From: carlton@apollo.hp.com (Carl Hommel)
Subject: Re: Might & Magic I - spoiler walkthrough
Date: Tue, 13 Oct 1992 14:28:52 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

doug@abby.chem.ucla.edu asks:
>Well, I've been given the quest to defeat the Pirate Ghost Ship, but I can't
>for the life of me figure out where it is, let alone defeat it.
Look carefully at the glossy, full color map you got when you bought the
game.  (The manual and hint book duplicate parts of the map.)  It should
give you an idea of what part of the sea to look for.

Otherwise, check out the solution reproduced below.

Carl Hommel
carlton@apollo.hp.com


    Newsgroups: comp.sys.mac.games
    From: mkk9316@tamsun.tamu.edu (Mark Kuebeler)
    Subject: Re: Might and Magic 1 walkthrough wanted!
    Organization: Texas A&M University, College Station
    Date: Tue, 2 Jun 1992 22:18:13 GMT

Got this off of GEnie a while back.

============================================================================

Getting Started

Might and Magic is probably one of the hardest games of this type in which to
get started. You begin with very little (only a club as a weapon, no gold or
armor), and monsters are frequent, tough, and numerous. You could run into a
mixed group of nasties numbering 10 or more, which is not what you want when
you're only first level and just starting out. But it could easily happen.

The first thing to do is create good characters. Have one from each of the
six classes in your party. While Archers, Paladins, and Sorcerers progress
more slowly than other professions, you will be glad later on that you have
them.

Pay attention to the stats. Get the best possible for each character in the
important areas. High stamina is good for everyone, it gives extra hit points
when a character reaches a new level. Strength is important for everyone except
Sorcerers, who usually don't get involved too often in hand-to-hand combat.
High speed scores are important for everyone, too. The faster you are the
sooner you get to do something (such as possibly killing a monster before he
kills you). Accuracy is also necessary to land a blow on an opponent, so
characters should have a high score here, too.

Personality is necessary for Clerics and Paladins; it determines the number of
spell points they have. Intelligence works the same way for Sorcerers and
Archers. Knights and Robbers can have low scores in these areas, as these two
classes can never learn spells of any kind. Luck is beneficial to all, but not
as important as the major stats; however, it won't hurt to have a high score in
this, too. Later (MUCH later) in the game, you'll discover ways of increasing
your starting stats, but as that won't be for a long time yet, take the time to
get the best possible now.

Once you're satisified with the character attributes, it's time to get into the
game. You begin outside the Inn of Sorpigal, with nothing but clubs, as
mentioned before. The first thing to do here is have your Sorcerer cast a
Leather Skin spell, to help reduce combat damage a little bit. The spell is
good for one day (ie, until you rest), and can be cast anytime. Since the town
is well-lit, a light spell isn't necessary.

Now, using the map in the book as a guide, wander around a bit, but don't go
too far from the inn. You'll run into something to fight sooner or later.
Unless you're surprised (meaning the monsters get a free hit at you), you have
a number of choices, such as retreating, surrendering, bribing, and, of course,
attacking.

Since beginning characters have very little, there's not much use in trying to
bribe or surrender, leaving you a choice only between retreat and attack. If
the monsters look too powerful, or too numerous, try retreating (which will
take you automatically back to the Inn door). If that doesn't work, you'll have
to fight, but you can still try to retreat each round; sometimes you can get
away after a round or two of combat has taken place. You won't get any treasure
or experience for retreating, but your group will still be alive.

Should your entire group be wiped out (which will probably happen a few times
along the way), all is not lost. Your characters are still on the disk, from
the last time you saved them by signing in at the Inn. Of course, anything they
may have gained between leaving the inn and dying will be gone, but everything
else they had at the time of the save will still be with them.

Therefore, at the start, you should save often. After every successful
encounter, get back to the inn as quickly as you can and sign in. Each
experience point, each piece of gold, is very precious, and you don't want to
lose any if you can help it.

You will also find it helpful to rest after each encounter, as this restores
all lost hitpoints and spell points. There is a chance you might be attacked
while resting, but my experience is that this doesn't happen to frequently in
Sorpigal, especially if you rest just outside the Inn (eventually, it will
happen, of course). The other alternative is to visit a temple to heal up, but
this is expensive for beginners, and does not restore expended spell points.

Keeping an eye on food is another necessity. Fortunately, you only use up food
when you rest (1 unit of food per person), and food in Sorpigal is cheap. For
only 5 gp's per person (make sure each character has that 5 gp's before you
buy!), you can bring food supplies up to the maximum, 40 days worth. So while
you may be tempted to spend your hard-earned gold on weapons first, it's really
better to buy food. A full supply is good for a long time, and when you don't
have to worry about possible starvation, you can concentrate on making money
for purchasing weapons and armor.

The first people to arm and armor are, of course, those in the front line. They
usually take the most punishment, so you want them to be as protected as
possible. Everyone in the party can wear some form of armor except the
Sorcerer, so when you buy better armor, pass along the old stuff to someone
else.

At the start, keep your cleric near the back. This is the person with healing
spells, and you don't want anything happening to him or her. Keep an eye on
hitpoints as combat progresses (good thing it's not real-time combat!), and
heal up anyone who is seriously injured. Remember that party members can
exchange places, so sometimes it's helpful to move people around, particularly
when those up front are taking heavy damage.

In the first round, your cleric should cast a bless spell to help your party
get hits on the enemy. After that, keep spell points reserved for healing. At
this stage, First Aid is more useful than Power Cure, as First Aid will restore
a straight 8 points, whereas Power Cure is variable, and you may only get as
little as one point restored.

Your Sorcerer should try a sleep spell on the first round. It will be, at best,
only partially effective, but even a couple of monsters out for awhile is
helpful. Some monsters are immune to magic, others will simply save against the
spell and not be affected. It will take you awhile to determine which monsters
can be slept and which can't (in general, the higher the level of the monster,
the harder it is to affect).

After that, use Flame Arrows against opponents. For first level characters,
this is much better than Energy Blast, which only becomes potent after your
Sorcerer has gone up a level or two. Aim them at the most powerful monster(s)
you're fighting, because you need to take them out first.

Try to avoid Sprites as much as possible. They don't have many hit points, but
they are hard to hit, and even worse, cast curses on your party that lessen
their chances of hitting. Check out protective spells during combat (the P
command), and you'll see what I mean. Nasty, those Sprites!

The dungeon under Sorpigal is a mean place, and so is the outdoors. Stay in the
town itself until you're about third level before venturing into those areas.
By then you should have some decent weapons and armor, as well as more hit
points. You'll need light spells (or torches or lanterns, which are better to
use, since they don't use spell points) for exploring the dungeon. Usually, one
light spell will last for one day (ie, from the time you cast it to the time
the party rests), but there will be dark areas that cancel such spells out.
Actually, tho, all you need here are multiple light spells so you can see where
you are and where you're going.

It will take a lot of hard work to get your party up to a good level. You'll
have many frustrations along the way, and the going will be very slow, indeed.
Patience is certainly called for here. Don't expect miracles, just keep at it.
This is a BIG game, and you have a long, long way to go. Good luck!

Mapping

Mapping in this game is an absolute necessity. To successfully complete the
adventure, you'll have to map all of the outdoors, indoors, dungeons, and
castles. By the time you're finished, you'll have over 50 maps, which is quite
a bit! So, rather than spend a lot of money making copies of the map pages in
the manual, buy yourself a pad of graph paper. It works just as well, and
doesn't cost as much.

Fortunately, 90% of the mapping in the game is simple, if time-consuming. There
are a few tricks and traps in the dungeons, but overall, most of the areas are
straightforward. The "Tips on Mapping" on page 10 of the manual tells you just
about everything you need to know on how to map successfully. Just remember to
map in pencil, in case you make a mistake!

Towns

There are five towns in the game: Sorpigal, Erliquin, Dusk, Portsmith, and
Algary. You'll find it necessary to visit all of them, several times, over the
course of the game. Each town has the same standard set of establishments: Inn,
Smithy, Food Store, Temple, Tavern, and Training Area. Prices and items
available, however, will vary from town to town. For instance, food in Sorpigal
is extremely cheap, being only 5 gp's for all you can carry. But in Dusk, the
price is 200 gp's for food. Best to stock up on food elsewhere!

When in a town, always stop in at the Tavern, where you can pick up some
valuable clues, either from listening to rumors or tipping the bartender. Each
tavern has several bits of information, so you'll need to go to each one more
than once. Make sure you note down whatever little tidbits you hear.

Another thing to be aware of is that all towns have secret doors and passages
tucked away here and there. These are not obvious. The best way to find them is
map out the entire town, including rooms, then look for likely spots where a
secret door might be. If a whole section of the town seems to be missing on
your map, it's a good bet there's a secret door somewhere in the vicinity. The
way to find a secret door is try walking into the wall. If you can get through,
you've found what you're looking for.

Sorpigal - This is your starting point. During your wanderings around town,
visit each of the statues, and make note of the various inscriptions on them.
Hint: Sorpigal has eight statues (check the game map). These will give you some
idea of what you need to do in the game. Also, hidden away somewhere in town,
is a being who can help you out with travelling to other places, for a moderate
fee. Very helpful if you don't want to chance travelling the countryside while
your party is still relatively weak.

Erliquin - You'll find a lot of magical barriers here; they are used to guard
the town treasures. You can get past them with either the Teleport or
Etherealize spells, but unless you want to steal the money, there isn't much
point in trying to do this.

Dusk - Sitting in the middle of a desert, this is not one of the easier towns
to reach. Your best bet is to wait until you have a Fly spell that will bring
you here safely, or else a magic carpet, which will do pretty much the same
thing. Among other things, magical weapons and armor are available in Dusk.

Algary - Unique among the towns, Algary, surrounded by swampland, has no
dungeon below it. On the other hand, it does have a lot of secret doors and
passages, as well as four magical portals that will instantly transport you to
some other location. Do save the game before you try any of these out.

Portsmith - Not a good place for men. Definitely, this town is anti-male. Every
time a male character crosses an intersection, his current hitpoints will be
reduced by half, until they reach zero. Characters can still function at zero
hitpoints, but the first encounter with monsters will be rather deadly. You can
Jump or Teleport past these intersections and avoid the drain, although
eventually you will have to pass over one or more. The only safe intersection
is the first one you pass on your way to the Inn. There is one way to avoid
problems with Portsmith; see the Town Dungeons section for more information.

Town Dungeons

Except for Algary, each town has a dungeon below it. These places, as might be
expected, are infested with all manner of nasty critters. But you do need to
visit them, for one reason or another. The following checklist will tell you
what you should be looking for in the various dungeons, although the exact
locations will be up to you to find. All town dungeons are only one level.

Sorpigal Dungeon: The old man and his courier service. Deliver a scroll, make
a few experience points. This should be the first important task you complete
in the game. Also be on the lookout for a magic portal and a secret passage out
of the dungeon.

Erliquin Dungeon: A lot of treasure is lying around down here, but you'll need
to deactivate those nasty forcefields first. Those zaps! are not at all nice.
Don't walk through them (or try to Jump or Teleport past, they're everywhere),
you won't last too long that way. On the other side of the dungeon is a
stairway leading out to near a stronghold you'll be visiting later on.

Portsmith Dungeon: Until you have the key to the Bronze Grate, there isn't much
to find down here. Once you get past that, however, be on the lookout for
magical pools. Some are good, some are not so good. One will grant +2 Might
to each party member. Another will reverse the sex (male to female or female to
male, whichever applies) of all the party members. A couple of others are
toxic. Of course, the only way to find out what a pool does is to step in it.
There's also a magic portal around here somewhere. (Note: the dungeon resets
after you leave, so if you use the pool to change males to females, you can
come back another time and step in the pool again).

Dusk Dungeon: Lots of goodies down here. The access code for the Erliquin
dungeon is one of them. There is also the Flame of Agility (+2 Speed) and the
Prism of Precision (+2 Accuracy), four magical portals, the shrine of Okzar,
and a secret passage to Dragadune. However, some of these will not be easy to
reach. There are a lot of traps down here, including Psychic Blasts, which will
kill one member of the party, determined randomly. Wait until you have the
Psychic Protection spell before going too far into this dungeon (Levitate is
also useful here).

Quests

Quests will take up a major portion of the game. By going on them, you not only
acquire experience (and goodies), you also pick up valuable hints towards
completing the game. While there are six castles, you can take on a quest at
only three of them: Blackridge South, Blackridge North, and White Wolf.

Each lord has several quests lined up for you. They start off easy, then become
progressively more difficult, hence the Remove Quest spell, as you can only be
on one quest at a time. Eventually there will come a point where a lord hands
you a Quest your party just isn't ready for. That's the time to use Remove
Quest, and go visit another castle for something else to do that isn't quite so
difficult. Of course, you do need to complete all the quests, it's just a
matter of when your party is strong enough to get the job done.

Quests for Lord Hacker

Lord Hacker of Blackridge South is a cutie. He sets you up with three fairly
easy quests, then drops a ton of bricks on you with the fourth one. First he'll
send you to find garlic, then wolfsbane, then belladonna. Simple, right? Right,
none of these are too hard to come by. However, just when you think this is
going to be a snap, he says: "Bring me the head of a Medusa". Ooops. Not as
much of a snap as you thought, eh?

Getting the Medusa head will NOT be easy. First, you'll have to find your way
to a small dungeon in sector B-2. Then you explore it until you come to the
Basilisks (they have bad breath that turns you to stone). Actually, you'll have
to fight your way past two groups of these, as well as finding a secret door.
Then, you make your way through two groups of Medusas. When you defeat the
second group, you'll have the head.

But, Lord Hacker has more for you to do. Now, he wants a wyvern's eye. So, you
make a quick trip to Wyvern Peaks (the full color map that comes with the game
will give you an idea of where they are), and trek around until you find the
wyvern's lair. Expect to fight a few wyverns along the way, as well as in the
lair itself.

Back from this little jaunt, you discover that the dear fellow wants yet more.
This time, it's a dragon's tooth (you begin to wonder: will it never end?).
The logical place to find dragons, of course, is Dragon Pass. Mean, those
dragons.

Is it over yet? Not quite, he wants one more thing, the Ring of Okrim. This is
going to be an expensive item to acquire. Mainly because your party leader will
have to give up his/her life (be eradicated, in fact) for you to get it.
Fortunately, the character can be un-eradicated at a temple (for a stiff
price), although this will add 10 years to the character's age. Okrim can be
found hiding out in the stronghold in the Quivering Forest (finding this
stronghold, by the way, is a quest one of the other Lords will send you on).

Ok, now you're done with Lord Hacker. A word of warning: once you've gotten
your experience points for the final quest, DO NOT ask Hacker for any more.
Because if you do that, he'll take away your backpacks (all your goodies are
gone, although weapons in hand and so forth are intact), and have you dropped
into a VERY mean place, the fourth level of an extremely tough dungeon. Not a
nice thing to have happen to you after all that hard work.

Quests for Lord Inspectron

Lord Inspectron of Blackridge North is a little less demanding than Hacker. You
don't have to bring him anything, just find a few places. The first is a
dungeon in the Quivering Forest. A quick look at the color map shows the forest
lies between the two Blackridge castles. However, getting in there will not be
easy. Unless, that is, you can get through the Erliquin dungeon safely. The
exit on the other side will take you quite close to the Quivering Forest.

Having found the ruins, your next task is actually easier: visit Blithes Peak
and report. All you need for this a walk on water spell to get you across the
bay to the Peak. Do make note of what you see up there.

Now it gets a little tricky: Lord I wants something from traders in the desert.
If you've been to the desert before, you know how easy it is to get lost there.
What you need is a map of the desert. You can get one from Lord Kilburn, but
you have to find him first. Finding Lord Kilburn is a Quest for Lord Ironfist
of White Wolf (notice how these quests all interrelate?). So you might want to
pop into Castle White Wolf and do a couple of jobs for Ironfist before
continuing with Inspectron.

When you have the map, check out sector D-1 for traders. Be careful here. The
traders will trade for whatever the party leader has as the first item in his
or her backpack. This is automatic, you get no choice. So be sure you don't
have anything too valuable as item #1 in the pack.

Your fourth quest is to find the Shrine of Okzar in the dungeon under Dusk.
This should not be too hard, especially if you've already mapped out the place
before this (and you should have). Just make sure you go over all the spots in
the rooms, and you'll come across it.

After that it's off to Dragadune to find the Fabled Fountain. This, too, is not
very hard to locate; it's somewhere on the first level of the dungeon. See the
Major Dungeons section for more information.

Now it's riddle time. Lord Inspectron wants you to solve the Riddle of the
Ruby. Naturally, you have to find it first. Look on level one of the stronghold
in Raven's Wood (another Quest for Ironfist).

The last quest is the most difficult: defeating the Minotaur stronghold in the
Enchanted Forest. Before you can do this, you must have met both Zom and Zam,
and put together their messages. Otherwise, you won't be able to get into the
place. For details on the stronghold itself, see the Major Dungeons section.

That completes the Quests for Lord Inspectron; if you ask for more, they cycle
over again to the first one (Quivering Forest). At least he doesn't take your
stuff and throw you into a dungeon.

Quests for Lord Ironfist

Ironfist has some easy ones, and also one that is probably the single toughest
task in the game (we'll get to that eventually). First one up is to find the
stronghold in Raven's Wood. This is another difficult place to reach. One way
to get there is to take the magic portal under Dusk to the Basilisk dungeon,
then simply exit the dungeon. Or, you can use Teleport or Etherealize to get to
the other side of the area.

Next you have to find Lord Kilburn. He's tucked away somewhere in the outdoors
of C-3, above Wyvern Peaks. When you get to him, he'll give you the map of the
desert.

Quest #3 is discovering the secret of Portsmith. This can be rather nasty, so
I suggest you have the ring of Okrim with you; your party probably won't be of
high enough level to take on what you find. Get in and get out, that's all you
need to do here.

As a break from all this running around on land, the next few tasks will take
you to sea, although not very far out. Your fourth quest is to discover the
secret pirate cove (actually, there are two of them). Map out A-2, and you'll
come across it.

Now you have to find the wreck of the Jolly Raven. A careful search of C-4
should bring it to light. Be careful; there are a number of wrecks in this
area, most of them highly dangerous.

You aren't done with the sea yet, your next quest is to find and defeat the
ghost ship Anarchist. This one is semi-tough. The pirates make for a hard
fight, and the pirate captain will steal things from you during battle. Also,
there are a few ghosts among the crew. Try to get rid of those during the first
round with a turn-undead spell if you can, or else long-range weapons and other
spells. Once the ghosts and captain are gone, the remaining pirates should not
be too difficult.

The last quest is by far the hardest, defeating the stronghold in Raven's Wood.
Actually, you don't really have to fight to complete this quest. Lord Raven
(obviously a relative of Robin Hood), when you get to him, will ask for your
money. If you give it to him, he takes all your gold, and teleports you back to
the Inn at Sorpigal. At this point, you can hurry back to Lord Ironfist,
because you've finished the quest.

On the other hand, you can refuse to give over your money, and fight it out
with Lord Raven and his Master Archers instead. I guarantee you will have an
extremely difficult time of it. They all hit about 8 times per round, and very
powerfully, too. Not to mention, they have tons of hit points. Should you
manage to defeat Lord Archer and his merry band, you'll get something like
28,000 experience points for it. That should give you some indication of just
what you'll be up against. Good luck!

Castles

There are six castles in the game: Blackridge North, Blackridge South, White
Wolf, Dragadune, Alamar, and Doom. Except for Dragadune, which is described in
the Major Dungeons section, all castles are only one level. In each of the six,
you will come across a lettered message (A-F). When the messages are put
together in the proper order, you'll be able to read some interesting
information. Here's what you can expect to find in the castles:

Blackridge South: Lord Hacker, a prisoner, message C, Pit of Peril (teleport to
level 4 of Dragadune).

Blackridge North: Lord Inspectron, a prisoner, message A.

White Wolf: Lord Ironfist, a prisoner, message B, a secret money cache guarded
by white wolves.

Alamar: King Alamar, a prisoner, a catapult (sends you right out of the
castle), a chute in a secret passage (dumps you out behind the castle), message
E.

Doom: Two prisoners (one of great importance), message D, five other messages,
the key to the lettered messages, the key to the numbered messages.

Major Dungeons

These are the dungeons separate from towns. They can be reached in various
ways; usually you will find them first by entering a magic portal. Later on,
when you've mapped the outdoors, you'll be able to fly to them (or near them)
instead. Each of these dungeons has one or more numbered messages (1-9); when
you put them together in the right order, they will spell out a message of
great importance in the game.

Ranelou's Dungeon (B-3) - One level. Ranelou has six portals, each sending you
to a different castle. Getting from the entrance to Ranelou's room is tricky;
frequent use of the Location spell is recommended. A Levitate won't hurt,
either. Technically, once you know where all the castles are, you don't really
need to use the portals, except to reach Castle Doom; the portal will get you
there quickly and safely.

Medusa Dungeon (B-2) - One level. Can reached by a magic portal under Dusk. The
only thing of value here is the medusa head that completes a quest for Lord
Hacker.

Magic Square Dungeon (D-3) - One level. Can be reached by magic portal from
under Dusk. This dungeon is set up with 16 large rooms arranged 4 x 4. Inside
each room is a smaller room, containing a polyhedron. Some of these poly's
are fixed, others are spinning. The object is to set up the numbers so they
form a magic square. In a magic square, all the numbers in the horizontal rows,
vertical rows, and the two long diagonals add up to the same total, namely 34.
Work it out on paper first. When the poly's are set properly, you can pull the
platinum lever and gain +2 Int.

Volcano Dungeon (C-4) - One level. Can be reached only by going through the
coral door on Volcano Island. You'll have an easier time of it here if you've
met the dog in the Minotaur stronghold before this. When you reach the Volcano
God, take either the riddle or the clue; the challenge will be impossible.

Quivering Forest Dungeon (B-1) - Two levels. On the first level, you should
find Okrim (and his ring), the Black Queen idol, and message #1. On level 2,
the labyrinth of Lazzeruth (tricky) and message #4.

Raven's Wood Dungeon (B-2) - Two levels. On level one, the Magic Ruby, Silver
Door, message #6. On level two: Giants Room, Four Tests, Message #2, Lord
Raven.

Minotaur Dungeon (B-3, Enchanted Forest) - Two levels. On level one: Message
#3. On the second level: Message #9, black and white dog (very important),
minotaur maze and the Minotaur (and friends). The minotaur maze is not really
as hard as it looks. You'll have to determine the proper spots to jump over,
but a little perservernce and observation will get you through.

Dragadune (E-1, around the corner from Dusk) - Four levels. Several secret
doors on the first level, leading into the castle proper. On level one, you
should find: Fabled Fountain (converts gold to exp points), a prisoner, lucky
clover (+2 to luck), message F. On level two: Message #8, a black and white
sign, a secret passage to Dusk. On level three: Corak's message. On level four
(VERY tough place): Message #5, Clerics of the South.

Peaks of Peril (E-4, the Building of Gold) - Four levels. Can be reached by a
magic portal in Algary. Level one: Message #7, crystal grate. Level two:
thundranium (not necessary to complete the game, but you can sell it for a nice
sum of gold). Level three: nothing much of interest. Level four: White Queen
idol. Stay out of the rooms on level four; they are highly detrimental to your
party's health. You can find the idol without going into any rooms.

Astral Plane (??) - One level, and a very annoying place, barriers everywhere.
Before you come here, you should have deciphered the numbered messages found in
the dungeons. You should also have the Etherealize spell, which is the only way
you can get past the barriers, and a key card.

By The Sectors

Or, your Handy Guide to the Outdoors, and What You Should Find There. The
following is a quick recap to what's where on the surface.

A Sectors
A-1: Castle Doom, Dark Rider, Pool of Health (+2 Endurance), secret message.
A-2: Dragon tooth, pirate coves, King's Pass.
A-3: Luck Island and Magic Wheel, sea serpent.
A-4: Coral Key.

B Sectors
B-1: Erliquin, Blackridge North, Blackridge South, silver key, Quivering Forest
stronghold (Okrim).
B-2: Raven's Stronghold, Medusa dungeon, Ice Princess, secret message.
B-3: Portsmith, Blithe's Peak, Ranelou's Cave, Minotaur stronghold, Castle
White Wolf.
B-4: Ghost Ship Anarchist, Trivia Island.

C Sectors
C-1: Merchant's Pass, magic fountains (some good, some bad).
C-2: Sorpigal, gypsy woman, magic fountains.
C-3: Wyvern's eye, Lord Kilburn, secret message.
C-4: Volcano Island, coral door, magic portal, shipwrecks.

D Sectors
D-1: Nomad traders, giant scorpion.
D-2: Clerical retreat, Pool of Wisdom (+2 Wisdom).
D-3: Arenko Guire (climb trees for fun and profit), Magic Square dungeon.
D-4: Algary, Isle of Og, Great Winged Beast

E Sectors
E-1: Dusk, Castle Dragadune, Statue of Judgment, Land That Time Forgot.
E-2: Aliens, strange alien machine (+2 Int).
E-3: Castle Alamar, Heratio Harper, Diamond Door.
E-4: Perilous Peaks, Swamp of the Dead (search tombs at your own risk),
     Building of Gold (dungeon).


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