Might and Magic Book One is done and I’m getting ready for Book Two, which I hope to start playing after I’m done with The Walking Dead. In the meantime, I used some of my spare time to compile all of my notes and maps into a guide. I split it into three parts… Continue reading
Tag: Might and Magic Book One: The Secret of the Inner Sanctum
Over the past few days, I’ve been playing Might and Magic Book One intensively, exploring everything that was left to explore, finishing uncompleted quests and getting ready to end the game. That’s exactly what I did! I’ve completed a game that’s as old as I am and I loved every moment. The first thing I did was to explore the left-over areas… Continue reading
At this point, I’m practically tasting the end game of Might and Magic Book One. Well, I think I’m tasting it. The reality is, I could be anywhere in the game right now and not know how far I got, since these ancient games really take an alien approach to design and storytelling.
King Alamar’s Castle
As I already said in my previous posting, the southwestern part of King Alamar’s Castle contained the prisoner. One thing I didn’t say was that I managed to botch up the quest line. I accidentally sold the item King Alamar gave me at Castle Doom. Basically, this means I had to go back to Sorpigal and redo the whole quest line all over again.
Luckily, not having the quest didn’t stop me from exploring the castle. The room on the opposite side, to the northwest, had the same layout as the prisoner room, except there wasn’t anything good at the end of this encounter series. Instead, I got a catapult which ejected me into the wilderness. What’s worse, after so many encounters, the catapult threw me straight into an encounter, where I then accidentally pushed S on my keyboard, which causes my party to surrender. This almost never works, but when it does, you go to a safe spot in the area and lose all of your money. Basically, I had to reload. I got the exploration, but I lost all the experience and loot.
Similarly, there’s a chute like the one in Castles Blackridge which also takes you outside, but at least I didn’t lose any experience with that one.
Outside of that and the fake King Alamar, there wasn’t anything else in the castle. As I said, I had to redo the entire quest line to get the golden key, so that’s exactly what I did. By trying to rush through it with Teleport and Etherealize, I discovered a few things. Apparently, through the use of anti-magic fields and similar special tiles, there are some measures put in place so you can’t just straight rush through some parts.
For instance, there are anti-magic fields in castle Doom which force you to do two things:
- You need to enter the castle through the secret entrance to reach the prison area.
- You need to have the Gold Key if you want to get to the imprisoned King Alamar.
So I guess you simply must do the main quest line to advance in the game and there’s no way past that.
Anyway, confronting the fake king revealed his true identity and I was thrown into the Soul Maze.
The Soul Maze
The goal of the Soul Maze is to find my captors name hidden within the walls. The problem was, using the location spell simply returned ”Unknown” instead of any coordinates. I decided to take the bait and map it anyway. For a while, it was extremely confusing, but then I figured out the level simply wraps around on itself. Leaving it from the top tile in the first column puts you in the bottom tile of the first column, and so on. With that realization, I kept mapping, hoping to find a note of some sort. I didn’t.
Eventually, I mapped it all and then two things became obvious:
- I was mapping it upside down, switching north for south.
- The name was Sheltem.
How did I realize that? Well, when the map was drawn, some of the walls spelled Help directly on the map. Help doesn’t really work as a name, so I abandoned my excel graph paper sheet and redrew it on a piece of actual paper. Rotating it upside down spelled out a pretty obvious hint:
My name is Sheltem.
I used this name and I got the following:
Agent Orango Seventeen Reporting: Imposter XX21A7-3 Voided! Starphase 5281.6 at 120-Varn-161 Pod #41, you are now rank 1 and eligible for transfer. Find inner sanctum for new assignment. The walls begin to fade…
I was back in Sorpigal.
Back in King Alamar’s Castle, the real king was sitting on the throne and he told me I should go to the Inner Sanctum. I’m not sure if this is just an item in my inventory doing it or something else, but if it isn’t, this might be the first persistence in Might and Magic Book One. I left the game and got back in and the true Alamar was still on the throne.
Clerics of the South
The clerics of the south are at the lowest level of castle Dragadune. Their finding you worthy means that you get to reuse all of the permanent stat increase locations within the game. I’m not sure how far you can increase your stats this way, but the action of gaining worth definitely is repeatable and I already got a few stats above 30 this way.
It can be a bit confusing, but to make them find you worthy, you don’t need to ring all the gongs, or you might need to ring them several times. The key is to keep hitting gongs until you hear all three of the tones – sharp, mellow and loud. You can’t ring the same gong twice in a row, but you can keep alternating between two gongs until you hear all three sounds.
Just for future reference for myself and everyone else, here’s a little something…
Might and Magic Book One, Permanent Stat Increase Locations
- Might – The dungeon below Portsmith, B-3, 0-12
- Intellect – E-2, 3-13
- Wisdom – D-2, 12-12
- Luck – Ruins of Castle Dragadune, E-1, 1-1
- Accuracy – The cave below Dusk, E-1, 15-15
- Speed – The cave below Dusk, E-1, 14-5
- Endurance – A-1, 12-1
I actually completely forgot about endurance, so now it’s lagging behind the rest of my stats a bit.
The Six Prisoners
The Clerics of the South task (not exactly a quest) is awesome and provides an awesome reward. The six prisoners task, on the other hand, does almost nothing. You need to treat the six prisoners in the six castles according to your alignment and then you go to the scale statue in E-1. Based on how well you did, you get more or less experience. The amount is pretty high, but nothing you can’t get otherwise. Honestly, it’s not worth the trouble.
Might and Magic Book One, Character Age, Rejuvenation
First of all, I had very little issues with character age in Might and Magic Book One. None of my characters got even close to dying of old age up to now and the oldest one didn’t even reach 50. That being said, you have options for reversing old age, natural or magical.
Firstly, there’s a crater in the southeast of E-1, which you can only access with Etherealize, since it blocks teleportation. In there, you are forced to fight at least two difficult encounters against dinosaurs before reaching the center.
At the center, there’s a device which reverses everyone’s age by a certain number, though I’m not sure how much. Why am I not sure? Because casting Rejuvenate (Cleric, 6-4) is an order of magnitude faster and easier. Sure, there’s a chance you’ll end up aging your character instead, but then you can just cast it a few more times.
By the time you can reach the center of the crater, you’ll easily have access to Rejuvenate, so there really is no point not to use it.
I’ll repeat, the easiest way to reverse old age in Might and Magic Book One is to cast the clerical spell Rejuvenate.
E-4 and the Fabled Building of Gold
With a total of 5 overworld areas left to visit, I decided to start from the east and flew to E-4. The E-4 wilderness is a pretty OK area to train in. Most of it is empty, but there’s an island in the swamp to the south, with a lot of fixed encounters, most of them being against dragons. Dragons provide a lot of experience in Might and Magic Book One, so now that my level is high enough, they seem like a good way to quickly gain levels. However, there’s a downside – I’m hemorrhaging gems like crazy. I’ll probably have to find a place to collect some in the near future.
On the same island, there’s the Fabled Building of Gold and there was a dragon town, which I could decide to attack. Doing this meant taking on one of each dragon type, as well as two high-level demons, able to cast Eradicate. Even with all of my protection spells, I wasn’t able to clear this battle. I might be able to with a few extra items, but for now, I’m not even going to try.
The Fabled Building of Gold
The Fabled Building of Gold is the first dungeon that I’m aware of with non-linear level progression. From the first level, you can get to either level 2, 3 or 4 via one of the three stairways.
Going straight to level 4 takes you to „dungeon under construction“. This level has a lot of walls which aren’t really walls from the opposite direction, or doors which end up being walls from the other direction, etc. The level also contains three rooms with very difficult encounters behind some barrier walls. Two out of these three encounters rewarded me with a black box, but I didn’t get any upgrades, because all of the item drops required evil alignment.
Getting to level 3 directly from level 1 takes you to an isolated area with nothing of importance in there. Level 2 simply contains a lot of rooms with weird encounters against a lot of different, unrelated monsters. It also contains a large maze, which is pretty much completely empty, other than the stairs to the „real“ part of level 3 at one of the dead ends.
Level 3 is just a bunch of teleport traps, all leading to the same spot with an encounter. Either I missed something, or there’s nothing of importance in there. You’d expect there to be something, since there’s to ways to get to the level, but I didn’t find anything.
Overall, I got a huge amount of experience in the Fabled Building of Gold, and I found two checkered rooms, one of them containing the White Queen Idol. Sadly, it turns out I managed to sell or somehow lose the Black Queen Idol, so I’ll have to find it again. Good thing I’m taking notes, so I know where it is. It’s in level 1 of the Wizard’s Lair in the B-1 area.
Lorelei the Knight
Lorelei gained four levels, 51 hit points in total and is now level 18.
Priscilla the Paladin
Priscilla gained two levels, 24 hit points in total and is now level 15.
She got a Belt of Power from the Soul Maze, so she gave her Undead Amulet to Alana.
Rax the Robber
Rax gained three levels, 27 hit points in total and is now level 17.
She got a Blue Ring Mail. This excellent item dropped from a Black Box in one of the trap rooms of castle Alamar. This time, I did the smart thing and immediately teleported outside and to Sorpigal. It increases AC by 9 and probably adds resistance, I’m guessing to either frost or electricity. The Blue Ring Mail replaced her Ring Mail + 1. This was an amazing upgrade.
She also got a brand new pair of Boots of Speed, giving his old Defense Cloak to Robin.
She got an Elec Shield, which replaced her Large Shield + 2, adding one more point of AC and increasing her electrical resistance.
Alana the Cleric
Alana gained three levels, 28 hit points in total and is now level 17. I’ve seen her destroy mummies with Turn Undead now.
She got an Undead Amulet from Priscilla.
Robin the Archer
Robin gained three levels, 26 hit points in total and is now level 15. She gained access to her fourth level sorcerer spells.
Robin got Rax’s Defense Cloak, which was a nice AC bonus.
Aleen the Sorceress
Aleen gained two levels, 14 hit points in total and is now level 16.
I believe I can now safely assume E-4 and E-3, including the Soul Maze, are fully and properly mapped, so I finalized the files related to these two areas. As usual, you can find all of my other files in my Google Drive folder, including the word document files you can edit.
It’s been long since I’ve devoted so much time to a single game and got so much enjoyment out of it. I’m not completely sure, but slowly, it seems like I’m approaching the finale of Might and Magic Book One. Continue reading
The E regions had nothing for me, so I decided to back to some of the regions I’ve already been to, to wrap some stuff up.
I was at a loss in Dusk, so I started wrapping up some loose ends while figuring out where to go next. Note for self: Find a way to cure petrification on the go.
This report spanned over a couple of days of gameplay. My new schedule of posting three times a week sort of makes individual updates impossible, so I’ll try and do it this way.
The first thing I did was to go to Lord Inspectron because I thought the lookout in B-3 might be Blithes Peak. It was and I got 2000 experience, as well as another quest – go to the desert people and bring a sample of their trade goods.
I freed the prisoners of both Blackridge castles, but nothing happened, other than the prisoners leaving.
C-3 Wilderness, Wyvern Peaks
I went to explore C-3, to make a nice rectangle on the world map. It seemed empty at first. I ended up in both D-3 and C-4 briefly. I now know there’s a bunch of trees in D-3, with some guy wanting me to climb all of them without leaving the area. I also know there’s something screaming in C-4, and I couldn’t cast spells on the few tiles I’ve been on. My RPG experience tells me it’s a banshee or something of the sort.
Eventually, I found the exiled Lord Kilburn to the north, past a few secret passages. He gave me a map to the desert lands, told me to go there and report my findings to the other lords. I didn’t have a quest, so I accepted, simply to get the map. It looks like the game handles quests without too many limitations. I can only have one active at a time, but I can complete other quests without actually having them active.
The Exiled Lord Kilburn Speaks: “Take this map and explore the desert. Report your findings to the other lords. Then they will understand!”
He disappears after this so I have no idea how to retake this quest if you remove it with the clerical spell (3-7). I actually tried removing it and was forced to reload. Luckily, I saved in Sorpigal right after taking it, because to the north west of C-3, I soon found a hermit ho offered to “trade items”. Accepting removed everything from my inventory, gave me Pirate Map A and Pirate Map B and filled the rest of my slot with (USELESS ITEM). Naturally, I immediately reloaded. If there’s a reason to do this, I’ll probably have to make a fake party, get here from Sorpigal and take the items that way, or at least use a fake party to store my current items with them before going here to trade. For now, I won’t be doing that, since it’s basically cheating and there might be another way.
As expected (for the most part), in the central region of C-3, there was a series of winding passages with a Wyvern ambush every few steps. These are the Wyvern Peaks I’ve seen from Blithes Peak in B-3. Wyverns are tough monsters. They don’t have that much health (about 50), but they hit by a lot, so it was really difficult to defeat them and I had to do it several times in a row to get to the center of the area. I managed to win a few battles, which gave me nice gold and experience, but I decided to save the rest of it for a later time.
Castle White Wolf, B-3
The castle was mostly empty. The throne room was straight from the entrance and the lord’s name was Ironfist. I couldn’t take his quests because I was on the quest for lord Kilburn and I didn’t want to abandon it.
There was another message here, this one labeled B, so I have A, B and C now:
The messages are of the same length, so it’s definitely some sort of code, though probably not programming, as I though earlier. I’m guessing there’s one in each castle, so I won’t try to decipher them yet.
There was also a prisoner, in a long spiral area called the tower. I guess spiraling passages were the only way to (poorly) portray slopes in this game, since there is no vertical dimension. This is why both the Blithes Peak and the Wyvern peaks were confusing to me. I freed him immediately, since there seems to be no downside to it.
Other than that, there was a bunch of empty rooms, some random encounters and nothing else. I guess I explored Castle White Wolf quite quickly.
This was the next one I wanted to visit, because I’ve seen the drawn map of the world of Might and Magic and the deserts were definitely in the east. At first glance, D-1 didn’t look like a desert.
On second glance, they either picked a weird color or for a desert, or I’ve just reached hell.
I didn’t want to go in yet, so I explored the small area I started in when I entered from C-1. I found a message telling me where Kilburn was, but nothing else.
It was really the desert and the mechanic is that if you stay in it for too long, people start dying, so you need to move from oasis to oasis.
In one such oasis, to the north, there was a tribe of nomad people who I could trade with for the quest for lord Inspectron. After dying in the desert once, I got the quest a second time and immediately turned it in for 3000 experience. Now, lord Inspectron wants me to find the shrine of Okzar under the town of Dusk.
The fact that I actually had Inspectron’s quest confused me, since I also had Kilburn’s quest. It looks like I’m missing something. Maybe there are different types of quests I can be on at the same time?
Other than this oasis, there wasn’t much else in D-1. There was a sandstorm that does damage to the party, an encounter with a huge group of giant scorpions I couldn’t beat yet and a random whirlwind which can apparently appear anywhere and transport the party to safety, next to the entrance to the desert.
There’s more desert in E-1 and D-2, though.
Desert was only to the north and I started in the south. There are many encounters in this area. One long corridor on the western side is encounter after encounter, which ended in an encounter with two medusas and a bunch of trolls. No head was dropped, but I went to see lord Hacker anyway. He just said I was already quested. There are two possibilities here:
- I need to be on the quest to get a head.
- There’s a special medusa somewhere, which drops a head.
I can’t drop the quest until I’m done with the desert, so there’s nothing I can do there.
After fighting lots and lots of encounters with very little reward other than the experience (which is a great reward to), I finally explored everything other than the desert area. Since I have to fight through a bunch of encounters to even get to the desert area, I decided to approach it from D-1 and use suicide runs to map everything.
Pretty soon, I found a central oasis, this time a “Clerical retreat”. Inside was a pool giving everyone “worthy” +4 wisdom. I believe everyone got it. I didn’t have any evil characters, but most of them were neutral and they still got the bonus.
There were also three groups of clerics. The northern clerics cure the entire party, the eastern restore their alignment and the western uncurse all of their items. Finally, there was a message about the southern clerics:
The clerics of the south shall deem you worthy, if you can find them!
This probably refers to a whole different area, either D-3 or D-4, since I couldn’t find them in D-2.
Other than this oasis, which is a huge thing for this area, there was nothing else in the desert, so I guess D-2 is now also explored.
This is where the town of Dusk was located, so using fly took me straight to the town entrance. I decided to explore the wilderness first, though. Dusk was on one large oasis, sharing it with the ruins of castle Dragadune and a strange statue of a giant holding some scales. Stepping on it did nothing, but the statue did indicate I need to be worthy somehow, so apparently, I wasn’t.
A second oasis was in the south western corner and it was in perpetual darkness, so I had to use Lasting Light to explore it. There was a large square with a path around it, but I couldn’t get inside the square. I didn’t find a secret entrance, so I assumed there’s a way to teleport in there.
There were also two “roads” through the desert – places where it in fact wasn’t “too hot”, so I was able to roam freely. These connect the Dusk oasis with more roads in adjacent regions and now that I think about it, actually provide a convenient foot route through the desert.
Town of Dusk, E-1
Dusk is supposed to be the last town of the game, I guess. It’s filled with higher level encounters, including one I had with white dragons, and its store is selling enchanted equipment. The whole town also has an undead theme, with NPC-s being ghosts, location names being related to ghosts, etc.
The front area had all the regular stuff, including some stairs to the dungeon bellow, while the back area was a huge maze. The southern area was empty, except for an elf waiting for some couriers. The northern area ended in a zone where you can’t rest, and some parts where you also can’t cast spells. The final part was called the forbidden crypt and it was filled with undead encounters. I didn’t manage to fully clear it yet.
Below Dusk, E-1
The area below Dusk was just filled with traps and when I say traps, I mean traps that can outright kill you, not just do some minor damage. Some of these traps were avoidable (jumpable), but a lot of them weren’t, so I guess the trick was to figure out which ones to take head on and which ones to avoid. Luckily, the temple in Dusk brings dead people back to life cheaply, at just 200 gold a pop.
The dungeon also had several portals, leading to different places in the world:
- The portal at 13-1 led to the other cave in B-2, the one at 8-4.
- The portal at 11-1 led to some random cave in D-3, which I haven’t visited yet.
- The portal at 9-1 led to the Korin Bluffs cave in B-3.
- The portal at 15-0 led to the inn of Sorpigal. This one was extremely random.
There was also what the game described as “a cavernous passage” to the Ruins of Castle Dragadune, which I also haven’t explored yet.
Now, I am not a smart guy. I mean, I am with some things, but not when it comes to using the tools at my disposal. I’ve explored most of this floor, taking trap after trap, before I remembered there’s this not-at-all weird spell called Levitate (2-5). What does this spell do? It helps avoid trap damage. Yup! Except it didn’t work, which should tell you how smart I really am – I went ahead and wrote this passage before actually trying the spell out. I guess levitate only works on certain traps and on floor damage, such as the acid floors from that cave in C-2.
One thing did work, though. Psychic Protection (Sorceror, 4-6) worked like a charm against Mind Blast traps. Since these are the traps that can outright kill anyone, this was extremely useful.
Most of the place was just encounter after encounter, but eventually, I got to the end of it and my reward was a pool which gave everyone “worthy” +4 Accuracy. My entire party got it, so I guess everyone was worthy, whatever that means.
I had a nice, lengthy session of Might and Magic this time, with plenty of progress. Since there’s a lot that happened, I’ll try not to go into details too much.
Since I explored B-1, B-3 and C-2, I decided to go fill out the blanks and explore B-2 as well. I thought it was going to be a minor area, but it ended up being quite complicated.
There was an ice princess, whoever that is, giving me a riddle in a secret area:
Conqueror of worlds, maker of dreams, the greatest force of all, yet elusive it seems.
At first, I tried with “mind”, but it was wrong, so I got teleported to the west. Later on, I guessed it as “love” and got a diamond key. Even later on, I returned here and got the same riddle again. I answered it again and got a bronze key. I realized I could get infinite bronze keys like this. Since they sell for 250G each, it’s possible to earn money this way, but I’m not sure how effective that is.
- Other than that, I found a message, carved in a tree:
Carved in a tree: 9-9 Raven’s Lair
- I found two extremely tough fixed encounters. One was against a black knight and a group of assassins, while the other was against a lich and a pack of mummies. The black knight (or was it dark knight?) hits for 100+ damage, so I don’t stand a chance.
- The lich encounter cost me a Bracer of Defense, AC4 and a Great Bow +2, because I haven’t been saving my game often enough.
- It was here that I learned what the Time Distortion spell does – it allows me to flee combat, almost always. With that and the clerical spell Surface, future fights and exploration will be much safer.
- Generally speaking, random encounters seem extremely frequent in B-2, far more frequent than C-2, for instance.
Eventually, I got the idea that the Bronze key might open the door below Portsmith and I ended up being right, but this only happened after I got out of Raven’s Lair.
Raven’s Lair, the Warrior’s Stronghold
Raven’s Lair had a nice, simple layout which sort of reminded me of a key, before I fully mapped it. There’s two symmetrical areas in the middle, a web of secret passages to the west, a line of encounters following with a pretty much impossible Rakshasa encounter to the east and a cell complex to the north.
There are two key points in this dungeon:
- A large room holds a ruby which gave me another riddle:
Glass that glitters, rubies that glow, when I twinkle I cast a rainbow. What am I?
My first thought was prism, or something of the sort. It ended up being “crystal”, which was close enough. Luckily, answering incorrectly would simply send me to the next room, so I was easily able to guess it. My reward was a crystal key.
- Raven’s Lair has multiple levels.
There are stair leading down in one of the rooms. Since level one was tough enough for me, I decided not to explore deeper right now. Instead, when I mapped most of the top floor, I got out. I had the bronze key to try out.
Dungeon Below Portsmith, B-3
As expected, the bronze key opened the bronze door. The front area, prior to the bronze door, was infested with orcs and ogres, as I already said. The inner area, on the other hand, was filled with demons. It even says so on the central gate:
Demons in conference, do not disturb.
Other than that, the dungeon had several other things of interest:
- Lots and lots of doors, lots and lots of demon encounters.
- An extremely tough encounter against high level demons in the large central room. Luckily, it can be avoided.
- A set of magical pools which the party can enter to gain an effect.
- One gave +4 Might to “everyone worthy”, which turned out to simply be everyone. I think it’s permanent.
- One switched everyone’s gender. Now I have 4 females and 2 males and all of them have very weird names. This would have been useful with the town above, but I didn’t know what would happen, so I didn’t leave the girls upstairs. At least I have 4 girls and 2 guys now, which is a bit easier.
- One revealed a bag of treasure with a Scimitar+2, which I can’t use because everyone has a good alignment.
- Two simply poisoned my party or made them sick. I can heal both of these afflictions now, so it wasn’t really an issue.
That was pretty much it. Other than the demon group in the center, this dungeon is fully mapped and pretty much cleared.
Korin Bluffs Cave, South of Portsmith, B-3
Things changed and I’m stronger now, so I returned to this twisted maze. I got through the traps with simple persistence, since I don’t know of any method to detect a trap before stepping on it. I could now travel more easily, so even getting teleported to C-2, which happened a few times, wasn’t a huge deal.
I got to the final room and found a wizard named Ranalou there.
I am the wizard Ranalou. Are you here to use the portals (Y/N)?
(Y) Good, inside this room are 6 portals, each of which leads to a castle. The statue of judgement requires you to find one prisoner from each of these castles before you may be found worthy.
(N) Then be gone! (Teleport back to start)
So, now I knew what to do with the two prisoners I found in Castles Blackridge and I also know there are more. I couldn’t find a way to figure out which portal leads to which castle, so I figured it out by trying to use them. Once that task was done, I went back to this “laboratory” and searched for secret areas.
There were a few. I realized the place holds even more Thundranium. I found two more at the end of corridors laid out similarly to the first one. Each had a bunch of encounters and each had a portal trap which took me across the world map. It was annoying, but I got through it.
There was one more, secret portal room with portals leading to each of the five towns. I thought this would be useful when I found it, but later on, I figured out the Fly spell and it pretty much became useless.
There were two small rooms with caged “experimental monsters”. I could beat them with some luck, but I didn’t bother. I guess they belong to the wizard Ranalou.
Why “Korin Bluffs”? Because of what happened in the next section.
I was here and I just figured out a few spells, namely Fly and Water Walking, so I decided to explore the bay with the later spell. There was an island at the center with a couple of encounters and a lookout point, telling me what I can find in the four cardinal directions:
Atop this peak looking:
N – A cave beyond White Wolf.
E – Large beasts above Wyvern Peaks
S- Distant uncharted isles.
W- A pirate ship beyond Korin Bluffs
So, Korin Bluffs is to the west of the island, so I decided to start calling the cave the “Korin Bluffs Cave”. B-4 will be called the “Uncharted Isles” and C-3 will contain the “Wyvern Peaks”.
I thought the cave mentioned would be in the unexplored area close to White Wolf castle, but it wasn’t. I found a few hidden passages there and ended up in two secret areas filled with random encounters and ending with a teleport trap taking me to the lookout point above. I wasted a bunch of time getting through both, but at least I got a lot of experience, as well as some items and I also managed to pretty much fully map the B-3 wilderness. There’
s only one unmapped tile I have left, but I can’t find a way to enter it, so for now, I’ll assume it’s completely inaccessible.
I’m slowly getting into the mindset of the game. I started using spells I have on my disposal regularly, I memorized key sequences so the battles are much quicker and I’m even memorizing spells. Fly, Jump, Water Walking, all of this is becoming extremely useful now. I like that there’s basically no direction for me to go to. I can do things in any order I please, as long as I’m able to survive, but slowly, the story and the game are unfolding in front of me, no matter how I do it. It’s refreshing to experience this type of game design.
Oh, by the way, based on the fly spell, it looks like there are a total of 20 overworld areas in Might and Magic Book One, labelled A-1 through E-4. Right now, I managed to visit five and almost fully map four. I guess I have a long way to go.
I also decided to change how I’m doing this a bit. The various map formats, their uploading and handling, etc., is taking far too much of my time. From now on, I’ll supplying the final images of maps with notes here, but I will also bee linking to my Might and Magic Book One Google Drive folder, which I’ve made public for viewing, but not for editing (in case we have nasties here). If you want, you can always make your own copies of all the files.
If you want my working map files, you can find them at the bottom. They all all Excel files whose names start with Maps. The 0-0 file is a template.
Also, I seem to have made a mistake with one of my previous postings. I somehow got into my head that it’s Blackridge West, when it’s in fact Blackridge South. I’ll make a correction in the final files, but I won’t be changing the posting. I like to keep my mistakes visible.
I decided to go with Castle Blackridge next. It was a big step, entering my first castle, but in my head, it was either that, or mapping C-1, to the east of B-1, just so I could try and make it to C-2 on foot, without using any portals.
I was in Erliquin, which is in B-1. Since B-3 of Portsmith was pretty much cut off from C-2 of Sorpigal, I was thinking there’s a good chance that a direct route from B-1 to C-2 exists. Because of that, I decided to stay in B-1 and explore all of the locales here. It was underwhelming.