3_Cluebook

download 3_Cluebook

of 121

Transcript of 3_Cluebook

  • 7/28/2019 3_Cluebook

    1/121

    Secrets of the Isles 3

    Table of Contents

    Maps...................................................................................... 4Towns ............................................................................ 4

    Castles ......................................................................... 26

    Dungeons .................................................................... 48

    Caverns........................................................................ 66Outdoors...................................................................... 78Beneath the Pyramids ............................................... 128

    Monsters ............................................................................ 144

    Monster Index ........................................................... 146

    Monster Descriptions ................................................ 147

    Spells ................................................................................. 170Clerical Spell Reference............................................. 173

    Sorcerer Spell Reference............................................ 174Druid Spell Reference................................................ 175

    Spell Descriptions...................................................... 176

    Items.................................................................................. 196Elements....................................................................200Metals........................................................................ 202

    Attributes................................................................... 203

    Items..........................................................................206Special Abilities ......................................................... 209

    Special Items ............................................................. 211Key Cards.......................................................... 211

    Keys................................................................... 211

    Quest I tems....................................................... 212Miscellaneous Artifacts ..................................... 212

    Clues and H ints ................................................................. 214

    Map Locations........................................................... 216Spell Scroll Locations ................................................ 217

    Statistics Modifier Locations ..................................... 220

    Awards.......................................................................226Kings U ltimate Power Orbs ...................................... 229

    Hologram Sequencing Cards..................................... 229

    Hirelings .................................................................... 230Passwords.................................................................. 232

    Super Clues ............................................................... 236

    Races and Character Classes .................................... 237Secondary Skil ls ........................................................ 238

    How to Win ............................................................... 239

    2 Might and Magic III

    1991 New World Computing, Inc.First Edition

    The Writings and Maps found in this book are copyrighted. All rights are reserved.This book may not be copied, photographed, reproduced, translated, or reduced toany electrical medium or machine-readable form, in whole or in part, without theprior written consent of New World Computing, Inc. New World Computing, Inc.

    further reserves the right to make changes to the product described in this book atany time without notice.

    Might and Magic III, Secrets of the Isles

    Credits

    Might and Magic Created by Jon Van Caneghem

    Secrets of the Isles written by Ron Bolinger

    Illustrations by April Lee

    Cover Art by Focus on Design, Inc.

    Layout and Design by Ron BolingerDouglas Grounds

    Production by Scott McDaniel

    Special Thanks to Benjamin BentMark Caldwell

    David HathawayPaul Rattner

    Scott T. SmithAllen Treschler

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

    New World Computing, Inc.600 Galveston Dr.Redwood City, California 94063

    Technical Support: (650) 261-3454

  • 7/28/2019 3_Cluebook

    2/121

    Secrets of the Isles 5

    Towns

    Great walled towns were built to provideshelter and protection from the outside

    wilderness and be a place of haven for those

    adventurers who travelled across the new

    land and tried to tame and conquer its

    growing life. They were exciting times of

    adventure and bravery, but there was a

    need for places of healing and trading and

    training, so in the towns were raised

    dwellings where all the services an

    adventurer needed could be received.

    - Corak the Mysterious

    Towns

  • 7/28/2019 3_Cluebook

    3/121

    TownsTowns

    Fountain Head

    Secrets of the Isles 76 Might and Magic III

    The Town of Fountain Head

    In the days following the creation of Fountain Head Morphosewas summoned to be its protector, but the Rat Overlordcaptured him and locked him in a magical cell, allowing the

    Moose Rats to run free in the town along with their allies thattake shape from the green ooze. Morphose must be freed tolift the curse of ooze.

    Forty Winks (Inn)Fens Fineries(Blacksmith)

    Training Grounds(Training)Lonely Hearth (Tavern)

    Temple Greenleaf(Temple)

    Ravens Guild (Guild)Zahabs Vaults (Bank)Pit Down to the cavernMirror PortalOdd JobsSkull MiserStorehouse

    Pegee the Apprentice,who youllfind soliciting outside theBlacksmiths shop, is a poorapprentice struggling to make hisway through Sorcerers training.

    Help him and hell put in a goodword for you at Ravens Guild.

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

    services rendered. Look for thesign Odd Jobs.

    Cypher the Chart Makeroffersan invaluable skill to theadventurer on the go who doesnthave time to render with pen andink. For a nominal fee, Cypher

    will teach Cartography to amember of your party. Find himalong the northern wall.

    Kranion, Priest of the Five Forces,

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

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

    Bubble ManHP 15 Experience 750 AC 0Speed 15 Attacks 1 Damage 1- 6

    Range Attack YesDamage Type Magic

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

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

  • 7/28/2019 3_Cluebook

    4/121

    TownsTowns

    Secrets of the Isles 98 Might and Magic III

    Fountain Head Cavern

    Fountain Head Cavern

    The builders of Fountain Head stored their riches insidebarrels in this cavern, and constructed pendulums to guardthem. Enchanted altars monitor the passageways and sell

    skills that are most helpful to those who would dare leave thetown walls.

    Strange spirits inhabit the altarsthat lie hidden in the walls of thiscavern. Spirits that possess thepower to grant abilities necessaryfor successful adventuring. Paytheir fee and these spirits willbestow their abilities upon youlike vestments of battle, for the

    creators of Fountain Headordained the altars as a benefit toany who wished to leave the townwalls and expand the influenceof humanity across the chaoticface of post-Elemental-War Terra.

    The altar of Eber lies in thenortheast chamber of the cavern.It offers a skill that will makeknown the way to hiddentreasures and secret chambers.Possessors of this skill will know

    when a thin wall lies before themand be able to bash their way tofortune.

    The altar of Yuudesits in thecaverns westernmost chamber.It possesses the power of extrasight, providing forewarning ofunseen dangers and perils fromroaming monsters who wouldseek your demise.

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

    The altar of Sufestands along theeastern wall. I t makes known thesecrets of swimming, releasingthe obstacle of shallow water.

    There are times when the safestpath lies in the shallow blue,where creatures seldom dare totread. But beware, for not allbringers of death fear the ripplingtide.

    There is one other altar that stands

    guard to the deepest corridors ofthe cavern. Beyond this sentinellies the secret chambers andpassages that house the mysteriesof Fountain Heads curse. Noriddle does it give, but a simplequestion, the answer to which isonly known by one man in all of

    Terra.

    GoblinHP 10 Experience 400 AC 3Speed 14 Attacks 1 Damage 3 - 9

    Range Attack YesDamage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    5/121

    TownsTowns

    Baywatch

    Secrets of the Isles 1110 Might and Magic III

    The Town of Baywatch

    One dark day thunder shook the town of Baywatch andtransformed it from a successful seaport into a haven for theundead. Large cracks appeared in the ground that were later

    called the Unholy Pits. No one knows the reason for thiscurse, but it is said a wealth of gold and possessions is to behad by any brave enough to descend into the pits.

    Captains Quarters (Inn)The Ships Store(Blacksmith)

    The Yardarm(Training)

    The Galley (Tavern)Temple Mandrake(Temple)

    Albatross Guild (Guild)Pit to cavernMirror Portal

    The SewersTravel TownGreek HouseUnholy Hall

    Chozan the Seerhas studied formany years under guidance fromthe Masters of Albatross Guild.For a portion of gold he will scribethe mark of the Albatross into

    your aura, allowing access to theGuilds vast library ofincantations.

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

    Derek the Explorer has spentmany years wandering Evil EyeForest and charting the swampyisle. His mastery at Pathfinding isuncontested across the lands of

    Terra. Seek him out in the GreekHouse and he will teach you hisskill for a handsome fee.

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

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

    fortunate endeavor.

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

    GhoulHP 100 Experience 16,000 AC 15Speed 16 Attacks 4 Damage 3 - 18

    Range Attack N oDamage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    6/121

    TownsTowns

    Secrets of the Isles 1312 Might and Magic III

    Baywatch Cavern

    Baywatch Cavern

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

    Shackled prisoners,or rather thedangling bones of shackledprisoners, decorate the walls ofthis haunted cavern. Hung inhaste and quickly abandoned bytheir captors who feared thePhantom that roams thecorridors, great riches hang with

    the bones, waiting for one braveenough (or perhaps foolishenough) to claim them.

    Darlana, a Cleric last seenwandering alone into the Ancient

    Temple of Moo, is said to behanging in a special chamber inthe southeast corner of the cavern.One never knows when thehealing magic of a cleric will beneeded in quests for glory. I f stillalive, she may offer help to those

    who release her.

    Sir Galant, who failed theinitiation to join the DarkWarriors Keep, is held bound inshackles next to Darlana. Hisfailing was unalterable honestyand loyalty. He was quite literallytoo good for the evil band thatresides in the Keep. Free him and

    he will join your party and takepart in your quests.

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

    Bubble ManHP 15 Experience 750 AC 0Speed 15 Attacks 1 Damage 1- 6

    Range Attack YesDamage Type Magic

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

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

  • 7/28/2019 3_Cluebook

    7/121

    TownsTowns

    Wildabar

    Secrets of the Isles 1514 Might and Magic III

    The Town of Wildabar

    Gate House (Inn)The Armory (Blacksmith)The Battlements(Training)

    The Round Table(Tavern)

    Temple Bloodroot(Temple)

    Falcons Guild (Guild)Pit to cavernMirror PortalSparing GroundsDark WayShoamans M agicariumShoron the SailorBattle TrainingNinja Cult

    Kelzenwas a great warrior in thebattle to drive the gargoyles from

    Thorn Blossom Orchard. With

    the glory days of the battle behindhim, Kelzen has settled to trainingothers in his special skill . He hasset up a small training area in theroom marked Battle Training.

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

    Kelzen. Tsabus method oftraining strengthens the body andtoughens the skin.

    Shoron the Sailorhas sailed theGreat Sea on many a twistingcourse. Long ago in his travels hediscovered a magic compass that

    has guided his vessel on manyvoyages. Placing gold on thecompass pointer will make anyadventurer an expert Navigator.Search the Distant Shores.

    Shoaman the Necromancerhasdevoted his studies to the darkerside of the magical arts, andFalcons Guild has reluctantlyaided him. Visit ShoamansMagicarium and perhaps he willgrant you membership to the

    guild.

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

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

    Mad DwarfHP 75 Experience 2,500 AC 10Speed 16 Attacks 1 Damage 4 - 20

    Range Attack N oDamage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    8/121

    TownsTowns

    Secrets of the Isles 1716 Might and Magic III

    Wildabar Cavern

    Wildabar Cavern

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

    a caged Ogre is an angry Ogre.

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

    Cavern. Searching all barrels mayuncover unfortunate prisonerswith much to offer their rescuer.

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

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

    Lone Wolf is an accomplishedand skillful Ranger with animpressive book of spells (she

    has already earned membershipto four of the five mage guilds).Though she finds greatest peaceby herself, she will offer herservices and loyalty to those whohelp her escape from dangeroussituations.

    Wartowsan, member of theSwamp Town Ninja clan, wassent to join and spy on theWildabar clan. He was quicklydiscovered and captured, and it

    is believed he was traded to theWicked Witches for a barrel oftheir enchanted brew. ThoughWartowsan is a follower of theevil ways, his Ninja training hastaught him to keep debts in order.If you find and release him, hewill surely offer to help your party.

    OgreHP 60 Experience 2,500 AC 10Speed 15 Attacks 1 Damage 2 - 32

    Range Attack YesDamage Type Physical

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

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

    The Ogres that could not be driven from Locust Grove werecaptured by the Dwarves and placed in cells, where they arewatched by the witches who use this cavern as a brewery.From here, the witches barrel their brew and send it to their

    coven in the Frozen Isles. But witches have been known tosmuggle captured adventurers to their coven to use assacrifices, so search the barrels for friends in need of help.

  • 7/28/2019 3_Cluebook

    9/121

    TownsTowns

    Swamp Town

    Secrets of the Isles 1918 Might and Magic III

    The Town of Swamp Town

    Lions Crest Inn (Inn)Smithys Shoppe(Blacksmith)Village View Training(Training)Silver Stein (Tavern)

    Temple Moonshadow

    (Temple)Buzzards Guild (Guild)Pit to cavernMirror PortalFunerary Grounds

    Statues of great warriorsstandin prominent positions in the threegreat squares of Swamp Town.

    Yad and Yud were the foundersof Swamp Town; two brotherswho were among the first to tryand civilize the swamplands.

    Though the boglands be far fromcivilized, at least there is a place

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

    Tombstones and grave markers

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

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

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

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

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

  • 7/28/2019 3_Cluebook

    10/121

    TownsTowns

    Secrets of the Isles 2120 Might and Magic III

    Swamp Town Cavern

    Swamp Town Cavern

    The southern parts of this cavern have come to be known asthe Spirals of Age, for the Phantoms that stalk these winding

    corridors will transform a youthful adventurer into anenfeebled hulk. Reapers lie at the end of the spirals, but to

    get to them you must first defeat the grotesque mistresses ofdeath.

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

    The altar of Karnen, goddess of

    suffrage, lies deep in the Spiralsof Age, guarded by a Reaper andhis Phantom allies. Adventurerswho survive to bathe in the altarssteel-blue light walk away withgreater endurance.

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

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

    guild membership.

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

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

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

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

  • 7/28/2019 3_Cluebook

    11/121

    TownsTowns

    Blistering Heights

    Secrets of the Isles 2322 Might and Magic III

    The Town of Blistering Heights

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

    Restless Knight (Inn)Farragos Forge(Blacksmith)

    The Coliseum (Training )Verdant Spirits (Tavern)

    Temple Nightwing(Temple)Eagles Guild (Guild)

    Pit to cavernMirror PortalThe KennelDemon H.Q.

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

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

    Ornean the Warlock,who can befound within the walls of the

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

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

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

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

  • 7/28/2019 3_Cluebook

    12/121

    Secrets of the Isles 2524 Might and Magic III

    Blistering Heights Cavern

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

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

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

    Altars of protection, built andenchanted by Blistering Heightsmagical creators, sit in thechambers created by the feet ofthe great spider-beast this cavernwas formed around. The ancientand powerful magic housed in

    these altars provides a party withprotection from fire and cold,

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

    task of protecting and preservingthe purity of ancient magic.

    TownsTowns

    Blistering Heights Cavern

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

  • 7/28/2019 3_Cluebook

    13/121

    Secrets of the Isles 27

    Castles

    Castles

    But with the fortresses of Greywind the

    Illusionist and Blackwind the Spellbinder

    in ruins, three master warriors divided the

    isles among themselves. Great and steadfast

    keeps they erected to house their thrones

    and shrines. A war soon raged between

    them, for the heart of each King was led by

    a different of the three alignments of men.

    The bloody battle came to be known as the

    War of the Alignments and ended in nothing

    but a gruesome stalemate.

    - Corak the Mysterious

  • 7/28/2019 3_Cluebook

    14/121

    CastlesCastles

    Castle Whiteshield

    Secrets of the Isles 2928 Might and Magic III

    Castle Whiteshield

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

    Praythos, protector of the relics,sits at his throne along the easternwall of the castle where he awaitsthe return of Ancient Artifacts ofGood. Scattered throughout theisles are artifacts of Good, Neutral

    and Evil that were taken as bootyduring the great war of thealignments. These artifacts holdno other power than their ability

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

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

    Dark chests of crystallineconstruction contain the collectedtreasure of King Zealot, but thechests are sealed by a spell castin desperation by Mad Dwarvesbefore their attack on Whiteshield

    was thwarted. The countersign tothe spell is believed to be in thedungeon below this castle.

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

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

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

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

  • 7/28/2019 3_Cluebook

    15/121

    CastlesCastles

    Secrets of the Isles 3130 Might and Magic III

    Whiteshield Dungeon

    Whiteshield Dungeon

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

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

    King Zealots Divine Elixir is apowerful concoction that grants

    super abilities to an adventurerthat drinks it. The elixir can

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

    Swinging pendulumsguard theentrances to the chambers of thisdungeon, offering pain andsuffering to those who try to helpthe Kings prisoners. The roomsof Whiteshield Dungeon must besearched to find the Dwarvessong and the Divine Elixir, andthe pendulums stand as an

    obstacle to be overcome.

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

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

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

  • 7/28/2019 3_Cluebook

    16/121

    CastlesCastles

    Castle Blood Reign

    Secrets of the Isles 3332 Might and Magic III

    Castle Blood Reign

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

    Tumult will greatly reward thosewho bring him Power Orbs.

    Chathos is the keeper of theshrine. I t has become his task torecover the Ancient Artifacts ofNeutrality that were stolen during

    the great war of the alignments. Avery generous reward is offeredby Chathos to anyone who bringshim an artifact, and it isunderstood that the reward iseven more generous to charactersof the Neutral persuasion.

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

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

    Pits of blood are concealedbehind false walls along thesouthernmost castle walls. Theyare the pits of the Blood ofConquest, the Blood of Sacrifice,the Blood of War, and the Bloodof Slaughter. Submersed in the

    depths of the pits of blood areAncient Artifacts of Good andEvil, kept out of spite from theother Kings. Woe shall befall hewho enters the depths of the pits,but reward in experience shall behis who emerges.

    Tumult, King Chaotic, rules from his throne in Castle BloodReign. It is he who hired the Dwarves of Wildabar to attackCastle Whiteshield. Once pillaged by the Ogres of Locust

    Grove, Tumults castle is now beset with Trolls that weredriven from the Valley of the Trolls when the fleeing Ogressettled there.

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

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

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

  • 7/28/2019 3_Cluebook

    17/121

    CastlesCastles

    Secrets of the Isles 3534 Might and Magic III

    Blood Reign Dungeon

    Blood Reign Dungeon

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

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

    Rotting corpses of shackled

    prisonershang from the walls ofthe dungeon. The dead prisonerswere once a band of Robbers thathad discovered the answer to theriddle that guards the Kingstreasure. The Robbers plundered

    the Kings crystal chests but werecaptured by the Sorcerers thatprotect the treasure andimprisoned here where they hunguntil they perished. Written inblood by their dying hands, theRobbers left clues to the riddlesanswer.

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

    himself more as a bounty hunter,always hunting someone elsesbounty. He was last seen skulkingaround Wildabar where the NinjaClan did not appreciate hispresence. It is believed that hewas captured by them and sent tothe Sonic Ninja that live in thisdungeon for career counseling.

    Taking into consideration thereputation of the Sonic Ninja,Son of Abu will be more thangrateful to the party that rescueshim.

    Charity, a Paladin undercommand of King Zealot, isimprisoned with Son of Abu inthe southeast chamber of BloodReign Dungeon. She was sent ona covert mission to search the

    remains of the imprisonedRobbers and decipher the answerto the riddle that guards King

    Tumults treasure. After claimingthe treasure in the name of allthat is good, Charity was to makeher getaway and return to CastleWhiteshield. N eedless to say, theplan failed and King Zealot deniedinvolvement. Left to her owndevices, Charity would faithfullyserve her rescuers.

    DraconiHP 125 Experience 20,000 AC 10Speed 20 Attacks 2 Damage 3 - 60Range Attack N o

    Damage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    18/121

    CastlesCastles

    Castle Dragontooth

    Secrets of the Isles 3736 Might and Magic III

    Castle Dragontooth

    Malefactor, King M alicious,

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

    Pathoshas been charged by KingMalefactor to fill the castlesshrine with the Ancient Artifactsof Evil that were taken during thegreat war of the alignments.Malefactor feels that having these

    relics in their proper place willstrengthen the resolve of hisarmies and secure his evilinfluence a greater hold over thepeople of Terra. Pathos isauthorized to amply rewardadventurers who bring himartifacts, and even more so if theadventurer be of evil alignment.

    Bubbling pits of acid in thenorthern chamber of Castle

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

    M onstrous statues stand inremembrance of the war to drivethe Werewolves from SerpentWood. Many of Malefactorswarriors died fighting theWerewolves and it is widelybelieved the war wasunnecessary, but Malefactor wasmotivated to drive them from his

    island and spared no expense indoing so. When hostilitiesbetween the alignments wasrekindled, King Malefactor usedthe inscriptions on the statues tomake a magical barrier to guardthe entrance to the castlesdungeon where Wicked Witchesbrew powerful ale to help advancehis schemes.

    Castle Dragontooth is a veritable haven for followers of theevil way. Malefactor, King Malicious (often called King

    Insane by those who know him), will lower his drawbridge forany crusader who offers to help in his plot to control the

    people of Terra. Those who oppose him, and find themselvesunlucky enough be within his castle walls, are thrown intothe pits of acid in the northernmost chamber.

    Castle GuardHP 75 Experience 10,000 AC 10Speed 12 Attacks 1 Damage 2 - 80Range Attack N o

    Damage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    19/121

    CastlesCastles

    Secrets of the Isles 3938 Might and Magic III

    Dragontooth Dugeon

    Dragontooth Dungeon

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

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

    Old, discarded cauldronssit inthe corners of this dungeon wherethey have watched the passing ofmany years. Though it has been a

    long time since these cauldronsserved as receptacles for themagical formulas of KingMalefactors Witches, they still

    play a part in the Castlesdefenses. In their bowels arewritten clues, telling of the wordthat must be spoken to open theKings treasure chests. Seek outthese clues if you desire the Kingsfortune, but beware the WickedWitches that wander the halls,lest their curses fall upon you.

    Metal safesburied in the dungeonfloor are used by the WickedWitches to store their commissionfrom King Malefactor. The Kingpays well for his potions andelixirs. Be warned, however, thatthe Witches have devised a snareto confound plunderers. The safesthat hold their hoards of gold aresurrounded by empty, enchantedvaults. When opened, these traps

    summon a ghostly servant fromthe spirit realm to guard thecorridors and hinder yourprogress through the dungeon.

    GhostHP 100 Experience 32,000 AC 13Speed 25 Attacks 1 Damage 10 - 100Range Attack N o

    Damage Type Energy

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

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

  • 7/28/2019 3_Cluebook

    20/121

    CastlesCastles

    Castle Greywind

    Secrets of the Isles 4140 Might and Magic III

    Castle Greywind

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

    from his curse.

    The spir it of Greywi nd the

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

    There are three thrones withinthe castles crumbling walls thatare believed to possess powerfulmagic a magic that will work

    only on the day Greywind theIllusionist was wed to theMermaid Anathema.

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

    adventurer, advanced in all theproperties of body and mind.

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

    The Throne of Great Richesalsosits in a chamber along the westwall. During the change to theharvest season the people ofBaywatch held a festival. Lotswere drawn and the possesser ofthe winning docket travelled toCastle Greywind and sat in the

    Throne of Great Riches. Thereward was a wealth of gold andgems. It has been many years

    since such celebrations tookplace.

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

    DinosaurHP 500 Experience 80,000 AC 10Speed 12 Attacks 2 Damage 5 - 500Range Attack N o

    Damage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    21/121

    CastlesCastles

    Secrets of the Isles 4342 Might and Magic III

    Greywind Dungeon

    Greywind Dungeon

    The Sands of Oolamwere usedby Greywind the Illusionist tomonitor the passing of time.Oolam was an ancient mystic withthe power to walk through timeas if walking through the halls ofa cavern. He presented Greywindwith the sands as a gift on hiswedding day. Greywind used thesand to make four centuryglasseswhich he put in the corners of thisdungeon. Though he could notwalk through time like Oolam,Greywind could open windowsby turning the centuryglassesover in different combinations,allowing him to see forward andbackward through the history of

    Terra. Those who were close tohim said the Illusionist emergedfrom the dungeon late one night

    after looking further back in timethan he had ever attemptedbefore. What he saw troubledhim so much that he never spoketo anyone again.

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

    Gleaming mounds of treasurelieon the dungeon floor, but thinktwice before leaping into theirgolden arms. Greywind wasknown as the Illusionist for good

    reasons. Much of the gold thatappears on the floor is but a trapto steal riches from the greedy.

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

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

    Serpents roam the vast emptiness of Greywind Dungeon,and remnants of former days of glory have remaineduntouched for years. The sands of Oolam have all run down,

    and the Victory Gong, once rung to welcome home victoriousarmies, has remained silent as death for decades.

  • 7/28/2019 3_Cluebook

    22/121

    CastlesCastles

    Castle Blackwind

    Secrets of the Isles 4544 Might and Magic III

    Castle Blackwind

    Once a great fortress, Castle Blackwind now sinks furtherand further into ruin. Blackwind the Spellbinder once ruledthe eastern isles from this manor, but his spirit is now trappedin the rubble by a curse from his neighbor to the west. Only

    one who is still among the living can work the counter spellto release him.

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

    the mystery of the Isles of Terra.

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

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

    They were sadly mistaken.

    The Throne of the Golden Anvil

    sits in the southeast corner of thecastle. Sit on the throne on theproper day and be rewarded withmighty items of war.

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

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

    DinosaurHP 500 Experience 80,000 AC 10Speed 12 Attacks 2 Damage 5 - 500Range Attack N o

    Damage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    23/121

    CastlesCastles

    Secrets of the Isles 4746 Might and Magic III

    Blackwind Dungeon

    Blackwind Dungeon

    The statue of Hamon Othreute

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

    The statue of Tempest Storm

    proudly stands in the dungeonssouthwest corner, so full of the

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

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

    Once the domain of Hamon Othreute, warlord of CastleBlackwind, this dungeon has remained deserted for manyyears. Nothing living has ventured into the depths of the

    dungeon since a strange magic fell upon its halls, causinggreat confusion to any who stray from an unseen path.

  • 7/28/2019 3_Cluebook

    24/121

    Secrets of the Isles 49

    Dungeons

    Dungeons

    Make you strong places to dwell and

    practice the evil of your arts. Build great

    monuments to stand through the ages and

    remind your followers of the task with which

    you have been charged. Use these halls of

    iniquity to perpetrate your schemes against

    the infestation that has taken the fields and

    lakes of this land from you, their rightful

    masters. Never forget the hatred that must

    finally overcome and consume mankind.

    Dwell in your dungeons and brood.

    - Sheltem the Dark

  • 7/28/2019 3_Cluebook

    25/121

    DungeonsDungeons

    The Ancient Temple of Moo

    Secrets of the Isles 5150 Might and Magic III

    The Ancient Temple of Moo

    The halls of the Ancient Temple of Moo are filled withundead warriors that were once glory seekers come to witnessthe statue of Fire Mane, mascot of Moo. (The statue is saidto transform wanderers into crusaders.) The bones of those

    strong enough to resist the re-animating magic of the Clericof Moo litter the floor.

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

    The statue of the mighty lionessFire Manestands proudly in thedungeons eastern chamber. FireMane has been the central figureof adoration in the Moo cult formany years, and is fiercely

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

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

    jump.

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

    Damage Type Electric

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

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

  • 7/28/2019 3_Cluebook

    26/121

    DungeonsDungeons

    Secrets of the Isles 5352 Might and Magic III

    Slithercult Stronghold

    Slithercult Stronghold

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

    eat Quatloos.

    Yellow poolssurge in holesduglong ago in the dungeon floor.

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

    Carved heads of marblestandguard in the SlithercultStronghold. Every thousandyears a Druid must be sacrificed.

    The spirits of the Druids enterthese marble heads and foreverhaunt the dungeon halls. Areceptacle has already been

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

    Three special oraclescan befound in a hidden room known asthe Slithercult Saloon. I f anadventurer feeds them Quatlooshe is rewarded by having hisattributes enhanced.

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

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

    Damage Type Fire

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

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

  • 7/28/2019 3_Cluebook

    27/121

    DungeonsDungeons

    Fortress of Fear

    Secrets of the Isles 5554 Might and Magic III

    Fortress of Fear

    The Mummy King hides in a secret vault deep within thewalls of the Fortress of Fear. His command over the dead isequalled only by that of the Vampire King. Face the MummyKing and defeat him, for he guards a special hologram card

    that is essential to solving the mystery that lies below theancient pyramids.

    Old leversextend from the floorof the Fortress of Fear. They arepart of a mechanism that runs thefull length of the dungeon, createdby masters of ancient times.Granite altars formed in thelikeness of the Ancients and shaftsof electricity are arranged in apattern in the dungeons center

    chamber. Pull the levers to changethe pattern, for when the patternis correct new discovery is closeat hand. But never forget thedangers that lie in the unknown.

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

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

    Wooden coffins lie in thechambers of this dungeon, servingas grim reminder of the reason forits name. The foul stench of death

    visibly seeps through the planksof the coffins, arousing the spiritof the Mummy King who keepshis macabre throne in a chamberhidden deep within the walls.Search the coffins with theunderstanding there is greatdanger of encountering theMummy K ings gruesomesubjects.

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

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

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

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

  • 7/28/2019 3_Cluebook

    28/121

    DungeonsDungeons

    Secrets of the Isles 5756 Might and Magic III

    Halls of Insanity

    Fierce statues of lionsstand inthe chambers of the Halls ofInsanity. Three guard theentrances to the Blink ofDestruction, the Well of Tears,and the Eyes of Eternity. Answertheir riddles and the way to themysteries of this dungeon will bea little less perilous. Two other

    statues occupy the room in thenortheast chamber, beyond theWell of Tears. They speak of thesecret location of the Eye Masterstreasure.

    The statue of Golden Mane,mascot of the ten heroes of old,stands in the northwest chamberof the dungeon, beyond the Blinkof Destruction. When the tenheroes defeated the Elemental

    Lords and ended the war, they setout to train the people of Terra inthe skills necessary for survival.

    The statue of Golden Mane was

    bestowed with the power to grantall the known skills to anyonewho placed 100,000 gold piecesinto the lions mouth. Once, whenthe statue was filled with gold,the Eye Master happened uponit. He was so overtaken by greedhe stole the statue and brought itto his private chamber. The gold

    was emptied and hidden in asecret room deep inside thedungeons walls. Though nonehave survived the Eye Mastersminions to reach the statue, it isbelieved to still possess the powerto grant an adventurer all theskills.

    Ornate boxes engraved withforgotten languages hold thepossessions of the Eye Master

    and his servants. Search themout to find the treasureaccumulated by these evilrefugees from the realm of the AllSeeing.

    Halls of Insanity

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

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

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

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

    The Eye Master lurks deep within the Halls of Insanity,where his minions guard three powerful objects believed tobring luck and fortune. A series of false walls hide the objects,

    and the Eye Master stands ready to challenge any who seekto plunder his valuables.

  • 7/28/2019 3_Cluebook

    29/121

    DungeonsDungeons

    Dark Warriors Keep

    Secrets of the Isles 5958 Might and Magic III

    Many battles were fought inattempts to tame the lands of

    Terra and make them safe. Inthose violent days special honorwas given to the noble steeds thatvaliantly carried warriors into theface of death. Statues were erectedin their honor, inscribed withdetails of the battles they

    witnessed.

    The statue of Fortunes Bane

    stands in the center of the entrychamber, serving as warning toany who idly enter this DarkWarriors Keep.

    The statue of Fire Hoodstands inthe northwest chamber of thedungeon. Fire Hood led sixteenRed Knights on a doomed war to

    take the Isle of Fire from theDemons that still claim it as theirown.

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

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

    The statue of Desert Breezestandsin the northeast corner of thedungeon. Desert Breeze led twohundred Yellow Soldiers to fight

    the Minotaur King.

    The statue of Phantom Sorrow

    stands in the eastern chamber.He led seventy-three GreyPaladins in a siege against CastleBlackwind.

    The statue of Shadow Grave

    stands in the southeast chamber.She carried two Black Warriorsthrough the gates of Castle

    Greywind.

    The statue of Ivory Billowsstandsalong the southern wall, guardingthe Top Jousters Ultimate PowerOrbs.

    Shackled skeletonshang from thedungeons walls, their boneyfingers clinging to scrolls made ofthe hides from various beasts.

    For many ages evil warriors have used this dungeon as theirhideaway. Even the Dwarves that escaped defeat at CastleWhiteshield fled here. All that is required for sanction is todo the bidding of the Top Jouster, who guards two Ultimate

    Power Orbs which he believes embue him with power over hisso-called subjects.

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

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

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

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

    Dark Warriors Keep

  • 7/28/2019 3_Cluebook

    30/121

    DungeonsDungeons

    Secrets of the Isles 6160 Might and Magic III

    Cathedral of Carnage

    M ystical altars speakadmonitions of the doom thatlies within the Cathedral ofCarnage. Lesser adventurerswould do wise to heed theirwarning for the Moo cult isstrongest in these walls.Inexperienced warriors often find

    themselves serving in the undeadarmy of the Moo cult.

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

    Gemstone altarsstanding in the

    room marked The Key hold themarkings necessary to solve themystery of this chamber. Great

    reward awaits the enterprisingadventurer with the intelligenceto solve the puzzle.

    Magical altars in the southeastchamber of the dungeon are usedto teach Moo cult initiates. Theypossess the secrets to the spells

    most often used by the cult.

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

    Mighty Moose Juice,on the otherhand, has been known to be ofgreat benefit to those braveenough to drink it. They often

    emerge with better understandingof their disciplines of study. Findthis brew in the cups that sit inthe southwest chamber.

    The Cathedral of Carnage is the center of the Moo Cult.Cruel and witless best describes the followers of Moo, for theyattempt without rest to tap into the power of the UltimatePower Orbs. It is the goal of the Priests to use the power of

    the orbs to control the minds of the people of Terra and turnthem all into their drones. Though they have made no gainstoward their goal, the Priests continue to perform cruelexperiments.

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

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

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

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

    Cathedral of Carnage

  • 7/28/2019 3_Cluebook

    31/121

    DungeonsDungeons

    Tomb of Terror

    62 Might and Magic III

    Tomb of Terror

    Talking heads carved from therocks of Phantom Peaks warn ofthe danger to those who enterthis Tomb of Terror. Thedungeons putrid halls are filledwith undead monsters of everydescription, all doingVonEmoshs bidding. The voicesthat reside in the carved heads

    once belonged to unwaryadventurers who wandered intothe halls of the Shadow Dwellers.

    Their bodies were torn apart andtheir spirits trapped in the stonealtars where they cry out awarning to all who enter thedomain of the Vampire King.

    Stone Tombshold the remains ofthe Shadow Dwellers, ancientbeasts so terrifying even the

    Dragon Lord was powerlessagainst them. Lash, Raaa,Blayde, Phyre, Poyson, Blude,Payne and Deeth were theirnames. Names that are still neverspoken aloud, for it was thespeaking of their names thatsummoned them, and oncesummoned, gruesome deathprevailed. Powerful weaponsused by the Shadow Dwellers are

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

    Four thrones sit in theMausoleum, VonEmoshs privatevault. They are enchanted with

    the magic of death, waiting tosteal the soul of the adventurerwho sits upon their crimsoncushions.

    The throne of the Mysteries of the

    Graveyard Earth. Cold like thegrave, surrounded by the smell ofmoldy earth.

    The throne of the Halo of theMidnight Moon. Unnerves the

    soul like a shadow following youthat is not your own.

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

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

    Secrets of the Isles 63

    Nestled in Phantom Peaks, the Tomb of Terror is the finalresting place of the ancient beasts known as the ShadowDwellers. A curse shall fall upon those who disturb theireternal slumber. VonEmosh, master of the walking dead,

    makes his home deep within this tomb. Any who would facethe Vampire King must first defeat his entire army of undeadsoldiers.

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

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

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

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

  • 7/28/2019 3_Cluebook

    32/121

    DungeonsDungeons

    Secrets of the Isles 6564 Might and Magic III

    The Maze from Hell

    The Maze from Hell

    Deep in Minotaur Marsh, the Maze from Hell is a verytricky catacomb. If not for the benevolent hand of Mr.Wizard, many an adventurer would have grown old in thislegendary labyrinth. You must find the statue of Water

    Mane in the center of the maze, and the Hologram Key Cardhidden in a crystalline box.

    The statue of Water Mane,fabledruler of the Great Sea, stands inthe center of the Maze from Hell.Water Mane was the ruler of theGreat Sea in a time when therewas no land to break up its depths.

    The civilization of Terra livedbeneath the waves in a coral city,until one day there was a

    tremendous storm that seemedto last forever and Water Maneskingdom was lost. When thestorm finally subsided the Isles of

    Terra were left floating in thewounded sea. This statue isperhaps the only remnant of thatlost civilization. Surviving theperils of the Maze from Hell tostand and drink from thefountains bowl is more than afeat of great adventuring, it is asymbolic journey to the forgotten

    past of Terra, the final rekindlingof a spirit that has all but vanishedfrom the heart of a world.

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

    Damage Type Magic

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

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

  • 7/28/2019 3_Cluebook

    33/121

    Secrets of the Isles 67

    Caverns

    Caverns

    And in the bubbling loam of the Elemental

    War, great chambers formed beneath the

    surface of the newly evolving land. Twisting

    passageways of earthen walls snaked into

    the heart of dark mountains. Within those

    hollow halls flocked all the loathsome beasts

    that sought refuge from the brightness of

    the outside world. There they waited for the

    turmoil on the surface to subside, and for

    their chance to reign terror across the land.

    - Corak the Mysterious

  • 7/28/2019 3_Cluebook

    34/121

    CavernsCaverns

    Cyclops Cavern

    Secrets of the Isles 6968 Might and Magic III

    Cyclops Cavern

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

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

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

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

    The bones of the unfortunatelitterthe floor of this dark cavern.Cyclopes possess a tremendous,ravenous appetite that provesmost dangerous to adventurerswho find themselves entering thecaverns mouth. But regardlessof the danger the fool-heartedstill come, for the Cyclopes have

    little use for the weapons anditems their dinner tends to carry.A party that is brave enough andstrong enough, and foolish aswell, can amass a nice store ofgoods by plundering the deadbones. There may even be spell

    books to read, carried in byunfortunate mages.

    Crimson pools of blooddrainedfrom the bodies of those who fellvictim to the appetite of theCyclopes can be foundthroughout the cavern. In theirdepths is pain and reward. Only

    the strong should search them forthey surge with electric energy,but there is much that can bepulled from the bottom. Somepools are even believed toenhance the attributes of life.

    This cavern is littered with the bones of unfortunateadventurers eaten by the Cyclops. There are many poolsfilled with the drained life-juices of these fallen warriors, and

    legend says the pools harbor strange powers. The CyclopsKing lives in the deepest and darkest chamber of the cavern.

  • 7/28/2019 3_Cluebook

    35/121

    CavernsCaverns

    Secrets of the Isles 7170 Might and Magic III

    Arachnoid Cavern

    Arachnoid Cavern

    Arachnoid Cavern opens out of the western face of theCrystal Mountains. The Gargoyles once had their shrine inthe corridors of this cave, before they were driven to the Landof the Gargoyles. Insects of all kinds now occupy the dark

    cave. Mages of all disciplines once came to this cavern totouch the power crystals that run under the mountains. Theirdecaying bones still litter the floor.

    Piled bonesof victims of the GiantSpiders that give this cavern itsname lie on the floor in the darkerrecesses of Arachnoid Cavern.Some are used for the grizzlypurpose of feeding the youngerspiders. It is in this way they gettheir taste for flesh. Many of theadventurers who wandered into

    this cavern were magic users,come in search of the PowerCrystals. If any spell books arestill intact, there may be spells tobe learned here.

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

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

    floor. These Power Crystals havedrawn mages here for centuries.

    They enhance the attributes ofthe mind necessary to master theuse and control of magic. Oncetouched the crystals powerdissipates, but there are ways ofrecharging their magic. LordMight holds the power to restore

    the drained crystals back to fullstrength.

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

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

    Dino BeetleHP 70 Experience 4,000 AC 10Speed 18 #Attacks 2 Damage 3 - 15Missile Attack No

    Damage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    36/121

    CavernsCaverns

    Cursed Cold Cavern

    Secrets of the Isles 7372 Might and Magic III

    Cursed Cold Cavern

    Witches cauldrons sit in thechilled chambers of Cursed ColdCavern, where strangeconcoctions are mixed and sentto other Witches or sold to Kingsand Mercenaries. The Witches ofthis coven specialize in Ales ofAdvancement and BeneficialBrews that offer protection from

    magic, but search carefully.Somewhere there is a diabolicaldrink that turns the years againstthe adventurer who gives it eventhe slightest touch.

    The Black Knight has been onmany quests to discover thesecrets of the isles of Terra. Thetruths he has uncovered arelocked in statues erected in honorof the noble steeds that carried

    him on his journeys. To gain theknowledge hidden in each statueyou need only to speak the answerto the riddle engraved in its base.

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

    Trueberry.

    The statue of Silver Hoovesstandsin the northeast chamber. Silver

    Hooves was given to the BlackKnight by the Pirate Queen.

    The statue of Golden Hooves

    stands in the caverns easternchamber. Golden Hooves borethe Black Knight on his search forthe Pirates treasure.

    The statue of Copper Hooves

    stands with Golden Hooves inthe eastern chamber. Copper

    Hooves accompanied the BlackKnight on his search for thelegendary lost island of Newroth.

    Black KnightHP 375 Experience 100,000 AC 30Speed 50 #Attacks 7 Damage 4 - 160Missi le Attack Yes

    Damage Type Physical

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

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

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

  • 7/28/2019 3_Cluebook

    37/121

    CavernsCaverns

    Secrets of the Isles 7574 Might and Magic III

    Dragon Cavern

    Nestled deep in the Mutant Mountains, Dragon Cavernprovides the perfect shelter for the riches amassed by theDragon Lord and his servants. The towering mounds oftreasure are heavily guarded by Draconi warriors, and the

    dung that litters the floor provides a natural defence againstgreedy adventurers. Tempting though it may be to steal theDragon Lords tremendous personal hoard, all who havefaced him have perished from his magic breath.

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

    wish to repeat their folly.

    The Dragon Lordsits among hispiles of gold in the deepestrecesses of Dragon Cavern whereDraconi and other lesser Dragonsroam the passageways. Inaddition to the Dragon Lordspersonal fortune there are

    mounds of gold all throughout

    DraconiHP 125 Experience 20,000 AC 10Speed 20 #Attacks 2 Damage 3 - 60Missile Attack No

    Damage Type Physical

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

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

    Dragon Cavern

  • 7/28/2019 3_Cluebook

    38/121

    CavernsCaverns

    The Magic Cavern

    Secrets of the Isles 7776 Might and Magic III

    The Magic Cavern

    Stone Tombshold the remains ofthe members of an ancient mageguild known as the Brotherhoodof Garroters. The Brotherhoodwas a dark guild that sought tocontrol Terra by grasping thelands rulers in a tight fist of fearand forcing them to do theirbidding. Evil magic was

    instrumental in their plots.Greywind the Illusionist andBlackwind the Spellbinder wouldnot succumb to the terror createdby the Brotherhood and trackedthe guild to this cave. The guildsfive members were slain andentombed in stone coffins,enchanted to keep their spiritslocked inside. Fighting Dragonsmark the tombs of the Garroters.Ransin Nor, master mage of the

    Brotherhood, was locked with theGarroters holy relics in a specialtomb marked by fighting Wizards.

    Blue poolscan be found in manyof Magic Caverns chambers.

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

    Green poolsalso open from the

    caverns floor. Their emeraldwaters bestowed speed upon theBrotherhood, giving themadvantage in all their encounters.Be warned that both pools aremagically protected and capableof harming anyone whoapproaches them unprepared.

    The Altars of Learningpossessthe secrets to many spells theBrotherhood found instrumental

    for their schemes. Most arepowerful combat spells, the restbeing useful for traveling unseenand avoiding traps.

    Dangerous vapor steams up through rifts in the floor ofMagic Cavern. Spellcasters will find this vapor particularlydisturbing. But there are reasons for withstanding the dangersof this cave, as it is not called the Magic Cavern without

    reason. Seek out the altars that are guarded by mages of theliving, undead, and supernatural realms.

    GuardianHP 250 Experience 40,000 AC 20Speed 15 #Attacks 1 Damage 75 - 150Missile Attack No

    Damage Type Physical

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

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

  • 7/28/2019 3_Cluebook

    39/121

    Secrets of the Isles 79

    Outdoors

    Outdoors

    After the battle was over and thechampions had used the powers the Forces

    of the Dome gave them to drive the Elemental

    Lords to the corners of the Void, the five

    Forces picked up the land that had been the

    battlefield and moved it through the

    heavens, from the gates of the Ancients to

    the gates of Terra, where the land was set in

    the midst of water and broken into isles.

    - Corak the Mysterious

  • 7/28/2019 3_Cluebook

    40/121

    OutdoorsOutdoors

    Area A1

    Secrets of the Isles 8180 Might and Magic III

    Area A1

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

    prove very hazardous to passers-through.

    The town of Fountain Headsitsnestled in the mountains ofHidden Valley where it has cometo be known as the friendliesttown in Terra. Though FountainHead is a good place to sharpenthe skills of new adventurers,seasoned parties will soonadvance beyond the limitations

    of Ravens Guild and the Traininggrounds.

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

    M agical wells are scattered

    throughout the area, containingwaters that temporarily enhancethe attributes of those who drinkfrom their depths.

    A band of Zingaro Travellers

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

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

    Sophena the Seeressuses herwagon in the foothills east ofFountain Head to peer into thefutures of the curious. Thelingering effect of Sophenas

    magic often leaves her clients withexpanded vision.

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

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

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

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

    Dirt

    Tall Grass

    Grass

    Light Forest

    Town

    Dungeon

    Wagon

    Dense Forest

    Road

    Mountain

    Water

  • 7/28/2019 3_Cluebook

    41/121

    OutdoorsOutdoors

    Secrets of the Isles 8382 Might and Magic III

    Area A2

    Area A2

    Many huts are scattered through Orc Meadow andWoodland Grove. One in particular houses a bodiless voicewith much treasure to sell. Another holds inside its walls ashrine, sacred only to the Orcs. I n the southwest corner of Orc

    Meadow is one of the five ancient pyramids, where can befound the answers to many mysteries.

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

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

    A towering pyramid cut fromancient stone stands silent vigilin the high grass of Orc Meadow.

    The mysteries that lie within this

    and the four other such pyramidshave been the source of manylegends in Terra, but without theproper item mysteries will remainmysteries.

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

    protected by traps and spells, sothink twice before entering.

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

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

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

    A hut on the lower point of the

    Enchanted M eadow was oncefrequented by the Brotherhoodof Garroters. Local legend saysthe Brotherhood would visit thishut to temporarily strengthen theirmagical abilities.

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

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

    Dirt

    Tall Grass

    Grass

    Light Forest

    Town

    Hut

    Castle

    Road

    Mountain

    Pyramid

    Water

  • 7/28/2019 3_Cluebook

    42/121

    OutdoorsOutdoors

    Area A3

    Secrets of the Isles 8584 Might and Magic III

    Area A3

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

    to render and heirlooms to purchase.

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

    Wagons of the Zingaro Travellers

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

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

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

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

    Tishbee, sister of Mishbee, alsodabbles in the healing arts. Herremedies remove the poisons of

    Vampire Bats and other monstersfrom an afflicted character.

    Sir Poleman was once thepersonal instructor of the Joustersin Dark Warriors Keep. Histraining is renown throughout

    Terra for bettering a warriorsaccuracy.

    Sir Shipit fought in the army ofKing Zealot when the Mad

    Dwarves attacked CastleWhiteshield. Now retired, he livesin Evil Eye Forest where he earnshis gold training Knights who wishto better their strength andendurance.

    Dirt

    Grass

    Light Forest

    Water

    Dungeon

    Wagon

    Dense Forest

    Road

    Mountain

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

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

  • 7/28/2019 3_Cluebook

    43/121

    OutdoorsOutdoors

    Secrets of the Isles 8786 Might and Magic III

    Area A4

    Area A4

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

    The abandoned hut on Poison

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

    The huts in Thorn BlossomOrchard, like everything else in

    that region, have fallen to ruin.Their construction is weak andliable to collapse at any moment.Considering they were made fromthe thorny branches of the

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

    Athea, N ymph of the Great Sea,

    sings her sirens melod