Solution to Might & Magic 3

1.   Objective

     The  objective  of this game is to locate  Sheltem  and  re-
activate the space shuttle.  This will allow you to go after  him 
in M&M 4.


2.   Basic survival techniques 

2.1  Uasge of Spells

     There are a couple of that are extremely useful. When using
them correctly, it can save you lots of trouble and speed up game
play.

wizard eye - great spell to have, good for exploring

beacon - VERY important spell. Casting it place a marker in the
current location. Casting it the second time, you can return to
this spot or set a new one. Note that not all place allow you to
cast this spell.

jump - let you skip a single square just infront of your party.
Use it to avoid those swing blade, pits, etc.

teleport - a much better spell than jump, allows you to move
up to 9 squares ahead. Work in both dungeon and wilderness.

town portal - very useful spell. Allows you to go back to any
one the five towns.

etherealise - very good spell. Allows you to walk thru doors
and traps. Good for avoiding those traps that are place round
the corner or just behind a door. For traps around the corner,
cast etherealise, then side step to move away from the trap.
In dungeon, don't bash down all the door. Cast etherealise to
get through a door, and the monsters won't be able to follow you.
Heal your party and go back for the monster. Great way to take
cover.

walk on water - only a druid/ranger can cast this spell. allows
you to travel on water for a day.

implosion - do a 1000++ demage to a single enemy. work best
against those tougher opponents.

recharge item - another great spell. find some items that cast 
some spells you wanted a lot but don't have enough spell points 
to cast. e.g. a medal of implosion, walk on water, etc.

2.2 Travelling great distances

    You'll need to travel to locations that are quite far away
quite often. Knowing how to save time is very important, especially
when you want to keep the temporary effects of the fountain, i.e
you must be able to go anywhere from any place and complete your
mission within a single day.

    Each town have a mirror that can teleport you when you say
the right word:

    HOME - Fountain Head
    SEADOG - Baywatch
    DOOMED - Swamptown
    FREEMAN - Wildabar
    REDHOT - Blistering Heights
    ARENA - fight in arena
    EARTH  
    FIRE
    WATER
    AIR

    By using the mirror, you can always go to a town/place that
is near your destination. Once reaching there, you can either
walk or teleport to your destination.

2.3 Hints and tips

    If you level is low, get a temporary increase to your stats
and then try again. Donate to temple to get blessed, the number of
time you must donate is relative to the current day. The amount of
blessing you get is also proportional to the amount you donate.

    There are many fountains that increase your stats temporary, 
once you have found them, note down their location, because you'll 
need to visit them often when you aren't strong enough. Leave a 
beacon at the place where all the tough guys were, then visit 
temples, fountains, etc. Once you think you strong enough, cast 
the beacon spell again to go back to those guys. See the part on 
travel to shorten your time needed when you intend to visit many 
fountains.

    To bash down a door, the total strength of your first two
characters is used to determine success or failure. So, try to
let them have the strength increase whenever possible. 

    When you can't pick a lock, you can either bash it down or
casr etherealise.

2.4 Bugs in the program

    If you exchange items inside an inn they will be lost forever. 
Instead, do all your exchanging outside. If you are exchanging 
with a character that is not in your party permanently, include 
him/her, leave the inn, exchange, and then re-enter.
    
     There is one square in area F2 where the game freezes.

     You can get new disks by sending in your old disks with a 
note requesting the new ones (I suggest you confirm this by 
calling New World first). There is no charge. There is one problem 
however. The new version saves games in a different format from 
the old, so you have to start from the beginning. 

3.   Guided Tour - Towns

3.1  Fountain Head - HOME (A1)

a.    Buy pass into Ravern's Guild (only for those who  can  cast 
spells).   Obtain  all spells available.  Go to ARENA  at  mirror 
portal to gain experience points.

b.   Learnt Mapmaker skill.

c.   Store gold and gem in bank and earn interest.

d.    Find skulls and give them to skull master. Give 20 skulls
to the miser to get the password to reach the rat king.

e.   Go to cavern and save the good spirit from King Rat (RATS).
Learnt  all  skills available in cavern (Swim,  direction  sense, 
danger sense).

f.    Approach  all  fountains  after  you  have  saved   spirit.  
Exchange gold for experience points at one of the fountain.


3.2  Baywatch - SEADOG (A3)

a.    Get  a  pass  to  Albatross'  Guild.   Learnt  all   spells 
available.  Obtain Mountaineering and pathfinding skills. Having
two person with the same skill will enable you to cross forests
and mountains.

b.   Look for the brothers -- Alpha, Beta, Gamma, Delta and Zeta.
Due to a bug in the program, you'll never complete this quest.

c.   Wish at Nymph fountain many times and you will get lucky.

3.3  Wildabar - FREEMAN (B4)

a.   Get a pass to Falcon's Guild.

3.4  Swamptown - DOOMED (E2)

a.   Get a pass to Buzzard's Guild.  

b.   Say MIRROR and STAIRS at Yad and Yud respectively.

3.5  Blistering Heights - REDHOT (D3)

a.   Get a pass to Eagles' Guild.

b.    Get  magically enhanced with resistance  to  fire,  poison, 
electricity and cold by visiting the 4 statues.

4.   Guided Tour - Castles

     There are a total of 31 UPOs in the game. You'll need to give 
11 Ultimate Power Orbs to one of the king. It's doesn't matter who 
you give them to. But bare this in mind, if you give 11 UPOs to 
the Good, all party member change their alignment to GOOD, and the 
other two castles are destroyed. Approach the kings carefully,
you don't give them ONE UPO at a time, but instead the king take
all you have carried. Don't bring 5 UPOs with you if you only 
intend to give one away. Upon giving 11 UPOs to any one of the
king, you'll be allow walk pass the force field to reach the end 
game. A message saying 'Only the worthy shall pass' is at the
entrance of that door.

4.1  Whiteshield (A1)

a.    Give Ultimate Power Orbs (UPOs) to King Righteous.  Earn  1 
million  experience points for each orb.  

b.   Return Artifacts of Good to the advisor.

c.    Say  JOABARY  to enter cavern.  Say SMELLO  to  open  magic 
chests.

4.2  Blood Reign (B4)
a.    Give  UPOs  to King Chaos and Artifacts  of Neutral to  the 
advisor.

b.   Say OGRE to enter cavern.

c.   The clues are: In Oh Are Tea Eye Sea
     Read them out: N  O  R   T   I   C
     Use it to open magic chests.

4.3  Dragontooth (E1)

a.   Give UPOs to King Malicious (Evil) and Artifacts of Evil  to 
the advisor.

b.   Say 20000 to enter cavern and 11 to open magic chests.

4.4  Greywind (C4)

a.   Here is how you solve the puzzle:
    
     RANGER -> RAN GER -> RAN REG -> REGRAN
     ARCHER -> ARC HER -> ARC REH -> REHARC
     CLERIC -> CLE RIC -> CLE CIR -> CIRCLE

b.    In  the cavern, do NOT dig any gold or you'll lose all your
gold.  Invert all  the  four sandglasses.  Strike the gong.

c.     Release  the  spirit  of  Greywind  and  obtain  half   of 
initialisation sequence 645.

d.   Sit on thrones on day 50 to get treasure.

4.5  Blackwind (D4)

a.   Say TEN to enter cavern.
b.    In  the  cavern,  pay tribute to  all  the  three  statues.  
Require some technique to approach the statues. It is best to
trace your steps carefully or you'll be teleported all over the
place.

c.     Release  the  spirit  of  Blackwind  and  obtain  half   of 
initialisation sequence 231.

d.   Sit on thrones on day 60 to get treasure.

5.   Guided Tour - Caverns

5.1  Cyclops (B1)

a.   Get yourself magically enhanced before entering this cave.

b.    Obtain green (for Halls of Insanity) and red  warrior  (for 
Dark Warrior Keep) keys.

c.    Increase attributes and obtain great treasure  by  entering 
red pools.

5.2  Arachnoid (B4)

a.   You can find Brother Zeta here.  He will not reveal anything 
(bug?).

b.   Lord Luck tells you to multiply by 52. This is a typo, and 
it should be multiply by 2.

c.   Say 20301 for the puzzle posed.

d.   Obtain yellow key for Fortress of Fear, blue unholy key  for 
Cathedral of Carnage.

e.   Increase your attributes and skills.

5.3  Magic (E4)

a.   You can find a lot of magic spells here.  They are guided by 
powerful monsters.

b.   Get gold master key for Maze from Hell in a stone tomb.

c.    Increase your attributes in blue pools  (understanding  and 
wisdom) and in green pools (speed).

5.4  Dragon (F1)

a.   Obtain great treasure and 2 UPOs here.

5.5  Cursed Cold (D1)

a.   Obtain Black Terror Key for Tomb of Terror.  

b.   Obtain artifacts and treasure.

c.   Say TOMORROW at the Statue of Silver Hooves;
     Say ICICLE at the Statue of Iron Hooves;
     Say ECHO at the Statue of Golden Hooves;
     Say CHAIN at the Statue of Copper Hooves.

6.   Guided Tour - Tombs, Fortress, Keep

6.1  Fortress of Fear (B2)

a.    Play  with 8 pairs of levers to get 4 head at  the  corner.  
See picture below.

                         o  x  o
                         x  @  x
                         o  x  o

     o - head
     x - electric field
     @ - teleport to Mummy King's chamber

Each  pair  of  levers  control one head.   For  each  pair,  one 
activates while the other deactivates the head.

b.   Kill Mummy King and obtain Hologram Sequencing Card 001.


6.2  Slithercult Stronghold (B1)

a.   Say EPSILON to get pass the guardian. Note: Epsilon is the
missing brother, Zeta is supposed to tell you.

b.   Play the game with those special Quatloo coins to increase  
your attributes.

                    o         o        o

               accuracy   endurance  might


6.3  Temple of Moo (A1)

a.   Talk to statue to become a crusader.

b.   Obtain treasure and skills here.

6.4  Halls of Insanity (A3)

a.   Say BLINK at the Eyes of Eternity (South); 
     Say EYES at the Well of Tears (East);
     Say TEARS at the Blink of Destruction (West).

b.   Pay 100 000 gold to learn all the skills at the Golden Mane.

c.   Obtain 2 UPOs here.

d.   Obtain sequencing card 002 here (unsure about this!).

6.5  Dark Warrior Keep

a.    Say 314 to gain deeper access into the Keep.  Obtain 1  UPO 
in this hidden chamber.

b.   Obtain Hologram card 003 here (unsure about this!).

6.6  Cathedral of Carnage (B3)

a.   The key, lock and cup puzzles must be solved to obtain the 2 
UPOs.

          key  : from left to right -- NWNES
          lock : WEEDS
          cup  : drink all the cups.  Better to  have  resurrect 
                 and raise dead spells available.

b.    Say JVC to deactivate the force field in order to  get  the 
UPOs.

c.   Obtain Hologram card 004.

6.7  Maze from Hell (E3)

a.   Medusa and Minotaur are found here.
 
b.   Drink from fountain to become Ultimate Adventurer.

c.   Obtain 3 UPOs and the Hologram card 006.

6.8  Tomb of Terror (F3)

a.   Obtain artifacts and 2 UPOs.

b.   Obtain Hologram card 005.

c.   Do not sit on any of the thrones as they will reduce some of 
your attributes.

7.   Guided Tour - Isles

     These four words (EARTH, FIRE, AIR and WATER) can be  spoken 
at any mirror portal to be transported to the respective isles.

     For  other isles, you can either use the walk-water  gem  or 
teleport spell to reach them.

7.1  EARTH (E4)

a.    There  are  four wells here which exchanges  gifts  at  the 
expense of age.

     Well of cure
     Well of experience 
     Well of magic
     Well of remembrances

b.    Locate  the  monsters'  huts  and  destroy  them  to   gain 
experience points.

7.2  FIRE (D3)
a.   This is the most dangerous isle.  It has 3 types of powerful 
monsters.   Locate  the monsters' huts and destroy them  to  gain 
experience points.

b.    Locate the hut which give resistance to all  the  elements.  
South of the town.


7.3  AIR (E1)
a.    There  are  four statues which enhance  attributes  at  the 
expense of gold.

                  o Endurance
                                        o Accuracy


                         o Might

                                                  
                                             o Health

b.    Locate  the  monsters'  huts  and  destroy  them  to   gain 
experience points.


7.4  WATER (E3)

a.   There are skull poles located here which give clues.

b.   Locate all the monsters' huts.  Beware of quicksand.

c.   Obtain the Golden Alicorn from Princess Trueberry in the hut 
NW  of  the town. Do this by presenting 10 person who are in love
to her. Give the sea shell of serenity to the mermaid to fall in 
love with her. You can find the mermaid on the bottom left hand 
corner on the map. You`ll need to go there at least 2 times in 
order to get 10 persons in love with her. Note that this only 
applies to male characters. This item will release the Unicorn  
(A2)  from captivity.

d.    There  are  five heads here which request for  gold  to  be 
remembered  and forgotten.  I have not found the meaning of  this 
yet.  Perhaps you could fill up this gap.

          Betrayer  :    10 000 gold
          Purveyor  : 1 000 000 gold
          Obeyer    :   100 000 gold 
          Slayer    :   200 000 gold
          Soothsayer:   500 000 gold

e. Talk to the head that remember you and then visit the well
of rememberance.

7.5  Piranha Isle (B2)

a.   Drink the water from the fountain to regain youth. This only
     reduce you to your natural age. There is no way to lower
     your natural age in this game unless you hack the files.

7.6  The Frozen Isles (C1 to D1)

a.   Kill the werewolves and the cyclops.

b.   Drink the water from the fountain which gives resistance  to 
energy.

7.7  The Isles of Illusion (C4 to D4)

a.    Open  the  treasure chests on Onesday only.   You  will  be 
cursed on other days.  Same thing for the well.

b.    The  southermost island is known as the Rainbow  Island  as 
said  by  the brothers.  Brother Zeta is supposed to  reveal  the 
date  as to when the shell of serenity can be retrieved. But due 
to a bug in the program, this day is never told. According to New 
Worlds Computing personnel, the day is 99. You can only get a 
single shell per year, so don't miss it.

7.8  Land of the Gargoyles (B3)

a.    There  are  two  grave  stones  which  pose  the  following 
questions:

     i.   Say  DARKNESS for question: "The more of it, the  less 
          you see."

     ii.  Say  SECRET  for question: "What is too much  for  one, 
          enough for two, but nothing for three?"

b.   Locate the monsters' graves. Praying at the shrines will
let your evil characters increase AC for a day.

7.9  Mount Keystone (B3)

a.    Break  the glass with Fantastic Might and obtain  the  gold 
card to gain access to all the pyramids.

7.10 Main Isle

a.    You  can a lot of gypsy tents, huts  and  treasure  chests.  
Search carefully.

b.   You can also locate Wells of Health and Bless, Fountains  of 
Might,  Speed  and Level, Huts of Magic and Knowledge,  Heads  of 
Fire and Cold Resistance, and a jetty to travel to Swamp Town.


9.   Guided Tour - Sea

a.   Get a druid/ranger to cast WALK ON WATER to explore the sea.
     Hire one if you don't have them in your party or get an item
     that cast the spell.

b.   Dragon Worm at NW of Fire Isle.

c.   Kudo Crab at W of Fire Isle.

d.   Octopus at SE of Fire Isle.

e.   ARENA at N of Fire Isle.

f.    Pirate  Queen in Frigate at NE of Fire Isle.   Remember  to 
have the Pearl of Beauty or else all your gold will be gone.  You 
will get 25 000 gold if you have the pearl.

10.   Guided Tour - Pyramids 

     Don't touch gems carelessly, some of them aged your party
naturally (i.e. permanently). Even the fountain off youth can't
help you. But then, among them, some of them will teleport you
to some hidden room or reveal some passwords. Save before touching
any one of them.

10.1  Forward Storage Sector (A2)

a.    Say YOUTH to raise the Piranha Isle.  The fountain  on  the 
isle will return your characters' youth.

b.   Explore all the pyramids thoroughly as they have many things 
to reveal.

10.2  Alpha Engine Sector (F4)

a.    Say  PRIMARY  to go to Main Engine  Sector.   Say  WARP  to 
return.

b.   Get 3 UPOs here.

10.3  Beta Engine Sector (F1)

a.    Say PRIMARY to go to Main Engine Sector.  Say  SUBLEVEL  to 
return.

b.   Get 3 UPOs here.

10.4  Main Engine Sector (F2)

a.   Say SUBLEVEL to go to Beta Engine Sector.

b.   Get 3 UPOs here.  You need to search area thoroughly.

10.5  Central Control Sector (C2)

a.   Say CREATORS to access the data banks.

b.    Gain  access  to the Main Control  Sector  by  becoming  an 
Ultimate Adventurer in the Maze from Hell (F3).  You also need  6 
sequencing cards and a blue priority card (by giving at least  11 
UPOs to any of the three kings). Everyone in your party will 
change their alignment to that of the King who received 11 UPOs 
and the other two castle will be destroyed. Look for the secret 
word  which allows you to get special reward from the Ancients.  
Activate all the levers.

c.     Use  initialisation  sequence  645231  to  activate  space 
shuttle.  Obtain final score.
 
11. Items list

    Tired of paying hard-earned money to have your items identified? 
Frustrated with forgetting exactly what's so special about a Pearl 
Ring?  Well, here's a partial list of items I picked up on GEnie...

    NOTE: I did not write this.  Don't send questions to me.

                   Might & Magic III Item List
Might & Magic III (tm) is Copyright (C) 1991 New World Computing.
      This list is Copyright (C) 1991 by Andrew C. Hatchell

Please send additions and corrections to Andy Hatchell
(75126,420).

This is a preliminary item list for M&M3.  To use it, look up the
basic item in the first list, then refer to the second list of
modifiers.  Damage and to hit modifiers apply only to weapons,
and the modifiers in the AC column only apply to armor. 
Modifiers in the resistances/attribute modifiers column apply to
both weapons and armor (thus an Armored weapon gives +4 AC). 
"?"'s indicate unknown quantities (in other words, I haven't yet
found a flaming weapon or diamond armor).  This list should have
everything a beginning party is likely to find.  I will upload
regular updates as my party progresses and as I receive mail on
additional items.  I hope this helps you!


                              Items
                              =====

                          Melee Weapons
                          -------------
Item                                Classes           Damage
------------------------------------------------------------
Bardiche                           KPA  TN  R          4-16
Battle Axe                         KPA  T B R          3-15
Broad Sword                        KPA  T   R          3-12
Club                               KPACSTNBDR           1-3
Cudgel                             KPAC TNBDR           1-6
Cutlass                            KPA  T   R           2-8
Dagger                             KPA STNBDR           2-4
Flail                              KPAC TNBDR          1-10
Flamberge                          KPA      R          4-20
Glaive                             KPA  TNB R          4-12
Grand Axe                          KPA  T B R          3-18
Great Axe                          KPA  T B R          3-21
Halberd                            KPA  TNB R          3-18
Hammer                             KPAC TNBDR          2-10
Hand Axe                           KPA  TNBDR           2-6
Katana                             KP    N             4-12
Long Sword                         KPA  T   R           3-9
Mace                               KPAC TNBDR           2-8
Maul                               KPAC TNBDR           1-8
Naginata                           KP    N             5-15
Nunchakas                          KP    N              2-6
Pike                               KPA  TNB R          2-16
Sabre                              KPA  T   R           4-8
Scimitar                           KPA  T   R          2-10
Short Sword                        KPA  T   R           2-6
Spear                              KPA  TNBDR           1-9
Staff                              KPACSTNBDR           2-8
Trident                            KPA  TNB R          2-12
Wakazashi                          KP    N              3-9

                         Ranged Weapons
                         --------------
Item                                Classes           Damage
------------------------------------------------------------
Crossbow                           KPA  TNB R           4-8
Long Bow                           KPA  TNB R          5-10
Short Bow                          KPA  TNB R           3-6
Sling                              KPA  TNB R           2-4

                              Armor
                              -----
Item                                Classes              AC
------------------------------------------------------------
Chain Mail                         KPAC T   R            +6
Leather Armor                      KPAC TNBDR            +3
Padded Armor                       KPACSTNBDR            +2
Plate Armor                        KP                   +10
Plate Mail                         KP                    +8
Ring Mail                          KPAC TN  R            +5
Scale Armor                        KPAC TNB R            +4
Splint Mail                        KP C     R            +7

                       Miscellaneous Items
                      --------------------
Item                                Classes             AC
-----------------------------------------------------------
Amulet                             KPACSTNBDR             0
Belt                               KPACSTNBDR             0
Boots                              KPACSTNBDR            +1
Box                                KPACSTNBDR             0
Broach                             KPACSTNBDR             0
Cameo                              KPACSTNBDR             0
Cape                               KPACSTNBDR            +1
Charm                              KPACSTNBDR             0
Cloak                              KPACSTNBDR            +1
Coin                               KPACSTNBDR             0
Crown                              KPACSTNBDR             0
Gauntlets                          KPACSTNBDR            +1
Gem                                KPACSTNBDR             0
Helm                               KPACSTNBDR            +2
Horn                               KPACSTNBDR             0
Jewel                              KPACSTNBDR             0
Jewelry                            KPACSTNBDR             0
Jewelry, Ancient                   KPAC TN  R             0
Medal                              KPACSTNBDR             0
Necklace                           KPACSTNBDR             0
Orb                                KPACSTNBDR             0
Pendant                            KPACSTNBDR             0
Potion                             KPACSTNBDR             0
Ring                               KPACSTNBDR             0
Robes                              KPACSTNBDR            +1
Rod                                KPACSTNBDR             0
Scarab                             KPACSTNBDR             0
Scroll                             KPACSTNBDR             0
Shield                             KP C T B R            +4
Tiara                              KPACSTNBDR             0
Wand                               KPACSTNBDR             0
Whistle                            KPACSTNBDR             0
                                  


                       Substances & Properties
                       =======================
Substance/Property     To Hit        Damage      AC       Attribute/
                                                       Resistance,etc.
----------------------------------------------------------------------
Accurate                                                       +5 Acc.
Acidic                          +2 Acid/Poison         +10 Acid/Poison
Amber                      +3               +3   +3
Arcane                                                          +25 SP
Armored                                                          +4 AC
Blazing                               +14 Fire                +25 Fire
Brass                      +3               -4   -2
Bronze                     +2               -2   -1
Buddy                                                          +2 Per.
Burgler                                                    +6 Thievery
Chance                                                        +10 Lck.
Charisma                                                      +12 Per.
Charm                                                          +5 Per.
Cold                                  +10 Cold                +20 Cold
Coral                      +1               +1   +1
Cryo                                         ?                +25 Cold
Crystal                    +1               +1   +1
Defender                                                         +6 AC
Dense                                +4 Energy               +9 Energy
Diamond                    +9              +30    ?
Divine                                                          +16 AC
Ebony                      +4               +4   +4
Electric                             +15 Elec.               +20 Elec.
Emerald                    +7              +15  +12
Exacto                                                        +30 Acc.
Fast                                                          +5 Speed
Fiery                                  +7 Fire                 +7 Fire
Flaming                                      ?                +15 Fire
Flashing                                     ?               +12 Elec.
Flickering                                   ?                +5 Elec.
Force                                                         +23 Mgt.
Fuming                                 +5 Fire                +12 Fire
Genius                                                        +30 Int.
Glass                       0                0    0         
Glowing                                      ?               +5 Energy
Gold                       +4               +8   +6
Icy                                          ?                 +5 Cold
Incandescent                                 ?               +7 Energy
Iron                       +1               +2   +1
Kinetic                                      ?              +25 Energy
Knowledge                                                     +12 Int.
Lapis                      +2               +2   +2
Leadership                                                    +17 Per.
Leather                    -4               -6    0
Leprachauns                                                   +30 Lck.
Life                                                            +10 HP
Lucky                                                         +20 Lck.
Marksman                                                      +10 Acc.
Mystic                                       ?                +5 Magic
Noxious                        +32 Acid/Poison         +40 Acid/Poison
Obsidian                  +10              +50  +20
Ogre                                                           +8 Mgt.
Pearl                      +2               +2   +2
Personality                                                    +8 Per.
Photon                                                        +47 Mgt.
Platinum                   +6              +10   +8
Poisonous                       +8 Acid/Poison         +20 Acid/Poison
Power                                        ?              +13 Energy
Precision                                                     +15 Acc.
Protection                                                       +2 AC
Pyric                                        ?                 +9 Fire
Quartz                     +5               +5   +5
Radiating                                    ?              +20 Energy
Rapid                                                          +8 Spd.
Rogue                                                     +15 Thievery
Ruby                       +6              +12  +10
Sage                                                           +5 Int.
Sapphire                   +8              +20  +14
Scorching                                    ?                +30 Fire
Seething                                     ?                +20 Fire
Sharp                                                          +3 Acc.
Shocking                                     ?               +15 Elec.
Silver                     +2               +4   +2
Sonic                                        ?              +11 Energy
Sparking                                     ?                +7 Elec.
Static                                       ?                +9 Elec.
Steel                      +3               +6   +4
Thought                                                        +8 Int.
Toxic                          +16 Acid/Poison         +25 Acid/Poison
True                                                          +20 Acc.
Velocity                                                      +30 Spd.
Venemous                        +4 Acid/Poison         +15 Acid/Poison
Warrior                                                        +5 Mgt.
Wind                                                          +17 Spd.
Winners                                                       +15 Lck.
Wisdom                                                        +23 Int.
Wooden                     -3               -3   -3

                         Special Attributes
                         ------------------
Special Attribute                                               Effect
----------------------------------------------------------------------
of Acid Spraying                                            Acid Spray
of Acid Stream                                             Acid Stream
of Aid                                                       First Aid
of Antidotes                                               Cure Poison
of Awakening                                                    Awaken
of Beacons                                              Lloyd's Beacon
of Blessing                                                    Blessed
of Cold Rays                                                  Cold Ray
of Curing                                                  Cure Wounds
of Detect Magic                                           Detect Magic
of Distortion                                          Time Distortion
of Duplication                                             Duplication
of Elements                                           Prot. from Elem.
of Enchantment                                            Enchant Item
of Energy Blast                                           Energy Blast
of Feasting                                                Create Food
of Feeble Minding                                          Feeble Mind
of Fiery Flails                                            Fiery Flail
of Fireballs                                                  Fireball
of Fists                                                   Flying Fist
of Frost Biting                                             Frost Bite
of the GODS!                                       Divine Intervention
of Half for Me                                             Half for Me
of Heroism                                                     Heroism
of Holy Bonuses                                             Holy Bonus
of Identification                                     Identify Monster
of Immobilization                                           Immobilize
of Incinerating                                             Incinerate
of Jumping                                                        Jump
of Levitation                                                 Levitate
of Light                                                         Light
of Lightning                                            Lightning Bolt
of Mass Distortion                                     Mass Distortion
of Megavoltage                                              Mega Volts
of Moon Rays                                                  Moon Ray
of Monster Finding                                      Detect Monster
of Nature                                                Nature's Cure
of Paralyzing                                                 Paralyze
of Power Cure                                               Power Cure
of Prismatic Light                                     Prismatic Light
of Raising the Dead                                         Raise Dead
of Recharging                                            Recharge Item
of Resurrection                                              Resurrect
of Revitalization                                           Revitalize
of Ropes                                                   Create Rope
of Shielding                                              Power Shield
of Silence                                                     Silence
of Sleeping                                                      Sleep
of Sparking                                                     Sparks
of Storms                                              Elemental Storm
of Stone to Flesh                                       Stone to Flesh
of Teleportation                                              Teleport
of Undead Turning                                          Turn Undead
of Vaccination                                            Cure Disease
of Water Walking                                         Walk on Water

12.  Conclusion

     That's  all I have for you guys and gays.  If you  have  any 
extra information, please feel free to update this file.  Let's join 
together and improve on it.

     That's all, folks!

Compiled by: Wong Chee Kong
Date: 21 Nov 1991

Updated by: VOLUME (benghai@iss.nus.sg)
Final score: 1,380,309,035
Date: 2 DEC 1991 (1st update)
Date: 6 DEC 1991 (2nd update) 
Date: 10 DEC 1991 (3rd update) 
Date: 12 DEC 1991 (4th update) 

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