Swords Of Xeen
RPG by NEW WORLD COMPUTING
Tips ----
By Lu Richardson
The first tip is: cheat! It makes the difference between getting killed umpteen times or breezing through the game. Save your game before you move a muscle and edit it. The characters won't appear in the same order as on your screen, but it doesn't matter. Go to the offsets I give below and change the number you will find to FF. Do this 7 times, leaving two zeros (00) in between. I give you the first offset for each character and also the offset to change for the hit points:
1: C59 D9B 2: F1D 105F 3: 1CF1 1E33 4: 253D 267F 5: 2801 2945 6: 2963 2AA5
The money is at 357B (type A0 25 26) and the gems at 357F (type FF FF). Of course, if you REALLY wanted to cheat, you could change the 09 you can see, at the end of each block of those 7 values, to 63.
This ought to give you an edge, though it does detract from the game. You might prefer to have a bash without cheating. Good luck.
General tips:
This game is very easy: to judge from the state it's in, it looks as though it was abandoned at an early stage and it does not contain any really difficult puzzles, so you will have no trouble. However, I hope you'll find what follows of some help - I'll mostly assume you are not cheating.
As ever, in these series, you start slowly and take your time building up your characters. The whole area is divided in sections named A1 to F8. At first, you explore the town you find yourself in (in A1), then go out and follow the road to the next town, killing whatever gets in your way. Once there, you fight your way around and you'll soon be given more instructions than you care to receive.
You can do things in whichever order you prefer, though you'll be limited by your vulnerability. Nevertheless, eventually you'll have to explore every inch of the map: the easiests zones are A1 to A8, followed by B1 to B8 and so on. The further N you get, the tougher it is to stay alive. Leave the far northwest (i.e., crossing the sea) for last. In the northernmost part of the map, right in the center, there are loads of dragons, so don't be in a hurry to get there.
While exploring enclosed areas it is a good idea to cast Wizard's Eye, if you have it (later on you get Day of Sourcery, same thing), because it reveals important hidden areas which you can then access by kicking a wall in or casting Teleport. Keep comparing the map with the Wizard's Eye view.
You'll find that you'll have to do a lot of hard work to save each town and to get the citizens back in, so that you can visit the facilities. They will return slowly, the more monsters you kill round and about; so go back often to see what's on offer.
The trouble with this game, as indeed was the trouble with the previous ones, is that it has some serious bugs. This means that, when things don't work out as you expected, you never know whether it's because you did something wrong or because it's a bug. However, this should not prevent you from having a lot of fun.
And now for more detailed tips, from the start. I've tried to set them out so that you can go straight to the spot which is giving you trouble. First I give the instructions for the moves most people are likely to make. At the end, I give a list of the most important sites for each area. No need to read the lot, if you don't want to.
Greyhaven ---------
Explore the town: go to the Inn, get a drink, buy food and ask for tips and rumours. You must do the latter every time you have the opportunity. Go to the Shop and buy long range weapons and also anything better you can afford. Go to the Guild and buy the best spells: Awaken, Levitate and Jump are a must. Visit the rest of the town (giving a Donation in each of the Temples should result in you getting a gift eventually). Leave the "dangerous" doors alone, even if you are cheating. There be dragons in there and you don't stand a chance just now.
Outside (A1) -------
You'll be allowed into Greyhaven until you sort out the next town. After than, you won't be able to get in. This is a very great nuisance, as you'll find out later. If in your travels you should be lucky enough to come across a Lloyd's Beacon item, you can set it inside Greyhaven before it is shut to you, and thus keep coming back. (If you are interested, there should be a Beacon Wand in the center of a hut village in A3 - just follow the road from Greyhaven N and then E to get to it.)
When you are ready, leave Greyhaven and follow the road N to the next town. You could explore around this area (A1) before you actually go in. You will find a guy in a caravan who will teach you all to swim (essential) in exchange for melons. Make sure you pick six only, and get everyone in the party taught. There are also some interesting wells and fountains to investigate. To activate some of the wells, which increase your attributes temporarily, you will need some magic coins which you will find later on. Frankly, I never find this exercise worth the trouble - by the time you get to wherever you wanted to be with your enhanced attributes, the charm wears out and you are back as you were before.
As in every area, you'll find people who want certain items.
You'll notice that you cannot get across mountains or forests - you'll have to wait quite a bit before you learn how.
Hart ----
You start by clearing the town of an assortment of monsters. If you click on something and monsters come out, click on it again once you've killed them. Various people will ask you for items. You'll find the mayor in a cage. Come back to his desk when you've cleared the whole town. Next, visit the tower and kill everyone. Go to the mayor again. He'll ask you to sort the sewers and the Black Tower.
Hart's sewers -------------
Now, I think there is a major bug here. One of the ghosts asks you to save her family who are hidding in the sewers. When I got down there I could not find them! And I spent a lot of time at it... This is important because, at the end of all the monster-clearing exercises, there is still no Magic Guild in the town.
Anyway, in the sewers, Jump to avoid the holes in the ground, click on all the bones you find and on the drains on the walls. When you've covered the obvious bit, look at the map. You'll notice that it's not "square", i.e., it's all on the right. You'll have to kick a few walls in to uncover the rest. You'll come to two piles of bones which tell you something has been hidden in one of the drains. Not true - I could not find anything of the sort. A lever near here will open up a wall to the South. Wade into that room and kill everyone. After you've seen to the chests, go to the grate on the floor and go down. Cast Light and save your game. I spent ages on this one, and I think I can categorically say that all there is to do here is to go into the room in the middle of the area and get a hammer. To do this, go to the right - step on the wrong square and you will be sent back to the beginning. If you haven't clicked on the square on the top right hand side of the screen to view the area, do so now. You'll soon see which spots are safe to tread on and you should have no problem getting to the center room.
I left the sewers with the uneasy feeling that something was wrong - yet I tried everything I could think of an could not uncover anything else. Perhaps you will discover something new. At any rate, visit the mayor again. He should say you've cleared the sewers, but on the other hand he might ask you to carry on with the sewers and the Black Tower.
Go round giving to the right people the items you have found. Before you leave, visit the tower again. A guy behind a desk will teach you something new. Go up the stairs and click on the throne. You'll be told about the Elder weapons and to bring them back here.
As you leave town, the mayor asks you to sort out the trolls. You can go to Greyhaven, and try and see if you can still get in. On the way back, buy a pass at the tent next to the town. Or, if you'd rather, go directly N to B1.
If you cover this area as you go N, you'll find a Barbarian camp you can destroy. You will also find the Pyramid of Power - the answer to the riddle is Rope. This should open up the area, but it doesn't. Another bug. No matter, come back when you have the Wizard's Eye spell and the Teleport. Also, you can get in another way.
Carrying on N you should find a Diamond mine at X11 Y13. You'll need to come back here later, when you find the pick, but for now you can explore thoroughly. Don't miss the Witches' Coven - use Wizard's Eye or watch the face above the play area of the screen. If it's jaws are moving and you are facing a blank wall, kick it in.
You'll also find a Ruby mine (these gems are needed to activate mirrors in the different towns) and further to the W, the Trolls mine. Do it thoroughly and make sure you destroy the camp.
Go back to the mayor of Hart and he still wants you to do the sewers and the Black Tower. As you go out, get asks you to defend the town from giants. I went N and found precisely two. Not finding any more, I followed the road from Hart, going N at the junction, to...
The Black Tower ---------------
Make sure you cover every inch of this place. Here you'll find some people to free and also the Elder dagger. As you come out, the pesky mayor will ask you to attend to the Orcs. Head W and, in the vecinity of the mines N of Hart, you'll find a few orcs to kill.
Go to Hart and talk to the mayor. This time he seems satisfied. Now you can visit all the shops and do a spot of buying and selling. There are some tents now, and you can teach your guys some new tricks (you'll be able to cross forests, for one thing), but don't fall for the 1,000 gold coins offer.
Visit the tower and you'll get a reward for showing the chap your Elder dagger. Time to do some more exploring. Might as well find the next town. From Hart, go E until you hit the crossroads (the N one takes you to the Black Tower) then continue E. As you go along the road is a good idea to explore any dwellings by its side. At the next junction, go S. You will see a fire: click on it to talk to the mayor. Go S to A7 and into Impery.
Impery ------
First, enter the green patch at the center and you will meet a ghost. Click on the two clocks - set the morning one to 9 and the afternoon one to 5. Go into every room and down to the sewers every time you see a grate on the floor. In the sewers are barrels which will improve permanently your attributes. Determine which of you characters need extra points, if you are not cheating - you could save your game before you try the barrels. Make a note of the colour of the liquids and the attributes they boost; you'll come across more barrels later on.
When you've finished clearing the town, go back to the mayor at the camp fire S of the town. He will ask you to clear the area. In A7 X6 Y1 you will find a Cyclops camp; going N into B7, there is a hole in a square green patch, B7 X5 Y2, which can be closed, thus eliminating the electrapedes. Nevertheless, you will never clear the whole area of monsters till you are able to cross mountains.
So, let's start by getting the hard rock at A7 X12 Y13. We take that to D8 X11 Y2, where we get a soft rock and then take that to C7 X12 Y8. And now we can go through the mountains. When you think you've done the job, enter Impery and sort yourself out. You should have joined the Guild in the sewers, so you can get new spells.
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