Sword's of Xeen Walkthru



Might and Magic - Swords of Xeen - Walktrough Solution

GENERAL HINTS:
Party creation general suggestions:
I highly recommend creating your own party. Make 1 Knight, 1 Barbarian, 1 Archer, 1 Cleric, and 1 Sorcerer. The sixth choice is up to you, though in my opinion Robbers and Ninjas are useless since you can obtain Thievery in Impery. Since the Elf and Gnome get a +10 Thievery bonus, you may want to select them to learn this skill. Rangers and Druids won't get to use their mass damage spells much, so in my opinion a Paladin is the best choice for this game.

Game play general suggestions:
There are unfortunately, a lot of bugs in this game especially for saving Sand Town. I never could save the people there(unless you have to wait a long time to see the results). The desert area seems bugged as well, so just get the shrines there and the Elder weapon and get out. The monsters there aren't worth the time you'll spend hunting them down. I do recommend the Jump spell to get past the mountains until you can obtain the Mountaineering skill. There might be a Merchant skill trainer in the game somewhere, but I did not spend much time trying to find one. I did NOT document all treasure areas on my map annotations, so there is additional treasure located in the game. There is another fountain of hit point restoration(infinite hit points) in the Undead Tower, but it only adds +25 hit points at a time with the other one adding +200. Save the +levels for the end of the game, you'll be better off for the end game doing this. The +levels are at A1, A3, Pyramid of Power, one of the Shrines in the Desert(+2 levels), and the Dragon Cavern(+1 level for 3 characters). Until you get Day of Protection, Giants are best taken out using the "Jump and shoot" technique. Use the Jump spell to stay unengaged, cast Energy Blast or Sparks(preferably at a high character level), and repeat until the Giant is dead. You'll need to repeat this procedure for the Diamond Golem, Armadillo, and Death Knight(IIRC) monsters in the game.

Many of the people and places mentioned below must be freed somehow or need some items, until they can be found at their locations. All three towns must be freed to use their shops, so take care that you kill all monsters outside. Most monsters cannot cross water . Finally I had two characters with decreased endurance and hitpoints, don't know where or how that happened. Restore aged characters at the Well of Youth. Try to get near harder monsters like dragons without being hit by their breath, use teleport or walk carefully. Weaken those creatures by casting 'Mass Distortion'. Be sure to wear the Elder Weapons when entering the spaceship. Always use the spells 'Day of Protection' and 'Day of Sorcery', if you have enough gems. I only mentioned the more important places, some values and enchantments are missing, too, so there are still some goodies to be found. There are some barrels increasing attributes, the colors are:

Green - Endurance
White - Luck
Red - Might
Orange - Intelligence
Blue - Personality
Purple - Speed
Yellow - Accuracy
Black - Poison

You don't need all the spells, which can only be learned from the guild. There are no spells to be found in the game. You'll probably need:

CLERIC SPELLS:

Awaken - some of the monsters turn your characters to sleep
Bless - cast before combat, if you don't have 'Day of Protection'
Cold Ray - like 'Fireball' of the mages
Create Food - if you don't control your stats sometimes
Cure Poison - I've only been poisoned in game, you perhaps could spare the other two above
Cure Wounds - nice for the beginning, if you don't have enough gems and spellpoints
Day of Prot. - I always cast that, includes Light, Protection from all elements, heroism, holy bonus and bless
Divine Interv. - Cures whole party of all damages, costs 5 years, until you restore them at the well of youth
Fiery Flail - nice combat-spell with permanent spell-point costs
Heroism - cast before combat, if you don't have 'Day of Protection'
Holy Bonus - cast before combat, if you don't have 'Day of Protection'
Mass Distortion - removes half of the hitpoints of your opponent
Power Cure - effective way of curing party-members
Raise Dead
Revitalize - Later in game you should spend days drinking of a hitpoint- fountain. If you sleep, they're gone, but your party is getting tired, so revitalize 'em then
Town Portal - more comfortable way of traveling
Turn Undead - seems to do some damage to undead creatures

SORCERER SPELLS:

Awaken
Day of Sorcery - always cast that, includes Light, Levitate, Wizard Eye, Clairvoyance and Power Shield
Energy Blast - nice spell hitting one creature, grows with the caster
Fire Ball - you must have it
Implosion - more comfortable way of killing monsters
Incinerate - nice medium damage spell with permanent costs
Jump - you can cross some nasty points with it
Levitate - lets you walk over clouds and some traps safely
Lloyd's Beacon - nice way for fast travel
Mega Volts - just at the beginning of the game, an effective spell
Power Shield - cast before battle, if you don't have 'Day of Sorcery'
Super Shelter - sometimes makes the rest more easy
Teleport - sometimes usefull to reach bad-breathing monsters without getting hit too much
Time Distortion - for lazy people, who don't want to move all the way back or a more honourable way to end combat than being killed
Wizard Eye - if you don't have 'Day of Sorcery' and fear to overlook something


SECTORS, TOWNS AND DUNGEONS:

A 1:
( 1 / 1 ) - Portal to Greyhaven
( 2 / 1 ) - Spirit of Jodiah the Paladin speaks of ravaging hordes, Lord Xeen vanishing through the portal. If we free Hart, the city to the north, we'll be called lord and the people will aid us.
( 7 / 1 ) - *Princess Crown
( 9 / 6 ) - *Melon
( 1 / 3 ) - *Melons
( 1 / 6 ) - Well of Speed
( 3 / 7 ) - Well of Growth (1 Level / 50 Gems)
( 8 / 8 ) - Daev the Ranger teaches Swimming for a *Melon
( 6 / 9 ) - Cald the Merchant rewards us for eliminating the bandits on the road
( 7 / 9 ) - Fountain of Health
( 3 / 10 ) - *Pass for City of Hart
( 1 / 10 ) - Well of Accuracy
( 4 / 11 ) - City of Hart
( 7 / 11 ) - Eyeacoc the Gremlin wants his *Emerald Wand back
( 7 / 12 ) - ?
( 5 / 13 ) - *Melons
( 9 / 14 ) - Sim the Muscleman teaches Bodybuilding for 1000 Gold
( 2 / 14 ) - Well of Strength
( 1 / 15 ) - *Melons
( 10 / 9 ) - Fountain of Elemental Protection
( 13 / 5 ) - Thieves Den
( 13 / 9 ) - Vera the Princess wants her *Princess Crown
( 14 / 9 ) - Fountain of Luck
( 14 / 5 ) - Clouse the Mapmaker teaches Direction Sense for 500 Gold
( 10 / 3 ) - Well of Health
( 12 / 1 ) - *Melons
( 14 / 1 ) - *Emerald Wand
( 13 / 14 ) - *Melons

A 2:
( 5 / 4 ) - Orc Fort
( 8 / 6 ) - Cave of the Wolf
( 2 / 9 ) - Ogre Chief gives sword for destroying Orc's Fort
( 11 / 2 ) - Fountain of Magical Empowerment
( 12 / 6 ) - Ogre Fort
( 13 / 9 ) - Emaed the Orc Chief gives us a shield, if we destroy the Ogre Fort

A 3:
( 2 / 9 ) - *Holy Wheel
( 3 / 5 ) - *High Sign for *Holy Wheel
( 4 / 13 ) - Tina the Druidess grants 1 Level for 10000 Gold
( 5 / 15 ) - Rik the Scout teaches Direction Sense for 50 Gold
( 14 / 5 ) - Well of Armor Class
( 13 / 12 ) - *Magic Coin
( 13 / 11 ) - *Key to Rettig's Pyramid
( 13 / 2 ) - Snowbeast Nest

A 4:
( 13 / 10 ) - Pyramid of Rettig

A 5:
( 7 / 2 ) - Vincent wants the *Holy Cow, then activates Shrine of Spellpoints
( 9 / 2 ) - Well of Spellpoints
( 9 / 10 ) - Ewall the Woodsman teaches Tracking for 200 Gold
( 14 / 4 ) - Snowbeast Lair

A 6:
( 3 / 2 ) - Treasure
( 4 / 5 ) - Yang Knights Camp, *Magic Coin, *Key to Ascihep's Pyramid
( 9 / 8 ) - Pyramid of Ascihep
( 2 / 12 ) - Helga rewards us for raiding the Yang Knights
( 7 / 12 ) - William Darkmount speaks of the *Staff of the Mountain, which one should beat on the ground at the standing stones far north from there four days in a row, what will open the way to the treasure of the Rumbling Lands.
( 12 / 12 ) - Well of Experience

A 7:
( 0 / 7 ) - Mayor Roderick Lawrence wants us to free Impery
( 9 / 7 ) - Impery
( 8 / 3 ) - Babbit the Woodsman tells us, that he hid a *Magic Coin in a wood-pile
( 6 / 1 ) - Cyclops Camp
( 12 / 1 ) - *Magic Coin
( 9 / 12 ) - The Ghost of the Spirit Stones speaks of the *Hard Rock, which is buried east of the mountains, north of the pass you can change it to the *Soft Rock, what should open the way to the Garden of Wonders, if you take it to the Druid of the Scholar Stones.
( 5 / 14 ) - Kroe the Druid opens temple of Impery with *Druid Carving
( 4 / 10 ) - Van Rijnn the Merchant gives *Double Cross for Temple of Trees, which grants the key to the Garden of Wonders.
( 12 / 13 ) - *Soft Rock

A 8:
( 11 / 1 ) - Fountain of Might
( 10 / 7 ) - Fountain of Luck
( 14 / 8 ) - Fountain of Speed
( 14 / 1 ) - Fountain of Accuracy
( 14 / 12 ) - Merc the Druid wants something of Sagen

B 1:
( 7 / 2 ) - *Golden Magic Wand
( 2 / 5 ) - Coldwell the Druid gives *Druid Carving
( 1 / 8 ) - Pyramid of Power
( 12 /6 ) - Barbarian Camp
( 2 / 10 ) - Clint the Prestidigitator teaches Prestidigitation for 100 Gems, if you freed him before
( 0 / 13 ) - Troll Mine
( 5 / 13 ) - Ruby Mine
( 11 / 13 ) - Diamond Mine
( 3 / 2 ) - Treasure
( 7 / 2 ) - Treasure
( 6 / 5 ) - Treasure
( 4 / 3 ) - Treasure

B 2:
( 7 / 4 ) - Well of Health
( 8 / 14 ) - Wants *High Sign
( 11 / 7 ) - Saber Tooth Den
( 14 / 6 ) - Pyramid of War

B 3:
( 3 / 7 ) - Black Tower
( 4 / 14 ) - Troll Camp
( 11 / 7 ) - Well of Speed
( 12 / 14 ) - Treasure

B 4:
( 5 / 5 ) - ?
( 9 / 3 ) - Medusa Sprite Nest
( 7 / 14 ) - Gargoyle Nest, *Key to Canegtut's Pyramid

B 5:
( 6 / 2 ) - Amon Ralf Mercalphet wants *Sky Hook from the Pyramid of Canegtut
( 8 / 14 ) - Pyramid of Canegtut
( 13 / 6 ) - Well of the Dragon

B 6:
( 9 / 14 ) - Old Temple
( 10 / 5 ) - Kurt the Trader trades with armor

B 7:
( 4 / 2 ) - Electropede Nest
( 11 / 11 ) - Barbarian Camp
( 13 / 13 ) - *Ivy Plant - Seeking Double Cross

B 8:
( 9 / 4 ) - Cald the Merchant sells *Magic Coin for 25000 Gold
( 11 / 6 ) - Well of Youth (or Aging)
( 11 / 7 ) - Sagen the Scholar, *Rock Candy

C 1:
( 5 / 9 ) - Emerald Mine
( 11 / 3 ) - Sapphire Mine

C 2:
( 9 / 3 ) - Trapist Monestary

C 4:
( 8 / 6 ) - Guard of Arid
( 14 / 5 ) - Guard of Arid
( 12 / 8 ) - Tower of Arid, password for Source's Level: CANOPUS
( 12 / 12 ) - Guard of Arid

C 5:
( 4 / 6 ) - Guards of Tranax
( 6 / 9 ) - Tower of Tranax, password for Source's Level: SPICA
( 7 / 13 ) - Guards of Tranax

C 6:
( 7 / 10 ) - Ground, which you should beat with *Mountain Staff

C 7:
( 9 / 3 ) - Roc Nest
( 3 / 1 ) - Roc Nest
( 12 / 1 ) - Roc Nest
( 12 / 8 ) - Crystal the Druidess grants Mountaineering, if you returned the *Soft Rock

C 8:
( 7 / 6 ) - Caverns

D 5:
( 6 / 5 ) - Tower of De Mares, password for Source's Level: ANTARES, *Elder Staff

D 7:
( 7 / 9 ) - Sand Town

D 8:
( 9 / 9 ) - Hermit wants report after visiting the shrines
( 11 / 2 ) - *Soft Rock, if you have *Hard Rock
( 11 / 14 ) - Well of Weakness

E 1:
( 8 / 8 ) - RxU986 activates Command Sequence for TACT: TRANSPORT SEQUENCE OMEGA, if you have *Diamond

E 2:
( 12 / 6 ) - Guard of Bel Juril
( 10 / 6 ) - Tower of Bel Juril, password Source's Level: VEGA

E 3:
( 4 / 8 ) - Castle of the Undead

E 4:
( 6 / 9 ) - Pyramid of the Dragon

F 1:
( 4 / 10 ) - Metal Tower

F 5:
( 9 / 6 ) - Acid Dragon's Lair
( 7 / 4 ) - Fountain of Restoration, you can drink endlessly
( 3 / 14 ) - Fire Dragon's Lair
( 14 / 14 ) - Wyrm's Lair

F 6:
( 8 / 6 ) - Dragon's Cave
( 5 / 14 ) - Frost Dragon's Lair
( 3 / 12 ) - Fountain of Regeneration
( 11 / 15 ) - Great Hydra Nest

F 8:
( 13 / 9 ) - Elder Spear
( 14 / 9 ) - God's Shrine
( 14 / 13 ) - Healer's Shrine
( 14 / 11 ) - Scholar's Shrine
( 10 / 13 ) - Mage's Shrine
( 12 / 13 ) - Warrior's Shrine

Greyhaven:
( 7 / 0 ) - Begin, Dragon Pharaoh's Servant speaks of hordes of monsters and the task to step through the portal, and save Xeen and Havec.
( 9 / 2 ) - Inn
( 4 / 2 ) - Training Ground
( 9 / 4 ) - Oracle
( 5 / 4 ) - Oracle
( 4 / 6 ) - Bank
( 7 / 8 ) - Portal to Havoc
( 10 / 6 ) - Guild
( 4 / 10 ) - Temple
( 11 / 10 ) - Blacksmith

Hart:
( 5 / 2 ) - Shield Smith
( 3 / 2 ) - Exotica
( 1 / 2 ) - Magic Shop
( 2 / 6 ) - Training Ground
( 4 / 7 ) - Mirror
( 5 / 5 ) - ?
( 7 / 14 ) - Well of Healing
( 11 / 2 ) - Ian the Supertrainer
( 11 / 1 ) - Louis teaches Cartography for 25 Gold
( 10 / 1 ) - De Boone teaches Pathfinding for 50 Gold
( 12 / 11 ) - Weapon Smith
( 13 / 14 ) - *Key to Hart Sewers

Hart Sewers:
( 1 / 1 ) - To Lower Sewers
( 11 / 1 ) - *Red Magic Hammer

Lower Sewers:
( 7 / 4 ) - *Silver Magic Hammer

Orlow's Tower:
( 3 / 5 ) - *Magic Coin
( 5 / 10 ) - Franžoise the Ranger teaches Navigation for 100 Gold
( 10 / 8 ) - Bec Du Lac speaks of six weapons, which can harm the guardians of Source. For each, we show him, he grants us experience and gold.

Impery dials: 9 for morning, 5 for afternoon
Impery:
( 1 / 3 ) - Shield Smith
( 1 / 5 ) - Weapon Smith
( 3 / 7 ) - Exotica
( 5 / 7 ) - Magic Shop
( 4 / 4 ) - Fountain of Health
( 7 / 3 ) - Soph the Treeling teaches Danger Sense for 1000 Gold
( 7 / 9 ) - Nanoc the Warrior teaches Armsmaster for 2000 Gold
( 7 / 8 ) - Megan the Priestess teaches Prayermaster for 3000 Gold
( 7 / 10 ) - Thievery for 1000 Gold
( 10 / 5 ) - City Hall
( 11 / 3 ) - Inn
( 12 / 8 ) - Guild
( 9 / 12 ) - Training Ground
( 6 / 14 ) - Temple
( 2 / 13 ) - Magical Pool

Impery Breeding Grounds:
( 14 / 9 ) - Lyla the Guildmaster lets you join for 50 Gems

Sand Town:
( 7 / 5 ) - Cage of Yoav the Mayor
( 7 / 12 ) - Magic Shop
( 9 / 12 ) - Mayor
( 13 / 6 ) - Mirror
( 3 / 12 ) - Weapon Smith
( 1 / 12 ) - Temple
( 10 / 4 ) - Inn
( 12 / 12 ) - Shield Smith
( 12 / 14 ) - Training

Sand Town Sewers:
( 3 / 4 ) - *Temple of Sun Holy Lamp Oil

Black Tower Level 2:
( 3 / 14 ) - Louis the Mapmaker

Black Tower Level 3:
( 8 / 2 ) - Ardemus the Scout
( 1 / 1 ) - Clint the Prestidigitator
( 8 / 12 ) - Ian the Wizard
( 1 / 14 ) - *Green Magic Hammer, Elder Dagger

Orc Fort:
( 8 / 9 ) - *Magic Coin
( 12 / 7 ) - *Magic Coin

Ogre Fort:
( 14 / 7 ) - *Magic Coin
( 14 / 11 ) - *Sacred Cow

Troll Mine:
( 5 / 12 ) - *Magic Coin
( 4 / 12 ) - Troll Camp

Ruby Mine:
( 12 / 11 ) - *Ruby

Saphire Mine:
( 1 / 9 ) - *Saphire
( 6 / 9 ) - Gargoyle Nest

Emerald Mine:
( 14 / 14 ) - *Emerald

Diamond Mine:
( 3 / 11 ) - Witch's Throne
( 11 / 13 ) - *Diamond

Pyramid of Power:
( 7 / 6 ) - Sphinx: CLOCK, FIRE , RIVER and O
( 14 / 1 ) - Sphinx: BED
( 14 / 3 ) - Sphinx: BOTTLE
( 1 / 14 ) - Sphinx: ROPE

Pyramid of War:
( 5 / 13 ) - Sphinx: PEACE

Pyramid of Rettig:
( 8 / 7 ) - *Key to the Old Temple, *Magic Coin

Pyramid of Ascihep:
( 8 / 5 ) - Blue Fountain (once you drunk from all red fountains to open the way to the center, you can drink from the blue ones to increase personality)
( 7 / 5 ) - Red Fountain
( 6 / 5 ) - Blue Fountain
( 10 / 7 ) - Red Fountain
( 10 / 5 ) - Blue Fountain
( 12 / 5 ) - Red Fountain
( 6 / 12 ) - *Staff of the Mountain

Pyramid of Canegtut:
( 1 / 1 ) - Fountain of permanent Might
( 14 / 1 ) - Fountain of permanent Speed
( 7 / 10 ) - Fountain of Poison
( 1 / 14 ) - Fountain of Poison
( 8 /14 ) - *Sky Hook
( 14 / 14 ) - Fountain of permanent Intelligence
( 10 / 10 ) - Fountain of permanent Might

Pyramid of the Dragon:
( 12 / 12 ) - Sphinx: SILENCE, HOLE, WATER, MAN, RIDDLE

Dragon's Cave Upper Level:
( 7 / 3 ) - To Skyroad B3
( 1 / 5 ) - To Wyrm's Lair

Skyroad B3:
( 4 / 1 ) - *Diamond Edged Pick
( 6 / 1 ) - Elder Longsword

Temple of Havec Level 2:
( 14 / 1 ) - *Magic Coin

Temple of Havec Level 3:
( 11 / 4 ) - Elder Mace

Caverns Level 1:
( 5 / 1 ) - Prisoner
( 6 / 9 ) - Chest: GOLD
( 6 / 5 ) - *Spirit Gem
( 2 / 6 ) - *Spirit Gem
( 8 / 7 ) - *Spirit Gem
( 13 / 7 ) - *Spirit Gem
( 7 / 13 ) - *Spirit Gem
( 4 / 12 ) - *Spirit Gem
( 1 / 11 ) - *Spirit Gem
( 1 / 13 ) - *Spirit Gem
( 10 / 5 ) - Chest : BUTTERFLY
( 14 / 11 ) - *Spirit Gem

Caverns Level 2:
My notes concerning this level mysteriously vanished, but beneath more of these *Spirit Gems, there was a riddle-chest: SWORD
Riddle chest: TEARS
Riddle chest: FISH

Caverns Level 3:
( 2 / 3 ) - *Spirit Gem
( 1 / 6 ) - *Spirit Gem
( 5 / 7 ) - *Spirit Gem
( 8 / 1 ) - *Spirit Gem
( 3 / 9 ) - *Spirit Gem
( 5 / 14 ) - *Spirit Gem
( 10 / 6 ) - *Spirit Gem
( 13 / 9 ) - *Spirit Gem
( 13 / 14 ) - *Spirit Gem
( 10 / 14 ) - Chest: HOPE

Castle of the Undead Level 3:
( ? / ? ) - Elder Longbow

Trapist Monestary:
( 6 / 7 ) - Vat of Flesh to Stone
( 3 / 7 ) - Vat of Love
( 3 / 9 ) - Vat of Poison
( 9 / 7 ) - Magic Well
( 7 / 13 ) - Hell Hornets Nest
( 6 / 14 ) - Altar of Contemplation
( 13 / 10 ) - Gong

Sky Platform:
( 15 / 15 ) - *Firebane Staff
If you step forward at south-east, you'll arrive on a single plate. Then step north, the next one east and the third one south. You'll come to the middle, where you can step ahead to the Underworld, or, if you have pushed the orb to there, catch it.

Sky Platform
|--------------------------------|
|3                                            4|
|                                                |
|                                                |
|                                                |
|                                                |
|                                                |
|                                                |
|                       6                     5|
|                                                |
|                                                |
|                                                |
|                                                |
|                                                |
|2                     1                       |
|--------------------------------|
The numbers above represent pedestals. This is a map of the sky platform, you must turn towards the next number and get the orb, it will then jump to the next number. Ex: if I am at 3, I turn to face 4 and get the orb, the orb will then appear at 4, I repeat the process (going to 4 and looking at 5) When you reach 6 (X8 Y5), the orb is yours.

Underworld:
( 8 / 13 ) - *Negativ Orb
( 3 / 13 ) - Shrine: DESPAIR
( 13 / 13 ) - Shrine: PAIN

Spaceship Level 1:
( 8 / 14 ) - Omega I-Terminal: VEGA
( 11 / 1 ) - Transport Room to Level 2

Spaceship Level 2:
( 4 / 1 ) - Transport Room to Level 3
( 8 / 14 ) - Panel: Origination is ORION
( 10 / 12 ) - Omega II-Terminal: ANTARES
The positive and negative orbs go in level 2 at X1, Y8
The negative orb is anti-matter, and the positive orb is matter

Spaceship Level 3:
( 7 / 3 ) - Transport Room to Level 4
( 9 / 13 ) - Terminal: ?
( 12 / 10 ) - Omega III-Terminal: SPICA

Spaceship Level 4:
( 4 / 1 ) - Transport Room to Level 5
( 5 / 12 ) - Transport to ( 11 / 7 )
( 7 / 14 ) - Terminal: CANOPUS
( 12 / 1 ) - Transport Room to Level 5

Spaceship Level 5:
( 4 / 8 ) - To the Mighty Nightmare of a Final Threat called SOURCE
( 14 / 3 ) - Terminal: ORION
( 14 / 5 ) - Transport to ( 2 / 2 )
Finally there are some things to mention, I have found no password for the terminal at north of level 3 of the spaceship. If there is a right one, it must have something to do with stars or constellations. Nobody I know found the hammer of the weapon-smith at sandtown. If you have no chance against the creatures in the spaceship, be sure to wear the elder-weapons and visit the fountain at F 5 ( 7 / 4 ) and drink, until you're drunk for 20,000 hitpoints. You can jump over the areas which cause alert.


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