Might and Magic III Frequently Asked Questions ITEM LOCATIONS King's Ultimate Power Orbs: Dragon's Cave: x13,y03 x02,y01 x21,y05 x27,y05 Halls of Insanity: x28,y03 x03,y18 Aft Storage Sector: x14,y08 x01,y12 x01,y14 Dark Warrior Keep: x30,y02 x30,y03 Cathedral of Carnage: x25,y15 x25,y17 Tomb of Terror: x12,y03 x12,y07 Alpha Engine Sector: x15,y01 x00,y14 x00,y04 x15,y09 Main Engine Sector: x08,y18 x14,y08 x11,y08 x01,y08 Beta Engine Sector: x10,y01 x01,y07 x14,y07 x01,y15 Maze from Hell: x01,y01 x01,y30 x30,y31 x19,y19 There are 31 King's Ultimate Power Orbs, enough to give all 3 Kings 10 orbs each and 1 King 11 orbs. This will give you the most exp. Quest Items and Keys: Alicorn of Icaros: E2 x04,y05 Ancient Fizbin of Misfortune: Slithercult Stronghold x25,y22 Cursed Cold Cavern x21,y08 Black Terror Key: Cursed Cold Cavern x02,y24 Blue Priority Passcard: 11 Orbs to one of the 3 Kings Blue Unholy Key: Arachnoid Cavern x09,y21 Gold Master Key: The Magic Cavern x26,y03 (Mgt 20+) Gold Pyramid Keycard: A4 x15,y13 (Mgt 50+) Green Eyeball Key: Cyclops Cavern x23,y23 Hologram Sequencing Card 001: Fortress of Fear x27,y11 Hologram Sequencing Card 002: Halls of Insanity x08,y28 Hologram Sequencing Card 003: Dark Warrior Keep x17,y01 Hologram Sequencing Card 004: Cathedral of Carnage x01,y26 Hologram Sequencing Card 005: Tomb of Terror x18,y02 Hologram Sequencing Card 006: The Maze From Hell x27,y23 Red Warriors Key: Cyclops Cavern x14,y17 Sea Shell of Serenity: D4 x10,y01 (Day 99) Yellow Fortress Key: Arachnoid Cavern x03,y01 SPECIAL HINTS: The Ancient Artifacts of Good, Evil and Neutrality can be found throughout the game. Take them to the respective King's Archivist and get a reward in experience. Ancient Jewelry is quite precious indeed. Bring these lovely jewels to your favorite supply store and sell them for a nice profit (treasure hunting CAN be profitable!). Don't rule out Pirate's Treasure either, it's real on Onesday. Take Quatloo coins to the Quatloo machines in Slithercult Stronghold to gain +5 in Might (x09,y21), Endurance (x11,y21), or Accuracy (x13,y21). DANGER: If the character you choose to gain the enhancement is holding the Ancient Fizbin of Misfortune, he/she will be eradicated. You can get more Quatloo coins by visiting the Greek Brothers (from Alpha to Zeta) in order. What good then, is the Ancient Fizbin of Misfortune? In Area E2 at x08,y08 there is a hut with some good items. If you do not possess the Ancient Fizbin, then you shall surely die. To gain the Crusader skill, venture to the Ancient Temple of Moo and find the statue of Fire Mane (x29,y15). Visit Athea the Sea Nymph in A4 (x00,y00) and she will turn male party members in love. Take ten(10) male characters (one ten times, two five times, etc. It does not need to be ten different characters) in love to Princess Trueberry and this will revive her heart and free her from cursed desolation. She will then bestow upon you the Alicorn of Icarus in appreciation. Finding Hologram Sequencing Card 001, can prove to be quite difficult. If you are having troubles in the Fortress of Fear with the levers, go to x20,y11 and face East. Cast Teleport 7 squares. This is will land you right on the chest containing the Card. If you do not have a Druid or Ranger, then you will never gain the spell: Walk on Water. You can hire Lone Wolf, the ranger in Wildabar. Or you can reach the edge of the sea, and cast the spell: Etherealize. This will allow you to travel the sea. Having troubles with the keys to the dungeons? All of the keys to the locked dungeons are available through the hirelings. RIDDLES RIDDLES RIDDLES Fountain Head Cavern: x12,y05 What is the password? RATS Swamp Town: x02,y13 What turns everything around but does not move? MIRROR x06,y02 What goes up and down but never moves? STAIRS Arachnoid Cavern: x14,y15 What is the magic number? 20301 Cathedral of Carnage: x25,y19 Set the lock, solve the key, drink the cup, I'll hear your plea. You must set the dials from West to East (left to right): North West North East South. Then drink from all six (6) of the deadly cups. x25,y19 What is the field deactivation code? JVC x01,y26 What does the Might Moose become after the key is solved? WEEDS Cursed Cold Cavern: x18,y14 What lives in winter, dies in the summer and grows with its roots upward? ICICLE x27,y25 What is always coming but never arrives? TOMORROW x27,y11 What is nothing but holes tied to holes yet is as strong as iron? CHAIN x27,y17 What cannot be seen but only heard, and will not speak until spoken to? ECHO Dark Warrior's Keep: x24,y02 What is the secret number? 314 Halls of Insanity: x11,y12 This river of mine always flows down, never the same its course. Laden with salt, it outlines a frown, the Great Sea is not its source. What are they? TEARS x14,y09 Automatically it's done, I don't have to think. It darkens my world for a bit. It comes and it passes quick as a wink, with a two-fold cleansing flit. What is it I do? BLINK x17,y12 A window they seem, that leads to no corridor, their color's lucid like a gem. Reflections they cast, tho' not a mirror, beauty resides within them. What are they? EYES Slithercult Stronghold x07,y26 Who sent you? EPSILON Castle Blackwind: x11,y00 What is the watchword? TEN Castle Blood Reign: x09,y15 What manner of creature once pillaged this castle? OGRE x04,y09 What is the Ancient name of the Frozen Isles? NORTIC x04,y10 What is the Ancient name of the Frozen Isles? NORTIC x10,y09 What is the Ancient name of the Frozen Isles? NORTIC x10,y10 What is the Ancient name of the Frozen Isles? NORTIC Castle Dragontooth: x08,y00 How many of the castle's guard survived the final stand of the werewolves? 20000 x13,y07 What is 9 passed 14? 11 x13,y09 What is 5 passed 6? 11 Castle Greywind: x07,y15 What did Greywind the Illusionist name his cleric daughter? CIRCLE Castle Whiteshield: x05,y11 Who is the overlord of Castle Whiteshield? JOABARY x00,y00 What is the counter sign? SMELLO x00,y00 What is the counter sign? SMELLO Area B3: x09,y09 What is too much for one, enough for two, but nothing for three? SECRET x13,y06 The more there is of it the less you see. DARKNESS Alpha Engine Sector: x06,y15 Access to Main Engine Sector: PRIMARY Beta Engine Sector: x06,y00 Access to Main Engine Sector: PRIMARY Central Control Sector: x01,y05 Enter database access request. CREATORS x03,y05 Enter database access request. CREATORS x03,y07 Enter database access request. CREATORS x09,y05 Enter database access request. CREATORS x13,y05 Enter database access request. CREATORS Forward Storage Sector: x09,y11 Enter the password to raise the sunken isle in Piranha Bay. YOUTH Main Engine Sector: x06,y10 Access to Alpha Engine Sector: WARP x06,y15 Access to Beta Engine Sector: SUBLEVEL Mirror Portals: Fountain Head HOME Baywatch SEADOG Wildabar FREEMAN Swamp Town DOOMED Blistering Heights REDHOT Area E4 x03,y03 EARTH Area C2 x12,y10 FIRE Area F1 x00,y12 AIR Area E3 x07,y10 WATER Arena ARENA HOW TO WIN Raise a character's Might attribute above 50 using the magical pools and potions throughout the dungeons. Enter the hut at the top of Mount Keystone in Area A4 and break the glass case to get the Gold Pyramid Keycard. This will grant you access into the ancient pyramids. Travel to the Ancient Temple of Moo and find the statue of Fire Mane (x29,y15). Visiting this statue will grant the members of your party the title of Crusader, allowing you to enter into the three King's castles. Present one of the three Kings with eleven King's Ultimate Power Orbs. Upon completion, that King will give you the Blue Priority Passcard. Find the six colored keys that open Terra's locked dungeons. Inside each of these dungeons is a Hologram Sequencing Card. You must have all six to complete the final quest. Visit castles Greywind and Blackwind. Free the spirits of Greywind the Illusionist and Blackwind the Spellbinder, each will give you half the number that must be remembered in the final phase of your journey. Travel to the middle of the Maze from Hell and visit the statue of Water Mane (x14,y19). Upon gazing at this statue, each member of your party will gain the title of Ultimate Adventurer. Only Ultimate Adventurers may pass to the final challenge within the Fire Island pyramid. Take the six Hologram Sequencing Cards and the Blue Priority Passcard into the ancient pyramid on the Isle of Fire. Once in the Central Control Sector, follow the northern corridor to the west through the Forward Storage Sector and into the Main Control Sector. Enter the transport tube at x15,y08 to take the final challenge. When the talking head asks for the Initialization Sequence, type the number learned from Greywind and Blackwind (654231). All the secrets of the Isles will then be revealed. - o -