table of contents - abandonia · towns towns fountain head 6 might and magic iii secrets of the...

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Secrets of the Isles 3 Table of Contents Maps ...................................................................................... 4 Towns ............................................................................ 4 Castles ......................................................................... 26 Dungeons .................................................................... 48 Caverns........................................................................ 66 Outdoors...................................................................... 78 Beneath the Pyramids ............................................... 128 Monsters ............................................................................ 144 Monster Index ........................................................... 146 Monster Descriptions ................................................ 147 Spells ................................................................................. 170 Clerical Spell Reference............................................. 173 Sorcerer Spell Reference............................................ 174 Druid Spell Reference................................................ 175 Spell Descriptions...................................................... 176 Items .................................................................................. 196 Elements.................................................................... 200 Metals........................................................................ 202 Attributes ................................................................... 203 Items.......................................................................... 206 Special Abilities ......................................................... 209 Special Items ............................................................. 211 Key Cards .......................................................... 211 Keys................................................................... 211 Quest Items ....................................................... 212 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 Hologram Sequencing Cards..................................... 229 Hirelings .................................................................... 230 Passwords.................................................................. 232 Super Clues ............................................................... 236 Races and Character Classes .................................... 237 Secondary Skills ........................................................ 238 How to Win ............................................................... 239 2 Might and Magic III ©1991 New World Computing, Inc. First Edition The Writings and Maps found in this book are copyrighted. All rights are reserved. This book may not be copied, photographed, reproduced, translated, or reduced to any electrical medium or machine-readable form, in whole or in part, without the prior written consent of New World Computing, Inc. New World Computing, Inc. further reserves the right to make changes to the product described in this book at any time without notice. Might and Magic III, Secrets of the Isles Credits Might and Magic Created by Jon Van Caneghem Secrets of the Isles written by Ron Bolinger Illustrations by April Lee Cover Art by Focus on Design, Inc. Layout and Design by Ron Bolinger Douglas Grounds Production by Scott McDaniel Special Thanks to Benjamin Bent Mark Caldwell David Hathaway Paul Rattner Scott T. Smith Allen Treschler Might and Magic is a registered trademark of New World Computing, Inc. New World Computing is a trademark of New World Computing, Inc. New World Computing, Inc. 600 Galveston Dr. Redwood City, California 94063 Technical Support: (650) 261-3454

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Page 1: Table of Contents - Abandonia · Towns Towns Fountain Head 6 Might and Magic III Secrets of the Isles 7 The Town of Fountain Head I n the days following the creation of Fountain Head

Secrets of the Isles 3

Table of Contents

Maps ...................................................................................... 4Towns ............................................................................ 4Castles ......................................................................... 26Dungeons .................................................................... 48Caverns........................................................................ 66Outdoors...................................................................... 78Beneath the Pyramids ............................................... 128

Monsters ............................................................................ 144Monster Index ........................................................... 146Monster Descriptions ................................................ 147

Spells ................................................................................. 170Clerical Spell Reference............................................. 173Sorcerer Spell Reference............................................ 174Druid Spell Reference................................................ 175Spell Descriptions...................................................... 176

Items .................................................................................. 196Elements.................................................................... 200Metals........................................................................ 202Attributes ................................................................... 203Items.......................................................................... 206Special Abilities ......................................................... 209Special Items ............................................................. 211

Key Cards .......................................................... 211Keys................................................................... 211Quest Items ....................................................... 212Miscellaneous Artifacts ..................................... 212

Clues and Hints ................................................................. 214Map Locations........................................................... 216Spell Scroll Locations ................................................ 217Statistics Modifier Locations ..................................... 220Awards....................................................................... 226King’s Ultimate Power Orbs ...................................... 229Hologram Sequencing Cards..................................... 229Hirelings .................................................................... 230Passwords.................................................................. 232Super Clues ............................................................... 236Races and Character Classes .................................... 237Secondary Skills ........................................................ 238How to Win ............................................................... 239

2 Might and Magic III

©1991 New World Computing, Inc.First Edition

The Writings and Maps found in this book are copyrighted. All rights are reserved.This book may not be copied, photographed, reproduced, translated, or reduced toany electrical medium or machine-readable form, in whole or in part, without theprior written consent of New World Computing, Inc. New World Computing, Inc.further reserves the right to make changes to the product described in this book atany time without notice.

Might and Magic III, Secrets of the Isles

Credits

Might and Magic Created by Jon Van Caneghem

Secrets of the Isles written by Ron Bolinger

Illustrations by April Lee

Cover Art by Focus on Design, Inc.

Layout and Design by Ron BolingerDouglas Grounds

Production by Scott McDaniel

Special Thanks to Benjamin BentMark Caldwell

David HathawayPaul Rattner

Scott T. SmithAllen Treschler

Might and Magic is a registered trademark of New World Computing, Inc.New World Computing is a trademark of New World Computing, Inc.

New World Computing, Inc.600 Galveston Dr.Redwood City, California 94063Technical Support: (650) 261-3454

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Secrets of the Isles 5

Towns

“Great walled towns were built to provide

shelter and protection from the outside

wilderness and be a place of haven for those

adventurers who travelled across the new

land and tried to tame and conquer its

growing life. They were exciting times of

adventure and bravery, but there was a

need for places of healing and trading and

training, so in the towns were raised

dwellings where all the services an

adventurer needed could be received.”

- Corak the Mysterious

Towns

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TownsTowns

Fountain Head

Secrets of the Isles 76 Might and Magic III

The Town of Fountain Head

In the days following the creation of Fountain Head Morphosewas summoned to be its protector, but the Rat Overlordcaptured him and locked him in a magical cell, allowing theMoose Rats to run free in the town along with their allies thattake shape from the green ooze. Morphose must be freed tolift the curse of ooze.

Forty Winks (Inn)Fen’s Fineries(Blacksmith)Training Grounds(Training)Lonely Hearth (Tavern)Temple Greenleaf(Temple)Raven’s Guild (Guild)Zahab’s Vaults (Bank)Pit Down to the cavernMirror PortalOdd JobsSkull MiserStorehouse

Pegee the Apprentice, who you’llfind soliciting outside theBlacksmith’s shop, is a poorapprentice struggling to make hisway through Sorcerer’s training.Help him and he’ll put in a goodword for you at Raven’s Guild.

Ergon the Task Master has manyjobs that need be performed tokeep Fountain Head prosperous.Signing up with the Task Masteris an excellent way to pass a weekand receive a decent wage for

services rendered. Look for thesign “Odd Jobs”.

Cypher the Chart Maker offersan invaluable skill to theadventurer on the go who doesn’thave time to render with pen andink. For a nominal fee, Cypherwill teach Cartography to amember of your party. Find himalong the northern wall.

Kranion, Priest of the Five Forces,is building a shrine to the Forcesthat helped the people of Terrasurvive the Great War of theElementals. Deliver five SacredSilver Skulls to his easterncorridor and be rewarded withgold and knowledge.

The Fountains of Moonbeam gettheir source from a magical wellfar below Fountain Head. Thewell is cursed and can producenothing but green sludge, butwhen the curse is lifted thefountains will tell the tales of Terraand point the way to adventure.

Bubble ManHP 15 Experience 750 AC 0Speed 15 Attacks 1 Damage 1- 6Range Attack YesDamage Type Magic

Moose RatHP 40 Experience 1,200 AC 4Speed 16 Attacks 2 Damage 2 - 16Range Attack NoDamage Type Physical

Rat OverlordHP 250 Experience 8,000 AC 4Speed 16 Attacks 4 Damage 2 - 16Range Attack NoDamage Type Physical

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TownsTowns

Secrets of the Isles 98 Might and Magic III

Fountain Head Cavern

Fountain Head Cavern

The builders of Fountain Head stored their riches insidebarrels in this cavern, and constructed pendulums to guardthem. Enchanted altars monitor the passageways and sellskills that are most helpful to those who would dare leave thetown walls.

Strange spirits inhabit the altarsthat lie hidden in the walls of thiscavern. Spirits that possess thepower to grant abilities necessaryfor successful adventuring. Paytheir fee and these spirits willbestow their abilities upon youlike vestments of battle, for thecreators of Fountain Headordained the altars as a benefit toany who wished to leave the townwalls and expand the influenceof humanity across the chaoticface of post-Elemental-War Terra.

The altar of Eber lies in thenortheast chamber of the cavern.It offers a skill that will makeknown the way to hiddentreasures and secret chambers.Possessors of this skill will knowwhen a thin wall lies before themand be able to bash their way tofortune.

The altar of Yu’ude sits in thecavern’s westernmost chamber.It possesses the power of extrasight, providing forewarning ofunseen dangers and perils fromroaming monsters who wouldseek your demise.

The altar of Shuji rests in thesame chamber with Yu’ud. Itbestows the ability to alwaysknow the direction of your travel.Quests will lead you in manydirections, and there are placeswhere knowing your bearing canbe most life preserving indeed.

The altar of Sufe stands along theeastern wall. It makes known thesecrets of swimming, releasingthe obstacle of shallow water.There are times when the safestpath lies in the shallow blue,where creatures seldom dare totread. But beware, for not allbringers of death fear the ripplingtide.

There is one other altar that standsguard to the deepest corridors ofthe cavern. Beyond this sentinellies the secret chambers andpassages that house the mysteriesof Fountain Head’s curse. Noriddle does it give, but a simplequestion, the answer to which isonly known by one man in all ofTerra.

GoblinHP 10 Experience 400 AC 3Speed 14 Attacks 1 Damage 3 - 9Range Attack YesDamage Type Physical

Moose RatHP 40 Experience 1,200 AC 4Speed 16 Attacks 2 Damage 2 - 16Range Attack NoDamage Type Physical

Vampire BatHP 5 Experience 250 AC 5Speed 20 Attacks 2 Damage 2 - 4Range Attack NoDamage Type Physical

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TownsTowns

Baywatch

Secrets of the Isles 1110 Might and Magic III

The Town of Baywatch

One dark day thunder shook the town of Baywatch andtransformed it from a successful seaport into a haven for theundead. Large cracks appeared in the ground that were latercalled the Unholy Pits. No one knows the reason for thiscurse, but it is said a wealth of gold and possessions is to behad by any brave enough to descend into the pits.

Captain’s Quarters (Inn)The Ship’s Store(Blacksmith)The Yardarm(Training)The Galley (Tavern)Temple Mandrake(Temple)Albatross Guild (Guild)Pit to cavernMirror PortalThe SewersTravel TownGreek HouseUnholy Hall

Chozan the Seer has studied formany years under guidance fromthe Masters of Albatross Guild.For a portion of gold he will scribethe mark of the Albatross intoyour aura, allowing access to theGuild’s vast library ofincantations.

Oro the Ranger is known acrossthe isles as the only human toscale the mountains of the Isle ofFire. Pay his price and learn theskill of Mountaineering from thelegendary master of the sport.

Derek the Explorer has spentmany years wandering Evil EyeForest and charting the swampyisle. His mastery at Pathfinding isuncontested across the lands ofTerra. Seek him out in the GreekHouse and he will teach you hisskill for a handsome fee.

Brother Alpha can also be foundin the Greek House. It is rumoredthat he and his brothers hold amystery that can only beunraveled if the brothers arevisited in a certain order.

The fountain of Athea, Nymph ofthe Great Sea, can be found inthe town square in the southwestcorner of Baywatch. Throwing acoin into its waters can prove afortunate endeavor.

The Unholy Pits have become atesting ground to the courage ofan adventurer. Any who descendinto the six pits will suffer theconsequences, but not withoutreward.

GhoulHP 100 Experience 16,000 AC 15Speed 16 Attacks 4 Damage 3 - 18Range Attack NoDamage Type Physical

SkeletonHP 20 Experience 1,000 AC 2Speed 18 Attacks 2 Damage 2 - 12Range Attack NoDamage Type Physical

ZombieHP 35 Experience 1,800 AC 2Speed 2 Attacks 2 Damage 3 - 18Range Attack NoDamage Type Physical

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TownsTowns

Secrets of the Isles 1312 Might and Magic III

Baywatch Cavern

Baywatch Cavern

Many prisoners have perished in the shackles of thiscavern, but there may be some with life still flowing throughtheir bodies who would join forces with any who frees them.Walk carefully through the corridors for they are haunted bya Phantom that has made his home among the sewage.

Shackled prisoners, or rather thedangling bones of shackledprisoners, decorate the walls ofthis haunted cavern. Hung inhaste and quickly abandoned bytheir captors who feared thePhantom that roams thecorridors, great riches hang withthe bones, waiting for one braveenough (or perhaps foolishenough) to claim them.

Darlana, a Cleric last seenwandering alone into the AncientTemple of Moo, is said to behanging in a special chamber inthe southeast corner of the cavern.One never knows when thehealing magic of a cleric will beneeded in quests for glory. If stillalive, she may offer help to thosewho release her.

Sir Galant, who failed theinitiation to join the DarkWarrior’s Keep, is held bound inshackles next to Darlana. Hisfailing was unalterable honestyand loyalty. He was quite literallytoo good for the evil band thatresides in the Keep. Free him andhe will join your party and takepart in your quests.

Brother Beta hangs in shacklesin a small room along the eastwall of the cavern. Go to him onlyafter seeing Brother Alpha or hewill have little to do with you. Butsee him in the proper order andBeta will tell his part of the mysterythat can only be solved after allthe brothers have been visited.

Bubble ManHP 15 Experience 750 AC 0Speed 15 Attacks 1 Damage 1- 6Range Attack YesDamage Type Magic

PhantomHP 50 Experience 16,000 AC 12Speed 20 Attacks 1 Damage 4 - 16Range Attack NoDamage Type Magic

ScreamerHP 10 Experience 1,750 AC 10Speed 25 Attacks 1 Damage 2 - 8Range Attack NoDamage Type Energy

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TownsTowns

Wildabar

Secrets of the Isles 1514 Might and Magic III

The Town of Wildabar

Gate House (Inn)The Armory (Blacksmith)The Battlements(Training)The Round Table(Tavern)Temple Bloodroot(Temple)Falcon’s Guild (Guild)Pit to cavernMirror PortalSparing GroundsDark WayShoaman’s MagicariumShoron the SailorBattle TrainingNinja Cult

Kelzen was a great warrior in thebattle to drive the gargoyles fromThorn Blossom Orchard. Withthe glory days of the battle behindhim, Kelzen has settled to trainingothers in his special skill. He hasset up a small training area in theroom marked Battle Training.

Tsabu the Strong is another herofrom the Gargoyle war. He residesin the Battle Training room with

Kelzen. Tsabu’s method oftraining strengthens the body andtoughens the skin.

Shoron the Sailor has sailed theGreat Sea on many a twistingcourse. Long ago in his travels hediscovered a magic compass thathas guided his vessel on manyvoyages. Placing gold on thecompass pointer will make anyadventurer an expert Navigator.Search the Distant Shores.

Shoaman the Necromancer hasdevoted his studies to the darkerside of the magical arts, andFalcon’s Guild has reluctantlyaided him. Visit Shoaman’sMagicarium and perhaps he willgrant you membership to theguild.

Brother Gamma lives somewherealong the south wall of Wildabar.Visit him only after you havetalked to Beta or he will be of littleaid. But if you see him in properturn, he will prove most helpful.

The Wildabar Ninja Clan gained complete control of thetown when the Dwarves that once lived here were hired byTumult, King Chaotic, as mercenaries to attack CastleWhiteshield. Only the older Dwarves remain, who fought todrive the pillaging Ogres north to the Valley of the Trolls.

Mad DwarfHP 75 Experience 2,500 AC 10Speed 16 Attacks 1 Damage 4 - 20Range Attack NoDamage Type Physical

NinjaHP 45 Experience 3,000 AC 15Speed 35 Attacks 1 Damage 2 - 8Range Attack NoDamage Type Physical

Sonic NinjaHP 75 Experience 20,000 AC 20Speed 20 Attacks 8 Damage 3 - 30Range Attack NoDamage Type Physical

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TownsTowns

Secrets of the Isles 1716 Might and Magic III

Wildabar Cavern

Wildabar Cavern

Levers built into the floor ofWildabar Cavern are part of theintricate prison devised by theDwarves to keep captured Ogresaway from the town valuables.Pull them only if you are preparedto fight, for the levers will releasethe prisoners from their cells, anda caged Ogre is an angry Ogre.

Barrels of brew concocted byWicked Witches are tucked awayin the small alcoves of thiswinding cavern. Drink from thebarrels at your own risk, for it cannever be guessed if a brew isintended for purposes of aid orailment. But know also that theWitches are in the habit of hidingthings in their barrels for transportto their coven in the Cursed ColdCavern. Searching all barrels mayuncover unfortunate prisonerswith much to offer their rescuer.

Brother Delta is believed to behiding somewhere in this windingcave. Though he will not speak toyou unless foretold of your arrivalthe information he possesses will

do much to determine thedirection of your journeys, for healone knows the location of thefabled Rainbow Isle.

Lone Wolf is an accomplishedand skillful Ranger with animpressive book of spells (shehas already earned membershipto four of the five mage guilds).Though she finds greatest peaceby herself, she will offer herservices and loyalty to those whohelp her escape from dangeroussituations.

Wartowsan, member of theSwamp Town Ninja clan, wassent to join and spy on theWildabar clan. He was quicklydiscovered and captured, and itis believed he was traded to theWicked Witches for a barrel oftheir enchanted brew. ThoughWartowsan is a follower of theevil ways, his Ninja training hastaught him to keep debts in order.If you find and release him, hewill surely offer to help your party.

OgreHP 60 Experience 2,500 AC 10Speed 15 Attacks 1 Damage 2 - 32Range Attack YesDamage Type Physical

Phase HeadHP 20 Experience 4,000 AC 10Speed 25 Attacks 1 Damage 2 - 8Range Attack NoDamage Type Physical

Wicked WitchHP 50 Experience 16,000 AC 8Speed 16 Attacks 1 Damage 4 - 16Range Attack YesDamage Type Magic

The Ogres that could not be driven from Locust Grove werecaptured by the Dwarves and placed in cells, where they arewatched by the witches who use this cavern as a brewery.From here, the witches barrel their brew and send it to theircoven in the Frozen Isles. But witches have been known tosmuggle captured adventurers to their coven to use assacrifices, so search the barrels for friends in need of help.

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TownsTowns

Swamp Town

Secrets of the Isles 1918 Might and Magic III

The Town of Swamp Town

Lion’s Crest Inn (Inn)Smithy’s Shoppe(Blacksmith)Village View Training(Training)Silver Stein (Tavern)Temple Moonshadow(Temple)Buzzard’s Guild (Guild)Pit to cavernMirror PortalFunerary Grounds

Statues of great warriors standin prominent positions in the threegreat squares of Swamp Town.Yad and Yud were the foundersof Swamp Town; two brotherswho were among the first to tryand civilize the swamplands.Though the boglands be far fromcivilized, at least there is a place

of safe haven for those who findthemselves, for whatever reason,on this swampy isle. There is alsoa statue erected in memory ofPrince Smallberry, who fell inmortal combat against Sheltemthe Dark.

Tombstones and grave markersserve as grim reminders of thedangers that surround the townwalls, and the evil undeadminions of the Vampire King thatdwell in Phantom Peaks andmake annual raids on thissuffering town. There may betreasures of wealth awaiting thosewho would plunder these earthlyvaults, but beware the curse thatmay befall he who disturbs thesefinal resting places.

GhostHP 100 Experience 32,000 AC 13Speed 25 Attacks 1 Damage 10 - 100Range Attack NoDamage Type Energy

GhoulHP 100 Experience 16,000 AC 15Speed 16 Attacks 4 Damage 3 - 18Range Attack NoDamage Type Physical

NinjaHP 45 Experience 3,000 AC 15Speed 35 Attacks 1 Damage 2 - 8Range Attack NoDamage Type Physical

The shadow of doom looms over the once bustling corridorsof Swamp Town. VonEmosh, master of the walking dead,came out of his tomb in Phantom Peaks and reduced thetown to a graveyard, where Ghosts and Ghouls now aboundto guard the burial mounds. The Ninja clan remainsundisturbed as they had made an agreement with VonEmoshbefore he began his onslaught.

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TownsTowns

Secrets of the Isles 2120 Might and Magic III

Swamp Town Cavern

Swamp Town Cavern

The southern parts of this cavern have come to be known asthe Spirals of Age, for the Phantoms that stalk these windingcorridors will transform a youthful adventurer into anenfeebled hulk. Reapers lie at the end of the spirals, but toget to them you must first defeat the grotesque mistresses ofdeath.

The altar of the goddess Ule restsdeep in the Spirals of Doom.Defeat the Reaper that guards itspower and receive a blessing ingolden light; enhanced strengthfrom the goddess of might.

The altar of Karnen, goddess ofsuffrage, lies deep in the Spiralsof Age, guarded by a Reaper andhis Phantom allies. Adventurerswho survive to bathe in the altar’ssteel-blue light walk away withgreater endurance.

Gagish the Conjurer, once a greatmage, now lies trapped in deathalong the eastern wall of thiscavern. In life he was KingMalefactor’s consultant, butGagish’s greed drove the king to

have him imprisoned in a woodencoffin and cursed to dwelleternally in Swamp Town Cavern.Gagish studied magic atBuzzard’s Guild where he is stillrevered as an honored member,and though he has no use for it,charges a handsome price forguild membership.

Wooden coffins litter the passagesand corridors of Swamp TownCavern, a grave reminder of thedeath curse that permeates thevery air of this region. All mannerof adventurers lie crated in thesewooden tombs. Search the coffinsand recover the variety of artifactslocked inside, but beware thecurse that may befall graverobbers.

PhantomHP 50 Experience 16,000 AC 12Speed 20 Attacks 1 Damage 4 - 16Range Attack NoDamage Type Magic

ReaperHP 150 Experience 50,000 AC 15Speed 18 Attacks 1 Damage 4 - 80Range Attack YesDamage Type Magic

ScorpiaHP 50 Experience 5,000 AC 5Speed 10 Attacks 2 Damage 3 - 12Range Attack NoDamage Type Poison

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TownsTowns

Blistering Heights

Secrets of the Isles 2322 Might and Magic III

The Town of Blistering Heights

Blistering Heights was built by magical beings and placedon the Isle of Fire for privacy. Because of the extremely harshnature of the fiery isle, ingenious forms of magical protectionwere devised to protect the town and those powerful enoughto reach it. There are statues in the four courtyards that willtemporarily lend protective magic to any who approachthem.

Restless Knight (Inn)Farrago’s Forge(Blacksmith)The Coliseum (Training )Verdant Spirits (Tavern)Temple Nightwing(Temple)Eagle’s Guild (Guild)Pit to cavernMirror PortalThe KennelDemon H.Q.

Monstrous statues are scatteredabout in the various courtyardsof Blistering Heights. The tributeto which these statues stand haslong been forgotten, but incontrast to their monstrous formthey offer magical protection

against the elements. The statuesare part of the strange butnecessary aura of elementalprotection that surround this townthat sits on the Isle of Fire.

Ornean the Warlock, who can befound within the walls of theDemon H.Q., claims no alliancewith the Major Demon thatcommands his legions fromwithin this room. But it is widelybelieved that he frequently offerscounsel to the commander fromthe underworld. Ornean offers indefense that his interests lie in allusers of magic, not just the MajorDemon near him. It is said he willgive membership to Eagle’s Guildto those he deems worthy.

Fire LizardHP 150 Experience 25,000 AC 10Speed 30 Attacks 2 Damage 2 - 50Range Attack YesDamage Type Fire

Major DemonHP 333 Experience 100,000 AC 16Speed 33 Attacks 6 Damage 2 - 40Range Attack NoDamage Type Physical

Mini DragonHP 150 Experience 18,000 AC 20Speed 30 Attacks 1 Damage 50Range Attack YesDamage Type Fire

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Secrets of the Isles 2524 Might and Magic III

Blistering Heights Cavern

Fire StalkerHP 75 Experience 30,000 AC 20Speed 40 Attacks 3 Damage 3 - 30Range Attack NoDamage Type Fire

Major DevilHP 666 Experience 250,000 AC 33Speed 66 Attacks 4 Damage 250Range Attack NoDamage Type Physical

ScorpiaHP 50 Experience 5,000 AC 5Speed 10 Attacks 2 Damage 3 - 12Range Attack NoDamage Type Poison

Altars of protection, built andenchanted by Blistering Heights’magical creators, sit in thechambers created by the feet ofthe great spider-beast this cavernwas formed around. The ancientand powerful magic housed inthese altars provides a party withprotection from fire and cold,

poison and acid, electricity andmagic. The protection providedis permanent and does not wearoff with the rising of the morningsun. Beware the paths that leadto the altars for they are guardedby Fire Stalkers charged with thetask of protecting and preservingthe purity of ancient magic.

TownsTowns

Blistering Heights Cavern

The cavern below Blistering Heights is not a naturalformation. The Elemental War saw the creation of manymonstrous beasts, and one was a giant spider that breathedfire like a dragon. The beast was felled on this isle and as thecenturies wore on, a cavern formed around its decayingcarcass. The feet of the spider are said to house altars ofmagical protection.

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Secrets of the Isles 27

Castles

Castles

“But with the fortresses of Greywind the

Illusionist and Blackwind the Spellbinder

in ruins, three master warriors divided the

isles among themselves. Great and steadfast

keeps they erected to house their thrones

and shrines. A war soon raged between

them, for the heart of each King was led by

a different of the three alignments of men.

The bloody battle came to be known as the

War of the Alignments and ended in nothing

but a gruesome stalemate.”

- Corak the Mysterious

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CastlesCastles

Castle Whiteshield

Secrets of the Isles 2928 Might and Magic III

Castle Whiteshield

Zealot, King Righteous, sits onhis royal throne in the center ofCastle Whiteshield where hecarries out his command over thegood at heart. King Zealot is incompetition with the other twokings, Tumult and Malefactor, fortotal control of the people of Terraand will greatly reward the partythat brings him a Power Orb. Hebelieves the Power Orbs are thekey to his total reign and seeks topossess as many as he canacquire.

Praythos, protector of the relics,sits at his throne along the easternwall of the castle where he awaitsthe return of Ancient Artifacts ofGood. Scattered throughout theisles are artifacts of Good, Neutraland Evil that were taken as bootyduring the great war of thealignments. These artifacts holdno other power than their ability

to stir the hearts of the Kings theybelong to, but a great reward isoffered for their return.

Statues of four heroes of old standin the castle’s corner courtyards,erected in honor of Astriel, Teshy,Leadbest and Jodelle. Each of thewarriors served well but was lostin the violent and chaotic dayswhen the founders of CastleWhiteshield were striving to tamethe Great Isle and make it safe forthe men of Terra.

Dark chests of crystallineconstruction contain the collectedtreasure of King Zealot, but thechests are sealed by a spell castin desperation by Mad Dwarvesbefore their attack on Whiteshieldwas thwarted. The countersign tothe spell is believed to be in thedungeon below this castle.

Castle Whiteshield is the stronghold of Zealot, KingRighteous. The castle was once attacked by Dwarves underthe command of Tumult. The attack was thwarted, butbefore they were captured the Dwarves locked Zealot’streasure in magical chests. Praythos, The King’s priest, willgive a hardy reward for the return of Artifacts of Good.

Black KnightHP 375 Experience 100,000 AC 30Speed 50 Attacks 7 Damage 4 - 160Range Attack YesDamage Type Physical

Castle GuardHP 75 Experience 10,000 AC 10Speed 12 Attacks 1 Damage 2 - 80Range Attack NoDamage Type Physical

PaladinHP 175 Experience 50,000 AC 30Speed 30 Attacks 5 Damage 3 - 90Range Attack YesDamage Type Physical

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CastlesCastles

Secrets of the Isles 3130 Might and Magic III

Whiteshield Dungeon

Whiteshield Dungeon

Piled on the floor are the bones of the captured Dwarvesthat attacked the castle. Before they were captured, theDwarves locked Zealot’s treasure in magical chests that weresealed with a spell. The countersign needed to open thechests is part of the song the Dwarves sang as they werestorming the castle walls.

Bones of the Dwarves thatattacked Castle Whiteshield liein piles on the floor of thisdungeon. Written in the dirt underthe bones is a song the attackingDwarves sang to rally themselvesfor their failed conquest. The songis a raunchy tune of the King’swife and a yellow-haired Orc shetook as her lover. In Orc tribes,traitors and cowards are dunkedin yellow dye and exiled fromtheir camp. Putting the songtogether and deciphering itsmeaning will reveal thecountersign needed to open theenchanted chests in the castleabove.

King Zealot’s Divine Elixir is apowerful concoction that grantssuper abilities to an adventurerthat drinks it. The elixir can

advance the level of experiencean adventurer has achieved,greatly increase a character’sresistance to all the elements, orenhance one’s physicalattributes. The effects of the elixirare permanent. Four chalices ofthe Divine Elixir are hidden inthe rooms of this dungeon, stolenby the devils and demonsimprisoned here.

Swinging pendulums guard theentrances to the chambers of thisdungeon, offering pain andsuffering to those who try to helpthe King’s prisoners. The roomsof Whiteshield Dungeon must besearched to find the Dwarve’ssong and the Divine Elixir, andthe pendulums stand as anobstacle to be overcome.

Evil RangerHP 100 Experience 12,000 AC 20Speed 20 Attacks 3 Damage 4 - 24Range Attack YesDamage Type Physical

Major DemonHP 333 Experience 100,000 AC 16Speed 33 Attacks 6 Damage 2 - 40Range Attack NoDamage Type Physical

Major DevilHP 666 Experience 250,000 AC 33Speed 66 Attacks 4 Damage 250Range Attack NoDamage Type Physical

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CastlesCastles

Castle Blood Reign

Secrets of the Isles 3332 Might and Magic III

Castle Blood Reign

Tumult, King Chaotic, observesthe actions of the other two Kingsfrom his throne in the center ofCastle Blood Reign. Tumult is theruler of Neutrality and his interestlies in keeping the strength ofKing Zealot and King Malefactorin check, not in gaining totalcommand over Terra. But totalcontrol is not completely ruledout, for Tumult will not allow theother Kings to gain it, even if itmeans he himself must takecommand of the isles. KingTumult will greatly reward thosewho bring him Power Orbs.

Chathos is the keeper of theshrine. It has become his task torecover the Ancient Artifacts ofNeutrality that were stolen duringthe great war of the alignments. Avery generous reward is offeredby Chathos to anyone who bringshim an artifact, and it isunderstood that the reward iseven more generous to charactersof the Neutral persuasion.

Chathos’ throne is on the northwall of the castle, near the gates.

Four speaking oracles stand inthe courtyards of Castle BloodReign. The stone heads wereenchanted by King Disirée,founder and first ruler of BloodReign. The heads recite a riddleKing Disirée devised as asafeguard. The riddle must besolved to gain access to thedungeon below.

Pits of blood are concealedbehind false walls along thesouthernmost castle walls. Theyare the pits of the Blood ofConquest, the Blood of Sacrifice,the Blood of War, and the Bloodof Slaughter. Submersed in thedepths of the pits of blood areAncient Artifacts of Good andEvil, kept out of spite from theother Kings. Woe shall befall hewho enters the depths of the pits,but reward in experience shall behis who emerges.

Tumult, King Chaotic, rules from his throne in Castle BloodReign. It is he who hired the Dwarves of Wildabar to attackCastle Whiteshield. Once pillaged by the Ogres of LocustGrove, Tumult’s castle is now beset with Trolls that weredriven from the Valley of the Trolls when the fleeing Ogressettled there.

Castle GuardHP 75 Experience 10,000 AC 10Speed 12 Attacks 1 Damage 2 - 80Range Attack NoDamage Type Physical

SorcererHP 100 Experience 50,000 AC 10Speed 40 Attacks 1 Damage 8 - 80Range Attack YesDamage Type Cold

TrollHP 125 Experience 50,000 AC 15Speed 25 Attacks 3 Damage 3 - 45Range Attack NoDamage Type Physical

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Secrets of the Isles 3534 Might and Magic III

Blood Reign Dungeon

Blood Reign Dungeon

Giant worms inhabit Blood Reign Dungeon, and theirdigging has revealed the power crystals that run beneath theCrystal Mountains. Touching the crystals will prove apermanent bonus to he with the courage to reach out hishand. And speaking of reaching out a hand, there may befriends to be found among the hanging prisoners.

Power crystals run rich beneaththe Crystal Mountains, and threehave been unearthed in BloodReign Dungeon. Their powercomes from a magical spring thatruns beneath the mountain, andthey possess the power to renderan adventurer very fast, veryaccurate, and much luckier. Thecrystals are located deep withinthe dungeon walls, accessibleonly to those with a strongcommand over magic.

Rotting corpses of shackledprisoners hang from the walls ofthe dungeon. The dead prisonerswere once a band of Robbers thathad discovered the answer to theriddle that guards the King’streasure. The Robbers plunderedthe King’s crystal chests but werecaptured by the Sorcerers thatprotect the treasure andimprisoned here where they hunguntil they perished. Written inblood by their dying hands, theRobbers left clues to the riddle’sanswer.

Son of Abu, acquirer of goodslost and stolen, does not like tobe called a Robber. He thinks of

himself more as a bounty hunter,always hunting someone else’sbounty. He was last seen skulkingaround Wildabar where the NinjaClan did not appreciate hispresence. It is believed that hewas captured by them and sent tothe Sonic Ninja that live in thisdungeon for career counseling.Taking into consideration thereputation of the Sonic Ninja,Son of Abu will be more thangrateful to the party that rescueshim.

Charity, a Paladin undercommand of King Zealot, isimprisoned with Son of Abu inthe southeast chamber of BloodReign Dungeon. She was sent ona covert mission to search theremains of the imprisonedRobbers and decipher the answerto the riddle that guards KingTumult’s treasure. After claimingthe treasure in the name of allthat is good, Charity was to makeher getaway and return to CastleWhiteshield. Needless to say, theplan failed and King Zealot deniedinvolvement. Left to her owndevices, Charity would faithfullyserve her rescuers.

DraconiHP 125 Experience 20,000 AC 10Speed 20 Attacks 2 Damage 3 - 60Range Attack NoDamage Type Physical

Dragon WormHP 400 Experience 150,000 AC 35Speed 45 Attacks 1 Damage 100Range Attack NoDamage Type Poison

Sonic NinjaHP 75 Experience 20,000 AC 20Speed 20 Attacks 8 Damage 3 - 30Range Attack NoDamage Type Physical

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CastlesCastles

Castle Dragontooth

Secrets of the Isles 3736 Might and Magic III

Castle Dragontooth

Malefactor, King Malicious,occupies his throne on the eastwall of the great throne room,where he goes more mad with thepassing of each day. He hasdetermined that he alone shallrule the hearts of the inhabitantsof Terra, and no scheme is toocruel to see the realization of hisdream. But to his allies the King isloyal and rewarding. Bring to himthe Power Orbs that are the keyto control and a great reward willbe given.

Pathos has been charged by KingMalefactor to fill the castle’sshrine with the Ancient Artifactsof Evil that were taken during thegreat war of the alignments.Malefactor feels that having theserelics in their proper place willstrengthen the resolve of hisarmies and secure his evilinfluence a greater hold over thepeople of Terra. Pathos isauthorized to amply rewardadventurers who bring himartifacts, and even more so if theadventurer be of evil alignment.

Bubbling pits of acid in thenorthern chamber of Castle

Dragontooth are used by KingMalefactor to test the meddle ofhis followers and punish hisenemies. The cost in pain istremendous to those who enterthe pits, but it is believed there ismuch to be found at the bottom,left by those who were not strongenough to survive the acid. Thosewho are strong enough to surviveemerge more experienced.

Monstrous statues stand inremembrance of the war to drivethe Werewolves from SerpentWood. Many of Malefactor’swarriors died fighting theWerewolves and it is widelybelieved the war wasunnecessary, but Malefactor wasmotivated to drive them from hisisland and spared no expense indoing so. When hostilitiesbetween the alignments wasrekindled, King Malefactor usedthe inscriptions on the statues tomake a magical barrier to guardthe entrance to the castle’sdungeon where Wicked Witchesbrew powerful ale to help advancehis schemes.

Castle Dragontooth is a veritable haven for followers of theevil way. Malefactor, King Malicious (often called KingInsane by those who know him), will lower his drawbridge forany crusader who offers to help in his plot to control thepeople of Terra. Those who oppose him, and find themselvesunlucky enough be within his castle walls, are thrown intothe pits of acid in the northernmost chamber.

Castle GuardHP 75 Experience 10,000 AC 10Speed 12 Attacks 1 Damage 2 - 80Range Attack NoDamage Type Physical

Dark PegasusHP 125 Experience 40,000 AC 20Speed 40 Attacks 4 Damage 2 - 40Range Attack NoDamage Type Physical

WizardHP 250 Experience 240,000 AC 20Speed 80 Attacks 1 Damage 1000Range Attack YesDamage Type Magic

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Secrets of the Isles 3938 Might and Magic III

Dragontooth Dugeon

Dragontooth Dungeon

Wicked Witches and the spirits they summon as theirservants rule the castle dungeon. Pledged to Malefactor andthe expansion of his reign, the witches divine his evil plotsand provide him with enchanted brews to strengthen hiswarriors and curse his enemies. Insane though he may be,woe to any who draw the wrath of the King Malicious.

Brew filled cauldrons occupy thecenter chamber of DragontoothDungeon. Ghosts and SpiritShields roam the long corridorsthat wind their way to the WickedWitches’ brewery, where Ales ofAdvancement and Elixirs ofEndurance await the adventurerbrave enough to reach them. Beassured of the effectiveness ofthe Witches’ Brew for KingMalefactor uses it to enrich hisEvil armies, and Malefactor isnot one to skimp where theadvancement of his schemes isconcerned.

Old, discarded cauldrons sit inthe corners of this dungeon wherethey have watched the passing ofmany years. Though it has been along time since these cauldronsserved as receptacles for themagical formulas of KingMalefactor’s Witches, they still

play a part in the Castle’sdefenses. In their bowels arewritten clues, telling of the wordthat must be spoken to open theKing’s treasure chests. Seek outthese clues if you desire the King’sfortune, but beware the WickedWitches that wander the halls,lest their curses fall upon you.

Metal safes buried in the dungeonfloor are used by the WickedWitches to store their commissionfrom King Malefactor. The Kingpays well for his potions andelixirs. Be warned, however, thatthe Witches have devised a snareto confound plunderers. The safesthat hold their hoards of gold aresurrounded by empty, enchantedvaults. When opened, these trapssummon a ghostly servant fromthe spirit realm to guard thecorridors and hinder yourprogress through the dungeon.

GhostHP 100 Experience 32,000 AC 13Speed 25 Attacks 1 Damage 10 - 100Range Attack NoDamage Type Energy

Spirit ShieldHP 100 Experience 60,000 AC 35Speed 80 Attacks 2 Damage 6 - 120Range Attack NoDamage Type Physical

Wicked WitchHP 50 Experience 16,000 AC 8Speed 16 Attacks 1 Damage 4 - 16Range Attack YesDamage Type Magic

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CastlesCastles

Castle Greywind

Secrets of the Isles 4140 Might and Magic III

Castle Greywind

Once a formidable fortress, reptiles now rule the halls ofCastle Greywind, former stronghold of Greywind theIllusionist. His spirit is locked in the ruins, unable to leaveand unable to perform the actions necessary to release himfrom his curse.

The spirit of Greywind theIllusionist haunts these ruins,held in a curse his one-time friend,Blackwind, was tricked intocasting against him. There areactions that can be taken to breakthe curse, but Greywind’s spiritform is unable to perform them. Ifa party of adventurers were todispel the curse for him, Greywindwould doubtless reward themhandsomely. There are, after all,secrets that only the dead shallknow. Secrets that Greywind hascarried for some time now. Seekout his throne along the southernwall if you would help this deadIllusionist leave this realm.

There are three thrones withinthe castle’s crumbling walls thatare believed to possess powerfulmagic – a magic that will workonly on the day Greywind theIllusionist was wed to theMermaid Anathema.

The Throne of Great Power sitsin the southwest corner of CastleGreywind, where legendaryheroes once came from all acrossthe isles to pay homage to theFive Forces. Legend says that hewho sits on the throne will betransformed into a mighty

adventurer, advanced in all theproperties of body and mind.

The Throne of Great Possessionsits along the western wall. Indays of old a contest was held onthe castle grounds to determinethe bravest warrior. He who wonthe contest sat on the throne andwas rewarded with powerfulweapons and implements of war.

The Throne of Great Riches alsosits in a chamber along the westwall. During the change to theharvest season the people ofBaywatch held a festival. Lotswere drawn and the possesser ofthe winning docket travelled toCastle Greywind and sat in theThrone of Great Riches. Thereward was a wealth of gold andgems. It has been many yearssince such celebrations tookplace.

The fountains of Anathema aresaid to flow with enchantedwaters. They were built as awedding gift to Greywind’s wife,before her treachery wasdiscovered. Anathema’s greedwas so all consuming that evenher fountain of healing will notwork without a payment in gold.

DinosaurHP 500 Experience 80,000 AC 10Speed 12 Attacks 2 Damage 5 - 500Range Attack NoDamage Type Physical

Fire LizardHP 150 Experience 25,000 AC 10Speed 30 Attacks 2 Damage 2 - 50Range Attack YesDamage Type Fire

ScreamerHP 10 Experience 1,750 AC 10Speed 25 Attacks 1 Damage 2 - 8Range Attack NoDamage Type Energy

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Secrets of the Isles 4342 Might and Magic III

Greywind Dungeon

Greywind Dungeon

The Sands of Oolam were usedby Greywind the Illusionist tomonitor the passing of time.Oolam was an ancient mystic withthe power to walk through timeas if walking through the halls ofa cavern. He presented Greywindwith the sands as a gift on hiswedding day. Greywind used thesand to make four centuryglasseswhich he put in the corners of thisdungeon. Though he could notwalk through time like Oolam,Greywind could open windowsby turning the centuryglassesover in different combinations,allowing him to see forward andbackward through the history ofTerra. Those who were close tohim said the Illusionist emergedfrom the dungeon late one nightafter looking further back in timethan he had ever attemptedbefore. What he saw troubledhim so much that he never spoketo anyone again.

The Victory Gong once rang loudthrough Castle Greywind. Its songmarked the approach of thevictorious Gray Paladins, led byPhantom Shadow, as theyreturned from their campaigns tospread the reign and glory ofGreywind the Illusionist. Suchwere the days of adventure, thelikes of which have not been seenfor years. The Victory Gong hashung silent since the nightGreywind peered back in Terra’shistory and chose never to speakagain.

Gleaming mounds of treasure lieon the dungeon floor, but thinktwice before leaping into theirgolden arms. Greywind wasknown as the Illusionist for goodreasons. Much of the gold thatappears on the floor is but a trapto steal riches from the greedy.

Death SnakeHP 500 Experience 150,000 AC 25Speed 90 Attacks 1 Damage 4 - 200Range Attack NoDamage Type Physical

Great HydraHP 5,000 Experience 4,000,000 AC 60Speed 75 Attacks 12 Damage 12 - 144Range Attack NoDamage Type Physical

Serpents roam the vast emptiness of Greywind Dungeon,and remnants of former days of glory have remaineduntouched for years. The sands of Oolam have all run down,and the Victory Gong, once rung to welcome home victoriousarmies, has remained silent as death for decades.

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CastlesCastles

Castle Blackwind

Secrets of the Isles 4544 Might and Magic III

Castle Blackwind

Once a great fortress, Castle Blackwind now sinks furtherand further into ruin. Blackwind the Spellbinder once ruledthe eastern isles from this manor, but his spirit is now trappedin the rubble by a curse from his neighbor to the west. Onlyone who is still among the living can work the counter spellto release him.

Blackwind the Spellbinder, orrather his ghost, still occupies thethrone in the southern alcove ofthe throne room. He is locked inthis ruined castle by a curse laidupon him by Greywind theIllusionist. Both mages were oncethe reigning powers over Terrauntil they were undone by thebetrayal of Anathema, a Mermaidwho had taken them both asmates. Now the spirit ofBlackwind is doomed to wanderthe broken halls of this castleuntil members of the living workthe magic combination that willfree him. Like Greywind, there isknowledge Blackwind can bestowupon his rescuers once he isreleased from the curse.Knowledge that is vital to solvingthe mystery of the Isles of Terra.

Like Castle Greywind, CastleBlackwind houses thrones ofmysterious enchantment. On theday of Blackwind’s betrothal toAnathema, the benefit of eachthrone will fall upon theadventurer who sits on it.Incidentally, it is not so muchthat Greywind and Blackwind’s

thrones work on their weddingday, but rather they decided tomarry on the day the thronesworked their magic. They believedit would act as a blessing andbring them luck and happiness.They were sadly mistaken.

The Throne of the Golden Anvilsits in the southeast corner of thecastle. Sit on the throne on theproper day and be rewarded withmighty items of war.

The Throne of the Sea Jewel sitsin the southwest corner of CastleBlackwind. On that one specialday of the year it will relinquishPearls of Youth and Beauty towhoever sits on its plushcushions.

The fountains of Anathema arethe only works of beauty left inthe rubble of Castle Blackwind.Legend has it that in the glorydays of Blackwind the fountainin the center of the throne roomhad the power to grant mastery ofall known spells to an adventurerwho could afford the rather steepprice.

DinosaurHP 500 Experience 80,000 AC 10Speed 12 Attacks 2 Damage 5 - 500Range Attack NoDamage Type Physical

Mystic CloudHP 50 Experience 30,000 AC 18Speed 40 Attacks 1 Damage 4 - 16Range Attack YesDamage Type Magic

PiranhaHP 40 Experience 10,000 AC 20Speed 30 Attacks 8 Damage 3 - 9Range Attack NoDamage Type Physical

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Secrets of the Isles 4746 Might and Magic III

Blackwind Dungeon

Blackwind Dungeon

The statue of Hamon Othreutebroods in the southeast corner ofthis dungeon. Hamon wasBlackwind’s Warlord and baneof VonEmosh, who in those dayswas only beginning to establishhis undead army in PhantomPeaks. A repentant enemy couldwin favor from the Warlord bysurrendering an offering of goldto this statue, which now onlystands as a tribute to a ghost ofolder days.

The statue of Tempest Stormproudly stands in the dungeon’ssouthwest corner, so full of the

spirit of the steed it honors italmost seems to move. She wasHamon Othreute’s mount andcarried him through hundreds ofvictorious campaigns againstBlackwind’s enemies. A moreremarkable beast was never seenin all of Terra.

The statue of Blood Manecommands a position in thenorthwest corner. Brutal andrelentless best describe thetemperament of this beast. Deathwas the only destiny for its prey.

Once the domain of Hamon Othreute, warlord of CastleBlackwind, this dungeon has remained deserted for manyyears. Nothing living has ventured into the depths of thedungeon since a strange magic fell upon its halls, causinggreat confusion to any who stray from an unseen path.

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Secrets of the Isles 49

Dungeons

Dungeons

“Make you strong places to dwell and

practice the evil of your arts. Build great

monuments to stand through the ages and

remind your followers of the task with which

you have been charged. Use these halls of

iniquity to perpetrate your schemes against

the infestation that has taken the fields and

lakes of this land from you, their rightful

masters. Never forget the hatred that must

finally overcome and consume mankind.

Dwell in your dungeons and brood.”

- Sheltem the Dark

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DungeonsDungeons

The Ancient Temple of Moo

Secrets of the Isles 5150 Might and Magic III

The Ancient Temple of Moo

The halls of the Ancient Temple of Moo are filled withundead warriors that were once glory seekers come to witnessthe statue of Fire Mane, mascot of Moo. (The statue is saidto transform wanderers into crusaders.) The bones of thosestrong enough to resist the re-animating magic of the Clericof Moo litter the floor.

Piles of Bones litter the dungeon’sfloor. They are the remains ofadventurers whose last acts wereto resist the re-animating magicof the Clerics of Moo. Those whowere unable to resist now walkthe halls, serving the evil Clericswho transformed them intoundead fiends. As the Moo cult isfar too interested in its ownworkings to trouble itself with goldand other forms of wealth, thereis much to be gained fromsearching the boney heaps.

The statue of the mighty lionessFire Mane stands proudly in thedungeon’s eastern chamber. FireMane has been the central figureof adoration in the Moo cult formany years, and is fiercely

guarded. It has become such afigure of legend among the peopleof Terra that any adventurer tostand at its base and return aliveis awarded the title of Crusader.Indeed, the three Kings have usedit as a kind of test, only allowingthese Crusaders entrance to theircastles.

Trap doors in the floor of theTemple of Moo have claimed thelives of many adventurers whorushed to glory rather thanproceeding with healthy caution.Beware of open spaces and longcorridors alike. Both possesspitfalls that can be easily avoidedby levitating or knowing when tojump.

Cleric of MooHP 100 Experience 32,000 AC 10Speed 20 # Attacks 1 Damage 2 - 36Range Attack YesDamage Type Electric

SkeletonHP 20 Experience 1,000 AC 2Speed 18 # Attacks 2 Damage 2 - 12Range Attack NoDamage Type Physical

ZombieHP 35 Experience 1,800 AC 2Speed 2 # Attacks 2 Damage 3 - 18Range Attack NoDamage Type Physical

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DungeonsDungeons

Secrets of the Isles 5352 Might and Magic III

Slithercult Stronghold

Slithercult Stronghold

Guillotines mark the path to riches in the SlithercultStronghold, where Cobra Fiends rule the halls. There is saidto be a secret room where those strong enough to venture cantest their luck and gain favor from the mysterious altars thateat Quatloos.

Yellow pools surge in holes duglong ago in the dungeon floor.The pools carry an enchantmentleft behind from a day when theserpents of this dungeon ruledCripple Creek. Though the watersof the pools are poison to non-serpent beings, it may be worththe pain to search them. Artifactsand other rare items are said tolay at rest in their depths.

Carved heads of marble standguard in the SlithercultStronghold. Every thousandyears a Druid must be sacrificed.The spirits of the Druids enterthese marble heads and foreverhaunt the dungeon halls. Areceptacle has already been

prepared for the next sacrifice.Devoid of spirit, the head merelylaughs insanely whenapproached.

Three special oracles can befound in a hidden room known asthe Slithercult Saloon. If anadventurer feeds them Quatlooshe is rewarded by having hisattributes enhanced.

Metal safes set in the dungeonfloor contain the treasures of theSlithercult. It takes anexperienced thief to pick theirlocks and a strong party ofwarriors to survive the dangersthat lie along the path. Candle Creep

HP 70 Experience 3,000 AC 5Speed 8 # Attacks 2 Damage 2 - 10Range Attack YesDamage Type Fire

Cobra FiendHP 50 Experience 4,000 AC 15Speed 25 # Attacks 2 Damage 2 - 30Range Attack NoDamage Type Physical

Evil RangerHP 100 Experience 12,000 AC 20Speed 20 # Attacks 3 Damage 4 - 24Range Attack YesDamage Type Physical

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DungeonsDungeons

Fortress of Fear

Secrets of the Isles 5554 Might and Magic III

Fortress of Fear

The Mummy King hides in a secret vault deep within thewalls of the Fortress of Fear. His command over the dead isequalled only by that of the Vampire King. Face the MummyKing and defeat him, for he guards a special hologram cardthat is essential to solving the mystery that lies below theancient pyramids.

Old levers extend from the floorof the Fortress of Fear. They arepart of a mechanism that runs thefull length of the dungeon, createdby masters of ancient times.Granite altars formed in thelikeness of the Ancients and shaftsof electricity are arranged in apattern in the dungeon’s centerchamber. Pull the levers to changethe pattern, for when the patternis correct new discovery is closeat hand. But never forget thedangers that lie in the unknown.

Granite heads stand tall in thechambers of the Fortress of Fear,where they groan under thetremendous weight of their age.

Their stoney eyes have seen thepassing of countless ages andtheir rocky throats have moanedthe melodies of countless sorrows.

Wooden coffins lie in thechambers of this dungeon, servingas grim reminder of the reason forits name. The foul stench of deathvisibly seeps through the planksof the coffins, arousing the spiritof the Mummy King who keepshis macabre throne in a chamberhidden deep within the walls.Search the coffins with theunderstanding there is greatdanger of encountering theMummy King’s gruesomesubjects.

Carnage HandHP 40 Experience 10,000 AC 25Speed 20 # Attacks 1 Damage 60 - 120Range Attack No Damage Type Physical

MummyHP 250 Experience 120,000 AC 15Speed 20 # Attacks 2 Damage 2 - 80Range Attack No Damage Type Physical

Mummy KingHP 500 Experience 250,000 AC 15Speed 20 # Attacks 3 Damage 2 - 80Range Attack No Damage Type Physical

PlasmoidHP 100 Experience 8,000 AC 5Speed 17 # Attacks 3 Damage 4 - 12Range Attack No Damage Type Poison

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Secrets of the Isles 5756 Might and Magic III

Halls of Insanity

Fierce statues of lions stand inthe chambers of the Halls ofInsanity. Three guard theentrances to the Blink ofDestruction, the Well of Tears,and the Eyes of Eternity. Answertheir riddles and the way to themysteries of this dungeon will bea little less perilous. Two otherstatues occupy the room in thenortheast chamber, beyond theWell of Tears. They speak of thesecret location of the Eye Master’streasure.

The statue of Golden Mane,mascot of the ten heroes of old,stands in the northwest chamberof the dungeon, beyond the Blinkof Destruction. When the tenheroes defeated the ElementalLords and ended the war, they setout to train the people of Terra inthe skills necessary for survival.The statue of Golden Mane was

bestowed with the power to grantall the known skills to anyonewho placed 100,000 gold piecesinto the lion’s mouth. Once, whenthe statue was filled with gold,the Eye Master happened uponit. He was so overtaken by greedhe stole the statue and brought itto his private chamber. The goldwas emptied and hidden in asecret room deep inside thedungeon’s walls. Though nonehave survived the Eye Master’sminions to reach the statue, it isbelieved to still possess the powerto grant an adventurer all theskills.

Ornate boxes engraved withforgotten languages hold thepossessions of the Eye Masterand his servants. Search themout to find the treasureaccumulated by these evilrefugees from the realm of the AllSeeing.

Halls of Insanity

Evil EyeHP 100 Experience 60,000 AC 25Speed 35 # Attacks 4 Damage 50Range Attack Yes Damage Type Magic

Eye MasterHP 200 Experience 200,000 AC 25Speed 35 # Attacks 4 Damage 75Range Attack Yes Damage Type Magic

Mini DragonHP 150 Experience 18,000 AC 20Speed 30 # Attacks 1 Damage 50Range Attack Yes Damage Type Fire

Mystic CloudHP 50 Experience 30,000 AC 18Speed 40 # Attacks 1 Damage 4 - 16Range Attack Yes Damage Type Magic

The Eye Master lurks deep within the Halls of Insanity,where his minions guard three powerful objects believed tobring luck and fortune. A series of false walls hide the objects,and the Eye Master stands ready to challenge any who seekto plunder his valuables.

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DungeonsDungeons

Dark Warrior’s Keep

Secrets of the Isles 5958 Might and Magic III

Many battles were fought inattempts to tame the lands ofTerra and make them safe. Inthose violent days special honorwas given to the noble steeds thatvaliantly carried warriors into theface of death. Statues were erectedin their honor, inscribed withdetails of the battles theywitnessed.

The statue of Fortune’s Banestands in the center of the entrychamber, serving as warning toany who idly enter this DarkWarrior’s Keep.

The statue of Fire Hood stands inthe northwest chamber of thedungeon. Fire Hood led sixteenRed Knights on a doomed war totake the Isle of Fire from theDemons that still claim it as theirown.

The statue of Frost Wing standsin the western chamber. FrostWing led seven Blue Crusaderswho sought to recover the lostartifacts after the war of thealignments.

The Statue of Forest Green standsin the southwest chamber. Sheled the eight Green Rangers ontheir hunt for the last Unicorn.

The statue of Desert Breeze standsin the northeast corner of thedungeon. Desert Breeze led twohundred Yellow Soldiers to fightthe Minotaur King.

The statue of Phantom Sorrowstands in the eastern chamber.He led seventy-three GreyPaladins in a siege against CastleBlackwind.

The statue of Shadow Gravestands in the southeast chamber.She carried two Black Warriorsthrough the gates of CastleGreywind.

The statue of Ivory Billows standsalong the southern wall, guardingthe Top Jouster’s Ultimate PowerOrbs.

Shackled skeletons hang from thedungeon’s walls, their boneyfingers clinging to scrolls made ofthe hides from various beasts.

For many ages evil warriors have used this dungeon as theirhideaway. Even the Dwarves that escaped defeat at CastleWhiteshield fled here. All that is required for sanction is todo the bidding of the Top Jouster, who guards two UltimatePower Orbs which he believes embue him with power over hisso-called subjects.

RangerHP 100 Experience 12,000 AC 20Speed 20 # Attacks 3 Damage 4 - 24Range Attack Yes Damage Type Physical

JousterHP 600 Experience 180,000 AC 35Speed 50 # Attacks 1 Damage 20 - 400Range Attack No Damage Type Physical

Mad DwarfHP 75 Experience 2,500 AC 10Speed 16 # Attacks 1 Damage 4 - 20Range Attack No Damage Type Physical

Top JousterHP 1,000 Experience 300,000 AC 35Speed 50 # Attacks 2 Damage 20 - 400Range Attack No Damage Type Physical

Dark Warrior’s Keep

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Secrets of the Isles 6160 Might and Magic III

Cathedral of Carnage

Mystical altars speakadmonitions of the doom thatlies within the Cathedral ofCarnage. Lesser adventurerswould do wise to heed theirwarning for the Moo cult isstrongest in these walls.Inexperienced warriors often findthemselves serving in the undeadarmy of the Moo cult.

Altars dedicated to the deities ofthe Moo cult stand in the roomknown as The Lock. Positro,Penetro, Dynatro, Barytro andProto watch the happenings inthe five towns and report to thePriests of Moo.

Gemstone altars standing in theroom marked The Key hold themarkings necessary to solve themystery of this chamber. Great

reward awaits the enterprisingadventurer with the intelligenceto solve the puzzle.

Magical altars in the southeastchamber of the dungeon are usedto teach Moo cult initiates. Theypossess the secrets to the spellsmost often used by the cult.

Moose Juice fills the chalicesfound in the room called TheCup. It is a deadly drink thatalways brings misfortune to theadventurer whose lips it passes.

Mighty Moose Juice, on the otherhand, has been known to be ofgreat benefit to those braveenough to drink it. They oftenemerge with better understandingof their disciplines of study. Findthis brew in the cups that sit inthe southwest chamber.

The Cathedral of Carnage is the center of the Moo Cult.Cruel and witless best describes the followers of Moo, for theyattempt without rest to tap into the power of the UltimatePower Orbs. It is the goal of the Priests to use the power ofthe orbs to control the minds of the people of Terra and turnthem all into their drones. Though they have made no gainstoward their goal, the Priests continue to perform cruelexperiments.

Cleric of MooHP 100 Experience 32,000 AC 10Speed 20 # Attacks 1 Damage 2 - 36Range Attack Yes Damage Type Electric

GargoyleHP 125 Experience 30,000 AC 15Speed 30 # Attacks 4 Damage 3 - 45Range Attack No Damage Type Physical

Moo MasterHP 400 Experience 250,000 AC 20Speed 40 # Attacks 1 Damage 5 - 75Range Attack Yes Damage Type Electric

Priest of MooHP 200 Experience 120,000 AC 20Speed 40 # Attacks 1 Damage 4 - 60Range Attack Yes Damage Type Electric

Cathedral of Carnage

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DungeonsDungeons

Tomb of Terror

62 Might and Magic III

Tomb of Terror

Talking heads carved from therocks of Phantom Peaks warn ofthe danger to those who enterthis Tomb of Terror. Thedungeon’s putrid halls are filledwith undead monsters of everydescription, all doingVonEmosh’s bidding. The voicesthat reside in the carved headsonce belonged to unwaryadventurers who wandered intothe halls of the Shadow Dwellers.Their bodies were torn apart andtheir spirits trapped in the stonealtars where they cry out awarning to all who enter thedomain of the Vampire King.

Stone Tombs hold the remains ofthe Shadow Dwellers, ancientbeasts so terrifying even theDragon Lord was powerlessagainst them. Lash, Ra’aa,Blayde, Phyre, Poyson, Blude,Payne and Deeth were theirnames. Names that are still neverspoken aloud, for it was thespeaking of their names thatsummoned them, and oncesummoned, gruesome deathprevailed. Powerful weaponsused by the Shadow Dwellers are

believed to have been entombedwith them, but beware the cursethat befalls he who disturbs theirrest. Monstrous apparitionsguard their burial chambers.

Four thrones sit in theMausoleum, VonEmosh’s privatevault. They are enchanted withthe magic of death, waiting tosteal the soul of the adventurerwho sits upon their crimsoncushions.

The throne of the Mysteries of theGraveyard Earth. Cold like thegrave, surrounded by the smell ofmoldy earth.

The throne of the Halo of theMidnight Moon. Unnerves thesoul like a shadow following youthat is not your own.

The throne of the Chill of theMoonlit Mist. A chill thatpenetrates to the bone.

The throne of the Sorrow of theHowling Wind, full of the cries ofa thousand mourners.

Secrets of the Isles 63

Nestled in Phantom Peaks, the Tomb of Terror is the finalresting place of the ancient beasts known as the ShadowDwellers. A curse shall fall upon those who disturb theireternal slumber. VonEmosh, master of the walking dead,makes his home deep within this tomb. Any who would facethe Vampire King must first defeat his entire army of undeadsoldiers.

LichHP 200 Experience 120,000 AC 12Speed 80 # Attacks 1 Damage 5 - 25Range Attack Yes Damage Type Magic

VampireHP 400 Experience 250,000 AC 30Speed 45 # Attacks 3 Damage 10 - 100Range Attack No Damage Type Physical

Vampire KingHP 1,000 Experience 500,000 AC 30Speed 45 # Attacks 1 Damage 10 - 100Range Attack No Damage Type Physical

Note: See monster section for information about Ghost, Ghoul, Mummy,Phantom, Reaper, Skeleton and Zombie.

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Secrets of the Isles 6564 Might and Magic III

The Maze from Hell

The Maze from Hell

Deep in Minotaur Marsh, the Maze from Hell is a verytricky catacomb. If not for the benevolent hand of Mr.Wizard, many an adventurer would have grown old in thislegendary labyrinth. You must find the statue of WaterMane in the center of the maze, and the Hologram Key Cardhidden in a crystalline box.

The statue of Water Mane, fabledruler of the Great Sea, stands inthe center of the Maze from Hell.Water Mane was the ruler of theGreat Sea in a time when therewas no land to break up its depths.The civilization of Terra livedbeneath the waves in a coral city,until one day there was atremendous storm that seemedto last forever and Water Mane’skingdom was lost. When thestorm finally subsided the Isles of

Terra were left floating in thewounded sea. This statue isperhaps the only remnant of thatlost civilization. Surviving theperils of the Maze from Hell tostand and drink from thefountain’s bowl is more than afeat of great adventuring, it is asymbolic journey to the forgottenpast of Terra, the final rekindlingof a spirit that has all but vanishedfrom the heart of a world.

MedusaHP 1,000 Experience 3,000,000 AC 40Speed 60 # Attacks 1 Damage 8 - 64Range Attack YesDamage Type Magic

MinotaurHP 1,000 Experience 3,000,000 AC 90Speed 80 # Attacks 2 Damage 3 - 300Range Attack NoDamage Type Physical

Minotaur KingHP 2,500 Experience 6,000,000 AC 90Speed 80 # Attacks 3 Damage 3 - 300Range Attack NoDamage Type Physical

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Secrets of the Isles 67

Caverns

Caverns

“And in the bubbling loam of the Elemental

War, great chambers formed beneath the

surface of the newly evolving land. Twisting

passageways of earthen walls snaked into

the heart of dark mountains. Within those

hollow halls flocked all the loathsome beasts

that sought refuge from the brightness of

the outside world. There they waited for the

turmoil on the surface to subside, and for

their chance to reign terror across the land.”

- Corak the Mysterious

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CavernsCaverns

Cyclops Cavern

Secrets of the Isles 6968 Might and Magic III

Cyclops Cavern

BugabooHP 60 Experience 4,000 AC 15Speed 22 # Attacks 2 Damage 2 - 24Missile Attack No Damage Type Magic

CyclopsHP 500 Experience 150,000 AC 25Speed 40 # Attacks 2 Damage 6 - 150Missile Attack No Damage Type Physical

Cyclops KingHP 1,000 Experience 300,000 AC 25Speed 40 # Attacks 3 Damage 6 - 150Missile Attack No Damage Type Physical

Wild FungusHP 25 Experience 2,000 AC 0Speed 5 # Attacks 1 Damage 3 - 12Missile Attack No Damage Type Electric

The bones of the unfortunate litterthe floor of this dark cavern.Cyclopes possess a tremendous,ravenous appetite that provesmost dangerous to adventurerswho find themselves entering thecavern’s mouth. But regardlessof the danger the fool-heartedstill come, for the Cyclopes havelittle use for the weapons anditems their dinner tends to carry.A party that is brave enough andstrong enough, and foolish aswell, can amass a nice store ofgoods by plundering the deadbones. There may even be spell

books to read, carried in byunfortunate mages.

Crimson pools of blood drainedfrom the bodies of those who fellvictim to the appetite of theCyclopes can be foundthroughout the cavern. In theirdepths is pain and reward. Onlythe strong should search them forthey surge with electric energy,but there is much that can bepulled from the bottom. Somepools are even believed toenhance the attributes of life.

This cavern is littered with the bones of unfortunateadventurers eaten by the Cyclops. There are many poolsfilled with the drained life-juices of these fallen warriors, andlegend says the pools harbor strange powers. The CyclopsKing lives in the deepest and darkest chamber of the cavern.

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Secrets of the Isles 7170 Might and Magic III

Arachnoid Cavern

Arachnoid Cavern

Arachnoid Cavern opens out of the western face of theCrystal Mountains. The Gargoyles once had their shrine inthe corridors of this cave, before they were driven to the Landof the Gargoyles. Insects of all kinds now occupy the darkcave. Mages of all disciplines once came to this cavern totouch the power crystals that run under the mountains. Theirdecaying bones still litter the floor.

Piled bones of victims of the GiantSpiders that give this cavern itsname lie on the floor in the darkerrecesses of Arachnoid Cavern.Some are used for the grizzlypurpose of feeding the youngerspiders. It is in this way they gettheir taste for flesh. Many of theadventurers who wandered intothis cavern were magic users,come in search of the PowerCrystals. If any spell books arestill intact, there may be spells tobe learned here.

Huge gongs occupy the cavern’scorner chambers, used tosummon more creatures from thedarkness. The origins of the gongscan be found only in speculation.Some believe this cavern wasonce the home of a Giant Spiderthat had the intelligence andunderstanding of a Dragon. TheSpider King tried to form theinsects of Terra into an army, butwas defeated by the ten heroes ofthe Elemental Wars. It is one ofthe oldest tales in Terra.

Crystal shards, from the rich veinthat runs beneath the CrystalMountains, stick out of the cavern

floor. These Power Crystals havedrawn mages here for centuries.They enhance the attributes ofthe mind necessary to master theuse and control of magic. Oncetouched the crystal’s powerdissipates, but there are ways ofrecharging their magic. LordMight holds the power to restorethe drained crystals back to fullstrength.

The Lords of the Attributes tookup residence in the chambers ofthis cavern after the Gargoyleswere driven away. They havedevised a test to challengeadventurers and reward the strongminded. Those who properlyanswer their riddle are awardedthe opportunity to expand theirIntelligence and Wisdom to greatheights.

Brother Zeta sits among the Lordsof the Attributes, lost in his ownthoughts. If warned of your arrivalhe is most hospitable and offersthe final bit of information tocomplete the tale started byBrother Alpha. But if visitedunannounced, there is little hewill do for you.

Dino BeetleHP 70 Experience 4,000 AC 10Speed 18 # Attacks 2 Damage 3 - 15Missile Attack NoDamage Type Physical

Giant SpiderHP 30 Experience 3,000 AC 14Speed 25 # Attacks 8 Damage 2 - 8Missile Attack NoDamage Type Physical

Toxic WormHP 300 Experience 90,000 AC 25Speed 60 # Attacks 2 Damage 2 - 60Missile Attack NoDamage Type Physical

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CavernsCaverns

Cursed Cold Cavern

Secrets of the Isles 7372 Might and Magic III

Cursed Cold Cavern

Witches’ cauldrons sit in thechilled chambers of Cursed ColdCavern, where strangeconcoctions are mixed and sentto other Witches or sold to Kingsand Mercenaries. The Witches ofthis coven specialize in Ales ofAdvancement and BeneficialBrews that offer protection frommagic, but search carefully.Somewhere there is a diabolicaldrink that turns the years againstthe adventurer who gives it eventhe slightest touch.

The Black Knight has been onmany quests to discover thesecrets of the isles of Terra. Thetruths he has uncovered arelocked in statues erected in honorof the noble steeds that carriedhim on his journeys. To gain theknowledge hidden in each statueyou need only to speak the answerto the riddle engraved in its base.

The statue of Iron Hooves standsin the center chamber of thecavern. The Black Knight rodeIron Hooves across the swampyisle in search of PrincessTrueberry.

The statue of Silver Hooves standsin the northeast chamber. SilverHooves was given to the BlackKnight by the Pirate Queen.

The statue of Golden Hoovesstands in the cavern’s easternchamber. Golden Hooves borethe Black Knight on his search forthe Pirate’s treasure.

The statue of Copper Hoovesstands with Golden Hooves inthe eastern chamber. CopperHooves accompanied the BlackKnight on his search for thelegendary lost island of Newroth.

Black KnightHP 375 Experience 100,000 AC 30Speed 50 # Attacks 7 Damage 4 - 160Missile Attack YesDamage Type Physical

Carnage HandHP 40 Experience 10,000 AC 25Speed 20 # Attacks 1 Damage 60 - 120Missile Attack NoDamage Type Physical

Wicked WitchHP 50 Experience 16,000 AC 8Speed 16 # Attacks 1 Damage 4 - 16Missile Attack YesDamage Type Magic

The witches that have set up their coven in this cave arecommanded by the Black Knight. He dwells deep within thecavern and rewards the deeds of the witches with AncientArtifacts plundered in a long forgotten war. Search carefullythe cauldrons, for all are not obliging.

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Secrets of the Isles 7574 Might and Magic III

Dragon Cavern

Nestled deep in the Mutant Mountains, Dragon Cavernprovides the perfect shelter for the riches amassed by theDragon Lord and his servants. The towering mounds oftreasure are heavily guarded by Draconi warriors, and thedung that litters the floor provides a natural defence againstgreedy adventurers. Tempting though it may be to steal theDragon Lord’s tremendous personal hoard, all who havefaced him have perished from his magic breath.

this cavern that never cease tolure greedy adventurers to theirdemise. Five of the greatestwarriors in Terra have tried toslay the Dragon Lord. Their headsnow hang from their own lances,serving as reminders to any whowish to repeat their folly.

The Dragon Lord sits among hispiles of gold in the deepestrecesses of Dragon Cavern whereDraconi and other lesser Dragonsroam the passageways. Inaddition to the Dragon Lord’spersonal fortune there aremounds of gold all throughout

DraconiHP 125 Experience 20,000 AC 10Speed 20 # Attacks 2 Damage 3 - 60Missile Attack NoDamage Type Physical

Dragon LordHP 10,000 Experience 10,000,000 AC 75Speed 150 # Attacks 1 Damage 1,000Missile Attack YesDamage Type Energy

Green DragonHP 800 Experience 500,000 AC 40Speed 60 # Attacks 1 Damage 250Missile Attack YesDamage Type Cold

Dragon Cavern

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The Magic Cavern

Secrets of the Isles 7776 Might and Magic III

The Magic Cavern

Stone Tombs hold the remains ofthe members of an ancient mageguild known as the Brotherhoodof Garroters. The Brotherhoodwas a dark guild that sought tocontrol Terra by grasping theland’s rulers in a tight fist of fearand forcing them to do theirbidding. Evil magic wasinstrumental in their plots.Greywind the Illusionist andBlackwind the Spellbinder wouldnot succumb to the terror createdby the Brotherhood and trackedthe guild to this cave. The guild’sfive members were slain andentombed in stone coffins,enchanted to keep their spiritslocked inside. Fighting Dragonsmark the tombs of the Garroters.Ransin Nor, master mage of theBrotherhood, was locked with theGarroters’ holy relics in a specialtomb marked by fighting Wizards.

Blue pools can be found in manyof Magic Cavern’s chambers.

Their water’s source lies in amagical spring far beneath theForsaken Sands. TheBrotherhood of Garroters usedthe pools to increase theirintelligence and strengthen theircommand over magic.

Green pools also open from thecavern’s floor. Their emeraldwaters bestowed speed upon theBrotherhood, giving themadvantage in all their encounters.Be warned that both pools aremagically protected and capableof harming anyone whoapproaches them unprepared.

The Altars of Learning possessthe secrets to many spells theBrotherhood found instrumentalfor their schemes. Most arepowerful combat spells, the restbeing useful for traveling unseenand avoiding traps.

Dangerous vapor steams up through rifts in the floor ofMagic Cavern. Spellcasters will find this vapor particularlydisturbing. But there are reasons for withstanding the dangersof this cave, as it is not called the Magic Cavern withoutreason. Seek out the altars that are guarded by mages of theliving, undead, and supernatural realms.

GuardianHP 250 Experience 40,000 AC 20Speed 15 # Attacks 1 Damage 75 - 150Missile Attack NoDamage Type Physical

LichHP 200 Experience 120,000 AC 12Speed 50 # Attacks 1 Damage 5 - 25Missile Attack YesDamage Type Magic

SorcererHP 100 Experience 50,000 AC 10Speed 40 # Attacks 1 Damage 8 - 80Missile Attack YesDamage Type Cold

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Secrets of the Isles 79

Outdoors

Outdoors

“After the battle was over and the

champions had used the powers the Forces

of the Dome gave them to drive the Elemental

Lords to the corners of the Void, the five

Forces picked up the land that had been the

battlefield and moved it through the

heavens, from the gates of the Ancients to

the gates of Terra, where the land was set in

the midst of water and broken into isles.”

- Corak the Mysterious

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OutdoorsOutdoors

Area A1

Secrets of the Isles 8180 Might and Magic III

Area A1

An army of Orcs have set up an outpost somewhere in theHidden Valley, but their threat is not strong enough to scareaway the Zingaro Travellers that have let their wagons restin this area. But the Orcs and Goblins that infest the area canprove very hazardous to passers-through.

The town of Fountain Head sitsnestled in the mountains ofHidden Valley where it has cometo be known as the friendliesttown in Terra. Though FountainHead is a good place to sharpenthe skills of new adventurers,seasoned parties will soonadvance beyond the limitationsof Raven’s Guild and the Traininggrounds.

The Ancient temple of Moo standssentinel over the road leading into the Hidden Valley. Archaicmarkings carved in the dungeonentrance serve as a warning toany who may unwarily wanderinto this temple of the undead.

Magical wells are scatteredthroughout the area, containingwaters that temporarily enhancethe attributes of those who drinkfrom their depths.

A band of Zingaro Travellershave chosen to let their wagonsrest in the Hidden Valley. Typicalof their people these Travellersoffer a wide variety of services fora fair price.

Gyure the Alchemist mixespotions of might in his wagonoutside Fountain Head.

Sophena the Seeress uses herwagon in the foothills east ofFountain Head to peer into thefutures of the curious. Thelingering effect of Sophena’smagic often leaves her clients withexpanded vision.

Two wagons have been overtakenby an Orc tribe and a band ofGoblin warriors. They use thewagons as meeting places andcamps in their effort to drive thepeople of Terra out of the HiddenValley. Without these camps botharmies would be forced towithdraw to other locations.

A gleaming scale lies hidden inthe dense trees east of FountainHead. Those enterprising enoughto find this scale can pay its priceto become a Master Merchant.

GoblinHP 10 Experience 400 AC 3Speed 14 Attacks 1 Damage 3 - 9Range Attack YesDamage Type Physical

Orc WarriorHP 25 Experience 600 AC 5Speed 12 Attacks 1 Damage 2 - 18Range Attack YesDamage Type Physical

Dirt

Tall Grass

Grass

Light Forest

Town

Dungeon

Wagon

Dense Forest

Road

Mountain

Water

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Secrets of the Isles 8382 Might and Magic III

Area A2

Area A2

Many huts are scattered through Orc Meadow andWoodland Grove. One in particular houses a bodiless voicewith much treasure to sell. Another holds inside its walls ashrine, sacred only to the Orcs. In the southwest corner of OrcMeadow is one of the five ancient pyramids, where can befound the answers to many mysteries.

The town of Baywatch is perchedon the shore of Piranha Bay.Baywatch was once the mostsuccessful port city this side ofthe Great Sea until one day it wasrocked with thunder and theUnholy Pits appeared like opensores in the town’s floor.

Castle Whiteshield, strongholdof King Zealot, is located off theroad between Fountain Head andBaywatch. Crusaders arewelcome to enter the castle gatesand undertake the quests of theKing and his servant, Praythos.

A towering pyramid cut fromancient stone stands silent vigilin the high grass of Orc Meadow.The mysteries that lie within thisand the four other such pyramidshave been the source of manylegends in Terra, but without theproper item mysteries will remainmysteries.

Huts of straw and mud providethe inhabitants of this area withshelter. Some of these huts are

protected by traps and spells, sothink twice before entering.

An Orc outpost is kept in a hut inOrc Meadow. Destroying theoutpost will leave the Orcswithout a place for meetings,forcing them to scatter and endingtheir threat to the area.

A hut in Orc Meadow is used bythe Orcs as a camp. Without thiscamp they would no longer beable to stay in the area.

The Shrine of Icarus, final restingplace of the Last Unicorn, standsin a hut in Orc Meadow. Athousand Swallows tell of Icarus’entombment and the conditionsof his resurrection.

A hut on the lower point of theEnchanted Meadow was oncefrequented by the Brotherhoodof Garroters. Local legend saysthe Brotherhood would visit thishut to temporarily strengthen theirmagical abilities.

GoblinHP 10 Experience 400 AC 3Speed 14 Attacks 1 Damage 3 - 9Range Attack YesDamage Type Physical

Orc WarriorHP 25 Experience 600 AC 5Speed 12 Attacks 1 Damage 2 - 18Range Attack YesDamage Type Physical

Dirt

Tall Grass

Grass

Light Forest

Town

Hut

Castle

Road

Mountain

Pyramid

Water

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Area A3

Secrets of the Isles 8584 Might and Magic III

Area A3

Evil Eye Forest is rich with the wagons of Zingaro Travellers.The Zingaro are a nomadic people who settle wherever theywish, somehow managing to remain unaffected by the dangerssurrounding certain areas. They usually offer many servicesto render and heirlooms to purchase.

The entrance to the Halls ofInsanity broods among the darktrees of Evil Eye Forest. Standingat the door, key in a hand, even aseasoned adventurer mustsummon the courage to enter thelair of the Evil Eyes.

Wagons of the Zingaro Travellerscan be found all through Evil EyeForest. One of these wagons,abandoned by its owner, hasbecome a breeding ground forthe Vampire Bats that live amongthe trees.

Magose, a travelling wizard,acquires the gems necessary forhis incantations by selling an auraof magic resistance to adventurerswho pass through his camp.

Pavroka sells precious ringswhich she claims were once wornby the ten heroes of old. Aninteresting claim considering shehas sold over two hundred of the“relics.”

Mishbee has spent many yearscuring adventurers who havefallen victim to the madnessinduced by Screamers. Her curefor Insanity is very reliable.

Tishbee, sister of Mishbee, alsodabbles in the healing arts. Herremedies remove the poisons ofVampire Bats and other monstersfrom an afflicted character.

Sir Poleman was once thepersonal instructor of the Joustersin Dark Warrior’s Keep. Histraining is renown throughoutTerra for bettering a warrior’saccuracy.

Sir Shipit fought in the army ofKing Zealot when the MadDwarves attacked CastleWhiteshield. Now retired, he livesin Evil Eye Forest where he earnshis gold training Knights who wishto better their strength andendurance.

Dirt

Grass

Light Forest

Water

Dungeon

Wagon

Dense Forest

Road

Mountain

ScreamerHP 10 Experience 1,750 AC 10Speed 25 Attacks 1 Damage 2 - 8Range Attack NoDamage Type Energy

Vampire BatHP 5 Experience 250 AC 5Speed 20 Attacks 2 Damage 2 - 4Range Attack NoDamage Type Physical

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Secrets of the Isles 8786 Might and Magic III

Area A4

Area A4

A single hut stands on the peakof Mount Keystone. Within thehut rests a golden card encasedin glass so thick only anadventurer with Fantasticstrength can strike it hard enoughto shatter.

The abandoned hut on PoisonPoint is not so empty as it looks,for Giant Spiders have taken itover to protect their vulnerableyoung. Many and adventurer haswandered through its door to becaught in a tangle of webs.Destroying the hut would be agreat service to the surroundingarea.

The huts in Thorn BlossomOrchard, like everything else inthat region, have fallen to ruin.Their construction is weak andliable to collapse at any moment.Considering they were made fromthe thorny branches of the

surrounding trees, woe to anyonewho happens to be inside whenthe walls fall. Only the MagicMantis of the area dare enter theunsteady huts, sometimes usingthem as larva nests.

Athea, Nymph of the Great Sea,sings her siren’s melodies frominside a floating hut southwest ofThorn Blossom Orchard. Themagic of her song so entrancesany male character that he cannothelp but fall in love with the littlemermaid. Shy though she maybe, Athea’s favor can be won bybringing her a Sea Shell ofSerenity.

Enchanted wells remain as soleremnants of the Gargoyle’sresidence in Thorn BlossomOrchard. Their poisonous watersstill hold the magic of years past.One of the wells was used byfleeing Gargoyles who escapedtheir rout.

In the days when the Gargoyles roamed freely in ThornBlossom Orchard, the southern region of the Great Isle wasconnected as is the northern region. But when the Gargoyleswere driven out, the warriors of Castle Whiteshield broke theshrine in Arachnoid Cavern to celebrate their victory. Atremendous earthquake shook the southern region and rippedit from the rest of the isle.

Giant SpiderHP 30 Experience 3,000 AC 14Speed 25 Attacks 8 Damage 2 - 8Range Attack NoDamage Type Physical

Magic MantisHP 50 Experience 3,500 AC 12Speed 30 Attacks 2 Damage 2 - 20Range Attack NoDamage Type Physical

Dirt

Grass

Light Forest

Water

Hut

Dense Forest

Road

Mountain

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Area B1

Secrets of the Isles 8988 Might and Magic III

Area B1

Cyclops Cavern sits in thenorthern tip of the mountain rangesurrounding Leper Canyon. Thegnawed bones of unfortunatevictims lie in piles around thecavern’s entrance. Smartadventurers will understand themeaning of these bones and notenter this cavern unless preparedto defend their lives.

Slithercult Stronghold leaks asymphony of hissing into the airof Druid Haven. Those who enterthis dungeon should know thedanger of being lulled into a sleep-like trance by the radiant eyes ofthe Cobra Fiends.

Two fountains can be found inLeper Canyon. One has becomean apiary for the Oh No Bugs thatswarm in the canyon. Destroyingthe fountain and its hives woulddo much to keep the Oh No Bugsout. The other fountain flows witha fluid of magical quickening,temporarily enhancing the speedof adventurers who drink itswater.

A fountain that once granted lifeto slain adventurers has

developed a leak and given life tothe Wild Fungus that populateDruid Haven. As long as thefountain’s magical water isallowed to spill on the groundWild Fungus will continue tomake travel in this areadangerous.

The Waters of Might flow througha fountain that stands hiddensomewhere along this regionsmountain ranges. Temporarystrength is bestowed upon theadventurer who finds the lostfountain and drinks from its bowl.

Waters of Advancement flowthrough the fountain that standsalone on the island in LeperCanyon. Drink of its enchantmentand a more experiencedadventurer you will become. Butonly for a while.

Granite heads hewn of ancientstone mysteriously stand in thisregion. They were set here longago by a race not seen on the faceof Terra since before theElemental War. Pay the pricesthey require to receive theirspecial blessings.

In the mountains around Leper Canyon are many alcoveswhere adventurers of old hid their wealth before entering thecavern of the Cyclops King, and the way is very treacherousas there is a swarm of Oh No Bugs that inhabits the canyon.But the fight is worth the trouble, for there are mystical headsof granite to be examined.

Dirt

Tall Grass

Light Forest

Cave

Dungeon

Dense Forest

Mountain

Water

Oh No BugHP 40 Experience 1,000 AC 8Speed 30 Attacks 3 Damage 3 - 9Range Attack NoDamage Type Physical

Wild FungusHP 25 Experience 2,000 AC 0Speed 5 Attacks 1 Damage 3 - 12Range Attack NoDamage Type Electric

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Area B2

The Valley of the Trolls is now inhabited by the Ogres thatonce pillaged Wildabar and all of Locust Grove. When theOgres were driven to this new home, they forced the Trollsaway. The only remnants of the valley’s old inhabitants aretwo wise elders that live in the solitude of the mountains,where they reflect on the knowledge they possess.

The Fortress of Fear silentlystands above the Valley of theTrolls. The Mummy King lies inhis tomb deep within the dungeonwalls, where he guards his mostprized possessions.

Philtar and Guiltar are two wisehermits that lead a life of solitude,each in a shack in the mountainsaround the Valley of the Trolls.Seek their counsels to learn moreabout the castles of Greywindand Blackwind, and the schemesof the Moo cult.

Two dark huts stand in thewasteland south of Cripple Creek.One hut is used by the CrippleCreek Sprites as a resting hall,the other houses the giant scarab

Insect Shrine. Praying at theInsect Shrine is very beneficial ifyou have been generous at allfive Temples.

Stolen tapestries from CastleBlood Reign decorate the hut inthe Valley of the Trolls. The hut isused as a council hall for theOgres that were run out of LocustGrove.

The Fountain of Nayarah, eternalchild of the Great Sea, is believedto be somewhere in the depths ofPiranha Bay. Though the fountainexists only in fable, those fewadventurers who have been belowthe ancient pyramids tell of anoracle that claims it will revealNayarah’s fountain if the rightword is spoken.

Dirt

Grass

Light Forest

Mountain

Water

Hut

Dungeon

OgreHP 60 Experience 2,500 AC 10Speed 15 Attacks 1 Damage 2 - 32Range Attack YesDamage Type Physical

SpriteHP 15 Experience 2,500 AC 13Speed 18 Attacks 2 Damage 2 - 6Range Attack NoDamage Type Electrical

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The Land of the Gargoyles is a truly destitute place.Treacherous waters swirl in Piranha Bay, the graveyard atthe northern tip is plagued with undead, and the presence ofthe Moo cult lingers in the air like a black cloud. As traditionwould have it, pestilence follows the Gargoyles like eddiesfrom their flapping wings.

Dark Warrior’s Keep standslookout over Knight’s Point,where it has served as a haven forevil warriors for many years.Indeed, even the Mad Dwarvesthat survived the attack on CastleWhiteshield retreated here toavoid the wrath of King Zealot.

The Cathedral of Carnage,stronghold of the Moo Cult, sitsin the Land of the Gargoyles whereit is heavily guarded by Ghoulsand Bugaboo. Those foolishenough to enter this dungeon willdiscover the secret alliancebetween the Gargoyles and theMoo Master.

Captain Squib lives in a hut onKnight’s Point where he arrangespassage on ships to Swamp Town.Those who have never been tothe swampy isle should know thatit is a place full of danger.Inexperienced adventurers do notbelong there and often find the

help of Mr. Wizard to be theironly hope for survival.

The Gargoyle shrine was movedto the Land of the Gargoyles whenthe beasts were driven out ofThorn Blossom Orchard. Thisshrine, as it was in the past, offersaid to followers of evil stand beforeit and pray. Good characters mayfind themselves injured for doingthe same.

Open graves can be found allaround the Cathedral of Carnage,most likely the source of theGhouls and Bugaboo that wanderabout. A strange creature knownas the Lamprea is used by theClerics of Moo to animate deadbodies and create the undeadwarriors associated with the Moocult. Bodies that have beenrecently re-animated may still bewilling to provide help before theyfall completely under the spell ofthe Moo Master.

Dirt

Grass

Dense Forest

Mountain

Water

Hut

Dungeon

BugabooHP 60 Experience 4,000 AC 15Speed 22 Attacks 2 Damage 2 - 24Range Attack NoDamage Type Magic

GhoulHP 100 Experience 16,000 AC 15Speed 16 Attacks 4 Damage 3 - 18Range Attack NoDamage Type Physical

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Area B4

Once this region was tormented by a marauding band ofOgres that operated out of Locust Grove, but they were drivenaway by the King Chaotic. Only insects remain to maketrouble for explorers of the southern region. Seek out anddestroy their nests to rid the area of their presence.

Arachnoid Cavern extends belowthe western side of the CrystalMountains. Once the home ofthe Brotherhood of Garroters, amore peaceful company nowoccupies the dark cavern. TheLords of the Attributes sit on theirthrones in dark catacombs, testingthe intelligence of warriors andrewarding them with use of themagic crystals that run beneaththe Crystal Mountains.

Castle Blood Reign sits perchedin the Crystal Mountains whereKing Tumult keeps watch overthe actions of the two other kings.While Malefactor and Zealotstrive for control of the hearts andminds of Terra’s people, King

Tumult wishes only to keep themin balance so that chaos mayflourish. Crusaders who bring himUltimate Power Orbs are wellrewarded, for each orb in Tumultspossession is safe from the otherkings.

The town of Wildabar sits atroad’s end in Locust Grove. Sincethe curse fell upon Baywatch,Wildabar has become the mostactive port of trade this side ofTerra, offering the best items andmost powerful spells to be foundon the Great Isle. Wildabar isalso a dangerous place to visit forthe local Ninja Clan controls thestreets and causes much grief foroutsiders.

Dirt

Light Forest

Road

Cave

Castle

Mountain

Water

Town

Magic MantisHP 50 Experience 3,500 AC 12Speed 30 Attacks 2 Damage 2 - 20Range Attack NoDamage Type Physical

Oh No BugHP 40 Experience 1,000 AC 8Speed 30 Attacks 3 Damage 3 - 9Range Attack NoDamage Type Physical

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Area C1

Somewhere high atop the mountains of the Frozen Isles liesthe Full Moon Shrine. Legend says the Werewolves thatinhabit this wintery land keep to themselves and pose nothreat to others, but will come out in force to destroy any whodesecrate their shrine.

The Full Moon shrine stands in ahut on the mountain peaks of thecenter Frozen Isle. The shrinewas built by Werewolves to winfavor from the moon, for it is themoon that comes as harbinger oftheir curse. Though they pose nothreat Werewolves are feared bythe people of Terra, which is whyKing Malefactor drove them outof Serpent Wood and banishedthem to this frozen mountain.The Werewolves hope the shrinewill please the moon so it will nolonger appear in the night to cursetheir lives. They will attack inmass anyone who defiles thisshrine of hope.

A Cyclops camp sits on the snow-capped mountaintop of thewestern Frozen Isle. The Cyclopesthat roam this mountain rangemake camp in the hut andexchange stories of the little menthey hunt for game.

Sprites keep camp in a clearingbelow the Cyclopes’ mountain.The floor of their hut is coveredwith scales that fall from theirwings when they sleep. Spritesalways stay close to their bunkhouses and will therefore remainin the surrounding forest as longas this hut still stands.

CyclopsHP 500 Experience 150,000 AC 25Speed 40 Attacks 2 Damage 6 - 150Range Attack NoDamage Type Physical

SpriteHP 15 Experience 2,500 AC 13Speed 18 Attacks 2 Damage 2 - 6Range Attack NoDamage Type Electrical

Snowy Mountain

Water

Hut

Snow

Snow Tree

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Area C2

The Isle of Fire is a very hot domain, which makes it an idealhome for Devils. They have set up a portal near the northwesttip of the isle, which allows them to enter this realm. Destroytheir portal and forever will they be banished.

The Isle of Fire burns with thefierceness of a live volcano. It’smountains are impossible toclimb and those who dare walkits paths find scorching pain inevery step.

A towering pyramid cut fromancient stone stands silent vigilin the center of the Isle of Fire.The mysteries that lie within thisand the four other such pyramidshave been the source of manylegends in Terra, but without theproper item mysteries will remainmysteries.

A flaming portal burns inside athorny hut on this region of theIsle of Fire. The portal opens a

gate to the Demon Realm throughwhich Major Devils enter thelands of Terra. Great rewardawaits the adventurers whodestroy this portal and foreverlock the Major Devils in theirown realm.

Whirlpools off the shore of theIsle of Fire have claimed manyships that drifted into their pull.Once a ship becomes trapped inthe watery swirl monsters emergefrom the Great Sea to feed on itscrew. Cargo crates bob in thewhirlpools to lure fortune seekersto their doom.

Volcano

Pyramid

Water

Lava Flats

Dragon WormHP 400 Experience 150,000 AC 35Speed 45 Attacks 1 Damage 100Range Attack NoDamage Type Poison

Major DevilHP 666 Experience 250,000 AC 33Speed 66 Attacks 4 Damage 250Range Attack NoDamage Type Physical

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The Isle of Fire burns with thefierceness of a live volcano. It’smountains are impossible toclimb and those who dare walkits paths find scorching pain inevery step.

Great Hydra use a hut in thisregion of the Isle of Fire as ahatchery for their young.Tremendous honor and rewardwill be bestowed upon theadventurers who destroy this hut,

for the Hydra have long plaguedthis already treacherous terrain.

Whirlpools off the shore of theIsle of Fire have claimed manyships that drifted into their pull.Once a ship becomes trapped inthe watery swirl monsters emergefrom the Great Sea to feed on itscrew. Cargo crates bob in thewhirlpools to lure fortune seekersto their doom.

Volcano

Water

Desert

Lava Flats

Great HydraHP 5000 Experience 4,000,000 AC 60Speed 75 Attacks 12 Damage 12 - 144Range Attack NoDamage Type Physical

Kudo CrabHP 2500 Experience 2,000,000 AC 80Speed 80 Attacks 4 Damage 8 - 240Range Attack NoDamage Type Physical

The surrounding waters are almost as treacherous as thisfiery isle itself. All manner of sea creatures guard treasure leftbobbing in the waves by sunken ships, and the northeastpass is the domain of the Pirate Queen.

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Area C4

Castle Greywind was once theproud fortress of Greywind theIllusionist. Now it lies in ruins onthis Isle of Illusion, its old master’ssoul locked within its brokenwalls. Enter the ruins to freeGreywind’s spirit and you will berewarded with knowledge thatcomes from the shadow realmbetween life and death.

Two enchanted wells stand onopposite sides of the mountainrange that surrounds CastleGreywind. The northern wellmagically increases the ArmorClass of those adventurers in needof such aid. The southern well

temporarily enhances theEndurance of those who drinkfrom its depths. Party memberswho have already temporarilyenhanced these two statistics willfind the wells’ magic to be fickleand uncooperative.

Chests of treasure lie half buriedin the sand. Many explorers havewasted time seeking these chestsonly to find them a mirage, but allis not as it seems. The treasure inthe chests is quite real – on aparticular day. Pirates from thenorthern tip of the Isle of Firekeep their loot hidden here.

Desert Mountain

Water

Desert

Palm Tree

Castle

BarbarianHP 175 Experience 25,000 AC 15Speed 30 Attacks 2 Damage 2 - 60Range Attack YesDamage Type Physical

Dino BeetleHP 70 Experience 4,000 AC 10Speed 18 Attacks 2 Damage 3 - 15Range Attack NoDamage Type Physical

Though the Isles of Illusion be sandy spots, there are wellswith magical powers scattered across the terrain. Drink deepof their waters, for few places of such harsh atmosphere offerso great a relief and assistance.

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Area D1

In the cavern below the mountains is a witch’s hideawaywhere strange concoctions are mixed and brewed in largecauldrons. It is here the witches of Wildabar Cavern sendtheir barrels of brew, and it is believed the pirates sometimescarry the cargo in return for magical assistance.

Snowy Mountain

Water

Cave

Snow

Snow Tree

Candle CreepHP 70 Experience 3,000 AC 5Speed 8 Attacks 2 Damage 2 - 10Range Attack YesDamage Type Fire

Cryo SporeHP 40 Experience 6,000 AC 3Speed 12 Attacks 1 Damage 4 - 16Range Attack NoDamage Type Cold

Cursed Cold Cavern sits in thevalley of the easternmost FrozenIsle. A coven of Wicked Witchesoccupies this cavern, brewingtheir ales and elixirs to sell to theKings of Terra. The Black Knightthat rules the coven once roamedthe isles and fought in the GreatWar of the Alignments. Histreasure from those former daysof glory fills the chest that bearshis mark.

The fountain of Kartera, warriorof the Great Sea, stands on thenorthern point of this isle. Thefountain’s streaming liquid bearsa blessing of fortitude that lendsextra Hit Points to adventurersnot already toughend beyondtheir natural means.

The fountain of Water Bane,mount of the sea nymph Athea,stands on the eastern point of theFozen Isles. Water Bane’s statuewas erected by King Malefactorafter the Werewolves were clearedfrom Serpent Woods. Malefactorso hated the beasts that he layeda special spell upon this fountain;that it would tempararily raise anadventurers attributes to heroicheights, but only after the lastWerewolf had been slain.

The southern regions of this isleare very unstable and prone toavalanche. If adventures lead youthere, tread the snowy groundwith caution.

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Area D2

Fire Stalkers and Fire Lizards rule the northeast point.Destroy their huts that serve as lairs and never again will theystalk the narrow passes between the flaming mountains.

Fire LizardHP 150 Experience 25,000 AC 10Speed 30 Attacks 2 Damage 2 - 50Range Attack YesDamage Type Fire

Fire StalkerHP 75 Experience 30,000 AC 20Speed 40 Attacks 3‘ Damage 3 - 30Range Attack NoDamage Type Fire

Volcano

Water

Lava Flats

The Isle of Fire burns with thefierceness of a live volcano. It’smountains are impossible toclimb and those who dare walkits paths find scorching pain inevery step.

Fire Stalkers enter into Terra froma flaming fissure on the northerntip of this Isle of Fire. Seek out thehut that holds this fissure if it isyour wish to destroy the FireStalker’s portal. Great treasurewill be revealed when the hut islayed to ruin.

Fire Lizards use an abandonedhut in this region to store theireggs until they hatch. Despite thefiery nature of these creatures,their unhatched eggs are ratherfragile and would not survive

unless protected from the burningground of the Isle of Fire. Burningthe hut to the ground will dstroythe Fire Lizards’ ability to hatchfurther generations.

The Pirate Queen patrols the Isleof Fire’s northern horn, stoppinganyone she encounters on thewaves of the Great Sea. Underthe flag of the broken skull thePirate Queen and her band ofprivateers collect the gold ofadventurers unfortunate enoughto find themeselves ensnared intheir trap. Only the Pearl of Youthand Beauty will calm her stealingsoul.

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D3

In the years after the great Elemental War, Major Demonssettled to this region of the Isle of Fire, where they now guarda powerful shrine that grants protection from the forces ofnature. Their existence in this realm is granted through evilsymbols that adorn the walls of their hut. Destroy thesymbols, and the Demons will forever vanish from the isle.

Volcano

Water

Desert

Major DemonHP 333 Experience 100,000 AC 16Speed 33 Attacks 6 Damage 2 - 40Range Attack NoDamage Type Physical

OctobeastHP 3000 Experience 3000000 AC 40Speed 100 Attacks 8 Damage 5 - 250Range Attack NoDamage Type Physical

Town

Hut

Lava Flats

Secrets of the Isles 109

The Isle of Fire burns with thefierceness of a live volcano. It’smountains are impossible toclimb and those who dare walkits paths find scorching pain inevery step.

Blistering Heights sits among thelava flats of this burning isle,magically protected from thevolcanic heat. This town waserected by magical beings andplaced on this destitute spot soonly the most advancedadventurers would dare to enterits walls, as the town’s creatorshad little tolerance for weakmortals. The location of BlisteringHeights makes it ideal for visitorsfrom the Demon Realms, whocan often be found roaming thecorridors.

A hut is kept by the Major Demonsthat inhabit this area, in whichsymbols of evil are stored.

Destroying the hut and its evilcontents is a feat that will not gounrewarded.

The Shrine of Protection offers alofty but temporary boost to aparty’s elemental resistance. Butthe magic of the shrine will notwork if the party is already underthe effect of another temporaryspell of elemental protection.

Whirlpools off the shore of theIsle of Fire have claimed manyships that drifted into their pull.Once a ship becomes trapped inthe watery swirl monsters emergefrom the Great Sea to feed on itscrew. Cargo crates bob in thewhirlpools to lure fortune seekersto their doom.

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Area D4

In days of old, pirates buried their treasure on the Isles ofIllusion. It is believed that, with the aid of Blackwind theSpellbinder, their chests of gold were enchanted to appear asillusions every day of the year except one. On that day theywould be real. No one knows for sure if Blackwind wasindeed in league with the privateers.

Desert Mountain

Water

Desert

Palm Tree

Castle

Cobra FiendHP 50 Experience 4000 AC 15Speed 25 Attacks 2 Damage 2 - 30Range Attack NoDamage Type Physical

PlasmoidHP 100 Experience 8000 AC 5Speed 17 Attacks 3 Damage 4 - 12Range Attack NoDamage Type Poison

Castle Blackwind was once theproud fortress of Blackwind theSpellbinder. Now it lies in ruinson this Isle of Illusion, its oldmaster’s soul locked within itsbroken walls. Enter the ruins tofree Blackwind’s spirit and youwill be rewarded with knowledgethat comes from the shadow realmbetween life and death.

Two wells of contradiction standat opposite corners of themountain range that surroundsCastle Blackwind. The northernwell offers a gleaming liquid thatwill make an adventurer betterable to resist the toxic effect ofpoisons. The water of the lowerwell holds an enchantment that

improves a character’s attributeof Might. But know why the wellswere named ones ofcontradiction, for before theirbenefit is felt they strike againstthe object of their aid.

Chests of treasure lie half buriedin the sand. Many explorers havewasted time seeking these chestsonly to find them a mirage, but allis not as it seems. The treasure inthe chests is quite real – on aparticular day. Pirates from thenorthern tip of the Isle of Firekeep their loot hidden here.

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Long before the construction of Castle Dragontooth, whenserpents still swarmed in Serpent Woods, explorers of thefrozen lands erected statues to honor mythical champions ofthe attributes of man. Legend says a special blessing awaitsthose who pay homage to these champions of the longforgotten myths.

Water

Castle

Snow

Snow Tree

ArcherHP 100 Experience 20000 AC 15Speed 35 Attacks 4 Damage 5 - 30Range Attack YesDamage Type Physical

Evil RangerHP 100 Experience 12000 AC 20Speed 20 Attacks 3 Damage 4 - 24Range Attack YesDamage Type Physical

Castle Dragontooth, fortress ofMalefactor, King Malicious,stands in the frozen wasteland ofSerpent Woods. From this castlethe evil king has waged his warsagainst the righteous hearts ofTerra, and reigned havoc on theunfortunate Lycanthropes thatonce ran free in the surroundingforest. Crusaders who seek to dothe bidding of the King Maliciouswill find him well equipped toreward bad deeds.

Awe-inspiring statues stand inhonor of the very essence ofwarrior abilities. King Malefactorcommissioned these statues tobe erected so his followers couldseek them out and gain extrastrength in their quests. Anenchantment of temporaryadvantage is bestowed upon theparty of adventurers that payshomage to these marble figures,but the party must be pure andunaffected by other suchenchantments. King Malefactor

named the statues The UltimateWarrior’s of Might, Endurance,Speed, Accuracy, and Life.

The Ultimate Warrior of Mightstands in the clearing directlynorth of Castle Dragontooth. Seekout this statue to receive theblessing of strength.

The Ultimate Warrior ofEndurance stands in the clearingalong the northwestern point ofthis snowy land. Seek out thisstatue to receive the blessing offortitude.

The Ultimate Warrior of Speedstands among the trees of thenorthern forest. Seek out thisstatue to receive the blessing offast action.

The Ultimate Warrior ofAccuracy stands in the centralclearing east of the castle. Seekout this statue to receive theblessing of true aim.

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Area E2

The swampy isle has become a place of exile where enemiesof the more civilized western lands are sent to spend the restof their days. Shadow Rogues that once roamed freelythrough Evil Eye Forest, robbing travellers on the road fromFountain Head to Wildabar, were exiled to the small islandof the Deathbog, but they now roam freely through the entireswampland.

Swamp Mountain

Water

Swamp

Swamp Tree

Town

Hut

Death LocustHP 100 Experience 16000 AC 20Speed 30 Attacks 4 Damage 4 - 32Range Attack NoDamage Type Physical

Shadow RogueHP 50 Experience 12000 AC 15Speed 22 Attacks 2 Damage 3 - 18Range Attack YesDamage Type Physical

Swamp Town stands alone asthe only bastion of civilization onthe swampy isle. Graveyards fillthe hallways and Ghosts andGhouls roam the corridors. Theshadow of death cast byVonEmosh, master of the walkingdead, cloaks Swamp Town in ashroud of fear and sorrow. Butthe mood of gloom has temperedthe town’s inhabitants. Themage’s guild offers powerful spellsand the blacksmith forges mightyweapons.

The Deathbog is home to a bandof renegade Rogues who have setup headquarters in a small huton the edge of the clearing. Withinthe hut are plans and maps of thecastles and towns of Terra usedto guide the Rogues in their spreesof plunder and thievery. Destroythe hut and its contents toconfound the plots of the Rogues.

A half-hidden hut can be foundin the thicket of trees thatsurrounds the Deathbog. Astrange aura of darkness

permeates the small shack,bringing death upon any whoenter unless they possess an itemof ancient origin.

Princess Trueberry sits in herlonely shack among the thicketthat surrounds Swamp Town. Herspirit wastes away in the confinesof her hut where she must remainuntil once again her heart is filledwith love.

Ziltar the Wise sits in his humblehome along the foot of the centralmountain range, pondering thewisdom he has found and hidingfrom VonEmosh. Ziltar oncecounseled the Vampire King onthe workings of the Moo Cult, butbetrayed his liege with lies. Hehas since been banished fromPhantom Peaks and lives inconstant fear for his life. Littledoes Ziltar know that VonEmoshplans not to kill him, but rather tolet him live the remainder of hisdays in mortal fear.

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The Evermoors and Shadowmire suffer a special curse. Anambitious young Cleric once challenged the rule of Greywindthe Illusionist and was exiled to the Evermoors. But even inexile the young mage’s ambitions ran strong, so he wastransformed into a tree in hopes of quenching his thirst forpower. Legend says his bitterness ran so deep it infected therest of the trees and turned them against all Clerics.

Swamp Mountain

Water

Swamp

Swamp Tree

Cursed FoolHP 40 Experience 3500 AC 8Speed 15 Attacks 3 Damage 3 - 9Range Attack NoDamage Type Physical

Tree GolemHP 150 Experience 16000 AC 10Speed 6 Attacks 2 Damage 2 - 50Range Attack NoDamage Type Physical

Many adventurers have fallenvictim to the Tree Golems thatrule this region of the Evermoors.Their gold and goods can be foundburied deep in the mottled mire.

Cursed Fools guard the pass thatwinds to the center of PhantomPeaks. Aside from scaling themountains, this pass is the onlyway to reach the Tomb of Terrorand its master, VonEmosh.

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Area E4

Visit the six wells to partake of the magic waters that flowbeneath this desert isle. Their powers are among the greatestin all of Terra. But beware the Barbarians that claim thisland as their stomping grounds, for nearby is a compoundwhere they drink themselves into a frenzy that can only bequenched by the thrill of battle.

Desert Mountain

Water

Desert

Palm Tree

Cave

BarbarianHP 175 Experience 25000 AC 15Speed 30 Attacks 2 Damage 2 - 60Range Attack YesDamage Type Physical

Death LocustHP 100 Experience 16000 AC 20Speed 30 Attacks 4 Damage 4 - 32Range Attack NoDamage Type Physical

Magic Cavern extends below thepeaks of Buzzard Bluff. It isbelieved that the source of allmagic in Terra is concentrated ata point deep beneath the cavern’sfloor, from which the magic-cancelling vapors escape.

The Well of Cures sits at thesouthern edge of Buzzard Bluff,where afflicted adventurers cango to remove conditions ofunhealth. Healing liquid sits atthe bottom of the well, powerfulenough to overcome mostinfirmities. Eradicated characterswill have to seek help from othersources.

The Wishing Well sits along thenorthern edge of the ForsakenSands. Perhaps there was a daywhen the enchantment of thiswell opened the dreams of wishfuladventurers and made real thehopes of their hearts, but notthese days. The magic of theWishing Well has grown cynicaland unhelpful.

In the northwest corner of thisdesert isle sits the other half of

the teleport used by Gargoylesfleeing from Thorn BlossomOrchard. The two teleportingwells are believed to have beenoriginally built by theBrotherhood of Garroters andused for speedy passage betweenArachnoid Cavern and MagicCavern.

A deserted hut on the easternside of Buzzard Bluff has come tobe overrun with Death LocustLarvae. Destroying the hut andthe larvae it contains would domuch to stop future generationsof this vile insect infestation.

A ramshackled shack along thewestern side of Buzzard Bluff isused by the Barbarians of thisregion as a meeting and drinkinghall. Destroying this hut wouldforce them to find a new place togather and drink.

Two oases of cool sand can befound near the center of theForsaken sands. They are the onlyplaces where there is enough of abreak from the desert heat to takea much needed rest.

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Area F1

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Area F1

Only fools make their homes among the slopes of theMutant Mountains, as they are very unsteady and highlyprone to avalanche. But fools there are, for nature is not theonly danger in this northern region. Evil agents wander thesnowy terrain in search of hapless victims.

Snowy Mountain

Water

Cave

Snow

Snow Tree

ArcherHP 100 Experience 20000 AC 15Speed 35 Attacks 4 Damage 5 - 30Range Attack YesDamage Type Physical

Cursed FoolHP 40 Experience 3500 AC 8Speed 15 Attacks 3 Damage 3 - 9Range Attack NoDamage Type Physical

Dragon Cavern winds deep intoMutant Mountains, where theDragon Lord and his minionskeep fierce guard over the moundsof treasure that fill large chambers.Foul air, rancid with the stench ofDragon dung, suffocates thecavern’s entrance.

A towering pyramid cut fromancient stone stands silent vigilamong the peaks of MutantMountains. The mysteries thatlie within this and the four othersuch pyramids have been thesource of many legends in Terra,but without the proper itemmysteries will remain mysteries.

Awe-inspiring statues stand inhonor of the very essence ofwarrior abilities. King Malefactorcommissioned these statues to

be erected so his followers couldseek them out and gain extrastrength in their quests. Anenchantment of temporaryadvantage is bestowed upon theparty of adventurers that payshomage to these marble figures,but the party must be pure andunaffected by other suchenchantments. King Malefactornamed the statues The UltimateWarrior’s of Might, Endurance,Speed, Accuracy, and Life.

The Ultimate Warrior of Lifestands in the wooded area southof the ancient pyramid. Seek outthis statue to receive the blessingof greater mettle.

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Area F2

Area F2

An ancient pyramid sits in a nook in the mountains thatseparate the Shadowmire from the rest of the swamplands.Many have journeyed to the pyramid in attempts to discoverthe secret of its mystery, but most have fallen victim to theShadow Rogues that wander the land.

Swamp Mountain

Pyramid

Water

Swamp

Swamp Tree

Dungeon

Shadow RogueHP 50 Experience 12000 AC 15Speed 22 Attacks 2 Damage 3 - 18Range Attack YesDamage Type Physical

Tree GolemHP 150 Experience 16000 AC 10Speed 6 Attacks 2 Damage 2 - 50Range Attack NoDamage Type Physical

The Tomb of Terror looms overthe center of Phantom Peaks, theunmistakable aroma of deathhovering thick as steam aroundits dungeon door. In the daysbefore men even dreamed ofbuilding a town on the swampyisle, ancient beasts known asShadow Dwellers haunted thisdark dungeon. So terrible wastheir countenance that any whogazed upon these beasts weredriven insane. The mere speakingof their names summoned themfrom the shadows. It wasBlackwind the Spellbinder whofinally conjured a magic strongenough to defeat the ShadowDwellers and entomb them here.VonEmosh, master of the walkingdead, now commands his legionfrom a mausoleum deep withinthe dungeon.

A towering pyramid cut fromancient stone stands silent vigilalong the southern edge of theShadowmire. The mysteries that

lie within this and the four othersuch pyramids have been thesource of many legends in Terra,but without the proper itemmysteries will remain mysteries.

Five heroes of ancient timesdescended into the pyramids andlearned the secrets of Terra fromthe Sleepers of Sheltem.Unfortunately, they discoveredSheltem as well. Enraged athaving been found out so early inhis schemes, Sheltem robbed theheroes of their lives and put acurse upon their heads that theywould spend the rest of eternitybabbling and unable to speak ofthe secrets they had found. Thesetalking heads hang from spearsall through the Shadowmire. Butthe heroes were strong of will andmade a language of their babbling;a language that can only beunderstood by those who haveacquired the skill of Linguist.

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Area F3

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Area F3

Swamp Mountain

Water

Swamp

Swamp Tree

Dungeon

GargoyleHP 125 Experience 30000 AC 15Speed 30 Attacks 4 Damage 3 - 45Range Attack NoDamage Type Physical

TrollHP 125 Experience 50000 AC 15Speed 25 Attacks 3 Damage 3 - 45Range Attack NoDamage Type Physical

The Maze from Hell stands alonein the midst of Minotaur Marsh.Statues surrounding thedungeon’s entrance serve asforewarning of the dangers thatlie within, for Medusas roam thewinding halls and guard thepossessions of their master, theMinotaur King.

Granite heads silently stand inMinotaur Marsh where they haveseen the coming of many anancient dawn. They are altars ofancient gods whose worshipershave long perished from the land.Four are altars of remembranceand one is of forgetting. Legendsays a special reward awaits thosewho are remembered by theseancient gods.

Purveyor was exalted as theprovider of all needs. It was byhis hand that the crops grew andthe hunt was successful. His altarcan be found at the foot of themountains that lie north ofMinotaur Marsh.

Soothsayer was exalted as thegiver of language and moods ofmen. Through his words was the

blood of men made to boil andthe hearts of women made toswoon. His altar can be found inthe thicket that covers the easternedge of the swampy isle.

Slayer was exalted as the bringerof war and victory. It was to findglory in his sight that men foughton fields of battle. The army thatwon Slayer’s favor was grantedvictory. His altar can be found inthe southern thicket of MinotaurMarsh.

Obeyer was exalted as the giverof punishment and discipline. Itwas after his example that lawbreakers were castigated, and hiswas the final judgment in thetrials that followed death.Obeyer’s altar can be found onthe southeast point of theEvermoors, across the river fromMinotaur Marsh.

Betrayer was exalted as thecreator of deceit. It was from hisinfluence that men were made tosleight their neighbors and gainadvantage over others throughdishonest means. His altar canbe found just south of Purveyor’s.

Enemies of Wildabar and Castle Blood Reign often findthemselves unwitting residents of Minotaur Marsh. Indeed,the marsh is filled with Gargoyles that were captured duringtheir rout from Thorn Blossom Orchard, and Trolls thatinvaded Castle Blood Reign when the fleeing Ogres drovethem out of their valley.

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Area F4

Area F4

Despite the unbearable heat of this fiery wasteland, thereare a few oases that offer a break from the heat and providea pleasant place to rest. But don’t be fooled by these briefhavens, for vultures constantly circle in the skies, waiting toattack any who pause long enough to unearth the possessionsof unfortunate travellers buried in the sand.

Pyramid

Water

Desert

Palm Tree

BarbarianHP 175 Experience 25000 AC 15Speed 30 Attacks 2 Damage 2 - 60Range Attack YesDamage Type Physical

Death LocustHP 100 Experience 16000 AC 20Speed 30 Attacks 4 Damage 4 - 32Range Attack NoDamage Type Physical

A towering pyramid cut fromancient stone stands silent vigilin the heart of the Forsaken Sands.The mysteries that lie within thisand the four other such pyramidshave been the source of manylegends in Terra, but without theproper item mysteries will remainmysteries.

The Well of Magic carries anenchantment that will temporarilybolster the ability of a magic userto perform his craft, so long as thecharacter benefits from no otherenhancements and can pay theprice.

The Well of Experience carries anenchantment that can magicallyadvance an adventurer further inhis chosen discipline, so long asthere are no other temporary Level

enhancements currently enlisted.The magic of the well wears offwith the rising of the morningsun.

The Well of Remembrance is asold as the granite heads inMinotaur Marsh. The purpose ofthe well remains a mystery, for allwho have thrown a coin into itsdepths have heard the samemessage repeated a thousandtimes: “No one remembers you.”

Two oases of cool sand can befound near the center of theForsaken sands. They are the onlyplaces where there is enough of abreak from the desert heat to takea much needed rest.

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Secrets of the Isles 129

Beneath the Pyramids

Beneath the Pyramids

Beneath the pyramids thee must go

If ancient knowledge thee seeks to know

Within these monuments so roughly hewn

Lore of old is likely strewn

Tarry not in these halls of metal

Lest your bones to dust do settle

Clockwork creatures thee must face

If Terra’s curse thee would erase

- Ancient Terran Lyric

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Alpha Engine Sector

Secrets of the Isles 131130 Might and Magic III

Alpha Engine Sector

Crystal receptacles in the mainchambers of the Alpha EngineSector hold the souls of theSleepers of Sheltem. Thesevagabond spirits once roamed theIsles of Terra in search of mysteryand myth. After reporting toSheltem of the secrets they hadfound the vagabonds wereimprisoned in these crystal shardswhere they eternally keep theknowledge gained in theirjourneys. In the two outsidechambers are held the souls ofthe vagabonds that soughtcouncil with Tumult, KingChaotic, and the Lords of theAttributes that reside inArachnoid Cavern. The middlechambers hold secrets that canlead to the revelation of furtherknowledge in these rooms ofmetal. But know that the crystal

receptacles are fiercely guardedby mighty beasts who destroywithout discretion. Even a strongparty will have to fight long andhard to gain the wisdom of theSleepers of Sheltem.

Crystals lie in alcoves that linethe corridors of this sector. Theirmagic is of a dark nature,unnaturally aging the foolishadventurer that bathes his handin their heat.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work.

Many ages ago, Sheltem did employ vagabonds to treadthe ways of Terra so they might learn its secrets. Once theyhad learned much and travelled far, he stole their souls andimprisoned them here. These souls, the Sleepers of Sheltem,will confess their knowledge to any that touch the items inwhich they have been imprisoned.

ED-409HP 400 Experience 120,000 AC 40Speed 75 # Attacks 3 Damage 50 - 100Range Attack YesDamage Type Energy

GuardianHP 250 Experience 40,000 AC 20Speed 15 # Attacks 1 Damage 75 - 150Range Attack NoDamage Type Physical

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Main Engine Sector

Main Engine Sector

Crystal receptacles in the twomain chambers of the MainEngine Sector hold the souls ofthe Sleepers of Sheltem. Thesevagabond spirits once roamed theIsles of Terra in search of mysteryand myth. After reporting tosheltem of the secrets they hadfound the vagabonds wereimprisoned in these crystal shardswhere they eternally keep theknowledge gained in theirjourneys. The crystals in thenorthwest chamber hold the soulsand memories of the wandererswho searched for the answers toTerra’s many riddles. Theirknowledge can save a party manyhours of fruitless deliberation.One of the two receptacles in thesouthwest chamber also holdsthe spirit of such a riddle seeker.But know that the crystal

receptacles are fiercely guardedby mighty beasts who destroywithout discretion. Even a strongparty will have to fight long andhard to gain the wisdom of theSleepers of Sheltem.

Strange crystals fill the alcovesof this sector’s corridors. Someadd to your years, some teleportyou to strange places. Carefuladventuring leads to the discoveryof Ultimate Power Orbs.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work.

In this throbbing, armored darkness there exists two clanswhich guard the secrets of the Sleepers of Sheltem. Firstsummoned here came the ED-409, clockwork monstrositieswhose bodies gleam like black iron. When they alone failedto guard Sheltem’s secrets, he then called upon the crystalGuardians whose eyes see all.

ED-409HP 400 Experience 120,000 AC 40Speed 75 # Attacks 3 Damage 50 - 100Range Attack YesDamage Type Energy

Spirit ShieldHP 100 Experience 60,000 AC 35Speed 80 # Attacks 2 Damage 6 - 120Range Attack NoDamage Type Physical

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Beta Engine Sector

Secrets of the Isles 135134 Might and Magic III

Crystal receptacles in the mainchambers of the Beta EngineSector hold the souls of theSleepers of Sheltem. Thesevagabond spirits once roamed theIsles of Terra in search of mysteryand myth. After reporting toSheltem of the secrets they hadfound the vagabonds wereimprisoned in these crystal shardswhere they eternally keep theknowledge gained in theirjourneys. In the two northernchambers, locked in their crystalcells, are the vagabond spiritsthat held audience with Zealot,King Righteous, and Malefactor,King Malicious. The two southernchambers house special wordsthat must be spoken to gain accessto hidden knowledge. But knowthat the crystal receptacles are

fiercely guarded by mighty beastswho destroy without discretion.Even a strong party will have tofight long and hard to gain thewisdom of the Sleepers ofSheltem.

Crystals lie in alcoves that linethe corridors of this sector. Theirmagic is of a dark nature,unnaturally aging the foolishadventurer that bathes his handin their heat.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work.

Beta Engine Sector

Once came here Foerdhal the Erudite to scry the secrets thathad been rumored held in these strange halls. But as helearned, so the Sleepers of Sheltem sought to possess mortalform once more. Crowding together in Foerdhal’s mind theydrove him mad and in his rampage he destroyed much of thisunderworld.

ED-409HP 400 Experience 120,000 AC 40Speed 75 # Attacks 3 Damage 50 - 100Range Attack YesDamage Type Energy

GuardianHP 250 Experience 40,000 AC 20Speed 15 # Attacks 1 Damage 75 - 150Range Attack NoDamage Type Physical

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Secrets of the Isles 137136 Might and Magic III

Aft Storage Sector

Statues of lions proudly stand inthe chambers of the Aft StorageSector, humming and vibratingwith power that seems to comefrom beneath the metal floor.Their fabrication is such that thememories and knowledge of theGuardians of Terra could bestored within them and preservedfor the benefit of futuregenerations. But their originalpurpose is not the one they’vecome to serve, for the Sleepers ofSheltem now inhabit the lionforms where they keep theknowledge of Terra’s manysecrets: passwords for the mirrorportals, the Halls of Insanity, and

the secret knowledge of Greywindthe Illusionist and Blackwind theSpellbinder. Sheltem summonedMystic Clouds to guard thesecrystal lions and make the path aperilous one for those who wouldseek the knowledge of theSleepers.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work. Aft Storage Sector

Within these chambers are housed eight crystal lions,intended by the Ancients to be the receptacles of the knowledgegained by the Guardians of Terra. It was planned that whenone of these great entities reached the end of his life, he wouldchoose one to replace him and fuse his soul into the lion’s thatthe Guardian’s knowledge not be lost.

Iron WizardHP 200 Experience 25,000 AC 30Speed 50 # Attacks 2 Damage 50Range Attack YesDamage Type Energy

Mystic CloudHP 50 Experience 30,000 AC 18Speed 40 # Attacks 1 Damage 4 - 16Range Attack YesDamage Type Magic

ED-409HP 400 Experience 120,000 AC 40Speed 75 # Attacks 3 Damage 50 - 100Range Attack YesDamage Type Energy

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Central Control Sector

Secrets of the Isles 139138 Might and Magic III

Stone oracles speak of thecreation of the Isles and how theycame to rest in the Great Sea ofTerra. If the proper request isgiven to these altarheads theywill tell the tale of the Ancientsand the inception of all the worldthat surrounds you.

Crystal chalices hold a boilingliquid of promotion said to bestowan abundance of experience uponthe adventurer brave enough todrink. Though the brew may burnas it passes down the gullet, thereward is well worth any minorinconveniences suffered in itsconsumption, for there is an itemhidden here that is unique in allof Terra.

Lithic heads hewn from ancientstone stand in alcoves along theCentral Control Sector’s southernpassageway. They too have beenendowed with the spirits of theSleepers of Sheltem, holding thesecrets to four of Terra’sdungeons. But beware the IronWizards that also stand in thecorridor’s concealing niches.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work.

Central Control Sector

Against Foerdhal the Mad, two armies came. On one side,Sheltem; for his Sleepers fell like drunkards into the wagonof Foerdhal’s mind, robbing Sheltem of many Secrets. Onanother side, the Ancients; filled with indignant rage at thedestruction of their underworld. Together they fell likemountains on a fly.

TerminatorHP 1,000 Experience 3,000,000 AC 100Speed 200 # Attacks 1 Damage 1000 - 4000Range Attack YesDamage Type Energy

Death AgentHP 300 Experience 70,000 AC 15Speed 30 # Attacks 2 Damage 10 - 100Range Attack NoDamage Type Poison

Iron WizardHP 200 Experience 25,000 AC 30Speed 50 # Attacks 2 Damage 50Range Attack YesDamage Type Energy

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Secrets of the Isles 141140 Might and Magic III

Forward Storage Sector

Gemstone altars line the easternwalls of the Forward ControlSector’s three main chambers.They possess a magic that is mostbeneficial to the adventurer whoapproaches them, greatlyadvancing the attributes of life.The enchantment of the altarsworks but on a single member ofthe party, and thus must be usedsparingly and well.

Heads of marble are scatteredthroughout these metal halls,each with a purpose or a mysteryto reveal. Two reside in thesouthern chambers and tell thesecrets of castles Greywind andBlackwind, and another speaksof mysterious names and codes.

Another altar, which can be foundat the end of a heavily guardedcorridor, played a part in thedisappearance of the Fountain ofNayarah. It will take but a singleword spoken at this altar to undothe damage of Foerdhal, allowingthe healing waters of Nayarah’sfountain to once again flow withthe waters of juvenescence.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work.

Cathedral of Carnage.

Driven insane by the teaming Sleepers of Sheltem, Foerdhalcaused great calamity on his passage through the underworld.Seeking solace at the feet of one of the altars here, he soughtto calm his troubled mind but in the process capped the flowof the fabled Fountain of Nayarah.

Iron WizardHP 200 Experience 25,000 AC 30Speed 50 # Attacks 2 Damage 50Range Attack YesDamage Type Energy

Phase HeadHP 20 Experience 4,000 AC 10Speed 25 # Attacks 1 Damage 2 - 8Range Attack NoDamage Type Physical

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Main Control Sector

The Primary Phaser Batteries areactivated by levers protrudingfrom the Main Control Sector’smetal floor. When pulled, the floorvibrates and a strange shrill fillsthe air. It is a thing of mystery thatto this day has never beenexplained.

Pulling the two levers markedTorpedo Launch Control causesthe floor to jolt beneath your feetand the lights to flicker. Finesmoke and the aroma of afireball’s wake soon follow.

Monstrous statues stand alongthis sector’s walls, humming andvibrating from forces unknown tomasters of might and magic. Tinylights wink on and off within thestatues’ crystalline bodies likestars in a distant sky.

Three stone oracles stand in thewesternmost chamber of the MainControl Sector, more heavilyguarded than even the DragonLord’s hoards of gold. Only themightiest of adventurers shall everknow the secrets they possess,for the Terminators that guardthe altars are unerring in theirmission to destroy any livingcreature that attempts anapproach.

Transport tubes connect thesemetal rooms that lie beneath theancient pyramids, teleportingadventurers to locations furtheralong the path to the secret of theAncients. Some, however, requirepasscodes that must be spokento make the magic work.

Main Control Sector

Adventurer steel yourself for you have come far. You standwithin a breath of final knowledge, but to tread the FinalWay there are things the Ancients would require of you. Forthose who seek further challenge, seek the altars whosemysteries are cautiously guarded.

TerminatorHP 1,000 Experience 3,000,000 AC 100Speed 200 # Attacks 1 Damage 1000 - 4000Range Attack YesDamage Type Energy

ED-409HP 400 Experience 120,000 AC 40Speed 75 # Attacks 3 Damage 50 - 100Range Attack YesDamage Type Energy

Iron WizardHP 200 Experience 25,000 AC 30Speed 50 # Attacks 2 Damage 50Range Attack YesDamage Type Energy

Secrets of the Isles 143142 Might and Magic III

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MonstersMonsters

Secrets of the Isles 145

Monsters

“And as the war raged on through the

decades, in the midst of the Void where the

fallout of the mighty storms gathered and

settled, a rich land began to develop. From

where, no one knows, but beasts appeared

to graze the fields of the new land and take

refuge in its forests and caverns. Little notice

did the Elemental Lords pay to these dumb

beasts for there was little threat in their

roamings. They were seen as nothing more

than the flies that gather around a fallen

animal.”

- Corak the Mysterious

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MonstersMonsters

ArcherHP 100 Experience 20,000AC 15 Attacks 4Speed 35 Damage 5 – 30Range Attack YesDamage Type Physical

Archers stalk the frozen lands that surroundCastle Dragontooth. The harsh winter weatherhas toughened their countenance to the fourelements.

BarbarianHP 175 Experience 25,000AC 15 Attacks 2Speed 30 Damage 2 – 60Range Attack YesDamage Type Physical

Barbarians find battle to be the only worthwhileendeavor in life, second only to drinking ale. Theirharsh training makes them somewhat resistant tothe elements.

Black KnightHP 375 Experience 100,000AC 30 Attacks 7Speed 50 Damage 4 – 160Range Attack YesDamage Type Physical

Black Knights are rare in Terra. They see thecombination of might and magic as an abominationon the land and therefore hate Paladins. They areresistant to the elements and often weaken theirfoes.

Bubble ManHP 15 Experience 750AC 0 Attacks 1Speed 15 Damage 1 – 6Range Attack YesDamage Type Magic

Bubble Men are a vile spark of life that springsfrom the green ooze that permeates FountainHead in curse. Bubble Men are completely resistantto acid attacks.

Secrets of the Isles 147146 Might and Magic III

Index of Monsters

131ArcherBarbarianBlack KnightBubble Man

132BugabooCandle CreepCarnage HandCastle Guard

133Cleric of MooCobra FiendCryo SporeCult Leader

134Cursed FoolCyclopsCyclops KingDark Pegasus

135Death AgentDeath LocustDeath SnakeDino Beetle

136DinosaurDraconiDragon LordDragon Worm

137ED-409Evil EyeEvil RangerEye Master

138Fire LizardFire StalkerGargoyleGhost

Key to Monster Guide

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.AC Vulnerability to physical attack. Low numbers indicate higher vulnerability.Attacks The number of times a monster can attack per round.Speed Speed determines order of combat. Faster characters or monsters attack first.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

magic or missile weapons.Damage Type Describes the type of damage a monster wreaks upon the Party (i.e.,

Physical, Fire, Cold, Magic, etc.).A short description of each monster’s vulnerabilities and resistances

follow each entry.

147PlasmoidPriest of MooRat OverlordReaper

148ScorpiaScreamerShadow RogueSkeleton

149Sonic NinjaSorcererSpirit ShieldSprite

150TerminatorTop JousterToxic WormTree Golem

151TrollVampireVampire BatVampire King

152Vulture RocWerewolfWicked WitchWild Fungus

153WizardZombie

139GhoulGiant SpiderGoblinGreat Hydra

140Green DragonGuardianIron WizardJouster

141Kudo CrabLichMad DwarfMagic Mantis

142Major DemonMajor DevilMedusaMini Dragon

143MinotaurMinotaur KingMoo MasterMoose Rat

144MummyMummy KingMystic CloudNinja

145OctobeastOgreOh No BugOrc Warrior

146PaladinPhantomPhase HeadPiranha

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MonstersMonsters

Cleric of MooHP 100 Experience 32,000AC 10 Attacks 1Speed 20 Damage 2 – 36Range Attack YesDamage Type Electric

The Clerics of Moo work the re-animatingmagic that brings to life the dancing bones that arethe Moo Cult’s undead warriors.

Cobra FiendHP 50 Experience 4,000AC 15 Attacks 1Speed 25 Damage 2 – 30Range Attack NoDamage Type Physical

Cobra Fiends are enchanted humans thathave taken the form of the serpent. Theirenchantment renders them resistant to the effectsof magic. Beware their Sleep spell.

Cryo SporeHP 40 Experience 6,000AC 3 Attacks 1Speed 12 Damage 4 – 16Range Attack NoDamage Type Cold

Cryo Spores are a strain of meat-eating plantthat sprang from the frozen regions of the northeast.They are immune to cold and very resistant toelectric and acid attacks.

Cult LeaderHP 300 Experience 30,000AC 15 Attacks 1Speed 25 Damage 5 – 75Range Attack YesDamage Type Physical

This half woman, half snake Cult Leaderoperates from a well protected room deep withinthe Slithercult Stronghold. She is resistant to magicand casts Sleep at those who attack her.

Secrets of the Isles 149

BugabooHP 60 Experience 4,000AC 15 Attacks 2Speed 22 Damage 2 – 24Range Attack NoDamage Type Magic

Bugaboo are frightfully large creatures ofunknown origin with a particular dislike forSorcerers. They are fairly resistant to the elementsand very resistant to magic.

Candle CreepHP 70 Experience 3,000AC 5 Attacks 2Speed 8 Damage 2 – 10Range Attack YesDamage Type Fire

Candle Creeps are immune to electrical attacksand resistant to acid and physical damage.

Carnage HandHP 40 Experience 10,000AC 25 Attacks 1Speed 20 Damage 60 – 120Range Attack NoDamage Type Physical

Carnage Hands are beings summoned fromanother plane by Wicked Witches, used to guardtheir covens. They are very resistant to magicforces.

Castle GuardHP 75 Experience 10,000AC 10 Attacks 1Speed 12 Damage 2 – 80Range Attack NoDamage Type Physical

Castle Guards are mindless warriors bred forloyalty and unquestioning devotion. They areemployed by the three Kings as watchmen, andpossess the strength to break armor.

148 Might and Magic III

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MonstersMonsters

Death AgentHP 300 Experience 70,000AC 15 Attacks 2Speed 30 Damage 10 – 100Range Attack NoDamage Type Poison

Death Agents are found in the metal roomsthat lie beneath the ancient pyramids. Thoughtheir forms appear natural, their very essence ispoison, and hazardous to those who fight them.

Death LocustHP 100 Experience 16,000AC 20 Attacks 4Speed 30 Damage 4 – 32Range Attack NoDamage Type Physical

Death Locusts carry a disease that will infectany bitten adventurer. The harshness of theirlarvae period leaves them a little resistant to someelements.

Death SnakeHP 500 Experience 150,000AC 25 Attacks 1Speed 90 Damage 4 – 200Range Attack NoDamage Type Physical

Death Snakes come from the southern regionsof the Great Sea. If a Death Snake’s venom entersan adventurers immune system, paralysis is sureto follow.

Dino BeetleHP 70 Experience 4,000AC 10 Attacks 6Speed 18 Damage 3 – 15Range Attack NoDamage Type Physical

Dino Beetles are not particularly strong orfast, and their shell provides little protection fromelemental attack. They like to chew on gold andusually carry quite a bit in their stomachs.

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Cursed FoolHP 40 Experience 3,500AC 8 Attacks 3Speed 15 Damage 3 – 9Range Attack NoDamage Type Physical

Cursed Fools are remnants of Blackwind’sforces, altered by his evil magic. They possessgreat loathing for Sorcerer’s, and curse those theytouch.

CyclopsHP 500 Experience 150,000AC 25 Attacks 2Speed 40 Damage 6 – 150Range Attack NoDamage Type Physical

Cyclopes are known to carry a good deal ofgold with them wherever they go. Despite theirvulnerability to the elements, they often escapeharm by confusing their opponents.

Cyclops KingHP 1,000 Experience 300,000AC 25 Attacks 3Speed 40 Damage 6 – 150Range Attack NoDamage Type Physical

The Cyclops King lives deep within his cavern,where he guards his treasures and feeds upon thebones of unfortunate adventurers. He muddlesthe thoughts of weak minds.

Dark PegasusHP 125 Experience 40,000AC 20 Attacks 4Speed 40 Damage 2 – 40Range Attack NoDamage Type Physical

The Dark Pegasus has been the bane ofSorcerers for many ages on Terra. Seen as the mostprized game to be hunted, these winged steedshave survived due to their ability to confuse foes.

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ED-409HP 400 Experience 120,000AC 40 Attacks 3Speed 75 Damage 50 – 100Range Attack YesDamage Type Energy

The ED-409 are strange machines that guardthe ancient rooms of metal beneath the ancientpyramids. Magic and energy are their only realweaknesses.

Evil EyeHP 100 Experience 60,000AC 25 Attacks 4Speed 35 Damage 50Range Attack YesDamage Type Magic

Evil Eyes are strange demon forms, exiledfrom the realm of the All Seeing. To stare into theirmany eyes often drives the weak or lazy minded toinsanity.

Evil RangerHP 100 Experience 12,000AC 20 Attacks 3Speed 20 Damage 4 – 24Range Attack YesDamage Type Physical

Evil Rangers stalk the corridors of corruptdungeons and fill the prisons of King Zealot. Theyseek to spill the blood of Druids.

Eye MasterHP 200 Experience 200,000AC 25 Attacks 4Speed 35 Damage 75Range Attack YesDamage Type Magic

The Eye Master is an exiled demon princefrom the realm of the All Seeing. He is the masterof insanity, defiling the minds of those who opposehim. The Eye Master is very resistant to magic.

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DinosaurHP 500 Experience 80,000AC 10 Attacks 2Speed 12 Damage 5 – 500Range Attack NoDamage Type Physical

Dinosaurs are monstrous beasts of ancientdesign. Dumb though they are, their great bulkprovides adequate resistance to the elements.

DraconiHP 125 Experience 20,000AC 10 Attacks 2Speed 20 Damage 3 – 60Range Attack NoDamage Type Physical

Draconi, not possessing Dragon form, arefirmly seated at the bottom of the Dragon Chain.They are chiefly used as guards for the higherDragon beings.

Dragon LordHP 10,000 Experience 10,000,000AC 75 Attacks 1Speed 150 Damage 1,000Range Attack YesDamage Type Energy

The Dragon Lord is the mightiest of all creaturesin Terra, highly resistant to all elements. It’s greatbulk makes tedious work of battle, but the rewardin gold is worth it.

Dragon WormHP 400 Experience 150,000AC 35 Attacks 1Speed 45 Damage 100Range Attack NoDamage Type Poison

Dragon Worms live in the ground beneath theCrystal Mountains. Because they feed on themysterious stream that created the magic crystals,their bite is quite poisonous.

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GhoulHP 100 Experience 16,000AC 15 Attacks 4Speed 16 Damage 3 – 18Range Attack NoDamage Type Physical

Ghouls come from the musty ground of thegrave, brought to undead existence by thequickening fluid of the Lamprea. They leave theirvictims weak and are resistant to physical damage.

Giant SpiderHP 30 Experience 3,000AC 14 Attacks 8Speed 25 Damage 2 – 8Range Attack NoDamage Type Physical

Giant Spiders are resistant to some of theelements and quite susceptible to magical andphysical attack. Their bites can prove quitepoisonous.

GoblinHP 10 Experience 400AC 3 Attacks 1Speed 14 Damage 3 – 9Range Attack YesDamage Type Physical

Goblins possess no special abilities. Theyattack whomever they encounter and have noparticular resistances to elemental attacks.

Great HydraHP 5,000 Experience 4,000,000AC 60 Attacks 12Speed 75 Damage 12 – 144Range Attack NoDamage Type Physical

Great Hydra are among the deadliest of allcreatures. The number of their heads gives themmore attacks than any other monster, and theirbite carries poisonous venom.

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Fire LizardHP 150 Experience 25,000AC 10 Attacks 2Speed 30 Damage 2 – 50Range Attack YesDamage Type Fire

Fire Lizards mostly stalk the Isle of Fire, thoughthey have been seen in the company of KingTumult. They are immune to damage by fire.

Fire StalkerHP 75 Experience 30,000AC 20 Attacks 3Speed 40 Damage 3 – 30Range Attack NoDamage Type Fire

Fire Stalkers come from the nether plane ofburning plasma energy. They are immune to fireand physical attacks, and very resistant to thespark of electricity.

GargoyleHP 125 Experience 30,000AC 15 Attacks 4Speed 30 Damage 3 – 45Range Attack NoDamage Type Physical

Gargoyles are dark beings pulled straight fromthe nightmares of mythic gods. So frightful is theiraura that the touch of their devilish hands willparalyze.

GhostHP 100 Experience 32,000AC 13 Attacks 1Speed 25 Damage 10 – 100Range Attack NoDamage Type Energy

Ghosts are pulled from the realm of undeadspecters to haunt the halls of human kind. Theirvapor form renders them immune to physicalattack. Their touch will age an adventurer.

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Kudo CrabHP 2,500 Experience 2,000,000AC 80 Attacks 4Speed 80 Damage 8 – 240Range Attack NoDamage Type Physical

Kudo Crabs are extremely large and primarilyvulnerable to energy and physical attacks. Theyare known to carry a great deal of gold, and thepower of their jaws can break armor.

LichHP 200 Experience 120,000AC 12 Attacks 1Speed 50 Damage 5 – 25Range Attack YesDamage Type Magic

Liches are master mages from the realm of theundead. They are very resistant to physical harmand possess a touch that will bring certain death toan adventurer.

Mad DwarfHP 75 Experience 2,500AC 10 Attacks 1Speed 16 Damage 4 – 20Range Attack NoDamage Type Physical

Mad Dwarves were used as mercenaries toattack Castle Whiteshield. They will attack otherDwarves and have some resistance to elementaldamage.

Magic MantisHP 50 Experience 3,500AC 12 Attacks 2Speed 30 Damage 2 – 20Range Attack NoDamage Type Physical

Magic Mantises can be found in the southernregions of the Great Isle. Their bites can prove tobe quite poisonous. Mantises are resistant tomagic.

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Green DragonHP 800 Experience 500,000AC 40 Attacks 1Speed 60 Damage 250Range Attack YesDamage Type Cold

Green Dragons are second highest on theDragon Chain, second only to the Dragon Lord.They possess a wealth of gold and are very resistantto cold and electricity.

GuardianHP 250 Experience 40,000AC 20 Attacks 1Speed 15 Damage 75 – 150Range Attack NoDamage Type Physical

Guardians are magical beings, very resistantto the elements, who are often summoned toprotect places of great power and mystery.

Iron WizardHP 200 Experience 25,000AC 30 Attacks 2Speed 50 Damage 50Range Attack YesDamage Type Energy

Iron Wizards are great mechanical beastsemployed by the Ancients to guard the secretrooms of metal that lie beneath the pyramids.Energy attacks are their great weakness.

JousterHP 600 Experience 180,000AC 35 Attacks 1Speed 50 Damage 20 – 400Range Attack NoDamage Type Physical

Jousters are always found mounted on theirsteeds, pole in hand, waiting for a challenge. Theyare known to carry a large purse of gold.

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MinotaurHP 1,000 Experience 3,000,000AC 90 Attacks 2Speed 80 Damage 3 – 300Range Attack NoDamage Type Physical

Minotaurs are the strongest warriors in Terra.They inhabit the Maze from Hell and do thebidding of their master, the Minotaur King. Theirtouch brings death.

Minotaur KingHP 2,500 Experience 6,000,000AC 90 Attacks 3Speed 80 Damage 3 – 300Range Attack NoDamage Type Physical

The chaotic mind of the Minotaur Kingconceived the design of the Maze from Hell, andthe strong backs of his warriors built it. The King’sresistance to magic is very strong.

Moo MasterHP 400 Experience 250,000AC 20 Attacks 1Speed 40 Damage 5 – 75Range Attack YesDamage Type Electric

The Moo Master rules the followers of his cultwith a brutal, iron hand. His madness is turned fullforce against all adventurers who oppose his cruelplots of destruction.

Moose RatHP 40 Experience 1,200AC 4 Attacks 2Speed 16 Damage 2 – 16Range Attack NoDamage Type Physical

Moose Rats are extremely large rodents, moremoose than rat. These rats are mildly resistant tothe elemental forms of damage.

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Major DemonHP 333 Experience 100,000AC 16 Attacks 6Speed 33 Damage 2 – 40Range Attack NoDamage Type Physical

Major Demons are nearly impervious to fireand magic attacks. So hideous and chilling is theirtouch that it will paralyze an adventurer.

Major DevilHP 666 Experience 250,000AC 33 Attacks 4Speed 66 Damage 2 – 80Range Attack NoDamage Type Physical

Major Devils come from the deepest anddarkest of the demon realms. They are completelyresistant to fire damage and render their foesunconscious.

MedusaHP 1,000 Experience 3,000,000AC 40 Attacks 1Speed 60 Damage 8 – 64Range Attack YesDamage Type Magic

Medusas guard the halls of the Maze fromHell for the Minotaur King. They are very resistantto magical influences and turn those who facethem into stone.

Mini DragonHP 150 Experience 18,000AC 20 Attacks 1Speed 30 Damage 50Range Attack YesDamage Type Fire

Mini Dragons are second from the bottom onthe Dragon Chain, though they are the first trueDragon form. They are completely resistant to fire.

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OctobeastHP 3,000 Experience 3,000,000AC 40 Attacks 8Speed 100 Damage 5 – 250Range Attack NoDamage Type Physical

Octobeasts infest the waters around the Isle ofFire. They are quite resistant to the elements andweaken those who fight against them.

OgreHP 60 Experience 2,500AC 10 Attacks 1Speed 15 Damage 2 – 32Range Attack YesDamage Type Physical

Ogres prefer to live outdoors, only enteringwalled towns and castles to pillage and loot. Theirimmense bulk provides resistance to the basicelements.

Oh No BugHP 40 Experience 1,000AC 8 Attacks 3Speed 30 Damage 3 – 9Range Attack NoDamage Type Physical

Oh No Bugs swarm in the northern regions ofthe Great Isle. They are very resistant to someforms of elemental damage.

Orc WarriorHP 25 Experience 600AC 5 Attacks 1Speed 12 Damage 2 – 16Range Attack YesDamage Type Physical

Warriors of the Orc tribes have infested theGreat Isle since before the building of FountainHead. Orcs are known to be resistant to someelemental attacks.

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MummyHP 250 Experience 120,000AC 15 Attacks 2Speed 20 Damage 2 – 80Range Attack NoDamage Type Physical

Mummies are powerful undead warriors. Fireand magic are their only weaknesses and thosethey touch become diseased. Mummies seemsomehow drawn to Druids.

Mummy KingHP 500 Experience 250,000AC 15 Attacks 3Speed 20 Damage 2 – 80Range Attack NoDamage Type Physical

The Mummy King is master of the walkingdead. His touch brings disease, and fire and magicare his weaknesses. He leads his Mummy minionsin their quest to destroy Druids.

Mystic CloudHP 50 Experience 30,000AC 18 Attacks 1Speed 40 Damage 4 – 16Range Attack YesDamage Type Magic

Mystic Clouds float in a vortex impervious tomagical attack, draining their foes of the potentialto use charms and incantations.

NinjaHP 45 Experience 3,000AC 15 Attacks 4Speed 35 Damage 2 – 8Range Attack NoDamage Type Physical

Ninja are among the most organized anddisciplined foes you’ll face on Terra. They have aslight resistance to all forms of damage.

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PlasmoidHP 100 Experience 8,000AC 5 Attacks 3Speed 17 Damage 4 – 12Range Attack NoDamage Type Poison

Plasmoids are foul spheres of poisonousenergy, relentlessly bent on the destruction ofhuman forms. Their acidic bodies can breakweapons that come into contact with them.

Priest of MooHP 200 Experience 120,000AC 20 Attacks 1Speed 40 Damage 4 – 60Range Attack YesDamage Type Electric

The Priests of Moo are the highest order in theMoo cult, answering only to the Moo Master. Theypossess some resistance to the elements and willattack an entire party.

Rat OverlordHP 250 Experience 8,000AC 4 Attacks 4Speed 16 Damage 2 – 16Range Attack NoDamage Type Physical

The Rat Overlord commands the Moose Ratsin Fountain Head. It is his fierceness in battle andtoughness of skin that gives him reign over theothers.

ReaperHP 150 Experience 50,000AC 15 Attacks 1Speed 18 Damage 4 – 80Range Attack YesDamage Type Magic

Reapers are the very embodiment of death.The aura of life and healing surrounding Clericshas made them mortal enemies. Physical harmwill seldom befall this undead apparition.

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PaladinHP 175 Experience 50,000AC 30 Attacks 5Speed 30 Damage 3 – 90Range Attack YesDamage Type Physical

Paladins are followers of the righteous pathwho have turned away from the traditionalteachings and follow a more evil plan. They areresistant to all forms of elemental damage.

PhantomHP 50 Experience 16,000AC 12 Attacks 1Speed 20 Damage 4 – 16Range Attack NoDamage Type Magic

Phantoms inhabit the winding cavern belowSwamp Town. These undead shadows are almostcompletely immune to physical attack, and theirfrightful touch will age an adventurer.

Phase HeadHP 20 Experience 4,000AC 10 Attacks 1Speed 25 Damage 2 – 8Range Attack NoDamage Type Physical

Phase Heads are the animated skulls of fallenCyclopes. They are resistant to elemental damageand cast confusion on their victims.

PiranhaHP 40 Experience 10,000AC 20 Attacks 8Speed 30 Damage 3 – 9Range Attack NoDamage Type Physical

Piranha swarm the destroyed and abandonedhalls of Castle Blackwind, acting as a naturalhazard to those who would plunder the once-greatkeep.

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Sonic NinjaHP 75 Experience 20,000AC 20 Attacks 8Speed 20 Damage 3 – 30Range Attack NoDamage Type Physical

Sonic Ninja are older and more enlightenedleaders of the Ninja clans, graduated up from theranks of the common Ninja. Their extensiveexperience and training leaves them highly resistantto energy blasts.

SorcererHP 100 Experience 50,000AC 10 Attacks 1Speed 40 Damage 8 – 80Range Attack YesDamage Type Cold

Sorcerers are masters of magic whose heartshave grown cold to their studies. King Tumultemploys them as special guards for his vast hoardof treasure.

Spirit ShieldHP 100 Experience 60,000AC 35 Attacks 2Speed 80 Damage 6 – 120Range Attack NoDamage Type Physical

Spirit Shields are guardians summoned fromthe demon realms of ancient mysticism. Thethickness of their leathery hide makes them veryresistant to physical damage.

SpriteHP 15 Experience 2,500AC 13 Attacks 2Speed 18 Damage 2 – 6Range Attack NoDamage Type Electrical

Don’t be fooled by the delicate appearance ofSprites. They have a strong resistance to physicaland magic damage, and are more than happy tocurse their foes.

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ScorpiaHP 50 Experience 5,000AC 5 Attacks 1Speed 10 Damage 3 – 12Range Attack NoDamage Type Poison

Scorpia, because they are commonly foundwith Reapers, are known as the Mistresses ofDeath. They are open to all attacks but their touchis poisonous.

ScreamerHP 10 Experience 1,750AC 10 Attacks 1Speed 25 Damage 2 – 8Range Attack NoDamage Type Energy

Screamers are mutated forms of energy createdfrom the failed experiment of an ancient mage.They are completely immune to energy damageand cause insanity.

Shadow RogueHP 50 Experience 12,000AC 15 Attacks 2Speed 22 Damage 3 – 18Range Attack YesDamage Type Physical

Shadow Rogues inhabit the eastern isles wherechaos is the general order. Be watchful for the stingof their poisoned daggers.

SkeletonHP 20 Experience 1,000AC 2 Attacks 2Speed 18 Damage 2 – 12Range Attack NoDamage Type Physical

Skeletons are among the variety of undeadcreatures of Terra. They are slightly resistant tosome elemental attack, and very resistant tophysical damage. Skeletons hate Clerics.

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TrollHP 125 Experience 50,000AC 15 Attacks 3Speed 25 Damage 3 – 45Range Attack NoDamage Type Physical

Trolls will almost always attack Dwarves, forit was Dwarves who brought Ogres into theirvalley.

VampireHP 400 Experience 250,000AC 30 Attacks 3Speed 45 Damage 10 – 100Range Attack NoDamage Type Physical

Vampires are the true lords of the undead.They are highly resistant to some of the elements,will drain a mage’s ability to perform magic, andseem always to target Clerics.

Vampire BatHP 5 Experience 250AC 5 Attacks 2Speed 20 Damage 2 – 4Range Attack NoDamage Type Physical

Vampire Bats can be found living in cavernsand among the thick trees of dark forests. If bitten,an adventurer’s system will be poisoned by theBat’s Venom.

Vampire KingHP 1,000 Experience 500,000AC 30 Attacks 4Speed 45 Damage 10 – 100Range Attack NoDamage Type Physical

VonEmosh is the ruler of the undead. Anymagic user who manages to cut a way toVonEmosh’s tomb will find himself quickly drainedof magic power. And woe if that mage be a Cleric.

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TerminatorHP 1,000 Experience 3,000,000AC 100 Attacks 1Speed 200 Damage 1,000 – 4,000Range Attack YesDamage Type Energy

Terminators are only found in the metal roomsof the pyramids. Magic and energy are their onlyweaknesses, and those they attack will beeradicated.

Top JousterHP 1,000 Experience 300,000AC 35 Attacks 2Speed 50 Damage 20 – 400Range Attack NoDamage Type Physical

The Top Jouster is the master of his sport. Soskilled is he that he can make two fierce joustingattacks in one pass; a feat that is most unexpectedand extraordinary.

Toxic WormHP 300 Experience 90,000AC 25 Attacks 2Speed 60 Damage 2 – 60Range Attack NoDamage Type Physical

Toxic Worms are known to infest the earth ofthe Crystal Mountains. With some resistance tothe elements, their main defense is to poison theirattackers.

Tree GolemHP 150 Experience 16,000AC 10 Attacks 2Speed 6 Damage 2 – 50Range Attack NoDamage Type Physical

Tree Golems wander the swampy lands,seeking to destroy all Clerics, for it was a Clericthat created their woeful kind. They are highlyresistant to magic.

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WizardHP 250 Experience 240,000AC 20 Attacks 1Speed 80 Damage 1,000Range Attack YesDamage Type Magic

Wizards possess a great deal of resistance tothe elements leaving themselves vulnerable onlyto physical attacks. They are employed by KingMalefactor as special guards for his treasure.

ZombieHP 35 Experience 1,800AC 2 Attacks 2Speed 2 Damage 3 – 18Range Attack NoDamage Type Physical

Zombies are undead creatures which are veryresistant to physical and electrical attacks. Theydisease any adventurer they touch and despiseClerics.

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Vulture RocHP 2,000 Experience 2,000,000AC 50 Attacks 2Speed 100 Damage 5 – 250Range Attack NoDamage Type Physical

Vulture Rocs are primarily found in the desertregions of the southern isles. They have a resistanceto fire, electric and acid, and they paralyze theirvictims.

WerewolfHP 500 Experience 150,000AC 30 Attacks 2Speed 40 Damage 8 – 120Range Attack NoDamage Type Physical

The Werewolves of Terra keep mostly tothemselves, choosing not to attack adventurersunless given reason. And it is best not to give themreason, for their bite carries disease.

Wicked WitchHP 50 Experience 16,000AC 8 Attacks 1Speed 16 Damage 4 – 16Range Attack YesDamage Type Magic

Wicked Witches are physical portals betweenthe realm of reality and the realm of magic. Closecontact with their kind will result in a curse uponthe adventurer and his backpack.

Wild FungusHP 25 Experience 2,000AC 0 Attacks 1Speed 5 Damage 3 – 12Range Attack NoDamage Type Electric

Wild Fungus spring from places where thecorrupt blood of ancient Witches were once spilled.They are immune to electric and cold attacks.

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Magic. In the Isles of Terra, magic works ona daily basis. At 5:00 AM the new Magical Daybegins and all magic from the previous daywears away, cancelling protection, light andall other active spells.

Who Can Cast Spells. Most character classesin Might and Magic III possess some capacityfor magic. Clerics, Sorcerers and Druids arethe designated magic users as their trainingprepares their minds for the control requiredto work incantations. Therefore all spells fallinto the categories of Clerical Spells, SorcererSpells and Druid Spells.

Paladins, Archers and Rangers undergo asimilar training that allows them a limitedcontrol over the magical forces, allowingPaladins to cast Clerical Spells, Archers tocast Sorcerer Spells, and Rangers to cast DruidSpells. Their ability to use magic (Spell Points)does not increase as much when they train,and it costs more for these character classes topurchase spells from the masters in the Guilds.Knights, Barbarians, Robbers and Ninja cannotcast spells unless the spells reside in anenchanted item.

Spell Descriptions. There are 77 uniquespells in Might and Magic III, some of whichare shared between character classes. Thedescriptions of these spells include thefollowing:

Name Generally descriptive of thespells effects.

Cost The number of Spell Points and,in some cases, Gems that mustbe spent to cast a spell. Somespells require a certain numberof Spell Points to be spent perlevel of the caster.

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Object Who is affected by the spell.Party Member - A single player character.Party - All characters that make up the party.Single Monster - One opponent.Group - Three opponents standing before the party.Cone - All opponents that stand in front of the party.

Level What experience level a character must be before purchasinga particular spell from a Guild. (Note: This does not imply theexperience level a character must reach before being able touse a spell. Any spell found while adventuring can be cast aslong as a character has enough Spell Points and Gems.)

Effect What effect the spell has on its recipient.

Acquiring Spells. All spells can be purchased from the various MageGuilds across the Isles of Terra. Most spells, however, can also be foundwhile adventuring.

Types of Spells. Spells perform different services for the party, such ascombat or first aid, or general assistance. These three different types arerepresented with the following symbols for easy reference:

First Aid. These spells are used to heal the Party’s wounds,resurrect characters who have died, and remove conditionsfrom a distressed Party member.

Combat. These spells are used to defend the Party or attackan opposing force.

General. Spells of general assistance to the Party, such asLight or Create Food.

Clerical Spell Reference

Note: SP means Spell Points, G means Gems. Certain spells will require theuse of a number of Spell Points depending upon the Level of the castingcharacter.

Light ............................................................ 1 SPAwaken ....................................................... 1 SPFirst Aid ....................................................... 1 SPFlying Fist .....................................................2 SPRevitalize .....................................................2 SPCure Wounds ........................................ 3 SP/1 GSparks ................................... 1 SP per Level/1 GProt. from Elements .............. 1 SP per Level/2 GPain ............................................................. 4 SPSuppress Poison.......................................... 4 SPSuppress Disease .........................................5 SPTurn Undead......................................... 5 SP/2 GSilence ..........................................................6 SPBlessed ......................................... 2 SP per LevelHoly Bonus .................................. 2 SP per LevelPower Cure ........................... 2 SP per Level/3 GHeroism ................................ 2 SP per Level/3 GImmobilize ............................................... 6 SP/3Cold Ray ............................... 2 SP per Level/4 GCure Poison ................................................ 8 SPAcid Spray ....................................................8 SPCure Disease ..............................................10 SPCure Paralysis ............................................12 SPParalyze .............................................. 15 SP/4 GCreate Food ......................................... 20 SP/5 GFiery Flail ............................................ 25 SP/5 GTown Portal ......................................... 30 SP/5 GStone to Flesh ..................................... 35 SP/5 GHalf for Me ........................................ 40 SP/10 GRaise Dead ........................................ 50 SP/10 GMoon Ray ......................................... 60 SP/10 GMass Distortion ................................75 SP/10 GHoly Word ...................................... 100 SP/20 GResurrection .................................... 125 SP/20 GSun Ray ........................................... 150 SP/10 GDivine Intervention ......................... 200 SP/20 G

Spells

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Sorcerer Spell Reference

Light ............................................................ 1 SPAwaken ....................................................... 1 SPDetect Magic ................................................1 SPElemental Arrow ......................................... 2 SPEnergy Blast .......................... 1 SP per Level/1 GSleep ..................................................... 3 SP/1 GCreate Rope ................................................ 3 SPToxic Cloud ........................................... 4 SP/1 GJump ............................................................ 4 SPAcid Stream ..................................................5 SPLevitate ....................................................... 5 SPWizard Eye ........................................... 5 SP/2 GIdentify Monster ......................................... 5 SPLightning Bolt ........................ 2 SP per Level/2 GLloyd’s Beacon ...................................... 6 SP/2 GPower Shield ......................... 2 SP per Level/2 GDetect Monster ............................................6 SPFireball .................................. 2 SP per Level/2 GTime Distortion ..................................... 8 SP/3 GFeeble Mind ................................................ 8 SPTeleport ..................................................... 10 SPFinger of Death ................................... 10 SP/4 GSuper Shelter ....................................... 15 SP/5 GDragon Breath ....................... 3 SP per Level/5 GRecharge Item ................................... 15 SP/10 GFantastic Freeze .................................. 15 SP/5 GDuplication ....................................... 20 SP/50 GDisintegration ..................................... 25 SP/8 GEtherealize .......................................... 30 SP/8 GDancing Sword ................... 3 SP per Level/10 GEnchant Item .................................... 30 SP/20 GIncinerate .......................................... 35 SP/10 GMega Volts ........................................ 40 SP/10 GInferno .............................................. 75 SP/10 GImplosion ........................................ 100 SP/20 GStar Burst ........................................ 200 SP/20 G

Light ............................................................ 1 SPAwaken ....................................................... 1 SPFirst Aid ....................................................... 1 SPDetect Magic ................................................1 SPElemental Arrow ......................................... 2 SPRevitalize .....................................................2 SPCreate Rope ................................................ 3 SPSleep ..................................................... 3 SP/1 GProt. from Elements .............. 1 SP per Level/2 GSuppress Poison.......................................... 4 SPSuppress Disease .........................................5 SPIdentify Monster ......................................... 5 SPNatures Cure ................................................6 SPImmobilize ............................................ 6 SP/3 GWalk on Water ............................................7 SPFrost Bite ......................................................7 SPLightning Bolt ........................ 2 SP per Level/2 GAcid Spray ....................................................8 SPCold Ray ............................... 2 SP per Level/4 GNatures Gate ..............................................10 SPFireball .................................. 2 SP per Level/2 GDeadly Swarm ............................................12 SPCure Paralysis ............................................12 SPParalyze .............................................. 15 SP/4 GCreate Food ......................................... 20 SP/5 GStone to Flesh ..................................... 35 SP/5 GRaise Dead ........................................ 50 SP/10 GPrismatic Light .................................. 60 SP/10 GElemental Storm ............................. 100 SP/10 G

Druid Spell Reference

Spells

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LightCost 1 Spell PointObject PartyLevel 1Effect Magically lights all torches in a dark cavern or

dungeon, providing the necessary light for safeadventuring.

AwakenCost 1 Spell PointObject PartyLevel 1Effect Pulls all sleeping Party Members from their

slumber, cancelling the SLEEP condition. Veryhelpful if the Party is attacked while resting.

First AidCost 1 Spell PointObject Party MemberLevel 1Effect Magically cures light battle wounds and scrapes,

restoring 6 Hit Points to an injured PartyMember.

Flying FistCost 2 Spell PointsObject Single MonsterLevel 1Effect Summons an enchanted gauntlet to deliver

stinging punches to a single foe, inflicting 6points of Physical damage.

RevitalizeCost 2 Spell PointsObject Party MemberLevel 2Effect Restores a weakened character to former

strength, removing the WEAK condition.

Clerical Spells Cure WoundsCost 3 Spell Points & 1 GemObject Party MemberLevel 2Effect Cures serious battle damage, restoring 15 Hit

Points to the inflicted Party Member.

SparksCost 1 Spell Point per Level & 1 GemObject GroupLevel 2Effect Generates a shower of sparks to shock a group

of monsters, inflicting Electrical damage equalto twice the level of the caster.

Protection from ElementsCost 1 Spell Point per Level & 2 GemsObject PartyLevel 3Effect Temporarily raises the party’s resistance to

Electricity, Fire, Cold or Acid. The amount ofthe increase depends on the caster’s level. Canbe cast more than once to raise resistance tomore than one element.

PainCost 4 Spell PointsObject GroupLevel 3Effect Overcomes a group of monsters with writhing

pain, inflicting 8 points of Physical damage.

Suppress PoisonCost 4 Spell PointsObject Party MemberLevel 3Effect Reduces the amount of poison in a Party

Member’s system. Does not remove thePOISONED condition.

Spells

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Suppress DiseaseCost 5 Spell PointsObject Party MemberLevel 4Effect Reduces the amount of disease in a Party

Member’s system. Does not remove theDISEASED condition.

Turn UndeadCost 5 Spell Points & 2 GemsObject GroupLevel 4Effect Dissipates the magical energy that animates

the dead, reducing some or all of a group ofundead monsters to dust.

SilenceCost 6 Spell PointsObject GroupLevel 5Effect Steals the tongues of a group of monsters,

preventing them from casting spells for theduration of combat or until they overcome theeffects of the spell.

BlessedCost 2 Spell Points per LevelObject Party MemberLevel 5Effect Clothes a Party Member in magical armor,

offering extra protection in combat. Amount ofprotection depends on level of caster.

Holy BonusCost 2 Spell Points per LevelObject Party MemberLevel 6Effect Brings forth favor from the graces of Bellum,

increasing the damage a Party Member inflictsin combat by 1 point per level of caster.

Power CureCost 2 Spell Points per Level & 3 GemsObject Party MemberLevel 6Effect A very powerful aid to the stricken adventurer.

Restores 2-12 Hit Points per level of the caster.

HeroismCost 2 Spell Points per Level & 3 GemsObject Party MemberLevel 7Effect Increases a Party Member’s chances of striking

his foes by a number equal to the level of thecaster.

ImmobilizeCost 6 Spell Points & 3 GemsObject GroupLevel 7Effect Freezes a group of monsters, preventing them

from attacking with might or magic.

Cold RayCost 2 Spell Points per Level & 4 GemsObject ConeLevel 8Effect Unleashes a deluge of freezing mist on all

monsters in front of the party, inflicting 2-4points of Cold damage per level of the caster.

Cure PoisonCost 8 Spell PointsObject Party MemberLevel 8Effect Removes toxins from the effected Party

Member’s system, cancelling the POISONEDcondition.

Spells

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Acid SprayCost 8 Spell PointsObject ConeLevel 9Effect Showers all monsters directly in front of the

party in a spray of acid, inflicting 15 points ofPoison damage.

Cure DiseaseCost 10 Spell PointsObject Party MemberLevel 9Effect Removes diseases from an infected Party

Member’s system, cancelling the DISEASEDcondition.

Cure ParalysisCost 12 Spell PointsObject Party MemberLevel 10Effects Restores the ability of movement to a Party

Member, removing the PARALYZED condition.

ParalyzeCost 15 Spell Points & 4 GemsObject GroupLevel 10Effects Attempts to stiffen the bodies of a group of

monsters and prevent them from attacking andcasting spells.

Create FoodCost 20 Spell Points & 5 GemsObject PartyLevel 11Effect When the party is starving, this incantation

creates enough food for each member.

Fiery FlailCost 25 Spell Points & 5 GemsObject Single MonsterLevel 11Effect Summons an enormous flail of fire, striking a

monster for 100 points of Fire damage.

Town PortalCost 30 Spell Points & 5 GemsObject PartyLevel 12Effect Opens a magical portal to the five towns of

Terra, providing a convenient way to returnfrom long journeys. Cannot use in combat.

Stone to FleshCost 35 Spell Points & 5 GemsObject Party MemberLevel 12Effect Restores the flesh of a Party Member to a less

igneous state, removing the STONE condition.

Half for MeCost 40 Spell Points & 10 GemsObject Party MemberLevel 13Effect Restores a badly injured Party Member back to

health. Half the damage points removed fromthe character are inflicted on the caster.

Raise DeadCost 50 Spell Points & 10 GemsObject Party MemberLevel 13Effect Restores life to a fallen Party Member, removing

the DEAD condition. Adds 1 to the age of thespell’s caster and recipient.

Moon RayCost 60 Spell Points & 10 GemsObject ConeLevel 14Effect Bathes all combatants in a beneficent ray that

inflicts 30 points of Energy damage to allmonsters in front of the party and restores 1-30Hit Points to each character.

Spells

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Mass DistortionCost 75 Spell Points & 10 GemsObject GroupLevel 14Effect Increases the weight of a group of monsters,

making them so heavy they fall and lose halftheir Hit Points.

Holy WordCost 100 Spell Points & 20 GemsObject ConeLevel 15Effect This Word is of such devastating power that it

destroys all undead monsters directly in front ofthe party.

ResurrectionCost 125 Spell Points & 20 GemsObject Party MemberLevel 15Effect So powerful is this incantation that it can restore

life to the ashes of a fallen Party Member,cancelling the ERADICATED condition. Agesthe character 5 years.

Sun RayCost 150 Spell Points & 10 GemsObject ConeLevel 16Effect Heat above description emanates from the

caster’s body, causing 200 points of Energydamage on all monsters before the party.

Divine InterventionCost 200 Spell Points & 20 GemsObject PartyLevel 17Effect Calls upon the supernatural powers of Esoterica

to completely restore the party to full Hit Points.Ages spell caster 5 years.

LightCost 1 Spell PointObject PartyLevel 1Effect Magically lights all torches in a dark cavern or

dungeon, providing the necessary light for safeadventuring.

AwakenCost 1 Spell PointObject PartyLevel 1Effect Pulls all sleeping Party Members from their

slumber, cancelling the SLEEP condition. Veryhelpful if attacked while resting.

Detect MagicCost 1 Spell PointObject Party MemberLevel 1Effect Reveals any magical items in a Party Member’s

backpack, and notes the number of usesremaining for charged items.

Elemental ArrowCost 2 Spell PointsObject Single MonsterLevel 1Effect Expels a single bolt of flame, electricity, acid or

ice upon a monster, inflicting 8 points of.

Energy BlastCost 1 Spell Point per Level & 1 GemObject Single MonsterLevel 2Effect A blast of crisping death is delivered to a single

monster, scorching it for 2-6 points of Energydamage per level of caster.

Sorcerer Spells

Spells

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SleepCost 3 Spell Points & 1 GemObject GroupLevel 2Effect Hypnotizes monsters into a sleep-like trance,

halting their actions until they are damaged orovercome the SLEEP condition.

Create RopeCost 3 Spell PointsObject PartyLevel 3Effect If you find yourself without a rope, fear not.

Cast this spell while standing directly over a pitto conjure the very strand you lack.

Toxic CloudCost 4 Spell Points & 1 GemObject GroupLevel 3Effect Exudes a noxious cloud around a group of

monsters, causing 10 points of Poison damage.

JumpCost 4 Spell PointsObject PartyLevel 4Effect The hand of the genie Vaultus will sweep the

party up and over the square directly ahead,provided there are no walls of matter or magic.Cannot use in combat.

Acid StreamCost 5 Spell PointsObject Single MonsterLevel 4Effect Sprays a stream of liquescent acid from the

palm of the caster, causing 25 points of Poisondamage.

LevitateCost 5 Spell PointsObject PartyLevel 5Effect The party will ride on the breath of the genie

Floatious, offering protection from pits of peril.

Wizard EyeCost 5 Spell Points & 2 GemsObject PartyLevel 5Effect Allows the party to see an overhead view of the

surrounding area. Cannot use in combat.

Identify MonsterCost 5 Spell PointsObject GroupLevel 6Effect Provides the party with knowledge of the

condition of a group of monsters while in combat.

Lightning BoltCost 2 Spell Points per Level & 2 GemsObject GroupLevel 6Effect Summons a great bolt of lightning directed

against a group of monsters. Inflicts 4-6 pointsof Electrical damage per level of caster.

Lloyd’s BeaconCost 6 Spell Points & 2 GemsObject PartyLevel 7Effect A very useful spell for returning from long

distances. Cast it once to lay the beacon, thenagain from anywhere to return. Cannot use incombat.

Spells

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186 Might and Magic III Secrets of the Isles 187

Power ShieldCost 2 Spell Points per Level & 2 GemsObject Party MemberLevel 7Effect Reduces the amount of damage inflicted on a

Party Member by a number equal to the level ofthe caster.

Detect MonsterCost 6 Spell PointsObject PartyLevel 8Effect Creates a map that shows the location of

monsters lurking around corners and watchingfrom behind.

FireballCost 2 Spell Points per Level & 2 GemsObject GroupLevel 8Effect Heaves a flaming package of death to those

unfortunate enough to draw your ire. Delivers3-7 points of Fire damage per level of caster.

Time DistortionCost 8 Spell Points & 3 GemsObject PartyLevel 9Effect Creates a warp in time that allows the party to

retreat to a safe area during combat.

Feeble MindCost 8 Spell PointsObject GroupLevel 9Effect Muddles the minds of a group of monsters,

leaving them unable to attack for the remainderof combat or until overcoming the spell.

TeleportCost 10 Spell PointsObject PartyLevel 10Effect Move like the wind, light and invisible, 9 steps

in any direction. Cannot use in combat.

Finger of DeathCost 10 Spell Points & 4 GemsObject GroupLevel 10Effect Channels the ancient power of all Wizards of

lore through the hand of the caster, resulting indeath to a group of monsters.

Super ShelterCost 15 Spell Points & 5 GemsObject PartyLevel 11Effect Creates an aura of safety allowing the party to

rest in areas otherwise precarious. Cannot usein combat and on water.

Dragon BreathCost 3 Spell Points per Level & 5 GemsObject ConeLevel 11Effects Engulfs all monsters directly ahead of the party

in a torrent of flame, electricity, acid or cold.Inflicts 5 points of damage per level of caster.

Recharge ItemCost 15 Spell Points & 10 GemsObject Party MemberLevel 12Effect Restores 1-6 charges to any item in a Party

Member’s backpack that still has 1 magicalcharge remaining. Some risk the spell will failand destroy the item.

Spells

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Fantastic FreezeCost 15 Spell Points & 5 GemsObject GroupLevel 12Effect Creates a freezing gale that inflicts 40 points of

Cold damage to a group of monsters.

DuplicationCost 20 Spell Points & 50 GemsObject Party MemberLevel 13Effect Allows the caster to duplicate most items in a

Party Member’s backpack, provided there isroom in the backpack for another item. Smallchance the spell will fail and destroy the originalitem.

DisintegrationCost 25 Spell Points & 8 GemsObject GroupLevel 13Effect Attempts to disintegrate the bodies of a group of

monsters.

EtherealizeCost 30 Spell Points & 8 GemsObject PartyLevel 14Effect The party wavers, like a vision in the heat,

allowing passage through locked doors, thinwalls and other barriers.

Dancing SwordCost 3 Spell Points per Level & 10 GemsObject GroupLevel 14Effect Summons a magical blade to dance around a

group of monsters, inflicting 6-14 points ofPhysical damage per level of caster.

Enchant ItemCost 30 Spell Points & 20 GemsObject Party MemberLevel 15Effect Adds random magical abilities to a mundane

item that currently has no special powers orproperties.

IncinerateCost 35 Spell Points & 10 GemsObject Single MonsterLevel 15Effect Attempts to reduce a monster to smoldering

ashes by inflicting 250 points of Fire damage.

Mega VoltsCost 40 Spell Points & 10 GemsObject GroupLevel 16Effect Chain lightning passes through a group of

monsters, inflicting 150 points of Electricdamage.

InfernoCost 75 Spell Points & 10 GemsObject GroupLevel 16Effect Unleashes the very heat of the sun, causing 250

points of Fire damage on a group of monsters.

ImplosionCost 100 Spell Points & 20 GemsObject Single MonsterLevel 17Effect Causes a monster’s body to collapse in on itself,

inflicting 1,000 points of energy damage.

Star BurstCost 200 Spell Points & 20 GemsObject ConeLevel 17Effect Pieces of an exploding star rain down in a

shower of destruction, inflicting 500 points ofPhysical damage on all monsters before theparty.

Spells

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LightCost 1 Spell PointObject PartyLevel 1Effect Magically lights all torches in a dark cavern or

dungeon, providing the necessary light forsafe adventuring.

AwakenCost 1 Spell PointObject PartyLevel 1Effect Pulls all sleeping Party Members from their

slumber, cancelling the SLEEP condition. Veryhelpful if attacked while resting.

First AidCost 1 Spell PointObject Party MemberLevel 1Effect Cures light battle wounds, restoring 6 Hit

Points to an injured Party Member.

Detect MagicCost 1 Spell PointObject Party MemberLevel 1Effect Reveals any magical items in a Party Member’s

backpack, and notes the number of usesremaining for charged items.

Elemental ArrowCost 2 Spell PointsObject Single MonsterLevel 2Effect Expels a single bolt of flame, electricity, acid

or ice upon a monster, inflicting 8 points ofdamage.

Druid Spells RevitalizeCost 2 Spell PointsObject Party MemberLevel 2Effect Restores a weakened character to former

strength, removing the WEAK condition.

SleepCost 3 Spell Points & 1 GemObject GroupLevel 3Effect Hypnotizes monsters into a sleep-like trance,

halting their actions until they are damaged orovercome the SLEEP condition.

Create RopeCost 3 Spell PointsObject PartyLevel 3Effect If you find yourself without a rope, fear not.

Cast this spell while standing directly over a pitto conjure the very strand you lack.

Suppress PoisonCost 4 Spell PointsObject Party MemberLevel 4Effect Reduces the amount of poison in a Party

Member’s system. Does not remove thePOISONED condition.

Protection from ElementsCost 1 Spell Point per Level & 2 GemsObject PartyLevel 4Effect Temporarily raises the party’s resistance to

Electricity, Fire, Cold or Acid. The amount ofthe increase depends on the caster’s level. Canbe cast more than once to raise resistance tomore than one element.

Spells

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Frost BiteCost 7 Spell PointsObject Single MonsterLevel 7Effect Summons the freezing winds of the Frozen Isles

to whip around a monster, causing 35 points ofCold damage.

Lightning BoltCost 2 Spell Points per Level & 2 GemsObject GroupLevel 8Effect Summons a great bolt of lightning directed

against a group of monsters. Inflicts 4-6 pointsof damage Electrical per level of caster.

Acid SprayCost 8 Spell PointsObject ConeLevel 8Effect Showers all monsters directly in front of the

party in a spray of acid, inflicting 15 points ofPoison damage.

Cold RayCost 2 Spell Points per Level & 4 GemsObject ConeLevel 9Effect Unleashes a deluge of freezing mist on all

monsters in front of the party, inflicting 2-4points of Cold damage per level of the caster.

Natures GateCost 10 Spell PointsObject PartyLevel 9Effect Calls forth a portal to the Towns and Castles of

Terra. Opens a different portal each day of theweek. Cannot use in combat.

Secrets of the Isles 193192 Might and Magic III

Suppress DiseaseCost 5 Spell PointsObject Party MemberLevel 5Effect Reduces the amount of disease in a Party

Member’s system. Does not remove theDISEASED condition.

Identify MonsterCost 5 Spell PointsObject GroupLevel 5Effect Provides the party with knowledge of the

condition of a group of monsters while in combat.

Natures CureCost 6 Spell PointsObject Party MemberLevel 6Effect Calls upon the healing power of Gaiam, allowing

the caster to restore 25 Hit Points to a PartyMember.

ImmobilizeCost 6 Spell Points & 3 GemsObject GroupLevel 6Effect Freezes a group of monsters, preventing them

from attacking with might or magic.

Walk on WaterCost 7 Spell PointsObject PartyLevel 7Effect Allows the party to step over the waves like

walking on a carpet of air. Deep water will nolonger be an obstacle.

Spells

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FireballCost 2 Spell Points per Level & 2 GemsObject GroupLevel 10Effect Heaves a flaming package of death to those

unfortunate enough to draw your ire. Delivers3-7 points of Fire damage per level of caster.

Deadly SwarmCost 12 Spell PointsObject GroupLevel 10Effect Summons a swarm of stinging insects to fly

around a group of monsters, inflicting 40 pointsof Physical damage.

Cure ParalysisCost 12 Spell PointsObject Party MemberLevel 11Effects Restores the ability of movement to a Party

Member, removing the PARALYZED condition.

ParalyzeCost 15 Spell Points & 4 GemsObject GroupLevel 11Effects Attempts to stiffen the bodies of a group of

monsters and prevent them from attacking andcasting spells.

Create FoodCost 20 Spell Points & 5 GemsObject PartyLevel 12Effect When the party is starving, this incantation

creates enough food for each member.

Secrets of the Isles 195194 Might and Magic III

Stone to FleshCost 35 Spell Points & 5 GemsObject Party MemberLevel 12Effect Restores the flesh of a Party Member to a less

igneous state, removing the STONE condition.

Raise DeadCost 50 Spell Points & 10 GemsObject Party MemberLevel 13Effect Restores life to a fallen Party Member, removing

the DEAD condition. Adds 1 to the age of thespell’s caster and recipient.

Prismatic LightCost 60 Spell Points & 10 GemsObject ConeLevel 14Effect A powerful but erratic spell with unpredictable

effects. Should be used with caution.

Elemental StormCost 100 Spell Points & 10 GemsObject ConeLevel 15Effect Unleashes a torrent of elemental destruction,

inflicting 150 points of Fire, Cold, Electric orAcid damage to all monsters before the party.

SpellsSpells

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Items

“In the blacksmith’s shoppe workers of

steel and iron forged new weapons of

destruction and repaired the broken

implements of warriors. There was a

lucrative trade of wares from many places

abroad and all the needs of dungeon lurking,

such as rope and torch, could be found. It

was also a place to find the finest in armor

and protective wares, and unknown

mechanisms or weapons could be identified

and their uses and value revealed.”

- Corak the Mysterious

Items

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Secrets of the Isles 199

Items

Attributes

Equipping an item with an Attribute prefix increases (ordecreases) the specified attribute of the character. Ourexample item would increase the equipping character’sMight statistic by 23. The categories of Attributes areMight, Intellect, Personality, Speed, Accuracy, Luck, HitPoints, Spell Points, Armor Class and Thievery.

Base Items

Each base item contains five parts: the item name, the basecost of the item in GP, the item base modifier, how it isequipped and the restrictions for the different classes forthe item. The item base modifier affects one of two statisticsfor the character. Armor-type item increase or decrease thecharacter’s armor class. The modifier for a weapon-typeitem is the amount of damage per hit that the item inflicts.For instance, our example short sword modifier is 2D3,which will inflict from 2 - 6 points of damage.

A character may equip a one-handed (1H) weapon andshield, or 1 two-handed (2H) weapon. Only 1 missile (1M)weapon may be equipped at a time. Other equippingrestrictions include one helmet, pair of boots, belt, etc. ata time. Wearing a cloak as well as armor is also possible.

The following are the abbreviations used in the equippingrestriction section: K - Knight, P - Paladin, B - Barbarian,Ra - Ranger, Ar - Archer, S - Sorcerer, Ro - Robber, N -Ninja, Cl - Cleric, Dr - Druid. If a class is listed under therestrictions, a character of that class may not equip or usethe specified item unless specified. “Max for K” wouldmean that is the heaviest armor that a Knight couldnormally wear.

Special Ability

If a special ability suffix is used with an item, the item iscapable of casting a spell, regardless of the race or class ofthe character using the item. Our example item has thespecial ability suffix “of Arrows”, meaning that the item willcast the spell Elemental Arrow when magically used by thecharacter. Items must be equipped in order to be used bythe character.

198 Might and Magic III

Items

Might and Magic III items consist of up to five parts. Eachpart except the item name are added to the base value ofthe item. An example of a five-part item is the Blazing SilverForce Short Sword of Arrows.

There are three prefixes, which are Elements, Metals andAttributes. There is one suffix which describes the SpecialAbility of the item. Each of these prefixes and suffixes isdescribed below.

Elements

An item that possesses an Element prefix – when equipped– affects the character’s statistics. For instance, if an armor-type item has the prefix Blazing, the Fire resistance for thatcharacter is increased by 25 points (see page 200). For aweapon-type item with the prefix Blazing, the weaponwould inflict 20 additional points of Fire damage whenstriking a foe. There are six different elemental prefixcategories. They are Fire, Electric, Cold, Acid/Poison,Energy and Magic.

Metals

Equipping an item that has a Metal prefix also enhancesthe character’s statistics. For an armor-type item, equippingit will increase (or, in some cases, decrease) the character’sArmor Class rating. Equipping a weapon with a Metalprefix affects the character’s chance to hit as well as theamount of damage inflicted per hit. For instance, oursample item containing the metal prefix Silver would add+2 to a character’s chance to hit and +4 points of damageper hit. Additionally, a metal prefix contains a cost modifierwhich is multiplied by the base item cost. Our exampleitem, usually costing 15 GP would be multiplied by 5 for acost of 75 GP. There are three categories of metal prefixes:Common, Rare and Precious.

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Elements

Fire Resistance Damage

Burning 5 2Fiery 7 3Pyric 9 4Fuming 12 5Flaming 15 10Seething 20 15Blazing 25 20Scorching 30 30

Electric Resistance Damage

Flickering 5 2Sparking 7 3Static 9 4Flashing 12 5Shocking 15 10Electric 20 15Dyna 25 20

Cold Resistance Damage

Icy 5 2Frost 10 4Freezing 15 5Cold 20 10Cryo 25 20

Acid / Poison Resistance Damage

Acidic 10 2Venomous 15 4Poisonous 20 8Toxic 25 16Noxious 40 32

Energy Resistance Damage

Glowing 5 2Incandescent 7 3Dense 9 4Sonic 11 5Power 13 10Thermal 15 15Radiating 20 20Kinetic 25 30

Magic Resistance Damage

Mystic 5 5Magical 10 10Ectoplasmic 20 25

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Metals

Common ToHit Dmg AC Costmod

Wooden -3 -3 -3 x.1Leather -4 -6 +0 x.25Brass +3 -4 -2 x.5Bronze +2 -2 -1 x.75Iron +1 +2 +1 x2Silver +2 +4 +2 x5Steel +3 +6 +4 x10Gold +4 +8 +6 x20Platinum +6 +10 +8 x50

Rare ToHit Dmg AC Costmod

Glass +0 +0 +0 x2Coral +1 +1 +1 x3Crystal +1 +1 +1 x5Lapis +2 +2 +2 x10Pearl +2 +2 +2 x20Amber +3 +3 +3 x30Ebony +4 +4 +4 x40Quartz +5 +5 +5 x50

Precious ToHit Dmg AC Costmod

Ruby +6 +12 +10 x60Emerald +7 +15 +12 x70Sapphire +8 +20 +14 x80Diamond +9 +30 +16 x90Obsidian +10 +50 +20 x100

Attributes

Might Equip Bonus

Might 2Strength 3Warrior 5Ogre 8Giant 12Thunder 17Force 23Power 30Dragon 38Photon 47

Intellect Equip Bonus

Clever 2Mind 3Sage 5Thought 8Knowledge 12Intellect 17Wisdom 23Genius 30

Personality Equip Bonus

Buddy 2Friendship 3Charm 5Personality 8Charisma 12Leadership 17Ego 23Holy 30

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Speed Equip Bonus

Quick 2Swift 3Fast 5Rapid 8Speed 12Wind 17Accelerator 23Velocity 30

Accuracy Equip Bonus

Sharp 3Accurate 5Marksman 10Precision 15True 20Exacto 30

Luck Equip Bonus

Clover 5Chance 10Winners 15Luck 20Gamblers 25Leprechauns 30

Hit Points Equip Bonus

Vigor 4Health 6Life 10Troll 20Vampyric 50

Spell Points Equip Bonus

Spell 4Castors 8Witch 12Mage 16Archmage 20Arcane 25

Armor Class Equip Bonus

Protection 2Armored 4Defender 6Stealth 10Divine 16

Thievery Equip Bonus

Mugger 4Burglar 6Looter 8Brigand 10Filch 12Thief 14Rogue 16Plunderer 18Criminal 20Pirate 25

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Items

Armor Base Cost Mod Equip Restrict

Padded Armor 20 2 1H Max for SLeather Armor 40 3 1H Max for DrScale Mail 100 4 1H Max for BRing Mail 200 5 1H Max for NChain Mail 400 6 1H Max for Ar, RoSplint Mail 600 7 1H Max for Cl, RaPlate Mail 1000 8 1H Only K & PPlate Armor 2000 10 1H Only K & P

Cloak 250 1 1 No restrictionsRobes 150 1 1 No restrictionsCape 200 1 1 No restrictions

Shield 100 4 1H No Dr, N, S, Ar

Helm 60 2 1 No restrictions

Gauntlets 100 1 1 No restrictions

Boots 40 1 1 No restrictions

Belt 100 0 1 No restrictions

One HandedWeapons Base Cost Mod Equip Restrict

Long Sword 50 3d3 1H No Cl, Dr, N, S, BShort Sword 15 2d3 1H No Cl, Dr, N, S, BBroad Sword 100 3d4 1H No Cl, Dr, N, S, BScimitar 80 2d5 1H No Cl, Dr, N, S, BCutlass 40 2d4 1H No Cl, Dr, N, S, BSabre 60 4d2 1H No Cl, Dr, N, S, B

Club 1 1d3 1H No restrictions

Hand Axe 10 2d3 1H No Cl, SKatana 150 4d3 1H Only K & N

Nunchakas 30 2d3 1H Only K & NWakazashi 60 3d3 1H Only K & NDagger 8 2d2 1H No ClMace 50 2d4 1H No SFlail 100 1d10 1H No SCudgel 15 1d6 1H No SMaul 30 1d8 1H No SSpear 15 1d9 1H No S, Cl

Two HandedWeapons Base Cost Mod Equip Restrict

Bardiche 200 4d4 2H No Cl, S, DrGlaive 80 4d3 2H No Cl, S, DrHalberd 250 3d6 2H No Cl, S, DrPike 150 2d8 2H No Cl, S, DrFlamberge 400 4d5 2H No Cl, S, Dr, N,

B, RoTrident 100 2d6 2H No Cl, S, DrStaff 40 2d4 2H No restrictionsHammer 120 2d5 2H No SNaginata 300 5d3 2H Only K & N

Battle Axe 100 3d5 2H No Cl, S, Dr, NGrand Axe 200 3d6 2H No Cl, S, Dr, NGreat Axe 300 3d7 2H No Cl, S, Dr, N

MissileWeapons Base Cost Mod Equip Restrict

Short Bow 25 3d2 1M No Cl, S, DrLong Bow 100 5d2 1M No Cl, S, DrCrossbow 50 4d2 1M No Cl, S, Dr

Sling 15 2d2 1M No Cl, S, Dr

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Jewelry Base Cost Mod Equip Restrict

Broach 250 0 4 No restrictionsMedal 100 0 4 No restrictionsCharm 50 0 4 No restrictionsCameo 300 0 4 No restrictionsScarab 200 0 4 No restrictionsPendant 500 0 1 No restrictionsNecklace 1000 0 1 No restrictionsAmulet 2000 0 1 No restrictions

Ring 100 0 10 No restrictions

Crown 1000 0 1 No restrictionsTiara 200 0 1 No restrictions

Misc Items Base Cost Mod Equip Restrict

Whistle 10 0 1H No restrictionsJewel 1,000 0 1H No restrictionsGem 500 0 1H No restrictionsBox 10 0 1H No restrictionsOrb 100 0 1H No restrictionsHorn 20 0 1H No restrictionsCoin 10 0 1H No restrictionsRod 50 0 1H No restrictionsWand 50 0 1H No restrictionsScroll 100 0 - No restrictionsPotion 10 0 - No restrictionsMight Potion 100 0 - No restrictionsTorch 5 0 - No restrictionsRope and Hooks 5 0 - No restrictions

Special Abilities

Magic Ability Casts

of Light ...................................... Lightof Awakening ............................ Awakenof Magic Detection .................... Detect Magicof Arrows ................................... Elemental Arrowof Aid......................................... First Aidof Fists ....................................... Flying Fistof Energy Blasts ........................ Energy Blastof Sleeping................................. Sleepof Revitalization ........................ Revitalizeof Curing ................................... Cure Woundsof Sparking ................................ Sparksof Ropes .................................... Create Ropeof Toxic Clouds ......................... Toxic Cloudof Elements ............................... Protection from Elementsof Pain ....................................... Painof Jumping ................................. Jumpof Acid Streams ......................... Acid Streamof Undead Turning .................... Turn Undeadof Levitation .............................. Levitateof Wizard Eyes .......................... Wizard Eyeof Silence................................... Silenceof Blessing ................................. Blessedof Identification ......................... Identify Monsterof Lightning ............................... Lightning Boltof Holy Bonuses ........................ Holy Bonusof Power Curing ........................ Power Cureof Nature ................................... Nature’s Cureof Beacons................................. Lloyd’s Beaconof Shielding ............................... Power Shieldof Heroism ................................ Heroismof Immobilization ...................... Immobilizeof Water Walking ...................... Walk on Waterof Frost Biting ............................ Frost Biteof Monster Finding .................... Detect Monsterof Fireballs ................................ Fireballof Cold Rays .............................. Cold Rayof Antidotes ............................... Cure Poison

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ItemsItems

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Special Items

Key Cards

Golden Pyramid Key Card allows access below the fiveancient pyramids. It has been hidden by Sheltem and en-cased in a glass box that can only be shattered by an adven-turer who possesses Fantastic Strength. This key card can befound in Area A4 and cannot be discarded.

Blue Priority Pass Card is awarded to the party after givingeleven King’s Ultimate Power Orbs to one of the three kingsof Terra. It is necessary to have if your party is to followCorak deeper into the maze below the central pyramid on theIsle of Fire. Cannot be discarded.

Hologram Sequencing Cards There are six Hologram SequencingCards, each one found in one of the locked six dungeons. Thesecards are required to access the final secrets of Terra and followCorak into further adventure. All six must be collected and takento the innermost part of the maze below the pyramids. Theycannot be discarded.

Keys

Yellow Fortress Key opens the door to the Fortress of Fear. It canbe found in Arachnoid Cavern and cannot be discarded.

Green Eyeball Key opens the door to the Halls of Insanity. Thiskey is found in Cyclops Cavern and cannot be discarded.

Red Warrior Key opens the door to Dark Warrior’s Keep. It isfound in Cyclops Cavern and cannot be discarded.

Blue Unholy Key opens the door to the Cathedral of Carnage.Look for this key in Arachnoid Cavern. It cannot be discarded.

Gold Master Key opens the door to the Maze from Hell, and canbe found in The Magic Cavern. Cannot be discarded.

Black Terror Key opens the door to the Tomb of Terror. Look forthis key in the Cursed Cold Cavern. Cannot be discarded.

of Acid Spraying ........................ Acid Sprayof Distortion .............................. Time Distortionof Feeble Minding ..................... Feeble Mindof Vaccination ........................... Cure Diseaseof Gating ................................... Nature’s Gateof Teleportation ......................... Teleportof Death .................................... Finger of Deathof Free Movement ..................... Cure Paralysisof Paralyzing ............................. Paralyzeof Deadly Swarms ..................... Deadly Swarmof Sanctuaries ........................... Super Shelterof Dragon Breath ....................... Dragon Breathof Feasting ................................. Create Foodof Fiery Flails ............................ Fiery Flailof Recharging ............................ Recharge Itemof Freezing ................................. Fantastic Freezeof Portals ................................... Town Portalof Stone to Flesh ....................... Stone to Fleshof Duplication ........................... Duplicate Itemof Disintegration ....................... Disintegrationof Half for Me ............................ Half for Meof Raising the Dead .................. Raise Deadof Etherealization ...................... Etherealizeof Dancing Swords .................... Dancing Swordof Moon Rays ............................ Moon Rayof Mass Distortion .................... Mass Distortionof Prismatic Light ...................... Prismatic Lightof Enchantment ........................ Enchant Itemof Incinerating ........................... Incinerateof Holy Words ........................... Holy Wordof Resurrection .......................... Resurrectionof Storms ................................... Elemental Stormof Megavoltage .......................... Megavoltsof Infernos ................................. Infernoof Sun Rays ............................... Sun Rayof Implosions ............................ Implosionof Star Bursts ............................. Star Burstof the GODS! ............................ Divine Intervention

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Quest Items

Sacred Silver Skulls are sought by Kranion in Fountain Head tocomplete his shrine to the five Forces that gave aid to the peopleof Terra during the great Elemental War. These skulls can befound in Fountain Head Cavern, Cyclops Cavern, SlithercultStronghold, Baywatch Cavern and the Ancient Temple of Moo.

Alacorn of Icarus is needed to release the last Unicorn from hiscurse. Seek Princess Trueberry in Area E2 to obtain it, thenproceed to the shrine in Orc Meadow. Cannot be discarded.

King’s Ultimate Power Orbs give the three kings of Terra specialpower and control over the hearts of the people of Terra. Thereare 31 in all, but only 11 must be given to a single king to givehim dominating power. Cannot be discarded. Search for the orbsin Dragon Cavern, Dark Warrior’s Keep, Tomb of Terror, AlphaEngine Sector, Beta Engine Sector, Main Engine Sector, AftStorage Sector, Halls of Insanity and the Cathedral of Carnage.

Ancient Artifacts of Good, Evil, and Neutrality were scatteredacross the isles during the War of the Alignments. Returning theartifacts to the keepers of the shrines in the three castles willbring great reward. These artifacts are found in Blistering Heights,Swamp Town, Swamp Town Cavern, Cursed Cold Cavern,Fortress of Fear, Cyclops Cavern, Tomb of Terror, SlithercultStronghold, Dark Warrior’s Keep, Castle Whiteshield, CastleDragontooth and Castle Blood Reign.

Sea Shell of Serenity will stay the fleeing spirit of Athea, Nymphof the Great Sea, and can be found by searching Rainbow Islandin Area D4 on day 99.

Precious Pearl of Youth and Beauty calms the plundering soulof the Pirate Queen. If she attacks a party that possesses thispearl, it will be the only booty she claims. These pearls are foundonly in Blistering Heights Cavern, Cursed Cold Cavern andSlithercult Stronghold.

Miscellaneous Artifacts

Ancient Jewelry can be sold at the Blacksmith’s shops for 2,000gold pieces, and is found in various places throughout Terra.

Quatloo Coins are used to win statistic bonuses from the strangealtars in Slithercult Stronghold’s secret room.

Ancient Fizbin of Misfortune is a mysterious artifact of unknownorigin.

Interspacial Transport Box is a special item of powerful magic.It possesses the ability to transport your party to almost anydungeon, castle, cavern, town, or outside area.

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Secrets of the Isles 215

Clues and Hints

“Now I must prepare for my search for

Sheltem. Take these notes and use them as

you can to discover his schemes, and

together we may be able to thwart his plot.

Search for the clues I will leave behind, and

good luck to you on your journey. May the

powers of Might and Magic be always at

your side.”

- Corak the Mysterious

Clues and Hints

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Spell Scroll Locations

Town of WildabarWalk on Water ...................................... x14 y6Nature’s Gate ......................................... x14 y10Cure Poison ........................................... x14 y2Cure Disease .......................................... x14 y1

Swamp TownHoly Bonus ............................................ x14 y14Heroism ................................................. x12 y5Cure Paralysis ........................................ x9 y2

Swamp Town CavernDragon’s Breath ..................................... x13 y15Create Food ............................................ x10 y10

Blistering Heights CavernIncinerate ............................................... x5 y12Raise Dead ............................................. x11 y12

Cyclops CavernJump ....................................................... x17 y31Acid Stream ............................................ x19 y31Power Shield .......................................... x18 y23Detect Monsters ..................................... x19 y17Fireball ................................................... x18 y19Lightning Bolt ......................................... x7 y16Fingers of Death ..................................... x2 y17Time Distortion ...................................... x3 y17Fantastic Freeze ..................................... x1 y10

Arachnoid CavernCure Poison ........................................... x24 y31Fiery Flail ............................................... x5 y15Half For Me ............................................ x15 y26Enchant Item ......................................... x18 y20Recharge Item ........................................ x5 y31Deadly Swarm ........................................ x31 y3Nature’s Gate ......................................... x23 y15

Map Locations

TownsFountain Head Area A1 x9 y10Bay Watch Area A2 x14 y1Wildabar Area B4 x12 y3Swamp Town Area E2 x7 y1Blistering Heights Area D3 x6 y15

CavernsCyclops Cavern Area B1 x12 y10Arachnoid Cavern Area B4 x0 y7Cursed Cold Cavern Area D1 x9 y5Dragon Cavern Area F1 x10 y10The Magic Cavern Area E4 x7 y7

DungeonsAncient Temple of Moo Area A1 x6 y5Slithercult Stronghold Area B1 x3 y1Fortress of Fear Area B2 x10 y13Halls of Insanity Area A3 x6 y6Dark Warrior Keep Area B3 x0 y6Cathedral of Carnage Area B3 x9 y7Tomb of Terror Area F2 x0 y0The Maze From Hell Area F3 x2 y6

CastlesCastle Whiteshield Area A2 x4 y15Castle Blood Reign Area B4 x4 y11Castle Dragontooth Area E1 x10 y5Castle Greywind Area C4 x5 y8Castle Blackwind Area D4 x6 y8

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Tomb of TerrorSun Ray .................................................. x28 y10Divine Intervention ................................ x22 y10

Outdoors, Area A1Wizard Eye ............................................ x13 y6Identify Monster .................................... x13 y8

Outdoors, Area A3Dragon’s Breath ..................................... x5 y15Time Distortion ...................................... x8 y14

Outdoors, Area B2Cure Poison ........................................... x11 y7Create Food ............................................ x2 y15

Outdoors, Area B3Enchant Item ......................................... x8 y2Etherealize ............................................. x6 y6Teleport .................................................. x12 y7

The Magic CavernFireball ................................................... x13 y29Dragon’s Breath ..................................... x30 y22Time Distortion ...................................... x26 y23Feeble Mind ........................................... x16 y16Teleport .................................................. x3 y14Super Shelter .......................................... x5 y24Starburst ................................................. x2 y24Megavolts ............................................... x5 y0Implosion ............................................... x11 y2Inferno ................................................... x13 y2Duplication ............................................ x22 y15Disintegrate ............................................ x26 y20Etherealize ............................................. x30 y12Dancing Sword ....................................... x29 y2

Ancient Temple of MooLight ....................................................... x5 y1Suppress Poison ..................................... x2 y16Suppress Disease ................................... x9 y12Pain ........................................................ x6 y29Turn Undead .......................................... x26 y1Silence .................................................... x31 y15Fireball ................................................... x12 y24

Cathedral of CarnageBless ....................................................... x25 y8Immobilize ............................................. x26 y8Cold Ray ................................................ x27 y8Acid Spray .............................................. x28 y8Paralyze ................................................. x30 y3Town Portal ............................................ x30 y4Stone to Flesh ........................................ x30 y5Raise Dead ............................................. x30 y6Holy Word ............................................. x18 y21Resurrection ........................................... x18 y20Moon Ray .............................................. x4 y11Mass Distortion ..................................... x4 y3

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Statistics Modifier Locations

Bay Watchx3 y5 1 in 6 chance for +100 Luck (temporary)

Fountain Head Cavernx0 y14 +5 Endurancex6 y13 +5 Mightx15 y11 +5 Intelligencex14 y10 +5 Personalityx7 y6 +5 Accuracyx15 y3 +5 Speedx14 y1 +5 Endurancex5 y5 +5 Endurancex7 y3 +5 Endurancex1 y2 +5 Luck

Wildabar Cavernx1 y5 +10 Mightx9 y3 +5 Intelligencex15 y3 +5 Endurancex12 y7 +5 Personalityx10 y7 +5 Accuracyx10 y5 +5 Luckx11 y15 +10 Speed

Swamp Town Cavernx3 y4 Party’s Might to 50 (temporary)x11 y4 Party’s Endurance to 50 (temporary)

Blistering Heights Cavernx0 y15 Party’s Fire Resistance to 35%, if less than 35%x15 y15 Party’s Electric Resist. to 30% if less than 30%x0 y8 Party’s Cold Resistance to 30% if less than 30%x15 y8 Party’s Poison Resistance to 40% if less than 40%x0 y0 Party’s Energy Resistance to 20% if less than 20%x15 y0 Party’s Magic Resistance to 20% if less than 20%

Arachnoid Cavernx13 y8 +5 Personality*x8 y18 +5 Personality*x23 y18 +5 Intelligence*x14 y17 +10 Personality*x20 y16 +10 Luck*x17 y7 +5 Intelligence*x13 y24 +5 Intelligence*x16 y11 +10 Accuracy*x16 y18 +10 Accuracy*x11 y10 +5 Intelligence*x20 y20 +5 Personality*x14 y13 +10 Intelligence*x18 y18 +10 Luck *

Cursed Cold Cavernx7 y29 +20% Magic Resistancex22 y21 +20% Magic Resistancex12 y2 +20% Magic Resistancex14 y15 +1 Levelx16 y15 +1 Levelx14 y13 +1 Levelx16 y13 +1 Level

The Magic Cavernx5 y2 +10 Intelligencex9 y19 +10 Intelligencex22 y24 +10 Intelligencex28 y27 +10 Intelligencex20 y5 +10 Speedx20 y13 +10 Speedx8 y17 +10 Speedx2 y19 +10 Speedx9 y27 +10 Speed

Slithercult Strongholdx2 y8 +2 Levelsx22 y4 +25% Poison Resistancex22 y7 +25% Poison Resistance

* After visiting these locations, see Lord Might to recharge the crystals.

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Slithercult Stronghold (cont.)x9 y21 +5 Might, +5 Endurance, +5 Accuracy*x11 y21 +5 Might, +5 Endurance, +5 Accuracy*x13 y21 +5 Might, +5 Endurance, +5 Accuracy*

Dark Warrior Keepx5 y24 +10 Mightx1 y10 +10 Endurancex1 y1 +25 Mightx23 y30 +10 Mightx30 y22 +20 Endurancex30 y11 +20 Speedx12 y1 +2 Levels

Cathedral of Carnagex13 y11 +5 Levelsx13 y3 +5 Levels

Tomb of Terrorx28 y6 All stats set to 3 and +20 Levelsx29 y6 All stats set to 3 and +20 Levelsx28 y2 All stats set to 3 and +20 Levelsx29 y2 All stats set to 3 and +20 Levels

Castle Greywindx0 y0 All stats +10, 1 Day passesx12 y3 Condition to Good and Cure Party for 10,000 GP

Whiteshield Dungeonx9 y3 +10 all stats for 1 characterx9 y1 +10 all stats for 1 characterx11 y7 +20% for all resistances for 1 characterx15 y1 +5 Levels for 1 character

Blood Reign Dungeonx0 y5 +50 Luckx6 y15 +50 Accuracyx15 y15 +50 Speed

* Carry a quatloo coin when visiting here.

Dragontooth Dungeonx5 y8 +10 Age, +5 Luck, Alignment to Evilx5 y7 +10 Age, +5 Endurance, Alignment to Evilx7 y8 +10 Age, +5 Intelligence, Alignment to Evilx7 y7 +10 Age, +5 Personality, Alignment to Evil

Main Engine Sectionx8 y1 +1 Year to Agex12 y1 +1 Year to Agex8 y2 +1 Year to Agex12 y2 +1 Year to Agex8 y4 +1 Year to Agex12 y4 +1 Year to Agex8 y10 +1 Year to Agex12 y10 +1 Year to Agex8 y11 +1 Year to Agex12 y11 +1 Year to Agex8 y13 +1 Year to Agex12 y13 +1 Year to Agex8 y14 +1 Year to Agex10 y1 +1 Year to Agex14 y1 +1 Year to Agex10 y2 +1 Year to Agex14 y2 +1 Year to Agex10 y4 +1 Year to Agex14 y4 +1 Year to Agex10 y10 +1 Year to Agex14 y10 +1 Year to Agex10 y11 +1 Year to Agex14 y11 +1 Year to Agex10 y13 +1 Year to Agex14 y13 +1 Year to Agex10 y14 +1 Year to Age

Beta Engine Sectorx12 y1 +1 Year to Agex12 y9 +1 Year to Agex14 y1 +1 Year to Agex14 y9 +1 Year to Agex10 y3 +1 Year to Agex10 y11 +1 Year to Agex12 y3 +1 Year to Agex12 y11 +1 Year to Age

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Beta Engine Sector (cont.)x14 y3 +1 Year to Agex14 y11 +1 Year to Agex10 y5 +1 Year to Agex10 y13 +1 Year to Agex12 y5 +1 Year to Agex12 y13 +1 Year to Agex14 y5 +1 Year to Agex14 y13 +1 Year to Agex10 y7 +1 Year to Agex10 y15 +1 Year to Agex12 y7 +1 Year to Agex12 y15 +1 Year to Agex10 y9 +1 Year to Agex14 y15 +1 Year to Age

Forward Storage Sectorx15 y10 +20 Might (once per year)x15 y8 +20 Intelligence (once per year)x15 y6 +20 Personality (once per year)x5 y3 +20 Endurance (once per year)x5 y2 +20 Accuracy (once per year)x5 y1 +20 Speed (once per year)x14 y4 +20 Luck (once per year)x14 y3 +2 Levels (once per year)

Area A1x11 y3 +50 HP if less than maximum (temporary)x4 y7 +20 Armor Class (temporary)x14 y6 +25 Personality (temporary)x13 y1 +25 Intelligence (temporary)

Area A2x14 y14 +100 SP if less than maximum (temporary)

Area A3x7 y9 +25% Magic Resistance for 100 Gems (temp)x13 y8 Set Might and Endurance to 25 if less than 25 for

10,000 GPx13 y2 +1 Armor Class if less than or equal to 25 for

1,000 GP

Area A4x0 y0 Males fall in lovex14 y10 +50% Poison Resistance if less than 50% (temp)

Area B1x8 y5 +20 Levels (temporary)x9 y9 +30 Speed (temporary)x4 y9 +30 Might (temporary)x2 y3 Druids all stats to 25 if less than 25 (1,000 Gems)x7 y7 +50% Cold Resistance for 100 GP (temporary)x10 y2 +50% Fire Resistance for 100 GP (temporary)

Area B2x5 y2 All Age modifiers set to 0 if island raised

Area B3x9 y2 Evil Alignment gets +50 Armor Class (temporary)

Area C1x13 y1 +200 HP if less than maximum (temporary)

Area D3x8 y1 +60% Fire, Cold, Electric, Poison, Energy and

Magic Resistances

Area D4x8 y11 10% chance of +2% Poison Resist. (max 50%)x3 y7 10% chance of +2 Might (max 50)

Area E1x10 y7 Ultimate Warriors +100 Might for 10,000 GPx7 y11 Ultimate Warriors +100 Endurance for 5,000 GP

Area E2x8 y8 Death to Party unless carrying “Fizbin”

Area E4x6 y5 Remove all conditions except Eradicated

Area F1x2 y5 +500 HP if not greater than maximum

Area F4x3 y10 +500 SP if not greater than maximum

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Awards

Raven’s Guild MemberAlbatross Guild MemberFalcon’s Guild MemberBuzzard’s Guild MemberEagle’s Guild Member

A party member must purchase membership at each Guildbefore buying spells from that Guild. Membership to eachGuild can be purchased in the town where that Guild sitswith the exception of Swamp Town. Buzzard’s Guildmembership can be purchased in Swamp Town Cavern.

Saved Fountain HeadIn order to save Fountain Head, the Rat Overlord must bedestroyed. In the southern region of Fountain Head Cavernis a ladder that ascends to a hidden area of Fountain Head.There you will find the Rat Overlord anxiously awaitingyour Party, though you must first give the Five SacredSkulls to Kranion. He alone knows the password that mustbe given to access the ladder in the cavern.

Arena WinsThe total of the number of times a Party member hasemerged from the Arena victoriously.

Blessed by the ForcesEach Temple is dedicated to one of the five Forces thataided the people of Terra in the Elemental War. This awardis given to Party members who have been blessed at all fiveTemples.

Skulls Given to KranionA total number of Sacred Silver Skulls the Party haspresented to Kranion in Fountain Head. See the itemsection for a description of where the Skulls may be found.

Shells Given to AtheaA total number of Sea Shells of Serenity given to Athea,Nymph of the Great Sea, who resides on an island in thesouthwest corner of Area A4. The section about itemsdescribes where these precious shells are found.

Pearls to Pirate QueenA total number of Precious Pearls of Youth and Beautypresented to the Pirate Queen who patrols the waters inArea D2. The location of the Pearls of Youth and Beauty isrecorded in the items section.

Freed Princess TrueberryAwarded to the Party who has freed the Princess Trueberryby visiting her with ten men enchanted to Love by theNymph Athea. These men will revive Princess Trueberry’sheart and free her from a curse of isolation. In appreciationshe will bestow the Alacorn of Icarus upon the Party.

Icarus ResurrectedOnce Princess Trueberry has been freed, take the Alacornof Icarus to a small shrine in Orc Meadow located in AreaA2. Icarus, the last unicorn of Terra, will once again be freeto roam the Isles.

Greek Brothers VisitedThe location of the Sea Shell of Serenity will be divulged bythe Greek Brothers, but only if visited in order. Begin yourquest with Alpha and end your search with Zeta, and findthe shell coveted by the Nymph Athea.

Greywind ReleasedRelease the ghost of Castle Greywind and earn preciousknowledge needed for completing your final quest belowthe pyramids. First turn all century glasses up and strikethe victory gong once, then turn all down, including thenew one. Greywind is released by again striking the gong,but you must revisit his throne for the forgotten knowledge.

Blackwind ReleasedRelease the ghost of Castle Blackwind for the second halfof the forgotten knowledge of the pyramids. Donationsgiven to three statues while proceeding carefully along pre-determined paths frees this suffering ghost. His reward isgiven when the Party revisits his throne.

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Good Artifacts RecoveredNeutral Artifacts RecoveredEvil Artifacts Recovered

These Artifacts of Alignment must be found and returnedto those who search for their existence. Praythos in CastleWhiteshield seeks the Ancient Artifact of Good, whileChathos in Castle Blood Reign seeks the Ancient Artifactof Neutrality. Take the Ancient Artifact of Evil to Pathos inCastle Dragontooth. Experience is the reward of those whocan find these artifacts and return them to their ancientkeepers.

Orbs Given to ZealotOrbs Given to TumultOrbs Given to Malefactor

A total number of King’s Ultimate Power Orbs presented tothe Kings Zealot, Tumult and Malefactor in CastlesWhiteshield, Blood Reign and Dragontooth. Experience isthe reward for the Party that delivers such treasures to thecastles.

Champion of GoodChampion of NeutralityChampion of Evil

Once eleven King’s Ultimate Power Orbs have beendelivered to one of the three Kings, he will give the Party aBlue Priority Pass Card, signifying the award of the titleChampion of Good (Zealot), Neutrality (Tumult), or Evil(Malefactor). The eleventh orb should be withheld from allKings until ten have been given to each, as the other twoKings and their castles are destroyed by the making of aChampion.

Ultimate AdventurerAny adventurer brave and hearty enough to overcome theMaze from Hell and its denizens of horror is awarded thistitle. The statue at the center of the Maze, once viewed,becomes a key to being deemed worthy by the Ancients forpossessing the knowledge of their ultimate creation.

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King’s Ultimate Power Orbs

Finding and returning the Power Orbs to the three Kings is necessary foreach adventurer as he strives to obtain his destiny. The orbs have beenhidden for millenia, though it is reported that they may be found in thefollowing places.

Dragon Cavernx2 y1, x13 y3, x21 y5, x27 y5

The Maze From Hellx1 y1, x1 y30, x19 y19, x30 y31

Halls of Insanityx3 y18, x28 y3

Cathedral of Carnagex25 y17, x25 y17

Dark Warrior’s Keepx30 y1, x30 y2

Tomb of Terrorx12 y2, x12 y6

Alpha Engine Sectorx15 y1, x0 y4, x15 y9, x0 y14

Beta Engine Sectorx10 y1, x14 y7, x1 y7, x1 y15

Main Engine Sectorx8 y8, x11 y8, x14 y8, x1 y8

Aft Storage Sectorx14 y8, x1 y12, x1 y14

Hologram Sequencing Cards

There are six Hologram Sequencing key cards. Rumors continue about theirlocation, of which the following are recorded.

001 x27 y11 Fortress of Fear002 x8 y28 Halls of Insanity003 x17 y1 Dark Warrior’s Keep004 x1 y26 Cathedral of Carnage005 x18 y2 Tomb of Terror006 x27 y23 The Maze From Hell

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Lone WolfLone Wolf is a Neutral Elf Ranger. She is a Level 12character who is well trained in the magical arts, as well asbeing a Merchant, Pathfinder, Mountaineer, Crusader andskilled at Swimming. Lone Wolf has prepared herself withGrand Axe, Chain Mail, Long Bow, Gauntlets, Ebonymedal, a Mystic Cape and a Red Key. Look for Lone Wolfat x0 y13 in Wildabar Cavern.

CharityCharity is a Level 18 Good Human Paladin who can befound at x14 y3 in the dungeon under Castle Bloodreign.She is well trained and possesses all the skills known to betaught throughout the Isles, in addition to her knowledgeof Magic. She is a beautiful woman who has adornedherself with Tiara, a Charm, Scarab and Necklace inaddition to her Hammer and Plate Armor.

Son of AbuSon of Abu is a Neutral Gnome Robber who prefers to keepto himself. Look for him at x14 y0 in the dungeon underCastle Bloodreign. Although he knows no magic, Son ofAbu is skilled in all other areas and carries a Broad Sword,Chain Mail, a Steel Shield, Boots, Stealth Cape, Pirate Ringand Black Key.

Lord BrunsLord Bruns is a Level 22 Evil Half-Orc Barbarian who,despite is barbarous tendencies, is well trained in all areasof knowledge except magic. His might is awesome andgrand, though he can endure even more. He can be foundin the Town of Blistering Heights at the Inn and carries aGreat Axe, Scale Armor, Sapphire Sling, Platinum Helm,Gauntlets, Cloak and Power Belt.

The RavenThe Raven is a mysterious Evil Human Sorcerer whoknows every spell ever discovered, all skills ever taught.His intelligence alone is worth his daily fee, though thisLevel 50 character is well equipped and can be found at theInn in Blistering Heights. His Gold Master Key, Vampireand Genius Rings are carefully hoarded.

Hirelings

Allan BowAllan Bow is a Good Human Archer. His skills includePathfinder and Swimming. He is a Level 3 character witha few spells under his belt. He carries a Cutlass, Chain Mailand a Short Bow, and may be found at the Inn in FountainHead.

FineousFineous is a Neutral Human Druid who has learned anumber of useful spells. He is a third level character whoseskills are Direction Sense and Swimming. His equipmentincludes Mace and Leather Armor. With a Personality of19, he’s sure to bring harmony to the Party. Look forFineous at the Inn in Fountain Head.

Sir GalantSir Galant is a Good Human Knight who is well equippedwith Plate Mail, Crossbow, Iron Helm, Silver Boots,Gauntlets and a Yellow Key. He is a Level 8 characterwhose skills are Crusader, Swimming and Navigator. Hisstrength is legendary throughout the Isles. Sir Galant canbe found in Bay Watch Cavern at x15 y1.

DarlanaDarlana is a Good Dwarf Cleric. She often casts mediumlevel spells, and possesses the skills of Crusader andSwimming. Darlana is equipped with a Hammer, SplintMail, Iron Helm, Fast Boots, Friend Robes and a GreenKey. With a good personality, Darlana is a good choice forany Party. Find her in Bay Watch Cavern at x15 y0.

WartowsanWartowsan is an Evil Half-Orc Ninja of Level 11 proficiency.He is skilled as a Crusader, Swimming, Body Builder andArms Master. Although not capable of casting magicalspells, his sturdy Steel Najinata is oft spoken of throughoutthe land. He also carries Silver Ring Mail, Gauntlets, aLuck Charm, Life Belt and Blue Key. Wartowsan can befound in Wildabar Cavern at x4 y7.

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Secrets of the Isles 233232 Might and Magic III

Passwords

The Passwords listed in this section have been encrypted so you candecrypt only the passwords you currently need. In order to decrypt thepasswords, type in and RUN the following Basic program. You will beprompted to enter the encrypted password, and the program will thendisplay the decrypted password.

10 DIM F$(1, 36)20 FOR X = 0 TO 3530 READ D$40 F$(1, X) = D$50 NEXT60 PRINT : PRINT : PRINT "Enter Data (ESC - Quits) ";70 a$ = INKEY$: IF a$ = "" THEN 7080 a = ASC(a$)90 IF a = 27 THEN 14095 IF a = 32 THEN PRINT " "; : GOTO 7096 IF a < 48 OR a > 122 THEN 60100 IF a >= 48 AND a <= 57 THEN a = a - 48110 IF a >= 65 AND a <= 90 THEN a = a - 55115 IF a >= 97 AND a <= 122 THEN a = a - 87120 PRINT F$(1, a);130 GOTO 70140 END150 DATA 9,8,7,6,5,4,3,2,1,0160 DATAZ,Y,X,W,V,U,T,S,R,Q,P,O,N,M,L,K,J,I,H,G,F,E,D,C,B,A

cputs("\r\n\nEnter Data (ESC - Quits) ");}

void main (void){int key;

/* You will only need this if you use Turbo C */// directvideo = 0;

PrintMessage(); /* Print the Opening Message */

do {key = getch(); /* Get a key from the keyboard

*/

/* If the key is a Space then print a Space */if (key == SPACE) {

putch(SPACE);continue;

}/* if the key is the ESC key then exit */if (key == ESC_KEY)

exit(0);/* If it's a 0 - 9 then it's ok */if (key >= '0' && key <= '9') {

putch(array[key-48]);continue;

}/* If it's a A - Z then it's ok */if (key >= 'A' && key <= 'Z') {

putch(array[key-55]);continue;

}/* If it's a a - z then it's ok */if (key >= 'a' && key <= 'z') {

putch(array[key-87]);continue;

}/* If it's not a vaild key then Start Over */PrintMessage();

}while (TRUE);

}

If you prefer, you may compile the following C program using any standardC compiler.

#include <stdio.h>#include <stdlib.h>#include <conio.h>

char array[] = {'9','8','7','6','5','4','3','2','1','0',

'Z','Y','X','W','V','U','T','S','R','Q',

'P','O','N','M','L','K','J','I','H','G','F','E','D','C','B','A' };

#define ESC_KEY 27#define SPACE 32#define TRUE 1

void PrintMessage(void){

You may decode the passwords by substituting the following letters andnumerals for the encrypted letters and numerals (Encrypted - Decrypted).

9 - 0 8 - 1 7 - 2 6 - 3 5 - 46 - 5 7 - 6 8 - 7 9 - 8 0 - 9A - Z B - Y C - X D - W E - VF - U G - T H - S I - R J - QK - P L - O M - N N - M O - LP - K Q - J R - I S - H T - GU - F V - E W - D X - C Y - BZ - A

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Secrets of the Isles 235234 Might and Magic III

Alpha Engine Sectorx6 y15 KIRNZIB

Beta Engine Sectorx6 y0 KIRNZIB

Main Engine Sectorx6 y0 DZIKx6 y15 HFYOVEVO

Central Control Sectorx1 y5 XIVZGLIHx3 y5 XIVZGLIHx9 y5 XIVZGLIHx13 y5 XIVZGLIHx3 y7 XIVZGLIH

Forward Storage Sectorx9 y11 BLFGS

Swamp Townx2 y13 NRIILIx6 y2 HGZRIH

Arachnoid Cavernx14 y15 79698

Cursed Cold Cavernx18 y14 RXRXOVx27 y25 GLNLIILDx27 y11 XSZRMx27 y17 VXSL

Castle Dragontoothx13 y7 88x13 y9 88x8 y0 79999

Castle Blood Reignx9 y15 LTIVx4 y10 MLIGRXx4 y9 MLIGRXx10 y10 MLIGRXx10 y9 MLIGRX

Passwords

Castle Greywindx7 y15 XRIXOV

Castle Blackwindx11 y0 GVM

Castle Whiteshieldx y QLZYZIBx y HNVOOL

Fountain Head Cavernx12 y5 IZGH

Slithercult Strongholdx7 y26 VKHROLM

Dark Warrior’s Keepx24 y2 685

Cathedral of Carnagex25 y19 QEXx1 y26 DVVWH

The Halls of Insanityx11 y12 GVZIHx14 y9 YORMPx17 y12 VBVH

Area B3x9 y9 HVXIVGx13 y6 WZIPMVHH

Mirror PortalsFountain Head SLNVBaywatch HVZWLTWildabar UIVVNZMSwamp Town WLLNVWBlistering Heights IVWSLGArea E4 x3 y3 VZIGSArea C2 x12 y0 URIVArea F1 x0 y12 ZRIArea E3 x7 y10 DZGVIArena ZIVMZ

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Secrets of the Isles 237236 Might and Magic III

Character Classes

Class HP* Attacks** Skill Spells

Knight 10 5 Arms Master NonePaladin 8 6 Crusader LightArcher 7 6 None Detect MagicCleric 5 7 None All level 1 spellsSorcerer 4 8 Cartography All level 1 spellsRobber 8 6 Thievery NoneNinja 7 5 Thievery NoneBarbarian 12 4 None NoneDruid 6 7 Direction Sense All level 1 spellRanger 9 6 Pathfinding Awaken

* HP gained per Level.** Number of Levels to gain an attack.

Character Races

Race HP Mod Resistances ThieveryFire Elec Cold Pois Ener Magic

Human 0 7 7 7 7 7 7 0Elf -2 0 0 0 0 5 5 10Dwarf 1 5 5 5 20 5 0 5Gnome -1 2 2 2 2 2 20 10Half-Orc 2 10 10 10 0 0 0 -10

Race SP/Level Modifiers Skills

Human None SwimmingElf Sorcerer +2 NoneDwarf Sorcerer -1, Cleric -1 Spot Secret DoorsGnome Sorcerer +1, Cleric +1 Danger SenseHalf-Orc Sorcerer -2, Cleric -2 None

The information listed above will be very helpful in creating characters anddetermining which Races and Classes will make the most effectiveadventurers. Paladins, Archers and Rangers are considered secondarymagic users and receive half the normal spell points per level. Robbersinitially have a Thievery base of 30 plus 2 points per level. Ninjas initiallyhave a Thievery base of 15 and gain 2 points per level. All other charactersgain 2 points per level providing they possess the Thievery skill.

Races and Character Classes

Initialization SequenceFirst Half 354Second Half 768

Super Clues

Enter WLV NVRHGVI at any Mirror Portal in order to betransported to a Secret Room in Dragon Cavern. The roomcontains a vast and secret hoard of gold which belonged todragons long dead. Use Lloyd’s Beacon or Mr. Wizard toleave the secret room, or perish in an eternal trap.

Enter LIY NVRHGVI at any Mirror Portal to enter thetwisting passages beneath the pyramids where you canobtain a King’s Ultimate Power Orb. Grateful kings offermuch experience for the return of such orbs.

These special words offer inexperienced and anxiouscharacters a way to quickly increase their wealth andabilities as warriors and adventurers.

Enter YOZHGLUU at any Mirror Portal to view the award-winning End Game sequence, after which you may restartthe game and continue your adventures throughout theIsles of Terra.

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Secrets of the Isles 239238 Might and Magic III

How to Win

Raise a Party member’s Strength attribute to 50 or greater by using magicalpools and potions. Enter the hut on Mount Keystone in Area A4 and breakthe glass case to receive the Gold Pyramid Keycard. This card allows accessinto the ancient pyramids.

Make a pilgrimage to the statue of Fire Mane in the Ancient Temple of Mooat x29 y15. Visiting the statue will grant all in your party the title of Crusader.All members of the party must be Crusaders in order to enter the three King’scastles.

Present one of the three Kings with eleven King’s Ultimate Power Orbs.When this is done, that King will reward you with the Blue Priority Passcard.See the Items section for information on the location of the orbs.

Find the six colored keys that open Terra’s locked dungeons. Inside eachof these dungeons is a Hologram Sequencing Card. Your party must haveall six of these cards to complete the final quest. See the Items section forinformation on the location of the colored keys.

Visit castles Greywind and Blackwind. After freeing the spirits of Greywindthe Illusionist and Blackwind the Spellbinder, each will give you half thenumber that must be remembered in the final phase of your journey.

Journey to the middle of the Maze from Hell and look upon the statue ofWater Mane at x14 y19. The title of Ultimate Adventurer will be bestowedon each Party member. Only Ultimate Adventurers may pass to the finalchallenge within the Fire Island pyramid.

After completing the tasks mentioned above, take the six HologramSequencing Cards and the Blue Priority Passcard into the ancient pyramidon the Isle of Fire. Once in the Central Control Sector, follow the northerncorridor west through the Forward Storage Sector and into the Main ControlSector. Enter the transport tube at x15 y8 to take the final step. When thetalking head asks for the Initialization Sequence, type the number learnedfrom Greywind and Blackwind. All the secrets of the Isles will be revealed.

Secondary Skills

Skill Effect

Arms Master +1 to Hit.Cartographer One Party member must possess this

skill to enable the auto-mappingfeature.

Crusader Allows entrance to the three King’sCastles. All Party members who wish toenter the castle must possess this skill.

Linguist Allows the character to understandforeign languages.

Merchant Allows the party to obtain supplies atreduced cost.

Mountaineer Two mountaineers in the party allowpassage through mountains.

Navigator Prevents the Party from becoming lost.Pathfinder Two pathfinders in the party allow

passage through dense forests.Thievery A character must possess this skill to be

able to pick locks on chests and doors.Prayer Master Increases a Cleric's and Paladin's

capacity to use magic by +2 SpellPoints/Level.

Prestidgitator Increases a Sorcerer's and Archer'scapacity to use magic by +2 SpellPoints/Level.

Astrologer Increases a Druid's and Ranger'scapacity to use magic by +2 SpellPoints/Level.

Body Builder +1 Hit Points/Level.Swimming Allows the party to travel in shallow

water. All Party members who wish totravel on water must possess this skill.

Direction Sense Grants knowledge of which compassheading the party is facing.

Spot Secret Doors Detection of whether or not a walldirectly in front of the party can bebashed down.

Danger Sense Allows a magical knowledge of monsterslurking in the immediate area.

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240 Might and Magic III

Clues and Hints

Dedicated to

all poor adventurerswho travel forth

and brave the dangersthat must be confrontedon the road to destiny

May the gods walk with yougranting you knowledge and wisdom

of those most ancient skills

Might and Magic.

Page 121: Table of Contents - Abandonia · Towns Towns Fountain Head 6 Might and Magic III Secrets of the Isles 7 The Town of Fountain Head I n the days following the creation of Fountain Head

THE ULTIMATE GUIDEto the

Isles of Terra

Inside is all the information a party ofadventurers could possibly need to complete

Might and Magic III: Isles of Terra.

I.A complete description of all the

monsters, their pictures, andtheir abilities.

II.A compendium of weapons, armor,

and miscellaneous treasures, includingmagic items.

III.Detailed maps of outdoor areas, towns,castles, dungeons and caverns, detailing

the inhabitants and important areasto visit, and those to avoid.

IV.Encoded hints and clues providinganswers on a need-to-know basis

regarding riddles, puzzles,quests, and more!!!