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