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  Might & Magic III:

   - Manual
   - Journal
   - Hints
   - Solution
   - Cheat

################################################################### EMPIRE ##


                   Might And Magic III

                ---- Adventuring Mode ----


To move through the world of Might and Magic III, use the arrow
keys or the mouse pointer 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.
This allows time to pass and monsters to advance. Time does not
pass when turning left or right.

Nine options appear in the Options Window of the Game Screen:

S - Shoot: Party members with equipped missile weapons fire them
	   straight ahead, provided there are no obstacles

C - Cast:  Displays the Cast Spell window. All spell casters
	   have a spell ready. To cast the readied spell select Cast again.
           To change the readied spell select Cast again. To change the
           readied spell select New. A list of all spells known by
           the selected character will appear. To the right of each spell
           is its cost in spell points and gems (i.e. 12/2 means 12 spell
           points and 2 gems). Select the desired spell and press ENTER.
           The spell is now ready to be cast.

R - Rest:  Restores the party's hit points and spell points, provided there
           is as least one food for every member of the party.
           From left to right, only the number of party members equal to
           the number party food will be restored. Some conditions worsen
           with rest and can cause a character to die. Use caution whenresting.
           Most monsters love to devour sleeping adventurers.

B - Bash:  Using the combined might of the first two conscious party members,
           attempts to knock down locked doors, grates, and thin walls that
           hide secret passages

D - Dismiss: Returns any party member to the Inn where that character appears
             on the roster. At least one character must always remain in
             the party.

V - ViewQuests: Displays current Quest window and Coraks notes on the
                surrounding area.

M - Automap: Displays the map of the current area. Only active if at least
             one character has the skill Cartography.

I - Information: Displays the Game Information Window, listing the day of
                 year, time of day, year and day of week. This window also
                 lists any spells that are currently active, such as light.

Q - Quickrefernece: Displays the Quick Reference Chart,listing the party's
                    vital statistics, gold, gems and food.


                -----  lmportant Places  ------

Scattered across the isles, there are important places to visit
that can be very helpful in character development:

*Inns             Create, store, add and delete characters, acquire hirelings.
*Temples          Heal and uncurse characters.
*Blacksmiths      Buy, sell, identify and fix items.
*TrainingGrounds  Train to increase a character's level.
*Taverns          Buy food, listen for rumors, hear tips.
*Guilds           Learn spells (with membership).
*The Bank         Safely store excess gold and gems (and earn interest).

-New World Computing-
Compliments of The Necromancer: The RUSH USA/FLT Member

------------------------------------------------------------------------------

FIXED BY [RYGAR]           ------ Combat ------

	When an opponent occupies the same square as the party,
hand to hand combat is irritirted. While in combat, movement is
limited to turning left or right. You can face up to three
opponents in hand to hand combat with others waiting in line for
their chance at you. Select which opponent you wish to target by
pressing 1 , 2, and 3, or clicking the mouse pointer on the
opponent's name or picture. The targeted opponent's name will be
surrounded by a box. Successful hits on an opponent are
represented by red splatters on the opponent's picture. The
greater the damage done, the larger the splat. Magical weapons
and spells may do additional damage represented by different
splatters.

Nine options appear in the Options Window of the Game Screen:

F - Quick Fight: Battles the opponent(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.

C- Cast: Same as in adventuring mode.

A- Attack: Attacks the targeted opponent with whatever weapon the
           character has equipped.

U- Use: Brings up the Item window, where a character cane equip or
        remove items, or use an item's special ability.

R- Run: If successful, the highlighted party member will run to a safe
        i location nearby and rejoin the party after the battle.

B- Block:  The highlighted party member will attempt to block the
           opponent's next attack.

O- Quick Flight Options: A party member may be set to attack, cast a
                         readied spell, block, or run when the Quick Fight
                         option is selected.

I- Information: Same as adventuring mode.

Q- Quick Re@ere@ce. Same as adventuring mode.

                   --- Character Creation ---

* Enter an Inn, sign the register and select Create.

* Select a character portrait by using the Up and Down
  arrow keys to scroll through the available faces. You must
  delete pre-rolled characters in order to use their faces.

* Roll new statistic values by pressing the R key or clicking the
  mouse on the icon.

* Statistics can be exchanged as many times as you wish.
  Select a statistic (such as Might). Next select the statistic
  you would like to exchange with (such as Luck). The value that
  was Might is now Luck and vice versa.

* When you are satisfied with the statistics, select a
  Character Class by using the Left and Right arrow keys to move
  the pointer up and down the list and pressing Enter.

* Select an Alignment by using the Left and Right arrow
  keys to move the pointer up and down the list and pressing
  Enter.

* Select Create and give your character a name.

* The character has been added to the roster of the Inn
  and can be viewed by exiting the Character Creation screen.

                 ----- Might and Magic III -----

Compliments OF The Necromancer

------------------------------------------------------------------------------

FIXED BY [RYGAR]   ------ Getting Started -------

After the introduction sequence (which can be skipped by
pressing Escape) you will have the option of starting a new game
or loading a saved game. Press S to start a new game. You will
begin your adventure in the center of the first town with a
party of six fullyequipped characters. You can immediately start
playing or go to the Inn to create your own party of characters.

Press L 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.

E - Effects:  Turns the sound effects on and off.
M - Music: Turns the music on and off.
D - Delay: Allows you to set the text display delay from 0 to 9
L - Load:  Allows you to load a saved game.
S - Save:  Allows you to save the current game in its present location.
           The game is automatically saved whenthe party enters an Inn.
Q - Quit:  Quits Might and Magic III and exits to DOS.
W - Help:  Returns the party to Fountain Head andremoves 1 experience level
           from each character.(No penalty for 1st level characters.)


                      --- Navigating the Windows ---

There are four ways of selecting options in the various windows
in Might and Magic III.

*:*     Click the mouse pointer on the icon of the option you desire.

*:*     If there is a letter in the option name that is a different color
        than the rest of the word (usually the first letter), type
        that letter from the keyboard.

*:*     If there is a highlight that surrounds the option's icon, press
        Enter to select that option. Use the arrow keys to move the
        highlight to other options.

*:*     If there is a number to the left of an option or item, press
        that number on the keyboard, or click the mouse pointer on the
        item's name.

For options requiring a Yes/No answer, press Y for yes, N for no,
or click on the icon.

Most windows can be exited by pressing the Escape key.

Statistic values change color depending on their current value
relative to their maximum value. Character gems and monster
names change color relative to their current number of hit
points compared to their normal maximum number. The five colors
and their meanings are: Gray - Above maximum, Green - Maximum
(normal), Yellow - Below maximum, Red - Below 25% of maximum,
Blue - 0 or less.

                ------ Might and Magic III --------
Compliments of The Necromancer : The RUSH USA/FLT Member

------------------------------------------------------------------------------

FIXED BY [RYGAR]   ---  M & M III Clues  ----

QB: What's an effective party?

van Caneghem : Make the group as diversified as possible, with a

member of every race and as many different classes as possible.
Secondary skills are critical, so get as many as possible. You
want

someone with Danger Sense and someone with Detect Secret
Passages right away. Next you need someone with Pathfinding and
Mountaineering, for outdoor adventt@ring. Read the manual and
experiment with different characters, because some races start
out with secondary skills.

QB: How about some "jump start" clues for the opening game?

vanCaneghem:First-levelcharacters can use the Mr. Wizard option
to get out of trouble, since they don't suffer the usual penalty
that lowers each character a level. So until your characters hit
level two, you can experiment more freely.

	Finish the mini-quests in Fountain Head right away, then
go to the cave below it. For useful clues and objects, take as
many skulls as possible to the Miser. For gold, b19h the 92c72t
w1ll around the comer from the Inn (be prepared for a battle).
There's a dungeon outside the f"rst town, just a little bit
south, which is the next place to check out. The Fireball spell
is in the Temple of Moo there, in a hidden spot in the
north-central section.

	The Dragonbreath spell is another good one: it lets you
choose which element you want to breathe at the enemy. lf you
know a monster is immune to cold, cast Dragonbreath and set it
for electricity. That spell's location hasn't been decided yet,
so Iet's just make it up right now. Ok, let's put it at w1714ck h3ll.

	For temporary Hit Points that last a day or till a
battle, learn S wim (below Fountain Head), then go to the island
in the lagoon south of town. .

Hints: Compliments of The Necromacner

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FIXED BY [RYGAR]    ---- View Character -----

To view a character's statistics, press F1 - F8 or click on the
character's portrait. While

in View Character, Cast Spell and Item windows, press F1 - F8 or
click on a character's portrait to view the information of
another party member.

Each of the items in the View Character window has an icon and a
number which represents the current value of that statistic.
Selecting a statistic provides more detailed information.
Generally, the higher the numbers, the more powerful the
character.

I- Item: Displays the contents of a charachters pack. When equiped, all
         items have a small icon to their left which shows what part of the
         body they occupy and whether they are one or two handed weapons
         Common sense must be used when equipping items. Use the Up and
         Down arrow keys to scroll through the items list. weapons and
         armor must be equipped with the Equip option before their benefits
         are received. The Use option allows a character to make use
         of the special or magical abilities of certain items. The
         Discard option permanently removes an item from the character's
         pack. To give an item to another character select the item, then
         select the character you wish to give it to.

E - Exchange: Allows two characters to trade positions in the party. A
              window will appear asking, "Exchange with whom?" Select the
              character you wish to exchange places with.Characters
              to the far right of the Character Portrait window are
              less vulnerable.

                    ----- Character Statistics -----

Might:       Affects damage inflicted in combat.
Intellect:   Affects spell points gained per level. ( Sorcerers ,
             Archers , Rangers & Druids )
Personality: Affects spell points gained per level. (Clerics, Paladins,
             Rangers & Druids)
Endurance:   Affects hit points gained per level.
Speed:       Affects armor class and order of battle in combat.
Accuracy:    Affects chances to hit in combat.
Luck:        Always helps in mysterious ways.
Age:         A characters statistics are affected as his or her age increases.
Level:       Relative power of a character.
Armor Class: Defensive ability.
Hit Points:  Amount of damage a character can withstand before death.
Spell Points:Total daily capability for casting spells.
Skills:      Special abilities acquired while adventuring.
Awards:      Record of accomplishments and completed quests.
Experience:  A running total of a character's eligibility for training
             and advancement.
Condition:   Description of a character's health.

and dont forget if you have any questions
        do call: Technical Support (818) 999-0607 9-5 (PST)
                 not really but though i may as well keep this here!!!

[ R Y G A R ]

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 USA/FLT                  United Software Association                  USA/FLT
                             Fairlight PC Division

                               Proudly Presents

                           Might & Magic ]I[ Journal

                                    from

                                  New World

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                          A Passage Through the Isles
                          ~~~~~~~~~~~~~~~~~~~~~~~~~~~

   The Journal of Corak the Mysterious

   I am Corak, called the Mysterious, and these are my scribblings as I
   journeyed across the Isles of Terra in search of forgotten lore. Take
   them as aid in the adventure before you, for these isles are not all
   they seem to be, and behind the shroud of legend, truth is often seen.

       From the corners of the misty Void
       Rang loud the battle cry
       The Elemental lords of four
       Had sworn to fight and die

       Fire, Water, Air and Earth
       Did meet their might and force
       And in their battles bloody mire
       Found our land its source


   Second Day of the New Moon, 491 In the Town of Wildabar
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   It has been four years since last I set out to explore a new
   land and discover the hidden lore and fables surrounding its
   towns and castles. The swelling of spirit brought about by the
   telling of these stories of heroism and bravery beyond hope is
   the thread of magic woven in the minds and hearts of all who
   long to answer the call of adventure, and it is for this
   purpose, to preserve that magical spark, that I have devoted my
   efforts to recording these tales.

   From the rumors and murmuring I have heard passing through
   Wildabar these isles are rich with such histories. While talking
   to a town elder he told me of an ancient rhyme once read before
   festivals that contained the legend of the mysterious conception
   of the isles, a legend that today circulates across the land,
   but altered through the years since the original scroll's
   disappearance. He read to me a portion he recorded before the
   original vanished and told me what he could remember of the rest
   of the tale. Other parts, he said, may be recorded across the
   islands.

   The epic was written in three parts and the fragment he gave me
   was from the first, in which is contained an account of the
   birth of the isles out of a great battle between powerful lords
   of the four elements who used fierce storms to fight for supreme
   control of the Void, a place where there was no land or sky or
   ocean. Water and Fire and Air and Earth met in this empty Void
   to fight for the right to fill it with their presence, but so
   matched were they in this battle that none could defeat the
   others, nor could any stop fighting lest the balance be upset and
   he be overrun by the others. They had become locked in an eternal
   war none could turn away from. And as the war raged on through the
   decades, in the midst of the Void where the fallout of the
   mighty storms gathered and settled, a rich land began to
   develop. From where, no one knows, but beasts appeared to graze
   the fields of the new land and take refuge in its forests and
   caverns. Little notice did the Elemental lords pay to these dumb
   beasts for there was little threat in their roamings. They were
   seen as nothing more than the flies that gather around a fallen
   animal. So the war raged on with intensifying storms that added
   to the richness of the budding land.

   But then a new creature mysteriously appeared in the Void, not
   dumb like the beasts, but clever in ways of cultivating the raw
   loam of the battlefield further into a rich provider of food and
   shelter. Difficult and costly though it was in the midst of the
   furious storms of battle, a continent was forged in the misty
   Void.

           The forests and valleys settled spry creatures of great
   influence. thin and strong, the Elves were quite at home among
   the trees and fields of green.

           Though weaker in endurance than some, they were
   possessed of a high aptitude for the magical arts and resistance
   to its power and energy.

           And in the snowy areas of bitter cold found the Gnomes
   their home. Like the Elves, they were strong of mind, not body,
   and a little more prone to the ways of magic. But unlike the
   brooding Elf, the Gnome was very jolly and quick to make friends.

           Because of the harshness of the snowy land their
   countenance was toughened to the elements, and even more so to
   magic.

           So journeyed then in the desert sun the Dwarf. Small but
   mighty they survived in the turmoil of the stormy war for little
   of the elemental realm could do them no harm. After all, it would
   take a strong creature to find a thriving life in the lands of sand.
   With little power over magic, Dwarves found their strength in
   solitude among the dunes.

   And in the swamps and bogs settled a tribal people of great
   strength and endurance. So strong were they that fire, electric
   and cold could hardly harm them. Because they lacked the greatness
   of mind for magic they had to rely on their ability to fight to
   survive, and that ability was developed to great heights, for the
   Half - Orc lived for battle and saw the opposing of men as the
   greatest of endeavors.

   But scattered across the many diversities of the new found land
   Humans wandered and made places for themselves among all others.
   Able to resist all, the elements and magics, and learned in the
   ways of the mystical arts, they were well equipped to settle where
   they wished. Soon they thrived across the land and with the others
   began to tame the beasts and cultivate the fields.

   With the arrival of these conquerors of land the Elemental lords
   realized that while they fought among themselves the very prize
   for which they were slain was being taken away from them by
   little mortal beings who in their eyes were no better than the
   dumb beasts. Each would try to vanquish the mortals with a great
   storm, but because they could not remove too much of their force
   from the war the mortals were able to withstand them. In fact,
   the storms of the Elementals were less severe than the effects
   of the war itself, so the Elementals had to find another way to
   purge the Void of these intruders. So an agreement was made to
   halt the fighting for one day and devote all their powers to
   create one great tempest of such destructive power that none
   could withstand it for even an hour.

   Air gathered together the strongest of its winds to blow the
   sands of Earth with such force as to tear away the flesh from
   mortal bone. And Water prepared a flood to wash the fallen
   mortals to the center of the Void where Fire would then bake the
   mire into solid stone. Even combined in total unity the mortals
   could not survive a day of such torrent. So little hope was
   there that in the darkest hours before the great destruction all
   merely stayed in their doomed homes and the helplessness in
   their hearts made the greatest cry for mercy any world has ever
   known.


   Fourth Day of The New Moon 491 - The Quest Begins
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   After searching for the right opportunity I have finally found
   a group to set across the isles with in search of the lost parts
   of the legend. A band of four fighters and a healer have
   enlisted me as their image, not knowing the fullness of my
   power. We are to travel to Swamp Town and receive a scroll which
   we will then deliver to Fountain Head. The leader of the party,
   Asa Milchima, has agreed to take a circular course to allow me a
   wider search for the lost pieces. We will be travelling across
   most of the islands, skipping only the smaller ones. I will be
   receiving a smaller share of the reward for delivering the
   scroll, but it is the search and hopeful discovery of forgotten
   lore that calls me to this adventure, not the promises of
   wealth.

   Assuming all to be in order we will set out tomorrow for the
   Isles of Illusion where I will search the two castles said to be
   laid out in ruins upon the sand. From there we will travel to
   Buzzard Bluff where we will camp for the night. The next day we
   will journey through the Evermoors and north to Swamp Town, find
   the scroll and most likely spend a pleasant night in a local
   inn.

   From there I will lead the expedition to Serpent's Wood, the
   original settling place of the Dwarves, and on through the
   Frozen Isles where we will camp a second night. Then we go to
   Leper Canyon and straight to Fountain Head. Four days they plan,
   but it will likely extend to double.


   Fifth Day of the new moon, 491 - Setting Off
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Today, after much preparation we started our journey across the
   Isles of Terra. This group I've joined is far more powerful than
   I had earlier believed. Rather than renting a boat as I had
   thought we would, the healer, Rapha, stood at the water's edge
   where earth meets ocean and stretched her arms wide. All was
   still for a moment, then a strange wind blew the corners of her
   robe and there seemed to be a disturbance in the waters. Fog
   rolled in, thick and choking, and in the midst of it appeared a
   ghostly galleon riding on the swelling waves. It was truly a
   most impressive sight, and a little unnerving too. The ghost
   ship took us across the waters to the closest of the Isles of
   Illusion where we are now resting before entering the castle
   ruins, but I still don't know from where it came or to where it
   returned, for as soon as we stood upon the shore it drifted away
   in the silence of the fog.

   It is a poor omen when the first battle of an adventure ends in
   death. While searching the ruins of Castle Greywind we came upon
   a powerful phantom magic user that had made his home in the
   rubble. He attacked at once without warning and engulfed Rapha
   in a pink glow of energy, draining all life out of her. Asa
   Milchima responded quickly by letting fly a bolt from the
   crossbow at his side, but it only passed through the apparition.
   While the others advanced, the ghostly figure summoned a huge
   and beastly bear and vanished in a flash of light. Asa Milchima
   and Supha, the Ninja, were only hurt a little in the battle with
   the beast, but Rapha had been our healer. I did what I could for
   the others without revealing the full extent of my powers, but
   the loss of Rapha is most unfortunate. The loyalty of this group
   is strong for they plan to spend their part of the reward to
   have her healed at the temple in Swamp Town.


   Sixth day of the new moon, 491 - Camping at Buzzard Bluff
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Then descended on the land The Forces of the Dome
   To lend into the mortal hand Power before unknown

   Five Forces, they of might and magic Two champions forged by each
   Ten heroes made the tale most tragic For the Elemental beasts

   There is a dark mood hanging over the camp tonight, darker than
   the clouds that cloak the moon, darker than the thick limbs of
   trees that hide untold creatures peering from outside the circle
   of fire light. It has been raining since the middle of day and
   the falling drops have beaten down the spirits of even our
   steeds who stand nervously stamping. The fight of yesterday
   still weighs upon the minds of all, myself included, made
   heavier by the legend of the Winged Death said to prey on
   travelers of the Forsaken Sands. I must admit even I will feel
   relief when this night is nothing more than a memory. It seems a
   fitting enough setting to muse upon the piece of the legend I
   found in the ruins of Castle Greywind. It tells of the
   intercession of the Forces of the Dome, the five Forces that
   gave men the power to overcome the attack of the Elementals.

       Cosmonium was that force which guided the elements and
       other forms of energy from place to place. Air, water,
       fire, earth, and the electrical energies were commanded
       and controlled.

   Esoterica was the power of the inner self, the energy of life
   and the forms of life, with command of the mind and the ability
   for healing and inflicting.

   Gaiam commanded the order of life in the forest and in the skies
   of the trees and the clouds.  The manner and temperament of
   nature and the wills of the beasts bowed to its influence.

   Bellum, which was the essence of war and violence which
   manifested itself in the darker moods of beasts and
   violent turns of weather, like this storm tonight.

   And Lurkane, that invisible, silent sheet of
   clandestine power that slipped its works into the
   world unseen.

   These were the Forces that silently watched from their perch
   above the clouds as the Elementals did battle. According to the
   legend they never joined the fight, but when they discovered the
   Elemental's plan to destroy all men and beasts they had pity on
   the helpless mortals and gave them the secrets of their powers
   to defend their lives. Other tellings of the tale say the Forces
   of the Dome feared the Elementals would be so amazed at the
   strength they possessed when joined together they would unify
   and attack them in their lofty home, pulling them into the
   never ending battle. For whatever reason, the Forces
   taught we mortals of their power, two to each Force, and made
   ten champions to drive back the Elementals before they could
   pull their ranks together.

   To an Elf, Cosmonium opened the secrets of how the elements move
   through the Void, giving total control over fire, cold, energy,
   and electricity. In Padded armor and armed with a staff, the
   first great hero set about mastering his control over the
   elements and created many powerful incantations for the
   coming battle. He was called a Sorcerer. I remember the
   thrill of discovering the power and beauty of lightning, my
   personal favorite. In my youth, camping on a rainy night with
   a band of adventurers like this dark evening, I would sometimes
   fire a bolt at a nearby tree just to startle my companions. An
   act I'm sure our fallen comrade would strongly disapprove of.

   And to another of the Elfin kin Cosmonium showed the way to
   make a shaft of wood travel straight and true to its mark.
   This was named the Archer and gird in armor of chain she was
   the second of the heroes to emerge. Due to their common
   origin she was able to use the spells created by the Sorcerer,
   but only to a limited degree. Most of her energy was spent
   in the study of the bow.

           Next, Esocerica took a Gnome and trained her in
   the healing ways, revealing the secrets of the mind
   and body, unlocking the Power to make good or render
   bad one's constitution. A most powerful hero was this,
   called the Cleric, in her splint mail, helm and shield.
   To heal the fallen comrade and destroy the weakened foe
   was her pledge.

   Another Gnome was taken thus, and taught the healing ways, but
   much emphasis was also given to the use of weapon and armor. A
   most noble champion called Paladin was he, and a frightful foe
   to face. Clad in the strongest of armor and wielding the
   weapons of truth and right, he was to become one of the
   greatest of the legendary figures inspiring much lore and many
   followers.

   Then Gaiam made its choice in the Dwarf to champion its cause.

   Many languages were revealed, empathy with Plants and beasts
   and the patterns of seasons and stars. Secrets of the living land
   endowed in a smallish figure to command the forces of nature to
   do her bidding, commanding great storms and flurries and
   swarms to do battle, but also calling upon the natural
   healing of nature to help the fallen. As devoted to the land as the
   Cleric to the body, this new one called the Druid would
   sacrifice her being to maintain the orders of nature. In leather
   the Druid travelled with barely a sword to swing. A storm such
   as tonight's would hardly be worthy the talents of such a
   champion.

   When the force Gaiam gave empathy with the forest to the Dwarven
   champion it called Ranger, a dark and mysterious one was indeed
   created. At home in the denseness of the trees, contented with
   the thicket of vines and cluttering of bushes, the Ranger was as
   diverse in mood as the forest was diverse in creatures. Like the
   first hero Ranger, our own Asa is prone to sudden changes in
   temper from jovial and impish to condemning and stern.

   Bellum then chose the Half-Orc to be a champion of the sword.
   Gird in the finest of armor, helm and shield, and with
   the mightiest weapons trained he in the arts of war,
   melee, and valor. Called the Knight he became the strongest
   of the champions with the greatest desire to march across
   the battlefield.  While the Paladin would seek peace through
   battle and find victory in the quick end of a war, the Knight
   longed for the brotherhood of battle and felt a kinship to all
   combatants.

   And the second champion made Bellum to be called Barbarian, for
   it was not brotherhood she seeked in battle but the lust of
   blood. With the greatest endurance of the heroes the Barbarian
   seeked the thrill of rushing into battle.  Clad only in scale
   armor she wielded her shield and great hammer against the
   armies of her foes. In all the statues and tapestries I have
   seen dedicated to the likeness of this champion she stands
   high upon a mountain of fallen warriors, a helm of horns upon
   her head.

   Lurkane then, the last and most mysterious of the forces, took two
   humans to its cause.  He first was taught to move in the invisible
   folds between the places of here and there and travel unseen and
   unheard.  Known as the Robber, he was able to work the mechanisms
   of locks and traps, hide in the faintest of shadows, and advance
   upon his foes to deliver a fatal thrust of dagger in the back.
   In mail of chain with shield and dagger, a crossbow hanging at
   his side, he moved in the leaves like a feather.

   And the tenth champion, made for battle, was strong in
   all attributes of fitness and mind. Called the Ninja,
   a most powerful warrior was she with special weapons
   created especially for her mastery at arms, a mastery
   not even equalled by the might knight.  Bound to a
   life of solitude, alone even among the other champions,
   her discipline of body and mind consumed every moment.
   She was called the silent warrior for she possessed
   the stealth of the robber, even in her chain mail,
   and was never known to speak.

   These ten were the champions of the war against the Elementals,
   where mortal man was taught the arts of magic and ways of war by
   the five Forces of the Dome, Cosmonium, Esoterica, Gaiam, Bellum
   and Lurkane, the Forces that are above the clouds, above the
   stars, that indeed guide the stars through their journey across
   the night. Now my time at watch is done and Supha comes to relieve
   me. Tonight I must rest well for tomorrow we journey across the
   Evermoors, and that is no place to be when weary.


   Seventh Day of the New Moon, 491 - In Swamp Town
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Today we arrived in Swamp Town after a surprisingly easy journey
   through the Evermoors. There were only a few small battles along
   the way as we came across wandering animals and insects.
   Although the danger was small it was a good workout, for any
   small mistake could cost dearly.

   After entering the west gate of Swamp Town and finding the giver
   of the scroll we are to take to Fountain Head, Rapha was taken
   to Temple Moonshadow. It was by luck alone that the others had
   barely enough to pay for the services of the monks, as the boat
   we rented to carry us from the Forsaken Sands to the Evermoors
   dug deep into our parties pouch. The reward for delivering the
   scroll will hardly do more than recoup the fee of Rapha's
   resurrection.

   With Rapha's return, a room was then taken at the inn where I
   now sit writing these notes. The others are relaxing, as it
   were, in the tavern where they are telling Rapha of all that has
   happened in the past two days.

   My hopes of finding more of the legend are failing after talking
   to others I have met around town. While visiting the guild there
   was one who had just returned from the Frozen Isles where he had
   been searching for the rhyme himself. He told me there was no
   part of it to be found in the northern regions and was very
   happy to see the fragment I returned from the ruins of Castle
   Greywind. I told him the tale the elder of Wildabar spoke to me.

   After the battle was over and the champions had used the powers
   the Forces of the Dome gave them to drive the Elemental lords to
   the corners of the Void, the five Forces picked up the land that
   had been the battlefield and moved it through the heavens, from
   the gates of the Ancients to the gates of Terra, where the land
   was set in the midst of water and broken into isles. While the
   Forces were carrying the isles through the stars the ten heroes
   built towns to protect the people from the monsters and beasts
   that roamed the land, and they trained others in the disciplines
   they were given by the Forces starting a long tradition of
   skills that has carried over to present times.

   Great walled towns were built to provide shelter and protection
   from the outside wilderness and be a place of haven for those
   adventurers who travelled across the new land and tried to tame
   and conquer its growing life. They were exciting times of
   adventure and bravery, but there was a need for places of
   healing and trading and training, so in the towns were raised
   dwellings where all the services an adventurer needed could be
   received. There were places of weaponry, houses of ale and
   feasts, five houses of healing where the mysterious monks who
   tended them payed homage to the Forces for saving them from the
   Elementals, grounds for training in battle skills, mystical
   schools for heightening one's magical prowess, and places where
   the weary could rest in safety and store their goods and find
   others to replace a fallen companion. It is in these foundations
   that our town dwellings of today find their source.

   In the blacksmith's shoppe workers of steel and iron forged new
   weapons of destruction and repaired the broken implements of
   warriors. There was a lucrative trade of wares from many places
   abroad and all the needs of dungeon lurking, such as rope and
   torch, could be found. It was also a place to find the finest
   in armor and protective wares, and unknown mechanisms
   or weapons could be identified and their uses and value
   revealed. Of course the excess in a traveller's pack would
   bring a decent enough price to pay for a good time in the
   houses of ale.

   The inn was a place where the weary could rest behind a locked
   door and under a roof to protect from the falling rain. But the
   inn was created as more than just a place to take a much needed
   halt in travelling, for young adventurers seeking the thrill of
   battle and discovery of untold wealth could sign in the registry
   and wait for a party in need of help to enlist his services.
   Often times, when enlisting the aid of those you meet roaming
   the forests and caves and ruins, he will bid you meet him at the
   inn where he had registered last before joining you on your
   quest.

   Taverns were built where the ale flowed as profusely as the rumors
   off the loosened lips of explorers and warriors who came to
   these rowdy bars for a healing that could not be found in the
   temple. It was a place where gold put in the hand of the barkeep
   might reveal the clue to find unspeakable treasure and fortune.
   And when the adventurer's pack ran low of food it could be
   filled with the specialty of the house. After all, when one's
   strength runs low resting is to little avail when there is no
   meal to replenish the flesh.

   And for the fallen and injured warriors temples of healing
   were erected to the Forces of the Dome. Five Forces gave mortals
   the power to subvert the deluge and five temples were constructed
   to honor their powers and help those who fell in their service.
   Warriors with any affliction could find cure from the mysterious
   monks that tended these sacred shrines. Flesh would be restored and
   curses lifted. And it was believed that special blessings
   awaited those who donated a portion of their booty to these
   shrines.

   But those portions of gold and treasure that were not donated
   to the sacred monks were under constant threat of becoming
   another's booty, so the builders of the towns made a sturdy and
   secure cage and commissioned strong golems to guard it. The bank
   was needed to keep one's wealth in safety because there were,
   even in those exciting days following the victory over the
   Elementals, those who would feed on the weaker but more
   fortunate of their fellow man. Though fallibly secure from
   theft, the bank was safer than the skin tents of the
   adventurer's camp.

   To trade others in the ways shown to them by the Forces of the
   Dome, the ten champions also made great training grounds with
   tracks and arenas and all manner of devices for improving
   strength and stamina. For a price, any adventurer who had come
   from a long quest or journey could seek the help of specialists
   in all the arts of battle to advance in the skills of swordplay,
   archery, and all other methods of melee. A person's stamina and
   endurance in battle could also be enhanced by the techniques of
   the masters of the grounds.

   And for those who studied the magical arts, mysterious guilds
   were built to train the magic user to control the forces.
   Through intense study deeper control of one's chosen way could
   be gained and new incantations purchased to expand the mage's
   abilities and arsenal of spells. These were places of great
   secrets and none but members of each guild could enter. Legends
   of the surrounding area were written in the history of each
   guild to provide helpful hints and warnings to the wise.


   Eighth Day of the New Moon, 491 - The Frozen Isles
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Tonight we are camping in the chilly environs of the Frozen
   Isles. As I suspected after talking to my fellow searcher in
   Swamp Town, there is no sign of any part of the legend around
   these frozen woods. We searched the snowy wild for many hours
   but there was little more than ice to be found gleaming in the
   sun.

   After being denied entrance to Castle Dragontooth on account of
   prior dealings with our healer Rapha, we decided to camp in the
   frozen woods of these isles and keep fire watch, which is what I
   do as I write this. I've had more comfortable nights but there
   are no hard feelings toward Rapha. It is, after all, much easier
   crossing the ocean with the use of her ghostly ship.

   I will miss this group when we part ways in Fountain Head, but
   there are other things that call me. This has been but a tour
   for me, the real search is not for legends and lore but my
   nemesis Sheltem. From the very beginning he has seen these isles
   and all that lives upon them as his enemy, and twice he has
   planned their extinction. Now that these isles have rested in
   the gates of Terra I'm sure he has not given up his crusade to
   destroy them. I know not what plan he has set in motion but I
   see his work in all that is chaotic.

   I have been making these notes as a record to leave behind for
   any who will join me in my search for Sheltem and his evil plot.
   I believe the ancient pyramids play into his schemes and that is
   where I will begin my search when I set out again.  This time I
   will go alone, but to any who follow I will leave clues to give
   the benefit of new information I uncover.

   I have not told the others of this but in the ruins of Castle
   Blackwind, back on the Isles of Illusion, I found a message
   among the rubble that may shed light on the mystery of Sheltem's
   scheme. It seemed to place much importance on the three manners
   of men we have come to call alignment; Good, Neutral, and Evil.
   For many years there has been peace among these different
   attitudes, but it has not always been so. There once were many
   wars fought over the differences of these three alignments and
   perhaps it is Sheltem's plan to rekindle this ancient rivalry.
   I'm still working on what may be the meaning of this message in
   the rubble. In the land today the question of Good and Evil is
   resolved in the response to certain situations, and there are
   certain enchanted areas where one or the other may not be
   welcome, but there is little chance of a war fueled by these
   differences being started in these times of enlightenment.
   Nevertheless, I am sure the subtle differences of these three,
   Good, Neutral, and Evil, play into the schemes of Sheltem.

   I will stop writing for tonight, Asa will soon come to relieve
   me of my watch. It has been a pleasant trek across the isles
   with this group, pleasant save for the death of Rapha. Thank the
   Forces the monks of the temples can lift the conditions of ill
   that inevitably befall the adventurer. Be you cursed, paralyzed,
   or even eradicated, there is always a remedy, and a price, to be
   found in the temples.

   With the coming of the morning light we will start our final
   journey to Fountain Head, and from there I will once again set
   out alone. My feelings are echoed in the cries of
                                                     ^
            <This page actually stopped right here --|
            <The author of the dox must have been really stoned that day>


   Ninth day of the new moon, 491 Fountain Head reached
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   After passing through Leper Canyon we reached Fountain Head
   late into the day. I parted company with my group at the inn
   where they immediately found another young adventurer anxious to
   join them on their next excursion, of course... after they spend
   some time in the tavern to recuperate.

   Before I start my search for Sheltem there are a few final
   pieces of advice I would like to offer to those who follow me
   into this mystery. There are skills that will be very helpful if
   not completely necessary in your travels across the isles. You
   must find their masters to teach them to you, and be prepared to
   pay the price. Here are some of the more helpful of these
   skills...

   Cartography   - To help you keep better maps of the areas
                   you visit.

   Danger Sense  - Which will give you warning of monsters you
                   may not see until it is too late.

   Detect Secret - So not to miss out on hidden opportunities.
   Passages

   Mountaineering- to gain access to the higher regions.

   Pathfinding   - For cutting your way through dense forests.

   Swimming      - For crossing shallow waters.

   And always keep a full spellbook. When you have mastered the
   spells you know to such degree that you are prepared to learn
   others, gain membership to a guild and learn what you can. Seek
   the wandering mages who sell these memberships, the price is
   small to pay to have the right incantation when needed. And if
   you gain a spell from an enchanted pool or buy it from a
   traveling teacher and have no explanation of its use, go to one
   of the guilds for its description.

   Remember to keep a good supply of gems as some spells require
   the power locked inside their crystals. These are the spells
   available to the novice in the ways of magic...

   Awaken       - Pulls all sleeping adventurers from their slumber.

   Detect Magic - If there is a magical item in the pack of the
                  caster this will make it known, and reveal the
                  number of its limited use. Use this to discover
                  the nature of a chest of treasure.

   Elemental    - Unleashes the power of the elements upon a single
   Arrow          enemy. Expel a bolt of flame, electricity, acid,
                  or ice upon your foe to rob him of a little well-
                  being.

   First Aid    - An adventurer's minor wounds of battle can quickly be
                  healed with this anointing incantation.

   Flying Fist  - Summons an enchanted gauntlet to deliver a stinging
                  punch to a single foe.

   Light        - Provides a magical light to illuminate the darker
                  areas.

   All spells were forged through the mysteries of Cosmonium,
   Esoterica and Gaiam, and only those classes devoted to their
   study can cast them. More powerful spells await as you advance
   in your abilities.

   It will also be necessary to gain protection from the six forms
   of damage that are delivered through the use of weapons and
   spells. These forms are fire, electricity, cold, poison, energy,
   and magic. Each race has a natural strength against some of
   these and further protection can be gained through spells and
   enchanted items.

   As you travel from town to town there will be many occasions to
   enlist your services to others in need of help. It would be wise
   to accept their challenges for there may be great rewards in
   their completion that will help in future dealings.

   And when all hope is gone, be it in the face of a great dragon
   or surrounded by too many orcs to dispatch, you may call upon
   the benevolent hand of Mister Wizard to carry you back to
   safety. He will always answer the call for help, but be warned
   that he will also extract a toll of experience from those he
   rescues. A mighty warrior can soon be rendered weak if he calls
   for the help of the Wizard too often. It is best to resolve a
   situation without his help if any solution exists. But new
   adventurers find favor in the heart of Mister Wizard, and those
   he will help without fee.

   Now I must prepare for my search for Sheltem. Take these notes
   and use them as you can to discover his schemes, and together we
   may be able to thwart his plot. Search for the clues I will
   leave behind, and good luck to you on your journey. May the
   powers of Might and Magic be always at your side.


#############################################################################


     MIGHT AND MAGIC III


     I see USA dox cribbed the stuff from one issue of Quest
     Busters for starting clues.  Strangely, they did not crib the
     clues from the earlier issue.  For those of you playing this,
     here they are:

     Keep wishing at the fountain in Baywatch.

     Seek the statue of Fire Mane, especially if you have a
     Palladin.

     Save those Quatloos.

     Find the skull for the builder of the shrine, and you;ll go 
     much further in the cavern below him.

     Magical mirrors link the land.  Tell them where you want to
     go, and they'll carry you away.

     After saving fountainhead, the fountains will prove much more
     helpful.

     Archnoid Cavern can be very essential in develpoing your
     Characters.

     If you seek gold and gems, go to Dragon Canyon.

     Your spellcasters will be very pleased if you visit Magic
     Cavern.

     To fortify against the elements, visit Blistering Heights.

     Get artifacts in the Cursed Cold Cavern and take them to the
     three castles with kings.

     When you visit the Greek brothers, remember which one you
     don't find.

     Don't pull levers in Wildibar Cavern, unless you're ready for
     a battle.

     When you have a party of Mountaineers, visit Mount Keystone.

     Solve the puzzle in Ararchnoid Cavern, and the crystals will
     work again.

     When your group finds Jon van Caneghem, kiss his ass.

     I haven't played this one so I haven't a clue what all these
     things mean, but will fire it up shortly.  A little
     intimidated by the 400 plus hours they claim it will take to
     solve this one, but will start it anyway.  Oh that last clue
     there is bogus for those of you who read this far.

     Well thought all this could help my fellow games out there. 
     As usual I am on LSD net and Celerity Net if you want to talk
     to me or leave me messages at Revelation, where I hang out
     several times most days.  And if any of this baffles you,
     reader rabbit two just came out and you should enjoy it.


     Brumus Bear 9/23/91

#############################################################################

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
USA/FLT                  United Software Association                   USA/FLT

                            Fairlight PC Division

                             USA-DoX Department

                              Proudly Presents

                   Complete Solve For Might And Magic ]I[

                                     By

                                  FAThead

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INTRO:
The basic needs to finish the game are:
A Blue Priority Pass Card
(Give Eleven Ultimate Power orbs to any of the Kings)

You must be an Ultimate Adventurer
(Drink from the fountain in The Maze from Hell)

You must be a Champion of Good, Evil, or Neutrality.
(Give Eleven Ultimate Power Orbs to one of the Kings)

You must find Hologram sequencing cards one through six. They are
in dungeons. (The exact locations are in the Dungeon file)

You must know the code "645231"
----------------------------------------------------------------
Some hints:

Obsidian is the best metal. You are better off with an Obsidian
club than a Diamond Great Axe.

The Heroism Spell can help a character hit something almost every
time. Very useful Spell.

Some Monsters are only vulnerable to magic or Elemental damage.

Keep any Items of Implosions you find. You need lost of Implosions
to kill the Terminators.

Protection from Elements is a good spell to have in your corner.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ITEMS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Following lists are not quite complete. There may be a missing
weapon or two. But it contains almost everything you will find.
Although the Elemental effects are far from complete.

Several different things affect the characteristics of weapons and
armor.

The most basic of these is what kind of armor or weapon it is
(Short sword, Cutlass, Ring Mail, or Plate mail) This will be
defined as the Basic Nature of the element.

There is the "Metallic" nature of the Item. (This includes things
like Leather, Amber and Obsidian as well as Iron, Steel, Gold, etc.
The effects of the metallic nature are different in weapons than
armor.

There is the Elemental nature of the Items. Elemental nature
includes Power, blazing and cryo. I don't have a full list of how
Elemental nature affects damage but if you have an elemental weapon
then it adds to your elemental resistance and causes elemental
damage to your opponent. This is very useful when battling Ghosts,
or Fire Stalkers as normal damage does not affect them. The rise
in elemental resistance is the same for weapons as for armor.

There is the Statistic nature of the Item. All Items with the same
Statistic name (Genius for example) give the same increase in
stats. In the case of Genius that is +30 int. These effects last
as long as you wear the item.

Lastly there is the Spell nature of an Item. The Spell that it can
cast. For examine a Short sword of Implosions if equipped and used
casts the spell Implosion. The Spell nature of an Item must be
recharged. If the charge of an Spellcasting Item reaches zero, the
Item is destroyed. To Recharge an Item cast the sorcerer spell
recharge. Multiple recharges work.

The order that these are presented in is:

Elemental Metallic Statistical Base Spell

Not all Items have all of these attributes. But multiple attributes
are possible. I once had a
POWER KNOWLEDGE CROSSBOW OF WATER WALKING.

This did Additional Energy Damage Increases your int by 12 and
casts the spell Water walking.

Basic Weapons:

Weapon..............Damage.............Classes

Club................1 to 3.............All
Staff...............2 to 8.............All
Dagger..............2 to 4.............Kn Pa Ar So Ro Ni Ba Dr Ra
Cudgel..............1 to 6.............Kn Pa Ar Cl Ro Ni Ba Dr Ra
Maul................1 to 8.............Kn Pa Ar Cl Ro Ni Ba Dr Ra
Mace................2 to 8.............Kn Pa Ar Cl Ro Ni Ba Dr Ra
Flail...............1 to 10............Kn Pa Ar Cl Ro Ni Ba Dr Ra
Hammer..............2 to 10............Kn Pa Ar Cl Ro Ni Ba Dr Ra
Hand axe............2 to 6.............Kn Pa Ar Ro Ni Ba Dr Ra
Spear...............1 to 9.............Kn Pa Ar Ro Ni Ba Dr Ra
Grand Axe...........3 to 21............Kn Pa Ar Cl Ro Ba Ra
Trident.............2 to 12............Kn Pa Ar Ro Ni Ba Ra
Glaive..............4 to 12............Kn Pa Ar Ro Ni Ba Ra
Bardiche............4 to 16............Kn Pa Ar Ro Ni Ba Ra
Halberd.............3 to 18............Kn Pa Ar Ro Ni Ba Ra
Short sword.........2 to 6.............Kn Pa Ar Ro Ra
Cutlass.............2 to 8.............Kn Pa Ar Ro Ra
Sabre...............4 to 8.............Kn Pa Ar Ro Ra
Long sword..........3 to 9.............Kn Pa Ar Ro Ra
Scimitar............2 to 10............Kn Pa Ar Ro Ra
Broadsword..........3 to 12............Kn Pa Ar Ro Ra
Flamberge...........4 to 20............Kn Pa Ar Ra
Nunchakas...........2 to 6.............Kn Pa Ni
Wakazashi...........3 to 9.............Kn Pa Ni
Katana..............4 to 12............Kn Pa Ni
Sling...............2 to 4.............Kn Pa Ar Ro Ni Ba Ra
Short Bow...........3.to 6.............Kn Pa Ar Ro Ni Ba Ra
Crossbow............4 to 8.............Kn Pa Ar Ro Ni Ba Ra
Long bow............5 to 10............Kn Pa Ar Ro Ni Ba Ra
----------------------------------------------------------------
Armor Items: Items with AC of zero are a base to put other
Attributes on. A Gold ring is AC +6

One suit of Armor at a time.

Armor...................AC.............Classes
Padded Armor............+2.............All
Leather Armor...........+3.............Kn Pa Ar Cl Ro Ni Ba Dr Ra
Scale Mail..............+4.............Kn Pa Ar Cl Ro Ni Ba Ra
Ring Mail...............+5.............Kn Pa Ar Cl Ro Ni Ra
Chain Mail..............+6.............Kn Pa Ar Cl Ro Ra
Splint Mail.............+7.............Kn Pa Cl Ra
Plate Mail..............+8.............Kn Pa
Plate Armor.............+10............Kn Pa
----------------------------------------------------------------
One Shield Item at a time.

Shield..................+4.............Kn Pa Cl Ro Ba Ra
Whistle.................+0.............All
Jewel...................+0.............All
Rod.....................+0.............All
----------------------------------------------------------------
One Robe Item at a time.

Robes...................+1.............All
Cloak...................+1.............All
Cape....................+1.............All
----------------------------------------------------------------
One Belt at a time.
Belt....................+0.............All
----------------------------------------------------------------
Four Medal Items at a time +0..........All
----------------------------------------------------------------
One Necklace Item at a time +0.........All
----------------------------------------------------------------
One Helm item at a time

Helm....................+2.............All
Crown...................+0.............All
Tiara...................+0.............All
----------------------------------------------------------------
Ten Rings at a time Rings are +0 AC....All
----------------------------------------------------------------
One set of Boots........+1.............All
----------------------------------------------------------------
One set of Gauntlets....+1.............All
----------------------------------------------------------------
Metallic Natures have different effects on weapons and armor. The
AC measurement is for Armor Items. The Damage, and To hit Numbers
are for Weapons.

Metal.........AC..........To hit...........Damage bonus


Wooden........-3..........-3...............-3
Brass.........-2..........+3...............-4
Bronze........-1..........+2...............-2
Leather.......+0..........-4...............-6
Glass.........+0..........+0...............+0
Coral.........+1..........+1...............+1
Crystal.......+1..........+1...............+1
Iron..........+1..........+1...............+2
Lapis.........+2..........+2...............+2
Pearl.........+2..........+2...............+2
Silver........+2..........+2...............+4
Amber.........+3..........+3...............+3
Steel.........+4..........+3...............+6
Ebony.........+4.........................
Quartz........+5.........................
Gold..........+6..........+4...............+8
Platinum......+8..........+6...............+10
Ruby..........+10.........+6...............+12
Emerald.......+12.........+7...............+15
Sapphire......+14.........+8...............+20
Diamond.......+16.........+9...............+30
Obsidian......+20.........+10..............+50
----------------------------------------------------------------
Elemental nature, these are items that increase your elemental
resistance, Armor items have increased resistance. Weapons have
resistance increased by the same amount as the armored items and
also do extra damage.

Element.........Resistance...........Damage

Pyric...........+9Fire.............+?? Fire
Flaming.........+15 Fire.............+?? Fire
Seething........+20 Fire.............+15 Fire
Blazing.........+25 Fire.............+?? Fire
Scorching.......+30 Fire.............+30 Fire
Frost...........+10 Cold.............+5Cold
Freezing........+15 Cold.............+5Cold
Cryo............+25 Cold.............+20 Cold
Static..........+9Elec.............+?? Elec
Flashing........+12 Elec.............+?? Elec
Shocking........+15 Elec.............+?? Elec
Electric........+20 Elec.............+15 Elec
Dyna............+25 Elec.............+20 Elec
Toxic...........+25 Acid/Pois........+?? Acid/Pois
Noxious.........+40 Acid/Pois........+32 Acid/Pois
Dense...........+9Ener.............+?? Ener
Sonic...........+11 Ener.............+5Ener
Power...........+13 Ener.............+?? Ener
Radiating.......+20 Ener.............+?? Ener
Kinetic.........+25 Ener.............+30 Ener
----------------------------------------------------------------
Statistical Nature is the same for any Item.
Per is short for Personality.

Name...................Attribute
Warrior................+5Mgt
Ogre...................+8Mgt
Thunder................+17 Mgt
Force..................+23 Mgt
Photon.................+47 Mgt
Clever.................+2Int
Knowledge..............+12 Int
Intellect..............+17 Int
Genius.................+30 Int
Friendship.............+3Per
Leadership.............+17 Per
Holy...................+30 Per
Swift..................+3Spd
Fast...................+5Spd
Rapid..................+8Spd
Speed..................+12 Spd
Wind...................+17 Spd
Accelerator............+23 Spd
Velocity...............+30 Spd
Sharp..................+3Spd
Marksman...............+10 Acy
Precision..............+15 Acy
Exacto.................+30 Acy
Clover.................+5Lck
Chance.................+10 Lck
Lucky..................+20 Lck
Gambler................+25 Lck
Leprechauns............+30 Lck
Armored................+4AC
Divine.................+13 AC
Troll..................+20 HP
Vampiric...............+50 HP
Castors................+8SP
Arcane.................+25 SP
Rogue..................+16 Thievery skill
Pirate.................+25 Thievery skill
----------------------------------------------------------------
You are on your own Spell-wise Good luck.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OUTSIDE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Outside world Steps take 10 minutes instead of 1 like inside steps.

Except for the Golden Pyramid Key Card I don't think there is
anything outside that you need to finish the game. Other than the
entrances to the dungeons towns and things.

The Monster Regeneration places can be destroyed. Until they are
the monsters in that section (A1 is one section B3 is another) will
repopulate themselves.
----------------------------------------------------------------
A1 Interspacial Transport number 41 (9,9)
Ancient Temple of Moo..............(6,5)
Fountainhead.......................(9,10)
Well AC+20 all One day.............(4,7)
Well per+20 all One day............(14,6)
Well hp+50 all One day.............(11,3)
Well int+20 all One day............(13,1)

Learn Merchant Skill for 5k gold...(14,8)
A Merchant gets twice as much as a non-merchant when selling
stuff.

Orc Warrior Regenerator............(5,3)
+5k exp, items

Goblin Regenerator.................(12,7)
+2500 exp, items
----------------------------------------------------------------
A2 Interspacial Transport number 42 (13,1)
Castle Whiteshield (Good)..........(4,15)
Baywatch...........................(15,1)
Pyramid Forward Storage Sector.....(5,2)
SP+100 all One day.................(14,14)
Orc shrine 500 gems................(4,4)
The Unicorn hut....................(9,2)
If you have the Golden Alicorn from the Princess at E2 (4,5)
you get 2M exp for it.

Orc Regenerator....................(4,7)
Goblin Regenerator.................(8,5)
+5k exp, items
----------------------------------------------------------------
A3 Interspacial Transport number 43 (12,15)
Halls of Insanity..................(6,6)

Spells:
Dragon Breath......................(5,15)

Acy +1 for 1 char/1000 gold........(13,2)
You can do this as many times as you want until your all of
your characters have 25 acy.

End+10 and Mgt+10 for knights/10k gold, limited....(13,8)
Magic res +25 all for 100 gems.....(7,9)
Cure Poison all char for 100 gold..(12,5)
Cure Insanity for 10 gems..........(5,1)
Buy a plain ring for 1k gold.......(4,5)
This is for Enchant Item.
Bat Regenerator....................(15,4)
5k exp.
Screamer Regenerator...............(3,9)
10k exp.
----------------------------------------------------------------

A4 Interspacial Transport number 44 (10,6)
+50 res pois one day...............(14,10)
Well poison characters.............(9,6)
Golden Pyramid Card Key............(15,13)
You must have 50 or higher might in one character.

Spider Regenerator.................(5,12)
25k exp

Mantis Regenerator.................(15,4)
25k exp

Well transport to E4 (5,11) from...(5,4)

Sea Nymph..........................(0,0)
You Take the Sea Shells to her. Just visiting her makes all
your Male characters fall In Love. You need that for the
Princess in E2 (4,5)
Every shell you bring her gets you 250k exp and 250k gold.
----------------------------------------------------------------
B1 Interspacial Transport number 45 (2,9)
Cyclops Cavern.....................(12,10)
Slithercult Stronghold.............(3,1)
+30 spd all one day................(9,9)
+30 mgt all one day................(4,9)
+50 cold res all one day 100 gold..(7,9)
+50 fire res all one day 100 gold..(10,2)
+20 lvls all one day...............(8,5)
Statue trade 2000 gems for items...(2,11)
Trade 500 gems for 5k gems and items....(1,1)
Oh No Bug Regenerator 25k exp......(12,8)
Fungus Regenerator 5k exp..........(5,3)
----------------------------------------------------------------
B2 Interspacial Transport number 46 (6,15)

Fortress of Fear...................(10,13)

Cure unnatural aging...............(5,2)
This only works after you have raised the sunken island from
the Pyramid Forward Storage Sector.

Items if blessed by forces.........(3,11)
To get blessed by the forces have each character donate at all
five temples in the towns.

Spells:
Create Food........................(2,15)
Cure Poison........................(11,7)
Philtar the wise...................(12,11)
Guiltar the wise...................(13,4)
Sprite Regenerator 10k exp.........(6,10)
Ogre Regenerator 25k exp...........(11,4)
----------------------------------------------------------------
B3 Interspacial Transport number 47 (3,0)
Cathedral of Carnage...............(9,7)
Dark Warrior Keep..................(0,6)
Transport to Swamp town 2k gold....(3,7)

Spells:
Enchant Item.......................(8,2)
Etherealize........................(6,6)
Teleport...........................(12,7)

Grave "SECRET".....................(9,9)
Greywind married on day 50

Grave "DARKNESS"...................(13,6)
Blackwind married on day 60

Bugaboo Regenerator 25k............(3,3)
Ghoul Regenerator 100k exp.........(12,10)
----------------------------------------------------------------
B4 Interspacial Transport number 48 (12,4)
Castle Bloodreign (Neutral)........(4,11)
Wildabar town......................(12,3)
Arachnoid Cavern...................(0,7)
----------------------------------------------------------------
C1 Interspacial Transport number 49 (5,7)
Werewolf Shrine....................(14,9)
Cyclops Regenerator 250k exp.......(6,12)
Sprite Regenerator 25k exp.........(6,4)
Whirlpools her have stuff in them. When you get the stuff tough
monsters show up. Watch it.
----------------------------------------------------------------
C2 Interspacial Transport number 50 (13,2)
Never forget Protection from Elements (Fire) when on the island of
fire.

The volcanic mountains require etherealize to get into and to go
from one to the other.
Pyramid Central Control Center.....(15,0)
Major devil Regenerator 500k exp...(????)
---------------------------------------------------------------
C3 Interspacial Transport number 51 (13,13)

Never forget Protection from Elements (Fire) when on the island of
fire.

Great Hydra Regenerator 2M exp.....(7,9)

Watch yourself the Great Hydras are tough. But worth the effort.
You split 2M exp between your characters.

Kudo Crabs attack when you get stuff out of whirlpools.
Use Heroism.

----------------------------------------------------------------

C4 Interspacial Transport number 52 (5,8)
Castle Greywind....................(5,8)
Well +60 acy all one day...........(7,10)
Well +60 end all one day...........(6,5)
Chests are real on Onesday.
----------------------------------------------------------------

D1 Interspacial Transport number 53 (8,7)
Cursed Cold Cavern.................(9,5)

Fountain...........................(0,8)
Before you destroy the werewolf shrine in C1 (14,9) and kill
all the werewolves the water is murky. After you destroy all
werewolves the fountain gives all characters +100 (one
hundred) in all stats. Only for one day though. Repeatable as
many times as you want. I highly recommend it.

Fountain...........................(7,9)
+200 hp all characters until you are all over your normal hp
level. I recommend you go first to the fountain at (0,8) first
and then go to this one. Turn around until all your characters
have grey bars under them. Then go do whatever. That way you
get a lot more HP from the high endurance you have.
----------------------------------------------------------------
D2 Interspacial Transport number 54 (6,0)


Pirate queen.......................(14,10)
If you have a Precious Pearl..(11,12)
of Youth and Beauty she gives.(13,13)
you 100k exp and 25k gold. If.(9,14)
you don't have a pearl she steals all your gold. Either way
you end up in Swamptown.

Whirlpool to Arena no choice.......(3,14)
Fire Lizard Regenerator 100k exp...(10,1)
Fire Stalker Regenerator 250k exp..(10,1)
You must use special weapons (with elemental damage) or magic
to kill these creatures.
----------------------------------------------------------------
D3 Interspacial Transport number 55 (5,15)
Blistering Heights.................(6,15)
Shrine of all elements.............(8,11)
+60 res all elements one day.
Major demon Regenerator 500k exp...(????)
----------------------------------------------------------------
D4 Interspacial Transport number 56 (0,15)
Blackwind Castle...................(6,8)
Well...............................(3,7)
Weakness to user or maybe (Don't bet on it) +2 might.
Well...............................(????)
Poison damage with a tiny chance of +2 pois res
Seashell on day 99.................(10,1)
Chests are real on Onesday
----------------------------------------------------------------
E1 Interspacial Transport number 57 (12,6)
Castle Dragontooth (Evil)..........(10,5)
Well +100 end one day all/5k gold..(7,11)
Well +100 spd one day all/15k gold.(4,10)
Well +100 acy one day all/20k gold.(10,7)
Well +100 mgt one day all/10k gold.(10,7)
----------------------------------------------------------------
E2 Interspacial Transport number 58 (5,1)

Swamptown..........................(7,1)
Princess Trueberry.................(4,5)
Go to the Sea Nymph in A4 (1,1) All your male characters will
fall in love. Then have each male character in turn present
themselves to the princess. You need to present ten in love
characters. So you will need at least 2 trips. She will give
you the Golden Alicorn for the Unicorn hut in A2 (9,2) and
500k exp.

Death Locust Regenerator 100k exp..(3,11)
Shadow rogue Regenerator 500k exp..(????)
Hut of Items.......................(8,8)
Have whoever has the Ancient Fizbin of misfortune search this
hut and you will get items
Ziltar the wise....................(12,2)
----------------------------------------------------------------
E3 Interspacial Transport number 59 (7,14)

Quicksand..........................(5,14)
(13,10)
(14,7)
Levitate and you can just ignore them. Otherwise the first two
party members die.
----------------------------------------------------------------
E4 Interspacial Transport number 60 (12,11)
The Magic Cavern...................(7,7)
Wishing well.......................(12,10)
I have no idea what you are supposed to wish for.
Well to A4 (5,4) From..............(5,11)
Well of Cures......................(6,5)
Death Locust Regenerator 250k exp..(9,8)
Barbarian Regenerator 500k exp.....(5,7)
----------------------------------------------------------------
F1 Interspacial Transport number 61 (5,4)
Dragon Cavern......................(10,10)
Pyramid Beta Engine Sector.........(4,9)
+500 HP all one day for 10k gold...(2,5)
----------------------------------------------------------------
F2 Interspacial Transport number 62 (12,13)
Tomb of Terror.....................(0,0)
Pyramid Main Engine Sector.........(3,4)
My system crashed had to reboot....(4,2)

Spell:
Divine Intervention................(3,1)

Quicksand..........................(0,10)
Levitate to avoid this stuff..(0,9)
Kills the first 2 chars(5,7)
(0,4)

Talking Heads:

Climb the steps to Mount Keystone,
To find the shack that stands alone.
Shatter the case with Fantastic might,
And take the card of Golden Light.

Deliver eleven Orbs to your king of choice,
And give her followers cause for rejoice.
Take the reward you will then acquire
To the Ancient Pyramid on the Isle of Fire.

In the heart of Minotaur Marsh you'll find
The Dungeon of a thousand halls that wind.
Enter the halls with a golden key
And an Ultimate Adventurer you're likely to be.

Seek the castles on the Isles of Illusion
And right the curse that was cast in confusion
Before the mages slip into eternal slumber
They will each give half the magic number.

Enter the Pyramid on the fiery Isle,
To face the final test and trial.
The Hologram cards of six will gain
Access to the computer's brain.
----------------------------------------------------------------
F3 Interspacial Transport number 63 (11,1)

Maze from Hell.....................(9,6)
Good luck, you'll need it.

Quicksand..........................(8,6)
Levitate to avoid death(9,5)

There are several statues here who offer to remember you for
various amounts of gold. If you pay all of them (except betrayer)
then go to the Well of Remembrance in F4 (11,5) You will get
several very powerful items.

Purveyor 1M gold...................(4,15)
Soothsayer 500k gold...............(9,14)
Slayer 200k gold...................(6,6)
Obeyer 100k gold...................(2,5)

Betrayer 10k gold..................(2,5)
He makes the others forget you, don't use him.

Spell:
Holy Word..........................(6,15)

----------------------------------------------------------------

F4 Interspacial Transport number 64 (10,12)
Pyramid Alpha Engine Sector........(9,8)
+500 SP 1 day 1 char for 10k gold..(3,10)
+50 lvl 1 char 1 day for 10k gold..(5,5)
Well of Remembrance...............(11,5)
If all 4 statues in F3 remember you then you get a lot of
powerful items.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TOWNS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The towns of Might and Magic Three The Caverns under the towns and
the Tips and rumors of the Taverns.

The numbers in parentheses are co-ordinates, the first number is
"X" and the second is "Y"


----------------------------------------------------------------
Fountainhead TownEnter at Map A1 (9,10)Mirror name "HOME":
Interspacial Transport Number 1 (2,5)


Temple.............................(4,14)
Inn................................(1,5)
Tavern.............................(8,3)
Store..............................(10,5)
Training ground....................(1,1)
Mirror Portal......................(1,10)
Exit gate..........................(4,0)
Join the Guild.....................(8,6)
The Guild here costs 50 gold/char

The Raven's Guild..................(10,3)
Pit to Fountainhead Cavern.........(12,10)
Need rope or CREATE ROPE spell

Labor..............................(11,13)
+10 days time, +50 gold, optional

Bank...............................(10,11)
Stored Gems and Gold increase at 1% per week.

Learn Cartography..................(6,14)
25 gold/char
You only need one cartographer but take a backup.

Skull Miser........................(14,5)
+1000 xp +1000 gold/Sacred silver skull
After five Skulls he will tell you that the password to the
altar in Fountainhead Cavern is RATS.
After Twenty Skulls he tells you that the password to raise
the sunken island is YOUTH.

Rat Overlord.......................(1,14)
Morphose is in a chest.............(1,12)

Walls: Wanted Artifacts of Good. Reward offered. See Praythos in
castle Whiteshield.

: The call of adventure is a call to roam, return again by
saying HOME.
----------------------------------------------------------------

Fountainhead CavernEnter from Fountainhead (12,10)
Interspacial Transport number 6 (1,13)

10 Skulls in here.

Learn Swim.........................(15,8)
200 gold/char
All Characters must be swimmers to enter shallow water.

Learn Detect secret doors..........(13,15)
250 gold/char
The little monster on the lower right of the view window waves
when you are in front of a secret door. Kick 'em down.

Learn Danger sense.................(0,5)
500 gold/char
The monster at the top center of the screen opens and shuts
its mouth when there is a monster in the direction you are
facing.

Learn Direction sense..............(2,5)
100 gold/char
The gem at the bottom center of the view window displays the
direction you are facing and the Map shows an arrow instead
of an "X" where you are.

+5 End and a Sacred Silver Skull...(7,3)
+5 End and a Sacred Silver Skull...(0,14)
+5 End and a Sacred Silver Skull...(5,5)
+5 End and a Sacred Silver Skull...(14,1)
+5 Mgt and a Sacred Silver Skull...(6,13)
+5 Int and a Sacred Silver Skull...(15,11)
+5 Per and a Sacred Silver Skull...(14,10)
+5 Acy and a Sacred Silver Skull...(7,8)
+5 Lck and a Sacred Silver Skull...(1,2)
+5 Spd and a Sacred Silver Skull...(15,3)

Exit to Ratlord....................(1,12)

Poison Barrels at (3,15); (11,11); (11,15); (3,1); (4,0)

Death Barrels at (4,1)

The Password for the altar is RATS
----------------------------------------------------------------
Rumors of Fountainhead tavern

1. Search the cavern below this town to find the altars that sell
skills.

2. Find Cypher to learn cartography. It is a most helpful skill to
have.

3. The Rat Overlord lives in a hidden part of town where he
commands his Mooserat legions.

4. Wade into the yellow pools in the Slithercult Stronghold.
5. The ancient Temple of Moo is full of traps.
6. I heard the Red Warrior Key is in Cyclops Cavern.
7. It is said that the Green Eyeball key is in Cyclops Cavern.
8. The Priest of Moo lives below the hidden valley.
9. The fortune teller outside the town walls gives wise council to
all.

10. Gyure sells might potions in the hidden valley.
----------------------------------------------------------------
Fountainhead Tavern Tips

Visit the ARENA from any Mirror portal.
Remember you must equip your items.
Most of your actions will earn experience.
Visit the training grounds as soon as you are eligible.
It is safer to keep gold and gems in the bank.
Cartographers keep perfect maps of places seen.
All must be swimmers to enter shallow waters.
Direction sense will always tell the way.
Spotting secret doors will lead to untold treasures.
Do not rest if danger sense gives warning.
A drunk character is a dangerous character.
Cast CREATE ROPE while standing on a pit.
To find the number of uses of a special item, use DETECT MAGIC.
The blacksmiths get a new shipment on Onesday.
Have broken items fixed at the blacksmiths.
Spellcasters need membership to the guilds.
Secondary spellcasters pay a premium price for spells.
Hirelings appear in the inns.
Dismissed characters return to the inn.
Leave excess gold and gems at the bank for safekeeping.
The bank has never been robbed.
Temple donations follow the days of the week.
The Mirror portals name for fountainhead is HOME.
Each statue has a story to tell but only after the curse is lifted.
Odd jobs pass the time.
The Rat Overlord is somewhere in town.
Drink Might potions to bash stubborn walls.
Soften up your enemy by using missile weapons before engaging in
combat.

Zehab pays one percent interest, weekly.
Study Corak's notes upon entering a new area.
A guy went into the Arena with wooden armor and a leather sword,
never returned.
----------------------------------------------------------------
Fountain head fountains (After the Morphose is released).

Entombed in curse the princess sits,
Raw sorrow fills her halls.
Gifts of heart to her submit
To breach her loveless walls.

Seek the sister of the waters blue,
Near the SW corner true.
Bring her shells from the great sea's depths,
And greatly shall she aid your quests.

Take the twisting horn of gold,
To the central meadow.
Find the unique steed of old,
And relieve his dying sorrow.

Six brothers settled in the land,
With names arranged in certain course,
One then vanished from the band,
And left the others in remorse.

Ancient items of evil and good,
And neutrality, too were concealed.
Search the sands, mountains and woods,
for their value will soon be revealed.

Two wizards locked in mortal strife,
Destroyed each others keep.
Now bound in life that isn't life,
They seek the peaceful sleep.

Below the canopy of the vaulting sea,
Lies the mystery of the ancients dream.
An Ultimate adventurer must ye be to,
Unravel their tangled scheme.

The Mistress of Marauders,
At the Northeast tip of flames,
Seeks the pearls her greed requires,
For her spirit to be tamed.

Powerful orbs hold the key,
For Ultimate rule of the land,
Deliver them to the kings of three.
To strengthen their command.

With the presentation of one past ten,
Two shall be forever vanquished.
Their strongholds felled and kingdoms barren,
Your title of champion is established.
----------------------------------------------------------------
Baywatch TownEnter at Map A2 (15,1)Mirror name "SEADOG":
Interspacial Transport Number 2 (3,2)

Temple.............................(2,12)
Inn................................(3,1)
Tavern.............................(8,5)
Store..............................(5,1)
Training ground....................(1,1)
Mirror Portal......................(4,14)
Exit gate..........................(0,3)
Join the Guild.....................(11,10)
The Guild here costs 100 gold/char

The Albatross's Guild..............(14,1)
Pit to Baywatch Cavern.............(9,14)
Need rope or CREATE ROPE spell

Learn Mountaineering...............(6,14)
5000 gold/char
You need two Mountaineers to travel through Mountains.

Learn Pathfinding..................(11,13)
2500 gold/char
You need two Pathfinders to travel through Dense Forests.

Brother Alpha......................(11,14)
1 Quatloo

Statue.............................(3,5)
One gold for a chance of +100 luck all chars temp.

Walls: To return and savor our seaport's fog answer the glass with
the word SEADOG.

The Hirelings in the inn have the yellow key and the green key.
You have to find them in Baywatch Cavern first.
----------------------------------------------------------------
Baywatch CavernEnter from Baywatch (9,14)
Interspacial Transport Number 7 (1,0)
4 Skulls in Here

Lloyd's Beacon.....................(15,5)
Levitate...........................(15,7)
Lightning Bolt.....................(3,5)
Turn Undead........................(0,8)
Power Cure.........................(0,10)
Brother Beta.......................(15,9)
One Quatloo

Skulls.............................(7,5)
(5,5)
(0,14)
(0,12)

Hireling Darlana Cleric............(15,1)
Hireling Sir Galant Knight.........(15,0)
Hirelings must be released before you can find them in the inn.

Wall: Strange and powerful creatures stalk the halls of the
fortress of fear.
----------------------------------------------------------------
Baywatch Tavern Rumors

1. Keep wishing at the well to make it your lucky day.
2. Find Oro the Ranger to become a mountaineer.
3. Brother Alpha lives in the northeast room.
4. The cavern below this town is full of trap doors.
5. Sorcerers and archers can find their special skill in Arachnoid
Cavern.

6. Find Derek the explorer to learn Pathfinding.
7. The Zingaro travellers in Evil Eye Forest have much to sell.
8. The lords of the attributes reside in Arachnoid Cavern.
9. You need the Green Eyeball key to enter the Halls of Insanity.
10. Clerics and Paladins can find their special skill in Arachnoid
Cavern.
----------------------------------------------------------------
Baywatch Tavern Tips

Some spells require gems to cast.
The higher your might the better your chance to bash doors and
grates.

The smarter you are the more spell points you receive per level.
Endurance is the key to higher hit points.
All must be crusaders to enter the castles.
The merchant skill is priceless.
A party Must have two Mountaineers to explore the mountains.
A party Must have two pathfinders to enter dense forests.
Only Ninja's and Robbers can master the thieving arts.
Cursed characters find it difficult to hit their target.
If you are weak, rest and it shall pass.
Poison grows worse as time goes by.
Diseases are contagious and worsen with time.
Insanity knows no cure except from the monks of the temples.
Sleeping characters are very vulnerable.
Depressed? Have patients and it too shall pass.
Levitation will help you avoid some traps.
Identify monsters when you have the chance.
Using the last charge of an item will destroy it.
Many training grounds are limited.
It takes time to train.
Rumors follow the days of the week.
Tips are sequential and unique.
Don't drink too much.
Blacksmiths will identify items for a reasonable price.
Every week the blacksmith gets a new shipment of magical items.
Each guild has a limited number of spells.
Visit Inns frequently to find new hirelings.
A party of six characters and two hirelings is optimal.
Secondary spellcasters earn spellpoints at a much slower rate.
Temples can cure anything, for a price.
Many dungeons require colored keys.
Some hirelings are said to posses colored keys.
Many items add to your resistance.
Many items cast spells.
Many items increase your vital statistics.
Potions and scrolls need not be equipped.
The Mirror Portals name for Baywatch is SEADOG.
Outdoors, monsters will regenerate until their lair is destroyed.
----------------------------------------------------------------
Wildabar TownEnter at Map B4 (12,3)Mirror name "FREEMAN":
Interspacial Transport Number 3 (7,13)

Temple.............................(1,9)
Inn................................(7,14)
Tavern.............................(14,14)
Store..............................(14,12)
Training ground....................(5,14)
Mirror Portal......................(1,11)
Exit gate..........................(10,15)
Join the Guild.....................(1,7)
The Guild here costs 1000 gold/char

The Falcon's Guild.................(1,14)
Pit to Wildabar Cavern.............(6,1)
Need rope or CREATE ROPE spell

Learn Arms Master..................(1,1)
500 gold/char
Arms Masters hit their targets easier.

Learn Body Builder.................(1,2)
200 gold/char
You get more hit points per level.

Learn Navigator....................(1,4)
3000 gold/char
I don't know what this is for.

Brother Gamma......................(8,1)
1 Quatloo

Walls: Reward offered for the return of neutral artifacts. Inquire
in castle blood reign.

: Tumult The king Chaotic seeks Ultimate power orbs,
considerable compensation will be given.

: Since the days the ways of magic began was this portal known
as FREEMAN.

The Hirelings in the inn have the blue key and the red key.
Hirelings must be released before you can find them in the inn.
----------------------------------------------------------------
Wildabar CavernEnter from Wildabar town (6,1)
Interspacial Transport Number 8 (1,2)

Barrels of increasing stats (free one char each barrel):
+10 Mgt.............................(Nearest barrel to ladder)
+5Int.............................(9,3)
+5End.............................(15,3)
+5Per.............................(12,7)
+5Acy.............................(10,7)
+5Lck.............................(10,5)
+10 End.............................(5,15)
+10 Spd.............................(11,15)

Brother Delta.......................(15,12)
Hireling Wartowsan Ninja...............(4,7)
Hireling Lone Wolf Ranger..............(0,13)


Wall : The Moo Cult is strongest in the land of the gargoyles.

: Powerful shards sit beneath the Crystal Mountains.
----------------------------------------------------------------
Wild Rumors of Wildabar Cavern

1. There is a witches brewery in the cavern below the town.
2. The gargoyles have built a new shrine up north.
3. Captured ogres are kept in cells in the cavern below.
4. Drink the witches brew.
5. The minotaur god lives in the swamplands.
6. The local ninja's are at war with the clan in swamp town.
7. Learn the linguist skill in Arachnoid Cavern.
8. Dragons store their gold in the cavern in mutant mountains.
9. Magical waters flow in the pools of Magic Cavern.
10. The witches below send their brew to their coven in Cursed Cold
Cavern.
----------------------------------------------------------------
Wildabar Tips.

Some food lasts longer than other food.
A character with high speed will strike the monsters first.
An accurate blow is a deadly blow.
At higher levels you gain multiple attacks.
An arms master will hit his target easier.
Navigators never get lost.
Paladins and clerics gain more spell points per level if they are
prayer masters.

Sorcerers and archers gain more spell points per level if they are
Prestidigitators.

Druids and Rangers gain more spell points per level if they are
Astrologers.

Body builders gain more hit points per level.
Being heartbroken will eventually wear off.
Being in love is wonderful while it lasts. Then... watch out.
Confusion takes time to wear off.
Some spells only affect one monster.
Some spells affect three monsters in the same square.
Some spells affect all monsters in front of you.
Each character may have a Lloyd's beacon location, if they can cast
the spell.

Suppression is not a cure.
Druids and rangers are essential for crossing the great sea.
Natures gate follows the days of the week.
Merchants get the best deals.
Jeweled or precious items have great value.
Leave valuable items with characters in the inn.
Many monsters have special abilities.
You will be awarded for most noble deeds.
The metallic nature of an item dictates its value.
The mirror portals name for Wildabar is FREEMAN.
Try the names of the elements at the mirror portals.
The brother can be visited more than once.
----------------------------------------------------------------
Swamp Town.Enter at Map E2 (7,1)Mirror name "DOOMED":
Interspacial Transport Number 4 (3,9)

2 Ancient artifacts of evil in this town.

Temple.............................(12,7)
Inn................................(3,10)
Tavern.............................(1,3)
Store..............................(3,3)
Training ground....................(1,10)
Mirror Portal......................(14,10)
Exit gate..........................(0,7)
Join the Guild.....................(in Swamptown Cavern 15,10)
The Guild here costs 5000 gold/char

The Buzzard's Guild.................(1,1)
Pit to Swamp Town cavern...........(14,12)
Need rope or CREATE ROPE spell

Cure Paralysis.....................(9,2)
Heroism...........................(12,5)
Holy Bonus.........................(14,14)
Ancient Artifact of Evil...........(9,1)
(14,1)

Statue: "Stairs" Use the word SUBLEVEL to enter beta engine level.

Statue: When Princess Trueberry was abducted by Sheltem the Dark,
Prince Smallberrywas the first to come to her aid. And the first
to fall dead at the dark one's feet.

Statue: "Mirror" Use the password PRIMARY to enter the Main Engine
Sector.


Walls: All undead in the Tomb of Terror must be destroyed in order
to discover its hidden secrets.

: It is easy to lose your way in the Maze from Hell

: Lo this town be so entombed its portal's name was changed
to DOOMED.

The Hirelings in the inn have the black key.

Hirelings must be released (from castle Blood Reign) before you can
find them in the inn.
----------------------------------------------------------------
Swamptown Cavern
Interspacial Transport Number 9 (15,13)

2 Ancient Artifacts of Evil here.

Dragon Breath......................(13,15)
Create Food........................(10,10)

Ancient Artifact of Evil...........(1,15)
(4,15)

Curse the party if you open it.....(7,13)
(2,11)

The Monster called Death lives in coffins (7,15)
(6,11)
(5,12)
(0,12)
(1,13)

Altar +25 End to all characters under End=50. You can visit this
as many times as you want. The endurance raise is permanent. So
everyone will end up with higher endurance. Turn around at the
altar until it doesn't tell you that you are stouter. (11,4)

Altar +20 Mgt to all characters under Mgt=50. You can visit this
as many times as you want. The might raise is permanent. So
everyone will end up with higher might. Turn around at the altar
until it doesn't tell you that you are stronger. (3,4)

Walls: To visit the town on the fiery plot tell the mirror you seek
REDHOT.

: The Maze from Hell is a labyrinth of exquisite intricacy.
----------------------------------------------------------------
Swamptown Rumors

1. There is much treasure that lies hidden in the walls of Dragon
Cavern.

2. Princess Trueberry is imprisoned in the northern swamps.
3. A hermit with a story to tell lives due east of this town.
4. The cavern below is full of death.
5. Visit the altars of Uke and Karen in the cavern below.
6. Beware of quicksand in the swamp.
7. The Black Terror Key grants entrance to the Tomb of Terror.
8. Blistering heights houses a great deal of protective magic.
9. Search the coffins in the below to increase your reaches.
10. Find the Black Terror Key in Cursed Cold Cavern.
----------------------------------------------------------------
Swamptown Tips.

Many monsters can cause unnatural aging.
The sunken isle holds an ancient cure for unnatural aging.
Armor class only protects against physical damage.
Don't get caught with your spellpoints down.
Some messages may require linguists to understand them.
Slipping too deep into unconsciousness will bring death.
Dead characters are a real burden.
Characters turned to stone are a chore to carry around.
Donating at the temples can be very helpful.
Teleporting is most helpful in finding hidden places.
Raising the dead has its consequences.
The more expensive the food the longer it lasts.
The pyramids hold all the answers.
Woe to he who carries an Ancient Fizbin of Misfortune.
You may wear up to ten rings.
The mirror portals name for Swamptown is DOOMED.
The mirror portals name for Blistering Heights is REDHOT.
Use FIRE at the mirror portals.
Use EARTH at the mirror portals.
Use WATER at the mirror portals.
Use AIR at the mirror portals.
There are 100 days in a year.
----------------------------------------------------------------
Blistering HeightsEnter at Map D3 (6,15)Mirror name "REDHOT":
Interspacial Transport Number 5 (14,6)

An Ancient Artifact of Good, one of evil, and one of neutrality
are in this place.

Temple.............................(11,14)
Inn................................(14,5)
Tavern.............................(4,14)
Store..............................(10,5)
Training ground....................(12,5)
Mirror Portal......................(3,5)
Exit gates.........................(0,7)

(7,0)
(7,15)
(15,7)

Join the Guild.....................(14,3)
The Guild here is free. Have each caster open the chest.

The Guild..........................(14,14)

Pit to Blistering Heights Cavern...(4,1)
Need rope or CREATE ROPE spell

Ancient Artifact of Good...........(2,1)
Ancient Artifact of Evil...........(1,2)
Ancient Artifact of Neutrality.....(1,5)

5k gems............................(2,14)

There are four important statues each gives a temporary increase
of +60 elemental resistance to one element.
Fire...............................(11,8)
Cold...............................(7,12)
Poison.............................(7,2)
Electricity........................(3,8)

Hireling Raven Sorcerer has the Gold Master Key.
----------------------------------------------------------------
Blistering Heights Cavern
Interspacial Transport number 10 (8,1)

There are six altars here corresponding to the six elements. Each
causes a permanent increase in all characters elemental resistance.

Fire +25...........................(0,15)
Cold +25...........................(0,8)
Poison +30.........................(15,8)
Electricity +25....................(15,15)
Energy +20.........................(0,0)
Magic +25..........................(15,0)

1M gold............................(8,14)

Precious Pearl of Youth and Beauty.(7,13)
(5,13)

Incinerate.........................(5,12)
Raise Dead.........................(11,12)
----------------------------------------------------------------
Hot Rumors of Blistering Heights

1. There are powerful statues of protection in the cavern below.
2. Become and Ultimate Adventurer in the Maze from Hell.
3. The cavern below if full of flames.
4. Demons abound on the Isle of Fire.
5. Dangerous waters surround this isle.
6. Search for the shrine of protection outside the town walls.
7. Some sea creatures guard valuable treasures.
8. Use the Gold Master Key to enter the Maze from Hell.
9. The Pirate Queen is very partial to ancient Pearls of Youth and
Beauty.

10. Many fiery fiends have lairs on this burning isle.
----------------------------------------------------------------
Hot tips of Blistering Heights.

Luck aids in resistance,
Luck may save you from a monster's special powers.
Vital statistics worsen with age.
Hit points. The More you have the better your chances of survival.
High resistance values increase protection against elemental
attacks.

Paralysis has many cures.
Eradication can be cured, but has permanent consequences.
Many monsters are susceptible to certain elements.
Many monsters are resistant to certain elements.
Only items with no magical powers may be enchanted.
The more powerful the Spellcaster the greater the enchantment of
an item.

Correct use of Elemental Protection is the key to survival.
Divine Intervention has a dear price.
No one has ever one 76 times in the arena.
There are 31 Ultimate Power Orbs.
You may wear up to 4 medallions.
You had best be well protected from fire before leaving the town
gates.

You call yourself an adventurer? Get a real job.
Keep drinking. You'll feel better.
Have another ten drinks and I might tell you something.
----------------------------------------------------------------

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DUNGEONS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The dungeons are in order of their Interspacial transport numbers.


Cyclops Cavern Enter fromMap B1 (12,10)
Interspacial Transport Number 11 (15,29)

There are 2 Sacred silver skulls here
There are 2 Ancient Artifacts of Good here
There is1 Ancient Artifact of Neutrality here

Exit ladder........................(15,31)

Spells:

Jump...............................(17,31)
Acid Stream........................(19,31)
Power Shield.......................(18,23)
Fireball...........................(18,19)
Detect monster.....................(19,17)
Lightning Bolt.....................(7,16)
Finger of Death....................(2,17)
Time distortion....................(3,17)
Fantastic Freeze...................(1,10)


Resistance to Electricity +20......(27,29)
One character only permanent

Sacred Silver Skulls...............(11,8)
(12,8)

Green Eyeball key..................(23,23)
Red Warriors key...................(14,17)
Ancient Artifact of good...........(2,2)
(29,1)

Ancient Artifact of neutrality.....(4,2)
500k gold, 5k gems.................(17,7)
This pool Eradicates the searcher and gives an Ancient Fizbin of
Misfortune.........................(1,20)

There are several pools which said you become a more advanced
adventurer but nothing happened when I stepped into them. Could
just be a glitch on my end. Anyway the locations are.(2,27)
(10,30)
(3,12)
(2,25)
(29,10)
(28,3)
(23,8)

Walls : Master all skills in the Halls of Insanity.

Those who have donated to the five temples will find the
shrine in Cripple Creek most generous.

The Cathedral Of Carnage holds riches beyond compare for
spellcasters.

The ogres buried their treasure in the Valley of the
Trolls.
----------------------------------------------------------------
Arachnoid CavernEnter from Map B4 (0,7)
Interspacial Transport Number 12 (15,1)

Blue Unholy key....................(9,21)
Yellow Fortress key................(3,1)

There are many crystals that increase stats one character per
crystal permanent raise:

Per +10............................(14,7)
Int +10............................(14,13)
Acy +10............................(16,18)
(16,11)

Lck +10............................(18,18)
(20,16)

Per +5.............................(13,8)
(20,20)
(8,18)

Int +5.............................(13,24)
(11,10)
(17,7)
(23,18)

Spells:
Enchant Item.......................(18,20)
Cure Poison........................(24,31)
Half for Me........................(15,26)
Recharge Item......................(5,31)
Fiery Flail........................(5,15)

Learn Prestidigitation.............(23,11)
500 gems/char. Increases SP/LVL of Sorcerers and Archers.

Learn Prayermaster.................(23,11)
500 gems/char. Increases SP/LVL of Clerics and Paladin.

Learn Linguist.....................(22,17)
50 gems/char. Your guess is as good as mine.

Lord Might.........................(14,15)
The number he wants is 20301. You get 1M exp for it.
After you tell him the number he recharges the crystals for
5000 gems. He will do this as many times as you give him the
gems.

Brother Zeta.......................(6,16)
Walls: Beware the trolls of Castle Blood Reign.
Many trap doors lie hidden in Wildabar Cavern.
----------------------------------------------------------------
Cursed Cold CavernEnter from Map D1 (9,5)
Interspacial Transport number 13 (1,14)

There are 2 Ancient Artifacts of Good in here.
There are 2 Ancient Artifacts of Neutrality in here.
There are 2 Ancient Artifacts of Evil in here.

Ancient Artifact of Good...........(27,22)
(24,24)

Ancient Artifact of Neutrality.....(20,5)
(12,0)

Ancient Artifact of Evil...........(12,14)
(12,15)

Black Terror key...................(2,24)

+20 Magic Resistance 1 char........(12,2)
(22,21)
(7,29)

+1 Lvl for 1 char..................(14,15)
(16,15)
(14,13)
(16,13)

Ancient Fizbin of Misfortune.......(21,8)

+50 Age temp for searcher and a random powerful item...(15,3)

Statues:"Tomorrow" If you take a pearl to the Pirate Queen she
won't steal your gold.

"Icicle" Princess Trueberry holds the Golden Alicorn.

"Echo" The Pirates' treasure will be real on Onesday.

"Chain" The password to raise the sunken island in YOUTH.

Wall: The Vampire king guards Ultimate Power Orbs.
----------------------------------------------------------------
Dragon CavernEnter from Map F1 (10,10)
Interspacial transport number 14 (11,30)

There are 4 Ultimate Power Orbs in here.

When you find numbers and directions on the walls there is a space
in the walls at the intersection of the directions. For example if
you found a wall at (4,5) that said 1 north and a wall at (4,2)
that said 5 east then at (9,4) you would find a space to teleport
into. All the spaces have large amounts of gold in them.

The Dragon Lord is about (23,9) go south from there and you meet
up with him. Save the game at that point. You have to be very
powerful to beat him. It is worth the effort though. Your
characters split ten million experience points. I suggest you cast
Heroism on all your characters.

There are a bunch of Acid pits with 50 gems in each. If you can't
cast a 100% protection from elements (lvl 48 or higher) you
shouldn't be in this dungeon anyway.

Also you should cast protection from cold. The green dragons breath
it.

I found about 15-20 million gold here.

Ultimate Power Orb.................(2,1)
(13,3)
(27,5)
(21,5)
----------------------------------------------------------------
The Magic CavernEnter from Map E4 (7,7)
Interspacial Transport number 15 (17,30)

Spells:
Fireball...........................(13,29)
Super Shelter......................(5,24)
Star Burst.........................(2,24)
Dragon Breath......................(30,22)
Teleport...........................(3,14)
Feeble Mind........................(16,16)
Time Distortion....................(26,23)
Mega Volts.........................(5,0)
Inferno............................(13,2)
Implosion..........................(11,2)
Duplication........................(22,15)
Disintegrate.......................(26,20)
Etherealize........................(30,12)
Dancing Sword......................(29,2)

Azure (blue) wells give +10 int for 1 char permanent...(9,19)
(2,28)
(22,24)
(5,2)
(28,27)

Emerald wells give +10 spd for 1 char permanent........(8,17)
(2,19)
(20,13)
(20,5)

The Gold Master key................(26,3)
All spells are turned off at the purple flames. Including Light.
Walls: The Minotaur god guards a card of great importance.
The Key to the Maze from hell lies hidden in a stone tomb.
----------------------------------------------------------------
Ancient Temple of Moo
Enter from Map A1 (6,5)
Interspacial Transport number 16 (6,1)

There are 4 Sacred Silver Skulls in here

Spells:

Light..............................(5,1)
Suppress Poison.....................(2,16)
Turn Undead........................(26,1)
Pain...............................(6,29)
Suppress Disease....................(9,12)
Fireball...........................(12,24)
Silence.....don't have a position recorded, but in the whole game
I didn't cast it once.

Statue.............................(29,15)
Gives all characters the Crusader skill free.

Sacred Silver Skull................(7,4)
(17,7)
(27,6)
(27,14)

Walls: Search the walls of the Cathedral of Carnage for the secret
code.

Evil things lurk in the Dungeon of Whiteshield.
North West North East South
----------------------------------------------------------------
Slithercult
Enter from Map B1 (3,1)
Interspacial Transport number 17 (11,1)

There are 2 Sacred Silver Skulls...(0,17)
(26,14)

Ancient Fizbin of Misfortune.......(25,22)
5 Quatloos.........................(15,15)
Ancient Artifact of Neutrality.....(28,28)
+25 Res to Pois 1 char perm........(22,4)
(22,7)

+2 lvl 1 char perm.................(2,8)
Statue "Epsilon"...................(7,26)

All three statues listed below are not to be used when carrying the
Ancient Fizbin of Misfortune. The user is eradicated then.

Statue +5 mgt/1 char/quatloo.......(9,21)
Statue +5 end/1 char/quatloo.......(11,21)
Statue +5 acy/1 char/quatloo.......(13,21)

To get past the teleporting rooms to the ancient artifact of
neutrality use the following sequence. Jump east means face east
and jump.

Start at square (14,26) and Jump East, North, jump North, jump
East, jump East, South, Jump East, Kick in door.

Wall: Seek the wise men near the Valley of the Trolls.

Altar: The Mummy king lies hidden in the Fortress of Fear sssolve
the combination to discover hisss tomb.
---------------------------------------------------------------
Fortress of Fearenter from Map B2 (10,13)
Interspacial Transport number 18 (12,30)

There are 2 ancient artifacts of good here.
Hologram sequencing card 001 is here.

Ancient Artifact of Good...........(2,14)
(28,30)

Hologram sequencing card 001.......(27,11)

The levers system involves 16 levers and the eight squares in the
center room. In order to make it work you must have stone statues
in the four corners and electricity in the sides.

Each square is controlled by two levers. One lever to turn it on
(to put a statue there) and one lever to turn it off (To put
electricity there) The squares will be represented by numbers.
North is up, West is left.

123
4 6
789

Lever 1 on(5,21)
Lever 1 off(2,30)
Lever 2 on(10,29)
Lever 2 off(7,29)
Lever 3 on(18,22)
Lever 3 off(14,29)
Lever 4 on(1,17)
Lever 4 off(1,18)
Lever 6 on(24,30)
Lever 6 off(21,8)
Lever 7 on(6,12)
Lever 7 off(10,9)
Lever 8 on(21,7)
Lever 8 off(11,8)
Lever 9 on(15,2)
Lever 9 off(12,9)

Turn 1,3,7,and 9 on and step into the center. You will be
teleported to the Mummy king.

If you don't want to go through all that you could try casting the
teleport spell east 6 squares from (20,11)

Wall: The eyemaster lives on the blink of destruction.
----------------------------------------------------------------
Halls of InsanityEnter from Map A3 (6,6)
Interspacial Transport number 19 (14,17)

There are 2 Ultimate Power Orbs in here.
There are 2 Ancient Artifacts of Evil in here.
Hologram sequencing card 002 is here.

Statue "Blink".....................(14,9)
Statue "Tears".....................(11,12)
Statue "Eyes"......................(17,12)
Ultimate Power Orb.................(28,3)
(3,18)

Statue all skills including thievery 100k gold per char. As many
chars as you want to spend the money on. (4,29)

Ancient Artifact of Evil...........(10,26)
(16,26)

The treasure of the eyes is 1M gold at (9,6) teleport in from
(9,12) Teleport exactly to (9,6) cause it is surrounded by zappers.

Hologram sequencing card 002.......(8,28) You need jump or
teleport to get there.

Wall: The key to the pyramids sits on Mount Keystone.
----------------------------------------------------------------
Dark Warriors KeepEnter from Map (0,6)
Interspacial Transport number 20 (13,30)

There are 2 Ultimate Power Orbs here.
There are Ancient Artifacts of Neutrality here.
Hologram sequencing card 003 is in here.

+10 mgt/1 char permanent...........(23,30)
(5,24)

+10 end/1 char permanent...........(1,10)
+20 end/1 char permanent...........(30,22)
+20 spd/1 char permanent...........(30,11)
+2 lvl/1 char permanent............(12,1)
Ultimate Power Orb.................(30,1)
(30,2)

Ancient Artifact of Neutrality.....(16,1)
(15,1)

Hologram sequencing card 003.......(17,1)
Kill opener chests.................(18,20)
(24,22)
(26,6)
(15,17)
(13,14)
(6,1)
(6,7)
(10,21)
(23,2)

The statue at 24,2 wants "314" to open your way, or you could cast
teleport 5 east from (24,1)

Wall: He who faces the Minotaur God shall emerge an Ultimate
Adventurer.
----------------------------------------------------------------
Cathedral of CarnageEnter from Map (9,7)
Interspacial Transport number 21 (16,1)

Spells:

Blessed............................(25,8)
Immobilize.........................(26,8)
Cold Ray...........................(27,8)
Acid Spray.........................(28,8)
Raise Dead.........................(30,6)
Stone to Flesh.....................(30,5)
Town Portal........................(30,4)
Paralyze...........................(30,3)
Resurrect..........................(18,20)
Holy Word..........................(18,21)
Moon Ray...........................(4,11)
Mass Distortion....................(4,3)

+5 lvl.............................(13,11)
(13,3)

Statue: Set the lock, solve the key, drink the cup, and i'll hear
your plea. (25,19) After you do all that the field
de-activation code is "JVC"

The Key: Turn the statues to the directions from the wall of the
Ancient temple of Moo.(19,28) N
(21,28) W
(23,28) N
(25,28) E
(27,28) S

The Lock: The Statue wants "WEEDS" You get 1M gold, 10k gems and
Hologram Sequencing card 004.

The Cup: All the cups are bad. 2 Petrify, 2 Kill, 2 Eradicate.

I suggest you take a hireling with you as cannon fodder.
Have him drink a cup then cast the appropriate healing
spell. Then dump the hireling. Otherwise you lose
endurance.

The password to get the orbs is "JVC"

Ultimate Power Orb.................(25,17)
(25,15)
----------------------------------------------------------------
Tomb of Terrorenter from Map F2 (0,0)
Interspacial Transport number 22 (10,17)

You must kill all undead in this place.

There are 2 Ultimate Power Orbs in here
There are 2 Ancient Artifacts of Evil in here
There are 2 Ancient Artifacts of Good in here
Hologram sequencing card 005 is in here.

Sun Ray............................(28,10)
Divine Intervention................(22,10)

Ancient Artifact of Good...........(11,9)
(5,9)

Ancient Artifact of Evil...........(8,6)
(8,2)

Ultimate Power Orb.................(12,6)
(12,2)

Hologram sequencing card 005.......(18,2)

Some squares in front of some doors destroy 20 gems each per time
you step on them.

Sitting in the thrones eradicates you if you are not an Ultimate
Adventurer. If you are a n Ultimate Adventurer the thrones each
say your level and stats go up. What really happens is that the
player who sits down goes up 20 levels and his stats all drop into
the toilet.
----------------------------------------------------------------
Maze from Hellenter from Map F3 (9,6)
Interspacial Transport number 23 (26,1)

There are 4 Ultimate Power Orbs in here.
Hologram sequencing card 006 is in here.

The opener is killed...............(24,6)
(28,5)
(21,17)

The opener is turned to stone......(8,30)
(11,3)
(1,17)

The opener is eradicated...........(3,1)
(22,7)
(4,18)

Ultimate Power Orb.................(30,31)
(1,30)
(1,1)
(19,19)

Hologram sequencing card 006.......(27,23)

Ultimate adventurer free all char..(14,19)
Get to this place by teleporting or from the Northeast corner.

The Whirlpools teleport you to (6,30)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CASTLES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Castle Whiteshield (Good)enter from Map A2 (4,15)
Interspacial Transport number 24 (Inactive)

There are 2 Ancient Artifacts of Evil in here.


Return Ancient Artifacts of Good...(14,10)

Zealot, King good..................(5,8)
He will give 1M exp for each Ultimate Power Orb you bring.
Bring him eleven and he will destroy the Neutral and Evil
kings, make you the Champion of Good and give you the Blue
Priority Passcard.

5M gold............................(6,7)
10k gems...........................(6,9)
Entrance to Whiteshield dungeon....(5,11)
Ancient Artifact of Evil...........(0,6)
(0,10)

"JOABARY" to enter the dungeon.
"SMELLO" to open the coded chests.
----------------------------------------------------------------
Whiteshield dungeon
enter from Castle Whiteshield (5,11)
Interspacial Transport number 29 (Inactive)

+5 lvl for 1 char permanent........(15,1)
+10 all stats for 1 char permanent.(9,3)
(9,1)

+20 Res to all elem 1 char perm....(11,7)

In case you were wondering. Smello had blond hair. His box killed
him. He fell into a pine coffin. The "golden locks" in the open end
of the queen's box was Smello's hair. Nice King, huh?
----------------------------------------------------------------
Castle Bloodreign (neutral)enter from Map B4 (4,11)
Interspacial Transport number 25 (inactive)

There are 2 Ancient Artifacts of Evil in here.
There are 2 Ancient Artifacts of Good in here

Return Ancient Artifacts of Neutrality...(5,15)

Tumult, King Chaotic...............(7,5)
He will give 1M exp for each Ultimate Power Orb you bring.
Bring him eleven and he will destroy the Good and Evil kings,
make you the Champion of Neutrality and give you the Blue
Priority Passcard.

2M gold............................(10,10)
(4,10)

5k gems............................(10,9)
(4,9)

Entrance to Bloodreign dungeon.....(9,15)
Ancient Artifact of Evil...........(8,0)
(10,0)

Ancient Artifact of Good...........(6,0)
(4,0)

"OGRE" to enter the dungeon.
"NORTIC" to open the coded chests.
----------------------------------------------------------------
Bloodreign Dungeonenter from Castle Bloodreign (9,15)
Interspacial Transport number 30 (inactive)

Rescue hirelings of Swamptown Inn:
Son of Abu.........................(14,3)
Charity............................(14,0)

+50 spd 1 char perm................(15,15)
+50 acy 1 char perm................(7,15)
+50 lck 1 char perm................(0,5)
----------------------------------------------------------------
Castle Dragontooth (Evil)Enter from Map E1 (10,5)
Interspacial Transport number 26 (inactive)

There are 2 Ancient Artifacts of Neutrality in here.

Return Ancient Artifacts of Evil...(12,4)

Malevolent, King Evil..............(14,8)
He will give 1M exp for each Ultimate Power Orb you bring.
Bring him eleven and he will destroy the Neutral and Good
kings, make you the Champion of Evil and give you the Blue
Priority Passcard.

Entrance to Dragontooth dungeon....(8,0)

Ancient Artifact of Neutrality.....(12,12)
(15,15)

3 Quatloos.........................(7,15)
4 Quatloos.........................(13,14)
5 Quatloos.........................(9,14)

Hidden statue must teleport in.....(15,0)

"20000" to enter the dungeon.
"11" to open the coded chests.

Wall: Few return from dragon cavern.
A true test is the tomb of terror.
Mutant mountains are prone to avalanche.

There are a bunch acid pits. Don't know what they are for. Might
be something I was too advanced to receive or might just be acid.
----------------------------------------------------------------
Dragontooth dungeonenter from Castle Dragontooth (8,0)
Interspacial Transport number 31 (Inactive)

+25 int 1 char perm +10 age temp.(7,8)
+50 per 1 char perm +10 age temp.(7,7)
+5 lvl 1 char perm +10 age temp..(5,8)
+50 end 1 char perm +10 age temp.(5,7)

The numbers are hours of the clock 8+8=4 means 8PM+8 hours=4AM.
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Castle Greywindenter from Map C4 (5,8)
Interspacial Transport number 27 (14,12)

Thrones are active on day 50

Throne +10 all stats 1 char perm...(0,0)
Throne High power items (obsidian).(0,10)
Throne 1M gold 10k gems............(0,12)
To Greywind dungeon "CIRCLE".......(7,15)
Cure all ills 10k gold.............(12,3)
Greywind's throne..................(11,0)
After you release him he gives you half the computer control
code, "645".

In case you are wondering just how the heck you were supposed to
know that the name of the daughter was CIRCLE. Look at the names
and classes of the other 2.

123456654123
RANGERREGRAN
ARCHERREHARC
CLERICCIRCLE
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Greywind dungeonenter from Castle Greywind (7,15)
Interspacial Transport number 32 (10,7)

WARNING do not get any of the treasure. It is illusion and if you
try to take it you lose all the gold you are carrying.

There are 4 hourglasses. Three that you can reach and one that is
inside a pillar. To release Greywind:

Turn the hourglasses at (14,1); (14,14); and (1,1) to sand on top.
Bang the gong at (1,11) The fourth hourglass (1,14) will then be
accessible. Turn all four glasses so the sand is down and then bang
the gong again. If the glasses are not all aligned the same way
(All up, or all down) then seven pillars turn to Great Hydras and
two pillars turn to real gold (I think 1M each) the gold pillars
are (10,2) and (13,10). Great hydras are dangerous so watch out.
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Castle Blackwind
enter from Map (6,8)
Interspacial Transport number 28 (1,13)

Thrones here work on day 60

Throne of Pearls...................(0,0)
You get several Precious Pearls of Youth and Beauty here.

Throne of powerful items...........(15,0)
You get a bunch of powerful items.

Whirlpools to Arena automat........(10,7)
(5,0)
(4,9)
(15,14)

To Blackwind Dungeon "TEN".........(11,0)

Fountain...........................(8,3)
Give it 2M gold and it will give one char all the spells in
its discipline.

Blackwind's throne.................(8,0)
After you release him he gives you half the computer control
code, "231".

Wall: Turn all the century glasses down and ring the gong.
Seek the three statues below.
Great riches await the slayer of the Dragon Lord.
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Blackwind Dungeon
enter from Castle Blackwind (11,0)
Interspacial Transport number 33 (14,15)

Before you go in here get a hireling. You need cannon fodder.
Teleport works in here so to get to all the statues, start at
(15,15) then: Teleport 9W,Teleport 6W, have the hireling examine
the statue and be eradicated. Teleport 9S, Teleport 6S, examine the
statue, give it the gems. Teleport 9E, Teleport 4E, examine the
statue and give it the gold. Then just walk 2 East, 2 North, and
1 East and you will be back at the exit ladder.

Statue 3 donate 10K gold...........(13,0)

Statue 2 donate 1k gems............(0,0)

Statue 1 Eradicates 1 char.........(0,15)
Have the hireling examine the statue. He is cannon fodder
after all.

Then go back to Blackwind.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PYRAMIDS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Pyramids you need a lot of might in your first two characters
to break down the secret doors here.

To get into the pyramids you need the Golden Pyramid Key Card from
A4 (15,13) You need at least 50 might to get the card.

Some Pyramid locations can't be reached directly from outside. The
nearest tube to the outside is listed as the entrance in those
cases.

The Teleport spell doesn't work in here.
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Alpha Engine Sectorenter from Map F4 (9,8)
Interspacial Transport number 34 (7,1)

There are 4 Ultimate Power Orbs in here.

There are a bunch of crystals that increase the age of everyone in
the party by 1 year temporarily (You can cure it on the Sunken
Island) these are the crystals in rows X=10, X=12, and X=14.

Ultimate Power Orb.................(15,1)
(15,9)
(0,14)
(0,4)

Transport to Main Engine Sector (6,0) "PRIMARY"....(6,15)
(6,0) is the location in the Main engine sector.

Crystal info: The words for Castle Bloodreign are OGRE and NORTIC
The passcode for the Alpha Engine Sector is WARP.
The word for the Central Control Sector is CREATORS.
The number for Arachnoid cavern is 20301.
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Main Engine Sectorenter from Map F2 (3,4)
Interspacial Transport number 35 (5,7)

Most crystals in rows X=8, X=10, X=12, and X=14 cause all party
members to age 1 year, curably. The exceptions are listed below.

Crystals of teleporting teleport you to places with orbs.

From (14,5) to (1,7)
From (12,5) to (15,7)
From (10,5) to (12,7)
From (8,5)to (9,7)
From (15,8) to (1,7)
From (12,8) to (1,7)
From (9,8) to (1,7)

Transport tubes:
From (0,8) to Aft Storage Sector (15,8)
From (0,7) to Aft Storage Sector (15,8)
From (6,0) to Alpha Engine Sector (6,15) "WARP"
From (6,15) to Beta Engine Sector (6,0) "SUBLEVEL"

Ultimate Power Orbs................(1,8)
(8,8)
(11,8)
(14,8)

Crystal info: These words will reveal mysteries: DARKNESS and CHAIN
The passcode for the Main Engine Sector is PRIMARY
These words will reveal mysteries "ECHO" and
 "TOMORROW"

These words will reveal mysteries "MIRROR" and
 "CHAIR"
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Beta Engine Sector
enter from Map F1 (4,9)
Interspacial Transport number 36 (7,14)

All crystals in X=10, X=12, and X=14 increase the YEAR by 6 this
is not a temporary change of age. Suppose the date before you touch
the crystal is 504. Your characters' normal age is 22. After you
touch the crystal the year is 510 your characters' normal age is
28. There is no cure. The worst part is that the bank doesn't pay
interest on the six years. If it did it might be worth it once.
Avoid these things like the plague.

Ultimate Power Orb.................(1,15)
(14,7)
(10,1)
(1,7)

Transport tube from (6,0) to Main Engine Sector (6,15) "PRIMARY"
Crystal info: These words will reveal mysteries: ICICLE and SECRET

The words for Castle Whiteshield are JOABARY and
 SMELLO.

The Numbers for Castle Dragontooth are 11 and 20,000
The Passcode for the Alpha Engine Sector is SUBLEVEL
 (Actually this is not true. The passcode for Alpha
 Engine Sector is WARP. Beta Engine sector is
 SUBLEVEL. The error was in the game. -FAThead)
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Aft Storage SectorThe nearest entrance is in Map A2 (5,2)
Interspacial Transport number 37 (3,1)

Ultimate Power Orb.................(1,14)
(1,12)
There is an orb that can only be reached
from the Main Engine Sector at.....(14,8)

Transport tubes:
From (15,7) to Fountainhead
From (15,8) to Main Engine Sector (4,7)
From (9,6)to the Arena

Statue info: The Mirror Portals know the towns as HOME, SEADOG,
 FREEMAN, DOOMED, and REDHOT.

Half of the initialization sequence for the ship's
 computer is 645.

The Mirror portals know the isles as EARTH, FIRE, AIR
 and WATER.

The password for the blink of destruction is TEARS
The password for the Eyes Of Eternity is BLINK
The password for the Well of Tears is EYES.
The password to raise the sunken island is YOUTH.

Half of the initialization sequence for the ship's
 computer is 231.
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Central Control Sectorenter from Map C2 (15,0)
Interspacial Transport number 38 (1,1)

There are a bunch of cups that give experience and stuff.
Spellcasters can't use them. Each is only for one character.
Watch out for the Terminators. I took 6 characters and got half a
million exp for each Terminator. But They get to eradicate you.
Only Energy spells and weapons work on them so be prepared to cast
a lot of Implosion spells. Good luck.

5M exp.............................(13,14)
(1,11)
(11,14)

4M exp and the Interspacial Transport box...(14,14)
3M exp and Items...................(1,12)
2M exp and Items...................(11,13)

Statue info:Tell the Slithercult Stronghold EPSILON sent you.
 The number for Dark Warriors Keep is 314.
 If you use the key, the MOOSE will be WEEDS.
 The Field Deactivation Code in the Cathedral of
 Carnage is JVC

Secret way to Aft Storage Sector...(15,14)

The inside scoop on what is going on. Type CREATORS at the altars.

1. Spanning the farthest reaches of the Universe, two super-
developed societies, the Ancients and the Creator, are engaged in
a galactic race for power.

2. The Ancients draw their power from the heat and light of stars
to create intricate mechanisms of society, then send these
civilizations to cultivate developing worlds.

3. The Creators exist in a nebulous realm where they construct
their plots and create vile, chaotic armies to disrupt the
civilizations of the ancients.

4. This mission has been code named The Great Experiment. It
extends further away from the seat of the Ancients than any other
colonization, it is under much greater threat from the Creators.

5. Because of the interference created by the renegade Guardian
Sheltem, the CRON and most of the VARNs carried by this vessel were
lost in the Great Sea of Terra.
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Forward Storage Sectorenter from Map A2 (5,2)
Interspacial Transport number 39 (5,7)

All increases in here are 1 char perm.

+2 lvl.............................(14,3)
+20 spd............................(5,1)
+20 acy............................(5,2)
+20 end............................(5,3)
+20 lck............................(14,4)
+20 per............................(15,6)
+20 int............................(15,8)
+20 mgt............................(15,10)

Lift Sunken Island "YOUTH".........(9,11)

Statue info: The word for Castle Blackwind is TEN

The word for Castle Greywind is CIRCLE

Door (You only get here from Central Control)....(0,14)
You must be an Ultimate Adventurer
You must have the Blue Priority Pass Card
You must be a Champion of Good, Evil or Neutrality.
To be a Champion you must give 11 orbs to one of the kings.
You get the blue pass card when you become a Champion.
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Main Control Sectornearest map entrance C2 (15,0)
Interspacial Transport number 40 (inactive)

Tubes to Endgame...................(15,7)
(15,8)
To finish you must have all six Hologram sequencing cards and know
the code. "645231" You must be an Ultimate Adventurer.

Lots of Terminators in this place. You don't have to face them to
finish the game though. Remember IMPLOSION spell Items that cast
the spell should be fully charged before you come in. And save a
lot. If worst comes to worst you can use the Interspacial Transport
box to bug out.

Statue at (0,8) says: Congratulations! only masters of Might and
Magic posses the power to reach this
terminal. Include the secret word "KTOW"
when you register your score with the
Ancients to receive a special reward.
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#############################################################################

                               ____ _________
                ______________/ __// ____    \______________
                \____________/ /  / /___ | |\ \____________/
                  \_________/ /   \___  || | \ \_________/
                    \______/ /________| || |__\ \______/
                           \____________||______/ 

                             This time presents

                   Might & Magic III - The Isles of Terra

                              Super Cheat Mode
              ------------------------------------------------


Enter DOE MEISTER at any Mirror Portal in order to be transported to a Secret
Room in Dragon Cavern. The room contains a vast and secret hoard of gold
which belonged to dragons long dead. Use Lloyd's Beacon or Mr. Wizard to
leave the secret room, or perish in an eternal trap.

Enter ORB MEISTER at any Mirror Portal to enter the twisting passages beneath
the pyramids where you can obtain a King's Ultimate Power Orb. Grateful
kings offer much experience for the return of such orbs.

These special words offer in experienced and anxious characters a way to
quickly increase their wealth and abilities as warriors and adventurers.

Enter BLASTOFF at any mirror Portal to view the award-winning End Game
sequence, after which you may restart the game and continue your
adventures throughout the Isles of Terra.

              ------------------------------------------------

     Coming Soon - Might & Magic III - Secrets of the Isles (250 pages!)

                                -Baser Evil-

    The Courts of Chaos - LSD United States HeadQuarters - (501) 336-9661

              ------------------------------------------------
          greets to all the cool docs dudes, fuckings to Alliance!
