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