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- --- 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
-