Might and Magic 3
Books: How to Win at Super NES Games - Super NES Games Secrets
Conquering SNES Games
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 easior
Sent 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 gems
Sent 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 tip
Sent in by ArachnidMan140
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 characters
Sent 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 do
Sent 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 King
Sent 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 answer
Sent in by ArachnidMan140
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 quickly
To 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.
Passwords
ORB 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 codes
Sent in by Tony Hedstrom
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)