Might and Magic 3
Books: How to Win at Super NES Games - Super NES Games Secrets Conquering SNES GamesLast Updated: 7/21/01. Make the game a lot easior Geting gold and gems Ultimate power orbs tip Non player characters Skills and what they do Mummy King Mighty Moose answer Build levels quickly Passwords Game Genie codes
Make the game a lot easiorSent in by ArachnidMan140 Create your characters, make sure that they have a Might of 19 and an Endurance of 14. This will maximize the benefits of the shrines under Swamptown later. Also when creating a Druid, Palladin, Ranger, or Cleric make sure they have a high personality because there are no increases anywhere in the game except for items. After creating your characters,go to the portal and enter "Doe meister", Grab the gold, and use Mr. Wizard to return. Go to the portal again and enter "Redhot". As soon as you get to Blistering Heights, Enter the inn and hire The Raven and Lord Bruno. Clear the town of monsters. The ones in Demon H.Q. will be the toughest but it should be possible. After clearing the town of monsters (monsters that guard treasure chests tend to reappear so be careful.) Dismiss The Raven and Lord Bruno and go to the tavern, buy the food, go to the weapon shop, equip the characters (if you equip a character, save the game and turn it off and back on, the items you bought will be back). Now once again get The Raven and Lord Bruno go to the Portal and enter "Seadog", leave Baywatch and head straight south to A3 X:13 Y:8. Now have all your Knights train here then they'll get +10 to might as well as endurance. Continue South to A3 X:15 Y:3, then cast Teleport 6 spaces South, have The Raven get the Golden Card, Lord Bruno can break the case. Return to Baywatch without entering, face West and teleport 9 spaces, turn North and enter the Pyramid. You are now in the Forward Storage Sector. Kill all the enemies in room, head to the door at X:4 Y:8. Etherealize through the electrical barrier and the door. Proceed down the hallway, when you get to the the Head enter "Youth" as the Password. Return to Baywatch, go to the portal at X:4 Y:14. Enter "Fire" as your destination, turn East and cast Etherealize until you reach the Pyramid, now you are in the Central Control Sector. Kill all the enemies in the room. Go to the wall at X:9 Y:11, Etherealize through and go to the Door. There should be a Terminator on the other side. Cast Energy Bolt through the Door until the Terminator is dead. If you see the red X that signifies a hit, you will know the Terminator is there. If the Terminator is not there then you can enter the room by casting Etherealize. Lure the Terminator to the door by casting Etherealize to get away from it. Once it is at the door, save your game and reload. The door will be shut and the Terminator will be on the other side. Kill it as usual. Enter the room and grab the Chalices. They contain millions of experience points and the Interspatial Transport Box or I.T.B. for short. Use the I.T.B. and enter "19", this will take you to the Halls of Insanity. Face North and cast Teleport 11 spaces. Face West and Teleport 10 spaces. Turn North and you will see the statue of Golden Mane. Destroy any monsters that threaten the party. Get the skills for all your party members, don't forget the ones at the Inn. Return to Fountain Head and heal any character that is dead or injured. IF YOU DON'T HAVE A DRUID, DON'T GO TO THE SHRINE. Exit the Town and go to X:9 Y:3. Face East and teleport 9 spaces. Pay the Shrine the 1,000 gems. Your Druids Intellect and Speed will increase by 10. Use the I.T.B. and enter "9". You will be taken to Swamptown Dungeon. Proceed to X:7 Y:7. Break the grate and go down the hallway. Kill the undead with spells from a distance because they can age your party if they hit you. (IF THEY DO HIT YOU, GO TO THE FOUNTAIN OF YOUTH. IT IS EAST OF BAYWATCH AT B2 X:5 Y:2). Etherealize through the walls and lightning barriers, continue until you reach the Shrine. (Some of your characters may not have a Might of 19. That's okay, they will end up with a lower Might than those that do. All the Knights in your party that took Knight Training should have a Might of 29. Touch the Shrine once and all party members will receive plus 20 to their Might. Touch it again and they will receive 20 more. Those with Might over 50, will not receive any bonuses. By having characters with a Might of 29, you maximize the benefit of the Shrine, 29 + 20 = 49 + 20 = 69. No wasting Might points here. Of course not all party members will get a 69 Might. Now leave the Shrine and go West. Continue following the hallway until you finally come to the Shrine of Endurance. If your characters have an endurance of 24, they will be able to maximize the benefits from the Shrine. It gives + 25 endurance points each time it is touched. As long as your endurance is under 50, you can benefit from the Shrine. After receiving blessings from both the Shrines, return to Blistering Heights using the I.T.B. enter "5". Visit the Training Ground for level ups and get membership to Eagles Guild from Ornean. He is in Demon H.Q. at X:14 Y:3. Buy some spells from Eagles Guild. You will never have to get membership to any other Guild because Eagles Guild has all the spells. Now using the I.T.B., enter "51". It will take you to C3 X:7 Y:7. Face North and climb the mountain. You will see a hut. Kill all the Hydras near the hut, until you can step on the hut without being attacked. If your Wizard has the spell Lloyd's Beacon, cast it on the hut. Return to Blistering Heights, dismiss any hirelings and reform your party. Fill their backpacks with items from the shop. Return to the hut and destroy it for 2 million experience points each time. Get 200 million experience points for all your characters. Use the I.T.B. to return to Blistering Heights and raise all your characters to Level 50.
Geting gold and gemsSent in by ArachnidMan140 If you kill an enemy and they don't give you gold or gems try turning in each direction and firing you bows, sometimes you will get the gold and gems you would normally get for defeating them.
Ultimate power orbs tipSent in by ArachnidMan140 at The Unofficial World of Nintendo!!! If you leave the ultimate power orbs at these locations in the Diabolical maze, the monsters guarding them will reappear. X: 19 Y: 19 there are two Medusas here who give two items, 10,000 gold, 400 gems, and 1 million exp. or at X: 1 Y: 30 there is a minotaur who gives 1 item, 100,000 gold, and 100 gems, and 500,000 exp. All you have to do is not get the orbs kill the monsters save your game and reload and they will reappear or you can kill the monsters set a loyds beacon cast loyds beacon and the monsters will return again. Using the two different methods gets you different items, and killing the monsters in different ways will also get you different items try spells, arrows, and your weapons for an assortment of items. you get a lot of powerful items like obsidian weapons and armor, and powerful attribute enhancers.
Non player charactersSent in by ArachnidMan140 Non player characters where they are and what they have. Alan Bow-Archer-Fountain Head Fineous-Druid-Fountain Head Sir Galant-Knight-Baywatch-Yellow Fortress Key Darlana-Cleric-Baywatch-Green Eyeball Key Lone Wolf-Ranger-Wildabar-Red Warriors Key Wartowsan-Ninja-Wildabar-Blue Key of Darkness Charity-Cleric-Swamptown Son of Abu-Theif-Swamptown-Black Terror Key The Raven-Wizard-Blistering Heights-Gold Master Key Lord Bruno-Barbarian-Blistering Heights
Skills and what they doSent in by ArachnidMan140 Theivery-unlock doors and chests. 0ne. Arms master-increase chance of hitting enemies. All. Astrologer-+2 spell points per level for druids and rangers. Body builder-+1 hit point per level. All. Cartographer-map areas you have travelled in. One. Crusader-entry into castles. All. Direction sense-sense which direction you are facing!!!!! One. Linguist-read indecipherable messages(I've never found a use for this skill) Merchant-sell items back to shop for full price. All. Mountaineer-climb mountains. Two. Navigator-never get lost.(never found a use for this one either) Pathfinder-travel through dense woods. Two. Prayermaster-+1 spell point per level for paladins and clerics. Prestidigitator-+1 spell point per level for archers and sorcerers/wizards. Swimmer-swim in shallow water. All. Tracker-(never found a use for this one) Spot secret doors-find hidden doors and breakable walls. One. Danger sense- sense danger. One.
Mummy KingSent in by ArachnidMan140 In the Fortress of Fear pull these switches and step into the teleporter to find the Mummy King. switch X:11 Y:18 switch X:6 Y:12 switch X:15 Y:2 switch X:18 Y:22 teleporter X:12 Y:17 it takes you to the mummy king, or you can go to X:18 Y:12 face east and cast teleport 8 spaces, and you will find the Mummy King.
Mighty Moose answerSent in by ArachnidMan140 at The Unofficial World of Nintendo!!! At the dark cathedral when the shrine asks you what the mighty moose is answer "WEEDS". The shrine is at X:1 Y:26
Build levels quicklyTo build levels quickly, fill all of your backpacks and then find a wagon that you can destroy. The wagon should reappear and you can repeat the process as needed. This works as long as your backpacks are full.
PasswordsORB MIESTER Start with the King's Ultimite Power Orb. To view the intros and ending, enter the password "645" for the first half, "231" for the second half, or "BLASTOFF" to view the end of the game. For a an easier game, enter the password "DOE MIESTER". You'll start the game with $2,000,000 and won't be penalized if you ask Mr. Wizard for assistance. These passwords will help you answer all the riddles throughout the game. The "x" and "y" coordinates represent the area you're in and can be used easier by using the Magic Eye Spell. Alpha Engine Sector: X6 Y15 PRIMARY Beta Engine Sector: X6 Y0 PRIMARY Main Engine Sector: X6 Y0 WARP X6 Y15 SUBLEVEL Central Control Sector: X1 Y5 CREATORS X3 Y5 CREATORS X9 Y5 CREATORS X13 Y5 CREATORS Forward Storage Sector: X9 Y11 YOUTH Swamp Town: X2 Y13 MIRROR X6 Y2 STAIRS Cursed Cold Cavern: X18 Y14 ICICLE X27 Y25 TOMORROW X27 Y11 CHAIN X27 Y17 ECHO Arachnid Cavern: X14 Y15 20301 Castle Dragontooth: X13 Y7 11 X13 Y9 11 X8 Y0 20000 Castle Bloodreign: X9 Y15 OGRE X4 Y10 NORTIC X4 Y9 NORTIC X10 Y10 NORTIC X10 Y9 NORTIC Castle Graywind: X7 Y5 CIRCLE Castle Blackwind: X11 Y0 TEN Castle Whiteshield: X Y JOABARY X Y S-MELLO Fountain Head Cavern: X12 Y5 RATS Slithercut Stronghold: X7 Y26 EPSILON Dark Warriors Keep: X24 Y2 314 Cathederal of Carnage: X25 Y14 JVC The Halls of Insanity: X11 Y12 TEARS X14 Y9 BLINK X17 Y12 EYES Area B3: X9 Y9 SECRET X13 Y6 DARKNESS Mirror Portals Fountain Head HOME Baywatch SEADOG Wildabar FREEMAN Swamp Town DOOMED Blistering Heights REDHOT Arena ARENA Area E4 X3 Y3 EARTH Area C2 X12 Y0 FIRE Area F1 X0 Y12 AIR Area E3 X7 Y10 WATER
Game Genie codesSent in by Tony Hedstrom at The Code Hut These codes must be used at the start of a new game. BA6E-D704 Start with about $40,000 gold (instead of $25,000) E36E-D704 Start with about $65,000 gold (instead of $25,000) E06D-04A4 Start with 500 Gems (instead of 350) D16D-07D4 Start with 1630 Gems (instead of 350) D26D-07D4 Start with 3422 Gems (instead of 350) A66F-0464 Start with 10 days worth of food (instead of 5 days) D46F-04A4 Start with 34 days worth of food (instead of 5 days) D56F-04A4 Start with 105 days worth of food (instead of 5 days) 403C-D4F7 Sir Canegm starts with 36 HP (instead of 12) 563C-D4F7 Sir Canegm starts with 120 HP (instead of 12) 7739-DFB7 Sir Canegm starts with 51 Might (instead of 17) CC39-DFB7 Sir Canegm starts with 170 Might (instead of 17) D63C-D4B7 Sir Canegm starts with 8 Spell Points (instead of 2) F33C-D4B7 Sir Canegm starts with 30 Spell Points (instead of 2) DB3E-D7B7 Sir Canegm starts equipped with the Katana (instead of the Cutlass). By changing the first 2 digits of the code, you can have him start with whatever you want. 4B3E-D727 Sir Canegm starts equipped with the Plate Armor (instead of the Scale Armor). By changing the first 2 digits of the code, you can have him start with whatever you want. 71E5-07BD Crag Hack starts with 54 Might (instead of 18) 80E5-07BD Crag Hack starts with 180 Might (instead of 18) 77E7-AFBD Maximus starts with 51 Might (instead of 17) CCE7-AFBD Maximus starts with 170 Might (instead of 17) 7D3A-AFB7 Dark Shade starts with 48 Might (instead of 16) CD3A-AFB7 Dark Shade starts with 160 Might (instead of 16) 45EC-DDBD Resurectra starts with 39 Might (instead of 13) 64EC-DDBD Resurectra starts with 130 Might (instead of 13) F63D-67B7 Kastore starts with 24 Might (instead of 8) 9D3D-67B7 Kastore starts with 80 Might (instead of 8)
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