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MIGHT AND MAGIC Walkthru
This walkthru is designed to assist you in finding the Inner Sanctum in
Varn. There is much to explore and find in Varn and many puzzles to figure
out. It should be noted that you will need at least 54 sheets of graph
paper to map all the game. I used a composition book that had quadrille
(graph) sheets, and it was very helpful. Copies of the mapping sheet they
give you in the book are also very good.
CHARACTER CREATION
In general, follow the guidelines in the documentation. Make sure, though,
that all your characters have good END and that your wizard has SPEED of at
least 15. If you can be patient enough, all characters should have also
have ACCURACY over 11. Having a Cleric with low SPEED can be helpful, since
he/she will go last in melee and be able to cure folks who have been
injured during the round. There is an advantage in having all female
characters, but if you don't care for that, it's not mandatory. There also
can be an advantage in having characters all the same alignment. You should
have a character in each character class. Keep in mind that all of your
characters can be in melee, so you don't want to have many (like wizards)
that are vulnerable.
SORPIGAL
You begin the game in the Inn of Sorpigal. A map of Sorpigal is provided in
the documentation, but this is by no means complete. Explore there
thoroughly and keep good notes. Do not go outside of Sorpigal until you are
at least 3rd level; there's lots to explore, and the monsters will be at
least a match for you. Try to move through all walls, since there are
hidden doors that can only be discovered this way. Make sure you find the
Leprechaun, he's your easy ticket to the other four cities of Varn. He's
behind a hidden door, close to the exit to the outside at x11,y3. Be aware
that there is no Leprechaun in any other city, so you'll have to walk back.
Don't go to City #4 (Dusk) until you've gotten the FLY Spell. Also behind a
hidden door is the statue of a frog (x14,y14). He will tell you in areas
like him (black and white checked) you will find what you need to help Og.
The Og quest is not vital to the completion of the game, but like many
other quests, it adds depth (and points to your final score).
The monsters will give about 40-80 experience points per battle, and since
you need approximately 2000 to go up a level, it will be slow going. Make
sure you cast your Leather Skin Spell after resting and before adventuring.
In fact, throughout the game, always cast any Protection spell available to
you. Avoid Sprites -- they cast curses which make it very difficult to hit
them or any other monster with them. When trying to open chests, don't
bother with the Detect Magic spell, it's not necessary. Opening chests can
severely damage or kill members in your party. If you have anyone in the
party who is unconscious, REST before opening a chest.
When buying food, make sure everyone has at least 5 gold. Food prices vary
from city to city, but Sorpigal is the least expensive place to buy food in
Varn. If you make donations to the temple, you will eventually be awarded
with all of the Protection spells cast at their highest possible level.
They will go away when you rest, but they can still be very helpful. Temple
donation prices also vary from town to town. The bars are a good source of
information, make sure you have a drink from time to time.
There are caverns below Sorpigal and if your characters are 2nd/3rd level,
they should be able to explore them safely. Be sure to get the vellum
scroll from the wizard; he will tell you to deliver it to a wizard in
Erliquin.
EXPLORING
I have designed this as a reference work, since you can be doing many
things at any given time. A "walkthru" just isn't possible with this game.
First will be a list of the areas and what can be found in them, and then
will be a list of significant places and items and where they can be found.
Assume that any location listed is accessible by the ETHERIALIZE or
TELEPORT spells unless noted. There are many places (not mentioned in this
walkthru) where magic doesn't work. Generally speaking, it won't be over a
wide area, but be very careful of using a transportation spell to get to a
place where magic doesn't work, and then resting, since you will not be
able to cast the spell to get back.
CITIES
Sorpigal is Town #1.
Portsmith (Town #2; B3 x3,y3): This city is tough on male characters, and
if you didn't follow my advice, and have some in your party, you might
consider exploring the cave below Portsmith for the fountain that reverses
the sex of your characters. Zam is in Portsmith, and so is the Succubus.
Zam is hidden behind a door at x11,y0. The succubus is hidden behind a door
at x10,y4. Do not enter that door unless your characters are at least 15th
level, since there is no way out, and the Succubus and her accompanying
devils are very tough. There are stairs down to a cave at x0,y8.
Algary (Town #3; D4 x7,y7): Behind the Inn in Algary is the Swaze Pit. The
Swaze Pit is nothing but unending encounters, so it is a good place to take
your characters for experience points. There are also a couple of Portals
that take you to various dungeons. Go through them if you'd like, but they
aren't the only way to get to the dungeons.
Dusk (Town #4; E1 x9,y11): Telengar (the person the wizard in Erliquin told
you to deliver the scroll to) is at x8,y0. The Forbidden Crypt contains a
bunch of pretty nasty monsters, but at the end of it, you'll find an undead
amulet, useful for casting Turn Undead. Food is very expensive here (200gp
for 40 food), so make sure you have a lot of food before you come.
Donations to the temple, on the other hand, are quite cheap (25gp) so this
is a good place to get all those helpful spells. There are stairs leading
down to a dungeon at x14,y0.
Erliquin (Town #5; B1 x13,y1): The wizard Agar is hidden behind the Inn at
x2,y5. The Town Treasure is at x15,y6. If you steal it, you will be
accosted by guards. The guards are very very tough; so unless you are level
20+, don't try to fight them. If you give in, you will get a jail sentence
that will age your characters that many years. Really, the treasure isn't
worth it.
OUTDOORS
A1: The passage to Castle Doom is at x7,y15. You'll need the gold key to
finish up Castle Doom. There is a Pool of Health at x12,y1 which grants +2
to END. In the forests around x5,y2, you can fight the Dark Rider. He is
the one who can help you improve the payoff on the Wheel of Luck.
A2: The Pirate's Secret Cove is at x2,y4 and at x2,y5 (there are two of
them). The Dragon's Tooth is at x11,y3. The King's Pass is at x0,y15 (can't
FLY to that area).
A3: x3,y6 the Wheel of Luck. There are 4 monsters shown on the map: the Sea
Serpent, the Scorpion, the Dark Rider, and the Dragon. The more monsters
you kill, the better you will do when spinning the wheel. They are in the
areas shown on the map, but precise locations aren't possible, since they
can move.
A4: bridge at x4,y6. At that bridge, Gypsies' (found in C2) colors will be
asked for. If you answer correctly (at least 3 members of party), walk
acros to x4,y2 and get the coral key. An incorrect answer will eradicate a
character, so be careful. You cannot teleport and get the key.
B1: Silver Key at x4,y7. You must enter the passage to the key from x0,y6.
Erliquin is at x13,y1. Blackridge Castle South is at x11,y2. Blackridge
Castle North is at x14,y10. The Ancient Ruins are at x12,y5. To get to the
Ancient Ruins you must use the Slide from inside Blackridge South Castle or
find the teleport that goes from one side of Erliquin's dungeon to the
other. There is a backdoor to Erliquin at x14,y1, accessible from one of
the Algary portals.
B2: There is the riddle of the Ice Princess at x4,y4. The answer to the
riddle is LOVE. Search after giving the answer, and you will get a key.
Answer the riddle twice, and you will get a second key. The first should be
bronze and the second diamond. The Warrior's Stronghold (Raven's Lair) is
at x9,y9. A cave is at x8,y4.
B3: Portsmith is at x3,y3. Enchanted Forest Stronghold (also called the
Minotaur's Stronghold) is at x14,y2. It is difficult to get there, so keep
experimenting. Wolf Castle is at x9,y13. Wizard Ranalou's cave is at x0,y7.
Blyth's Peak is at B3 x9,y6.
B4: Trivia Island is at the southern part of the map. Normally you must pay
500 gold, but there is a place at x15,y15 where you can pull the lever and
then no payment is required. The questions and answers:
Who is the voluptuous one? Laura
Who's lost sight? Og
Where's the very latest? Erliquin
Who be ye? I be me
You'll get 50 gems for answering each question correctly.
C1: If you have gotten the clues from Zom and Zam, at x15,y15 search, and
you'll find a ruby whistle, necessary to enter the Enchanted Forest
Stronghold. You must stay alive between talking to Zom and Zam and
searching for the key; otherwise you, the player, will have the clues, but
your characters won't. There are six fountains from x10,y14 through x5,y14.
The first, fourth, fifth, and sixth fountains are poison -- don't drink
from them. The second fountain will give your spell casters all the
appropriate spells (including level 7) for their class. The third fountain
will add to the MIGHT of all the characters that drink. If your party is
less than level 12 or so, these fountains will be necessary to battle the
ambushes at the Merchant's Wagons. The effects of the fountains wear off
after resting. One of the Merchant's Wagon's will contain a merchant's pass,
necessary to completely explore the castles. The Merchant's Wagons are in
the forested area between x6,y5, x9,y5, x9,y9 and x6,y9. You may have to
conquer several ambushes befo finally finding the pass; however, the actual
pass is located at x3,y8.
C2: Sorpigal is at x10,y10. There is a toothless Gypsy seer at x9,y11. Make
sure each character talks to her, and write down what she tells you. It'll
be necessary to finish the game. There is a cave at x15,y11. The only
entrance to Raven's Lair (in B2) is at x0,y2 guarded by statues that will
come to life. At x15,y8 there will be an avalanche that will block your
return.
C3: Wyvern's Eye at x7,y7. The wyverns are tough for young characters, but
they provide great experience when you are strong enough to take them on.
Approach x8,y0 from the west. The clue given pertains to the Og problem.
There is an old hermit at x2,y10. He will trade with you, but make sure
your character in the first slot doesn't have anything valuable in his/her
pack because the hermit will take it. You'll get a couple of items for
pirates from him. The exiled Lord Kilburn is at x6,y14. He's past a few
hidden doors. He will give you a map of the desert.
C4: Jolly Raven Shipwreck x8,y13. Portal at x13,y13 sends you to the bottom
of City of Gold Dungeon (E4 4th level). Volcanic island: You need the coral
key to enter cave at x7,y2.
D1: This is mostly desert. Make sure you have plenty of food or the food
spell available before trying to walk across. Also, make sure you have the
map of the desert (found in C3), since without it, you'll be lost. The
tradesmen of the desert are found at x10,y13. The goods they give you not
only are a quest, but will replenish your food supply. Scorpions may be
found in the desert here.
D2: Pool of Personality (+2 or +4) at x10,y12. Three clerics heal curses, a
conditions. Message at x9,y10.
D3: Man at x0,y2. See him before climbing all trees. There are 19 trees. If
you climb all without leaving the area, you get a choice of gold, gems, or
a magic item, The magic items can be wonderful. Cave at x7,y13.
D4: Og at x7,y1. You must have the two idols (the ruby idol is not one of
them), otherwise he won't talk to you. The answer to his question is Queen
to King's level 1. Algary is at x7,y7
E1: Dusk at x9,y11. Castle Dragadune ruins at x12,y12. Sands of Time (makes
your characters younger) at x3,y3 and guarded by some prehistoric uglies.
Statue of Judgement at x9,y12. You must have encountered the prisoners in
the castles before the Statue of Judgement will give you experience points
(more about this in the Castles section).
E2: Oasis at x3,y11. There is an alien at x3,y11. Different things will
happen depending on what you choose; so be nice. At x3,y13 get intellect
raised.
E3: x12,y6 a password is requested. To get the password, go to x7,y2 and
listen to the harper. After getting the password, you can enter King
Alamar's castle at x14,y7. A diamond door is located at x1,y4. Beyond it is
the Astral Plane.
E4: caves at x10,y5, This is the Building of Gold. Dragon City Town Meeting
at x8,y5. DO NOT interrupt the meeting unless you are level 25+. This is a
VERY tough fight. There are a couple of interesting items at x2,y6 and
x3,y6.
CASTLES
In every castle you will find a silver message. The interleaf to explain
these messages can be found in Castle Doom. Also in every castle, you'll
find a prisoner. The amount of experience points that you get at the Statue
of Judgement will depend on your treatment of those prisoners and each
character's alignment. Keep in mind that the type of prisoner and what you
do to it will affect the experience points. For example, if a good
character lets a demon go, that will be counted against him/her, even
This walkthru is designed to assist you in finding the Inner Sanctum in
Varn. There is much to explore and find in Varn and many puzzles to figure
out. It should be noted that you will need at least 54 sheets of graph
paper to map all the game. I used a composition book that had quadrille
(graph) sheets, and it was very helpful. Copies of the mapping sheet they
give you in the book are also very good.
CHARACTER CREATION
In general, follow the guidelines in the documentation. Make sure, though,
that all your characters have good END and that your wizard has SPEED of at
least 15. If you can be patient enough, all characters should have also
have ACCURACY over 11. Having a Cleric with low SPEED can be helpful, since
he/she will go last in melee and be able to cure folks who have been
injured during the round. There is an advantage in having all female
characters, but if you don't care for that, it's not mandatory. There also
can be an advantage in having characters all the same alignment. You should
have a character in each character class. Keep in mind that all of your
characters can be in melee, so you don't want to have many (like wizards)
that are vulnerable.
SORPIGAL
You begin the game in the Inn of Sorpigal. A map of Sorpigal is provided in
the documentation, but this is by no means complete. Explore there
thoroughly and keep good notes. Do not go outside of Sorpigal until you are
at least 3rd level; there's lots to explore, and the monsters will be at
least a match for you. Try to move through all walls, since there are
hidden doors that can only be discovered this way. Make sure you find the
Leprechaun, he's your easy ticket to the other four cities of Varn. He's
behind a hidden door, close to the exit to the outside at x11,y3. Be aware
that there is no Leprechaun in any other city, so you'll have to walk back.
Don't go to City #4 (Dusk) until you've gotten the FLY Spell. Also behind a
hidden door is the statue of a frog (x14,y14). He will tell you in areas
like him (black and white checked) you will find what you need to help Og.
The Og quest is not vital to the completion of the game, but like many
other quests, it adds depth (and points to your final score).
The monsters will give about 40-80 experience points per battle, and since
you need approximately 2000 to go up a level, it will be slow going. Make
sure you cast your Leather Skin Spell after resting and before adventuring.
In fact, throughout the game, always cast any Protection spell available to
you. Avoid Sprites -- they cast curses which make it very difficult to hit
them or any other monster with them. When trying to open chests, don't
bother with the Detect Magic spell, it's not necessary. Opening chests can
severely damage or kill members in your party. If you have anyone in the
party who is unconscious, REST before opening a chest.
When buying food, make sure everyone has at least 5 gold. Food prices vary
from city to city, but Sorpigal is the least expensive place to buy food in
Varn. If you make donations to the temple, you will eventually be awarded
with all of the Protection spells cast at their highest possible level.
They will go away when you rest, but they can still be very helpful. Temple
donation prices also vary from town to town. The bars are a good source of
information, make sure you have a drink from time to time.
There are caverns below Sorpigal and if your characters are 2nd/3rd level,
they should be able to explore them safely. Be sure to get the vellum
scroll from the wizard; he will tell you to deliver it to a wizard in
Erliquin.
EXPLORING
I have designed this as a reference work, since you can be doing many
things at any given time. A "walkthru" just isn't possible with this game.
First will be a list of the areas and what can be found in them, and then
will be a list of significant places and items and where they can be found.
Assume that any location listed is accessible by the ETHERIALIZE or
TELEPORT spells unless noted. There are many places (not mentioned in this
walkthru) where magic doesn't work. Generally speaking, it won't be over a
wide area, but be very careful of using a transportation spell to get to a
place where magic doesn't work, and then resting, since you will not be
able to cast the spell to get back.
CITIES
Sorpigal is Town #1.
Portsmith (Town #2; B3 x3,y3): This city is tough on male characters, and
if you didn't follow my advice, and have some in your party, you might
consider exploring the cave below Portsmith for the fountain that reverses
the sex of your characters. Zam is in Portsmith, and so is the Succubus.
Zam is hidden behind a door at x11,y0. The succubus is hidden behind a door
at x10,y4. Do not enter that door unless your characters are at least 15th
level, since there is no way out, and the Succubus and her accompanying
devils are very tough. There are stairs down to a cave at x0,y8.
Algary (Town #3; D4 x7,y7): Behind the Inn in Algary is the Swaze Pit. The
Swaze Pit is nothing but unending encounters, so it is a good place to take
your characters for experience points. There are also a couple of Portals
that take you to various dungeons. Go through them if you'd like, but they
aren't the only way to get to the dungeons.
Dusk (Town #4; E1 x9,y11): Telengar (the person the wizard in Erliquin told
you to deliver the scroll to) is at x8,y0. The Forbidden Crypt contains a
bunch of pretty nasty monsters, but at the end of it, you'll find an undead
amulet, useful for casting Turn Undead. Food is very expensive here (200gp
for 40 food), so make sure you have a lot of food before you come.
Donations to the temple, on the other hand, are quite cheap (25gp) so this
is a good place to get all those helpful spells. There are stairs leading
down to a dungeon at x14,y0.
Erliquin (Town #5; B1 x13,y1): The wizard Agar is hidden behind the Inn at
x2,y5. The Town Treasure is at x15,y6. If you steal it, you will be
accosted by guards. The guards are very very tough; so unless you are level
20+, don't try to fight them. If you give in, you will get a jail sentence
that will age your characters that many years. Really, the treasure isn't
worth it.
OUTDOORS
A1: The passage to Castle Doom is at x7,y15. You'll need the gold key to
finish up Castle Doom. There is a Pool of Health at x12,y1 which grants +2
to END. In the forests around x5,y2, you can fight the Dark Rider. He is
the one who can help you improve the payoff on the Wheel of Luck.
A2: The Pirate's Secret Cove is at x2,y4 and at x2,y5 (there are two of
them). The Dragon's Tooth is at x11,y3. The King's Pass is at x0,y15 (can't
FLY to that area).
A3: x3,y6 the Wheel of Luck. There are 4 monsters shown on the map: the Sea
Serpent, the Scorpion, the Dark Rider, and the Dragon. The more monsters
you kill, the better you will do when spinning the wheel. They are in the
areas shown on the map, but precise locations aren't possible, since they
can move.
A4: bridge at x4,y6. At that bridge, Gypsies' (found in C2) colors will be
asked for. If you answer correctly (at least 3 members of party), walk
acros to x4,y2 and get the coral key. An incorrect answer will eradicate a
character, so be careful. You cannot teleport and get the key.
B1: Silver Key at x4,y7. You must enter the passage to the key from x0,y6.
Erliquin is at x13,y1. Blackridge Castle South is at x11,y2. Blackridge
Castle North is at x14,y10. The Ancient Ruins are at x12,y5. To get to the
Ancient Ruins you must use the Slide from inside Blackridge South Castle or
find the teleport that goes from one side of Erliquin's dungeon to the
other. There is a backdoor to Erliquin at x14,y1, accessible from one of
the Algary portals.
B2: There is the riddle of the Ice Princess at x4,y4. The answer to the
riddle is LOVE. Search after giving the answer, and you will get a key.
Answer the riddle twice, and you will get a second key. The first should be
bronze and the second diamond. The Warrior's Stronghold (Raven's Lair) is
at x9,y9. A cave is at x8,y4.
B3: Portsmith is at x3,y3. Enchanted Forest Stronghold (also called the
Minotaur's Stronghold) is at x14,y2. It is difficult to get there, so keep
experimenting. Wolf Castle is at x9,y13. Wizard Ranalou's cave is at x0,y7.
Blyth's Peak is at B3 x9,y6.
B4: Trivia Island is at the southern part of the map. Normally you must pay
500 gold, but there is a place at x15,y15 where you can pull the lever and
then no payment is required. The questions and answers:
Who is the voluptuous one? Laura
Who's lost sight? Og
Where's the very latest? Erliquin
Who be ye? I be me
You'll get 50 gems for answering each question correctly.
C1: If you have gotten the clues from Zom and Zam, at x15,y15 search, and
you'll find a ruby whistle, necessary to enter the Enchanted Forest
Stronghold. You must stay alive between talking to Zom and Zam and
searching for the key; otherwise you, the player, will have the clues, but
your characters won't. There are six fountains from x10,y14 through x5,y14.
The first, fourth, fifth, and sixth fountains are poison -- don't drink
from them. The second fountain will give your spell casters all the
appropriate spells (including level 7) for their class. The third fountain
will add to the MIGHT of all the characters that drink. If your party is
less than level 12 or so, these fountains will be necessary to battle the
ambushes at the Merchant's Wagons. The effects of the fountains wear off
after resting. One of the Merchant's Wagon's will contain a merchant's pass,
necessary to completely explore the castles. The Merchant's Wagons are in
the forested area between x6,y5, x9,y5, x9,y9 and x6,y9. You may have to
conquer several ambushes befo finally finding the pass; however, the actual
pass is located at x3,y8.
C2: Sorpigal is at x10,y10. There is a toothless Gypsy seer at x9,y11. Make
sure each character talks to her, and write down what she tells you. It'll
be necessary to finish the game. There is a cave at x15,y11. The only
entrance to Raven's Lair (in B2) is at x0,y2 guarded by statues that will
come to life. At x15,y8 there will be an avalanche that will block your
return.
C3: Wyvern's Eye at x7,y7. The wyverns are tough for young characters, but
they provide great experience when you are strong enough to take them on.
Approach x8,y0 from the west. The clue given pertains to the Og problem.
There is an old hermit at x2,y10. He will trade with you, but make sure
your character in the first slot doesn't have anything valuable in his/her
pack because the hermit will take it. You'll get a couple of items for
pirates from him. The exiled Lord Kilburn is at x6,y14. He's past a few
hidden doors. He will give you a map of the desert.
C4: Jolly Raven Shipwreck x8,y13. Portal at x13,y13 sends you to the bottom
of City of Gold Dungeon (E4 4th level). Volcanic island: You need the coral
key to enter cave at x7,y2.
D1: This is mostly desert. Make sure you have plenty of food or the food
spell available before trying to walk across. Also, make sure you have the
map of the desert (found in C3), since without it, you'll be lost. The
tradesmen of the desert are found at x10,y13. The goods they give you not
only are a quest, but will replenish your food supply. Scorpions may be
found in the desert here.
D2: Pool of Personality (+2 or +4) at x10,y12. Three clerics heal curses, a
conditions. Message at x9,y10.
D3: Man at x0,y2. See him before climbing all trees. There are 19 trees. If
you climb all without leaving the area, you get a choice of gold, gems, or
a magic item, The magic items can be wonderful. Cave at x7,y13.
D4: Og at x7,y1. You must have the two idols (the ruby idol is not one of
them), otherwise he won't talk to you. The answer to his question is Queen
to King's level 1. Algary is at x7,y7
E1: Dusk at x9,y11. Castle Dragadune ruins at x12,y12. Sands of Time (makes
your characters younger) at x3,y3 and guarded by some prehistoric uglies.
Statue of Judgement at x9,y12. You must have encountered the prisoners in
the castles before the Statue of Judgement will give you experience points
(more about this in the Castles section).
E2: Oasis at x3,y11. There is an alien at x3,y11. Different things will
happen depending on what you choose; so be nice. At x3,y13 get intellect
raised.
E3: x12,y6 a password is requested. To get the password, go to x7,y2 and
listen to the harper. After getting the password, you can enter King
Alamar's castle at x14,y7. A diamond door is located at x1,y4. Beyond it is
the Astral Plane.
E4: caves at x10,y5, This is the Building of Gold. Dragon City Town Meeting
at x8,y5. DO NOT interrupt the meeting unless you are level 25+. This is a
VERY tough fight. There are a couple of interesting items at x2,y6 and
x3,y6.
CASTLES
In every castle you will find a silver message. The interleaf to explain
these messages can be found in Castle Doom. Also in every castle, you'll
find a prisoner. The amount of experience points that you get at the Statue
of Judgement will depend on your treatment of those prisoners and each
character's alignment. Keep in mind that the type of prisoner and what you
do to it will affect the experience points. For example, if a good
character lets a demon go, that will be counted against him/her, even
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