
Might & Magic III
This game was released in 1991. It's old, but still my
favorite. It's flexible, huge, tons of monsters, tons of money, tons of gems,
tons of stuff to find.
Strategy Suggestions
I suggest using two
barbarians, one thief, one ranger, one cleric, and one sorcerer. I prefer
barbarians over knights because the weapons are almost as good, they get better
hit points, and the fancy armor knights can use are too expensive to fix a lot
anyway. The thief is necessary for obvious reasons - to open chests. The ranger
can do the "Walk on Water" spell and is more convenient than scrounging for
objects with the walk on water spell. The cleric has a ton of useful spells;
protection from elements, healing, etc. The sorcerer has the indispensable
Wizard Eye and Teleport spells.
Walk backward while exploring
when possible. Monsters can't throw projectiles (arrows, spells, etc.)
unless you've seen them first. And if you're faster than that monster, you get
the first hit. This is great especially with Screamers who turn you insane from
a distance, Mystic Clouds that take away all your spell points, and Lichs that
kill one or more of your party with each attack.
Try to give Ancient Artifacts
of Neutrality back one at a time. Neutrality takes all your Artifacts at
once, for the same amount of experience. So if you give them 3 at once, it's
500,000 experience. If you give them three Artifacts one at a time, that turns
into 1,500,000 experience. (Incidentally, same goes for Ultimate Power Orbs -
return those to kings one at a time)
Be careful what you do when
holding the Ancient Fizbin of Misfortune. You need it to get the powerful
treasure from a hut near Swamptown, and that's IT. Example: if you try to use
the Quatloo slots to get advances, you'll be exterminated if you're holding the
Fizbin. If you drink from a luck fountain in the desert while holding Fizbin,
everybody dies. Etc.
Avoid fighting Plasmoids with
weapons. They break weapons. Instead, use spells, or disarm your players
first. Weapons are expensive, and a pain to fix if you have to leave an area
then try to get back.
I don't like paying huge prices
for hirelings. But I like having their backpack space. Get some hirelings and
kill them off - you can use their backpack space, and some of their skills are
useful. As long as one player has linguistic skill, you can read certain
things. A dead hireling with that skill works.
Game Codes
These are codes to use with the
magic mirrors.
|
Town Mirror Codes |
| Fountainhead |
Home |
| Baywatch |
Seadog |
| Wildabar |
Freeman |
| Swamp Town |
Doomed |
| Blistering Heights |
Redhot |
| Region
Mirror Codes |
| Northern region |
Air |
| Southern region |
Earth |
| Blistering Heights Island |
Fire |
| Swamptown Area |
Water |
| Misc
Mirror Codes |
| Arena |
Arena |
| View Beginning FMV Sequences |
645 |
| View Latter FMV Sequences |
231 |
| View Ending Sequence |
blastoff |
Blatant Cheats
The mirror code "orbmeister"
takes you to a place under one of the pyramids and lets you take two Ultimate
Power Orbs. If you look at the pods nearby one takes you back to Fountain Head.
The mirror code "doemeister" takes
you to a room in the Dragon Cavern and gives you $2,000,000 gold. But, if you
don't have various nice things like teleport, lloyd's beacon or can't fight your
way out of the dragons, then I advise going there when you first start at Level
1 and use Mr. Wizard to let you out. You're already level 1, so you don't lose a
level.
If you destroy a wagon when all your
backpacks are full, it will reappear. You get more experience points each time
you destroy it.
For More Info:
Very Detailed
Website
Great Overview
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