Might and Magic 5: Darkside of Xeen HEX-code Might and Magic 5: Darkside of Xeen Hint Might and Magic 5: Darkside of Xeen Hint #2 Might and Magic 5: Darkside of Xeen Solution Might and Magic 5: Darkside of Xeen Cheat-code

See Might and Magic 5: Darkside of Xeen HEX-code, Hint, Hint #2, Solution, Cheat-code here!

HEX-code for Might and Magic 5: Darkside of Xeen


 Start a game and save it without doing anything. Load this savegame
 into the hex editor and change the following offsets to FF:

  0990: 11, 0d
  09a0: 0d, 13, 10, 0f 0c
  0ac0: 07, 07, 07, 07, 07, 07
  0ad0: 0c, 02
  0af0: 0c
  0b00: 0a, 14, 10, 0e, 0d, 0e
  0c20: 07, 07
  11e0: 08, 14, 0d, 11
  11f0: 0e, 0f, 0f
  1300: 00, 00
  1310: 00, 00, 05, 05
  1320: 05, 09
  18d0: 0e, 0c, 0e, 11, 0f, 12, 11
  19f0: 05, 05, 05, 14, 05
  1a00: 00
  1a10: 0a, 00
  1cf0: 0f, 0f, 0f, 10
  1d00: 0f, 0c, 0a
  1e10: 02, 02
  1e20: 02, 02, 02, 14
  1e30: 0c, 02
  2280: 13, 0a, 08, 13, 10, 10, 0e
  23c0: 10, 00

 Now you have unbeatable 255 for all charcters of the standard party.



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Hint for Might and Magic 5: Darkside of Xeen


Archers
Archers shoot arrows from bows -- what else did you think they'd do? Well, they
cast spells, too. They can cast basic spells from the elemental schools of
magic. They have sharp eyes and thus, they can spot things from afar, and are
thus at finding traps and secret passages.

Archers excel at the Bow. They can grandmaster it, as well as Chain. As a
secondary weapon, the Spear is a good choice since it is the only weapon other
than the Bow that they can master. They are the only class that can master
Perception and should thus get it as soon as possible. Otherwise they should
only concentrate on Learning, since they can master it.

Archers should begin with an unnaturally high Intelligence, Accuracy and Speed.
A high Might and Endurance is nice, but the other two abilities are not that
necessary.

Clerics
Clerics are the devout of the gods. They call down their deity's magic to heal
humanity's woes. They also command several destructive spells, mostly towards
the undead. They are invaluable to the party, due to their ability to heal both
physical damage and abnormal conditions, like poison and disease.

The cleric's strength is their healing magic. They should obtain up to
grandmaster level in all three of their magical disciplines to insure that they
get all the spells. The grandmaster in the Merchant skill is a good idea - it'll
save you a lot of money when buying spells. Mastery of the Mace and being an
expert in Chain Mail, make clerics a pretty powerful force for their gods. They
can also master the Shield and should do so. Meditation is also a good skill for
them to acquire.

A beginning cleric needs a high Personality. Intelligence is useless, while the
other five are pretty important, but are not prime requisites.

Druids
Druids are also protectors of the forest, but on a much more intimate level -
they worship the forest. They are adept magic users, but poor fighters.

Since druids start the game off able to attain expert levels in all seven
magical disciplines (Light and Dark not included) they are best off spending all
their points on their spells. They are poor fighters and are able to only get
the Dagger to the master level and their next best is the Mace, which is limited
to the expert level. For armor, they are limited to expert Chain and expert
Shield. One plus that the druid does get is the grandmastery of Alchemy, as well
as that of Meditation. In short, get their weapon and armor skills quickly, then
spend all their points on their spells. That's the only possible way to play
them.

Give the beginning druid high Intelligence and high Personality scores. The rest
don't really matter, so use your own judgement.

Monks
The monk is one of the game's coolest classes. Deadly with their fists or
staves, and hard to hit even when they are not wearing armor, they are heavy
hitters. At high levels they can also use magic, and they can combine their
skills to make them even better.

Unarmed and Dodging are the staples of the monk. If those two skills are not
good enough, then be amazed when you hear that they can grandmaster them, as
well as the Staff. A grandmaster at the Staff can use both the Staff AND Unarmed
in combat. A grandmaster at Dodging can use both Dodging and Leather Armor
(albeit at only master level). That is what makes him cool. Grandmastery should
be obtained for Learning (only a 59% bonus to earned experience) and
Bodybuilding. Mastery at Armsmaster just makes him better.

A beginning Monk should have a high Might, Endurance, Speed and Accuracy. Luck
and Personality should be moderate, while Intelligence is not needed.

Paladin
The paladin is a holy warrior. A champion for justice that strives to rid the
land of all evil. The paladin uses both spells and weapons to further the cause
of good. They have less hit points than a knight, and less spell points than a
cleric, but they still tend to survive. A paladin's strength lies in his ability
to attack with the Mace and his ability to defend himself with the Shield. They
can get up to grandmaster status in either discipline. Plate Mail finishes off
the image of the holy warrior, but is unfortunately only attainable to master
level. Other than that, paladins can use any weapons and armor, and should think
about mastering the Sword as a second weapon. Paladins can achieve up to master
status in clerical magic, which makes them a good choice as a second healer.
Other than that paladins would be good to get Repair Item, but only if they are
the only one with it in the party. They have to spend enough skill points on
other abilities that it would be a waste on this ability.

A beginning paladin should ignore Intelligence and Luck and work on the other
five abilities. A high Personality finishes off the picture of the paladin as a
radiant hero.

Ranger
Rangers are the protectors of the forest. They fight for the protection of the
land, not for the land's people. They are one with the forest, as they were
trained to survive in it.

The ranger's weapon of choice is the Axe (I thought they were supposed to
protect the trees.) - which they grandmaster. They can also master the Bow. They
prefer to armor themselves in Leather or Chain, both of which they can master,
but one should be chosen from the start. They should also grandmaster Identify
Monster and they should master Perception, if possible.

The beginning ranger should concentrate on every score at the beginning and
should stay as a well rounded character during the game.

sorcerers
Masters of magic, sorcerers are essential to your party's success. Able to smite
many foes from afar with a single wave of their arms, they are quite powerful,
and a mistake if you don't take them. Their spells also make your life a lot
easier, allowing you to fly above everything, walk on water, enchant your items,
even teleport from town to town and in and out of dungeons. Just these last few
spells will save you hours when you are trying to find someone and you can't
remember where he is.

There are a few things that sorcerers should advance in. Simply put: Magic.
Grandmastery should be obtained in the four elemental schools as well as in
either the Light or Dark schools. Grandmastery should also be attained in
Identify Monster and Identify Item. Mastery in Meditation is also a good idea
for these characters. The Staff should be raised as their single weapon, and
then only to master level. Their armor should be Leather, and that only to
expert level. Alchemy is also attainable to master level, but should only be
acquired at a later date - magic should come first, or you will find yourself
having problems advancing, because the enemies get really hard, really fast.

The optimal beginning sorcerer should have a high Intelligence to get more spell
points. Endurance and Speed should be as high as possible so they can survive
more than a hit or two. Personality is useless for them. The other three
abilities are nice for them to have.

thieves
Thieves are fun to play with. Can't afford something? Then steal it. These
characters are good to have if you like opening everything you see -- their
Disarm Trap skill is really useful. It makes me wish I had a thief in my
party...

At the start, thieves should split their time bringing up their weapons, their
armor and their thieves skills. They should plan on wielding two weapons - a
grandmastered Dagger and a mastered Sword in the other hand - and wearing
Leather Armor at grandmaster level. As for skills, Disarm Trap and Stealing at
grandmaster level are musts. Mastered Perception is another cool thing to have.

A starting thief should have a high Accuracy, Speed and Luck scores. Might and
Intelligence follows, while the others are not really significant.


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Hint #2 for Might and Magic 5: Darkside of Xeen


                            DOCUMENTATIONS MANUAL

                                 MARAUDER



MARAUDER'S Guide to Might & Magic 5 SPELLS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Format:

Spell Name    #Points/#Gems     Object Affected
Description of Spell

Example:

Acid Spray      8/0             All Vis Monsters
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.

This spell uses 8 spell points per level, no gems, and works on all visible
monsters.  The descriptions should be self-explanatory...


CLERIC SPELLS


Acid Spray      8/0             All Vis Monsters
~~~~~~~~~~
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.

Awaken          1/0             Party
~~~~~~
Pulls all sleeping party members from their slumber, cancelling the
SLEEP condition.

Beast Master    5/2             1 Group of Animals
~~~~~~~~~~~~
Hypnotizes a group of animals into stillness until they overcome the spell.

Bless           2/1             1 Party Member
~~~~
Improves the armor class of a character by 1 per level of the caster.

Cold Ray        2/4             All Vis Monsters
~~~~~~~~
A cone of absolute zero springs from the caster's hand momentarily, inflicting
2-4 points of Cold damage per level of the caster on all visible monsters.

Create Food     20/5            Party
~~~~~~~~~~~
Creates one unit of food for each living party member.

Cure Disease    10/0            1 Party Member
~~~~~~~~~~~~
Removes the DISEASED condition of one party member.

Cure Paralysis  12/0            1 Party Member
~~~~~~~~~~~~~~
Removes the PARALYZED condition of one party member.

Cure Poison     8/0             1 Party Member
~~~~~~~~~~~
Removes the POISONED condition of one party member.

Cure Wounds     3/0             1 Party Member
~~~~~~~~~~~
Magically cures one character of 15 points of Damage.

Day of Protection       75/10   Party
~~~~~~~~~~~~~~~~~
Simultaneously casts Light, Protection from all elements, Heroism, Holy
Bonus, and Bless for only 75 points.

Deadly Swarm            12/0    Group
~~~~~~~~~~~~
Surrounds a group of monster with biting, stinging, burning, gouging, and
chewing insects, inflictin 40 points of Physical Damage on EACH monster.
                                        
Divine Intervention     200/20  Party
~~~~~~~~~~~~~~~~~~~
Heals the entire party of all damage short of ERADICATION.

Fiery Flail             25/5    1 Monster
~~~~~~~~~~~
Caster fires a jet of flame at one monster, inflicting 100 points of fire
damage.

First Aid               1/0     1 Party Member
~~~~~~~~~
Magically cures light battle wounds and scrapes, restoring 6 hit points
to one injured party member.

Flying Fist             2/0     1 Monster
~~~~~~~~~~~
Deals a light blow to a monster, inflicting 6 points of Physical Damage.

Frostbite               7/0     1 Monster
~~~~~~~~~
Draws body heat out of a monster, inflicting 35 points of Cold damage.

Heroism                 2/3     1 Party Member
~~~~~~~
Increases the tempory level of a character by 1 per level of the caster.

Holy Bonus              2/1     1 Party Member
~~~~~~~~~~
Increases the damage inflicted by a character when fighting by 1 point
per level of the caster.

Holy Word               100/20  1 Party Member
~~~~~~~~~
Completely removes the animating magic of the Undead, returning them to dust.

Hyptotize               15/4    Group
~~~~~~~~~
Like a Beast Master, this spell hypnotizes a group of monsters into stillness
until they overcome the spell, except that it works on monsters rather than
animals.

Light                   1/0     Party
~~~~~
Fill a dungeon with a steady, soft light until the party rests.

Mass Distortion          75/10   Group
~~~~~~~~~~~~~~~
Increases the weight of your opponents, effectively removing half of their
hit points.

Moon Ray                 60/10  All Visible Monsters & Party
~~~~~~~~
Inflicts 30 points of Energy Damage to each monster and cures all party members
of 30 points of damage.

Nature's Cure           6/0     1 Party Member
~~~~~~~~~~~~~
Heals a character of 25 points of damage.

Pain                    4/0     Group
~~~~
Stimulates your opponent's pain centers, inflicting 8 points of physical
damage.

Power Cure              2/3     1 Party Member
~~~~~~~~~~
Heals a character of 2-12 points per level of the caster.

Protection frm Elements 1/1     Party
~~~~~~~~~~~~~~~~~~~~~~~
Reduces the damage the party receives from the elements.

Raise Dead              50/10   1 Party Member
~~~~~~~~~~
Removes the DEAD condition from a Character.

Resurrection            125/20  1 Party Member
~~~~~~~~~~~~
Removes the ERADICATED condition from a Character.

Revitalize              1/0     1 Party Member
~~~~~~~~~~
Removes the WEAK condition from a Character.

Sparks                  1/1     Group
~~~~~~
Inflicts 2 Points of electrical damage per level of the caster.

Stone to Flesh          35/5    Group
~~~~~~~~~~~~~~
Removes the STONED condition from a character.

Sun Ray                 150/20  All Visible Monsters
~~~~~~~
Inflicts 200 points of Energy damage.

Suppress Disease        5/0     1 Party Member
~~~~~~~~~~~~~~~~
Slows the effect of disease on a character.

Supress Poison          4/0     1 Party Member
~~~~~~~~~~~~~~
Slows the effect of poison on a character.

Town Portal             30/5    Party
~~~~~~~~~~~
Teleports the party to the town of your choice.

Turn Undead             5/2     1 Group of Undead
~~~~~~~~~~~
Weakens the evil magic that animates the Undead, inflicting 25 points of
Damage.

Walk on Water           7/0     Party
~~~~~~~~~~~~~
All the party to walk on water.

SORCERER SPELLS

Awaken                  1/0     Party
~~~~~~
Pull all sleeping party members from their slumber, cancelling the SLEEP
condition.

Clairvoyance            5/2     Party
~~~~~~~~~~~~
Causes the two Gargoyle heads to give advice to certain yes/no decisions,
usually chests.

Dancing Sword           3/10    Group
~~~~~~~~~~~~~
Hundreds of Razor 1911 sharp blades cause 6-14 points of Physical Damage
per level of the caster.

Day of Sorcery          40/10   Group
~~~~~~~~~~~~~~
Simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power
sheild on all party members.

Detect Monster          6/0     Party
~~~~~~~~~~~~~~
Shows the location of all monsters near the party.

Dragon Sleep            10/4    1 Dragon
~~~~~~~~~~~~
Puts 1 dragon to sleep.

Elemental Storm         100/10  All Visible Monsters
~~~~~~~~~~~~~~~
Pounds all monsters in front of the party with a storm of magical energy,
inflicting 150 points of a random damage to each monster.

Enchant Item            30/20   1 Item
~~~~~~~~~~~~
Bestows magical power to an item that has none.

Energy Blast            1/1     1 Monster
~~~~~~~~~~~~
A bolt of pure energy is fired from the caster's clenched fist, inflicting
2 to 6 points of Energy Damage per level of the caster.

Etherealize             30/10   Party
~~~~~~~~~~~
Moves the party one square forward, regardless of barriers.

Fantastic Freeze        15/5    Group
~~~~~~~~~~~~~~~~
Inflicts 40 points of COLD damage to monsters.

Finger of Death         10/4    Group
~~~~~~~~~~~~~~~
Bloodlessly slays the opponents the caster points to.

Fire Ball               2/2     Group
~~~~~~~~~
Iflicts 3-7 Points of damage per level of the caster.

Golem Stopper           20/10   1 Golem
~~~~~~~~~~~~~
Inflicts 100 Points of damage to a Golem.

Identify Monster        5/0     Group
~~~~~~~~~~~~~~~~
Reveals the condition of the monsters the party is fighting.

Implosion               100/20  1 Monster
~~~~~~~~~
This is the most powerful Monster-Killer, inflicting 1000 points of
Energy Damage.

Incinerate              35/10   1 Monster
~~~~~~~~~~
Shoots a stream of fire at one monster, inflicting 250 points of energy
damage.

Inferno                 75/10   Group
~~~~~~~
Engulfs one group of monsters in a magical fire, inflicting 250 points
of fire damage on one group.

Insect Spray            5/1     Group
~~~~~~~~~~~~
Coats a group of monsters with "OFF". :)

Item to Gold            20/10   1 Item
~~~~~~~~~~~~
Converts an item into the number of gold pieces that it is currently worth.

Jump                    4/0     Party
~~~~
Party can jump 1 square, providing there are no walls.  Cannot be used in
Combat.

Levitate                5/0     Party
~~~~~~~~
Imparts weightlessness to the party, preventing falls.

Light                   1/0     Party
~~~~~
Same as clerical spell of same name.

Lightning Bolt          2/2     Group
~~~~~~~~~~~~~~
Lighting bolts fly from the casters hand, inflicting 4-6 points per level of
the caster.

Lloyd's Beacon          6/2     Party
~~~~~~~~~~~~~~
Allows you to return to a place where you have already been.  Cast the spell
once to set the beacon, then again when you wish to return.

Magic Arrow             2/0     1 Monster
~~~~~~~~~~~
Fires a magical bolt at one opponent, inflicting 8 points of Magical Damage.

Mega Volts              40/10   Group
~~~~~~~~~~
Better than Lightning Bolt, inflicts 150 points to a group of Monsters.

Poison Volley           25/10   All Visible Monsters
~~~~~~~~~~~~~
Fires 6 poison arrows into each square in front of the party. Does
10 points of Poison damage each.

Power Shield            2/2     1 Party Member
~~~~~~~~~~~~
Reduces the damage inflicted on one party member equal to the level of the
caster.

Prismatic Light         60/10   All Visible Monsters
~~~~~~~~~~~~~~~
80 Points of Random damage type. ?

Recharge Item           15/10   1 Item
~~~~~~~~~~~~~
Restores 1 to 6 charges to an item that has at least one charge lest.
There is a slight risk that the item will be destroyed.

Shrapmetal              1/1     Group
~~~~~~~~~~
Sprays a group of monsters with shrapmetal, inflicting 2 points Physical
Damage per level of the caster.

Sleep                   3/1     Group
~~~~~
Puts a group of monsters to sleep until they overcome the spell, or are
damaged.

Star Burst              200/20  All Visible Monsters
~~~~~~~~~~
Includes all visible monsters in frot of the party in a massive explosion,
inflicting 500 points of Physical Damage on each monster.

Super Shelter           15/5    Party
~~~~~~~~~~~~~
Hides the party from the monsters in unsafe places, permitting them to rest
without incident.

Teleport                10/0    Party
~~~~~~~~
Moves the party up to 9 squares in the direction the party is facing,
regardless of obstacles.

Time Distortion         8/0     Party
~~~~~~~~~~~~~~~
Warps time, giving the party just enough time to run away from combat.

Toxic Cloud             4/1     Group
~~~~~~~~~~~
Surrounds a group of monsters with noxious gasses, inflicting 10 points
of poison damage.

Wizard Eye              5/2     Party
~~~~~~~~~~
Gives the party a bird's eye view of their surroundings.



Thanks for choosing RAZOR 1911 DOX, always bringing you the finest in
wares and computer entertainment....

Call SOD 305-722-0277 PW:JUKE



MARAUDER'S Guide to Might & Magic 5 SPELLS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Format:

Spell Name    #Points/#Gems     Object Affected
Description of Spell

Example:

Acid Spray      8/0             All Vis Monsters
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.

This spell uses 8 spell points per level, no gems, and works on all visible
monsters.  The descriptions should be self-explanatory...


CLERIC SPELLS


Acid Spray      8/0             All Vis Monsters
~~~~~~~~~~
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.

Awaken          1/0             Party
~~~~~~
Pulls all sleeping party members from their slumber, cancelling the
SLEEP condition.

Beast Master    5/2             1 Group of Animals
~~~~~~~~~~~~
Hypnotizes a group of animals into stillness until they overcome the spell.

Bless           2/1             1 Party Member
~~~~
Improves the armor class of a character by 1 per level of the caster.

Cold Ray        2/4             All Vis Monsters
~~~~~~~~
A cone of absolute zero springs from the caster's hand momentarily, inflicting
2-4 points of Cold damage per level of the caster on all visible monsters.

Create Food     20/5            Party
~~~~~~~~~~~
Creates one unit of food for each living party member.

Cure Disease    10/0            1 Party Member
~~~~~~~~~~~~
Removes the DISEASED condition of one party member.

Cure Paralysis  12/0            1 Party Member
~~~~~~~~~~~~~~
Removes the PARALYZED condition of one party member.

Cure Poison     8/0             1 Party Member
~~~~~~~~~~~
Removes the POISONED condition of one party member.

Cure Wounds     3/0             1 Party Member
~~~~~~~~~~~
Magically cures one character of 15 points of Damage.

Day of Protection       75/10   Party
~~~~~~~~~~~~~~~~~
Simultaneously casts Light, Protection from all elements, Heroism, Holy
Bonus, and Bless for only 75 points.

Deadly Swarm            12/0    Group
~~~~~~~~~~~~
Surrounds a group of monster with biting, stinging, burning, gouging, and
chewing insects, inflictin 40 points of Physical Damage on EACH monster.

Divine Intervention     200/20  Party
~~~~~~~~~~~~~~~~~~~
Heals the entire party of all damage short of ERADICATION.

Fiery Flail             25/5    1 Monster
~~~~~~~~~~~
Caster fires a jet of flame at one monster, inflicting 100 points of fire
damage.

First Aid               1/0     1 Party Member
~~~~~~~~~
Magically cures light battle wounds and scrapes, restoring 6 hit points
to one injured party member.

Flying Fist             2/0     1 Monster
~~~~~~~~~~~
Deals a light blow to a monster, inflicting 6 points of Physical Damage.

Frostbite               7/0     1 Monster
~~~~~~~~~
Draws body heat out of a monster, inflicting 35 points of Cold damage.

Heroism                 2/3     1 Party Member
~~~~~~~
Increases the tempory level of a character by 1 per level of the caster.

Holy Bonus              2/1     1 Party Member
~~~~~~~~~~
Increases the damage inflicted by a character when fighting by 1 point
per level of the caster.

Holy Word               100/20  1 Party Member
~~~~~~~~~
Completely removes the animating magic of the Undead, returning them to dust.

Hyptotize               15/4    Group
~~~~~~~~~
Like a Beast Master, this spell hypnotizes a group of monsters into stillness
until they overcome the spell, except that it works on monsters rather than
animals.

Light                   1/0     Party
~~~~~
Fill a dungeon with a steady, soft light until the party rests.

Mass Distortion          75/10   Group
~~~~~~~~~~~~~~~
Increases the weight of your opponents, effectively removing half of their
hit points.

Moon Ray                 60/10  All Visible Monsters & Party
~~~~~~~~
Inflicts 30 points of Energy Damage to each monster and cures all party members
of 30 points of damage.

Nature's Cure           6/0     1 Party Member
~~~~~~~~~~~~~
Heals a character of 25 points of damage.

Pain                    4/0     Group
~~~~
Stimulates your opponent's pain centers, inflicting 8 points of physical
damage.

Power Cure              2/3     1 Party Member
~~~~~~~~~~
Heals a character of 2-12 points per level of the caster.

Protection frm Elements 1/1     Party
~~~~~~~~~~~~~~~~~~~~~~~
Reduces the damage the party receives from the elements.

Raise Dead              50/10   1 Party Member
~~~~~~~~~~
Removes the DEAD condition from a Character.

Resurrection            125/20  1 Party Member
~~~~~~~~~~~~
Removes the ERADICATED condition from a Character.

Revitalize              1/0     1 Party Member
~~~~~~~~~~
Removes the WEAK condition from a Character.

Sparks                  1/1     Group
~~~~~~
Inflicts 2 Points of electrical damage per level of the caster.

Stone to Flesh          35/5    Group
~~~~~~~~~~~~~~
Removes the STONED condition from a character.

Sun Ray                 150/20  All Visible Monsters
~~~~~~~
Inflicts 200 points of Energy damage.

Suppress Disease        5/0     1 Party Member
~~~~~~~~~~~~~~~~
Slows the effect of disease on a character.

Supress Poison          4/0     1 Party Member
~~~~~~~~~~~~~~
Slows the effect of poison on a character.

Town Portal             30/5    Party
~~~~~~~~~~~
Teleports the party to the town of your choice.

Turn Undead             5/2     1 Group of Undead
~~~~~~~~~~~
Weakens the evil magic that animates the Undead, inflicting 25 points of
Damage.

Walk on Water           7/0     Party
~~~~~~~~~~~~~
All the party to walk on water.

SORCERER SPELLS

Awaken                  1/0     Party
~~~~~~
Pull all sleeping party members from their slumber, cancelling the SLEEP
condition.

Clairvoyance            5/2     Party
~~~~~~~~~~~~
Causes the two Gargoyle heads to give advice to certain yes/no decisions,
usually chests.

Dancing Sword           3/10    Group
~~~~~~~~~~~~~
Hundreds of Razor 1911 sharp blades cause 6-14 points of Physical Damage
per level of the caster.

Day of Sorcery          40/10   Group
~~~~~~~~~~~~~~
Simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power
sheild on all party members.

Detect Monster          6/0     Party
~~~~~~~~~~~~~~
Shows the location of all monsters near the party.

Dragon Sleep            10/4    1 Dragon
~~~~~~~~~~~~
Puts 1 dragon to sleep.

Elemental Storm         100/10  All Visible Monsters
~~~~~~~~~~~~~~~
Pounds all monsters in front of the party with a storm of magical energy,
inflicting 150 points of a random damage to each monster.

Enchant Item            30/20   1 Item
~~~~~~~~~~~~
Bestows magical power to an item that has none.

Energy Blast            1/1     1 Monster
~~~~~~~~~~~~
A bolt of pure energy is fired from the caster's clenched fist, inflicting
2 to 6 points of Energy Damage per level of the caster.

Etherealize             30/10   Party
~~~~~~~~~~~
Moves the party one square forward, regardless of barriers.

Fantastic Freeze        15/5    Group
~~~~~~~~~~~~~~~~
Inflicts 40 points of COLD damage to monsters.

Finger of Death         10/4    Group
~~~~~~~~~~~~~~~
Bloodlessly slays the opponents the caster points to.

Fire Ball               2/2     Group
~~~~~~~~~
Iflicts 3-7 Points of damage per level of the caster.

Golem Stopper           20/10   1 Golem
~~~~~~~~~~~~~
Inflicts 100 Points of damage to a Golem.

Identify Monster        5/0     Group
~~~~~~~~~~~~~~~~
Reveals the condition of the monsters the party is fighting.

Implosion               100/20  1 Monster
~~~~~~~~~
This is the most powerful Monster-Killer, inflicting 1000 points of
Energy Damage.

Incinerate              35/10   1 Monster
~~~~~~~~~~
Shoots a stream of fire at one monster, inflicting 250 points of energy
damage.

Inferno                 75/10   Group
~~~~~~~
Engulfs one group of monsters in a magical fire, inflicting 250 points
of fire damage on one group.

Insect Spray            5/1     Group
~~~~~~~~~~~~
Coats a group of monsters with "OFF". :)

Item to Gold            20/10   1 Item
~~~~~~~~~~~~
Converts an item into the number of gold pieces that it is currently worth.

Jump                    4/0     Party
~~~~
Party can jump 1 square, providing there are no walls.  Cannot be used in
Combat.

Levitate                5/0     Party
~~~~~~~~
Imparts weightlessness to the party, preventing falls.

Light                   1/0     Party
~~~~~
Same as clerical spell of same name.

Lightning Bolt          2/2     Group
~~~~~~~~~~~~~~
Lighting bolts fly from the casters hand, inflicting 4-6 points per level of
the caster.

Lloyd's Beacon          6/2     Party
~~~~~~~~~~~~~~
Allows you to return to a place where you have already been.  Cast the spell
once to set the beacon, then again when you wish to return.

Magic Arrow             2/0     1 Monster
~~~~~~~~~~~
Fires a magical bolt at one opponent, inflicting 8 points of Magical Damage.

Mega Volts              40/10   Group
~~~~~~~~~~
Better than Lightning Bolt, inflicts 150 points to a group of Monsters.

Poison Volley           25/10   All Visible Monsters
~~~~~~~~~~~~~
Fires 6 poison arrows into each square in front of the party. Does
10 points of Poison damage each.

Power Shield            2/2     1 Party Member
~~~~~~~~~~~~
Reduces the damage inflicted on one party member equal to the level of the
caster.

Prismatic Light         60/10   All Visible Monsters
~~~~~~~~~~~~~~~
80 Points of Random damage type. ?

Recharge Item           15/10   1 Item
~~~~~~~~~~~~~
Restores 1 to 6 charges to an item that has at least one charge lest.
There is a slight risk that the item will be destroyed.

Shrapmetal              1/1     Group
~~~~~~~~~~
Sprays a group of monsters with shrapmetal, inflicting 2 points Physical
Damage per level of the caster.

Sleep                   3/1     Group
~~~~~
Puts a group of monsters to sleep until they overcome the spell, or are
damaged.

Star Burst              200/20  All Visible Monsters
~~~~~~~~~~
Includes all visible monsters in frot of the party in a massive explosion,
inflicting 500 points of Physical Damage on each monster.

Super Shelter           15/5    Party
~~~~~~~~~~~~~
Hides the party from the monsters in unsafe places, permitting them to rest
without incident.

Teleport                10/0    Party
~~~~~~~~
Moves the party up to 9 squares in the direction the party is facing,
regardless of obstacles.

Time Distortion         8/0     Party
~~~~~~~~~~~~~~~
Warps time, giving the party just enough time to run away from combat.

Toxic Cloud             4/1     Group
~~~~~~~~~~~
Surrounds a group of monsters with noxious gasses, inflicting 10 points
of poison damage.

Wizard Eye              5/2     Party
~~~~~~~~~~
Gives the party a bird's eye view of their surroundings.



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Solution for Might and Magic 5: Darkside of Xeen


Warning: The following walkthrough will help you solve Might and Magic
5. Please, DO NOT READ FROM START TO FINISH. You'll ruin the game. And
an ogre might squash your house.

Might and Magic
World of Xeen



PART 2 : DARK SIDE OF XEEN

A. INTRODUCTION
        I strongly suggest to finish first Might and Magic IV - Clouds of Xeen
ana
import your party. The reason is that the enemies in this game are very strong
and you will have problems.
        Something else is that the maximum level in this game is 250 (!!!) so
you
will need A LOT of money and experience. Don't waste your money in useless
spells and items and try to deposit money to the bank.
        DON'T FORGET. Each time you have 5 energy disks give them to Ellinger
and
he will recover a part of Kallindra's Castle at a time. Then go and explore the
new areas.
        The transportation mirrors do not work until you activate them from
Queen
Kallindra's bedroom.
        You can enter the fout towers from the back doors, which are located on
the skyroad.
        There are many more quests in the game. Try to finish them all because
you
need the experience AND the money.


 B. SOLUTION

Castleview
        When you go to Castleview, Zelda the Herbalist will give you the Dragon
Pharoah's Orb. She tells you to go and talk with Ellinger. Of course you don't
have the key now. At (23,27) is the mayor. He asks you to get rid of the
Gramlins. Go to (29,13) and talk two times with Gattlewaithe, the Gremlin King.
When you defeat him he will give you 3 energy disks. Go back to mayor to receive
your reward (50.000 EXP and 10.000 gold).  Then go to (  ,  ) and talk with
Jethro the Mapmaker. He will ask you to get his brother out of jail. He is at
(1,20). When you set him free go back to Jethro (10.000 EXP & 6.500 gold). If
you talk to him for second time he will give you a treasure map E1(1,11). Next
go to (27,19). Nadia the Hoarder wants her necklace back from the rats which are
in the Castleview Sewers. Entrances to the sewers are at : (2,29), (1,13) and
(30,18).

Castleview Sewers
        At location (30,26) you will find Valio the Simple who will ask you to
kill the Rat Queen. To do that go to (21,7), kill the Queen, get Nadia's
necklace from (21,9) and go back to Valio (25.999 EXP). At (3,25) there you can
find Felix the Tinker and for 1.000 gold you can buy a compass. At the locations
(12,30) and (26,1) there are stairs which lead to some secret locations of
Castleview. At (17,0) there are stairs which lead OUT of the city. When finish
go up to castleview.

Castleview
        Go back to Nadia (27,19), give her back the necklace. You get the key to
Ellinger's Tower (and 100.000 EXP). Now it's time to meet Ellinger. Go to
(12,10) and enter the tower.

Ellinger's Tower Level 1
        At (9,8) there is a mirror. It asks you a question about honour. The
right
answer is 1. It opens a secret passage so you can go further. At (5,5) is a
hidden button (behind a carpet on the wall). Press it and another secret passage
will open. Finally go up the stairs at (7,8).

Ellinger's Tower Level 2
        At (9,5) you get +20 Fire Resistance (Perm.) and at (9,11) you get +20
Electricity Resistance (also perm.). There are many buttons on the walls. These
buttons move the fire in the floor so you can pass without loosing any hit
points but if you have a strong party don't bother with them. Just pass over the
fire and get some rest later. The stairs that lead up are at (9,8)

Ellinger's Tower Level 3
        Nothing to do here. Just go up from (7,8) and (11,8).

Ellinger's Tower Level 4
        At (9,8) are stairs which lead to the Skyroad. The door at (7,8) leads
to
Ellinger. In the question just answer "Ellinger". Enter the door and talk with
Ellinger. He will tell you how things are so far at the Dark Side. He will also
give you the key to Queen Kallindra's Castle, which BTW is "out of phase" so you
can't reach it yet. In order to bring it back you must find 20 energy disks. You
don't have to find them all at once but every 5 disks you find, bring them back
to Ellinger and he will restore a part of Kallindra's Castle at a time. Ellinger
will also order the moving chest at Castleview (3,5) to stand still so you can
open it. Finally you get 250.000 EXP. Now go back to explore the rest of
Castleview.

Castleview
        At (8,5) talk with Dysson the Puzzlemaster. Then go to (10,5) and close
the chests with the order : 1, 2, 3, 4, 5, 6, 7, 8 and 9 (50.000 EXP). Go to
(6,5). There, manage to open all the chests exept the one in the middle which
you have to open LAST (250.000 EXP). Go to (3,5). Reack the moving chest with
sidestep and open it. At the locations (16,15), (16, 23), (13, 23) and (13,5)
are the four Drawcab Monks. Don't let them confuse you. If you listen to them
backwards you can find that they are studing "Palindrome" (you will need it
later). Finally at (30,23) is Miles the Cartographer with a confusing puzzle.
The answer is "       ". Some other important locations in Castleview are :
Membership to Mage's Guild (5, 28), Mage's Guild (3,27), Swimming Skill (7,19)
and costs 250 gold, Temple (15,1), Bank (21,16), Tavern (8,17), Blacksmith
(9,22), Pathfinding Skill (29,27) and costs 1.500 gold, Teleport to Clouds ox
Xeen (26,24) and Cartography Skill (30,23) and costs only 10 gold

Sandcaster
        You can enter the city sewer system by a crate, which is located in the
Dessert of Doom D2(12, 2), so the first place you will explore will be the
sewers. You can also find the pass to the city from Vespar E4 (13, 5) when you
finish his mission.

Sandcaster Sewers
        The stairs at (0, 16) lead back to the Dessert of Doom. Stairs which
lead
to the city are at the locations : (1, 26), (13, 28), (30, 21), (13, 9) and (1,
1). At (27, 10) are stairs that lead to a closed room. Finally at (25, 4) you
can find a training place. With 50.000 gold you can have +10 to might and
endurance to all your characters. The stairs at (1, 1) lead to a new part of the
city and that's the only way to go there.

Sandcaster
        The most important things here are the key toEastern Tower (30, 1) and
the
pass to Lakeside (18, 8). You can also buy the pass to Sandcaster from (18, 10).
At (20, 14) Astra will ask you to put an end to Xenoc and Morgana's terror. You
can learn the linguist skill (19, 30) which costs 25.000 gold, merchant skill
(19, 27) which costs 5.000 goldnavigation skill (19, 5) which costs 10.000 gold
and the prestigitation skill (19, 1) which costs 1000 gems. At (21, 4) is
Natasha the Enchantress and from (6, 21) you can buy Vulture Repelant for 25.000
gold. Finaly at (27, 17) Edmont has a puzzle for you (Answer=3) and you get
250.000 EXP and the Superior Intellectual Award. Some important locations are :
Sorcerers' HQ (5, 30), Temple (1, 16), Guild (18, 22), Training Ground (19, 12),
Tavern (9, 13) and Blacksmith (9, 19).
        In the new part of the city you have to kill all the wizzards. You can
increase your statistics permanently at : (1, 10) and (8, 1) for +10 speed, (13,
5) and (13, 3) for +10 intellect.

Eastern Tower
        Here you can find the Jewel of Ages.

Level 1
        It's quite a tricky level. The way up is from the stairs at (10, 8) but
there are teleports at (7, 6) and (10, 8). The way to do it is to go at (7, 9),
face north and use the Jump spell.

Level 2
        The stairs at (3, 8) and all the way up lead to the Skyroad.

Level 3
        There are two energy disks (11, 8) and (7, 4) and the Jewel of Ages at
(5,
11)

Level 4
        At (5, 11) is the Fountain of Minimal abilities, at (10, 10) the
Fountain
of Life (+1 level permanently and +50 magical years), at (7, 4) is the Book of
Great Power (+5 levels permanently but you loose all your secondary skills) and
at (11, 8) is the Book of Fantastic Knowledge (+50 intellect. permanently).
Finally, don't drink from the gauldron.

        Go the Jewel of Ages to Thadews F4(6, 7) and he will restore the power
of
the Fountain of youth. He will also give you the key for the Southern tower.
Each time you have problems with magical age go there and drink.

Western Tower
        The key to this tower is inside the tower (!) in the last level.
Fortunately the door from the skyroad (4, 9) is open, so go to the skyroad (from
Ellinger's tower or from Eastern Tower) and get the key. Then go down, go to
Dreyfus A3 (8, 10) and give him the key. Now enter the tower.

Level 1
        There are two more energy disks at (8, 8) and (6, 8). There is also the
Golden Pegasus Statuette at (7, 7).

Level 2
        Get +10 Electricity reristance (perm.) from (7, 7) and go up.

Level 3
        You get +10 Poison resistance (perm.) at (7, 7) and +10 Cold resistance
(perm.) at (6, 8)
                                        
Level 4
        Talk to Dreyfus at (4, 10) and get your reward.

Now go to Lakeside

Northern Tower
        Here you can find the Challice of Protection. All the puzzles here have
to
do with letters. There are some sentenses and you have to find the letters that
are missing
The answers to the puzzles are :

LET SLEEPING DOGS LIE
HE WHO LAUGHS LAST, LAUGHS BEST
THE NEEDS OF THE MANY OUTWEIGH THE NEEDS OF THE FEW
LOVE OF MONEY IS THE ROOT OF ALL EVIL
DON'T LOOK A GIFT HORSE IN THE MOUTH
A FOOL AND HIS MONEY ARE SOON PARTED
IF WISHES WERE HORSES, BEGGERS WOULD RIDE

Finaly get an energy disk from (3, 8) and the Challice of Protection (enter :
AIE) from (7, 4)

Lakeside
        The most important here are the Pass to Necropolis (1, 14) and the
Golden
Dragon Statuete Sewers (12, 11). Free all the prisoners, Aretha the helpless (4,
12), Isabella the victim (14, 5), Naomi the prisoner (13, 1) and Rhet the wimp
(6, 1) and you get +200.000 EXP from each. You can drink from the gauldrons at
(9, 5) for +25 Endurance, (14, 4) for +25 speed and (14, 1) for +25 personality
but ONLY ONE CHARACTER. At (15, 14) you can get the boat for the Isle of the
Lost Souls (when you find the pass). Finally at (3, 5) a skull will give you a
puzzle (Answer=witch) and you will have free membership to the giuld. Other
important locations are : Guild (1, 9), destroyed tavern (5, 9) and destroyed
Blacksmith (8, 7)

Lakeside Sewers
        The only thing here is the Golden Dragon Statuette (12, 11). You can
also
learn the Prayermaster skill for 10.000 gold at (6, 4).

When finished head to Necropolis

Necropolis
        Quite a difficult city. The first thing you have to do is to find
Sandro's
Heart. Sandro is located ar (10, 8) and his heart is at Necropolis' Sewers at
(1, 14). The problem is that in the sewers you step on lava all the time so you
will need the TELEPORT spell. Be sure that your wizzard has enough spell points.
The first time you talk with Sandro he will attack you. He is very strong so you
will need a strong party for that. When you give his heart back he will give you
the key to Dungeon of Death. The Golden Dragon Stattuete is at (10, 10) but you
can't get it before you find Sandro's heart. At the locations (14, 10), (14, 6),
(12, 6), (12, 10), (6, 5), (4, 5), (3, 14) and (5, 14) are the Books of the
Dead. They give you 999.999 EXP AND 25 years of age more except from the (1, 14)
that giver you 9.999.999 EXP and 50 years, so watch out that your character (who
needs quite high Intelect. to read them) will not die. The best way to do it is
to read one or two, then go at F4(6, 7) where is the Fountain of Yout
h and then come back to Necropolis and continue. At (5, 1) is the guild.

Temple of Bark
        You get the key to the temple from Nibbler the Monkeydog - B4(3, 12) -
when you finish his mission and talk to him for the second time.

Level 1
        Set the prisoners at (10, 3) and (9, 3) free and get +25.000 EXP from
each
one. Pull the levers at (14, 2), (9, 8), (9, 6) and (13, 14), increase your
might +5 at (2, 5) and personality +5 at (2, 11) and go down the stairs.

Level 2
        There are some secret walls which close when you go close to them. You
have to use the Jump spell. In that level you can increase your statistics
permanently. You get : +5 intellect at (10, 15) and (14, 4), +5 endurance at
(15, 15) and (15, 13), +5 accuracy at (14, 9) and (14, 1), +5 speed at (14, 7)
and (12, 1), +5 luck at (13, 6), +5 might at (11, 6) and +5 personality at (12,
4). The barrels at (1, 13), (1, 14), (2, 14) and (2, 13) will increase all your
statistics but you will get also some years of Magical Age (Remember the
Fountain of Youth).

Level 3
        Kill Shaalth the Orc King at (8, 9), set the prisoners at (1, 2) and
(10,
12) free and get +25.000 EXP from each and finaly set Princess Sheewana the
Spirit free (also +25.000 EXP)

Level 4
        Turn the western dials at (0, 4) and (0, 11) to 1, the northern dials at
(2, 15) and (9, 15) to 2 and the eastern dials at (15, 8) and (15, 3) to 3. Then
pull the lever at (15, 14) and finally drink from the Well at (8, 7).

Level 5
        The most important here is the two energy disks at (31, 17) and (0, 18).
If you walk all the area and look at the map you can see that the whole level
looks like a tree. So, give from five gems to the "roots" (31, 0), (22, 0), (7,
0) and (0, 0). Then go to the treasure rooms and drink from the wells to get +50
Fire Resistance at (2, 11) and +50 Electricity Resistance at (9, 12)
permanently.

Dessert of Doom
        Here you can find the Great Pyramid D2 (0, 5) and the secret entrance to
Sancaster Sewers (D2 (12, 2). There are also eight boulders. Seven of them C2
(11, 0), C2 (11, ), D2 (0, 10), D2 (5, 10), D2 (5, 5), D2 (5, 0) and D2 (0, 0)
give you some clues and the last one C2 (11, 10) asks you a question. The answer
is "Paladin". You receive +1.000.000 EXP and if you visit the seven boulders
again you can find some interestin stuff. In dessert you can only rest at the
oasis. Their locations are : D2 (3, 0), D2 (10, 2), C2 (4, 3). B2 (12, 5), C2
(9, 6), D2 (2, 9), C2 (10, 11) and C2 (2, 11). There are also many lamps that
can give you EXP, gold or gems but if you take many of them, when you get close
to Necropolis they will get back all the gold you are carrying. So take many of
them, go to a city and deposit your gold and come back to continue. Their
locations are : B2 (12, 2), C2 (2, 6), B2 (13, 9), C2 (6, 11), D2 (0, 15) and C2
(3, 15). Finally you can find the Shrine of Great Power at C2 (1, 8) that gives
you +15
 leves temp.

Castle Kallindra
        You can't visit the castle at once because it is "out of phase"

Dungeons
        Open the safes to get some new weapons and armor. They are at : (11, 0)
Combination = 3-6 9, (11, 2)  Combination = 7-7-7, (9, 0) Combination = 10-20-
30, (9, 2) Combination = 1-2-3. Set Guido the Convict at (7, 9) free and he will
tell you the combination for the "difficult" safes. You don't have to open the
cells with the dragons because there is nothing in there.

Level 1
        At this level you can have free combat lessons from Erol the Afile at
(8,
6) and free lessons in Sence of Danger from Gem the Empath at (8, 8). Open the
safes at : (1, 1) Combination = 5-17-58, (0, 10) Combination = 6-6-6, (1, 13)
Combination = 14-4-25, (2, 14) Combination = 69-25-71, (4, 14) Combination = 8-
12-32 and (4, 11) Combination = 4-9-53

Level 2
        You can find many Energy disks in this level in the safes at (0, 10),
(0,
12), (0, 15), (2, 15), (4, 15) and (8, 15). Dimitri will tell you the
combination (64-52-31) later. At (11, 15) is Megan Dimitri's daughter and she
will ask you to get the Songbird of Serenity from the Dungeon of the Lost Souls
and she will also give you the key. At (10, 15) is Dimitri and finaly at (3, 6)
you can learn the astrology skill.

Level 3
        You can find the Blacksmith at (15, 2), Trainer at (15, 0), Temple at
(15,
13) and Bank at (15, 15). In Kallindra's bedroom, press the button at (0, 14) to
open a secret passage and activate (at last) the mirror portals at (1, 1).
Finally get Kallindra's crown from the safe at (2, 15). Kallindra will tell you
the combination when you visit her two times at Castle Blackfang where she is
prisoner (Combination = 3-31-62)


Dungeon of the Lost Souls
        You get the key for this dungeon from Megan, Dimitri's daughter in
Castle
Kallindra Level 2 (11, 15). DO NOT enter the dungeon if you don't have a strong
party and 266.000 gold. Take care of the Gargons and the Minotaurus. They are
very strong.

Level 1
        Just turn all the hour-glasses and go to the next level. Don't open any
door because you will find only Minotaurus.

Level 2
        Turn the dials up (14, 5), (14, 8), (14, 11) and (14, 14), pull the
lever
at (14, 2) and finally drink from all the wells (13, 1), (11, 1), (3, 3), (3,
6), (3, 9), (3, 12), (11, 13), (13, 13), (11, 7), (13, 10), (11, 10), (13, 4),
(11, 4) and (13, 7) and get +654.321 EXP but DO NOT drink from the (9, 1). Now
go down the stairs.

Level 3
        Pull the four levers at (1, 1), (1, 10), (13, 14) and (14, 2) and go
down
the stairs.

Level 4
        Pull the levers at (6, 4), (6, 6), (6, 8), 6, 10), 96, 12), 96, 14),
(14,
10), (14, 12) and (14, 14) to deactivate the teleports and go down the stairs
after you pay 266.000 gold. You can break the door (if you are stronf enough) at
(6, 2) but the only thing you will find is instructions for the levers and many
many minitaurus and gargons.

Level 5
        Set all the birds free and they will increase your statistics. Break the
door at (20, 17) and free the Songbird of Serenity which is located at (1, 8)


Castle Blackfang
        It's not very difficult. You can come there if you finish Ambrose's
mission. There is nothing serious at the first two levels. At level 3 kill Count
Blackfang (13, 14) and then go down to the dungeons to set queen Kallindra free
(1,1). You have to visit her two times. She will tell you the combination to her
safe (3-31-62) and she will give you the key to the Great Pyramid. You also get
+5.000.000 EXP.

Great Pyramid
        The Great Pyramid is located in Dessert of Doom D2 (0, 5). Queen
Kalindra
will give you the key after you resque her. Here you will talk with Dragon
Pharoah who will explain you what exactly is going on.

Level 1
        There are many Cloud and Fire dragons here so be careful. You have to
solve a puzzle with numbers. You read in a statue that there are 8 numbers in a
row and all of them together have a sum of 52. Of course these numbers are : 3-
4-5-6-7-8-9-10. There are 8 skull and they will ask you a question each about
these numbers. At (20, 23) answer 3, at (26, 23) answer 4, at (26, 27) answer 5,
at (28, 25) answer 6, at (18, 25) answer 7, at (20, 27) answer 8, at (22, 25)
answer 9 and at (24, 25) answer 10. Pull the levers at (5, 4), (18, 6), (25,
20), (4, 28), (22, 6), (26, 6) and (11, 30). Get the treasure from the passage
that opened at (23, 15) and go to the next level.

Level 2
        Another puzzle with numbers. If you read the statues you will notice
that
you have to taoal the dates, minus 32, divide the result with 3 and finaly
substruc another 42. If you walk all the area and look at the map you will
nitice 3 dates. So the answer to the door for the next level is :
[(1993  + 1492 + 1776 - 32) / 3 ] - 42 = 1701

Level 3
        There are many teleports here. Use the Jump spell at : (11, 8), (20,
14),
(13, 15) and (18, 15) and got to the next level.

Level 4
        Here you find Dragon Pharoah. You get +5.000.000 EXP and a very good
explanation of what is going on. He orders you to investigate the second craft
that felt close to the volcano and report back to him. He also removes the lava
from that area so you can reach the craft. When you come back and tell him what
happened he will give you the Pass to Olympus.

Escape Pod #2
        In the control room you have to release Corac the Mysterious from the
"stasis". To do that solve a sinple puzzle with letters and numbers. Each number
represents a letter with ascenting order. So 1 is A, 2 is B and so on. The
sentense you have to write is : WHERE NO MAN HAS GONE BEFORE. When so Corac will
be released and he will ask you to find something that he can hide in so he will
be able to go undetectable to Alamar's Castle and defeat him. Go back to Dragon
Pharoah and get the pass to Olympus.

Olympus
        You can go there either with the Town Portsl spell or with the boar from
the edge of Skyroad. There you find answers to many puzzles of the game. At (5,
1) you get free membership to the guild, at (5, 8) is the Blacksmith, at (9, 10)
the Temple and at (9, 8) is the Tavern. At (9, 7) you get the answer to Miles'
puzzle in Castleview (Answer = Sandcaster), at (14, 9) you find Alamar's true
name (Sheltem), (at (14, 7) are all the answer to voueless knights puzzles. Some
people also give you information abour Alamar ("Alamar's birth number is 9").
The soul box is at (10, 14) but you can reach it only through the sewers. Have
the Day of the Sorcery spell activated ALL the time and go down the sewers. If
yo look carefully you will find some messages with letters. They are parts of
the password you need to get the Box. At the sewers (7, 8) Syrano Jones the
Salesman will sell you the pass for 100.000 gold (Tribble). When you get it or
quess it from the messages go up, straight to the tavern and go down again from
the
 crate. Give the password and the way to the Soul box is free. Get it, go back
to Corac and then go to Alamar's Castle.

Alamar's Castle
        There is nothin to do at the first level exept from killing the robots.
If
you can't open the doors just break them. Now go down to the dungeons

Dungeons
        Drink grom the Xeen's Power Juice at (10, 15), (10, 11) and (10, 7) and
get +5 levels permanently. The stairs at (2, 2) lead to Shangri - La. Pull the
levers at (6, 5) and (8, 5), fet the key to Dragon Tower and read ALL the
statues CAREFULLY.

Level 2
        Set all the dials to 9, go to the middle of the room (to the big head)
and
give Alamar's true name (Sheltem).

Level 3
        Did you read the statues at the dungeons carefully ? If not follow the
path : F E W A E E F F W A E F A W E E W W E F A W, where A=Air, W=Water,
E=Earth and F=Fire. Enter Alamar's room and watch the end sequence.

C. QUESTS OF THE GAME

Quest : Save Castleview from the Gremlins and report to Mayor -
Castleview(23,27)
Solution : Castleview (29,13)
Reward : 50.000 EXP and 10.000 gold

Quest : Help Jethro's brother to get out from jail and report back to Jethre
Solution : Castleview (1,20)
Reward : 10.000 EXP, 6.500 gold and Treasure Map (talk to him 2nd time)

Quest : Find Nadia's necklace and give it back to her - Castleview (27,19)
Solution : Castleview Sewers (21,9)
Reward : 100.000 EXP and Key to Ellinger's Tower.

Quest : Kill the Rat Queen fir Valio and report back to him - Castleview Sewers
(31,26)
Solution : Castleview Sewers (21,7)
Reward : 25.000 EXP

Quest : Find the 3 golden statuetes fir Luna and bring them back to her - A4
(13,15)
Solution : Necropolis (10, 10), Western Tower Level 1 (7, 7), Lakeside Sewer
(12, 11)
Reward : +5 levels permanently

Quest : Find Western Tower's Key for Dreyfus and bring it back to him - A3
(8,10)
Solution : Western Tower entrance from Skyroad (4, 9)
Reward : 500.000 EXP, 10.000 gold and 200 gems when you meet him at Level 4 (4,
10).

Quest : Find some (3) mellons for Nibbler - B4 (3,12)
Solution : B1 (1, 4), A4 (8, 4) and A4 (3, 1)
Reward : Key to Temple of Bark and +10.000 EXP

Quest : Find Vespar's staff and bring it to him - B3 (7,1)
Solution : E4 (13, 5)
Reward : Pass to Sandcaster and +200.000 EXP

Quest : Kill the Ogres near to Ogre's Path and report to Kramer - B3 (11,4)
Solution : D3 (3, 7) + 100.000 EXP, D3 (9, 8) + 100.000 EXP and D3 (11, 5) +2
Energy Disks
Reward : 150.000 EXP and 150.000 gold

Quest : Find Jewel of Ages for Thadews and bring it to him - F4 (6,7)
Solution : Eastern Tower Level 3 (5, 11)
Reward : 1.000.000 EXP and restores the power of Fountain of Youth (Removes
magical age)

Quest : Find Sandro's heart and bring it to him - Necropolis 10, 8)
Solution : Necropolis Sewer (1, 14)
Reward : Golden Dragon Statuette and key to Dungeon of Death

Quest : Put an end to Xenoc and Morgana's terror and report to Astra -
Sandcaster (20, 14)
Solution : Kill all the wizzards and witches in the city, also at the secret
areas
Reward : 1.000 gems and +2.000.000 EXP

Quest : Save Sharla's sister from the Temple of Bark and report back - C4 (1, 7)
Solution : Temple of Bark - Level 3 (6, 12)
Reward : 2 energy disks and +250.000 EXP

Quest : Find Ector's ring and bring it back to him - E2 (3, 12)
Solution : E1 (11, 12)
Reward : Obsidian battleaxe and  +500.000 EXP

Quest : Find Caleb's magnifying glass and bring it back - E3 (13, 13)
Solution : F1 (10, 0)
Reward : 50.000 gold and +500.000 EXP

Quest : Find Chalice of Protection for Bosco and give it ti him - D1 (1, 8)
Solution : Northern Tower Level 4 (7, 4)
Reward : 100.000 gold ans +1.000.000 EXP

Quest : Find Songbird of Serenity for Dimitri and bring it back
Solution : Isle of the Lost Souls - Level 5 (1, 8)
Reward : Combination of the safes with the energy disks (64-52-31)

D. WILDERNESS

A2 (7, 2)
: Barbarian camp (+100.000 EXP)

A3 (12, 14)
: Ruby armor or weapon (costs 100 gems)

A3 (13, 12)
: Emerald armor or weapon (costs 300 gems)

A3 (14, 7)
: Entrance to Skyroad

A3 (15, 11)
: Saphire armor or weapon (costs 400 gems)

A3 (2, 10)
: Well of Spells (+50 SpellPoints)

A3 (3, 3)
: Well of Resilience (+50 HP)

A3 (4, 9)
: Great Western Tower

A3 (8,  14)
: Shrine (+3 levels)

A3 (8,10)
: Dreyfus, high priest of Mok - Wants the key of Western Tower

A4 (1, 4)
: Brother Reger the Monk (Answer=Palindrome) +500.000 EXP

A4 (13, 15)
: Luna the Druid - Wants the three golden statuetes

A4 (14, 10)
: Castleview

A4 (14, 3)
: Monga melon

A4 (14, 8)
: Secret entrance to Castleview Sewers

A4 (15, 12)
: Pass to Castleview - Costs 1.000 gold

A4 (2, 2)
: Message "Queen Kallindrra in prisoner at Castle Blackfang"

A4 (3, 1)
: Monga melon

A4 (3, 10)
: Well of Protection (+10 AC)

A4 (5, 14)
: Castle Callindra

A4 (7, 1)
: Falista the Unicorn (Restores all HP)

A4 (8, 4)
: Monga melon

A4 (9, 11)
: Well of Might (+25 Might)

B1 (1, 4)
: Monga melon

B1 (2, 9)
: Escape Pod #2

B2 (0, 2)
: Barbarian Camp (+50.000 EXP)

B2 (13, 14)
: Climb Skill (costs 50.000 gold)

B2 (3, 8)
: Escape Pod #1

B3 (1, 12)
: Diamond armor or weapon (costs 1000 gems)

B3 (10, 9)
: Mine

B3 (11, 4)
: Kramer the Caravan Owner - Wants to destroy the Ogres' Forts

B3 (6, 12)
: Yog the Barbarian (fills packs with food 1 time)

B3 (7, 1)
: Vespar the Wizzard - Wants his Staff

B4 (2, 2)
: +100 luck

B4 (3, 12)
: Nibbler the Monkeydog - Wants monga mellons

C3 (6, 7)
: Mine

C3 (6, 9)
: Mine (God of Mountains for 250.000 gold will refill the mines)

C4 (1, 7)
: Sharla the Sprite

C4 (2, 8)
: Temple of Bark

C4 (6, 10)
: +10 Intellect (permanent)

D1 (1, 8)
: Bosco the Dwarf King

D1 (10, 5)
: Guradel the Giant (+2 energy disks)

D1 (6, 13)
: Fountain of Might (+100 Might)

D3 (11, 5)
: Ogre Main Fort (2 Energy Disks)

D3 (3, 7)
: Ogre Fort (+100.000 EXP)

D3 (4, 5)
: Mine

D3 (9, 8)
: Ogre Fort (+100.000 EXP)

D4 (12, 4)
: Shrine (+10 to all stats)

D4 (2, 4)
: Fountain of Element Resistance (+50 Elements Resistance)

D4 (2, 7)
: Great Southern Tower

D4 (3, 4)
: +50 Elemental Resistance

D4 (6, 2)
: +10 Personality (permanent)

E1 (0, 11)
: Xanthus the Wizzard

E1 (11, 12)
: Ector's Ring

E1 (2, 10)
: Fountain of Great Magic (+1.000 Spell Points)

E2 (3, 12)
: Ector the Woodsman

E2 (8, 15)
: Leafpoint the Tree

E3 (13, 13)
: Caleb the Inventor

E3 (13, 5)
: Vespar's Emerald Handle

E4 (13, 13)
: +10 Might (permanent)

E4 (13, 7)
: Forbidden Fruit

E4 (5, 15)
: Spot secret doors skill (costs 5.000 gold)

E4 (5, 4)
: +10 Accuracy (permanent)

F1 (10, 0)
: Galeb's Magn. Glass (Gargoyle's Lair +100.000 EXP)

F1 (13, 8)
: Fountain of great Resilience (+500 HP)

F2 (6, 10)
: Dungeon of Lost Souls

F2 (8, 5)
: Fountain of Magic Resistance (+50 Magic Resistance)

F3 (10, 9)
: Great Eastern Tower

F3 (11, 1)
: Forbidden Fruit

F3 (13, 14)
: Forbidden Fruit

F4 (14, 3)
: Fountain of great Protection (+50 AC)

F4 (14, 3)
: Fountain of Great Protection (+50 AC)

F4 (6, 7)
: Fountain of Youth (Removes Magical Age)

F4 (6, 7)
: Thadews - Wants the Jewel of Ages. Gives the key to Eastern Tower



PART 3 : UNITING THE WORLDS

        When Alamar is finally dead you receive a message from Dragon Pharoah.
You
have to see him immediately. Go to the Great pyramid and talk with him. He will
tell you that your mission is not over yet. You have to help him unite the two
worlds of Xeen. To do that you have to activate the four machines in the four
corners of Cloudworld, awake the four guardians in the Darkworld (you can enter
from the four skyroad corners), clear the path to the temple of the Ancients and
of course set Prince Roland free from Alamar's Castle.
        The first two parts are quite easy. Just be careful when you try to
reach
the four machines. You have to use the teleport spell but you have to be very
accurate. When finished, go to the Dragon tower.  It is located in the middle of
the lave area. In the first level you find Alister the Duld who asks you a
Dragon Egg. Go all the way up. You can get +50 endurance (permanent) in Level 3
(9, 11) and +20.000.000 EXP in Level 4. Collect all the treasures. Finally climb
to the last level, to the clouds. There are many places that you can increase
permanently your levels (crystals on the clouds). Use the Day of the Sorcery
spell all the time. Be carefull because there are many dragons. There are four
statues (30, 0), (0, 0), (30, 31) and (0, 31) that give you a clue about dragons
secret. Go to (15, 30) and answer INFINITY. You will get the Silver I.D.
        Head to the Alamars Castle Dungeons and show the Silver I.D. to the
skull.
A secret passage will open and you will find the Key to Darkstone Tower at (11,
9). Go there.
        In the first three levels are some statues withnotes. Walk all the area
and look at the map. You will see that there are 3 numbers : 3 (Level 1), 4
(Level 2) and 2 (Level 3). To go from one level to the other you have to use
first the gongs. In the last level at (7, 7) is a skull that tells you that E
(if you look the map of level 4) is 5. So go to the other skull and answer the
puzzle. The answer is : 120. Now go at (9, 8) and get the Golden I.D. Go back to
Alamar's Dungeon.
        Show the Golden I.D to the other skull and another secret passage will
open. Go in and set Prince Roland free. He will give you the Amulet for the
Southern Sphinx. Go there
        It will be a good idea to have 4.000.000 gold, so you will pay for
protection from the axes. If you don't have use the jump spell. There are two
stairs. Go to the ones that lead to the third level. There are many signs with
letters. All you have to do is to find Sphinx's name (It is Picard). You can
also increase you levels (perm.) if you drink from the red bottles. There are
some areas that you can go only with the teleport spell.        DO NOT TAKE ANY
TREASURE. When finished go down to the first level to the other stairs. If you
have one or more cursed characters you will not ba able to pass, so be carefull.
When you go to the second level talk with Picard. He will ask you for a
Imaginary Widget. If you don't have it go to Halan (north of Darkstone) and he
will give it to you when you finish his mission. Go back to Picard. He will
trade the Widget for the Chime of Opening. Go to Darkstone tower.
        Climb all the way up and now you are able to climb the last stairs. Just
follow the cloudroad to the end, and when you reach it, use the teleport spell
to the left and go to the Pyremid. Remember to rest and use the Day of the
Sorcery spell ALL the time. Click on the Pyramid and watch the ending sequence.



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Cheat-code for Might and Magic 5: Darkside of Xeen


Display ending sequence:
Type showdown at a teleportation mirror.:

Hidden area:
Type forbidden zone at a teleportation mirror.
                                        
Display finale sequence:
Type genesis at a teleportation mirror to view the complete finale. Note: This
is only applicable if the World Of Xeen bonus game has been installed.



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