779 lines
32 KiB
Plaintext
779 lines
32 KiB
Plaintext
MIGHT AND MAGIC 1
|
|
|
|
Part 1
|
|
|
|
This walkthru is designed to assist you in finding the
|
|
Inner Sanctum in Varn. There is much to explore and find in
|
|
Varn and many puzzles to figure out. It should be noted that
|
|
you will need at least 54 sheets of graph paper to map all
|
|
the game. I used a composition book that had quadrille
|
|
(graph) sheets, and it was very helpful. Copies of the
|
|
mapping sheet they give you in the book are also very good.
|
|
|
|
CHARACTER CREATION
|
|
|
|
In general, follow the guidelines in the documentation.
|
|
Make sure, though, that all your characters have good END
|
|
and that your wizard has SPEED of at least 15. If you can be
|
|
patient enough, all characters should have also have
|
|
ACCURACY over 11. Having a Cleric with low SPEED can be
|
|
helpful, since he/she will go last in melee and be able to
|
|
cure folks who have been injured during the round. There is
|
|
an advantage in having all female characters, but if you
|
|
don't care for that, it's not mandatory. There also can be
|
|
an advantage in having characters all the same alignment.
|
|
You should have a character in each character class. Keep in
|
|
mind that all of your characters can be in melee, so you
|
|
don't want to have many (like wizards) that are vulnerable.
|
|
|
|
SORPIGAL
|
|
|
|
You begin the game in the Inn of Sorpigal. A map of
|
|
Sorpigal is provided in the documentation, but this is by no
|
|
means complete. Explore there thoroughly and keep good
|
|
notes. Do not go outside of Sorpigal until you are at least
|
|
3rd level; there's lots to explore, and the monsters will be
|
|
at least a match for you. Try to move through all walls,
|
|
since there are hidden doors that can only be discovered
|
|
this way. Make sure you find the Leprechaun, he's your easy
|
|
ticket to the other four cities of Varn. He's behind a
|
|
hidden door, close to the exit to the outside at x11,y3. Be
|
|
aware that there is no Leprechaun in any other city, so
|
|
you'll have to walk back. Don't go to City #4 (Dusk) until
|
|
you've gotten the FLY Spell. Also behind a hidden door is
|
|
the statue of a frog (x14,y14). He will tell you in areas
|
|
like him (black and white checked) you will find what you
|
|
need to help Og. The Og quest is not vital to the completion
|
|
of the game, but like many other quests, it adds depth (and
|
|
points to your final score).
|
|
|
|
The monsters will give about 40-80 experience points per
|
|
battle, and since you need approximately 2000 to go up a
|
|
level, it will be slow going. Make sure you cast your
|
|
Leather Skin Spell after resting and before adventuring. In
|
|
fact, throughout the game, always cast any Protection spell
|
|
available to you. Avoid Sprites -- they cast curses which
|
|
make it very difficult to hit them or any other monster with
|
|
them. When trying to open chests, don't bother with the
|
|
Detect Magic spell, it's not necessary. Opening chests can
|
|
severely damage or kill members in your party. If you have
|
|
anyone in the party who is unconscious, REST before opening
|
|
a chest.
|
|
|
|
When buying food, make sure everyone has at least 5 gold.
|
|
Food prices vary from city to city, but Sorpigal is the
|
|
least expensive place to buy food in Varn. If you make
|
|
donations to the temple, you will eventually be awarded with
|
|
all of the Protection spells cast at their highest possible
|
|
level. They will go away when you rest, but they can still
|
|
be very helpful. Temple donation prices also vary from town
|
|
to town. The bars are a good source of information, make
|
|
sure you have a drink from time to time.
|
|
|
|
There are caverns below Sorpigal and if your characters are
|
|
2nd/3rd level, they should be able to explore them safely.
|
|
Be sure to get the vellum scroll from the wizard; he will
|
|
tell you to deliver it to a wizard in Erliquin.
|
|
|
|
EXPLORING
|
|
|
|
I have designed this as a reference work, since you can be
|
|
doing many things at any given time. A "walkthru" just isn't
|
|
possible with this game. First will be a list of the areas
|
|
and what can be found in them, and then will be a list of
|
|
significant places and items and where they can be found.
|
|
Assume that any location listed is accessible by the
|
|
ETHERIALIZE or TELEPORT spells unless noted. There are many
|
|
places (not mentioned in this walkthru) where magic doesn't
|
|
work. Generally speaking, it won't be over a wide area, but
|
|
be very careful of using a transportation spell to get to a
|
|
place where magic doesn't work, and then resting, since you
|
|
will not be able to cast the spell to get back.
|
|
|
|
CITIES
|
|
|
|
Sorpigal is Town #1.
|
|
|
|
Portsmith (Town #2; B3 x3,y3): This city is tough on male
|
|
characters, and if you didn't follow my advice, and have
|
|
some in your party, you might consider exploring the cave
|
|
below Portsmith for the fountain that reverses the sex of
|
|
your characters. Zam is in Portsmith, and so is the
|
|
Succubus. Zam is hidden behind a door at x11,y0. The
|
|
succubus is hidden behind a door at x10,y4. Do not enter
|
|
that door unless your characters are at least 15th level,
|
|
since there is no way out, and the Succubus and her
|
|
accompanying devils are very tough. There are stairs down to
|
|
a cave at x0,y8.
|
|
|
|
Algary (Town #3; D4 x7,y7): Behind the Inn in Algary is the
|
|
Swaze Pit. The Swaze Pit is nothing but unending encounters,
|
|
so it is a good place to take your characters for experience
|
|
points. There are also a couple of Portals that take you to
|
|
various dungeons. Go through them if you'd like, but they
|
|
aren't the only way to get to the dungeons.
|
|
|
|
Dusk (Town #4; E1 x9,y11): Telengar (the person the wizard
|
|
in Erliquin told you to deliver the scroll to) is at x8,y0.
|
|
The Forbidden Crypt contains a bunch of pretty nasty
|
|
monsters, but at the end of it, you'll find an undead
|
|
amulet, useful for casting Turn Undead. Food is very
|
|
expensive here (200gp for 40 food), so make sure you have a
|
|
lot of food before you come. Donations to the temple, on the
|
|
other hand, are quite cheap (25gp) so this is a good place
|
|
to get all those helpful spells. There are stairs leading
|
|
down to a dungeon at x14,y0.
|
|
|
|
Erliquin (Town #5; B1 x13,y1): The wizard Agar is hidden
|
|
behind the Inn at x2,y5. The Town Treasure is at x15,y6. If
|
|
you steal it, you will be accosted by guards. The guards are
|
|
very very tough; so unless you are level 20+, don't try to
|
|
fight them. If you give in, you will get a jail sentence
|
|
that will age your characters that many years. Really, the
|
|
treasure isn't worth it.
|
|
|
|
|
|
This walkthru is copyright (c) 1987 by Jennifer L. King.
|
|
All rights reserved.
|
|
|
|
This walkthru is distributed by KAZ (the KING)
|
|
|
|
|
|
MIGHT AND MAGIC
|
|
Part 2
|
|
|
|
OUTDOORS
|
|
|
|
A1: The passage to Castle Doom is at x7,y15. You'll need
|
|
the gold key to finish up Castle Doom. There is a Pool of
|
|
Health at x12,y1 which grants +2 to END. In the forests
|
|
around x5,y2, you can fight the Dark Rider. He is the one
|
|
who can help you improve the payoff on the Wheel of Luck.
|
|
|
|
A2: The Pirate's Secret Cove is at x2,y4 and at x2,y5
|
|
(there are two of them). The Dragon's Tooth is at x11,y3.
|
|
The King's Pass is at x0,y15 (can't FLY to that area).
|
|
|
|
A3: x3,y6 the Wheel of Luck. There are 4 monsters shown on
|
|
the map: the Sea Serpent, the Scorpion, the Dark Rider, and
|
|
the Dragon. The more monsters you kill, the better you will
|
|
do when spinning the wheel. They are in the areas shown on
|
|
the map, but precise locations aren't possible, since they
|
|
can move.
|
|
|
|
A4: bridge at x4,y6. At that bridge, Gypsies' (found in C2)
|
|
colors will be asked for. If you answer correctly (at least
|
|
3 members of party), walk across to x4,y2 and get the coral
|
|
key. An incorrect answer will eradicate a character, so be
|
|
careful. You cannot teleport and get the key.
|
|
|
|
B1: Silver Key at x4,y7. You must enter the passage to the
|
|
key from x0,y6. Erliquin is at x13,y1. Blackridge Castle
|
|
South is at x11,y2. Blackridge Castle North is at x14,y10.
|
|
The Ancient Ruins are at x12,y5. To get to the Ancient Ruins
|
|
you must use the Slide from inside Blackridge South Castle
|
|
or find the teleport that goes from one side of Erliquin's
|
|
dungeon to the other. There is a backdoor to Erliquin at
|
|
x14,y1, accessible from one of the Algary portals.
|
|
|
|
B2: There is the riddle of the Ice Princess at x4,y4. The
|
|
answer to the riddle is LOVE. Search after giving the
|
|
answer, and you will get a key. Answer the riddle twice, and
|
|
you will get a second key. The first should be bronze and
|
|
the second diamond. The Warrior's Stronghold (Raven's Lair)
|
|
is at x9,y9. A cave is at x8,y4.
|
|
|
|
B3: Portsmith is at x3,y3. Enchanted Forest Stronghold
|
|
(also called the Minotaur's Stronghold) is at x14,y2. It is
|
|
difficult to get there, so keep experimenting. Wolf Castle
|
|
is at x9,y13. Wizard Ranalou's cave is at x0,y7. Blyth's
|
|
Peak is at B3 x9,y6.
|
|
|
|
B4: Trivia Island is at the southern part of the map.
|
|
Normally you must pay 500 gold, but there is a place at
|
|
x15,y15 where you can pull the lever and then no payment is
|
|
required. The questions and answers:
|
|
|
|
Who is the voluptuous one? Laura
|
|
|
|
Who's lost sight? Og
|
|
|
|
Where's the very latest? Erliquin
|
|
|
|
Who be ye? I be me
|
|
|
|
You'll get 50 gems for answering each question correctly.
|
|
|
|
C1: If you have gotten the clues from Zom and Zam, at
|
|
x15,y15 search, and you'll find a ruby whistle, necessary to
|
|
enter the Enchanted Forest Stronghold. You must stay alive
|
|
between talking to Zom and Zam and searching for the key;
|
|
otherwise you, the player, will have the clues, but your
|
|
characters won't. There are six fountains from x10,y14
|
|
through x5,y14. The first, fourth, fifth, and sixth
|
|
fountains are poison -- don't drink from them. The second
|
|
fountain will give your spell casters all the appropriate
|
|
spells (including level 7) for their class. The third
|
|
fountain will add to the MIGHT of all the characters that
|
|
drink. If your party is less than level 12 or so, these
|
|
fountains will be necessary to battle the ambushes at the
|
|
Merchant's Wagons. The effects of the fountains wear off
|
|
after resting. One of the Merchant's Wagon's will contain a
|
|
merchant's pass, necessary to completely explore the
|
|
castles. The Merchant's Wagons are in the forested area
|
|
between x6,y5, x9,y5, x9,y9 and x6,y9. You may have to
|
|
conquer several ambushes before finally finding the pass;
|
|
however, the actual pass is located at x3,y8.
|
|
|
|
C2: Sorpigal is at x10,y10. There is a toothless Gypsy seer
|
|
at x9,y11. Make sure each character talks to her, and write
|
|
down what she tells you. It'll be necessary to finish the
|
|
game. There is a cave at x15,y11. The only entrance to
|
|
Raven's Lair (in B2) is at x0,y2 guarded by statues that
|
|
will come to life. At x15,y8 there will be an avalanche that
|
|
will block your return.
|
|
|
|
C3: Wyvern's Eye at x7,y7. The wyverns are tough for young
|
|
characters, but they provide great experience when you are
|
|
strong enough to take them on. Approach x8,y0 from the west.
|
|
The clue given pertains to the Og problem. There is an old
|
|
hermit at x2,y10. He will trade with you, but make sure your
|
|
character in the first slot doesn't have anything valuable
|
|
in his/her pack because the hermit will take it. You'll get
|
|
a couple of items for pirates from him. The exiled Lord
|
|
Kilburn is at x6,y14. He's past a few hidden doors. He will
|
|
give you a map of the desert.
|
|
|
|
C4: Jolly Raven Shipwreck x8,y13. Portal at x13,y13 sends
|
|
you to the bottom of City of Gold Dungeon (E4 4th level).
|
|
Volcanic island: You need the coral key to enter cave at
|
|
x7,y2.
|
|
|
|
D1: This is mostly desert. Make sure you have plenty of
|
|
food or the food spell available before trying to walk
|
|
across. Also, make sure you have the map of the desert
|
|
(found in C3), since without it, you'll be lost. The
|
|
tradesmen of the desert are found at x10,y13. The goods they
|
|
give you not only are a quest, but will replenish your food
|
|
supply. Scorpions may be found in the desert here.
|
|
|
|
D2: Pool of Personality (+2 or +4) at x10,y12. Three
|
|
clerics heal curses, and conditions. Message at x9,y10.
|
|
|
|
D3: Man at x0,y2. See him before climbing all trees. There
|
|
are 19 trees. If you climb all without leaving the area, you
|
|
get a choice of gold, gems, or a magic item, The magic items
|
|
can be wonderful. Cave at x7,y13.
|
|
|
|
D4: Og at x7,y1. You must have the two idols (the ruby idol
|
|
is not one of them), otherwise he won't talk to you. The
|
|
answer to his question is Queen to King's level 1. Algary is
|
|
at x7,y7
|
|
|
|
E1: Dusk at x9,y11. Castle Dragadune ruins at x12,y12.
|
|
Sands of Time (makes your characters younger) at x3,y3 and
|
|
guarded by some prehistoric uglies. Statue of Judgement at
|
|
x9,y12. You must have encountered the prisoners in the
|
|
castles before the Statue of Judgement will give you
|
|
experience points (more about this in the Castles section).
|
|
|
|
E2: Oasis at x3,y11. There is an alien at x3,y11. Different
|
|
things will happen depending on what you choose; so be nice.
|
|
At x3,y13 get intellect raised.
|
|
|
|
E3: x12,y6 a password is requested. To get the password, go
|
|
to x7,y2 and listen to the harper. After getting the
|
|
password, you can enter King Alamar's castle at x14,y7. A
|
|
diamond door is located at x1,y4. Beyond it is the Astral
|
|
Plane.
|
|
|
|
E4: caves at x10,y5, This is the Building of Gold. Dragon
|
|
City Town Meeting at x8,y5. DO NOT interrupt the meeting
|
|
unless you are level 25+. This is a VERY tough fight. There
|
|
are a couple of interesting items at x2,y6 and x3,y6.
|
|
|
|
CASTLES
|
|
|
|
In every castle you will find a silver message. The
|
|
interleaf to explain these messages can be found in Castle
|
|
Doom. Also in every castle, you'll find a prisoner. The
|
|
amount of experience points that you get at the Statue of
|
|
Judgement will depend on your treatment of those prisoners
|
|
and each character's alignment. Keep in mind that the type
|
|
of prisoner and what you do to it will affect the experience
|
|
points. For example, if a good character lets a demon go,
|
|
that will be counted against him/her, even though letting a
|
|
chained prisoner go might be considered a good deed. Also,
|
|
the only one who gains from just leaving is a neutral
|
|
character.
|
|
|
|
QUESTS
|
|
|
|
All castles except Dragadune contain Lords that will send
|
|
you on quests. There are only a few quests that you must
|
|
complete in order to finish the game, but all quests give
|
|
experience points and are a good way to explore the world of
|
|
Varn. If a quest is inconvenient or too difficult, cast
|
|
Remove Quest and come back to it at a better time. In order
|
|
to see the Lords, you must have a merchant's pass (in order
|
|
to see Lord Alamar you must have a merchant's pass and a
|
|
King's pass) found in C1. Make sure that any items that the
|
|
Lords request are in the first character's back pack,
|
|
otherwise the Lord won't acknowledge that you've finished
|
|
the quest.
|
|
|
|
Blackridge North (B1 x14,y10): Prisoner at x12,y2. Gold
|
|
message at x9,y5. Lord Inspectron is the Lord of this castle
|
|
and the following are the quests he'll send you on and how
|
|
to complete the quests:
|
|
|
|
1. Find Ancient Ruins in Quivering Forest: B1 x12,y5. Use
|
|
the slide found in Blackridge South Castle or enter through
|
|
the caverns of Erliquin.
|
|
|
|
2. Visit Blythe's Peak and report: B3 x9,y6 and return.
|
|
|
|
3. The people of the desert have much to trade. Bring me a
|
|
sample of their goods: D1 x10,y13. Make sure when you trade,
|
|
the first character has nothing of value in the first slot
|
|
of his/her pack.
|
|
|
|
4. Find the Shrine of Oskar in the caves below Dusk: In
|
|
Dusk take the stairs at x14,y0. The Shrine is at x0,y15.
|
|
|
|
5. Find the fabled fountain in Dragadune: Dragadune is at
|
|
E1 x12,y12. The fountain exchanges gold for experience
|
|
points and is located at x13,y15.
|
|
|
|
6. Solve the Riddle of the Ruby: Warrior's Stronghold at B2
|
|
x9,y9. Difficult to get to. The riddle is at x7,y11 in the
|
|
middle of the room. The answer is crystal, and giving the
|
|
correct answer will get you a crystal key.
|
|
|
|
7. Defeat the Stronghold in the Enchanted Forest: The
|
|
Stronghold is at B3 x14,y2. You will not be able to do this
|
|
quest unless you have delivered the scroll to the wizards,
|
|
talked to Zom and Zam, and gotten the Ruby whistle. Assuming
|
|
you have the whistle, blow it the appropriate number of
|
|
times and then head for the stairs located at x1,y12 or
|
|
x14,y12. Go down, and you'll have to find the Minotaur,
|
|
located at x8,y14. Trying to map your way to the Minotaur is
|
|
a nightmare; so if you have the Etherealize spell, use it
|
|
instead. Kill the Minotaur (as with the Succubus, below, a
|
|
retreat will be enough to fulfill the quest) and then go to
|
|
x3,y4. DO NOT desecrate the doggie; if you search after
|
|
answering the question, you will get a gold key. If after
|
|
having done all this, you don't get a gold key, you have a
|
|
buggy copy and will have to repeat the visit to Zom and Zam,
|
|
kill the Minotaur again and then visit the dog a second
|
|
time. If that doesn't work, try using the original D disk
|
|
that came with the game instead of a copy; otherwise, you'll
|
|
have to write Activision for a new disk. You must get the
|
|
gold key to finish the game.
|
|
|
|
Castle Blackridge South: Prisoner at x13,y2. Slide at
|
|
x11,y11 (enter dark area at x3,y11). Silver message at
|
|
x15,y7. Lord Hacker is the Lord of this castle and the
|
|
following are the quests he'll send you on and how to
|
|
complete the quests:
|
|
|
|
1. Bring garlic: found in Sorpigal Blacksmith store.
|
|
|
|
2. Bring wolfsbane: found in Algary.
|
|
|
|
3. Bring belladonna: found in Blacksmith's store in Dusk.
|
|
|
|
4. Bring head of Medusa: Caves in B2 located at x8,y4. The
|
|
head is located at x15,y3.
|
|
|
|
5. Bring eye of Wyvern: C3 x7,y7. Defeat the Wyverns for
|
|
the eye.
|
|
|
|
6. Dragon's Tooth: A2 x11,y3. Defeat the Dragons for the
|
|
tooth.
|
|
|
|
7. Bring ring of Okrim: B1 x13y5 level 1 x12y12. Defeat
|
|
Okrim to get the ring.
|
|
|
|
If you ask Lord Hacker for an 8th quest, you will lose all
|
|
in your backpacks and wind up on the Astral Plane.
|
|
|
|
Wolf Castle: Prisoner at x12,y4. Silver message at x0,y1.
|
|
Lord Ironfist is the Lord of this castle and the following
|
|
are the quests he'll send you on and how to complete the
|
|
quests:
|
|
|
|
1. Find stronghold in Raven's Wood: B2 x9,y9.
|
|
|
|
2. Find Lord Kilburn: C3 x6,y14.
|
|
|
|
3. Find the secret of Portsmith: The succubus, Portsmith,
|
|
x10,y4. You don't have to actually defeat her; you will
|
|
still succeed in the quest if you successfully retreat. It
|
|
is truly best to have no male members in the party in this
|
|
quest.
|
|
|
|
4. Find the Pirate's secret cove: A2 x2,y4.
|
|
|
|
5. Find the Shipwreck of the Jolly Roger: C4 x8,y13.
|
|
|
|
6. Defeat the Pirate's Ghost Ship, Anarchist. B4 moves
|
|
around the Western part of ocean.
|
|
|
|
7. Defeat stronghold in Raven's Wood: B2 x9,y9 second level
|
|
x14,y1. Lord Archer. If you succumb to his demands,you've
|
|
defeated him. Don't go with any gold.
|
|
|
|
Ruins of Castle Dragadune: Prisoner at x14,y1. Silver
|
|
message at x10,y3. There is no Lord of this castle. You can
|
|
have all your gold turned into experience points at x13,y15.
|
|
At x1,y1, all those who are worthy are granted +2 luck. At
|
|
x5,y5 you find the answer to one of the "Trivia" questions.
|
|
Dragadune is a bit unusual in that it is the only castle
|
|
with multiple levels. The stairs down to level 2 (20' under)
|
|
are located at x4,y10 (you will need Etherialize to use
|
|
these stairs) and at x7,y15. You can also get into and out
|
|
of this level at x0,y0. This takes you to the dungeon below
|
|
Dusk (x15,y12). There is not much on this level but a
|
|
message about the Clerics of the South being below. Stairs
|
|
down are at x8,y15. The third level contains some VERY tough
|
|
monsters and some of the most confusing mapping problems in
|
|
the game. Fighting through is worth it, however, since at
|
|
x0,y12 you find the Clerics of the South. They will ask you
|
|
to find the three tones. If you find them and come back the
|
|
Clerics will bless you. Their blessing allows you to return
|
|
to the 7 places in the game that increase your stats and
|
|
they will be increased again! There are 6 places where the
|
|
tones appear (they move around, and so will you) they are;
|
|
x0,y6; x0,y8; x6,y0; x8,x0; x15,y6; x15,y8.
|
|
|
|
Mount Doom: Prisoner at x1,y14. Silver message at x1,y1. If
|
|
you don't have the gold key, don't enter the spiral. The
|
|
interleaf for the silver messages is at x15,y0. The
|
|
interleaf for the gold messages is at x15,y15. To solve the
|
|
clues, line up the 6 silver messages in order of the
|
|
interleaf. Read from top to bottom one letter at a time.
|
|
When you reach the bottom go to the next column. This will
|
|
tell you all the places in the game to raise stats. Gold
|
|
interleaf: line up all 9 gold messages in order of the
|
|
interleaf. Read each word from top to bottom. This tells you
|
|
how to finish the game. If you do have the gold key, enter
|
|
the spiral at x4,y3 (hidden door). You will have to map
|
|
carefully since there are three spaces to which you must
|
|
jump to get to the center. At the center will be King
|
|
Alamar, who will give you an Eye of Goros and instruct you
|
|
to confront the false King Alamar with the Eye.
|
|
|
|
Castle Alamar: Prisoner at x2,y2. Silver message at x7,y13.
|
|
To properly explore this castle, you will need the King's
|
|
pass (found in A2) and the Eye of Goros (found in Mount
|
|
Doom). If you don't have the right items, King Alamar will
|
|
send you on a quest that cannot be solved. Assuming you have
|
|
the right items, confront the King with the Eye of Goros. He
|
|
will turn into a demon, and throw you into the Soul Maze. To
|
|
get out, you must find out the demon's name. His name is
|
|
Sheltem and is spelled out by the white walls in the
|
|
dungeon. After doing that, you will be cleared to enter the
|
|
Inner Sanctum.
|
|
|
|
|
|
This walkthru is copyright (c) 1987 by Jennifer L. King.
|
|
All rights reserved.
|
|
|
|
This walkthru is distributed by KAZ (the KING)
|
|
|
|
|
|
MIGHT AND MAGIC
|
|
Part 3
|
|
|
|
CAVERNS AND DUNGEONS
|
|
|
|
Gold messages are found in dungeons. I will first describe
|
|
the dungeons found under cities and then the ones outdoors.
|
|
Algary has no dungeon underneath it.
|
|
|
|
Sorpigal caverns: Steps up/down at x14,y0. Pick up vellum
|
|
scroll at x1,y2. Nothing else of note.
|
|
|
|
Portsmith dungeon: Steps up/down at x8,y0. Bronze door at
|
|
x8,y2 (you'll need the bronze key to enter). Do not disturb
|
|
the Demons in Conference (x8,y7) unless you can take the
|
|
Succubus upstairs, these guys will eat your lunch. The
|
|
bronze key can be found in B2. Fountain at x11,y15 reverses
|
|
the sex of each character. As you have found out upstairs,
|
|
males are drained in Portsmith. The best way to solve this
|
|
problem is to leave your ladies at the inn and have the
|
|
gents come down to this pool. If you have only 1 or 2 men,
|
|
you may want to reverse the ladies first, then go back to
|
|
the inn and reverse the whole party. The fountain at x4,y13
|
|
is poison, and the one at x0,y11 causes disease. There is a
|
|
treasure pool at x5,y11, and for those who are worthy, they
|
|
can get +2 might at x0,y12. There is a portal at x0,y0 that
|
|
will send you to the dungeon under Erliquin (20' under,
|
|
x2,y7)
|
|
|
|
Dusk Caves: Steps up/down at x14,y0. There are a lot of
|
|
traps in this cave, also make sure you have the Psychic
|
|
Protection spell going before entering, Levitation won't
|
|
hurt either. At x14,y5, there is a flame of agility that
|
|
will grant those who are worthy +2 speed. To get there,
|
|
enter the secret door at x12,y5. Gold message at x2,y5.
|
|
Prism will grant those who are worthy +2 Accuracy at
|
|
x15,y15. At x15,y12 you will find a passage that will take
|
|
you to 20' below Dragadoon. At x0,y15 is the Shrine of
|
|
Ozark. At x2,y5 is a gold message that will allow you to
|
|
turn off the flame barriers under Erliquin. There are 3
|
|
portals in this dungeon. The first, at x9,y1, will take you
|
|
to the Wizard Ranalou's cave in B3. The one at x11,y1 will
|
|
take you to the Cave of the Magic Square in D3. The last at
|
|
x13,y1 will send you to the cave at B2 x8,y4.
|
|
|
|
Erliquin Caves: Steps up/down at x0,y7. There are two
|
|
teleports to look for -- one at x0,y5, and one at x15,y5.
|
|
These will teleport you back and forth between the two sides
|
|
of the dungeon (and you can go out the back door at x15,y7).
|
|
There is a request for an access code at x4,y9 that will
|
|
allow you to turn off the fire barriers. The code is
|
|
YICU2ME3 and is found under Dusk. There are quite a few
|
|
minor treasures found around the rest of the dungeon that
|
|
will be useful to newer characters.
|
|
|
|
Below Castle Dragadune (10 ft): stairs up to Dragadune at
|
|
x4,y10. Gold message at x13,y12. 20 ft below: stairs up to
|
|
10 ft level at x4,y14.
|
|
|
|
B1 Caves: Ancient Ruins at x12,y15. Chess piece at x0,y15,
|
|
but you must go down to the second level and then come back
|
|
up again to find it. Stairs down to next level at x0,y6.
|
|
Second level: *Tough* to map. Gold message at x12,y13.
|
|
Stairs at x15,y6.
|
|
|
|
B2 Caves (2 sets): First entrance at x8,y4. Medusa's head
|
|
at x15,y3. There are basilisks here, so be careful!
|
|
|
|
Warrior's Stronghold entrance at x9,y9. This is also known
|
|
as Raven's Lair. To get to the cave, go North at x10,y5 then
|
|
go two east, one north, west, north, west, north and finally
|
|
west again. Riddle at x6,y11 (in the middle of the room).
|
|
The answer is crystal, and will give you a crystal key. At
|
|
x1,y5 you will find a silver door for which you will need a
|
|
silver key. If you get to that point, you will need
|
|
Etherialize to get out. The stairs down are at x8,y1. There
|
|
are some very tough monsters on level 2. Along the west wall
|
|
(at y6,9 and 12) you will be bombarded by boulders (you can
|
|
jump over these squares). Up at x6,y14 you will start a
|
|
series of 4 tests (trial by combat); however, mastering
|
|
these bad guys will still leave you short of the goal as
|
|
there are really 5 tests. You get to the 5th test through a
|
|
secret door at x3,y4. You have to jump across the conveyor
|
|
belt (x14,y4-14) to the button at x15,y4. Push the button.
|
|
Go to x14,y1. Hope you survive. You have just met Lord
|
|
Raven. If you surrender, he will let you live but will take
|
|
all your gold. Try Power Shield on him if you have it.
|
|
|
|
B3 Caves (2 sets): Entrance at x0,y6. You will need to jump
|
|
a couple of spaces. The first time you get to a block, jump
|
|
2 times without pause. To get to the Wizard Ranalou, do not
|
|
search for secret doors, just follow the passageway. The
|
|
Wizard, along with passages to each of the castles, is at
|
|
x5,y15. If you do search for secret doors, you will be
|
|
transported to another part of the same dungeon.
|
|
|
|
Minotaur's Stronghold: Entrance at x14,y2. Exit at x8,y8.
|
|
Must have the Ruby Whistle to enter. Gold message at
|
|
x10,y15. Stairs down to the next level at x14,y12 and
|
|
x1,y12.
|
|
|
|
Second level Minotaur's Stronghold: Entrances to the
|
|
Minotaur's Maze at x9,y3, x8,y3, x7,y3 and x6,y3. If you
|
|
don't have the Etherealize spell yet (or want to conserve
|
|
spell points), go north at x7,y4 for 3 spaces (not counting
|
|
your starting place), then 1 space east, 2 spaces north, 1
|
|
space west, 1 space north, 2 spaces west, 2 spaces north, 2
|
|
spaces east, and north through the door. The minotaur is at
|
|
x9,y14. There is a doggie at x3,y4. There is a gold message
|
|
at x10,y4.
|
|
|
|
C2 Caves: Entrance at x15,y11. A button to turn off the
|
|
slides is at x11,y7.
|
|
|
|
C4 Caves: Need Coral key to enter. There is a dial to set
|
|
the teleports at x6,y3 and x8,y3. The setting is BJ. The
|
|
girl at x5,y0 will give you a clue to the setting as will
|
|
the doggie in the Minotaur's Den. Once you've set the dial,
|
|
all teleport squares will teleport you to the Volcano god.
|
|
The god is at x7,y11. He will give you a key card. You will
|
|
need this card to finish the game.
|
|
|
|
D3 Caves: These are the magic square caves. First, do not
|
|
change the number of any of the polyhedrons that aren't
|
|
spinning already. Here are the numbers to which the
|
|
polyhedrons must be set:
|
|
|
|
x2,y14: 16
|
|
x6,y14: 3
|
|
x10,y14: 2
|
|
x14,y14:13
|
|
x2,y10: 5
|
|
x6,y10: 10
|
|
x10,y10: 11
|
|
x14,y10: 8
|
|
x2,y6: 9
|
|
x6,y6: 6
|
|
x10,y6: 7
|
|
x14,y6: 15
|
|
x2,y2: 4
|
|
x6,y2: 15
|
|
x10,y2: 14
|
|
x14,y2: 1
|
|
|
|
After setting the polyhedrons properly, pull the lever at
|
|
x0,y15. You will then get +2 Int, +20 gems, +200 gold, and
|
|
+2000 Experience points. (Note that the numbers equal 34 if
|
|
you add them up vertically, horizontally and/or diagonally).
|
|
|
|
E3 Caves: Entrance at x1,y4 is beyond the Diamond Door. You
|
|
will need the Diamond key to get here. This is the Astral
|
|
Plane. All of the walls of this plane are invisible. You
|
|
must carefully map your way around them to the 5 portals.
|
|
Entering the portals will send you back to Sorpigal, but if
|
|
your wizard has level 7 spells, cast 7-1 and you will be
|
|
right back. After you have found all 5 portals (they are
|
|
numbered), your key card will work on the Inner Sanctum.
|
|
Enter and gain your reward!
|
|
|
|
E4 Caves: Entrance at x10,y5. Stairs down to next level at
|
|
x1,y3 and at x13,y4. There is another stairway at x13,y5
|
|
that goes directly to level 3. The Gold message #7 is at
|
|
x8,y13. There is a Crystal Grate at x13,y2 for which you
|
|
will need the crystal key. Second level: stairs down to
|
|
third level at x0,y3. There is not much else on the Second
|
|
level except along the bottom are some increasingly
|
|
difficult monsters that you could try. The third level is a
|
|
bit of a challenge to map and to fight through, but you will
|
|
find nothing of great import here. There are no stairs down
|
|
from the 3rd to the 4th levels. The fourth level can only be
|
|
entered directly from the surface (C4 x13,y13). Fourth level
|
|
(40 ft under the surface), there is a chess piece at x0,y15
|
|
guarded by dragons. The stairs up are at x13,y4.
|
|
|
|
MIGHT AND MAGIC is published by New World Computing and
|
|
distributed by Activision.
|
|
|
|
This walkthru is copyright (c) 1987 by Jennifer L. King.
|
|
All rights reserved.
|
|
|
|
This walkthru is distributed by KAZ (the KING)
|
|
|
|
|
|
|
|
MIGHT AND MAGIC
|
|
Part 4
|
|
|
|
LOCATIONS OF SIGNIFICANT PLACES/PEOPLE/ITEMS
|
|
|
|
These locations are the specific places to find the listed
|
|
information. Many times you must do other things and/or get
|
|
certain items to actually get the information. Consult the
|
|
rest of the walkthru for the complete details.
|
|
|
|
GOLD AND SILVER MESSAGES
|
|
|
|
Gold 1: Wizard's Lair (B1 x13,y5-level 1, x3,y14)
|
|
Gold 2: Raven's Wood (B2 x9,y9-level 2, x15,y6)
|
|
Gold 3: Minotaur's Stronghold (B3 x14,y2-level 1, x10,y15)
|
|
Gold 4: Wizard's Lair (B1 x13,y5-level 2, x12,y13)
|
|
Gold 5: Under Dragadune (E1 x12,y12-level 3, x14,y11)
|
|
Gold 6: Raven's Wood (B2 x9,y9-level 1, x4,y0)
|
|
Gold 7: Building of Gold (E4 x10,y5-level 1, x8,y13
|
|
Gold 8: Under Dragadune (E1 x12,y12-level 1, x13,y12)
|
|
Gold 9: Minotaur's Stronghold (B3 x14,y2-level 2, x10,y4)
|
|
|
|
The interleaf is found in Castle Doom at x15,y15 and will
|
|
tell you how to finish the game. It will say that you need
|
|
to seed the 5 portals on the astral Plane and be sent back
|
|
by each on of them before your key card will be valid.
|
|
|
|
Silver A: Castle Blackridge North x9,y5
|
|
Silver B: Castle Blackridge South x15,y8
|
|
Silver C: Castle White Wolf x0,y1
|
|
Silver D: Castle Doom x1,y1
|
|
Silver E: Castle Alamar x7,y12
|
|
Silver F: Castle Dragadoon x10,y3
|
|
|
|
The interleaf for the silver messages is also found in
|
|
Castle Doom at x15,y0. They will tell you the six locations
|
|
where you can increase your stats.
|
|
|
|
KEYS
|
|
|
|
Silver key: B1 x4,y7
|
|
Bronze key: B2 x4,y4 (answer to riddle is LOVE)
|
|
Diamond key: same place as bronze
|
|
Crystal Key: B2 caves Warrior's Stronghold x6,y11 (answer
|
|
is crystal)
|
|
Gold key: B3 caves Enchanted Forest Stronghold 2nd level
|
|
x3,y4 (consult quest 7 for Blackridge North)
|
|
Coral key: A3 x4,y6 (consult Outdoor description of A3)
|
|
|
|
PLACES TO GET YOUR STATISTICS RAISED OR CHANGED
|
|
|
|
Pool of Health: A1 x12,y1
|
|
Pool of Personality: D2 x10,y12
|
|
Intellect Pool: E2 x3,y13
|
|
Pool of Might: Caves below Portsmith x0,y12
|
|
Flame of Agility: Caves below Dusk x14,y5
|
|
Prism of Accuracy: Caves below Dusk x15,y15
|
|
Luck Increase: Ruins of Castle Dragadune x1,y1
|
|
Sands of Time (youthens characters): E1 x3,y3
|
|
Sex Reversal Fountain: Caves below Portsmith x11,y15
|
|
|
|
PEOPLE OF NOTE
|
|
|
|
Zam: Portsmith, x11,y0
|
|
Zom: Algary x1,y1
|
|
Succubus: Portsmith, x10,y4
|
|
Telengar: Dusk, x8,y0
|
|
Agar: Erliquin x2,y5
|
|
Gypsy seer: C2 x9,y11
|
|
Lord Kilburn: C3 x6,y14
|
|
Og: D4 x7,y1
|
|
Wizard Ranalou: B3 caves x5,y15
|
|
Tradesmen of Desert: D1 x10,y13
|
|
Clerics of the South: Ruins of Castle Dragadune third level
|
|
x0,y12
|
|
Volcano God: C4 caves: x7,y11
|
|
Doggie: Second level Minotaur's Stronghold (B3): x3,y4
|
|
Leprechaun: Sorpigal x11,y3
|
|
|
|
OTHER ITEMS AND PLACES OF NOTE
|
|
|
|
Passage to Doom: A1 x7,y15
|
|
Pirate's Secret Cove: A2 x2,y4
|
|
Dragon's Tooth: A2 x11,y3
|
|
King's Pass: A2 x0,y15
|
|
Wheel of Luck: A3 x3,y6
|
|
Ancient Ruins: B1 x12,y5
|
|
Warrior's Stronghold: B2 x9,y9
|
|
Enchanted Forest: B3 x14,y2
|
|
Ruby Whistle: C1 x15,y15
|
|
Merchant's Pass C1 x3,y8
|
|
Wyvern's Eye: C3 x7,y7
|
|
Pirate Maps: C3 x2,y10
|
|
Jolly Raven shipwreck: C4 x8,y13
|
|
Statue of Judgement: E1 x9,y12
|
|
Password for King Alamar's Castle: E3 x2,y6 and E3 x7,y2
|
|
Medusa's Head: B2 caves x15,y3
|
|
Trivia Island: Southern part of B4
|
|
Desert Map: C3 x6,y14
|
|
Astral Plane Door: King Alamar's Castle x1,y4 (need diamond
|
|
key)
|
|
Fountain to turn gold into Experience Points: Ruins of
|
|
Castle Dragadune x13,y15
|
|
Tones: Ruins of Castle Dragadune 3rd level x0,y6; x0,y8;
|
|
x6,y0; x8,y0; x15,y6; x15,y8
|
|
Shrine of Ozark: Ruins of Castle Dragadune 2nd level x0,y15
|
|
Chess pieces: One is at B1 caves 1st level x0,y15; the
|
|
other is at 4th level E4 caves x0,y15
|
|
Astral Key card: Volcano God C4 caves x7,y11
|
|
Vellum Scroll: Sorpigal Caverns x1,y2 |