 items
A4 (15,13) - 50+ Might -> Golden Pyramid Key Card
B1 (1,1) - pay 500 gems -> 5000 G + 5 L3 items
B1 (2,11) - pay 2000 gems -> 10000 G + 6 L4 items
B1 (3,10) - 10000 G + 5 L3 items
B1 (6,2) - 7000 G + 70 gems
B1 (8,10) - 5000 G + 5 L3 items
B1 (13,4) - 25000 G + 50 gems
B2 (3,11) - if Blessed By The Forces -> 5 L2 items
B2 (8,5) - 3000 G + 5 L2 items
B2 (9,12) - 5000 G + 50 gems
B4 (3,3) - 2500 G + 1 L3 item
B4 (3,12) - 10000 G + 1 L5 item
B4 (4,8) - 5000 G + 1 L4 item
B4 (8,14) - 1 L6 item
B4 (10,11) - 1 L6 item
B4 (12,9) - 1 L6 item
C1 (4,5) chest - 100 G + 100 gems + 5 L3 items
C1 (7,6) chest - 500 G + 50 gems + 5 L3 items
C1 (14,6) chest - 25000 G
C1 (14,12) chest - 6000 G + 3 L4 items
C2 (2,13) - COMBAT, 4 Dragon Worms + 2 L6 items
C2 (4,6) - COMBAT, 4 Dragon Worms + 2 L6 items
C2 (12,12) - COMBAT, 4 Dragon Worms + 2 L6 items
C3 (2,4) - COMBAT, 3 Kudo Crabs + 1000 G + 2 L6 items
C3 (2,13) - COMBAT, 3 Kudo Crabs + 1000 G + 2 L6 items
C3 (11,2) - COMBAT, 3 Kudo Crabs + 1000 G + 2 L6 items
C4 (2,10) chest - Onesday only; 2000 G + 30 gems + 3 L3 items
C4 (7,3) chest - Onesday only; 500 G + 150 gems + 10 L1 items
C4 (7,8) chest - Onesday only; 2000 G + 50 gems + 3 L3 items
C4 (8,12) chest - Onesday only; 3000 G + 50 gems + 3 L2 items
C4 (15,15) chest - Onesday only; 5000 G + 100 gems
D1 (6,5) chest - 3 L5 items
D1 (11,6) chest - 3 L5 items
D3 (1,4) - COMBAT, 2 Octobeasts + 1000 G + 2 L6 items
D3 (12,3) - COMBAT, 2 Octobeasts + 1000 G + 2 L6 items
D3 (14,7) - COMBAT, 2 Octobeasts + 1000 G + 2 L6 items
D4 (2,4) chest - Onesday only; 500 G + 25 gems + 2 L1 items
D4 (3,11) chest - Onesday only; 500 G + 25 gems + 2 L1 items
D4 (6,10) chest - Onesday only; 1500 G + 100 gems + 3 L3 items
D4 (10,1) - day 99 annually; Sea Shell of Serenity
D4 (10,11) chest - Onesday only; 1000 G + 50 gems + 3 L2 items
E1 (3,5) - 5000 G + 6 L4 items
E1 (5,12) - 2000 G + 5 L5 items
E1 (13,5) - 7000 G + 5 L4 items
E2 (8,8) - carry Ancient Fizbin of Misfortune -> 10000 G + 5 L6 items
E2 (14,3) - 50000 G + 5 L3 items
E2 (14,11) - 20000 G + 4 L4 items
E3 (6,9) - 4000 G + 200 gems + 1 L6 item
E3 (9,5) - 5000 G + 10 gems + 1 L6 item
E3 (10,11) - 10000 G + 500 gems + 1 L6 item
E3 (12,14) - 25000 G + 5 L3 items
E4 (4,12) - COMBAT, 1 Vulture Roc + 2 L6 items
E4 (8,6) - COMBAT, 2 Vulture Rocs + 2 L6 items
E4 (10,11) - COMBAT, 1 Vulture Roc + 2 L6 items
E4 (13,6) - COMBAT, 3 Vulture Rocs + 2 L6 items
F1 (2,11) - 5000 G + 5 L4 items
F1 (6,12) - 3000 G + 4 L4 items
F1 (9,5) - 6000 G + 6 L4 items
F1 (10,8) - 4000 G + 5 L5 items
F2 (11,2) - COMBAT, 1 Minotaur + 2 L6 items
F3 (0,14) - 100000 G + 5 L5 items
F3 (2,14) - 1 G + 1 gem + 1 L1 item
F4 (2,6) - COMBAT, 3 Vulture Rocs + 2 L6 items
F4 (7,10) - COMBAT, 1 Vulture Roc + 2 L6 items
F4 (13,9) - COMBAT, 1 Vulture Roc + 2 L6 items
F4 (11,5) - remembered by 4 statues -> 10 L6 items
Castle Whiteshield (0,0) chest - 20000 G + 5 L4 items
Castle Whiteshield (0,6) chest - 100000 G + Ancient Artifact of Evil
Castle Whiteshield (0,10) chest - 100000 G + Ancient Artifact of Evil
Castle Whiteshield (2,8) chest - ALARM + 1000 G + 10 L3 items
Castle Whiteshield (5,15) chest - 10000 G + 5 L3 items
Castle Whiteshield (6,7) chest - say SMELLO -> ALARM + 5000000G
Castle Whiteshield (6,9) chest - say SMELLO -> ALARM + 10000 gems
Castle Whiteshield (7,3) chest - ALARM + 25000 G
Castle Whiteshield (7,13) chest - ALARM + 25000 G
Castle Whiteshield (8,3) chest - ALARM + 1000 G + 6 L3 items
Castle Whiteshield (8,13) chest - ALARM + 1000 G + 6 L3 items
Castle Whiteshield (10,15) chest - 10000 G + 5 L3 items
Castle Whiteshield (15,0) chest - 20000 G + 5 L4 items
Castle Bloodreign (0,4) chest - ALARM + 1200 G + 6 L3 items
Castle Bloodreign (0,8) chest - ALARM + 5000 G + 2000 gems
Castle Bloodreign (0,10) chest - ALARM + 25000 G
Castle Bloodreign (4,0) chest - Ancient Artifact of Good
Castle Bloodreign (4,9) chest - say NORTIC -> ALARM + 1000 G + 5000 gems
Castle Bloodreign (4,10) chest - say NORTIC -> ALARM + 2000000 G
Castle Bloodreign (6,0) chest - Ancient Artifact of Good
Castle Bloodreign (8,0) chest - Ancient Artifact of Evil
Castle Bloodreign (10,0) chest - Ancient Artifact of Evil
Castle Bloodreign (10,9) chest - say NORTIC -> ALARM + 1001 G + 5000 gems
Castle Bloodreign (10,10) chest - say NORTIC -> ALARM + 2000000 G
Castle Bloodreign (14,4) chest - ALARM + 999 G + 6 L3 items
Castle Bloodreign (14,6) chest - ALARM + 25000 G
Castle Bloodreign (14,10) chest - ALARM + 15000 G
Castle Dragontooth (5,11) chest - 25000 G + 5 L3 items
Castle Dragontooth (7,11) chest - 10000 G + 1000 gems
Castle Dragontooth (7,15) - 3 Quatloo Coins
Castle Dragontooth (9,14) - 5 Quatloo Coins
Castle Dragontooth (12,12) - Ancient Artifact of Neutrality
Castle Dragontooth (12,15) - 4 L6 items
Castle Dragontooth (13,7) chest - say 11 -> ALARM + 1000000 G + 5 L6 items
Castle Dragontooth (13,9) chest - say 11 -> ALARM + 4000000 G + 5000 gems
Castle Dragontooth (13,14) - 4 Quatloo Coins
Castle Dragontooth (15,15) - Ancient Artifact of Neutrality
Dragontooth Dungeon (10,15) chest - 10000 G
Dragontooth Dungeon (13,0) chest - 10000 G
Dragontooth Dungeon (15,3) chest - 10000 G
Dragontooth Dungeon (15,13) chest - 10000 G
Castle Greywind (0,8) - 5 L5 items
Castle Greywind (0,10) - 6 L6 items (day 50 only; reappears)
Castle Greywind (0,12) - 1000000 G + 10000 gems (day 50 only; reappears)
Castle Greywind (2,2) - 25000 G + 100 gems
Castle Greywind (5,2) - 5 L5 items
Castle Greywind (5,6) - 5 L5 items
Castle Greywind (5,10) - 25000 G + 100 gems
Castle Greywind (5,14) - 25000 G + 100 gems
Castle Greywind (8,0) - 25000 G + 100 gems
Castle Greywind (9,14) - 5 L5 items
Greywind Dungeon (10,2) - 1000000 G + 5 L5 items
Greywind Dungeon (13,10) - 1000000 G + 5 L5 items
Castle Blackwind (0,0) - day 60 yearly; 6 Precious Pearls of Y&B
Castle Blackwind (0,15) - 5 L5 items
Castle Blackwind (15,0) - day 60 yearly; 6 L6 items
Castle Blackwind (15,6) - 5 L5 items
Castle Blackwind (15,15) - 5 L5 items
Cyclops Cavern (0,15) chest - 50000 G + 100 gems
Cyclops Cavern (0,27) chest - 8888 G + 88 gems
Cyclops Cavern (1,20) - ERADICATION + Ancient Fizbin of Misfortune
Cyclops Cavern (2,2) chest - 87 G + Ancient Artifact of Good
Cyclops Cavern (4,2) chest - 175 G + Ancient Artifact of Neutrality
Cyclops Cavern (4,24) - 10000 G
Cyclops Cavern (9,16) - Ancient Jewelry
Cyclops Cavern (9,31) chest - 25000 G + 50 gems
Cyclops Cavern (10,21) - 6 L2 items
Cyclops Cavern (11,8) - Sacred Silver Skull
Cyclops Cavern (12,8) - Sacred Silver Skull
Cyclops Cavern (12,19) chest - 50000 G + 50 gems
Cyclops Cavern (14,5) chest - 50 G + 5000 gems
Cyclops Cavern (14,17) - Red Warriors Key
Cyclops Cavern (14,23) - 6 L2 items
Cyclops Cavern (17,7) chest - 500000 G
Cyclops Cavern (19,4) chest - 240 G + 5 L5 items
Cyclops Cavern (20,19) - 4 L3 items
Cyclops Cavern (21,25) - 3 L2 items
Cyclops Cavern (22,20) - 500 gems
Cyclops Cavern (23,23) - Green Eyeball Key
Cyclops Cavern (24,20) - 10000 G
Cyclops Cavern (25,0) chest - 100 G + Ancient Artifact of Neutrality
Cyclops Cavern (26,15) chest - 225 G + 5 L4 items
Cyclops Cavern (28,27) - Ancient Jewelry
Cyclops Cavern (29,1) chest - 90 G + Ancient Artifact of Good
Cyclops Cavern (31,11) chest - 6666 G + 66 gems
Arachnoid Cavern (3,1) - Yellow Fortress Key
Arachnoid Cavern (9,21) - Blue Unholy Key
Cursed Cold Cavern (2,24) - 10000 XP + Black Terror Key
Cursed Cold Cavern (9,28) - 10000 XP + Precious Pearl of Y&B
Cursed Cold Cavern (12,0) chest - 366 G + Ancient Artifact of Neutrality
Cursed Cold Cavern (12,14) chest - 522 G + Ancient Artifact of Evil
Cursed Cold Cavern (12,15) chest - 355 G + Ancient Artifact of Evil
Cursed Cold Cavern (15,3) - +50 Age + 1 L6 item
Cursed Cold Cavern (20,5) chest - 333 G + Ancient Artifact of Neutrality
Cursed Cold Cavern (21,8) - 10000 XP + Ancient Fizbin of Misfortune
Cursed Cold Cavern (22,19) - 10000 XP + Precious Pearl of Y&B
Cursed Cold Cavern (24,24) chest - 122 G + Ancient Artifact of Good
Cursed Cold Cavern (27,22) chest - 99 G + Ancient Artifact of Good
Cursed Cold Cavern (29,19) chest - 200000 G + 4 L4 items
Cursed Cold Cavern (30,8) chest - 100000 G + 2000 gems + 4 L4 items
Dragon Cavern (2,1) - King's Ultimate Power Orb
Dragon Cavern (3,2) - 250000 G + 5000 gems + 4 L6 items
Dragon Cavern (3,5) - 50000 G + 500 gems + 4 L5 items
Dragon Cavern (3,30) - 50000 G + 500 gems + 4 L5 items
Dragon Cavern (6,10) - 1000000 G
Dragon Cavern (7,11) - 1000000 G
Dragon Cavern (10,4) - 50000 G + 500 gems + 4 L5 items
Dragon Cavern (12,1) - 250000 G + 5000 gems + 4 L6 items
Dragon Cavern (13,3) - King's Ultimate Power Orb
Dragon Cavern (18,10) - 1000000 G
Dragon Cavern (19,11) - 1000000 G
Dragon Cavern (21,5) - King's Ultimate Power Orb
Dragon Cavern (22,4) - 250000 G + 5000 gems + 4 L6 items
Dragon Cavern (23,1) - 5000000 G + 10 L6 items
Dragon Cavern (24,6) - 50000 G + 500 gems + 4 L5 items
Dragon Cavern (25,4) - 250000 G + 5000 gems + 4 L6 items
Dragon Cavern (26,29) - 50000 G + 500 gems + 4 L5 items
Dragon Cavern (27,5) - King's Ultimate Power Orb
Dragon Cavern (28,16) - 1000000 G
Dragon Cavern (29,15) - 1000000 G
Dragon Cavern (29,16) - 1000000 G
Dragon Cavern (29,17) - 1000000 G
Dragon Cavern (29,25) - 50000 G + 500 gems + 4 L5 items
Dragon Cavern (30,16) - 1000000 G
Magic Cavern (26,3) chest - 500000 G + Gold Master Key
Ancient Temple of Moo (3,28) chest - 141 G + 3 L1 items
Ancient Temple of Moo (4,29) chest - 1000 G
Ancient Temple of Moo (7,4) - Sacred Silver Skull
Ancient Temple of Moo (12,23) chest - 209 G + 5 L2 items
Ancient Temple of Moo (14,23) chest - 6000 G + 60 gems
Ancient Temple of Moo (14,24) - Ancient Jewelry
Ancient Temple of Moo (17,5) chest - 500 G
Ancient Temple of Moo (17,7) - Sacred Silver Skull
Ancient Temple of Moo (22,27) chest - 2000 G
Ancient Temple of Moo (24,27) chest - 143 G + 3 L1 items
Ancient Temple of Moo (26,27) - Ancient Jewelry
Ancient Temple of Moo (27,0) chest - 149 G + 4 L1 items
Ancient Temple of Moo (27,6) - Sacred Silver Skull
Ancient Temple of Moo (27,15) - Sacred Silver Skull
Ancient Temple of Moo (28,7) chest - 3000 G
Ancient Temple of Moo (31,5) chest - 83 G + 100 gems
Slithercult Stronghold (0,17) - 1000 XP + Sacred Silver Skull
Slithercult Stronghold (2,25) chest - 200 G + 500 gems
Slithercult Stronghold (2,27) - 1000 XP + Precious Pearl of Y&B
Slithercult Stronghold (3,9) chest - 5000 G
Slithercult Stronghold (3,15) chest - 10000 G
Slithercult Stronghold (15,15) chest - 1000 XP + 5 Quatloo Coins
Slithercult Stronghold (20,8) chest - 3000 G
Slithercult Stronghold (23,3) chest - 3 L1 items
Slithercult Stronghold (25,13) chest - 45 G + 4 L1 items
Slithercult Stronghold (25,22) - 1000 XP + Ancient Fizbin of Misfortune
Slithercult Stronghold (26,14) - 1000 XP + Sacred Silver Skull
Slithercult Stronghold (27,21) chest - 50000 G
Slithercult Stronghold (28,28) - 1000 XP + Ancient Artifact of Neutrality
Slithercult Stronghold (31,29) chest - 500 G + 4 L2 items
Slithercult Stronghold (31,30) chest - 20000 G
Slithercult Stronghold (31,31) chest - 1000 G + 1000 gems
Fortress of Fear (2,14) chest - 25000 G + Ancient Artifact of Good
Fortress of Fear (4,14) chest - 5 L3 items
Fortress of Fear (5,1) chest - 20000 G + Ancient Artifact of Neutrality
Fortress of Fear (24,1) chest - 2000 gems + Precious Pearl of Y&B
Fortress of Fear (26,11) chest - 4 L5 items
Fortress of Fear (27,11) chest - Hologram Sequencing Card 001
Fortress of Fear (28,30) chest - 15000 G + Ancient Artifact of Good
Fortress of Fear (30,30) chest - 5 L3 items
Halls of Insanity (1,17) chest - 66000 G
Halls of Insanity (3,18) - King's Ultimate Power Orb
Halls of Insanity (5,17) chest - 666 G + 666 gems
Halls of Insanity (7,30) chest - 66 G + 5 L4 items
Halls of Insanity (8,28) chest - 666 G + Hologram Sequencing Card 002
Halls of Insanity (9,6) chest - 1000000 G
Halls of Insanity (10,26) chest - 333 G + Ancient Artifact of Evil
Halls of Insanity (13,29) chest - 333 G + 5 L4 items
Halls of Insanity (16,26) chest - 312 G + Ancient Artifact of Evil
Halls of Insanity (21,29) chest - 101 G + 10 L3 items
Halls of Insanity (26,4) chest - 66000 G
Halls of Insanity (26,30) chest - CURSED + 66 G
Halls of Insanity (28,3) - King's Ultimate Power Orb
Halls of Insanity (30,4) chest - 666 G + 666 gems
Dark Warrior Keep (1,7) chest - 25000 G + 5 L4 items
Dark Warrior Keep (5,10) chest - 8000 G + 5 L3 items
Dark Warrior Keep (5,20) chest - 5000 G + 5 L3 items
Dark Warrior Keep (15,1) chest - 1000 G + Ancient Artifact of Neutrality
Dark Warrior Keep (16,1) chest - 1000 G + Ancient Artifact of Neutrality
Dark Warrior Keep (17,1) chest - 1000 G + Hologram Sequencing Card 003
Dark Warrior Keep (18,8) chest - 100000 G + 6 L5 items
Dark Warrior Keep (30,1) - King's Ultimate Power Orb
Dark Warrior Keep (30,2) - King's Ultimate Power Orb
Dark Warrior Keep (30,6) chest - 15000 G + 5 L4 items
Dark Warrior Keep (30,14) chest - 10000 G + 5 L4 items
Dark Warrior Keep (30,30) chest - 3000 G + 5 L3 items
Cathedral of Carnage (1,26) - say WEEDS -> 1000000 G + 10000 gems +
                              Hologram Sequencing Card 004
Cathedral of Carnage (25,15) - remove field -> King's Ultimate Power Orb
Cathedral of Carnage (25,17) - remove field -> King's Ultimate Power Orb
Tomb of Terror (5,9) chest - CURSED + Ancient Artifact of Good
Tomb of Terror (8,2) chest - CURSED + Ancient Artifact of Evil
Tomb of Terror (8,6) chest - CURSED + Ancient Artifact of Evil
Tomb of Terror (11,9) chest - CURSED + Ancient Artifact of Good
Tomb of Terror (12,2) - King's Ultimate Power Orb
Tomb of Terror (12,6) - King's Ultimate Power Orb
Tomb of Terror (18,2) chest - CURSED + Hologram Sequencing Card 005
Tomb of Terror (18,6) chest - CURSED + 6 L6 items
Tomb of Terror (18,10) chest - CURSED + 6 L5 items
Tomb of Terror (24,10) chest - CURSED + 6 L5 items
Tomb of Terror (30,4) chest - CURSED + COMBAT, 1 Vampire King + 6 L6 items
Tomb of Terror (30,10) chest - CURSED + 6 L5 items
Maze from Hell (1,1) - King's Ultimate Power Orb
Maze from Hell (1,30) - King's Ultimate Power Orb
Maze from Hell (7,25) chest - 2000 G + 6 L6 items
Maze from Hell (8,15) chest - 2000 G + 6 L6 items
Maze from Hell (15,1) chest - 2000 G + 6 L6 items
Maze from Hell (19,19) - King's Ultimate Power Orb
Maze from Hell (27,23) chest - 1000 G + Hologram Sequencing Card 006
Maze from Hell (30,31) - King's Ultimate Power Orb
Aft Storage Sector (1,12) - King's Ultimate Power Orb
Aft Storage Sector (1,14) - King's Ultimate Power Orb
Aft Storage Sector (14,8) - King's Ultimate Power Orb
Alpha Engine Sector (0,4) - King's Ultimate Power Orb
Alpha Engine Sector (0,14) - King's Ultimate Power Orb
Alpha Engine Sector (15,1) - King's Ultimate Power Orb
Alpha Engine Sector (15,9) - King's Ultimate Power Orb
Beta Engine Sector (1,7) - King's Ultimate Power Orb
Beta Engine Sector (1,15) - King's Ultimate Power Orb
Beta Engine Sector (10,1) - King's Ultimate Power Orb
Beta Engine Sector (14,7) - King's Ultimate Power Orb
Main Engine Sector (1,8) - King's Ultimate Power Orb
Main Engine Sector (8,8) - King's Ultimate Power Orb
Main Engine Sector (11,8) - King's Ultimate Power Orb
Main Engine Sector (14,8) - King's Ultimate Power Orb
Central Control Sector (1,12) - 5 L6 items + 3000000 XP
Central Control Sector (11,13) - 5 L6 items + 2000000 XP
Central Control Sector (14,14) - Interspatial Transport Box + 4000000 XP


SECTION 3H - MIRROR PORTAL KEYWORDS
-----------------------------------

The following keywords may be used at any of the mirror portals found in towns.

Keyword        Function
HOME           Teleport to Fountain Head (2,5)
SEADOG         Teleport to Baywatch (3,2)
FREEMAN        Teleport to Wildabar (7,13)
DOOMED         Teleport to Swamp Town (3,9)
REDHOT         Teleport to Blistering Heights (14,6)
FIRE           Teleport to C2 (12,0)
WATER          Teleport to E3 (7,10)
EARTH          Teleport to E4 (3,3)
AIR            Teleport to F1 (0,12)
ARENA          Teleport to The Arena
DOE MEISTER    Teleport to Dragon Cavern (7,10)
ORB MEISTER    Teleport to Aft Storage Sector (14,7)
BLASTOFF       View endgame cut scene


SECTION 4A - MONSTER TABLE
--------------------------

Explanation of the column headings in the table:

K   - thousand
M   - million
HP  - hit points
AC  - armor class
Spd - speed
At  - number of attacks; "P" means the monster attacks every character once.
Dam - damage done per attack that connects
DT  - damage type (abbreviations are the same as for resistances, below)
R   - whether attack is ranged or not
BT  - possible inflicted condition:
      Age = magical aging
      BrA = break armor
      BrW = break weapon
      Con = confused
      CuI = curse inventory items
      Cur = cursed
      Dea = dead
      Dis = diseased
      Era = eradicated
      Ins = insane
      MP  = drain magic points
      Par = paralyzed
      Poi = poisoned
      Slp = sleep
      Sto = stone
      Unc = unconscious
      Wea = weak
Exp - experience gained
GP  - gold gained
Gem - gems gained
I   - level of item that monster can drop (incomplete, especially for weak foes)
Resistances - this information from the vague and incomplete hint book
      C    = Cold damage
      E    = Electricity damage
      F    = Fire damage
      P    = Poison/Acid damage
      En   = Energy damage
      Ma   = Magical damage
      EL   = Fire + Electricity + Cold + Poison/Acid damage
      Ph   = Physical damage
      Hi   = High resistance to that type of damage
      VHi  = Very high resistance to that type of damage
      Im   = Immune to that type of damage

Name            HP  AC Spd At    Dam DT R  BT  Exp   GP Gem I Resistances
Archer         100  15  35  4   5-30 Ph Y      20K 2000  40   EL (Some)
Barbarian      175  15  30  2   2-60 Ph Y      25K  600   0   Some EL (Some)
Black Knight   375  30  50  7  4-160 Ph Y Wea 100K 8000   0 4 EL (Some)
Bubble Man      15   0  15  1    1-6 Ma Y      750    0   0   P (Im)
Bugaboo         60  15  22  2   2-24 Ma       4000    0   8   EL (Some) Ma(VHi)
Candle Creep    70   5   8  2   2-10 F  Y     3000    0   5   E (Im) Ph,P(Some)
Carnage Hand    40  25  20  1 60-120 Ph        10K    0  30   Ma (VHi)
Castle Guard    75  10  12  1   2-80 Ph   BrA  10K    0   0
Cleric of Moo  100  10  20  P   2-36 E  Y      32K 1500  30
Cobra Fiend     50  15  25  1   2-30 Ph   Slp 4000    0   5   Ma (Some)
Cryo Spore      40   3  12  P   4-16 C        6000    0  20   C (Im) E,P (VHi)
Cult Leader    300  15  25  1   5-75 Ph Y Slp  30K  10K  25   Ma (Some)
Cursed Fool     40   8  15  3    3-9 Ph   Cur 3500  100  10
Cyclops        500  25  40  2  6-150 Ph   Con 150K  10K   0
Cyclops King  1000  25  40  3  6-150 Ph   Con 300K 100K   0
Dark Pegasus   125  20  40  4   2-40 Ph   Con  40K    0   0
Death Agent    300  15  30  2 10-100 P    Poi  70K    0  20
Death Locust   100  20  30  4   4-32 Ph   Dis  16K    0   0   Some EL (Low)
Death Snake    500  25  90  1  4-200 Ph   Par 150K    0   0
Dino Beetle     70  10  18  6   3-15 Ph       4000  200   0
Dinosaur       500  10  12  2  5-500 Ph        80K    0   0   EL (Some)
Draconi        125  10  20  2   3-60 Ph        20K  800   0 3
Dragon Lord  10000  75 150  P   1000 En Y      10M 250K  1K 6 EL (VHi)
Dragon Worm    400  35  45  P    100 P    Poi 150K 5000  60 4
ED-409         400  40  75  3 50-100 En Y     120K    0 100   Ph,EL (Some)
Evil Eye       100  25  35  4     50 Ma Y Ins  60K    0  30
Evil Ranger    100  20  20  3   4-24 Ph Y      12K 1000  25
Eye Master     200  25  35  4     75 Ma Y Ins 200K    0 350 6 Ma (VHi)
Fire Lizard    150  10  30  2   2-50 F  Y      25K    0   0   F (Im)
Fire Stalker    75  20  40  3   3-30 F         30K  100  10   Ph,F (Im) E (VHi)
Gargoyle       125  15  30  4   3-45 Ph   Par  30K  800  10
Ghost          100  13  25  1 10-100 En   Age  32K    0  25 3 Ph (Im)
Ghoul          100  15  16  4   3-18 Ph   Wea  16K  250   0   Ph (Some)
Giant Spider    30  14  25  8    2-8 Ph   Poi 3000    0   3   Some EL (Some)
Goblin          10   3  14  1    3-9 Ph Y      400   10   0
Great Hydra   5000  60  75 12 12-144 Ph   Poi   4M  50K 100 6
Green Dragon   800  40  60  P    250 C  Y     500K  25K 500 5 C,E (VHi)
Guardian       250  20  15  1 75-150 Ph        40K    0  10 3 EL (VHi)
Iron Wizard    200  30  50  2     50 En Y      25K    0  30
Jouster        600  35  50  1 20-400 Ph       180K  10K   0
Kudo Crab     2500  80  80  P  8-240 Ph   BrA   2M  40K   0 6 EL,Ma (VHi)
Lich           200  12  50  P   5-25 Ma Y Dea 120K  10K 100 5 Ph (VHi)
Mad Dwarf       75  10  16  1   4-20 Ph       2500  100  15   EL (Some)
Magic Mantis    50  12  30  2   2-20 Ph   Poi 3500    0  10   Ma (Some)
Major Demon    333  16  33  6   2-40 Ph   Par 100K 3333  33 4 F,Ma (VHi)
Major Devil    666  33  66  4   2-80 Ph   Unc 250K 6666  66 5 F (Im)
Medusa        1000  40  60  P   8-64 Ma Y Sto   3M  10K 200 6 Ma (VHi)
Mini Dragon    150  20  30  P     50 F  Y      18K 2500 100   F (Im)
Minotaur      1000  90  80  2  3-300 Ph   Dea   3M 100K 100 6
Minotaur King 2500  90  80  3  3-300 Ph   Dea   6M 100K 30K 6 Ma (VHi)
Moo Master     400  20  40  P   5-75 E  Y     250K 6000 200 5
Moose Rat       40   4  16  2   2-16 Ph       1200    0   0   EL (Low)
Mummy          250  15  20  2   2-80 Ph   Dis 120K 1000  25 4 Ph,E,C,P,En (VHi)
Mummy King     500  15  20  3   2-80 Ph   Dis 250K 1000 500   Ph,E,C,P,En (VHi)
Mystic Cloud    50  18  40  P   4-16 Ma Y MP   30K    0  25   Ma (Im)
Ninja           45  15  35  4    2-8 P        3000   30   0   All (Low)
Octobeast     3000  40 100  8  5-250 Ph   Wea   3M  50K  50   EL (Hi)
Oh No Bug       40   8  30  3    3-9 Ph       1000    0   0   Some EL (VHi)
Ogre            60  10  15  2   2-32 Ph Y     2500   50   5   EL (Some)
Orc Warrior     25   5  12  1   2-16 Ph Y      600   20   0   EL (Some)
Paladin        175  30  30  5   3-90 Ph Y      50K 4000  25   EL (Some)
Phantom         50  12  20  1   4-16 Ma   Age  16K    0  15   Ph (VHi)
Phase Head      20  10  25  1    2-8 Ph   Con 4000    0   5   EL (Some)
Pirana          40  20  30  8    3-9 Ph        10K    0   0
Plasmoid       100   5  17  3   4-12 P    BrW 8000  500  10
Priest of Moo  200  20  40  P   4-60 E  Y     120K 6000  45   EL (Some)
Rat Overlord   250   4  16  4   2-16 Ph       8000    0   0
Reaper         150  15  18  1   4-80 Ma Y      50K    0  20   Ph (VHi)
Scorpia         50   5  10  P   3-12 P    Poi 5000   50  10
Screamer        10  10  25  P    2-8 En   Ins 1750    0   5   En (Im)
Shadow Rogue    50  15  22  2   3-18 Ph Y Poi  12K  500  50
Skeleton        20   2  18  2   2-12 Ph       1000    0   5   Ph (Hi) EL (Low)
Sonic Ninja     75  20  20  8   3-30 Ph        20K  500   0   En (Hi)
Sorcerer       100  10  40  P   8-80 C  Y      50K 2000 100 4
Spirit Shield  100  35  80  2  6-120 Ph        60K    0   0   Ph (VHi)
Sprite          15  13  18  2    2-6 E    Cur 2500   40  10   Ph (Hi) Ma (Hi)
Terminator    1000 100 200  1  1K-4K En Y Era   3M    0 200   Ph (Im) EL (VHi)
Top Jouster   1000  35  50  2 20-400 Ph       300K  10K   0 6
Toxic Worm     300  25  60  2   2-60 Ph   Poi  90K    0   0   EL (Some)
Tree Golem     150  10   6  2   2-50 Ph        16K  200  10   Ma (VHi)
Troll          125  15  25  3   3-45 Ph        50K 2500  20
Vampire        400  30  45  3 10-100 Ph   MP  250K 7500  50 5 Some EL (VHi)
Vampire Bat      5   5  20  2    2-4 Ph   Poi  250    0   0
Vampire King  1000  30  45  4 10-100 Ph   MP  500K  25K  5K 6 Some EL (VHi)
Vulture Roc   2000  50 100  2  5-250 Ph   Par   2M  25K   0   F,E,P (Some)
Werewolf       500  30  40  2  8-120 Ph   Dis 150K    0  25
Wicked Witch    50   8  16  P   4-16 Ma Y CuI  16K  300  15 3
Wild Fungus     25   0   5  P   3-12 E        2000    0  10   E,C (Im)
Wizard         250  20  80  1   1000 Ma Y     240K  15K 200 5 EL,En,Ma (VHi)
Zombie          35   2   2  2   3-18 Ph   Dis 1800    0   6   Ph,E (Hi)


SECTION 4B - THE ARENA
----------------------

To start a fight in the Arena, say "Arena" at any mirror portal.

Each arena fight will one of the listed feature enemies, plus a random variety
of lower-numbered foes.  Monsters in the Arena do not drop any gold or items.
Winning a battle in the Arena gives you a bonus of 1000 experience points
multiplied by the number of Arena victories you've won.

<1 Bubble Man, Goblin, Orc Warrior, Skeleton, Vampire Bat
 1 Screamer       20 Mini Dragon    39 Gargoyle       58 Priest of Moo
 2 Oh No Bug      21 Plasmoid       40 Ghost          59 Toxic Worm
 3 Moose Rat      22 Carnage Hand   41 Draconi        60 Dragon Worm
 4 Wild Fungus    23 Ghoul          42 Sonic Ninja    61 Cyclops
 5 Zombie         24 Castle Guard   43 Evil Eye       62 Major Devil
 6 Candle Creep   25 Phantom        44 Guardian       63 Green Dragon
 7 Mad Dwarf      26 Pirana         45 Paladin        64 Jouster
 8 Ninja          27 Evil Ranger    46 Dark Pegasus   65 Wizard
 9 Magic Mantis   28 Shadow Rogue   47 Reaper         66 Death Snake
10 Ogre           29 Tree Golem     48 Sorcerer       67 Vampire
11 Bugaboo        30 Wicked Witch   49 Lich           68 Werewolf
12 Phase Head     31 Iron Wizard    50 Spirit Shield  69 Terminator
13 Giant Spider   32 Death Locust   51 Troll          70 Great Hydra
14 Sprite         33 Archer         52 Major Demon    71 Vulture Roc
15 Dino Beetle    34 Mystic Cloud   53 Dinosaur       72 Kudo Crab
16 Cobra Fiend    35 Barbarian      54 ED-409         73 Medusa
17 Scorpia        36 Cleric of Moo  55 Black Knight   74 Minotaur
18 Cryo Spore     37 Fire Lizard    56 Death Agent    75 Octobeast
19 Cursed Fool    38 Fire Stalker   57 Mummy         76+ Dragon Lord


SECTION 5A - ITEMS
------------------

(This section is incomplete in areas where information was gathered by
experiment.)

An item consists of a base item, and usually one or more of the following:
(1) a material enchantment; (2) an elemental enchantment; (3) an attribute
enchantment; and (4) the ability to cast spells, powered by charges.  These
four modifiers are a function of item level, which ranges from 1 to 6; this
is the item level listed in the treasure tables above.

If an item has more than one modifier, the material, elemental enchantment, or
attribute enchantment (but not spell) may be of lower level; single-modifier
items are never of lower level.  Level 6 items cannot have more than one
modifier; because of this, Level 5 items are actually potentially more
powerful, as they can have all the properties of Level 6 items other than
spells.

The leather in Leather Armor doesn't count as a material; if it gets a material
as a modifier, you may get an item called Leather Leather Armor, which
functions exactly the same as plain Leather Armor for the purpose of protecting
you.  Go figure.

BASE ITEMS
Base items are independent of level.  The following tables show base damage,
armor class ratings, cost, and which classes may equip them.

ONE-HANDED WEAPONS
Name          Damage  Cost   Usable by
Broad Sword      3d4   100   Knight, Paladin, Archer, Robber, Ranger
Club             1d3     1   All
Cudgel           1d6    15   All except Sorcerer
Cutlass          2d4    40   Knight, Paladin, Archer, Robber, Ranger
Dagger           2d2     8   All except Cleric
Flail           1d10   100   All except Sorcerer
Hand Axe         2d3    10   All except Cleric, Sorcerer
Katana           4d3   150   Knight, Ninja
Long Sword       3d3    50   Knight, Paladin, Archer, Robber, Ranger
Mace             2d4    50   All except Sorcerer
Maul             1d8    30   All except Sorcerer
Nunchaka         2d3    30   Knight, Ninja
Sabre            4d2    60   Knight, Paladin, Archer, Robber, Ranger
Scimitar         2d5    80   Knight, Paladin, Archer, Robber, Ranger
Short Sword      2d3    15   Knight, Paladin, Archer, Robber, Ranger
Spear            1d9    15   All except Cleric, Sorcerer
Wakazashi [sic]  3d3    60   Knight, Ninja

TWO-HANDED WEAPONS (prevents the use of a shield or other off-hand item)
Name          Damage  Cost   Usable by
Bardiche         4d4   200   All except Cleric, Sorcerer, Druid
Battle Axe       3d5   100   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Flamberge        4d5   400   Knight, Paladin, Archer, Ranger
Glaive           4d3    80   All except Cleric, Sorcerer, Druid
Grand Axe        3d6   200   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Great Axe        3d7   300   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Halberd          3d6   250   All except Cleric, Sorcerer, Druid
Hammer           2d5   120   All except Sorcerer
Naginata         5d3   300   Knight, Ninja
Pike             2d8   180   All except Cleric, Sorcerer, Druid
Staff            2d4    40   All
Trident          2d6   100   All except Cleric, Sorcerer, Druid

MISSILE WEAPONS
Name          Damage  Cost   Usable by
Crossbow         4d2    50   All except Cleric, Sorcerer, Druid
Long Bow         5d2   100   All except Cleric, Sorcerer, Druid
Short Bow        3d2    25   All except Cleric, Sorcerer, Druid
Sling            2d2    15   All except Cleric, Sorcerer, Druid

BODY ARMOR
Name           Armor  Cost   Usable by
Padded Armor       2    20   All
Leather Armor      3    40   All except Sorcerer
Scale Armor        4   100   All except Sorcerer, Druid
Ring Mail          5   200   All except Sorcerer, Barbarian, Druid
Chain Mail         6   400   Knight, Paladin, Archer, Robber, Cleric, Ranger
Splint Mail        7   600   Knight, Paladin, Cleric, Ranger
Plate Mail         8  1000   Knight, Paladin
Plate Armor       10  2000   Knight, Paladin

OFF-HAND ITEMS (may equip only one; prevents the use of a two-handed weapon)
Name           Armor  Cost   Usable by
Box                0    10   All
Coin               0    10   All
Gem                0   500   All
Horn               0    20   All
Jewel              0  1000   All
Orb                0   100   All
Rod                0    50   All
Shield             4   100   Knight, Paladin, Robber, Cleric, Barbarian, Ranger
Wand               0    50   All
Whistle            0    10   All

HELMETS (may equip only one)
Name           Armor  Cost   Usable by
Crown              0  1000   All
Helm               2    60   All
Tiara              0   200   All

CLOAKS (may equip only one)
Name           Armor  Cost   Usable by
Cape               1   200   All
Cloak              1   250   All
Robes              1   150   All

OTHER ARMOR (may equip one of each of these per character)
Name           Armor  Cost   Usable by
Belt               0   100   All
Boots              1    40   All
Gauntlets          1   100   All

AMULETS (may equip only one)
Name           Armor  Cost   Usable by
Amulet             0  2000   All
Necklace           0  1000   All
Pendant            0   500   All

MEDALLIONS (may equip four of these per character; identical medallions may not
  be equipped by the same character)
Name           Armor  Cost   Usable by
Broach             0   250   All
Cameo              0   300   All
Charm              0    50   All
Medal              0   100   All
Scarab             0   200   All

RINGS (may equip ten of these per character; identical rings may not be
  equipped on the same character)
Name           Armor  Cost   Usable by
Ring               0   100   All

ITEM MATERIAL ENCHANTMENTS
Items made out of common or rare materials can be duplicated; items made
out of precious materials cannot.

Common Material   +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Wooden                 -3      -3   -3   0.1               1
Leather                -4      -6    0   0.25              1
Brass                  +3      -4   -2   0.5               1-3
Bronze                 +2      -2   -1   0.75              1-3
Iron                   +1      +2   +1   2                 2-4
Silver                 +2      +4   +2   5                 2-4
Steel                  +3      +6   +4   10                2-4
Gold                   +4      +8   +6   20                3-5
Platinum               +6     +10   +8   50                4-5

Rare Material     +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Glass                   0       0    0   2                 1
Coral                  +1      +1   +1   3                 1-2
Crystal                +1      +1   +1   5                 1-2
Lapis                  +2      +2   +2   10                1-3
Pearl                  +2      +2   +2   20                2-3
Amber                  +3      +3   +3   30                2-4
Ebony                  +4      +4   +4   40                3-4
Quartz                 +5      +5   +5   50                4

Precious Material +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Ruby                   +6     +12  +10   60                4-5
Emerald                +7     +15  +12   70                4-5
Sapphire               +8     +20  +14   80                5
Diamond                +9     +30  +16   90                5
Obsidian              +10     +50  +20   100               5-6

ITEM ELEMENTAL ENCHANTMENTS

NB: "Power" is both an Energy modifier and a Might modifier.

Fire Name       Resistance   Damage  Item Levels
Burning                 +5       +2  1
Fiery                   +7       +3  1-2
Pyric                   +9       +4  1-3
Fuming                 +12       +5  2-4
Flaming                +15      +10  2-4
Seething               +20      +15  3-5
Blazing                +25      +20  5   No duplication
Scorching              +30      +30  5-6 No duplication

Electrical Name Resistance   Damage  Item Levels
Flickering              +5       +2  1
Sparking                +7       +3  1
Static                  +9       +4  1-3
Flashing               +12       +5  2-4
Shocking               +15      +10  2-4
Electric               +20      +15  3-5 No duplication
Dyna                   +25      +20  4-6 No duplication

Cold Name       Resistance   Damage  Item Levels
Icy                     +5       +2  1-2
Frost                  +10       +4  1-3
Freezing               +15       +5  3-4
Cold                   +20      +10  3-5 No duplication
Cryo                   +25      +20  4-6 No duplication

Acid/Pois. Name Resistance   Damage  Item Levels
Acidic                 +10       +2  1-2
Venemous [sic]         +15       +4  1-2
Poisonous              +20       +8  2-4
Toxic                  +25      +16  3-4 No duplication
Noxious                +40      +32  5-6 No duplication

Energy Name     Resistance   Damage  Item Levels
Glowing                 +5       +2  1
Incandescent            +7       +3  1-2
Dense                   +9       +4  1-3
Sonic                  +11       +5  2-4
Power                  +13      +10  3-4
Thermal                +15      +15  3-5
Radiating              +20      +20  4-5 No duplication
Kinetic                +25      +30  5-6 No duplication

Magical Name    Resistance   Damage  Item Levels
Mystic                  +5       +5  1-3
Magical                +10      +10  3-4
Ectoplasmic            +20      +20  5-6 No duplication

ITEM ATTRIBUTE ENCHANTMENTS

Might       Bonus  Item Levels
Might          +2  1
Strength       +3  1-2
Warrior        +5  1-2
Ogre           +8  2-4
Giant         +12  3-4
Thunder       +17  4-5
Force         +23  4-5
Power         +30  5
Dragon        +38  5
Photon        +48  5-6 No duplication

Intellect   Personality Speed       Bonus   Item Levels
Clever      Buddy       Quick          +2   1
Mind        Friendship  Swift          +3   1-2
Sage        Charm       Fast           +5   1-3
Thought     Personality Rapid          +8   2-4
Knowledge   Charisma    Speed         +12   2-5
Intellect   Leadership  Wind          +17   3-5
Wisdom      Ego         Accelerator   +23   4-5
Genius      Holy        Velocity      +30   5-6 No duplication

Accuracy    Bonus  Item Levels
Sharp          +3  1
Accurate       +5  1-3
Marksman      +10  2-4
Precision     +15  3-5
True          +20  4-5 No duplication
Exacto        +30  5-6 No duplication

Luck        Bonus  Item Levels
Clover         +5  1
Chance        +10  1-2
Winners       +15  2-3
Lucky         +20  3-4
Gamblers      +25  4-5 No duplication
Leprechauns   +30  5-6 No duplication

Hit Points  Bonus  Item Levels
Vigor          +4  1
Health         +6  2
Life          +10  2-4
Troll         +20  3-5
Vampiric      +50  5-6 No duplication

Spell Pts.  Bonus  Item Levels
Spell          +4  1-2
Castors        +8  1-3
Witch         +12  2-4
Mage          +16  4-5
Archmage      +20  5
Arcane        +25  5-6 No duplication

Armor Class Bonus  Item Levels
Protection     +2
Armored        +4  2-3
Defender       +6  2-3
Stealth       +10  3-5 No duplication
Divine        +16  5-6 No duplication

Thievery    Bonus  Item Levels
Mugger         +4  1
Burgler [sic]  +6
Looter         +8  2-3
Brigand       +10  2-3
Filch         +12  3-4
Thief         +14  4
Rogue         +16  4-5
Plunder       +18  5
Criminal      +20  5
Pirate        +25  5-6 No duplication

IMBUED SPELL ENCHANTMENTS
Items enchanted to cast spells associated with Level 5 or Level 6 items
cannot be duplicated.

Level 1 items - Light, Awaken, First Aid, Flying Fist, Revitalize, Cure Wounds,
                Sparks, Protection From Elements, Pain; Detect Magic, Elemental
                Arrow, Energy Blast, Sleep, Create Rope, Toxic Cloud
Level 2 items - Turn Undead, Silence, Blessed, Holy Bonus, Power Cure, Heroism;
                Jump, Acid Stream, Levitate, Wizard Eye, Identify Monster,
                Lightning Bolt, Lloyd's Beacon, Power Shield; Nature's Cure
Level 3 items - Immobilize, Cold Ray, Cure Poison, Acid Spray; Detect Monster,
                Fireball, Time Distortion, Feeble Mind; Water Walk, Frost Bite
Level 4 items - Cure Disease, Cure Paralysis, Paralyze, Create Food; Teleport,
                Finger of Death, Super Shelter, Dragon Breath; Nature's Gate,
                Deadly Swarm
Level 5 items - Town Portal, Stone to Flesh, Half For Me, Raise Dead; Recharge
                Item, Fantastic Freeze, Duplication, Disintegration,
                Etherealize
Level 6 items - Moon Ray, Mass Distortion, Holy Word, Resurrect, Divine
                Intervention; Dancing Sword, Enchant Item, Incinerate, Mega
                Volts, Inferno, Implosion, Star Burst; Prismatic Light,
                Elemental Storm


SECTION 5B - SHOPS OF TERRA
---------------------------

All shops restock once per week.

Fountain Head (10,5) - Fen's Fineries
  Weapons : Short Sword, Cutlass, Staff, Short Bow, Nunchakas, Dagger, Cudgel,
            Hand Axe, 1 Random Level 1 Weapon
  Armor   : Padded Armor, Padded Armor, Leather Armor, Leather Armor, Scale
            Armor, Scale Armor, Shield, Shield, 1 Random Level 1 Armor
  Misc    : Helm, Leather Gauntlets, Leather Boots, Leather Cloak, Torch,
            Rope and Hooks, Rope and Hooks, Potion of Curing, 1 Random Level 1
            Misc

Baywatch (5,1) - The Ship's Store
  Weapons : Crossbow, Long Sword, Sabre, Mace, Maul, Flamberge, Hammer,
            Halberd, 1 Random Level 2 Weapon
  Armor   : Padded Armor, Leather Armor, Scale Armor, Ring Mail, Chain Mail,
            Splint Mail, Plate Mail, Plate Armor, 1 Random Level 2 Armor
  Misc    : Scroll of lightning, Potion of heroism, Scroll of elementa, Potion
            of antidotes, Torch, Rope and Hooks, Potion of curing, 2 Random
            Level 2 Misc

Wildabar (14,12) - The Armory
  Weapons : Long Bow, Broad Sword, Scimitar, Katana, Flail, Spear, Great Axe,
            Flamberge, 1 Random Level 3 Weapon
  Armor   : Iron Scale Armor, Iron Ring Mail, Iron Chain Mail, Iron Splint
            Mail, Iron Plate Mail, Iron Plate Armor, Iron Shield, Iron Shield,
            1 Random Level 3 Armor
  Misc    : Iron Helm, Iron Gauntlets, Iron Boots, Scroll of power curing,
            Scroll of fireballs, Potion of antidotes, Potion of vaccination, 2
            Random Level 3 Misc

Swamp Town (3,3) - Smithy's Shoppe
  Weapons : Silver Long Bow, Silver Wakazashi, Silver Long Sword, Silver Mace,
            Silver Grand Axe, Silver Trident, Silver Broad Sword, Silver
            Glaive, 1 Random Level 4 Weapon
  Armor   : Silver Leather Armor, Silver Scale Armor, Silver Ring Mail, Silver
            Chain Mail, Silver Splint Mail, Silver Plate Mail, Silver Plate
            Armor, Silver Shield, 1 Random Level 4 Armor
  Misc    : Silver Helm, Silver Gauntlets, Silver Boots, Scroll of undead
            turning, Potion of antidotes, Potion of vaccination, Scroll of
            distortion, 2 Random Level 4 Misc

Blistering Heights (10,5) - Farrago's Forge
  Weapons : Steel Long Bow, Steel Broad Sword, Steel Flail, Steel Bardiche,
            Steel Pike, Steel Naginata, Steel Staff, Steel Flamberge, 1 Random
            Level 4 Weapon
  Armor   : Steel Scale Armor, Steel Ring Mail, Steel Chain Mail, Steel Splint
            Mail, Steel Plate Mail, Steel Plate Armor, Steel Shield, Steel
            Shield, 1 Random Level 4 Armor
  Misc    : Steel Helmet, Steel Gauntlets, Steel Boots, Potion of feasting,
            Scroll of death, Potion of free movement, Scroll of raising the
            dead, 2 Random Level 4 Misc


SECTION 6 - MISCELLANEOUS TIPS AND TRICKS
-----------------------------------------

* POWER SHIELD
  This protection spell is much more potent than it appears.  Not only does it
  reduce the damage done by all attacks that land on your party, it also
  reduces the probability that the monster inflicts conditions; this helps to
  greatly cut down on the chance that attacks like the Lich's instant death
  attack and the Medusa's petrification attack function.  It is easily worth
  maintaining on every member of your party as soon as you can afford to do so,
  to the point of spending ALL the magic points of your archers and sorcerers
  on it if that's what it takes to protect your whole party.  This is partly
  because your clerics can cast ...

* HEROISM AND HOLY BONUS
  These spells are great for increasing the damage potential of your melee
  fighters.  If you have trouble affording these spells for everyone, you can
  just cast them on your best fighters.  A Knight or Barbarian with both of
  these spells becomes a terrifying combat machine.

* EXTENDING THE DAY
  Normally, spells expire and hirelings charge you at 5 AM every day.
  If you spend this time in a Guild, however, this doesn't happen.  You do
  need to do something in the Guild; trying to buy spells is sufficient.

* EVADING RANGED ATTACKS
  Monsters will not attack you until you are facing them.  You can exploit
  this by moving around backwards, so that ranged-attack monsters don't attack
  until later.

  If a monster does see you, you can make its AI forget about you by turning
  away from the monster, then saving and reloading the game.

* HOW TO MAKE MONEY
  The best way to do this is to obtain the following: the Merchant skill,
  Platinum Plate Armor or a Platinum Amulet, an item that can cast Duplication,
  and the Recharge Item spell.  You can then endlessly duplicate the platinum
  item at almost no cost, and sell them in stores for 100000 gold each.

* HOW TO MAKE GEMS
  The best way to do this is in Castle Bloodreign.  If you leave one of the
  password-locked chests unlooted, it will generate six Sorcerers every time
  you give the password but don't open the chest.  Each Sorcerer is worth 2000
  gold, 100 gems, and a chance for a level 4 item.

* MASS RECHARGING
  As in Might and Magic II, an item that can cast Recharge Item can recharge
  itself.  Charging up any item in the game thus costs nothing other than
  keystrokes once you find an item that casts Recharge Item.  If you have an
  item that casts Duplication as well, you can also freely copy lower-level
  items.  This can allow anyone in your party to freely cast costly but useful
  lower-level spells like Dragon Breath, Power Cure, and Power Shield.

  Neither Recharge Item nor Duplication has any chance of destroying
  the item it is cast item, unlike some other Might and Magic games and
  contrary to what some strategy guides say.

  If you are short on inventory space for spellcasting items, you are allowed
  to enter a character's inventory during combat and move items from player to
  player, so a single Wand of Fireballs loaded with charges can let each
  member of your party cast a fireball in one round.
