Might Magic 3 Walkthrough Area F2 Might & Magic III / Area F2
An ancient pyramid sits in a nook in the mountains that separates the Shadowmire from the rest of the swamplands. Many have journeyed to the pyramid in attempts to discover the secret of its mystery, but most have fallen victim to the Shadow Rogue that wander the land.


1.
Climb the steps to Mount Keystone to find the shack that stands alone. Shatter the case with Fantastic might and take the card of golden light.
2.
Deliver eleven orbs to your King of choice and give his followers cause of rejoice. Take the reward you will then acquire to the ancient pyramid on the Isle of Fire.
3.
In the heart of Minotaur Marsh you'll find the dungeon of a thousand halls that wind. Enter the halls with the golden key and an Ultimate Adventurer you're likely to be.
4.
Seek the castles on the Isles of Illusion and right the curse that was cast in confusion. Before the mages slip into eternal slumber they will each give half the magic number.
5.
An ancient pyramid of roughly hewn stone. Enter?
->to Main Engine Sector (x3,y8)
6.
Enter the pyramid on the fiery isle to face the final test and trial. The Hologram Cards of six will gain Access to the computer's brain.
7.
Something is buried in the bog. Dig it up?
->[Lv6 items x2], Minotaurs appear
8.
Something is buried in the bog. Dig it up?
->The party found a Divine Intervention scroll do you wish to read it? (Cleric spell)
9.
The unmistakable aroma of death hovers thick as steam around the dungeon door. Enter?
->to Tomb of Terror (with Black Terror Key)

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