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Might and Magic V: The Dark Side of Xeen
Manual
TABLE OF CONTENTS
Introduction: Log of the Dragon Pharaoh ..................................1
A Beginner's Guide to Computer Role-Playing ..............................5
Creating Your Characters .................................................9
Character Classes and Races .............................................13
Reviewing and Assembling Your Party .....................................19
Adventuring .............................................................21
Control Panel ...........................................................25
Character Screen ........................................................27
Quests, Items, and Notes ................................................29
Technical Support (818) 999-0607 9am-Noon 2pm-5pm PST
New World Computing P.O. Box 4302 Hollywood, CA 90078
Inventory Screen ........................................................31
Secondary Skills ........................................................33
Combat ..................................................................35
Spells ..................................................................39
Cleric Spells ...........................................................41
Sorcerer Spells .........................................................49
The Legend of the Unification ...........................................56
World of Xeen ...........................................................57
Important Places ........................................................58
Map of Castleview .......................................................59
LOG OF THE DRAGON PHAROAH
Log entry: 3/3/850
Last night two meteors impacted Darkside within seconds of each
other. Judging from their trajectory, they must have landed near the
volcano. I have sent Wolrow to investigate the impact site. The time
of the Prophecy draws near, and I susp@ct that these meteors are a
good omen.
Log entry: 3/4/850
Crinder Amn has announced the hatching of 18 healthy chiIdren! l am
so happy for her! Not a single one had to be eaten because of
deformities. Everything in the world seems to be going right. The
initial preparations for the Prophecy have been flawless, and I
anxiously await Queen Kalindra's response to my request for her aid
in the final Prophecy ceremony.
Log entry: 3/5/850
l have issued a proclamation requesting volunteers to help facilitate
the final stages of the Prophecy. Responses should be coming in
soon. The culmination of the Prophecy is so near l can taste it.
Log entry: 3/6/850
Wolrow expected to return today, but there is no sign of him yet.
He probably took some extra time to study the meteor phenomenon.
I have not yet received a response from Queen Kalindra or any
volunteers.
Log entry: 3/7/850
Four days have passed since l last saw Wolrow. He should be back
by now, and l fear for his safety. l will send a search party for him if
he is not back in two more days. l have had positive responses from
several volunteers on the matter of the Prophecy, and they have all
indicated that they will arrive at the royal pyramid in a few days.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 1
Log entry: 3/8/850
Letters from volunteers continue to pour in. The response is more than
gratifying. All signs and omens continue to point to successful
completion of the Prophecy.
Log entry: 3/9/850
Wolrow is still missing. I sent a search party out to find him today. The
volunteers have begun to arrive, and I have been dispatching them to
their posts. Queen Kalindra sent word of her willingness to partici-
pate in the Ceremony, and mentioned that she had taken in a
mysterious but charming guest named Alamar. She also said that the
emissary from the other side of the world had not yet arrived.
Log entry: 3/10/850
The study of the signs today showed a drop in confidence for the
completion of the Prophecy by 10%! Something is amiss and I cannot
read the signs clearly enough to tell what it is. I am very worried about
Wolrow, and hope that the search party discovers him soon.
Log entry: 4/1/850
Confidence slipped another 3% this morning, but returned to its
previous level in the afternoon. There is some chaotic factor in the
equation now, and even a small drop in confidence makes my tail
twitch nervously. The volunteers have stopped arriving, and I sent the
last one to his post today. All that remains is for the Queen to
complete her task, the emissary to arrive, and for the proper time to
come.
Log entry: 4/2/850
The search party returned with bad news today. They reported that
they were unable to approach the meteor impact site because a
rebel army was camped before it! A rebel armyl? Led by who? Who
would dare challenge my authority or detain my sen/ants? On top of
this bad news, confidence fell to 74%. The Queen has not sent
confirmation of her readiness to complete the Ceremony, and the first
day the Ceremony could begin is tomorrow.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 2
Log entry: 4/3/850
Today is the first day the Prophecy can be completed. I have not heard
from the Queen. Scouts report that the rebel army is both growing in
number and advancing toward the royal pyramid. Confidence has fallen
to 40% and continues to fall by the hour. I have sent messages to my
monstrous allies informing them of the situation and asking them to muster
their armies and come to my defense. My tail lashes in agitation.
Log entry: 4/4/850
All is lost! The Queen has not responded to my attempts to contact
her magically. The Orcs sent a message stating that they were involved
in religious ceremonies and were, sadly, unable to come to my aid
at this time. As soon as the ceremonies are over in a month, however,
they will be happy to come. The Ogres sent a simple refusal. I have
not heard from any of my other allies. Scouts predict the rebel army's
arrival tomorrow. Since confidence fell to 20% today, I have decided
to recall the volunteers and shore up my defenses. Reports also
indicate the sudden building of a dungeon on the isle of Lost Souls
and a castle near the meteor impact site.
Log entry: 4/5/850
The rebel army besieged the pyramid today. I can see from the window
that some of the members of the army are my former allies. There have
been refusal Is of aid from the Sprites and the Gremlins, the last delivered
with insults and jeers. An emissary from the rebel army demands my
surrender to his master--Alamar. I refused, of course. He cannot possibly
have the key to the pyramid. Confidence fell to 6%.
Log entry: 4/6/850
Alamar has the key. He must have taken it from Queen Kalindra. His army
has entered the pyramid and has been battling my forces all day. The first
level has been lost, and my forces seem unable to hold the rest. Ellinger,
Queen Kalindra's advisor, reports that Castle Kalindra has been "moved
out of phase" with the rest of the world, and is impossible to enter. He also
reports that the Humans, Elves, Dwarves, and Gnomes have been
confined to a small section of Castleview town.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 3
Log entry: 4/7/850
l have ordered my forces to surrender to save their lives. I have set the
seals of the final level of the pyramid to prevent unauthorized entry,
and lam certain they will work. Unfortunately, l am now virtually
powerless. While the army cannot enter here, I cannot leave. Ellinger
informs me that he has taken similar steps to ensure his safety in his
tower in Castleview. Confidence has fallen to 1%.
Log entry: 5/7/850
Nothing has changed in a month. Alamar's army is unable to pass the
final seal. His emissary demands my surrender every day -- I wonder
when he will grow tired of asking. To deepen my troubles, Alamar has
indicated that he has captured the emissary from the other side of the
world, Prince Roland, and has sent his own ambassador there. Alamar
seems to be firmly in command of Dark Side now, and it doesn't look
like he is going to rule very well. There must be something I can do to
influence events. l will try to contact the Queen tomorrow.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 4
A BEGINNER'S GUIDE TO COMPUTER ROLEPLAYING
Congratulations on your purchase of Darkside of Xeen.
Refer to the Reference Card for instructions on installing the
game. When you begin, you will be presented with a choice
of playing the game in Warrior mode or Adventuring mode.
The game will be less combat intensive in Adventuring
mode. Once you make this decision you will be unable to
change it until you start a completely new game.
If you are new to the world of computer role-playing games
(CRPGs), you'll want to read the rest of this section before
you get started. If you just can't wait, you can jump right
into the game and use the reference card to help you along.
In Might and Magic: Darkside of Xeen, you (the player) will
be represented by six characters in a party. You will begin
the game with a set of default characters just outside of the
Tavern. The Tavern is the place you go to when you want to
rearrange your party, create new characters, get rumors and
advice, and buy food. If you want to make your own
characters, go to the Tavern. Inside you will find a staircase
that leads to the Tavern check-in. The Tavern will tell you
what your choices are once you check in. If you want more
information on using the Tavern or creating a character, see
the section on character creation.
Each character will have a name, profession, and statistics
assigned to it that represent its capabilities, such as strength
and intelligence. Perhaps the most important statistic for all
characters is hit points. Hit points represent how much
personal damage a character can withstand before falling
unconscious. If your character's hit points fall below zero,
he will go unconscious. If the character is hit while uncon-
scious, he will die. A character can start with anywhere from
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 5
5 to about 100 hit points. Since the average sword blow will
do about 6 hit points, a weak character could fall with only
one or two blows.
The next most important statistic is your character's level.
As you play the game, your characters will gain experience
points through defeating monsters and completing quests.
When you have enough experience points, you will become
eligible to advance to the next level. When your level
increases, your hit points and fighting ability will improve.
In between adventures in the wilderness, you will also have
time when you are free to explore the civilized areas of the
Darkside. There are many different kinds of places to visit,
but the places you will frequent the most will be the towns.
In the towns you will be able to find shops and services
where you can buy better equipment, learn spells, and get
healed.
For the beginning player, computer role-playing games can
seem confusing at first. We've done our best to make sure
Darkside of Xeen is easy to learn and play. Once you get the
hang of it, we're sure you will have a lot of fun.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 7
CREATING YOUR CHARACTERS
Darkside of Xeen starts you off with a set of six pre-made
characters. These characters have all the equipment and
abilities necessary to begin the game, and are just fine to use
if you don't want to create your own characters.
Creating a character is easy. Whenever you want to make a
character, just go to any Tavern and check in. Once you
have checked in, select (C)reate a character to get to the
character creation screen.
The character creation screen is where you will make your
characters. There are seven numbers in a column next to
some mysterious letters. These letters are the statistics for
your character, and this is what they mean:
Mgt: Might is a prime statistic for Knights and Paladins.
Might affects the damage your character does
when you hit a monster. Might also is used to
break down doors and lift or destroy certain ob-
jects.
Int: Intellect is a prime statistic for Archers, Sorcerers,
Druids, and Rangers. This statistic helps deter-
mine how many spell points your character will
get if he is one of these classes.
Per: Personality is a prime statistic for Clerics, Druids,
Rangers, and Paladins. This statistic helps deter-
mine how many spell points your character will
get if he is one of these classes.
End: Endurance is a prime statistic for Paladins, Barbar-
ians, and Rangers. Endurance helps determine
how many hit points your character has.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 9
Spd: Speed is a prime statistic for Ninjas and Rangers.
Everyone, including monsters, has a speed rating.
Who ever has the highest speed rating, your charac-
ter or the monster, will get the first action in combat.
Acy: Accuracy is a prime statistic for Archers and Ninjas.
Accuracy helps determine whether or not you hit a
monster with a weapon or spell when attacking.
Lck: Luck is the prime statistic for Robbers. Luck im-
proves your chances of surviving a hostile spell or
avoiding a trap.
In the bottom left corner of the screen you will see a portrait
of your character. If you want a different portrait, use the
UP/DOWN arrow keys to change it. The portrait you choose
determines the race and sex of your character.
To the right of the numbers is a list of the ten classes of
characters. If the prime statistic(s) for one of the classes is
high enough, that class will be highlighted, meaning that
you could pick that class if you wanted.
If the class you want to be isn't highlighted, you can either
reroll the character or move the statistics around until you
get the class you want. To reroll, type R or click on the reroll
icon. To swap statistics, type the first letters of the statistics
you want to exchange or click on their icons.
Once you are satisfied with your statistics and the class you
want is highlighted, use the LEFT/RIGHT arrows and press
ENTER, or click on your choice to select your class. Now
click on the create icon, or press C on your keyboard. The
computer will now ask you to name your character. Press the
ESCAPE key if you don't want to make this character,
otherwise get creative and type in a name. That's all there is
to making a character.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 10
Character Creation Screen
Character Portrait: Shows the character's portrait, race,
sex, and class. The two arrow buttons scroll through the
list of available portraits.
Character Statistics: Displays statistics. To change them,
press R or click the Roll icon. To swap statistics, select
the icon of the statistics you want to exchange.
Character Classes: Displays the ten character classes. If
your statistics permit your character to be a particular
class, that class will be highlighted.
Skill List: Displays a list of skills that this character
would start with if you created it.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 11
CHARACTER CLASSES AND RACES
All characters have a class and a race. Here is an explanation
of the ten classes:
Knight:
Prime statistic (15 or greater): Might
The Knight is the best fighter in the game. Able to
use any kind of weapon or armor, the Knight will
dish out more damage than any other character.
The Knight starts with the Arms Master skill and
gets more hit points than all classes but the
Barbarian. The Knight cannot cast any spells.
Paladin:
Prime statistic (13 or greater): Might, Personality, Endurance
The Paladin is a good fighter, but not as good as
the Knight. The Paladin can use any kind of
weapon or armor, but his hit points tend to be
lower than the Knight's. The Paladin starts with
the Crusader skill and the ability to cast Cleric
spells.
Archer:
Prime statistic (13 or greater): Intellect, Accuracy
The Archer is as good a fighter as the Paladin. The
Archer starts with the ability to cast Sorcerer
spells, but is unable to wear armor heavier than
chain mail or use a shield. The Archer starts with
no secondary skills.
Cleric:
Prime statistic (13 or greater): Personality
The Cleric is a fair fighter, but is not allowed to use
edged weapons or missile weapons. On the bright
side, the Cleric can use splint mail armor or lighter
and has twice as many spell points available for
casting Cleric spells as the Paladin. The Cleric
starts with no secondary skills.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 13
Sorcerer:
Prime statistic (13 or greater): Intellect
The Sorcerer is a poor fighter. Sorcerers are only
able to wear robes and use staves and daggers.
Sorcerer spells are the most destructive in the
game, and they have twice as many spell points as
the Archer. The Sorcerer starts with the Cartogra-
phy skill.
Robber:
Prime statistic (13 or greater): Luck
The Robber is a fair fighter, but is unable to use any
armor heavier than chain mail. Robbers can use
any one-handed weapon and shield, but cannot
cast spells. The Robber begins the game with the
Thievery skill.
Ninja:
Prime statistic (13 or greater): Speed, Accuracy
The Ninja is a good fighter, but is limited to ring
mail or lighter armor and cannot use a shield.
Ninjas can use most, but not all, weapons. Two
handed weapons are limited to staff and naginata.
The Ninja starts with the Thievery skill and is
unable to cast spells.
Barbarian:
Prime statistic (15 or greater): Endurance
The Barbarian is almost as good a fighter as the
Knight, but is unable to wear armor heavier than
scale mail. Barbarians can use most shields and all
weapons. The Barbarian cannot cast spells and
starts with no secondary skills.
Druid:
Prime statistic (15 or greater): Intellect, Personality
The Druid is a poor fighter. Druids are only able to
use light armor and weapons, but they can cast
both Cleric and Sorcerer spells to a limited degree.
Druids start the game with the Direction Sense
skill and twice as many spell points as Rangers.
Rangers:
Prime statistic (12 or greater): Intellect, Personality, Endurance, Speed
The Ranger is a good fighter. Rangers are able to
use most weapons and armor and can cast both
Cleric and Sorcerer spells to a limited degree.
Rangers start the game with the Pathfinder skill.
Below is a chart that shows the specific advantages and
disatvantages of the ten classes.
Class HP* Attacks** Skill Spells
Knight 10 5 Arms Master No
Paladin 8 6 Crusader Yes
Archer 7 6 None Yes
Cleric 5 7 None Yes
Sorcerer 4 8 Cartography Yes
Robber 8 6 Thievery No
Ninja 7 5 Thievery No
Barbarian 12 4 None No
Druid 6 7 Direction Sense Yes
Ranger 9 6 Pathfinding Yes
* HP gained per Level.
** Number of Levels to gain an attack.
And here is an explanation of the races:
Humans:
What Humans are is pretty obvious. All Humans
start with the Swimming skill. Humans have a
small resistance to spells.
Elves:
Elves are tall, slender people that are unusually
well adapted to using magic. Elves are slightly
resistant to some spells and make very good
Thieves and Sorcerers. They aren't as tough as
the other races, however, and tend to have less
hit points.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 14
Dwarves:
Dwarves are short and stocky and tough. Dwarves
are slightly resistant to most spells, but they are
especially resistant to poison. They make fair
Robbers and good Knights. Dwarves begin the
game with the Spot Secret Doors skill.
Gnomes:
Gnomes are smaller than dwarves and not near
as tough. Gnomes make good spell casters, but
they tend to have less hit points than all other
races except Elves. Gnomes begin the game with
the Direction Sense skill.
Half-Orc:
Half-Orcs are a cross between a Human and an
Orc. Half-Orcs are the toughest of the races
players can choose, but they are also the stupid-
est. Half-Orcs make excellent Knights and Bar-
barians, but they are the worst spell casters and
Robbers.
Below is a chart that explains the advantages and disadvan-
tages of the five races.
Race HP Thievery SP/Lvl Skills
Mod Mod
Human 0 0 None Swimming
Elf -2 10 Src +2 None
Dwarf 1 5 Src/Clrc -1 Spot Secret Doors
Gnome -1 10 Src/Clrc +1 Danger Sense
Half-Orc 2 -10 Src/Clrc -2 None
The information listed above will be very helpful in creating
characters and determining which Races and Classes will
make the most effective adventurers. Robbers initially have
a Thievery base of 30 plus 2 points per level. Ninjas initially
have a Thievery base of 15 and gain 2 points per level.
MIGHT AND MAGIC: DARKSIDE OF XEEN -- PAGE 17 (Don't ask me)
VIEWING AND ASSEMBLING YOUR PARTY
Once you have created your characters, you have to put them
in your party. If you are just starting the game and have created
a custom set of characters, you will need to remove the old
characters. Just hit the R key and type the function key of the
character you want to remove (the first character on the left is
number one) or click on the remove icon and click on the
portrait of the character you want to remove.
You can only have six characters in your party at any time.
You can have some, none, or all of the default characters in
the party. It's up to you. To add a character to your party,
click on the face of the character or press a number key (1-
4). The character will take the next available slot in your
party. If you don't see the portrait of the character that you
wish to add, use the UP/DOWN ARROW KEYS to find it.
Don't worry if you select the wrong character--just remove
the character as directed above.
If you want to look at a character in your party before you
leave the Tavern, just select the function number of the
character you wish to view. The leftmost portrait is FI, the
second is F2, and so on. Doing this will bring up a full list of
all the character's abilities and equipment.
Finally, if you make a mistake and create a character you
don't want, you can delete it. Press the D key and the
number (1-4) of the character that you want to delete, or
click on the delete icon and the portrait of the character you
want to get rid of. Remember that any character deleted like
this is gone forever, including any equipment the character
had in his pack as well.
Once you are satisfied with your party, hit the ESC key to
begin your adventures!
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 19
ADVENTURING
The game screen has five parts to it. They are the Display
window, the View window, the Option icons, the Character
Portraits, and the Direction icons. Here is an explanation of
each:
Adventuring Screen
Display Window: This is where the action of the game
takes place. All monsters, objects, and scenery appear
here.
View Window:
Displays the overhead view of the area
you are in if you have the Wizard Eye spell or the
Cartography skill. Click on the View Window or press
the = key to switch between the View Window and the
automap.
Options Icons:
Clicking on these icons or pressing their
keyboard equivalents will activate them. For a complete
description, see the Adventuring topic.
Character Portraits:
Displays the portraits of your char-
acters. Clicking on a character portrait or pressing a
function key will bring up the character screen.
Direction Icons:
Click on these icons to move around.
You can also use the arrow keys on your keyboard to
move.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 20
Display window:
The Display window is where you see all
of the action of the game take place. At the edges of the
screen are several "party's little helpers". Each of these
gargoyles will move in some way when activated to let you
know that something is happening. The gargoyle with the
wings on the left side of the screen flaps when the Levitare
spell is on. The gargoyle on the right side of the screen waves
its arm when you are in front of a thin wall and have the Spot
Secret Doors skill. The bat on top of the screen will move its
mouth when monsters can see you and one of your charac-
ters has the Danger Sense skill.
The two gargoyle heads on the left and right of the Display
window will shake and nod their heads sometimes when you
are confronted with a yes/no or "who will" question and you
have the Clairvoyance spell active. If answering the yes/no
question will get you treasure and there is no trap, both of the
heads will nod. If there is treasure and there is a trap, one of the
heads will nod and the other will shake its head. If there is a trap
with no treasure, both will shake their heads.
There are also four small gems in the corners of the Display
window and a large gem on the bottom of the display. The
corner gems will turn green if you have certain protection
spells active. The upper left is for fire, the upper right is for
electricity, the bottom left is for cold, and the bottom right
is for poison. The center gem can be clicked on to bring up
the control panel. See the section on the control panel for
more information on that subject.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 21
View window:
If you don't have the Cartography skill or
the Wizard Eye spell, the Might and Magic logo will be
displayed here. If you have the Cartography skill, and click
on the logo, you will see a miniature version of the full
automap displayed. If you have the Wizard Eye spell active,
you will see a map of the area around you, including places
you haven't been to yet. You will be able to toggle between
your automap and the Wizard Eye spell by clicking on the
automap or pressing the = key.
Option icons:
There are nine icons just below the View
window. These icons will be available for you to click on
during normal adventuring, or you can use their keyboard
equivalents. Here is a list of what they do:
Shoot (S):
All party members equipped with a
missile weapon fire in the direction the party is
facing.
Cast (C):
Brings up the Cast Spell window. Click
on this icon again or type C to cast the readied
spell of the spell caster selected. You can change
the selected character by clicking on the portrait
of the one you want or selecting his function key.
You can change the readied spell by clicking on
the 'new' button or pressing the N key. This will
bring up a list of spells available to the selected
character. Click on the spell you want to cast or
use the arrow keys to select it and press ENTER.
The spell is now ready to be cast.
Rest (R):
Restores the party's hit points and spell
points, provided there is at least one unit of food
for every member of the party. Resting will turn
off most active spells and advance the time by
eight hours. Resting where monsters can see you
is hazardous to your health.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 22
Bash (B):
This command is used when you want
to try to break down a locked door or break
through a thin wall. The Might of your first two
conscious characters is combined and tested
against the strength of the door or wall. If yours
is higher, the obstacle will bash in. Your charac-
ters will take a small amount of damage for
doing this.
Dismiss (D):
Sends a party member back to the
Tavern in Castleview. At least one character
must remain in the party.
View Quests (V):
Displays the Quest window.
See the section on Quests, Items, and Notes for
more information.
Automap (M):
Displays the map of the area you
are currently in. The automap records all the
places you have been since you got the cartogra-
phy skill.
Information (I):
Displays the Game Informa-
tion window. This window lists the time, date,
year, and day of the week. It also shows which
spells the party has active, such as light or
protection from fire.
Quick Reference (Q):
Displays the Quick Refer-
ence chart. This chart lists the party's vital statis-
tics, gold, gems, and food.
IMPORTANT
Press the SPACE BAR or click on the display window to interact with an
object. You must be in same square as the object.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 23
Character Portraits:
The character portraits show pictures
of all the characters in the party. You can tell at a glance the
current condition of your characters. If they look like they
are asleep, they probably are unconscious or asleep. If they
look sick, they probably are poisoned or diseased. Each
character has a gem below his portrait. This gem will be
green if the character is at full hit points. The gem will be
yellow if the character is below maximum, red if the char-
acter has 25% or less of his hit points left, and blue if the
character has zero or less. If the character's hit points have
magically increased beyond his maximum, the gem will be
silver.
If you click on a character portrait or select a character's
function key (the first character on the left uses function key
Fl) you will see a detailed list of the character's statistics.
You can find more information about this screen in the
Character Screen section.
Direction icons:
The direction icons are in the bottom right
corner of the screen. If you are using the mouse to get
around, click on these to move. The curved arrows will make
your party stand still and turn 90° in the direction indicated.
The side arrows will make you slide left or right without
changing your facing. The direction arrows on the keyboard
work the same way. To slide left or right with the keyboard,
you must hold the CONTROL key down while you press the
LEFT or RIGHT arrow.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 24
CONTROL PANEL
If you press the TAB key or click on the big gem in the middle
of the Display Window, you will bring up the Control Panel
window. Here is a list of the functions available in the
Control Panel:
Effects (E):
Turns the sound effects on and off.
Music (M):
Turns the music on and off.
Load (L):
Allows you to load a previously saved game.
Save (S):
Allows you to save the current game in its present
location. Your game is also automatically saved when-
ever you enter a Tavern.
Save As (A):
Allows you to save the current game in its
present location with a different name.
Quit (Q):
Quits the game and exits to DOS.
Help (W):
This lets you beg Mr. Wizard to teleport your
party to safety. He will take all the gems the party has
on hand and return the party to Castleview. Think
carefully before you use this.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 25
CHARACTER SCREEN
If you click on a character portrait or select the function key
of a character, you will find yourself in the Character Screen.
Here you will see an icon for each of your character's
statistics. Might, Endurance, Speed, Accuracy, Personality,
Intelligence and Luck have already been explained. Click-
ing on these icons will tell you what your current and
maximum scores are as well as assigning a rating to your
statistic. The other statistics are listed below:
Age:
Every character begins the game at age 18.
Clicking on this icon will show your character's
birthday, his natural age, and his current age. It is
possible for a character to be older than his natural
age through magical attacks. As your character
grows older, some of his statistics will decline.
Level:
Shows your character's current level, maxi-
mum level, and the number of attacks per round
your character receives.
AC:
Shows your character's current and maxi-
mum armor class. The higher this number, the
harder it is to hit your character.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 27
HP:
Shows your character's current and maximum hit points.
Items (I):
Selecting this option brings up the inventory screen.
SP:
Shows your character's current and maximum spell points.
Resist:
Shows your character's current resistances to spells and
elemental attacks. The higher the number, the better the
protection. A 100 does not mean immunity from an attack,
but will reduce the damage your character takes from that
attack considerably.
Skills:
Gives a list of the skills your character has accumulated.
Quick Reference (Q):
Displays the Quick Reference chart. This chart lists the
party's vital statistics, gold, gems, and food.
Exchange (E):
Selecting this option exchanges the position of the character
you are viewing with the position of the character you
select (FI-F6).
Exit (ESC):
Brings you back to the Adventure screen.
Awards:
Gives a list of the awards your character has accumulated.
Experience:
Shows your current experience points and the number of
experience points your character will need for the next level.
Party Gold:
Shows how much gold your party has on hand and how much it
has in the bank.
Party Gems:
Shows how many gems your party has on hand and how many
it has in the bank.
QUESTS, ITEMS, AND NOTES
If you select the View Quests window from the adventuring
screen, you will be presented with 3 choices: Quests, Notes,
and Items. Selecting quests will display all of the quests the
party is currently involved in. Selecting notes will display all
the significant messages the party has encountered. Select-
ing items will display all of the items the party has that are
necessary to complete the game.
Party Food:
Shows how many units of food your characters have and how many
days that it will last.
Condition:
Gives a list of any adverse conditions your character might
have and any active protection spells.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 28
MIGHT AND MAGIC V: DARKSlOE OF XEEN -- PAGE 29
INVENTORY SCREEN
If you select the inventory screen a list of all the weapons the
character has in his backpack will appear. Here is a list of your
options in the inventory screen:
Equip (E):
Readies a weapon, item, or armor for use. You
must equip an item before it will work. You will not be able
to equip an item that your character's class cannot use. You
also cannot equip three swords or eleven rings, etc.
Remove (R):
Unequips an item from your character.
Discard (D):
Eliminates an item from your inventory. If you
use this command, you will lose this item for good.
Weapon (W):
Presents the weapons inventory.
Armor (A):
Presents the armor inventory.
Accessories (C):
Presents the accessories inventory.
Miscellaneous (M):
Presents the miscellaneous items inventory.
Quests (Q):
Presents the quest items inventory.
Use (U):
If an item has some sort of special use or can cast
a spell, you can use it with this command.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 30
SECONDARY SKILLS
Secondary skills are additional abilities your characters learn
during the game. The skills do many different things ranging
from improving your ability to hit to letting you detect secret
doors. Not all of your characters will start with secondary skills,
but any character can learn as many as they can find during the
game (Except Thievery - only Ninjas and Thieves may ever
have Thievery). Here are a few of the skills you can find:
Thievery:
This skill lets you pick locks on chests and doors.
This is the only skill that has a rating. The higher the skill,
the better your chance of success.
Swimmer:
This skill allows your character to swim in water
as long as you are close to land. All characters in the party
must have this skill for it to work.
Pathfinder:
This skill allows you to move through a dense
forest. At least two characters must have this skill for it to work.
Mountaineer:
Allows you to move over mountains. At least
two characters must have this skill for it to work.
Cartographer:
Enables the automapping feature. Only one
character needs to have this skill before it will work.
Direction Sense:
This skill makes the large gem in the center of
the adventure screen display your facing. It also will print an
arrow that points in the direction the party is facing in the
automap.
Spot Secret Doors:
Causes a gargoyle on the adventuring
screen to wave its arm when the party approaches a thin wall.
Danger Sense:
This skill causes the bat at the top of adven-
turing screen to animate when monsters can see your party.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 33
Arms Master:
This skill increases your chance to hit during
combat. The amount of the increase is directly related to the
level of the character.
Crusader:
Allows entrance to certain areas of the game. All
party members who wish to enter these areas must possess
this skill.
COMBAT
As you adventure, you will encounter lots of monsters who
you will need to defeat. If you begin fighting with some
monsters, the combat icons will replace the normal adven-
turing icons. Here is a list of these new icons:
Quick Fight (F):
Battles the opponet(s) using the
current Quick Fight option settings. Holding down
the mouse button while the pointer is on the
Quick Fight icon will rapidly run through the
party's attacks.
Cast (C):
Same as in adventuring mode.
Attack (A):
Attacks the targeted opponent with
whatever weapon the character has equipped.
Use (U):
Brings up the character's inventory win-
dow, where he can equip, remove, or use an item.
Run (R):
If successful, the character will run to a
safe location nearby and rejoin the party after the
battle.
Block (B):
Directs your character to try to block
the next attack against him.
Quick Fight Option (0):
Sets your quick fight
option. You can direct a party member to attack,
cast a readied spell, block, or run when the quick
fight option is selected.
Information (I):
Same as in adventuring mode.
Quick Reference (Q):
Same as in adventuring mode.
MIGHT AND MAGIC: DARKSIDE OF XEEN -- PAGE 35
When the fight begins, your fastest character will be high-
lighted. You will have the opportunity to select any of the
options listed above by clicking on their icons or pressing
their keyboard equivalents. After you have finished select-
ing the option for the highlighted character, a different
character will become highlighted.
Whenever you hit a monster, a red splat will appear briefly
on the screen. The bigger the splat, the more damage you did
to the monster. If you used a spell or an item that does a
different kind of damage, the splat may appear as a fire burst,
or an electrical charge, or something else.
If there is more than one monster, you can choose which
monster you want a character to fight by pressing 1, 2, or 3.
This will highlight the name of the monster, letting you
know which monster is targeted.
Note that it is possible to trade and equip weapons and
armor during combat. Occasionally the need to exchange
items between players will arise when faced with adversaries
who cannot be harmed by the weapons they are currently
equipped with. To accomplish this during combat, simply
press the character's function key or click on the character's
portrait to call up the Character Screen. Then select the
Items option to bring up the Inventory Screen. It is possible
to have both a missile weapon and a melee weapon equipped
at the same time.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 36 Xk
SPELLS
Clerics, Druids, Sorcerers, Paladins, Rangers, and Archers are
able to cast spells. The most powerful spell casters are
Sorcerers and Clerics. Druids are next, then Paladins, Archers,
and Rangers.
All spells require spell points to cast, and some require gems
as well. A character's spell points are partly determined by
one of their statistics: Intellect for Sorcerers and Archers,
Personality for Clerics and Paladins. Druids and Rangers use
both Intellect and Personality to determine spell points. The
other factor that determines spell points is the level of the
character.
There are two kinds of spells: Cleric and Sorcerer. Most
Cleric spells involve healing and protection. Most Sorcerer
spells are offensive or utilitarian. Sorcerers and Archers may
only cast Sorcerer spells. Clerics and Paladins may only cast
Cleric spells. Druids and Rangers may cast both to a limited
degree.
Many spells that increase statistics or change your environ-
ment, such as Bless or Light, have a limited duration. Such
spells will expire when your party rests or with the coming
of dawn. You can get the most out of these spells by casting
them just after dawn, thus maximizing their duration.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 39
CLERIC SPELLS
Acid Spray
Cost: 8 Spell Points
Object: All Visible 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
Cost: 1 Spell Point
Object: Party
Pulls all sleeping party members from their slumber, cancel-
ling the SLEEP condition.
Beast Master
Cost: 5 Spell Points and 2 Gems
Object: 1 Group of Animals
Hypnotizes a group of animals into stillness until they
overcome the spell.
Bless
Cost: 2 Spell Points per Level & 1 Gem
Object: 1 Party Member
Improves the armor class of a character by 1 per level of the
caster.
Cold Ray
Cost: 2 Spell Points per Level & 4 Gems
Object: All visible 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
Cost: 20 Spell Points and 5 Gems
Object: Party
Creates one unit of food for each living party member.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 41
Cure Disease
Cost: 10 Spell Points
Object: 1 Party Member
Removes the DISEASED condition from a character.
Cure Paralysis
Cost: 12 Spell Points
Object: 1 Party Member
Removes the PARALYZED condition from a character.
Cure Poison
Cost: 8 Spell Points
Object: 1 Party Member
Removes the POISONED condition from a character.
Cure Wounds
Cost: 3 Spell Points
Object: 1 Party Member
Magically cures one character of 15 points of damage.
Day of Protection
Cost: 75 Spell Points and 10 Gems
Object: Party
Simultaneously casts Light, Protection from all elements,
Heroism, Holy Bonus, and Bless for the bargain basement
price of 75 spell points.
Deadly Swarm
Cost: 12 Spell Points
Object: Group
Surrounds a group of monsters with biting, stinging, bur-
rowing, gouging, and chewing insects, inflicting 40 points
of Physical damage on each monster.
Divine Intervention
Cost: 200 Spell Points and 20 Gems
Object: Party
Heals the entire party of all damage short of ERADICATION.
Fiery Flail
Cost: 25 Spell Points and 5 Gems
Object: 1 Monster
Caster fires a jet of flame at one monster, inflicting 100
points of Fire damage.
First Aid
Cost: 1 Spell Point
Object: 1 Party Member
Magically cures light battle wounds and scrapes, restoring 6
Hit Points to an injured Party Member.
Flying Fist
Cost: 2 Spell Points
Object: 1 Monster
Deals a light blow to a monster, inflicting 6 points of
Physical damage.
Frostbite
Cost: 7 Spell Points
Object: 1 Monster
Draws the body heat out of a monster, inflicting 35 points
of Cold damage.
Heroism
Cost: 2 Spell Points per Level & 3 Gems
Object: 1 Party Member
Increases the temporary level of a character by 1 per level of
the caster.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 42
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 43
Holy Bonus
Cost: 2 Spell Points per Level & 1 Gem
Object: 1 Party Member
Increases the damage inflicted by a character when fighting
by 1 point per level of the caster.
Holy Word
Cost: 100 Spell Points and 20 Gems
Object: 1 Group of Undead
Completely removes the animating magic of the Undead,
returning them to the dust from whence they came.
Hypnotize
Cost: 15 Spell Points and 4 Gems
Object: Group
Like 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
Cost: 1 Spell Point
Object: Party
Fills a dungeon with a steady, soft light until the party rests.
Mass Distortion
Cost: 75 Spell Points and 10 Gems
Object: Group
Increases the weight of your opponents, effectively remov-
ing half of their hit points.
Moon Ray
Cost: 60 Spell Points and 10 Gems
Object: All Visible Monsters and Party
Inflicts 30 points of Energy damage to each monster in sight
and cures each party member of 30 points of damage.
Nature's Cure
Cost: 6 Spell Points
Object: 1 Party Member
Heals a character of 25 points of damage.
Pain
Cost: 4 Spell Points
Object: Group
Stimulates the pain centers of your opponent's brains,
inflicting 8 points of physical damage.
Power Cure
Cost: 2 Spell Points per Level & 3 Gems
Object: 1 Party Member
Heals a character of 2-12 points of damage per level of the
caster.
Protection From Elements
Cost: 1 Spell Point per Level & 1 Gem
Object: Party
Reduces the damage the party receives from the elements.
The caster can choose which element this applies to when
the spell is cast.
Raise Dead
Cost: 50 Spell Points and 10 Gems
Object: 1 Party Member
Removes the DEAD condition from a character.
Resurrection
Cost: 125 Spell Points and 20 Gems
Object: 1 Party Member
Removes the ERADICATED condition from a character.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 44
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 45
Revitalize
Cost: 2 Spell Points
Object: 1 Party Member
Removes the WEAK condition from a character.
Sparks
Cost: 1 Spell Point per Level & 1 Gem
Object: Group
Envelopes the monsters in an electrically charged gas cloud,
inflicting 2 points of Electrical damage per level of the caster.
Stone to Flesh
Cost: 35 Spell Points and 5 Gems
Object: 1 Party Member
Removes the STONED condition from a character.
Sun Ray
Cost: 150 Spell Points and 20 Gems
Object: All Visible Monsters
Shines the intensified light of the sun into all monsters in
front of the caster, inflicting 200 points of Energy damage
on each monster.
Suppress Disease
Cost: 5 Spell Points
Object: 1 Party Member
Slows the effect of disease on a character, but does not
remove the DISEASED condition.
Suppress Poison
Cost: 4 Spell Points
Object: 1 Party Member
Slows the effect of poison on a character, but does not
remove the POISONED condition.
Town Portal
Cost: 30 Spell Points and 5 Gems
Object: Party
Teleports the party to the town of your choice.
Turn Undead
Cost: 5 Spell Points and 2 Gems
Object: 1 Group of Undead
Weakens the evil magic that animates the Undead, inflict-
ing 25 points of damage.
Walk on Water
Cost: 7 Spell Points
Object: Party
Allows the party to walk over both shallow and deep water.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 46
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 47
SORCEROR SPELLS
Awaken
Cost: 1 Spell Point
Object: Party
Pulls all sleeping party members from their slumber, cancel-
ling the SLEEP condition.
Clairvoyance
Cost: 5 Spell Points and 2 Gems
Object: Party
Causes the two gargoyle heads on the screen to animate and
give advice for certain yes/no decisions, usually chests.
Dancing Sword
Cost: 3 Spell Points per Level & 10 Gems
Object: Group
Similar to Shrapmetal, the dancing sword spell creates
hundreds of razor sharp blades that strip the flesh from your
foes. Dancing Sword inflicts 6 to 14 points of Physical
damage per level of the caster.
Day of Sorcery
Cost: 40 Spell Points and 10 Gems
Object: Party
This spell is a super saver plan that simultaneously casts
Light, Levitate, Wizard Eye, Clairvoyance, and Power Shield
on all party members.
Detect Monster
Cost: 6 Spell Points
Object: Party
Shows the location of all the monsters near the party.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 49
Dragon Sleep
Cost: 19 Spell Points and 4 Gems
Object: 1 dragon
Puts a dragon to sleep, much the way a sleep spell puts
humans to sleep.
Elemental Storm
Cost: 100 Spell Points and 10 Gems
Object: All Visible Monsters
Pounds all the monsters in front of the party with a storm
of magical energy, inflicting 150 points of a random damage
type to each monster.
Enchant Item
Cost: 30 Spell Points and 20 Gems
Object: 1 Item
Bestows magical power to an item that has none. The more
powerful the spell caster, the better the chance for a powerful
item.
Energy Blast
Cost: 1 Spell Point per Level & 1 Gem
Object: 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
Cost: 30 Spell Points and 10 Gems
Object: Party
Moves the party one square forward, regardless of barriers.
This spell may succeed in areas where the teleport spell fails.
Fantastic Freeze
Cost: 15 Spell Points and 5 Gems
Object: Group
Reduces the temperature of the air around a group of
monsters to absolute zero for a moment, inflicting 40 points
of Cold damage on each monster.
Finger of Death
Cost: 10 Spell Points and 4 Gems
Object: Group
Bloodlessly slays the opponents the caster points to.
Fire Ball
Cost: 2 Spell Points per Level & 2 Gems
Object: Group
Sets off a fiery explosion within a group of monsters,
inflicting 3 to 7 points of Fire damage per level of the caster.
Golem Stopper
Cost: 20 Spell Points and 10 Gems
Object: 1 Golem
Golem stopper deprives a golem of the magic that animates
it, inflicting 100 points of damage.
Identify Monster
Cost: 5 Spell Points
Object: Group
Reveals the condition of the monsters the party is fighting.
Implosion
Cost: 100 Spell Points and 20 Gems
Object: 1 Monster
The ultimate in monster killing, Implosion concentrates
local gravity inside the targeted monster, annihilating all
but the most powerful opponents. Implosion inflicts 1000
points of Energy damage.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 51
Incinerate
Cost: 35 Spell Points and 10 Gems
Object: 1 Monster
Shoots a stream of fire at one monster, inflicting 250 points
of Fire damage.
Inferno
Cost: 75 Spell Points and 10 Gems
Object: Group
Engulfs one group of monsters in magical fire, inflicting 250
points of Fire damage on one group.
Insect Spray
Cost: 5 Spell Points and 1 Gem
Object: Group
Coats a group of monsters with a poison specially designed
to kill insects.
Item to Gold
Cost: 20 Spell Points and 10 Gems
Object: 1 Item
Converts an item into an amount of gold pieces equal to the
value of the item (Merchant skill not included).
Jump
cost: 4 Spell Points
Object: Party
Puts enough strength into the legs of the party to jump over
one square, provided there are no walls of matter or magic.
This spell cannot be used in combat.
Levitate
Cost: 5 Spell Points
Object: Party
Imparts weightlessness to the party members, preventing
them from falling into pit traps, quagmires, through the
clouds, etc.
Light
Cost: 1 Spell Point
Object: Party
Fills a dungeon with a steady, soft light until the party rests.
Lightning Bolt
Cost: 2 Spell Points per Level & 2 Gems
Object: Group
Lightning flashes from the caster's hand, electrocuting
monsters for 4 to 6 points of damage per level of the caster.
Lloyd's Beacon .
Cost: 6 Spell Points & 2 Gems
Object: Party
This spell allows you to magically return to a place you have
already been. Cast the spell once to set the beacon, and
again when you wish to return. Each party member may
have their own beacon.
Magic Arrow
Cost: 2 Spell Points
Object: 1 Monster
Fires a magical bolt at one opponent, inflicting 8 points of
damage of Magical damage.
Mega Volts
Cost: 40 Spell Points and 10 Gems
Object: Group
Mega Volts is an improved version of Lightning Bolt,
inflicting 150 points of Electrical damage on a group of
monsters.
Poison Volley
Cost: 25 Spell Points and 10 Gems
Object: All visible monsters
Fires 6 poison arrows into each square in front of the party.
The arrows do 10 points of Poison damage each.
Power Shield
Cost: 2 Spell Points per Level & 2 Gems
Object: Party Member
Reduces the damage inflicted on a party member by a
number equal to the level of the caster.
Prismatic Light
Cost: 60 Spell Points and 10 Gems
Object: All Visible Monsters
Mysterious light springs from the caster's palm, inflicting 80
points of a random damage type.
Recharge Item
Cost: 15 Spell Points and 10 Gems
Object: 1 item
Restores 1 to 6 charges to an item that has at least one charge
rernaining. There is a slight risk the spell will destroy the
item.
Shrapmetal
Cost: 1 Spell Point per Level & 1 Gem
Object: Group
Sprays a group of monsters with sharp metal fragments,
inflicting 2 points of Physical damage per level of the caster.
Sleep
Cost: 3 Spell Points and 1 Gem
Object: Group
Puts a group of monsters to sleep until they overcome the
spell or are damaged.
Star Burst
Cost: 200 Spell Points and 20 Gems
Object: All Visible Monsters
Includes all monsters in front of the party in a massive
explosion, inflicting 500 points of Physical damage on each
monster.
Super Shelter
Cost: 15 Spell Points and 5 Gems
Object: Party
Hides the party from the monsters in unsafe places, permit-
ting them to rest without incident.
Teleport
Cost: 10 Spell Points.
Object: Party
Moves the party up to 9 squares in the direction the party is
facing, regardless of obstacles.
Time Distortion
Cost: 8 Spell Points
Object: Party
Warps time, giving the party just enough time to run away
from a combat.
Toxic Cloud
Cost: 4 Spell Points and 1 Gem
Object: Group
Surrounds a group of monsters with noxious gasses, inflict-
ing 10 points of Poison damage.
Wizard Eye
Cost: 5 Spell Points and 2 Gems
Object: Party
Wizard Eye gives the party a bird's-eye view of their sur-
roundings. The view will appear in the upper right corner of
the game screen.
THF LEGEND OF THE UNIFICATION
Many centuries ago, the Ancients created Xeen and a
thousand worlds like her. The Ancients scattered these
worlds like seeds among the stars, spreading their people
across the universe. Though the depth of variety among
these worlds was astonishing, each one had a common goal:
To reach and orbit its chosen star and achieve its full
destiny. This process is called the Unification.
Each of these worlds has its own Guardian to watch over it
and ensure the fulfillment of that world's destiny. The
journey of a world through the jungle of stars is both
complex and dangerous, and a world without a Guardian is
a world without defenses.
When the time is right and the moons are aligned, the
Guardian of Xeen will. send messengers throughout both
Lands to announce the coming Unification. The Guardian
will open the pyramids to travelers who wish to journey
from one side of the world to the other. The peoples of Xeen,
long separated from one another by the impenetrable
barriers of the natural world, will at last begin to meet and
trade. Preparations for the upcoming Unification will be
made and the people will feast and dance with joy. The
Guardian will honor some with the chance to awaken the
Four Slumbering Servants for the ceremony. There is one
servant of Fire, one of Air, one of Water, and one of Earth.
The rulers of the two sides of Xeen will send ambassadors to
each other's courts for the first time ever. When the time is right,
Darkstone Tower will be opened and the seal to its Cloud
breached. There, in a beautiful ceremony in the observatory
atop the Cloud, the rulers will lay the Scepter and the Cube
upon the Altar of Joining. A great magic shall take hold of Xeen
then, and with much noise and light the two sides will join
together as one, and never the twain shall split.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 56
WORLD OF XEEN
The structure of the world of Xeen is a flat square. One side
of the world is represented by Clouds of Xeen, the other by
Darkside of Xeen. Each game has its own story, graphics,
monsters, and ending. While both games can be played and
finished on their own, the two can be combined on one
hard drive to make World of Xeen. Characters created in
either game will be usable in both games.
When both games are together on one hard drive, it be-
comes possible to travel between the two lands. The small
pyramids scattered about Clouds of Xeen can be used to
travel to the pyramid in Castleview, and the Castleview
pyramid will take you to the pyramid outside Vertigo in
Clouds of Xeen. Rumor has it there is another way to travel
between the worlds.
Once you have become a flip side explorer, you will be able
to complete those quests that require you to visit both
worlds. The main quest in each of the two games can be
completed without a visit to the other, but there is a third
major quest and ending that will require multiple trips
between the two worlds to finish. New World Computing
invites anyone who finishes Clouds of Xeen, Darkside of
Xeen, or the World of Xeen quest to send us your score. All
who complete the game will receive a certificate of con-
gratulations for the accomplishment.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 57
IMPORTANT PLACES
TOWN OF CASTLEVIEW
Throughout the game you will come across some places that
you need to know about:
Taverns:
You can create, delete, add, and remove
characters in your party here. You can also pick up
rumors and buy food.
Temples:
Your characters may be healed here of
whatever ails them--for a price. You can also receive
blessings from the Clerics if you donate enough
money to the temple.
Banks:
You can safely store your money and gems
here. You will get interest on both money and gems
that you deposit.
Blacksmith:
Here is where you can buy and sell
equipment. You can also get equipment fixed or
uncursed.
Training Grounds:
This is where you pay to increase levels, provided you have
enough experience.
Guilds:
If you are a member of the guild, you may
buy spells and review information about them here.
Travel Pyramid:
These Pyramids are scattered
throughout the World of Xeen, permitting travel
beween the two sides of the world.
Ellinger's Tower:
The Tower of Ellinger, the Queen's
Advisor, rises gracefully above Castleview. The Tower
requires a key to enter, and is rumored to be full of
traps and tricks to snare the unwary intruder.
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 58
Start of game
Pillars
Grass
Roads
MIGHT AND MAGIC V: DARKSIDE OF XEEN -- PAGE 59
Doors
Open Doors
Grates
Walls
For on-line support, hints, and clues on Might and Magic:
Darkside of Xeen, call CompuServe toll-free at 1-800-524-3388
and ask for representative #368. You can receive a FREE
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game forums, and more. For information on Might and Magic:
Darkside of Xeen, and other New World games, type the command,
GO GAMEPUB and enter the New World support area.
Installation Instructions and Reference Guide
IBM and Compatible
You must have 20,000,000 bytes free on your hard drive and 983,040 bytes of
Extended (XMS) or Expanded (EMS) memory. Depending on your memory configu-
ration. Darkside of Xeen may require as much as 588,800 bytes of conventional
memory.
Insert Might and Magic Disk #1 into your computer's floppy drive.
Type the letter of the drive and a colon (i.e. A: or B:), then press Enter.
Type INSTALL, then press Enter. NOTE: If you are unsure about any of your
installation choices, just press return to accept the default settings, and you can
always rerun the install program and change your settings.
When the install program begins, the Select Music and Effects window will
appear. Type the number that corresponds to the sound card in your computer
(Select PC Speaker or None if you have no sound card installed).
Next, the Select Speech window will appear. Type the number that corresponds
to the speech card in your computer. You can select music and speech for the
same card in some cases.
The Install program will ask for a path name. You may use the default
(C:XXEEN) by pressing Enter, or create your own.
At this point, you will be asked if you wish to create the World of Xeen. You
will need your Clouds of Xeen diskettes in order to complete the creation. Please
refer to the World of Xeen insert for details on this option.
The Install program will ask if you wish to use the current configuration. Type
Y if the current settings match your desired configuration.
The Install program will begin installing Darkside of Xeen to your hard drive. When
ready, it will ask for the next disk.
If there are any errors, the Install program will reporl them. If you have any ques-
tions about installing Darkside of Xeen, contact our Technical Support at (818)
999-0607 from 9am - 12 noon or from 2pm - 5pm Mon - Fri PST.
When installation is complete, the program will exit into the subdirectory in which
Darkside of Xeen was installed. Type XEEN to begin playing.
If for any reason you wish to change the settings, type INSTALL from the Darkside of
Xeen directory on your hard drive. This will allow you to change your music and
speech configuration, and will allow you to create the World of Xeen.
Mouse users
You can use the mouse to perform any action in the game. When using the mouse, the
left mouse button selects an option, and the fight mouse button escapes from it.
Technical Support (818) 999-0607 9-12 2-5 (PST)
Getting Started
At the main screen you will have the option of starting a new game or loading a saved
game. Press S or click on "Start a New Game" to start a new game. Now select your gaming
preference: Adventurer, a less combat intensive game, or Warrior, the standard game.
Once selected, the game mode cannot be changed, unless you start a new game. You will
begin your adventure in the northeast section of Castleview with a party of six fully-
equipped characters. You can start playing immediately or go to the Tavern to create your
own party of characters.
Press L or click on "Load a Saved Game" to load a saved game. A window will appear
listing the names of all your saved games and the highest character level in the party.
Select the game you wish to load.
Control Panel
To bring up the Control Panel window, press the Tab key or click on the large gem at the
bottom center of the Display Window. The name of the current game is displayed at the
bottom of the Control Panel window. The available options are listed below.
Effects. Turns the sound effects on and off.
Music. Turns the music on and off.
Load. Allows you to load a previously saved game.
Save. Allows you to save the current game in its present location.
The game is automatically saved when the party enters a Tavern.
Save As. Allows you to save the current game in its present location
with a different name.
Quit. Quits Might and Magic and exits to DOS.
Mr. Wizard. Returns the party to Castleview and removes all the
party's gems on hand.
Trading Items Between Characters
To trade between characters, select the item you wish to trade in the inventory screen by
clicking on the item or by pressing it's number and then press the function key (FI-F6)
of the character you wish to give the item to.
Getting Around
To move through the world of Might and Magic, use the arrow keys or the mouse pointer
on the Direction Icons in the Display Window. The Up and Down arrow keys move the
party forward and backward, and the Left and Right arrow keys turn the party left and
right. Holding down the Control key while pressing the Left or Right key side-steps the
party without turning. Wait (pass) by pressing the Space Bar or W. This allows time to
pass and monsters to advance. Time does not pass when turning left or right.
Important
Press the SPACE BAR or click on the display window to interact
with an object. You must be in the same square as the object.
New World Computing
Game Screen
Display Window. It is through the Display Window that you view the world of Might and
Magic. There are six elements of the Display Window that act as warning devices and
indicators.
If one of the party members has the skill Direction Sense, the gem at the bottom of the
Display Window will indicate the direction the party is facing. (Clicking the mouse
pointer on this gem or pressing the Tab key brings up the Control Panel window. )
When the Levitate spell is in effect, the gargoyle on the lower left side of the Display
Window flaps its wings.
If one of the party members has the skill Danger Sense, the bat at the top of the Display
Window will move its mouth when the party is in danger of being attacked.
The four gems in the corners of the Display Window light up if there is any kind of
protection spell active, such as Elemental Protection.
If one of the party members has the skill Detect Secret Passages, the gremlin on the
lower right side of the Display Window waves its arm when a thin wall is directly in
front of the party. Select Bash in the Options Window to open the secret passage.
When the Clairvoyance spell is in effect, these heads will give advice on "Yes/No" or
"Who Will" questions.
Display Window
Character Portrait
Window
View Window
Press the "=" key to toggle view.
Options Window
Direction Icons
The Might and Magic Game Screen.
Character Portrait Window. Under each character portrait is a gem that changes color
depending on the character's 'health'. The character's face changes expression depending
on his or her 'condition'. If the gem or portrait changes, check the Character Screen by
selecting the character you wish to view (F1 - F6, or click on the character portrait). A
yellow highlight appears around the portrait of the character being viewed. The spaces
in this window can be filled with up to six characters.
View Window. If one character has the Cartography skill or the Wizard Eye spell is cast,
an overhead view of the party's immediate surroundings appear in this area. The
Cartography skill will only show where you have been. If both the skill and the spell are
active, you may toggle between them by clicking here or pressing the "=" key.
Options Window. To select an option in this window, click the mouse pointer on the icon
or press the keyboard equivalent.
Technical Support (818) 999-0607 9-12 2-5 (PST)
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These Documents were scanned by Tony Tony.
Black COils did a quick (30 min) editing and revision of these documents.
Enjoy the game!
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