Might and Magic III - Isles of Terra

Might and Magic III
Isles of Terra


   This website contains tips; helps; answers; vital and much more very helpful information; cautions; warnings; maps; pictures; walk throughs; info about weapons, armor and items; plus much more for the game: Might and Magic III - Isles of Terra.  I’ve included all the information you need to beat the game plus much more that will give you an advantage.  This is one of my favorite games and I’ve played it many times.  All of the information on this site are notes that I’ve made myself from playing the game.
  The only help/information I got from someone else was from Dale the Hermit who conributed item, weapon, and 'special'/'enhanced' descriptions that I didn't have (Thanks!).

   If you get stuck in playing the game or have any questions, feel free to send me an e-mail.  I'd be more than willing to try to help you out. 
If you have anything that you would like to add or correct on this site, let me know by sending me an e-mail at my e-mail address.
                                                                                                             The Llillking    E-mail: thellillking@yahoo.com

Could you use a World Map for Might and Magic III - Isles of Terra?  I've provided one to help you.   Go to World Map 

   Go to a list of gaming sites that have linked their site to mine.   Go to links

Tips, words of advice, cautions and warnings
-Some of my own tips and words of advice
-Cautions and warnings

Information; Passwords; Answers to questions/riddles
-Clues, notes and information found on walls
-Passwords/Answers to questions and riddles
-Words for the mirror portals
-Guide for "Nature's Gate" (Druid/Ranger Spell)

Castles, Dungeons, Caves, Caverns, etc.
-Location of Castles, Dungeons, Caves, Caverns, etc.
-Location of Pyramids
-Information, help, advice and tips for Castles, Dungeons, Caves, Caverns, etc.
-Locations of secret rooms

Help, Walk Throughs, 'How to ...'s

Information about: Weapons, Armor, Items, etc.; Keys; Hologram Sequencing Cards; Important Items; King’s Ultimate Power Orbs
-Modifiers of materials for armor, weapons and items
-
AC adjustment of the different types of armor and which classes can wear/equip them
-Damage that the different weapons do and which classes can use/equip them
-
AC adjustment for different miscellaneous items you can wear/equip and which classes can wear/equip them
-Modifiers for ‘special’/ ‘enhanced’ weapons, armor, items, etc.
-
List of Special Abilities for items (spells cast by items)
-Where you find keys to dungeons and which dungeon each key opens up
-Where you find ‘Hologram Sequencing Card’s
-Where you find other important items and achieve needed status'
-Location of all of the 'King's Ultimate Power Orb's

Miscellaneous Information
-Where the Pirate Queen is at/located
-Entrances to the Arena
-Guide for the 'Interspacial Transport Box'

Tips, words of advice, cautions and warnings
Back to top

Some of my own tips and words of advice
   -Either keep the original 6 characters that you start with or trade your Knight for a Ranger.  Rangers can cast some spells that are very helpful like walk on water.  These two mixes of characters are the best you can get.
   -If you keep the original 6 characters you start with, rearrange them so from first to last (or left to right) they are: Barbarian, Knight, Paladin, Thief/Robber, Cleric, Sorcerer.
   -Personality and intelligence gives spell casters more magic/spell points.  It's useless to those who can't cast spells.
   -When you ‘train’ someone a new skill, do it to ALL 6 of your characters.  Don’t pick and choose, ‘train’ ALL of them.
   -ALWAYS have ‘wizard eye’ on (the spell).  It will help you get around easier.
   -Never use a weapon that takes two hands.  This is just my advice.
   -Become a ‘merchant’ (train to be a merchant) early on in the game.  It is a VERY good investment.  You’ll make a lot more money.  You can become a merchant in a carriage that is east/southeast of Fountain Head-at A1 x=14 y=8.
   -If you want my advice, don’t ever hire anyone.  To me, it’s not worth it.  If you do hire someone DON’T wander around outside with them.  Time goes by a lot quicker outside places (cities, dungeons, castles, caves, etc.) than inside.  Outside days can come and go very quickly even if you didn’t accomplish anything.  If you do hire someone, only do it if you’re going to a dungeon, cave, castle, etc.  Doing these will only take a few days and won’t cost you very much.  Again, this is just my advice.
   -Become a master of all skills in the Halls of Insanity.  DO IT.  It is TOTALLY WORTH IT.
   -During the course of the game you will come across a lot of 'pits' that you can search (and will find treasure).  Before you send someone into a pit to search it, cast powershield on that character-it will greatly reduce the amount of damage that character suffers.  I do this all the time.
   -READ THIS-All dungeons, castles, etc.-THIS IS A VERY IMPORTANT TIP.   This was something that I observed while I was playing this game and found it to be an excellent and major help- If you cast powershield on a character then it protects you and PREVENTS (depending upon how strong the enemy and how strong the spell caster is) Screamers from making you insane, Witches from cursing your items, Mystic Clouds from stealing your spell points,  Medusas from turning your characters into stone as well as with some other monsters special abilities.  This is VERY helpful in the pyramids and in other places, especially in The Maze From Hell.

Cautions and warnings
   -DON’T do odd jobs.  It’s ages your guys and it doesn’t pay a lot.
   -When you're in the swamp land, cast levitate and keep it active.  When is runs out, cast it again.  There is quicksand and if you don't have levitate on it will kill the first two characters in the party.
   -Be careful about the Pirate Queen.  If you run into her and you don’t have a precious pearl of youth and beauty, she will take ALL of the gold you have with you.  If you DO have a precious pearl of youth and beauty then it’s alright to run into her.  She’ll give you 25,000 gold and 100,000 experience in exchange for a pearl.
   -The bowl that gives the character of your choice all the spells that he/she can receive in Castle Blackwind ISN’T worth it.  You can get all the spells cheaper by just buying them individually.  And by the time you get to Castle Blackwind you’ve already bought a whole bunch of spells and so it’s not worth 2 million to get the rest of them.
   -DON'T sit in the chairs in The Tomb of Terror.  If you sit in a chair it will raise your level by 20 but will turn ALL of your stats to 2.  This is a horrible trade off.  Don't do it.  But again this is my opinion.
   -After you free/save Fountain Head you can cast gold into the fountain that stands alone/by itself in exchange for experience (1 gold for 1 exp point).  Don't do this.  Gold is scarce and there's a limited amount in the game.  There's an unlimited amount of experience-namely through fighting in the arena.
   -Be careful about casting divine intervention.  It magically ages the character who casts it 5 years.  This doesn’t matter though, because the aging barely effects your character.  This DOES NOT mean you shouldn’t use this spell.  This is one of coolest spells.  Even though you get aged, this spell is definitely worth it.  You can restore your character’s age to normal by drinking from the fountain of youth.

Information; Passwords; Answers to questions/riddles
Back to top

Clues, notes and information found on walls
   There are a lot more, but I've only included some of the more important ones.
   Where it is found-What is says
   -Personal note-The sunken isle is east of Baywatch.
   -Castle Greywind-All that glitters may not be gold.
   -Castle Greywind-Pay tribute to all the statues in Blackwind Dungeon.
   -Castle Greywind-Search for fiery treasure in the remains of the five towers.
   -Cursed Cold Cavern-If you take a pearl to the Pirate Queen she won't steal your gold.
   -Cursed Cold Cavern-Princess Trueberry holds the Golden Alicorn.
   -Swamp Town-All undead in the Tomb of Terror must be destroyed in order to discover it’s hidden secrets.

Passwords/Answers to questions and riddles
   -The password you need in Fountain Head Cavern is - rats
   -The password to open the chests in Castle Whiteshield is - smello; and to enter Whiteshield Dungeon is - joabary
   -The password to open the chests in Castle Blood Reign is - nortic; and to enter Blood Reign Dungeon is - ogre
   -The password/number to open the chests in Castle Dragon Tooth is - 11; and to enter Dragon Tooth Dungeon is - 20,000
   -The password to raise the sunken isle is - youth.
   -The password to enter the Beta Engine Sector is - sublevel
   -The password to enter the Alpha Engine Sector is - warp
   -The password to enter the Main Engine Sector is - primary
   -The password/database word to obtain information in the Central Control Sector is - creators
   -The password to enter Greywind Dungeon is - circle
   -The password to enter Blackwind Dungeon is - ten
   -Blackwind was married on day 60
   -Greywind was married on day 50
   -The following words are answers to different riddles and/or questions: darkness, chain, mirror, chair, echo, tomorrow, icicle, secret, stairs.
   -The Pirates' treasure will be real on Onesday.
   -The number you need in Dark Warriors Keep is - 314
   -The password for/answer to the eyes of eternity (in the Halls of Insanity) is - blink
   -The password for/answer to the blink of destruction
(in the Halls of Insanity) is - tears
   -The password for/answer to the well of tears
(in the Halls of Insanity) is - eyes
   -The password you need/the answer to the question in Slithercult Stronghold is - epsilon
   -The number/answer to the question in Arachnoid Cavern is - 20301
   -In the Cathedral of Carnage- If you use the key, the moose (or answer to the question) will be - weeds
   -The field de-activation code/password in the Cathedral of Carnage is - JVC
   -The initialization sequence for the ships computer is - 645231

Words for the mirror portals
What you say
Where it takes you
Home
Fountain Head
Seadog
Baywatch
Freeman
Wildabar
Doomed
Swamp Town
Red Hot
Blistering Heights
Air
Between Castle Dragon Tooth and Dragon Cavern (F1 - x=0 y=12)
Fire
Fire Island-west of Blistering Heights (C2 - x=12 y=0)
Water
South of Swamp Town (E3 - x=7 y=10)
Earth
Just west of Magic Cavern (E4 - x=3 y=3)
Arena
The Arena

Guide for "Nature's Gate" (Druid/Ranger Spell)
Day you cast spell
Destination
0 Fountain Head
1
Bay Watch
2
Wildabar
3
Swamp Town
4
Blistering Heights
5
Castle Whiteshield
6
Castle Blood Reign
7
Castle Dragon Tooth
8
Castle Greywind
9
Caslte Blackwind

Castles, Dungeons, Caves, Caverns, etc.
Back to top

Location of Castles, Dungeons, Caves, Caverns, etc.

Name
Sector
Location
Close to/Near
Ancient Temple of Moo
A1
x=6 y=5
Near Fountain head
Arachnoid Cavern
B4
x=3 y=7
Near Wildabar
Castle Dragon Tooth
E1
x=10 y=5
If you go to ‘Air’ through the mirror portal, it’s a little to the west
Castle Blood Reign
B4
x=4 y=11
Near Wildabar
Castle Whiteshield
A2
x=4 y=15
Near Fountain Head
Cathedral of Carnage
B3
x=9 y=7
Near Wildabar
Cursed Cold Cavern
D1
x=9 y=5
On an island by itself, east of Dragon Cavern
Cyclops Cavern
B1
x=12 y=10
Near Fountain Head
Dark Warriors Keep
B3
x=0 y=6
Near the Hall of Insanity and Baywatch
Dragon Cavern
F1
x=10 y=10
East of Castle Dragon Tooth
Fortress of Fear
B2
x=10 y=13
East of Fountain Head
Halls of Insanity
A3
x=6 y=7
Near Baywatch
Magic Cavern
E4
x=7 y=7
If you go to ‘Earth’ through the mirror portal, it’s a little to the west
Maze From Hell
F3
x=9 y=6
East or Southeast portion of the Swamplands
Slithercult Stronghold
B1
x=3 y=1
Near Fountain Head
Tomb of Terror
F2
x=0 y=0
East of Swamptown

Location of Pyramids
Section of Pyramid Sector
Location
Close to/Near-Outside Access
Forward Storage Sector A2 x=5 y=2 West of Baywatch
Alpha Engine Sector F4 x=9 y=8 On ‘earth’ (mirror portal) isle
Beta Engine Sector F1 x=4 y=9 East of Castle Dragon Tooth
Main Engine Sector F2 x=3 y=4 East of Swamp Town
Central Control Sector C2
x=15 y=0
SouthWest of Blistering Heights
 Aft Storage Sector                         <---------------No outside access ------------->


Information, help, advice and tips for Castles, Dungeons, Caves, Caverns, etc.
   -All dungeons, castles, etc.-Cast powershield on all of your characters before you fight a boss/major enemy.  It will help a lot.
   -This is a repeat of my note above.  READ THIS-All dungeons, castles, etc.-THIS IS A VERY IMPORTANT TIP.   This was something that I observed while I was playing this game and found it to be an excellent and major help- If you cast powershield on a character then it protects you and PREVENTS (depending upon how strong the enemy and how strong the spell caster is) Screamers from making you insane, Witches from cursing your items, Mystic Clouds from stealing your spell points,  Medusas from turning your characters into stone as well as with some other monsters special abilities.  This is very helpful in the pyramids and in other places, especially in The Maze From Hell.
   -Castles-Explore all 3 of the castles dungeons before you give a king 11 King’s Ultimate Power Orbs.  When you give a king 11 orbs, the other two castles will be destroyed.  If you give 11 orbs to the ‘good’ king, Castle Blood Reign (the neutral castle) and Castle  Dragon Tooth (the evil castle) will be destroyed.  So you can’t go inside, go into the dungeon or return ancient artifacts to get a reward.
   -Dungeons-Go to the ‘dungeons’ in the order that the Hologram Sequencing Cards are in.  Namely go to the Fortress of Fear, where you find card #1, before you go to the Halls of Insanity, where you find card #2.  NOTE that this does NOT take into account the different caves, castles, pyramids, dungeons and caverns under cities.  This only applies to the six ‘dungeons’.
   -Aft Storage Sector-Cast powershield on your spellcasters to prevent their spell points from being stolen by mystic clouds.
   -Ancient Temple of Moo-Cast levitate to avoid trap pits from harming your characters.
   -Arachnoid cavern-This is a guide that tells you what the different ‘crystals’ do:
  Description - What it does to who touches it
  ‘Shard vibrates’ - increases luck
  ‘Mysterious liquid’ - increases accuracy
  ‘Green sparks’ - increases personality
  ‘Strange humming’ - increases intelligence
 NOTE: Remember to use the crystals to increase the intelligence and personality of your spell casters.
   -Baywatch Cavern-Cast levitate to avoid trap pits from harming your characters.
   -Castle Blackwind-Blackwind was married on day 60.  On day 60 go to Castle Blackwind and sit on one of the 2 thrones of your choice.  Each throne gives you something different.  I've listed below what each throne gives you.
Location of Throne
What it gives you
x=0 y=0
6 Precious Pearls of Youth & Beauty
x=15 y=0
6 powerful random items
   -Castle Dragon Tooth-In Castle Dragon Tooth there are many pits.  Some do and some do not contain items in them.  Below is a map showing you which pits do and do not have items.  That way you can avoid the ones that don’t have anything in them.  Like my note from above said, cast powershield on your character before you have them search a pit.  Note: There's a secret room in this castle.  See the next secion for the exact location of the room.
pits in castle dragon tooth
   -Castle Greywind-Walk in/check ALL the flames for treasure.  Be sure to check the towers.  The towers are one square by one square and you have to use teleport to get into and out of them.  Be careful of the flames in the towers; they can do a lot of damage.  Also, remember that Greywind was married on day 50.  On day 50 go to Castle Greywind and sit on one of the 3 thrones of your choice.  Each throne gives you/does something different.  I've listed below what each throne gives you/does.
Name of Throne
What it gives you/does
Throne of Great Riches
1,000,000 gold and 10,000 gems
Throne of Great Possession
6 powerful random items
Throne of Great Power Increases all the stats of the character who sits in it by 10
   -Cathedral of Carnage-Don't talk to the head at x=28 y=5-he'll curse all of your characters.
   -Cursed Cold Cavern-Cast powershield on your characters to prevent them from being cursed by witches.
   -Dark Warriors Keep-Don't open the chests at the following locations; they will explode and instantly kill whoever tries to open them:
x=6 y=1 x=13 y=14 x=23 y=2
x=6 y=7 x=15 y=17 x=24 y=22
x=10 y=21 x=18 y=20 x=26 y=6
   -Dragon Cavern-Walk into each of the piles of dung and you’ll find 50 gems in each pile.  Cast powershield on all of your characters before you do this and you shouldn’t get hurt.  It’s an easy way to get a bunch of free gems.  Note: There's a secret room in this cave.  See the next secion for the exact location of the room.
   -Dragon Tooth Dungeon-Cast powershield on your characters to prevent them from being cursed by witches.
   -Fortress of Fear-In the Fortress of Fear there is a ‘shortcut’ you can take.  As you go through the dungeon, there are many levers that you will have to pull to reshape the dungeon.  Only use this shortcut AFTER you’ve gone through the whole dungeon.  In order to fight/find the boss of the dungeon you have to pull certain levers to make the 4 corners of the center room turn into heads that ‘moan/groan’.  This can take some time.  Instead of trying to figure it out, you can just bypass this and cast the teleport spell to take you to the secret room that has the boss in it.  Just as a note, this won’t mess up the game.  When you set the 4 corners ‘to moan/groan’, then you walk into the center of the room, it will teleport you into the room that has the boss.  So taking the shortcut is just a different way of getting to the boss.  The easiest way to get to the secret room is to go to x=20 y=11 and cast teleport and teleport 6 spaces east.
   -Halls of Insanity-Cast powershield on your spellcasters to prevent their spell points from being stolen by mystic clouds.  Also don't open the chests located at x=30 y=30 and x=26 y=30-they just curse your characters. 
Note: There's a secret room in this dungeon.  See the next secion for the exact location of the room.
   -Maze From Hell-Use the spells jump and teleport to get over the teleporting tidepools-this make the level easier.  Also, cast powershield on your characters to prevent them from being turned into stone by the Medusas.  Lastly, here is a list of boxes/chests that you don’t want to open.  They will harm your characters.
Locations:

x=1 y=17 x=8 y=30 x=22 y=7
x=3 y=1 x=11 y=3 x=24 y=6
x=4 y=18 x=21 y=17 x=28 y=5
   -Slithercult Stronghold-Before you meet the boss in Slithercult Stronghold there is a room that is full of blades and teleporters.  Below is a map showing where blades and teleporters are.  ALSO, next to this room is a ‘casino’ where you can use your quatloo coins to increase the stats of your characters.  Part of the map below will show you which ‘head’ increases what stat.
slithercultstronghold
   -Swamptown-In Swamptown there's a lot of graves that you can search.  Don't search the graves at the following locations; they either just curse your characters or have Ghosts hiding in them:
They curse you:
Have Ghosts hiding in them:
x=7 y=1
x=8 y=4
x=7 y=14
x=11 y=3
x=10 y=14
x=14 y=5
   -Swamptown Cavern-Don't open the coffins at the following locations; they either have traps in them that hurt you or just have Reapers hiding in them:
x=0 y=12
x=6 y=11
x=1 y=13
x=7 y=13
x=2 y=11
x=7 y=15
x=5 y=12

   -Tomb of Terror-Don't open the tomb at x=16 y=10-it just has poison gas inside of it that will hurt your characters.  Also, in front of every door, except in the first hallway, in the Tomb of Terror is an 'apparition' that eat will eat some of your party's gems (20 to be exact).  An easy way to avoid them is to get 1 step away from the door (you're NOT standing next to the door) and face the door, then cast teleport 2 spaces-so you're beyond the 'apparition' and the door.  This is what I do to get past them.  Just remember that the 'apparitions' can get you on your way out of the room as well.  To get out, stand next to the door (the inside of the door) and cast teleport 2 spaces.  Below is a list of all the locations that these 'apparitions' are hiding/located at.
x=5 y=4
x=17 y=15
x=5 y=15
x=23 y=15
x=11 y=15
x=29 y=15
x=15 y=4

   -Wildabar Cavern-Cast levitate to avoid trap pits from harming your characters.  Also, don't open/drink from the barrels at the below locations, they just have acid in them and it harms the character who drinks from it/opens it.
x=5 y=1
x=9 y=0
x=7 y=0
x=9 y=9
x=8 y=10
x=11 y=0

Locations of secret rooms
   In some Castles, Dungeons, Caves, Caverns, etc. are secret rooms.  Some you can see with 'wizard eye' cast, like the ones in Castle Whiteshield, but some you can't see even with 'wizard eye' cast.  So if you have 'wizard eye' cast, you could walk right past some of them and not even know it. 
I have searched extensively in every castle, dungeon, cave, cavern, etc. for any and all secret rooms that you can't see even with 'wizard eye' cast.  I have listed below the secret rooms you can't see with 'wizard eye' cast.  I haven't listed the ones that you can see with 'wizard eye' cast, because those you can see yourself.
secret rooms in fortress of fear
secret rooms in the halls of insanity
secret rooms in castle dragontooth
secret rooms in dragon cavern


Help, Walk Throughs, 'How to ...'s
Back to top

   -How to release Blackwind .  Releasing Blackwind is very very easy, if you have and use the teleport spell.  Blackwind Dungeon is a VERY complex maze of teleporters.  When you step on one, it basically sends you back to the entrance of the dungeon.  This can become very frustrating IF you don’t use the teleport spell.  If you don’t want to use the teleport spell I suggest you get out some graph paper and map the dungeon, or else you will spend a lot of time and accomplish nothing.  I’d advise against this since it is much easier to just use the teleport spell.  In Blackwind Dungeon are three statues or altars.  At each of these statues you will have to pay a tribute.  Each statue is in one of the four corner areas of the dungeon.  Use the teleport spell to transport yourself to each of the corners.  This might take some time because of the teleporters.  When you get to a statue, pay tribute to it, and then proceed to the next statue.  Once you have paid tribute to all three of the statues, exit the dungeon and go talk to Blackwind.  Blackwind will be freed.  Below lists where the statues or altars are located and what you have to pay to each of them as tribute.
What you pay/give as tribute
Located at
100,000 gold x=13 y=0
1,000 gems x=0 y=0
Eradicates a character (just resurrect your character afterward)
x=0 y=15

   -How to release Greywind .  You have to be pretty powerful in order to be able to release Greywind.  You’ll have to fight a lot of hard monsters, including great hydras.  Steps: 1-Go into Greywind dungeon and ring the gong.  When you ring the gong the first time it will turn all of the pillars in the dungeon into Great Hydras or piles of gold and treasure.  2-Kill all of the great hydras.  3-Turn all (3 hour/century glasses) of the hour/century glasses so that the Sands of Oolam hang at the TOP of the century glass.  4-Strike the gong again.  After you strike the gong the second time, it will turn the pillar in the north west corner into a 4th hour/century glass that has the Sands of Oolam in it; so now there’s 4 hour/century glasses.  5-Get all of the real treasure.  6-Go to Fountain Head and deposit ALL of your gold into the bank.  You DON’T want to have ANY gold when you do step 8.  7-Go back to Greywind dungeon.  8-Get/walk into all of the ‘illusion gold’.  Make sure that all of the ‘illusion gold’ is gone.  9-Turn all (Now there are 4 hour/century glasses) of the hour/century glasses so that the Sands of Oolam hang at the BOTTOM of the hour/century glass.  10-Strike the gong a third and final time.  11-Go talk to Greywind and that’s it, he’s released.  Use the map below to help you out.
map of greywind dungeon
   -
How to use the ‘heads’ that ‘remember you’ that are in the swamp lands to get a lot of items (treasure) .  You have to have a lot of money to do this, but IT IS worth it.  Pay each of the heads in this order (it is very important you do it in this order or you could lose a lot of money):
Order
Sector
Location
Name & how much gold you pay
1st
F3
x=3 y=11
Betrayer 10,000-must be first!
2nd
F3
x=2 y=5
Obeyer 100,000
3rd
F3
x=4 y=15
Purveyor 1,000,000
4th
F3
x=6 y=6
Slayer 200,000
5th
F3
x=9 y=14
Soothsayer 500,000
Then go to the well of remembrance and throw in a coin.  The well is located on the island south of swamp land.  It’s the same isle that you go to if you tell a mirror portal ‘earth’.  The well is at F4 x=11 y=5.  Once you throw in a coin, you’ll get your treasure.

   -How to: Get sea shells on Rainbow Island; Cheer up Princess Trueberry; and free the Unicorn .  All three of these are very closely tied together; one leads to another.  First: to get Sea Shells of Serenity on Rainbow Island.  Shells are on a rainbow island, in a portal, south of Castle Blackwind, you can only get the shells on day 99-this is a compilation of all the info the Greek Brothers give you.  There is a small island southeast of Castle Blackwind.  The island is only one square wide and one square long, so it’s easy to spot; this is Rainbow Island and is located at D4 x=10 y=1.  Go to Rainbow Island on day 99.  When you step on the island a message will appear basically saying that there’s a shell there and that it’s very beautiful and you’re caught in a trance, because of it’s beauty, etc. etc.  Once you have a sea shell, go to the southwest most corner of the world/map (keep going south until the computer doesn’t let you go any further and then keep going to the west until you can’t anymore).  There you will find another one square wide and one square long island which has a hut on it-A4 x=0 y=0.  Go into the hut.  In the hut is Athea-Nymph of the Great Sea, who is very beautiful, that will take the sea shell from you and you’ll receive money and experience in exchange.  After she takes the shell, all of the male characters in your party will be in love because of the beauty of Athea.  Next go to Swamp Town.  From Swamp Town go north.  You will find a hut that has Princess Trueberry in it, which is located at E2 x=4 y=5.  Present each one of your male characters who are in love to the Princess, one by one.  After you present a character she should be happy, and then become sad again; this is normal.  After you present a character that character won’t be in love anymore.  Present all of your male characters to the Princess.  Each year on day 99 go get another shell, give it to Athea, and then present all of your male characters to Princess Trueberry.  It should take 2 or 3 annual visits to the Princess to cheer her up.  Once the Princess’s spell is finally broken she will give you the Alicorn of Icarus (Golden Alicorn).  Take it and go to the hut that has the trapped Unicorn
(A2 x=9 y=2), which is in the plain west of Baywatch.  As soon as you enter the hut, the Unicorn will be freed.  After this you can still get sea shells and give them to Athea to continue to get more gold and experience.

   -How to ‘set the lock, solve the key, drink the cup and I’ll hear your plea’-which is basically getting the two orbs that are ‘protected’ in the Cathedral of Carnage .  1st step-set the lock.  You set the lock my turning the five ‘heads’ that are in the dungeon so they are facing the right direction.  From left to right the heads should be facing: north, then west, then north, then east, then south.  See below.
the lock in the cathedral of carnage
2nd-Go to the head at x=1 y=26, and tell him ‘weeds’.  3rd-Drink all six cups that are in the ‘cup room’ (the room that has six cups).  See below.
the cup room in the cathedral of carnage
4th-Heal your characters (if you can).  5th-Go to the head at x=25 y=19 and tell him ‘JVC’.  6th-That’s it; you can grab the orbs.

Information about: Weapons, Armor, Items, etc.; Keys; Hologram Sequencing Cards; Important Items; King’s Ultimate Power Orbs
Back to top

Modifiers of materials for armor, weapons and items
Material
To hit-Weapons
Damage-Weapons
AC-Armor
Leather
-4
-6
0
Wooden
-3
-3
-3
Brass
+3
-4
-2
Bronze
+2
-2
-1
Glass
0
0
0
Crystal and Coral 
+1
+1
+1
Iron
+1
+2
+1
Lapis and Pearl
+2
+2
+2
Silver
+2
+4
+2
Amber
+3
+3
+3
Ebony
+4
+4
+4
Steel
+3
+6
+4
Quartz
+5
+5
+5
Gold
+4
+8
+6
Platinum
+6
+10
+8
Ruby
+6
+12
+10
Emerald
+7
+15
+12
Sapphire
+8
+20
+14
Diamond
+9
+30
+16
Obsidian
+10
+50
+20

Legend for Classes used in charts below and in game
Kn  Knight Cl  Cleric Dr  Druid
Pa  Paladin Ro  Robber Ra  Ranger
Ar  Archer Ni  Ninja
So  Sorcerer Ba  Bard

AC adjustment of the different types of armor
and which classes can wear/equip them
                                                             
Which Class Can Wear/Equip It
Name
AC Adj
Kn Pa
Ar
So Cl
Ro
Ni
Ba
Dr
Ra
Padded +2
x
x
x
x
x
x
x
x
x
x
Leather +3
x
x
x

x
x
x
x
x
x
Scale +4
x
x
x

x
x
x
x

x
Ring +5
x
x
x

x
x
x


x
Chain +6
x
x
x

x
x



x
Splint +7
x
x


x




x
Plate mail +8
x
x








Plate armor +10
x
x









Damage that the different weapons do and which classes can use/equip them
                                                         
Which Class Can Use/Equip Them
Name
Damage
Kn Pa
Ar
So Cl
Ro
Ni
Ba
Dr
Ra
Bardiche 4-16 x
x
x


x
x


x
Battle Axe 3-15 x
x
x


x

x

x
Broad Sword 3-12 x
x
x


x



x
Club 1-3 x
x
x
x
x
x
x
x
x
x
Crossbow 4-8 x
x
x


x
x
x

x
Cudgel 1-6 x
x
x

x
x
x
x
x
x
Cutlass 2-8 x
x
x


x



x
Dagger 2-4 x
x
x
x

x
x
x
x
x
Flail 1-10 x
x
x

x
x
x
x
x
x
Flamberge 4-20 x
x
x






x
Glaive 4-12 x
x
x


x
x
x

x
Grand Axe 3-18 x
x
x


x

x

x
Great Axe 3-21 x
x
x


x

x

x
Halberd 3-18 x
x
x


x
x
x

x
Hammer 2-10 x
x
x

x
x
x
x
x
x
Hand Axe 2-6 x
x
x


x
x
x
x
x
Katana 4-12 x
x




x



Long Sword 3-9 x
x
x


x



x
Long Bow 5-10 x
x
x


x
x
x

x
Long Sword 3-9 x
x
x


x



x
Mace 2-8 x
x
x

x
x
x
x
x
x
Maul 1-8 x
x
x

x
x
x
x
x
x
Naginata 5-15 x
x




x



Nunchakas 2-6 x
x




x



Pike 2-16 x
x
x


x
x
x

x
Sabre 4-8 x
x
x


x



x
Scimitar 2-10 x
x
x


x



x
Short Sword 2-6 x
x
x


x



x
Short Bow 3-6 x
x
x


x
x
x

x
Sling 2-4 x
x
x


x
x
x

x
Spear 1-9 x
x
x


x
x
x
x
x
Staff
2-8 x
x
x
x
x
x
x
x
x
x
Trident 2-12 x
x
x


x
x
x

x
Wakazashi 3-9 x
x




x




AC adjustment for different miscellaneous items you can wear/equip and which classes can wear/equip them
                                                             Which Class Can Wear/Equip It
Name
AC Adj
Kn Pa
Ar
So Cl
Ro
Ni
Ba
Dr
Ra
Amulet
0
x
x
x
x
x
x
x
x
x
x
Belt 0
x
x
x
x
x
x
x
x
x
x
Boots
+1
x
x
x
x
x
x
x
x
x
x
Box 0
x
x
x
x
x
x
x
x
x
x
Broach 0
x
x
x
x
x
x
x
x
x
x
Cameo 0
x
x
x
x
x
x
x
x
x
x
Cape +1
x
x
x
x
x
x
x
x
x
x
Charm 0
x
x
x
x
x
x
x
x
x
x
Cloak +1 x
x
x
x
x
x
x
x
x
x
Coin 0
x
x
x
x
x
x
x
x
x
x
Crown 0
x
x
x
x
x
x
x
x
x
x
Gauntlets +1
x
x
x
x
x
x
x
x
x
x
Gem 0
x
x
x
x
x
x
x
x
x
x
Helm +2
x
x
x
x
x
x
x
x
x
x
Horn 0
x
x
x
x
x
x
x
x
x
x
Jewel 0
x
x
x
x
x
x
x
x
x
x
Medal
0
x
x
x
x
x
x
x
x
x
x
Necklace 0
x
x
x
x
x
x
x
x
x
x
Orb 0
x
x
x
x
x
x
x
x
x
x
Pendant 0
x
x
x
x
x
x
x
x
x
x
Ring 0
x
x
x
x
x
x
x
x
x
x
Robes +1 x
x
x
x
x
x
x
x
x
x
Rod 0
x
x
x
x
x
x
x
x
x
x
Scarab 0
x
x
x
x
x
x
x
x
x
x
Scroll 0
x
x
x
x
x
x
x
x
x
x
Shield +4
x
x


x
x

x

x
Tiara 0
x
x
x
x
x
x
x
x
x
x
Wand 0
x
x
x
x
x
x
x
x
x
x
Whistle 0
x
x
x
x
x
x
x
x
x
x

Modifiers for ‘special’/ ‘enhanced’ weapons, armor, items, etc.
   -Some weapons, armor, items, etc. are ‘special’ or ‘enhanced’.  If you equip them, they will give you added bonuses to your stats, elemental resistance, spell points, hit points, etc.  Some ‘special’ or ‘enhanced’ weapons, when you equip them, will give you an added bonus and will also do extra damage when you attack.  The only ‘special’ or ‘enhanced’ weapons that do extra damage when you attack are the ones that increase your resistance to one of the six elements (so an Accurate Short Sword won’t do extra damage when you attack, it just increases your accuracy).  Also note that if you are wearing an item that increases your resistance to one of the six elements, it will not increase the amount of damage you do when you attack, only a ‘special’ or ‘enhanced’ weapon will do that.
What it does to who is wearing/equipped with it
Accelerator +23 speed Marksman +10 accuracy
Accurate +5 accuracy Might +2 might
Acidic +10/2 acid/poison resistance/damage Mind +3 intellect
Arcane +25 spell points Mugger +4 thievery
Archmage +20 spell points Mystic +5/5 magic resistance/damage
Armored +4 armor class Noxious +40/32 acid/poison resistance/damage
Blazing +25/20 fire resistance/damage Ogre +8 might
Buddy +2 personality Personality +8 personality
Burglar +6 thievery Photon +47 might
Burning +5/2 fire resistance/damage Pirate +25 thievery
Castors +8 spell points Plunder +18 thievery
Chance +10 luck Poisonous +20/8 acid/poison resistance/damage
Charisma +12 personality Power +13/10 energy resistance/damage
Charm +5 personality Precision +15 accuracy
Clever +2 intellect Protection +2 armor class
Clover +5 luck Pyric +9/4 fire resistance/damage
Cold +20/10 cold resistance/damage Quick +2 speed
Criminal +20 thievery Radiating +20/20 energy resistance/damage
Cryo +25/20 cold resistance/damage Rapid +8 speed
Defender +6 armor class Rogue +15 thievery
Dense +9/4 energy resistance/damage Sage +5 intellect
Divine +16 armor class Scorching +30/30 fire resistance/damage
Dyna +25/20 electricity resistance/damage Seething 20/15 fire resistance/damage
Ectoplasmic +20/25 magic resistance/damage Sharp +3 accuracy
Ego +23 personality Shocking +15/10 electricity resistance/damage
Electric +20/15 electricity resistance/damage Sonic +11/5 energy resistance/damage
Exacto +30 accuracy Sparking +7/3 electricity  resistance/damage
Fast +5 speed Speed +12 speed
Fiery +7/3 fire resistance/damage Spell +4 spell points
Filch +12 thievery Static +9/4 electricity resistance/damage
Flaming +15/10 fire resistance/damage Stealth +10 AC
Flashing +12/5 electricity resistance/damage Strength +3 might
Flickering +5/2 electricity resistance/damage Swift +3 speed
Force +23 might Thermal +15/15 energy  resistance/damage
Freezing +15/5 cold resistance/damage Thief +14 thievery
Friendship +3 personality Thought +8 intellect
Frost +10/4 cold resistance/damage Thunder +17 might
Fuming +15/10 fire resistance/damage Toxic +25/16 acid/poison resistance/damage
Gamblers +25 luck Troll +20 hit points
Genius +30 intellect True +20 accuracy
Giant +8 might Vampiric +50 hit points
Glowing +6/2 energy resistance/damage Velocity +30 speed
Holy +30 personality Venomous +15/4 acid/poison resistance/damage
Icy +5/2 cold resistance/damage Warrior +5 might
Incandescent +7/3 energy resistance/damage
Wind +17 speed
Intellect +17 intellect Winners +15 luck
Kinetic +25/30 energy resistance/damage Wisdom +23 intellect
Knowledge +12 intellect Witch +12 spell points
Leadership +17 personality
Leprechauns +30 luck
Life +10 hit points
Looter +8 thievery
Lucky +20 luck
Mage +16 spell points
Magical +10/10 magic resistance/damage

List of Special Abilities for items (spells cast by items)
   -Some items have a special ability where when a character equips the item and then uses it, it casts a spell.  For example-if you come across a Flaming Long Sword of Lightning, if one of your characters equips this sword and then when it's his turn in battle, you go to the item screen click on the sword and then click on 'use', the sword will cast 'Lightning'.  There's one for every single spell that can be cast in this game, so there's a lot. 
I've listed below all the ones I've come across, but there's more out there.  So, if you encounter one that's not on this don't be surprised.  Most of the special abilities are easy to find out what they do-you just look at the name ... of Deadly Swarms casts Deadly Swarm, of Moon Rays casts Moon Ray - do you see a pattern?
Name
Spell/Effect
Name (cont.)
Spell/Effect (cont.)
of Acid Spraying Acid Spray of Incinerating Incinerate
of Acid Stream Acid Stream of Infernos Inferno
of Aid First Aid of Jumping Jump
of Antidotes Cure Poison of Levitation Levitate
of Awakening Awaken of Light Light
of Beacons Lloyd's Beacon of Lightning Lightning Bolt
of Blessing Blessed of Magic Detection Detect Magic
of Cold Rays Cold Ray of Mass Distortion Mass Distortion
of Curing Cure Wounds of Megavoltage Mega Volts
of Deadly Swarms Deadly Swarm of Moon Rays Moon Ray
of Death Finger of Death of Monster Finding Detect Monster
of Disintegration Disintegrate of Nature Nature's Cure
of Distortion Time Distortion of Paralyzing Paralyze
of Dragon Breath Dragon Breath of Portals Town Portal
of Duplication Duplication of Power Curing Power Cure
of Elements Protection from Elements of Prismatic Light Prismatic Light
of Enchantment Enchant Item of Raising the Dead Raise Dead
of Energy Blast Energy Blast of Recharging Recharge Item
of Feasting Create Food of Resurrection Resurrect
of Feeble Minding Feeble Mind of Revitalization Revitalize
of Fiery Flails Fiery Flail of Ropes Create Rope
of Fireballs Fireball of Sanctuaries Super Shelter
of Fists Flying Fist of Shielding Power Shield
of Free Movement Cure Paralysis of Silence Silence
of Freezing Fantastic Freeze of Sleeping Sleep
of Frost Biting Frost Bite of Sparking Sparks
of the GODS! Divine Intervention of Star Bursts Star Burst
of Half for Me Half for Me of Storms Elemental Storm
of Heroism Heroism of Stone to Flesh Stone to Flesh
of Holy Bonuses Holy Bonus of Teleportation Teleport
of Holy Words Holy Word of Undead Turning Turn Undead
of Identification Identify Monster of Vaccination Cure Disease
of Immobilization Immobilize of Water Walking Walk on Water

Where you find keys to dungeons and which dungeon each key opens up
What key it is
Where you find it
Location
Which dungeon that key opens up
Green Eyeball Key
Cyclops Cavern
x=23 y=23
Halls of Insanity
Red Warriors Key
Cyclops Cavern
x=14 y=17
Dark Warriors Keep
Gold Master Key
Magic Cavern
x=26 y=3
Maze From Hell
Blue Unholy Key
Arachnoid Cavern
x=9 y=21
Cathedral of Carnage
Yellow Fortress Key
Arachnoid Cavern
x=3 y=1
Fortress of Fear
Black Terror Key
Cursed Cold Cavern
x=2 y=24
Tomb of Terror

Where you find ‘Hologram Sequencing Card’s
Which Card
Where
Location
Hologram Sequencing Card #1
Fortress of Fear
x=27 y=11
Hologram Sequencing Card #2
Halls of Insanity
x=8 y=28
Hologram Sequencing Card #3
Dark Warriors Keep
x=17 y=1
Hologram Sequencing Card #4
Cathedral of Carnage
x=1 y=26
Hologram Sequencing Card #5
Tomb of Terror
x=18 y=2
Hologram Sequencing Card #6
Maze From Hell
x=27 y=23

Where you find other important items and achieve needed status'
What
Where
Location
Golden Pyramid Key Card
A4-West of Wildabar-on an isle
x=15 y=13
Interspacial Transport Box
Central Control Sector
x=14 y=14
Become an Ultimate Adventurer
Maze From Hell
x=14 y=19
Become a Crusader
Ancient Temple of Moo
x=29 y=15
Blue Priority Pass You get it from the king you give 11 King's Ultimate Power Orbs to
Become a Master of all skills*
Halls of Insanity
x=4 y=29
(*becoming a master of all skills isn't required but it helps a lot and is very handy and neat.)

Location of all of the 'King's Ultimate Power Orb's.
Halls of Insanity
Main Engine Sector
Maze From Hell
x=28  y=3
x=1  y=8
x=1  y=1
x=3  y=18
x=8  y=8
x=1  y=30

x=11  y=8
x=30  y=31
Dragon Cavern
x=14  y=8
x=19  y=19
x=2  y=1


x=27  y=5
Beta Engine Sector
Tomb of Terror
x=21  y=5
x=1  y=15
x=12  y=6
x=13  y=3
x=1  y=7
x=12  y=2

x=10  y=1

Dark Warrior Keep
x=14  y=7
Cathedral of Carnage
x=30  y=1

x=25  y=17
x=30  y=2
Alpha Engine Sector
x=25  y=15

x=0  y=14

Aft Storage Sector
x=15  y=9

x=1  y=12
x=0  y=4

x=1  y=14
x=15  y=1

x=14  y=8



Miscellaneous Information
Back to top

Where the Pirate Queen is at/located
   She is at only these four spots.  An easy way to avoid her is to stay right next to fire island.  If you are right next to and stay up on the edge around the corner of fire island, you will avoid her.
All of these locations are in sector D2.
   -x=14 y=10
   -x=13 y=13
   -x=9 y=14
   -x=11 y=12
map of where the pirate queen is
Locations of all the Greek Brothers
The Greek Brothers each give you information on where and how to get Sea Shells of Serenity.  They will only talk to you if you talk to them in order.
Order
Name
Located at/in
Coordinates
1st
Alpha
Baywatch
x=11 y=14
2nd
Beta
Baywatch Cavern
x=15 y=9
3rd
Gamma
Wildabar
x=8 y=1
4th
Delta
Wildabar Cavern
x=15 y=12
5th
Zeta
Arachnoid Cavern
x=6 y=16

Entrances to the Arena
   -Go to a mirror portal and say/type 'arena'
   -Aft Storage Sector - x=9 y=6
   -In Castle Blackwind, there’s 4 'tide' or 'whirl pool'(s) that takes you to it.  Their coordinates are:
       -x=15 y=14   x=10 y=7
       -x=5 y=0       x=4 y=9
   -In sector D2 there's a whirlpool at x=3 y=14, in the water just north of fire island

Guide for the ‘Interspacial Transport Box’
   The Interspacial Transport Box is a very handy item-it can basically take you anywhere in the game.  When you use it, it will ask you which 'map' you would like to go to.  The chart below will tell you where/what each 'map' is.
1-Fountain Head
33-Blackwind Dungeon
2-Baywatch
34-Alpha Engine Sector (on 'earth' isle)
3-Wildabar
35-Main Engine Sector (in Swamp land)
4-Swamp Town
36-Beta Engine Sector (on 'air' isle)
5-Blistering Heights
37-Aft Storage Sector (no outside access)
6-Fountain Head Cavern
38-Central Control Sector (on Fire isle)
7-Baywatch Cavern
39-Forward Storage Sector (near Baywatch)
8-Wildabar Cavern
40-Can’t go to (probably the Arena)
9-Swamp Town Cavern
41-1 space south of Fountain Head (A1)
10-Blistering Heights Cavern
42-1 space west of Baywatch (A2)
11-Cyclops Cavern
43-Southwest of Baywatch (A3)
12-Arachnoid Cavern
44-On path to Wildabar (A4)
13-Cursed Cold Cavern
45-East of Fountain Head (B1)
14-Dragon Cavern
46-West of the Fortress of Fear (B2)
15-The Magic Cavern
47-North of Castle Blood Reign (B3)
16-Ancient Temple of Moo
48-1 space north of Wildabar (B4)
17-Slithercult Stronghold
49-Cyclops Island (C1)
18-Fortress of Fear
50-West of Blistering Heights (C2)
19-Halls of Insanity
51-Fire Isle, south of Central Control Sector (C3)
20-Dark Warriors Keep
52-On Isle with Castle Greywind (C4)
21-Cathedral of Carnage
53-On Isle with Cursed Cold Cavern (D1)
22-Tomb of Terror
54-1 space north of Blistering Heights (D2)
23-The Maze From Hell
55-1 space west of Blistering Heights (D3)
24-Can’t go to (probably Castle Whiteshield)
56-On Isle between Castle Greywind & Blackwind (D4)
25-Can’t go to (probably Castle Blood Reign)
57-East of Castle Dragon Tooth (E1)
26-Can’t go to (probably Castle Dragon Tooth)
58-2 spaces west of Swamp Town (E2)
27-Castle Greywind
59-3 spaces south of Swamp Town (E3)
28-Castle Blackwind
60-East of The Magic Cavern (E4)
29-Can’t go to (probably Whiteshield Dungeon)
61-South of Beta Engine Sector & Dragon Cavern (F1)
30-Can’t go to (probably Blood Reign Dungeon)
62-Most northeast parts of Swamp land (F2)
31-Can’t go to (probably Dragon Tooth Dungeon)
63-Most southeast parts of Swamp land (F3)
32-Greywind Dungeon
64-North of Alpha Engine Sector-on 'earth' isle (F4)

If you have anything that you would like to add or correct on this site, let me know by sending me an e-mail.
The Llillking    E-mail: thellillking@yahoo.com
Back to top
Need help?  Feel free to send me an e-mail. 
Links    |    World Map
1