Might And Magic III: Isles Of Terra
(New World Computing, Inc. and U.S. Gold/New World Computing)

Last modified on April 25th, 2005

Might And Magic III: Isles Of Terra

Original solution by Wong Chee Kong, 11/21/1991.

Updated by VOLUME (benghai@iss.nus.sg)

Objective

The objective of this game is to locate Sheltem and reactivate the space shuttle. This will allow you to go after him in Might & Magic IV.

Basic survival techniques

Notes

Ultimate Power Orbs will be referred to as UPO's, throughout the text.

Program Bugs

If you exchange items inside an inn, they will be lost forever. Instead, do all your exchanging outside. If you are exchanging one or more items with a character who is not in your party permanently, include him or her in your party and leave the inn. Then perform the exchange and re-enter the inn.

There is one square in area F2 where the game freezes.

When you find the brother Zeta (of Alpha, Beta, Gamma, and Delta) in the Arachnoid Cavern, he's supposed to give you the name of his missing brother: Epsilon and to reveal the date (day 99) when the Shell of Serenity can be retrieved. Due to a known bug in the program, he won't tell you anything.

Usage of Spells

There are a couple of spells that are extremely useful. When using them correctly, it can save you lots of trouble and speed up game play.


Travelling great distances

You'll quite often need to travel to locations that are quite far away. Knowing how to save time is very important, especially when you want to keep the temporary effects of the fountain (i.e. you must be able to go anywhere from any place and complete your mission within a single day).

Each town has a mirror that can teleport you when you say the right word. By using the mirror, you can always go to a town or place that's near your destination. Once reaching it, you can either walk or teleport to your destination.

WordTeleports you toWordTeleports you to
ARENAfight in arenaHOMEFountain Head
DOOMEDSwamptownREDHOTBlistering Heights
FREEMANWildabarSEADOGBaywatch

These four words (EARTH, FIRE, AIR and WATER) can be spoken at any mirror portal to transport your party to the respectively named isles.

Enter "DOE MEISTER" to be transported to a Secret Room in Dragon Cavern. The room contains a vast and secret hoard of gold which belonged to long dead dragons. Use Lloyd's Beacon or Mr. Wizard to leave the secret room, or perish in an eternal trap.

Enter "ORB MEISTER" to enter the twisting passages beneath the pyramids, where you can obtain a King's Ultimate Power Orb. Grateful kings offer much experience for the return of such orbs.

Enter "BLASTOFF" to view the award winning End Game sequence, after which you may restart the game and continue your adventures throughout the Isles of Terra.

Hints and tips

If your level is low, get a temporary increase to your statistics, and then try again. Donate to a temple to be blessed. The number of times you must donate is relative to the current day. The amount of blessing you receive, is also proportional to the amount you donate.

There are many fountains that increase your statistics temporary. Once you have found them, note down their locations, because you'll need to visit them often when you aren't strong enough. Leave a beacon at the place where all the tough guys were, then visit temples, fountains, etc. Once you think you are strong enough, cast the beacon spell again to go back to those guys. See the part on travel to shorten your time needed when you intend to visit many fountains.

The total strength of your first two characters is used to determine success or failure in bashing down a door. So, try to let them have the strength increases whenever possible.

When you can't pick a lock, you can either bash the door down or cast Etherealise.

Items List

Tired of paying hard-earned money to have your items identified? Frustrated with forgetting exactly what's so special about a Pearl Ring? Well, here's a partial list of items. The original list was Copyright (c) 1991 by Andrew C. Hatchell.

To use the list, look up the basic item in the first list, then refer to the second list of modifiers. Classes of KPACSTNBDR refer to Knights, Paladins, Archers, Clerics, Sorcerers, etc., respectively. Damage and to hit modifiers apply only to weapons, and the modifiers in the AC column only apply to armor. Modifiers in the resistances/attribute modifiers column apply to both weapons and armor (thus an Armored weapon gives +4 AC). "?"'s indicate unknown quantities (in other words, the original author hadn't found a flaming weapon or diamond armor). This list should have everything a beginning party is likely to find.

Ranged Weapons

ItemClassesDamage
CrossbowKPA--TNB-R4-8
Long BowKPA--TNB-R5-10
Short BowKPA--TNB-R3-6
SlingKPA--TNB-R2-4

Armor

ItemClassesDamage
Chain MailKPAC-T---R+6
Leather ArmorKPAC-TNBDR+3
Padded ArmorKPACSTNBDR+2
Plate ArmorKP--------+10
Plate MailKP--------+8
Ring MailKPAC-TN--R+5
Scale ArmorKPAC-TNB-R+4
Splint MailKP-C-----R+7

Guided Tour

Towns

Fountain Head - HOME(A1)


Baywatch - SEADOG(A3)


Wildabar - FREEMAN(B4)

Get a pass to Falcon's Guild.

Swamptown - DOOMED(E2)

Blistering Heights - REDHOT(D3)

Castles

There are a total of thirty one UPO's in the game. You'll need to give eleven UPO's to one of the kings. It's doesn't matter who you give them to. But bear this in mind, if you give eleven UPO's to the Good, all party members change their alignment to GOOD, and the other two castles are destroyed. Approach the kings carefully as you don't give them ONE UPO at a time, but rather the king takes all you are carrying (e.g. don't bring five UPOs with you, if you only intend to give one away). Upon giving eleven UPO's to any one of the kings, you'll be allowed to walk past the force field to reach the end of the game. A message saying "Only the worthy shall pass" is at the entrance of that door.

Whiteshield (A1)


Blood Reign (B4)


Dragontooth (E1)


Greywind (C4)


Blackwind (D4)


Caverns

Cyclops (B1)


Arachnoid (B4)


Magic (E4)


Dragon (F1)


Cursed Cold (D1)


Tombs, Fortresses, Keeps

Fortress of Fear (B2)


Slithercult Stronghold (B1)


Temple of Moo (A1)


Halls of Insanity (A3)


Dark Warrior Keep


Cathedral of Carnage (B3)


Maze from Hell (E3)


Tomb of Terror (F3)


Isles

These four words (EARTH, FIRE, AIR and WATER) can be spoken at any mirror portal to be transported to the respective isles. For the other isles, you can either use the walk on water, gem, or teleport spells to reach them.

EARTH (E4)


FIRE (D3)


AIR (E1)


WATER (E3)


Piranha Isle (B2)


The Frozen Isles (C1 to D1)


The Isles of Illusion (C4 to D4)


Land of the Gargoyles (B3)


Mount Keystone (B3)


Main Isle


Sea

Get a druid or ranger to cast "WALK ON WATER" to explore the sea. Hire one if you don't have any in your party, or get an item that casts the spell. The following things can be found in the noted areas of Fire Isle:


The Pirate Queen is in the Frigate in the Northeast part. Remember to have the Pearl of Beauty or else you'll lose all your gold. You will get 25,000 gold if you have the pearl.

Pyramids

Don't touch gems carelessly! Save your game before touching any one of them! Some of them age your party naturally (i.e. permanently). Even the fountain of youth can't help you. But some of them will teleport you to a hidden room or reveal some passwords.

Forward Storage Sector (A2)


Alpha Engine Sector (F4)


Beta Engine Sector (F1)


Main Engine Sector (F2)


Central Control Sector (C2)


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