Might Magic 3 Walkthrough Area B3 Might & Magic III / Area B3
The Land of the Gargoyles is a truly destitute place. Treacherous waters swirl in Piranha Bay, the graveyard at the northern tip is plagued with undead, and the presence of the Moo cult lingers in the air like a black cloud. As tradition would have it, pestilence follows the Gargoyles like eddies from their flapping wings.


1.
A shiny telescope peeks out the window of the shack. Enter?
->Captain Squib. The shack is filled with sextants, compass and charts. A seasoned sailor looks up from studying his astrolabe. " 'Ello mate. There's often a ship sets sail for the ports of Swamp Town. If ya' likes I can sign ye up for passage. 2,000 gold be the crossing fee." Pay?
->(cruising, 1st) Beyond the mountain range that lies to your east, the Moo cult is said to be at its strongest. The Moo Master guards his treasures fiercely.
->(cruising, 2nd) To your south is the northermost tip of the Land of the Gargoyles, where those dark beasts constructed their new shrine when they were driven out of Thorn Blossom Orchard.
->(cruising, 3rd) On the island to the west lies the ruins of Castle Greywind, where Greywind the Illusionist once ruled over the western regions.
->(cruising, 4th) To the east is the isle where Blackwind the Spellbinder built his fortress, which now sits empty and is said to be haunted by his ghost.
->(cruising, 5th) Directly north is the Isle of Fire, where all manner of fiery fiends make their homes. Somewhere in the heart of the isle is a magically protected town, created as a home for the gods.
->(cruising, 6th) Directly ahead are the swampy lands that surround Swamp Town. Many evil creatures lurk in the Evermoors and Deathbog. Only experienced adventurers should stray beyond the town walls.
->to Swamp Town
2.
A red shield is fastened to the dungeon door. Enter?
->to Dark Warrior Keep (with Red Warrior Key)
3.
You come across a small alcove carved in the side of the mountain. Search?
->The party found a Enchant Item scroll do you wish to read it? (Sorcerer spell)
4.
A crude pair of wings drawn in blood mark the door of the hut. Enter?
->In the center of the hut is a hideous black marble statue of demon's wings outstretched in ritual pose. It is the shrine of Shagreen, General of the Gargoyles that once haunted Locust Grove. Pray at the shrine?
->all members HP -50
5.
Several large Bugaboo larvae squirm in the fresh dirt of the open grave. Destroy the grubs?
->The small stones you throw at the larvae strike them with a dull thud.
->[25,000 Exp., 50 gems]
6.
You come across a small alcove carved in the side of the mountain. Search?
->The party found a Etherealize scroll do you wish to read it? (Sorcerer spell)
7.
The grave looks freshly exhumed. Examine closer?
->A rotting corpse whispers to you with earthy smelling air. "The more there is of it, the less you see." "What is it?"
->answer DARKNESS, "Blackwind the Spellbinder married Anathema on day 60."
8.
You come across a small alcove carved in the side of the mountain. Search?
->The party found a Teleport scroll do you wish to read it? (Sorcerer spell)
9.
Sharp crackling and the smell of burning ether surround the dungeon entrance. Enter?
->to Cathedral of Carnage (with Blue Unholy Key)
10.
A simple, abandoned looking shack. Enter?
->[Lv6 item x1], all members HP -100
11.
The grave looks freshly exhumed. Examine closer?
->A Lamprey sits on the chest of a quivering corpse, sucking its stale blood and replacing it with quickening fluid. Kill the Lamprey?
->Your boot pushes through the chest of the corpse as you stomp the Lamprey, putting an end to the undead plaque.
->[100,000 Exp., Lv3 items x5]
12.
The grave looks freshly exhumed. Examine closer?
->A rotting corpse whispers to you with earthy smelling air. "What is too much for one, enough for two, but nothing for three?"
->answer SECRET, "Greywind the Illusionist married Anathema on day 50."
13.
->teleport to (x0,y8)

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