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Table of Contents
First Edition
The Writings and Maps found in this book are copyrighted. All rights are reserved. Maps ...................................................................................... 4
This book may not be copied, photographed, reproduced, translated, or reduced to Towns ............................................................................ 4
any electrical medium or machine-readable form, in whole or in part, without the Castles ......................................................................... 26
prior written consent of New World Computing, Inc. New World Computing, Inc. Dungeons .................................................................... 48
further reserves the right to make changes to the product described in this book at
Caverns........................................................................ 66
any time without notice.
Outdoors...................................................................... 78
Beneath the Pyramids ............................................... 128
Might and Magic III, Secrets of the Isles
Monsters ............................................................................ 144
Monster Index ........................................................... 146
Credits Monster Descriptions ................................................ 147
Might and Magic Created by Jon Van Caneghem Spells ................................................................................. 170
Clerical Spell Reference............................................. 173
Secrets of the Isles written by Ron Bolinger Sorcerer Spell Reference............................................ 174
Druid Spell Reference................................................ 175
Illustrations by April Lee Spell Descriptions...................................................... 176
Cover Art by Focus on Design, Inc. Items .................................................................................. 196
Elements.................................................................... 200
Layout and Design by Ron Bolinger Metals........................................................................ 202
Douglas Grounds
Attributes ................................................................... 203
Production by Scott McDaniel Items.......................................................................... 206
Special Abilities ......................................................... 209
Special Thanks to Benjamin Bent Special Items ............................................................. 211
Mark Caldwell Key Cards .......................................................... 211
David Hathaway Keys................................................................... 211
Paul Rattner
Quest Items ....................................................... 212
Scott T. Smith
Allen Treschler Miscellaneous Artifacts ..................................... 212
Clues and Hints ................................................................. 214
Map Locations........................................................... 216
Spell Scroll Locations ................................................ 217
Statistics Modifier Locations ..................................... 220
Awards....................................................................... 226
King’s Ultimate Power Orbs ...................................... 229
Might and Magic is a registered trademark of New World Computing, Inc. Hologram Sequencing Cards..................................... 229
New World Computing is a trademark of New World Computing, Inc.
Hirelings .................................................................... 230
New World Computing, Inc. Passwords.................................................................. 232
600 Galveston Dr. Super Clues ............................................................... 236
Redwood City, California 94063 Races and Character Classes .................................... 237
Technical Support: (650) 261-3454 Secondary Skills ........................................................ 238
How to Win ............................................................... 239
2 Might and Magic III Secrets of the Isles 3
Towns
Towns
Fountain Head
Strange spirits inhabit the altars The altar of Shuji rests in the
that lie hidden in the walls of this same chamber with Yu’ud. It
cavern. Spirits that possess the bestows the ability to always
power to grant abilities necessary know the direction of your travel.
for successful adventuring. Pay Quests will lead you in many
their fee and these spirits will directions, and there are places
bestow their abilities upon you where knowing your bearing can
like vestments of battle, for the be most life preserving indeed.
creators of Fountain Head
ordained the altars as a benefit to The altar of Sufe stands along the
any who wished to leave the town eastern wall. It makes known the
walls and expand the influence secrets of swimming, releasing
of humanity across the chaotic the obstacle of shallow water.
face of post-Elemental-War Terra. There are times when the safest
path lies in the shallow blue,
The altar of Eber lies in the where creatures seldom dare to
northeast chamber of the cavern. tread. But beware, for not all Fountain Head Cavern
It offers a skill that will make bringers of death fear the rippling
known the way to hidden tide. Goblin
treasures and secret chambers. HP 10 Experience 400 AC 3
Speed 14 Attacks 1 Damage 3-9
Possessors of this skill will know There is one other altar that stands
Range Attack Yes
when a thin wall lies before them guard to the deepest corridors of Damage Type Physical
and be able to bash their way to the cavern. Beyond this sentinel
fortune. lies the secret chambers and Moose Rat
HP 40 Experience 1,200 AC 4
passages that house the mysteries
Speed 16 Attacks 2 Damage 2 - 16
The altar of Yu’ude sits in the of Fountain Head’s curse. No Range Attack No
cavern’s westernmost chamber. riddle does it give, but a simple Damage Type Physical
It possesses the power of extra question, the answer to which is
Vampire Bat
sight, providing forewarning of only known by one man in all of
HP 5 Experience 250 AC 5
unseen dangers and perils from Terra. Speed 20 Attacks 2 Damage 2-4
roaming monsters who would Range Attack No
seek your demise. Damage Type Physical
Baywatch
Chozan the Seer has studied for The fountain of Athea,Nymph of The Town of Baywatch
many years under guidance from the Great Sea, can be found in
the Masters of Albatross Guild. the town square in the southwest Ghoul
For a portion of gold he will scribe corner of Baywatch. Throwing a HP 100 Experience 16,000 AC 15
Speed 16 Attacks 4 Damage 3 - 18
the mark of the Albatross into coin into its waters can prove a
Range Attack No
your aura, allowing access to the fortunate endeavor. Damage Type Physical
Guild’s vast library of
incantations. The Unholy Pits have become a Skeleton
HP 20 Experience 1,000 AC 2
testing ground to the courage of
Speed 18 Attacks 2 Damage 2 - 12
Oro the Ranger is known across an adventurer. Any who descend Range Attack No
the isles as the only human to into the six pits will suffer the Damage Type Physical
scale the mountains of the Isle of consequences, but not without
Zombie
Fire. Pay his price and learn the reward.
HP 35 Experience 1,800 AC 2
skill of Mountaineering from the Speed 2 Attacks 2 Damage 3 - 18
legendary master of the sport. Range Attack No
Damage Type Physical
Baywatch Cavern
Wildabar
Wildabar Cavern
The Ogres that could not be driven from Locust Grove were
captured by the Dwarves and placed in cells, where they are
watched by the witches who use this cavern as a brewery.
From here, the witches barrel their brew and send it to their
coven in the Frozen Isles. But witches have been known to
smuggle captured adventurers to their coven to use as
sacrifices, so search the barrels for friends in need of help.
Swamp Town
Lion’s Crest Inn (Inn) of safe haven for those who find
Smithy’s Shoppe themselves, for whatever reason,
(Blacksmith) on this swampy isle. There is also
Village View Training a statue erected in memory of
(Training) Prince Smallberry, who fell in
Silver Stein (Tavern) mortal combat against Sheltem
Temple Moonshadow the Dark.
(Temple)
Buzzard’s Guild (Guild) Tombstones and grave markers
Pit to cavern serve as grim reminders of the
Mirror Portal dangers that surround the town
Funerary Grounds walls, and the evil undead
minions of the Vampire King that
Statues of great warriors stand dwell in Phantom Peaks and
in prominent positions in the three make annual raids on this
great squares of Swamp Town. suffering town. There may be The Town of Swamp Town
Yad and Yud were the founders treasures of wealth awaiting those
of Swamp Town; two brothers who would plunder these earthly Ghost
HP 100 Experience 32,000 AC 13
who were among the first to try vaults, but beware the curse that Speed 25 Attacks 1 Damage 10 - 100
and civilize the swamplands. may befall he who disturbs these Range Attack No
Though the boglands be far from final resting places. Damage Type Energy
civilized, at least there is a place
Ghoul
HP 100 Experience 16,000 AC 15
Speed 16 Attacks 4 Damage 3 - 18
Range Attack No
Damage Type Physical
Ninja
HP 45 Experience 3,000 AC 15
Speed 35 Attacks 1 Damage 2-8
Range Attack No
Damage Type Physical
Blistering Heights
Fire Stalker
HP 75 Experience 30,000 AC 20
Speed 40 Attacks 3 Damage 3 - 30
Range Attack No
Damage Type Fire
Major Devil
HP 666 Experience 250,000 AC 33
Speed 66 Attacks 4 Damage 250
Range Attack No
Damage Type Physical
Scorpia
HP 50 Experience 5,000 AC 5
Speed 10 Attacks 2 Damage 3 - 12
Range Attack No
Damage Type Poison
Castles
Castle Whiteshield
Zealot, King Righteous, sits on to stir the hearts of the Kings they
his royal throne in the center of belong to, but a great reward is
Castle Whiteshield where he offered for their return.
carries out his command over the
good at heart. King Zealot is in Statues of four heroesof old stand
competition with the other two in the castle’s corner courtyards,
kings, Tumult and Malefactor, for erected in honor of Astriel, Teshy,
total control of the people of Terra Leadbest and Jodelle. Each of the
and will greatly reward the party warriors served well but was lost
that brings him a Power Orb. He in the violent and chaotic days
believes the Power Orbs are the when the founders of Castle
key to his total reign and seeks to Whiteshield were striving to tame
possess as many as he can the Great Isle and make it safe for
acquire. the men of Terra.
Whiteshield Dungeon
Castle Dragontooth
Castle Dragontooth is a veritable haven for followers of the
evil way. Malefactor, King Malicious (often called King
Insane by those who know him), will lower his drawbridge for
any crusader who offers to help in his plot to control the
people of Terra. Those who oppose him, and find themselves
unlucky enough be within his castle walls, are thrown into
the pits of acid in the northernmost chamber.
Dragontooth Dungeon
Castle Greywind
Once a formidable fortress, reptiles now rule the halls of
Castle Greywind, former stronghold of Greywind the
Illusionist. His spirit is locked in the ruins, unable to leave
and unable to perform the actions necessary to release him
from his curse.
Greywind Dungeon
The Sands of Oolam were used The Victory Gongonce rang loud
by Greywind the Illusionist to through Castle Greywind. Its song
monitor the passing of time. marked the approach of the
Oolam was an ancient mystic with victorious Gray Paladins, led by
the power to walk through time Phantom Shadow, as they
as if walking through the halls of returned from their campaigns to
a cavern. He presented Greywind spread the reign and glory of
with the sands as a gift on his Greywind the Illusionist. Such
wedding day. Greywind used the were the days of adventure, the
sand to make four centuryglasses likes of which have not been seen
which he put in the corners of this for years. The Victory Gong has
dungeon. Though he could not hung silent since the night
walk through time like Oolam, Greywind peered back in Terra’s
Greywind could open windows history and chose never to speak
by turning the centuryglasses again.
over in different combinations,
allowing him to see forward and Gleaming mounds of treasurelie Greywind Dungeon
backward through the history of on the dungeon floor, but think
Terra. Those who were close to twice before leaping into their
him said the Illusionist emerged golden arms. Greywind was Death Snake
HP 500 Experience 150,000 AC 25
from the dungeon late one night known as the Illusionist for good
Speed 90 Attacks 1 Damage 4 - 200
after looking further back in time reasons. Much of the gold that Range Attack No
than he had ever attempted appears on the floor is but a trap Damage Type Physical
before. What he saw troubled to steal riches from the greedy.
him so much that he never spoke Great Hydra
HP 5,000 Experience 4,000,000 AC 60
to anyone again. Speed 75 Attacks 12 Damage 12 - 144
Range Attack No
Damage Type Physical
Castle Blackwind
Blackwind Dungeon
Dungeons
Slithercult Stronghold
Yellow pools surge in holes dug prepared for the next sacrifice.
long ago in the dungeon floor. Devoid of spirit, the head merely
The pools carry an enchantment laughs insanely when
left behind from a day when the approached.
serpents of this dungeon ruled
Cripple Creek. Though the waters Three special oracles can be
of the pools are poison to non- found in a hidden room known as
serpent beings, it may be worth the Slithercult Saloon. If an
the pain to search them. Artifacts adventurer feeds them Quatloos
and other rare items are said to he is rewarded by having his
lay at rest in their depths. attributes enhanced.
Fortress of Fear
Old levers extend from the floor Their stoney eyes have seen the
of the Fortress of Fear. They are passing of countless ages and
part of a mechanism that runs the their rocky throats have moaned
full length of the dungeon, created the melodies of countless sorrows.
by masters of ancient times.
Granite altars formed in the Wooden coffins lie in the
likeness of the Ancients and shafts chambers of this dungeon, serving
of electricity are arranged in a as grim reminder of the reason for
pattern in the dungeon’s center its name. The foul stench of death
chamber. Pull the levers to change visibly seeps through the planks
the pattern, for when the pattern of the coffins, arousing the spirit
is correct new discovery is close of the Mummy King who keeps
at hand. But never forget the his macabre throne in a chamber
dangers that lie in the unknown. hidden deep within the walls.
Search the coffins with the
Granite heads stand tall in the understanding there is great
Fortress of Fear
chambers of the Fortress of Fear, danger of encountering the
where they groan under the Mummy King’s gruesome Carnage Hand
tremendous weight of their age. subjects. HP 40 Experience 10,000 AC 25
Speed 20 # Attacks 1 Damage 60 - 120
Range Attack No Damage Type Physical
Mummy
HP 250 Experience 120,000 AC 15
Speed 20 # Attacks 2 Damage 2 - 80
Range Attack No Damage Type Physical
Mummy King
HP 500 Experience 250,000 AC 15
Speed 20 # Attacks 3 Damage 2 - 80
Range Attack No Damage Type Physical
Plasmoid
HP 100 Experience 8,000 AC 5
Speed 17 # Attacks 3 Damage 4 - 12
Range Attack No Damage Type Poison
Halls of Insanity
For many ages evil warriors have used this dungeon as their
hideaway. Even the Dwarves that escaped defeat at Castle
Whiteshield fled here. All that is required for sanction is to
do the bidding of the Top Jouster, who guards two Ultimate
Power Orbs which he believes embue him with power over his
so-called subjects.
Cathedral of Carnage
Tomb of Terror
Medusa
HP 1,000 Experience 3,000,000 AC 40
Speed 60 # Attacks 1 Damage 8 - 64
Range Attack Yes
Damage Type Magic
Minotaur
HP 1,000 Experience 3,000,000 AC 90
Speed 80 # Attacks 2 Damage 3 - 300
Range Attack No
Damage Type Physical
Minotaur King
HP 2,500 Experience 6,000,000 AC 90
Speed 80 # Attacks 3 Damage 3 - 300
Range Attack No
Damage Type Physical
Caverns
Cyclops Cavern
Arachnoid Cavern
Piled bonesof victims of the Giant floor. These Power Crystals have
Spiders that give this cavern its drawn mages here for centuries.
name lie on the floor in the darker They enhance the attributes of
recesses of Arachnoid Cavern. the mind necessary to master the
Some are used for the grizzly use and control of magic. Once
purpose of feeding the younger touched the crystal’s power
spiders. It is in this way they get dissipates, but there are ways of
their taste for flesh. Many of the recharging their magic. Lord
adventurers who wandered into Might holds the power to restore
this cavern were magic users, the drained crystals back to full
come in search of the Power strength.
Crystals. If any spell books are
still intact, there may be spells to The Lords of the Attributestook
be learned here. up residence in the chambers of
this cavern after the Gargoyles
Huge gongs occupy the cavern’s were driven away. They have
corner chambers, used to devised a test to challenge
Arachnoid Cavern
summon more creatures from the adventurers and reward the strong
darkness. The origins of the gongs minded. Those who properly Dino Beetle
can be found only in speculation. answer their riddle are awarded HP 70 Experience 4,000 AC 10
Some believe this cavern was the opportunity to expand their Speed 18 # Attacks 2 Damage 3 - 15
Missile Attack No
once the home of a Giant Spider Intelligence and Wisdom to great
Damage Type Physical
that had the intelligence and heights.
understanding of a Dragon. The Giant Spider
Spider King tried to form the Brother Zetasits among the Lords HP 30 Experience 3,000 AC 14
of the Attributes, lost in his own Speed 25 # Attacks 8 Damage 2-8
insects of Terra into an army, but
thoughts. If warned of your arrival Missile Attack No
was defeated by the ten heroes of Damage Type Physical
the Elemental Wars. It is one of he is most hospitable and offers
the oldest tales in Terra. the final bit of information to Toxic Worm
complete the tale started by HP 300 Experience 90,000 AC 25
Crystal shards, from the rich vein Brother Alpha. But if visited Speed 60 # Attacks 2 Damage 2 - 60
Missile Attack No
that runs beneath the Crystal unannounced, there is little he
Damage Type Physical
Mountains, stick out of the cavern will do for you.
70 Might and Magic III Secrets of the Isles 71
Caverns Caverns
The witches that have set up their coven in this cave are
commanded by the Black Knight. He dwells deep within the
cavern and rewards the deeds of the witches with Ancient
Artifacts plundered in a long forgotten war. Search carefully
the cauldrons, for all are not obliging.
Dragon Cavern
The Dragon Lord sits among his this cavern that never cease to
piles of gold in the deepest lure greedy adventurers to their
recesses of Dragon Cavern where demise. Five of the greatest
Draconi and other lesser Dragons warriors in Terra have tried to
roam the passageways. In slay the Dragon Lord. Their heads
addition to the Dragon Lord’s now hang from their own lances,
personal fortune there are serving as reminders to any who
mounds of gold all throughout wish to repeat their folly.
Dragon Cavern
Draconi
HP 125 Experience 20,000 AC 10
Speed 20 # Attacks 2 Damage 3 - 60
Missile Attack No
Damage Type Physical
Dragon Lord
HP 10,000 Experience 10,000,000 AC 75
Speed 150 # Attacks 1 Damage 1,000
Missile Attack Yes
Damage Type Energy
Green Dragon
HP 800 Experience 500,000 AC 40
Speed 60 # Attacks 1 Damage 250
Missile Attack Yes
Damage Type Cold
Outdoors
Area A1
Area A2
Area A3
Area A4
Magic Mantis
HP 50 Experience 3,500 AC 12
Speed 30 Attacks 2 Damage 2 - 20
Range Attack No
Damage Type Physical
Area B1
Area B2
Ogre
HP 60 Experience 2,500 AC 10
Speed 15 Attacks 1 Damage 2 - 32
Range Attack Yes
Damage Type Physical
Sprite
HP 15 Experience 2,500 AC 13
Speed 18 Attacks 2 Damage 2-6
Range Attack No
Damage Type Electrical
Area B3
Area B4
Magic Mantis
HP 50 Experience 3,500 AC 12
Speed 30 Attacks 2 Damage 2 - 20
Range Attack No
Damage Type Physical
Oh No Bug
HP 40 Experience 1,000 AC 8
Speed 30 Attacks 3 Damage 3-9
Range Attack No
Damage Type Physical
Area C1
Cyclops
HP 500 Experience 150,000 AC 25
Speed 40 Attacks 2 Damage 6 - 150
Range Attack No
Damage Type Physical
Sprite
HP 15 Experience 2,500 AC 13
Speed 18 Attacks 2 Damage 2-6
Range Attack No
Damage Type Electrical
Area C2
The Isle of Fire burns with the gate to the Demon Realm through
fierceness of a live volcano. It’s which Major Devils enter the
mountains are impossible to lands of Terra. Great reward
climb and those who dare walk awaits the adventurers who
its paths find scorching pain in destroy this portal and forever
every step. lock the Major Devils in their
own realm.
A towering pyramid cut from
ancient stone stands silent vigil Whirlpools off the shore of the
in the center of the Isle of Fire. Isle of Fire have claimed many
The mysteries that lie within this ships that drifted into their pull.
and the four other such pyramids Once a ship becomes trapped in
have been the source of many the watery swirl monsters emerge
legends in Terra, but without the from the Great Sea to feed on its
proper item mysteries will remain crew. Cargo crates bob in the
mysteries. whirlpools to lure fortune seekers
to their doom. Area C2
A flaming portal burns inside a
thorny hut on this region of the
Volcano Water
Isle of Fire. The portal opens a
Pyramid Lava Flats
Dragon Worm
HP 400 Experience 150,000 AC 35
Speed 45 Attacks 1 Damage 100
Range Attack No
Damage Type Poison
Major Devil
HP 666 Experience 250,000 AC 33
Speed 66 Attacks 4 Damage 250
Range Attack No
Damage Type Physical
Area C3
The Isle of Fire burns with the for the Hydra have long plagued
fierceness of a live volcano. It’s this already treacherous terrain.
mountains are impossible to
climb and those who dare walk Whirlpools off the shore of the
its paths find scorching pain in Isle of Fire have claimed many
every step. ships that drifted into their pull.
Once a ship becomes trapped in
Great Hydra use a hut in this the watery swirl monsters emerge
region of the Isle of Fire as a from the Great Sea to feed on its
hatchery for their young. crew. Cargo crates bob in the
Tremendous honor and reward whirlpools to lure fortune seekers
will be bestowed upon the to their doom.
adventurers who destroy this hut,
Area C3
Volcano Desert
Water Lava Flats
Great Hydra
HP 5000 Experience 4,000,000 AC 60
Speed 75 Attacks 12 Damage 12 - 144
Range Attack No
Damage Type Physical
Kudo Crab
HP 2500 Experience 2,000,000 AC 80
Speed 80 Attacks 4 Damage 8 - 240
Range Attack No
Damage Type Physical
Area C4
Barbarian
HP 175 Experience 25,000 AC 15
Speed 30 Attacks 2 Damage 2 - 60
Range Attack Yes
Damage Type Physical
Dino Beetle
HP 70 Experience 4,000 AC 10
Speed 18 Attacks 2 Damage 3 - 15
Range Attack No
Damage Type Physical
Area D1
Candle Creep
HP 70 Experience 3,000 AC 5
Speed 8 Attacks 2 Damage 2 - 10
Range Attack Yes
Damage Type Fire
Cryo Spore
HP 40 Experience 6,000 AC 3
Speed 12 Attacks 1 Damage 4 - 16
Range Attack No
Damage Type Cold
Area D2
The Isle of Fire burns with the unless protected from the burning
fierceness of a live volcano. It’s ground of the Isle of Fire. Burning
mountains are impossible to the hut to the ground will dstroy
climb and those who dare walk the Fire Lizards’ ability to hatch
its paths find scorching pain in further generations.
every step.
The Pirate Queenpatrols the Isle
Fire Stalkersenter into Terra from of Fire’s northern horn, stopping
a flaming fissure on the northern anyone she encounters on the
tip of this Isle of Fire. Seek out the waves of the Great Sea. Under
hut that holds this fissure if it is the flag of the broken skull the
your wish to destroy the Fire Pirate Queen and her band of
Stalker’s portal. Great treasure privateers collect the gold of
will be revealed when the hut is adventurers unfortunate enough
layed to ruin. to find themeselves ensnared in
their trap. Only the Pearl of Youth
Fire Lizards use an abandoned and Beauty will calm her stealing Area D2
hut in this region to store their soul.
eggs until they hatch. Despite the Volcano
fiery nature of these creatures, Water
their unhatched eggs are rather
Lava Flats
fragile and would not survive
Fire Lizard
HP 150 Experience 25,000 AC 10
Speed 30 Attacks 2 Damage 2 - 50
Range Attack Yes
Damage Type Fire
Fire Stalker
HP 75 Experience 30,000 AC 20
Speed 40 Attacks 3‘ Damage 3 - 30
Range Attack No
Damage Type Fire
Area D3
The Isle of Fire burns with the Destroying the hut and its evil
fierceness of a live volcano. It’s contents is a feat that will not go
mountains are impossible to unrewarded.
climb and those who dare walk
its paths find scorching pain in The Shrine of Protectionoffers a
every step. lofty but temporary boost to a
party’s elemental resistance. But
Blistering Heightssits among the the magic of the shrine will not
lava flats of this burning isle, work if the party is already under
magically protected from the the effect of another temporary
volcanic heat. This town was spell of elemental protection.
erected by magical beings and
placed on this destitute spot so Whirlpools off the shore of the
only the most advanced Isle of Fire have claimed many
adventurers would dare to enter ships that drifted into their pull.
its walls, as the town’s creators Once a ship becomes trapped in
had little tolerance for weak the watery swirl monsters emerge D3
mortals. The location of Blistering from the Great Sea to feed on its
Heights makes it ideal for visitors crew. Cargo crates bob in the
Volcano Town
from the Demon Realms, who whirlpools to lure fortune seekers
Water Hut
can often be found roaming the to their doom.
corridors. Desert Lava Flats
Area D4
Cobra Fiend
HP 50 Experience 4000 AC 15
Speed 25 Attacks 2 Damage 2 - 30
Range Attack No
Damage Type Physical
Plasmoid
HP 100 Experience 8000 AC 5
Speed 17 Attacks 3 Damage 4 - 12
Range Attack No
Damage Type Poison
Area E1
Area E2
Area E3
Area E3
Cursed Fool
HP 40 Experience 3500 AC 8
Speed 15 Attacks 3 Damage 3-9
Range Attack No
Damage Type Physical
Tree Golem
HP 150 Experience 16000 AC 10
Speed 6 Attacks 2 Damage 2 - 50
Range Attack No
Damage Type Physical
Area E4
Visit the six wells to partake of the magic waters that flow
beneath this desert isle. Their powers are among the greatest
in all of Terra. But beware the Barbarians that claim this
land as their stomping grounds, for nearby is a compound
where they drink themselves into a frenzy that can only be
quenched by the thrill of battle.
Area F1
Area F2
The Tomb of Terror looms over lie within this and the four other
the center of Phantom Peaks, the such pyramids have been the
unmistakable aroma of death source of many legends in Terra,
hovering thick as steam around but without the proper item
its dungeon door. In the days mysteries will remain mysteries.
before men even dreamed of
building a town on the swampy Five heroes of ancient times
isle, ancient beasts known as descended into the pyramids and
Shadow Dwellers haunted this learned the secrets of Terra from
dark dungeon. So terrible was the Sleepers of Sheltem.
their countenance that any who Unfortunately, they discovered
gazed upon these beasts were Sheltem as well. Enraged at
driven insane. The mere speaking having been found out so early in
of their names summoned them his schemes, Sheltem robbed the
from the shadows. It was heroes of their lives and put a
Blackwind the Spellbinder who curse upon their heads that they
finally conjured a magic strong would spend the rest of eternity Area F2
enough to defeat the Shadow babbling and unable to speak of
Dwellers and entomb them here. the secrets they had found. These
Swamp Mountain Swamp
VonEmosh, master of the walking talking heads hang from spears
Pyramid Swamp Tree
dead, now commands his legion all through the Shadowmire. But
from a mausoleum deep within the heroes were strong of will and Water Dungeon
the dungeon. made a language of their babbling;
a language that can only be Shadow Rogue
HP 50 Experience 12000 AC 15
A towering pyramid cut from understood by those who have Speed 22 Attacks 2 Damage 3 - 18
ancient stone stands silent vigil acquired the skill of Linguist. Range Attack Yes
along the southern edge of the Damage Type Physical
Shadowmire. The mysteries that
Tree Golem
HP 150 Experience 16000 AC 10
Speed 6 Attacks 2 Damage 2 - 50
Range Attack No
Damage Type Physical
Area F3
Enemies of Wildabar and Castle Blood Reign often find
themselves unwitting residents of Minotaur Marsh. Indeed,
the marsh is filled with Gargoyles that were captured during
their rout from Thorn Blossom Orchard, and Trolls that
invaded Castle Blood Reign when the fleeing Ogres drove
them out of their valley.
The Maze from Hellstands alone blood of men made to boil and
in the midst of Minotaur Marsh. the hearts of women made to
Statues surrounding the swoon. His altar can be found in
dungeon’s entrance serve as the thicket that covers the eastern
forewarning of the dangers that edge of the swampy isle.
lie within, for Medusas roam the
winding halls and guard the Slayer was exalted as the bringer
possessions of their master, the of war and victory. It was to find
Minotaur King. glory in his sight that men fought
on fields of battle. The army that
Granite heads silently stand in won Slayer’s favor was granted
Minotaur Marsh where they have victory. His altar can be found in
seen the coming of many an the southern thicket of Minotaur
ancient dawn. They are altars of Marsh.
ancient gods whose worshipers
have long perished from the land. Obeyer was exalted as the giver
Four are altars of remembrance of punishment and discipline. It
and one is of forgetting. Legend was after his example that law Area F3
says a special reward awaits those breakers were castigated, and his
who are remembered by these was the final judgment in the
Swamp Mountain Swamp Tree
ancient gods. trials that followed death.
Obeyer’s altar can be found on Water Dungeon
Purveyor was exalted as the the southeast point of the Swamp
provider of all needs. It was by Evermoors, across the river from
his hand that the crops grew and Minotaur Marsh. Gargoyle
HP 125 Experience 30000 AC 15
the hunt was successful. His altar
Speed 30 Attacks 4 Damage 3 - 45
can be found at the foot of the Betrayer was exalted as the Range Attack No
mountains that lie north of creator of deceit. It was from his Damage Type Physical
Minotaur Marsh. influence that men were made to
Troll
sleight their neighbors and gain
HP 125 Experience 50000 AC 15
Soothsayer was exalted as the advantage over others through Speed 25 Attacks 3 Damage 3 - 45
giver of language and moods of dishonest means. His altar can Range Attack No
men. Through his words was the be found just south of Purveyor’s. Damage Type Physical
Area F4
Guardian
HP 250 Experience 40,000 AC 20
Speed 15 # Attacks 1 Damage 75 - 150
Range Attack No
Damage Type Physical
Spirit Shield
HP 100 Experience 60,000 AC 35
Speed 80 # Attacks 2 Damage 6 - 120
Range Attack No
Damage Type Physical
Once came here Foerdhal the Erudite to scry the secrets that
had been rumored held in these strange halls. But as he
learned, so the Sleepers of Sheltem sought to possess mortal
form once more. Crowding together in Foerdhal’s mind they
drove him mad and in his rampage he destroyed much of this
underworld.
Guardian
HP 250 Experience 40,000 AC 20
Speed 15 # Attacks 1 Damage 75 - 150
Range Attack No
Damage Type Physical
Mystic Cloud
HP 50 Experience 30,000 AC 18
Speed 40 # Attacks 1 Damage 4 - 16
Range Attack Yes
Damage Type Magic
ED-409
HP 400 Experience 120,000 AC 40
Speed 75 # Attacks 3 Damage 50 - 100
Range Attack Yes
Damage Type Energy
Death Agent
HP 300 Experience 70,000 AC 15
Speed 30 # Attacks 2 Damage 10 - 100
Range Attack No
Damage Type Poison
Iron Wizard
HP 200 Experience 25,000 AC 30
Speed 50 # Attacks 2 Damage 50
Range Attack Yes
Damage Type Energy
138 Might and Magic III Secrets of the Isles 139
Beneath the Pyramids Beneath the Pyramids
Gemstone altars line the eastern Another altar, which can be found
walls of the Forward Control at the end of a heavily guarded
Sector’s three main chambers. corridor, played a part in the
They possess a magic that is most disappearance of the Fountain of
beneficial to the adventurer who Nayarah. It will take but a single
approaches them, greatly word spoken at this altar to undo
advancing the attributes of life. the damage of Foerdhal, allowing
The enchantment of the altars the healing waters of Nayarah’s
works but on a single member of fountain to once again flow with
the party, and thus must be used the waters of juvenescence.
sparingly and well.
Transport tubes connect these
Heads of marble are scattered metal rooms that lie beneath the
throughout these metal halls, ancient pyramids, teleporting
each with a purpose or a mystery adventurers to locations further
to reveal. Two reside in the along the path to the secret of the
Cathedral of Carnage.
southern chambers and tell the Ancients. Some, however, require
secrets of castles Greywind and passcodes that must be spoken
Blackwind, and another speaks to make the magic work.
Iron Wizard
of mysterious names and codes. HP 200 Experience 25,000 AC 30
Speed 50 # Attacks 2 Damage 50
Range Attack Yes
Damage Type Energy
Phase Head
HP 20 Experience 4,000 AC 10
Speed 25 # Attacks 1 Damage 2-8
Range Attack No
Damage Type Physical
Adventurer steel yourself for you have come far. You stand
within a breath of final knowledge, but to tread the Final
Way there are things the Ancients would require of you. For
those who seek further challenge, seek the altars whose
mysteries are cautiously guarded.
Iron Wizard
HP 200 Experience 25,000 AC 30
Speed 50 # Attacks 2 Damage 50
Range Attack Yes
Damage Type Energy
Monsters
animal.”
HP Damage points that must be inflicted against the monster before it is killed.
Experience The amount of experience the Party gains after each kill.
Bubble Man
AC Vulnerability to physical attack. Low numbers indicate higher vulnerability. HP 15 Experience 750
Attacks The number of times a monster can attack per round. AC 0 Attacks 1
Speed Speed determines order of combat. Faster characters or monsters attack first. Speed 15 Damage 1–6
Damage Range of damage points the monster inflicts per attack upon a Party member.
Range Attack Monsters with range attacks can inflict damage from short distances by using Range Attack Yes
magic or missile weapons. Damage Type Magic
Damage Type Describes the type of damage a monster wreaks upon the Party (i.e., Bubble Men are a vile spark of life that springs
Physical, Fire, Cold, Magic, etc.). from the green ooze that permeates Fountain
A short description of each monster’s vulnerabilities and resistances
follow each entry. Head in curse. Bubble Men are completely resistant
to acid attacks.
146 Might and Magic III Secrets of the Isles 147
Monsters Monsters
Carnage Hand
HP 40 Experience 10,000 Cryo Spore
AC 25 Attacks 1 HP 40 Experience 6,000
Speed 20 Damage 60 – 120 AC 3 Attacks 1
Range Attack No Speed 12 Damage 4 – 16
Damage Type Physical Range Attack No
Carnage Hands are beings summoned from Damage Type Cold
another plane by Wicked Witches, used to guard Cryo Spores are a strain of meat-eating plant
their covens. They are very resistant to magic that sprang from the frozen regions of the northeast.
forces. They are immune to cold and very resistant to
electric and acid attacks.
Castle Guard
HP 75 Experience 10,000 Cult Leader
AC 10 Attacks 1 HP 300 Experience 30,000
Speed 12 Damage 2 – 80 AC 15 Attacks 1
Range Attack No Speed 25 Damage 5 – 75
Damage Type Physical Range Attack Yes
Castle Guards are mindless warriors bred for Damage Type Physical
loyalty and unquestioning devotion. They are This half woman, half snake Cult Leader
employed by the three Kings as watchmen, and operates from a well protected room deep within
possess the strength to break armor. the Slithercult Stronghold. She is resistant to magic
and casts Sleep at those who attack her.
Cursed Fool
HP 40 Experience 3,500 Death Agent
AC 8 Attacks 3 HP 300 Experience 70,000
Speed 15 Damage 3–9 AC 15 Attacks 2
Range Attack No Speed 30 Damage 10 – 100
Damage Type Physical Range Attack No
Cursed Fools are remnants of Blackwind’s Damage Type Poison
forces, altered by his evil magic. They possess Death Agents are found in the metal rooms
great loathing for Sorcerer’s, and curse those they that lie beneath the ancient pyramids. Though
touch. their forms appear natural, their very essence is
poison, and hazardous to those who fight them.
Cyclops
HP 500 Experience 150,000
Death Locust
AC 25 Attacks 2 HP 100 Experience 16,000
Speed 40 Damage 6 – 150 AC 20 Attacks 4
Range Attack No Speed 30 Damage 4 – 32
Damage Type Physical Range Attack No
Cyclopes are known to carry a good deal of Damage Type Physical
gold with them wherever they go. Despite their Death Locusts carry a disease that will infect
vulnerability to the elements, they often escape any bitten adventurer. The harshness of their
harm by confusing their opponents. larvae period leaves them a little resistant to some
elements.
Cyclops King Death Snake
HP 1,000 Experience 300,000
HP 500 Experience 150,000
AC 25 Attacks 3
AC 25 Attacks 1
Speed 40 Damage 6 – 150
Speed 90 Damage 4 – 200
Range Attack No
Range Attack No
Damage Type Physical
Damage Type Physical
The Cyclops King lives deep within his cavern,
Death Snakes come from the southern regions
where he guards his treasures and feeds upon the
of the Great Sea. If a Death Snake’s venom enters
bones of unfortunate adventurers. He muddles
an adventurers immune system, paralysis is sure
the thoughts of weak minds.
to follow.
Dinosaur ED-409
HP 500 Experience 80,000 HP 400 Experience 120,000
AC 10 Attacks 2 AC 40 Attacks 3
Speed 12 Damage 5 – 500 Speed 75 Damage 50 – 100
Range Attack No Range Attack Yes
Damage Type Physical Damage Type Energy
Dinosaurs are monstrous beasts of ancient The ED-409 are strange machines that guard
design. Dumb though they are, their great bulk the ancient rooms of metal beneath the ancient
provides adequate resistance to the elements. pyramids. Magic and energy are their only real
weaknesses.
Draconi
HP 125 Experience 20,000 Evil Eye
AC 10 Attacks 2 HP 100 Experience 60,000
Speed 20 Damage 3 – 60 AC 25 Attacks 4
Range Attack No Speed 35 Damage 50
Damage Type Physical Range Attack Yes
Draconi, not possessing Dragon form, are Damage Type Magic
firmly seated at the bottom of the Dragon Chain. Evil Eyes are strange demon forms, exiled
They are chiefly used as guards for the higher from the realm of the All Seeing. To stare into their
Dragon beings. many eyes often drives the weak or lazy minded to
insanity.
Dragon Lord
HP 10,000 Experience 10,000,000 Evil Ranger
AC 75 Attacks 1 HP 100 Experience 12,000
Speed 150 Damage 1,000 AC 20 Attacks 3
Range Attack Yes Speed 20 Damage 4 – 24
Damage Type Energy Range Attack Yes
The Dragon Lord is the mightiest of all creatures Damage Type Physical
in Terra, highly resistant to all elements. It’s great Evil Rangers stalk the corridors of corrupt
bulk makes tedious work of battle, but the reward dungeons and fill the prisons of King Zealot. They
in gold is worth it. seek to spill the blood of Druids.
Guardian Lich
HP 200 Experience 120,000
HP 250 Experience 40,000
AC 12 Attacks 1
AC 20 Attacks 1
Speed 50 Damage 5 – 25
Speed 15 Damage 75 – 150
Range Attack Yes
Range Attack No
Damage Type Magic
Damage Type Physical
Liches are master mages from the realm of the
Guardians are magical beings, very resistant
undead. They are very resistant to physical harm
to the elements, who are often summoned to
and possess a touch that will bring certain death to
protect places of great power and mystery.
an adventurer.
Iron Wizard
Mad Dwarf
HP 200 Experience 25,000
HP 75 Experience 2,500
AC 30 Attacks 2
AC 10 Attacks 1
Speed 50 Damage 50
Speed 16 Damage 4 – 20
Range Attack Yes
Range Attack No
Damage Type Energy
Damage Type Physical
Iron Wizards are great mechanical beasts
Mad Dwarves were used as mercenaries to
employed by the Ancients to guard the secret
attack Castle Whiteshield. They will attack other
rooms of metal that lie beneath the pyramids.
Dwarves and have some resistance to elemental
Energy attacks are their great weakness.
damage.
Jouster
Magic Mantis
HP 600 Experience 180,000
HP 50 Experience 3,500
AC 35 Attacks 1
AC 12 Attacks 2
Speed 50 Damage 20 – 400
Speed 30 Damage 2 – 20
Range Attack No
Range Attack No
Damage Type Physical
Damage Type Physical
Jousters are always found mounted on their
Magic Mantises can be found in the southern
steeds, pole in hand, waiting for a challenge. They
regions of the Great Isle. Their bites can prove to
are known to carry a large purse of gold.
be quite poisonous. Mantises are resistant to
magic.
Mummy Octobeast
HP 250 Experience 120,000 HP 3,000 Experience 3,000,000
AC 15 Attacks 2 AC 40 Attacks 8
Speed 20 Damage 2 – 80 Speed 100 Damage 5 – 250
Range Attack No Range Attack No
Damage Type Physical Damage Type Physical
Mummies are powerful undead warriors. Fire Octobeasts infest the waters around the Isle of
and magic are their only weaknesses and those Fire. They are quite resistant to the elements and
they touch become diseased. Mummies seem weaken those who fight against them.
somehow drawn to Druids.
Ogre
Mummy King HP 60 Experience 2,500
HP 500 Experience 250,000 AC 10 Attacks 1
AC 15 Attacks 3 Speed 15 Damage 2 – 32
Speed 20 Damage 2 – 80 Range Attack Yes
Range Attack No Damage Type Physical
Damage Type Physical Ogres prefer to live outdoors, only entering
The Mummy King is master of the walking walled towns and castles to pillage and loot. Their
dead. His touch brings disease, and fire and magic immense bulk provides resistance to the basic
are his weaknesses. He leads his Mummy minions elements.
in their quest to destroy Druids.
Oh No Bug
Mystic Cloud HP 40 Experience 1,000
HP 50 Experience 30,000 AC 8 Attacks 3
AC 18 Attacks 1 Speed 30 Damage 3–9
Speed 40 Damage 4 – 16 Range Attack No
Range Attack Yes Damage Type Physical
Damage Type Magic Oh No Bugs swarm in the northern regions of
Mystic Clouds float in a vortex impervious to the Great Isle. They are very resistant to some
magical attack, draining their foes of the potential forms of elemental damage.
to use charms and incantations.
Orc Warrior
Ninja HP 25 Experience 600
HP 45 Experience 3,000 AC 5 Attacks 1
AC 15 Attacks 4 Speed 12 Damage 2 – 16
Speed 35 Damage 2–8 Range Attack Yes
Range Attack No Damage Type Physical
Damage Type Physical Warriors of the Orc tribes have infested the
Ninja are among the most organized and Great Isle since before the building of Fountain
disciplined foes you’ll face on Terra. They have a Head. Orcs are known to be resistant to some
slight resistance to all forms of damage. elemental attacks.
Plasmoid
Paladin HP 100 Experience 8,000
HP 175 Experience 50,000 AC 5 Attacks 3
AC 30 Attacks 5 Speed 17 Damage 4 – 12
Speed 30 Damage 3 – 90 Range Attack No
Range Attack Yes Damage Type Poison
Damage Type Physical Plasmoids are foul spheres of poisonous
Paladins are followers of the righteous path energy, relentlessly bent on the destruction of
who have turned away from the traditional human forms. Their acidic bodies can break
teachings and follow a more evil plan. They are weapons that come into contact with them.
resistant to all forms of elemental damage.
Priest of Moo
Phantom HP 200 Experience 120,000
HP 50 Experience 16,000 AC 20 Attacks 1
AC 12 Attacks 1 Speed 40 Damage 4 – 60
Speed 20 Damage 4 – 16 Range Attack Yes
Range Attack No Damage Type Electric
Damage Type Magic The Priests of Moo are the highest order in the
Phantoms inhabit the winding cavern below Moo cult, answering only to the Moo Master. They
Swamp Town. These undead shadows are almost possess some resistance to the elements and will
completely immune to physical attack, and their attack an entire party.
frightful touch will age an adventurer.
Rat Overlord
Phase Head HP 250 Experience 8,000
HP 20 Experience 4,000 AC 4 Attacks 4
AC 10 Attacks 1 Speed 16 Damage 2 – 16
Speed 25 Damage 2–8 Range Attack No
Range Attack No Damage Type Physical
Damage Type Physical The Rat Overlord commands the Moose Rats
Phase Heads are the animated skulls of fallen in Fountain Head. It is his fierceness in battle and
Cyclopes. They are resistant to elemental damage toughness of skin that gives him reign over the
and cast confusion on their victims. others.
Piranha Reaper
HP 40 Experience 10,000 HP 150 Experience 50,000
AC 20 Attacks 8 AC 15 Attacks 1
Speed 30 Damage 3–9 Speed 18 Damage 4 – 80
Range Attack No Range Attack Yes
Damage Type Physical Damage Type Magic
Piranha swarm the destroyed and abandoned Reapers are the very embodiment of death.
halls of Castle Blackwind, acting as a natural The aura of life and healing surrounding Clerics
hazard to those who would plunder the once-great has made them mortal enemies. Physical harm
keep. will seldom befall this undead apparition.
Screamer Sorcerer
HP 10 Experience 1,750
HP 100 Experience 50,000
AC 10 Attacks 1
AC 10 Attacks 1
Speed 25 Damage 2–8
Speed 40 Damage 8 – 80
Range Attack No
Range Attack Yes
Damage Type Energy
Damage Type Cold
Screamers are mutated forms of energy created
Sorcerers are masters of magic whose hearts
from the failed experiment of an ancient mage.
have grown cold to their studies. King Tumult
They are completely immune to energy damage
employs them as special guards for his vast hoard
and cause insanity.
of treasure.
Terminator
HP 1,000 Experience 3,000,000
Troll
AC 100 Attacks 1 HP 125 Experience 50,000
Speed 200 Damage 1,000 – 4,000 AC 15 Attacks 3
Range Attack Yes Speed 25 Damage 3 – 45
Damage Type Energy Range Attack No
Terminators are only found in the metal rooms Damage Type Physical
of the pyramids. Magic and energy are their only Trolls will almost always attack Dwarves, for
weaknesses, and those they attack will be it was Dwarves who brought Ogres into their
eradicated. valley.
Werewolf Zombie
HP 500 Experience 150,000
HP 35 Experience 1,800
AC 30 Attacks 2 AC 2 Attacks 2
Speed 40 Damage 8 – 120
Speed 2 Damage 3 – 18
Range Attack No Range Attack No
Damage Type Physical
Damage Type Physical
The Werewolves of Terra keep mostly to Zombies are undead creatures which are very
themselves, choosing not to attack adventurers
resistant to physical and electrical attacks. They
unless given reason. And it is best not to give them disease any adventurer they touch and despise
reason, for their bite carries disease. Clerics.
Wicked Witch
HP 50 Experience 16,000
AC 8 Attacks 1
Speed 16 Damage 4 – 16
Range Attack Yes
Damage Type Magic
Wicked Witches are physical portals between
the realm of reality and the realm of magic. Close
contact with their kind will result in a curse upon
the adventurer and his backpack.
Wild Fungus
HP 25 Experience 2,000
AC 0 Attacks 1
Speed 5 Damage 3 – 12
Range Attack No
Damage Type Electric
Wild Fungus spring from places where the
corrupt blood of ancient Witches were once spilled.
They are immune to electric and cold attacks.
Note: SP means Spell Points, G means Gems. Certain spells will require the
use of a number of Spell Points depending upon the Level of the casting
character.
Sun Ray
Elemental Arrow
Cost 150 Spell Points & 10 Gems
Cost 2 Spell Points
Object Cone
Object Single Monster
Level 16
Level 1
Effect Heat above description emanates from the
Effect Expels a single bolt of flame, electricity, acid or
caster’s body, causing 200 points of Energy
ice upon a monster, inflicting 8 points of.
damage on all monsters before the party.
Energy Blast
Divine Intervention
Cost 1 Spell Point per Level & 1 Gem
Cost 200 Spell Points & 20 Gems
Object Single Monster
Object Party
Level 2
Level 17
Effect A blast of crisping death is delivered to a single
Effect Calls upon the supernatural powers of Esoterica
monster, scorching it for 2-6 points of Energy
to completely restore the party to full Hit Points.
damage per level of caster.
Ages spell caster 5 years.
Suppress Poison
Detect Magic
Cost 4 Spell Points
Cost 1 Spell Point
Object Party Member
Object Party Member
Level 4
Level 1
Effect Reduces the amount of poison in a Party
Effect Reveals any magical items in a Party Member’s
Member’s system. Does not remove the
backpack, and notes the number of uses
POISONED condition.
remaining for charged items.
Create Food
Cost 20 Spell Points & 5 Gems
Object Party
Level 12
Effect When the party is starving, this incantation
creates enough food for each member.
Items
Elements
Fire Resistance Damage Energy Resistance Damage
Burning 5 2 Glowing 5 2
Fiery 7 3 Incandescent 7 3
Pyric 9 4 Dense 9 4
Fuming 12 5 Sonic 11 5
Flaming 15 10 Power 13 10
Seething 20 15 Thermal 15 15
Blazing 25 20 Radiating 20 20
Scorching 30 30 Kinetic 25 30
Flickering 5 2 Mystic 5 5
Sparking 7 3 Magical 10 10
Static 9 4 Ectoplasmic 20 25
Flashing 12 5
Shocking 15 10
Electric 20 15
Dyna 25 20
Icy 5 2
Frost 10 4
Freezing 15 5
Cold 20 10
Cryo 25 20
Acidic 10 2
Venomous 15 4
Poisonous 20 8
Toxic 25 16
Noxious 40 32
Metals Attributes
Common ToHit Dmg AC Costmod Might Equip Bonus
Quick 2 Spell 4
Swift 3 Castors 8
Fast 5 Witch 12
Rapid 8 Mage 16
Speed 12 Archmage 20
Wind 17 Arcane 25
Accelerator 23
Velocity 30 Armor Class Equip Bonus
Vigor 4
Health 6
Life 10
Troll 20
Vampyric 50
Items
Armor Base Cost Mod Equip Restrict Hand Axe 10 2d3 1H No Cl, S
Katana 150 4d3 1H Only K & N
Padded Armor 20 2 1H Max for S
Leather Armor 40 3 1H Max for Dr Nunchakas 30 2d3 1H Only K & N
Scale Mail 100 4 1H Max for B Wakazashi 60 3d3 1H Only K & N
Ring Mail 200 5 1H Max for N Dagger 8 2d2 1H No Cl
Chain Mail 400 6 1H Max for Ar, Ro Mace 50 2d4 1H No S
Splint Mail 600 7 1H Max for Cl, Ra Flail 100 1d10 1H No S
Plate Mail 1000 8 1H Only K & P Cudgel 15 1d6 1H No S
Plate Armor 2000 10 1H Only K & P Maul 30 1d8 1H No S
Spear 15 1d9 1H No S, Cl
Cloak 250 1 1 No restrictions
Robes 150 1 1 No restrictions Two Handed
Cape 200 1 1 No restrictions Weapons Base Cost Mod Equip Restrict
Special Abilities
Jewelry Base Cost Mod Equip Restrict Magic Ability Casts
Special Items
of Acid Spraying ........................ Acid Spray
of Distortion .............................. Time Distortion Key Cards
of Feeble Minding ..................... Feeble Mind
of Vaccination ........................... Cure Disease Golden Pyramid Key Cardallows access below the five
of Gating ................................... Nature’s Gate ancient pyramids. It has been hidden by Sheltem and en-
of Teleportation ......................... Teleport cased in a glass box that can only be shattered by an adven-
of Death .................................... Finger of Death turer who possesses Fantastic Strength. This key card can be
found in Area A4 and cannot be discarded.
of Free Movement ..................... Cure Paralysis
of Paralyzing ............................. Paralyze
Blue Priority Pass Card is awarded to the party after giving
of Deadly Swarms ..................... Deadly Swarm eleven King’s Ultimate Power Orbs to one of the three kings
of Sanctuaries ........................... Super Shelter of Terra. It is necessary to have if your party is to follow
of Dragon Breath ....................... Dragon Breath Corak deeper into the maze below the central pyramid on the
of Feasting ................................. Create Food Isle of Fire. Cannot be discarded.
of Fiery Flails ............................ Fiery Flail
of Recharging ............................ Recharge Item Hologram Sequencing CardsThere are six Hologram Sequencing
of Freezing ................................. Fantastic Freeze Cards, each one found in one of the locked six dungeons. These
of Portals ................................... Town Portal cards are required to access the final secrets of Terra and follow
of Stone to Flesh ....................... Stone to Flesh Corak into further adventure. All six must be collected and taken
of Duplication ........................... Duplicate Item to the innermost part of the maze below the pyramids. They
cannot be discarded.
of Disintegration ....................... Disintegration
of Half for Me ............................ Half for Me
Keys
of Raising the Dead .................. Raise Dead
of Etherealization ...................... Etherealize Yellow Fortress Keyopens the door to the Fortress of Fear. It can
of Dancing Swords .................... Dancing Sword be found in Arachnoid Cavern and cannot be discarded.
of Moon Rays ............................ Moon Ray
of Mass Distortion .................... Mass Distortion Green Eyeball Keyopens the door to the Halls of Insanity. This
of Prismatic Light ...................... Prismatic Light key is found in Cyclops Cavern and cannot be discarded.
of Enchantment ........................ Enchant Item
of Incinerating ........................... Incinerate Red Warrior Key opens the door to Dark Warrior’s Keep. It is
of Holy Words ........................... Holy Word found in Cyclops Cavern and cannot be discarded.
of Resurrection .......................... Resurrection
Blue Unholy Keyopens the door to the Cathedral of Carnage.
of Storms ................................... Elemental Storm
Look for this key in Arachnoid Cavern. It cannot be discarded.
of Megavoltage .......................... Megavolts
of Infernos ................................. Inferno Gold Master Keyopens the door to the Maze from Hell, and can
of Sun Rays ............................... Sun Ray be found in The Magic Cavern. Cannot be discarded.
of Implosions ............................ Implosion
of Star Bursts ............................. Star Burst Black Terror Keyopens the door to the Tomb of Terror. Look for
of the GODS! ............................ Divine Intervention this key in the Cursed Cold Cavern. Cannot be discarded.
Sacred Silver Skullsare sought by Kranion in Fountain Head to Ancient Jewelrycan be sold at the Blacksmith’s shops for 2,000
complete his shrine to the five Forces that gave aid to the people gold pieces, and is found in various places throughout Terra.
of Terra during the great Elemental War. These skulls can be
found in Fountain Head Cavern, Cyclops Cavern, Slithercult Quatloo Coinsare used to win statistic bonuses from the strange
Stronghold, Baywatch Cavern and the Ancient Temple of Moo. altars in Slithercult Stronghold’s secret room.
Alacorn of Icarus is needed to release the last Unicorn from his Ancient Fizbin of Misfortuneis a mysterious artifact of unknown
curse. Seek Princess Trueberry in Area E2 to obtain it, then origin.
proceed to the shrine in Orc Meadow. Cannot be discarded.
Interspacial Transport Box is a special item of powerful magic.
King’s Ultimate Power Orbsgive the three kings of Terra special It possesses the ability to transport your party to almost any
power and control over the hearts of the people of Terra. There dungeon, castle, cavern, town, or outside area.
are 31 in all, but only 11 must be given to a single king to give
him dominating power. Cannot be discarded. Search for the orbs
in Dragon Cavern, Dark Warrior’s Keep, Tomb of Terror, Alpha
Engine Sector, Beta Engine Sector, Main Engine Sector, Aft
Storage Sector, Halls of Insanity and the Cathedral of Carnage.
your side.”
Cathedral of Carnage
Bless ....................................................... x25 y8
Immobilize ............................................. x26 y8
Cold Ray ................................................ x27 y8
Acid Spray .............................................. x28 y8
Paralyze ................................................. x30 y3
Town Portal ............................................ x30 y4
Stone to Flesh ........................................ x30 y5
Raise Dead ............................................. x30 y6
Holy Word ............................................. x18 y21
Resurrection ........................................... x18 y20
Moon Ray .............................................. x4 y11
Mass Distortion ..................................... x4 y3
* After visiting these locations, see Lord Might to recharge the crystals.
Awards
Hirelings
Allan Bow Lone Wolf
Allan Bow is a Good Human Archer. His skills include Lone Wolf is a Neutral Elf Ranger. She is a Level 12
Pathfinder and Swimming. He is a Level 3 character with character who is well trained in the magical arts, as well as
a few spells under his belt. He carries a Cutlass, Chain Mail being a Merchant, Pathfinder, Mountaineer, Crusader and
and a Short Bow, and may be found at the Inn in Fountain skilled at Swimming. Lone Wolf has prepared herself with
Head. Grand Axe, Chain Mail, Long Bow, Gauntlets, Ebony
medal, a Mystic Cape and a Red Key. Look for Lone Wolf
Fineous at x0 y13 in Wildabar Cavern.
Fineous is a Neutral Human Druid who has learned a
number of useful spells. He is a third level character whose Charity
skills are Direction Sense and Swimming. His equipment Charity is a Level 18 Good Human Paladin who can be
includes Mace and Leather Armor. With a Personality of found at x14 y3 in the dungeon under Castle Bloodreign.
19, he’s sure to bring harmony to the Party. Look for She is well trained and possesses all the skills known to be
Fineous at the Inn in Fountain Head. taught throughout the Isles, in addition to her knowledge
of Magic. She is a beautiful woman who has adorned
Sir Galant herself with Tiara, a Charm, Scarab and Necklace in
Sir Galant is a Good Human Knight who is well equipped addition to her Hammer and Plate Armor.
with Plate Mail, Crossbow, Iron Helm, Silver Boots,
Gauntlets and a Yellow Key. He is a Level 8 character Son of Abu
whose skills are Crusader, Swimming and Navigator. His Son of Abu is a Neutral Gnome Robber who prefers to keep
strength is legendary throughout the Isles. Sir Galant can to himself. Look for him at x14 y0 in the dungeon under
be found in Bay Watch Cavern at x15 y1. Castle Bloodreign. Although he knows no magic, Son of
Abu is skilled in all other areas and carries a Broad Sword,
Darlana Chain Mail, a Steel Shield, Boots, Stealth Cape, Pirate Ring
Darlana is a Good Dwarf Cleric. She often casts medium and Black Key.
level spells, and possesses the skills of Crusader and
Swimming. Darlana is equipped with a Hammer, Splint Lord Bruns
Mail, Iron Helm, Fast Boots, Friend Robes and a Green Lord Bruns is a Level 22 Evil Half-Orc Barbarian who,
Key. With a good personality, Darlana is a good choice for despite is barbarous tendencies, is well trained in all areas
any Party. Find her in Bay Watch Cavern at x15 y0. of knowledge except magic. His might is awesome and
grand, though he can endure even more. He can be found
Wartowsan in the Town of Blistering Heights at the Inn and carries a
Wartowsan is an Evil Half-Orc Ninja of Level 11 proficiency. Great Axe, Scale Armor, Sapphire Sling, Platinum Helm,
He is skilled as a Crusader, Swimming, Body Builder and Gauntlets, Cloak and Power Belt.
Arms Master. Although not capable of casting magical
spells, his sturdy Steel Najinata is oft spoken of throughout The Raven
the land. He also carries Silver Ring Mail, Gauntlets, a The Raven is a mysterious Evil Human Sorcerer who
Luck Charm, Life Belt and Blue Key. Wartowsan can be knows every spell ever discovered, all skills ever taught.
found in Wildabar Cavern at x4 y7. His intelligence alone is worth his daily fee, though this
Level 50 character is well equipped and can be found at the
Inn in Blistering Heights. His Gold Master Key, Vampire
and Genius Rings are carefully hoarded.
Passwords }
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The Passwords listed in this section have been encrypted so you can void main (void)
{
decrypt only the passwords you currently need. In order to decrypt the
int key;
passwords, type in and RUN the following Basic program. You will be
prompted to enter the encrypted password, and the program will then /* You will only need this if you use Turbo C */
display the decrypted password. // directvideo = 0;
Passwords
The information listed above will be very helpful in creating characters and
determining which Races and Classes will make the most effective
adventurers. Paladins, Archers and Rangers are considered secondary
magic users and receive half the normal spell points per level. Robbers
initially have a Thievery base of 30 plus 2 points per level. Ninjas initially
have a Thievery base of 15 and gain 2 points per level. All other characters
gain 2 points per level providing they possess the Thievery skill.
236 Might and Magic III Secrets of the Isles 237
Clues and Hints Clues and Hints
Skill Effect Raise a Party member’s Strength attribute to 50 or greater by using magical
pools and potions. Enter the hut on Mount Keystone in Area A4 and break
Arms Master +1 to Hit. the glass case to receive the Gold Pyramid Keycard. This card allows access
Cartographer One Party member must possess this into the ancient pyramids.
skill to enable the auto-mapping
feature. Make a pilgrimage to the statue of Fire Mane in the Ancient Temple of Moo
Crusader Allows entrance to the three King’s at x29 y15. Visiting the statue will grant all in your party the title of Crusader.
Castles. All Party members who wish to All members of the party must be Crusaders in order to enter the three King’s
enter the castle must possess this skill. castles.
Linguist Allows the character to understand
foreign languages. Present one of the three Kings with eleven King’s Ultimate Power Orbs.
Merchant Allows the party to obtain supplies at When this is done, that King will reward you with the Blue Priority Passcard.
reduced cost. See the Items section for information on the location of the orbs.
Mountaineer Two mountaineers in the party allow
passage through mountains. Find the six colored keys that open Terra’s locked dungeons. Inside each
Navigator Prevents the Party from becoming lost. of these dungeons is a Hologram Sequencing Card. Your party must have
Pathfinder Two pathfinders in the party allow all six of these cards to complete the final quest. See the Items section for
passage through dense forests. information on the location of the colored keys.
Thievery A character must possess this skill to be
able to pick locks on chests and doors. Visit castles Greywind and Blackwind. After freeing the spirits of Greywind
Prayer Master Increases a Cleric's and Paladin's the Illusionist and Blackwind the Spellbinder, each will give you half the
capacity to use magic by +2 Spell number that must be remembered in the final phase of your journey.
Points/Level.
Prestidgitator Increases a Sorcerer's and Archer's Journey to the middle of the Maze from Hell and look upon the statue of
capacity to use magic by +2 Spell Water Mane at x14 y19. The title of Ultimate Adventurer will be bestowed
Points/Level. on each Party member. Only Ultimate Adventurers may pass to the final
Astrologer Increases a Druid's and Ranger's challenge within the Fire Island pyramid.
capacity to use magic by +2 Spell
Points/Level. After completing the tasks mentioned above, take the six Hologram
Body Builder +1 Hit Points/Level. Sequencing Cards and the Blue Priority Passcard into the ancient pyramid
Swimming Allows the party to travel in shallow on the Isle of Fire. Once in the Central Control Sector, follow the northern
water. All Party members who wish to corridor west through the Forward Storage Sector and into the Main Control
travel on water must possess this skill. Sector. Enter the transport tube at x15 y8 to take the final step. When the
Direction Sense Grants knowledge of which compass talking head asks for the Initialization Sequence, type the number learned
heading the party is facing. from Greywind and Blackwind. All the secrets of the Isles will be revealed.
Spot Secret Doors Detection of whether or not a wall
directly in front of the party can be
bashed down.
Danger Sense Allows a magical knowledge of monsters
lurking in the immediate area.
Dedicated to
I.
A complete description of all the
monsters, their pictures, and
their abilities.
II.
A compendium of weapons, armor,
and miscellaneous treasures, including
magic items.
III.
Detailed maps of outdoor areas, towns,
castles, dungeons and caverns, detailing
the inhabitants and important areas
to visit, and those to avoid.
IV.
Encoded hints and clues providing
answers on a need-to-know basis
regarding riddles, puzzles,
quests, and more!!!