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Walkthrough by CrystalShard

Updated: 01/07/18

Might & Magic III: Isles of Terra

Price multipliers
 x1   Buy                       x0.5 Sell without Merchant skill
 x2   Buy with Fizbin           x1   Sell with Merchant skill
 x0.5 Fix when Broken           x0   Sell when Broken
 x0.1 Identify                  --   Sell when Cursed

Weapons and armor in M&M3 is randomly generated from a set of
keywords. For example, you can find a <blazing> <pearl> <halberd>
of <death>. The base item (halberd) is more-or-less irrelevant,
as bonus damage from the material and element vastly outpaces
the difference between a dagger and a halberd (however, it does
indicate which classes can use the item). Modifiers are listed
below; for example, a pearl halberd has +2 more to hit and damage
than a regular one.

Materials: AC Hit Dam Price               AC Hit Dam Price
 Amber     +3  +3  +3  x30      Leather   +0  -4  -6   x.5
 Brass     -2  +3  -4   x.5     Lapis     +2  +2  +2  x10
 Bronze    -1  +2  -2 x3/4      Obsidian +20 +10 +50 x100
 Coral     +1  +1  +1   x3      Pearl     +2  +2  +2  x40
 Crystal   +1  +1  +1   x5      Platinum  +8  +6 +10  x50
 Diamond  +16  +9 +32  x90      Quartz    +5  +5  +5  x50
 Ebony     +4  +4  +4  x40      Ruby     +10  +6 +12  x60
 Emerald  +12  +7 +15  x70      Sapphire +14  +8 +20  x80
 Glass     +0  +0  +0   x2      Silver    +2  +2  +4   x5
 Gold      +6  +4  +8  x20      Steel     +4  +3  +6  x10
 Iron      +1  +1  +2   x2      Wooden    -3  -3  -3  x.1

Elemental Damage and Resistance:
 Acidic           +10 poison    Incandescant  +5  +7 energy
 Blazing      +20 +25 fire      Kinetic      +30 +25 energy
 Burning       +2  +5 fire      Magical      +10 +10 magic
 Cold         +15 +20 cold      Mystic        +5  +5 magic
 Cryo         +20 +25 cold      Noxious          +40 poison
 Dense         +4  +9 energy    Poisonous        +20 poison
 Dyna         +20 +25 elec      Power        +10 +13 energy
 Ectoplasmic  +25 +20 energy    Pyric         +4  +9 fire
 Electric     +10 +20 elec      Radiating    +25 +25 energy
 Fiery         +5  +7 fire      Scorching    +30 +30 fire
 Flaming      +10 +15 fire      Seething     +15 +20 fire
 Flashing      +5 +12 elec      Shocking         +15 elec
 Flickering    +2  +5 elec      Sonic         +5 +11 energy
 Freezing      +5 +15 cold      Sparking      +5  +7 elec
 Frost         +4 +10 cold      Static        +4  +9 elec
 Fuming        +5 +12 fire      Thermal      +15 +25 energy
 Glowing       +2  +5 energy    Toxic        +16 +25 poison
 Icy           +2  +5 cold      Venomous      +4 +15 poison
Price modifier: +100 times the first bonus

Special Abilities:
 Accelerator +23 speed          Marksman    +10 accuracy
 Accurate     +5 accuracy       Might        +2 might
 Arcane      +25 spell points   Mind         +3 intellect
 Archmage    +20 spell points   Muggers      +4 thievery
 Armored      +4 armor class    Ogre         +8 might
 Brigand     +10 thievery       Personality  +8 personality
 Buddy        +2 personality    Photon      +47 might
 Castors      +7 spell points   Pirate      +25 thievery
 Chance      +10 luck           Precision   +15 accuracy
 Charisma    +12 personality    Protection   +2 armor class
 Charm        +5 personality    Quick        +2 speed
 Clever       +2 intellect      Rogue       +16 thievery
 Clover       +5 luck           Rapid        +8 speed
 Defender     +6 armor class    Sage         +5 intellect
 Divine      +16 armor class    Sharp        +3 accuracy
 Dragon      +38 might          Speed       +12 speed
 Ego         +23 personality    Spell        +3 spell points
 Exacto      +30 accuracy       Stealth     +10 armor class
 Fast         +5 speed          Strength     +3 might
 Force       +23 might          Swift        +3 speed
 Friendship   +3 personality    Thought      +8 intellect
 Gamblers    +25 luck           Thunder     +17 might
 Genius      +30 intellect      Troll       +10 hit points
 Giant       +12 might          True        +20 accuracy
 Health       +6 hit points     Vampiric    +10 hit points
 Holy        +30 personality    Velocity    +30 speed
 Intellect   +17 intellect      Vigor        +3 hit points
 Knowledge   +12 intellect      Warrior      +5 might
 Leadership  +17 personality    Wind        +17 speed
 Leprechauns +30 luck           Winners     +15 luck
 Life        +10 hit points     Wisdom      +23 intellect
 Lucky       +20 luck           Witch       +12 spell points
 Mage        +16 spell points
Price Modifier: +100 times the bonus
                                
Special Powers:
 Aid             - First Aid           GODS!           - Divine Intervention
 Antidotes       - Cure Poison         Identification  - Identify Monster
 Arrows          - Elemental Arrow     Monster Finding - Detect Monster
 Beacons         - Lloyd's Beacon      Nature          - Nature's Cure
 Death           - Finger of Death     Portals         - Town Portal
 Distortion      - Mass Distortion     Recharging      - Recharge Item
 Enchantment     - Enchant Item        Sanctuaries     - Super Shelter
 Feasting        - Create Food         Shielding       - Power Shield
 Fists           - Flying Fist         Storms          - Elemental Storm
 Free Movement   - Cure Paralysis      Vaccination     - Cure Disease
All special powers duplicate a spell effect.
Price Modifier: +100 per level at which the spell can be used first.

Weapons; note that Knights and Paladins can use any weapon and armor
 Broad Sword  3-12  100  Ar          Kn       Ra Ro
 Club         1- 3    1  Ar Ba Cl Dr Kn Ni Pa Ra Ro So
 Cudgel       1- 6   15  Ar Ba Cl Dr Kn Ni Pa Ra Ro
 Cutlass      2- 8   40  Ar          Kn    Pa Ra Ro
 Dagger       2- 4    8  Ar Ba    Dr Kn Ni Pa Ra Ro So
 Flail        1-10  100  Ar Ba Cl Dr Kn Ni Pa Ra Ro
 Hand Axe     2- 6   10  Ar Ba    Dr Kn Ni Pa Ra Ro
 Katana       4-12  150              Kn Ni Pa
 Long Sword   3- 9   50  Ar          Kn    Pa Ra Ro
 Mace         2- 8   50  Ar Ba Cl Dr Kn Ni Pa Ra Ro
 Maul         1- 8   30  Ar Ba Cl Dr Kn Ni Pa Ra Ro
 Naginata     5-15  300              Kn Ni Pa
 Nunchakas    2- 6   30              Kn Ni Pa
 Sabre        4- 8   60  Ar          Kn    Pa Ra Ro
 Scimitar     2-10   80  Ar          Kn    Pa Ra Ro
 Short Sword  2- 6   15  Ar          Kn    Pa Ra Ro
 Spear        1- 9   15  Ar Ba    Dr Kn Ni Pa Ra Ro
 Wakazashi    3- 9   60              Kn Ni Pa
Two-handed Weapons
 Bardiche     4-16  200  Ar Ba       Kn Ni Pa Ra Ro
 Battle Axe   3-15  100  Ar Ba       Kn    Pa Ra Ro
 Flamberge    4-20  400  Ar          Kn    Pa Ra
 Glaive       4-12   80  Ar Ba       Kn Ni Pa Ra Ro
 Grand Axe    3-18  200  Ar Ba       Kn    Pa Ra Ro
 Great Axe    3-21  300  Ar Ba       Kn    Pa Ra Ro
 Hammer       2-10  120  Ar Ba Cl Dr Kn Ni Pa Ra Ro
 Halberd      3-18  250  Ar Ba       Kn Ni Pa Ra Ro
 Pike         2-16  150  Ar Ba       Kn Ni Pa Ra Ro
 Staff        2- 8   40  Ar Ba Cl Dr Kn Ni Pa Ra Ro So
 Trident      2-12  100  Ar Ba       Kn Ni Pa Ra Ro
Missile Weapons
 Crossbow     4- 8   50  Ar Ba       Kn Ni Pa Ra Ro
 Long Bow     5-10  100  Ar Ba       Kn Ni Pa Ra Ro
 Short Bow    3- 6   25  Ar Ba       Kn Ni Pa Ra Ro
 Sling        1- 4   15  Ar Ba       Kn Ni Pa Ra Ro
Armor
 Chainmail      +6  400  Ar    Cl    Kn    Pa Ra Ro
 Leather Armor  +3   40  Ar Ba Cl Dr Kn Ni Pa Ra Ro
 Padded Armor   +2   20  Ar Ba Cl Dr Kn Ni Pa Ra Ro So
 Plate Armor   +10 2000              Kn    Pa
 Plate Mail     +8 1000              Kn    Pa
 Ring Mail      +5  200  Ar    Cl    Kn Ni Pa Ra Ro
 Scale Armor    +4  100  Ar Ba Cl    Kn Ni Pa Ra Ro
 Splint Mail    +7  600        Cl    Kn    Pa Ra
Shield          +4  100     Ba Cl    Kn    Pa Ra Ro

Miscellaneous Equipment; all classes can use these:
 Amulet         +0 2000  Neck      Jewel          +0 1000  Hand
 Belt           +0  100  Waist     Medal          +0  100  Body
 Boots          +1   40  Feet      Necklace       +0 1000  Neck
 Box            +0   10  Hand      Orb            +0  100  Hand
 Broach         +0  250  Body      Pendant        +0  500  Neck
 Cameo          +0  300  Body      Potion         +0   10  Hand
 Cape           +1   20  Cape      Ring           +0  100  Finger
 Charm          +0  250  Body      Robes          +1  150  Cape
 Cloak          +1  250  Cape      Rod            +0   50  Hand
 Coin           +0   10  Hand      Scarab         +0  200  Body
 Crown          +0 1000  Head      Scroll         +0    0  Hand
 Gauntlets      +1  100  Hands     Tiara          +0  200  Head
 Gem            +0  500  Hand      Wand           +0   50  Hand
 Helm           +2   60  Head      Whistle        +0   10  Hand
 Horn           +0   20  Hand
One person can wear one item in each location, except for the body and the
fingers, which have a maximum of ten items each.

Miscellaneous Items; these can't be equipped:
 Ancient Jewelry   2000             - Not usable
 Jewelry           1000             - Not usable
 Rope and Hooks       5             - Equivalent of a Create Rope spell
 Torch                5             - Equivalent of a Light spell
 Useless Item         0             - Just that; bug item; discard it

Important Items:
 Alacorn of Icarus                  - Deliver this to Icarus' Shrine
 Ancient Artifact of Evil           - Deliver these to Castle Dragontooth
 Ancient Artifact of Good           - Deliver these to Castle Whiteshield
 Ancient Artifact of Neutrality     - Deliver these to Castle Bloodreign
 Ancient Fizbin of Misfortune       - Doubles all buy prices for the owner
 Black Terror Key                   - Entrance to the Tomb of Terror
 Blue Priority Keycard              - Entrance to the Endgame
 Blue Unholy Key                    - Entrance to the Cathedral of Carnage
 Gold Master Key                    - Entrance to the Maze from Hell
 Golden Pyramid Keycard             - Entrance to the Five Ancient Pyramids
 Green Eyeball Key                  - Entrance to the Halls of Insanity
 Hologram Sequencing Card 001-006   - Collect these for the Endgame
 Interspatial Transport Box         - Use to teleport anywhere; see below
 King's Ultimate Power Orb          - Deliver 11 of these to one of the kings
 Might Potion                       - Drinking it makes you strong
 Precious Pearl of Youth and Beauty - Deliver these to the Pirate Queen
 Quatloo Coin                       - Use these in the Slithercult Stronghold
 Red Warriors Key                   - Entrance to the Dark Warrior Keep
 Sacred Silver Skull                - Deliver these to Kranion in Fountainhead
 Sea Shell of Serenity              - Deliver these to the nymph Athea
 Yellow Fortress Key                - Entrance to the Fortress of Fear
Note that there are two keys of each kind. You need only one, so you can dis-
card the other by giving it to a hireling and removing him.

Skills:
 Arms Master       - A - Improves chance to hit
 Astrologer        - S - Druids and Rangers gain more spell points
 Body Builder      - A - Increases number of hit points
 Cartographer      - 1 - Know a map of where you've been (M)
 Crusader          - A - Enter the five castles
 Danger Sense      - 1 - Know if monsters are near (by the bat above)
 Direction Sense   - 1 - Know which direction you're facing (in the gem)
 Linguist          - 1 - Read some obscure texts
 Merchant          - 1 - Doubles sell prices (move items to that character)
 Mountaineer       - 2 - To walk through mountains
 Navigator         - 1 - Show the compass
 Path Finder       - 2 - To walk through dense forests
 Prayer Master     - S - Clerics and Paladins gain more spell points
 Prestidigitator   - S - Sorcerors and Archers gain more spell points
 Spot Secret Doors - 1 - Know if you can bash the wall ahead (by the lizard)
 Swimmer           - A - To walk through shallow water
 Thievery ###      - A - Necessary to open locks
(Skill must be known by: # = number, A = All, S = Specific characters only)

Magic Mirror Passwords:               Interspatial Transport Box codes:
 Air            - Ice Island, F1       0     - Arena
 Arena          - Arena                1-5   - Towns (Fou/Bay/Wil/Swa/Bli)
 Blastoff       - Endgame (645231)     6-10  - Town Caverns
 Doe Meister    - Dragon Cavern        11-15 - Various Small Caverns
 Doomed         - Swamp Town           12-23 - Various Large Dungeons
 Earth          - Desert Island, F4    24-28 - Castles (Whi/Blo/Dra/Gre/Bla)
 Fire           - Isle of Fire, D2     29-33 - Castle Dungeons
 Freeman        - Wildabar             34-40 - Underworld
 Home           - Fountain Head        41-64 - Overworld (A1-A4, B1-B4 etc)
 Orb Meister    - Aft Storage Sector   The Box itself lies down the pyramid
 Redhot         - Blistering Heights   on the Isle of Fire.
 Seadog         - Bay Watch
 Water          - Swamp Island, E2

Puzzle Answers:
 Alpha Engine Sector     - Warp
 Arachnoid Cavern        - 20301
 Beta Engine Sector      - Sublevel
 Cursed Cold Cavern      - Chain, Echo, Icicle, Tomorrow
 Castle Blackwind        - Ten, day 60
 Castle Bloodreign       - Nortic, Ogre
 Castle Dragontooth      - 11, 20000
 Castle Greywind         - Circle, day 50
 Castle Whiteshield      - Joabary, Smello
 Cathedral of Carnage    - JVC, NWNES, Weeds
 Central Control Sector  - Creators
 Dark Warriors Keep      - 314
 Isles of Illusion       - Onesday
 Forward Storage Sector  - Youth
 Fountain Head Cavern    - Rats
 Graveyard B3            - Darkness, Secret
 Halls of Insanity       - Blink, Eyes, Tears
 Initiation Sequence     - 645231
 Main Engine Sector      - Ktow, Primary
 Slithercult Stronghold  - Epsilon
 Swamp Town              - Mirror, Stairs

Quick checklist to finish the game:
 You can become Crusader by visiting Fire Mane in the Ancient Temple of Moo.
 You must smash the box in the hut on Mount Keystone (Might of 50 required)
  to find the Golden Pyramid Keycard. In the pyramids you can find the solu-
  tions to all riddles.
 Go to the center of the Maze from Hell and drink from the fountain to become
  an Ultimate Adventurer.
 You must give 11 power orbs to Zealot, Tumult or Malefactor to be given the
  Blue Priority Keycard. Beware, for as soon as you do this the castles of
  the other two kings are destroyed and can't be entered any more.
 You must collect all six Hologram Sequencing Cards:
  001 - Fortress of Fear, guarded by the Mummy King at 26x, 11y
        Note that the puzzle is really annoying, but you can also Teleport.
  002 - Halls of Insanity, guarded by some Evil Eyes
  003 - Dark Warrior Keep, guarded by some Jousters
  004 - Cathedral of Carnage, given when you solve the Key (answer Weeds).
  005 - Tomb of Terror, guarded by the Vampire King
  006 - Maze from Hell, guarded by the Minotaur King
 Then, once your party is high enough in level (90 or so!), go to the pyramid
  on the Isle of Fire. Take the west portal on the north wall. Follow the
  corridor to the Main Control Sector.
 Kill all terminators if you want (and can), then enter the transport tube
  south of the entrance.
 Activate the computer with the code 645231, as found in Grey- and Blackwind.
 You win!


Walkthrough by Radiant.
http://crystalshard.net

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