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- MIGHT AND MAGIC - Walkthrough
- Part 1
-
- This walkthrough 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. Copies of the mapping sheet they give you in the
- book are 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
-
- 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)
-
-
-
-
-
-
-