Might and Magic book I -Secret of the Inner Suncturn-

Might and Magic book I はファミコン版を一度クリアしたことがあります。今と違って攻略情報もほとんどなかったので、えらい感動した記憶があります。


Playing Guide

m1_title.gifタイトル画面。一応アニメーションして、デモ画面が流れます。

3つの中で、このシリーズが一番ナンギしそうです。ゲームも英語、資料も英語、記憶も皆無。

まあゆっくりやるか…。


Character Making

パーティは一応Wizシリーズを引き継いで、こう決まりました。

BONZ : MALE NEUTRAL HUMAN PALADIN
GAOOON : MALE GOOD DWARF KNIGHT
DOMO : MALE EVIL HALF-ORC ROBBER
ROBIN : MALE NEUTRAL ELF ARCHER
ROID : MALE GOOD GNOME CLERIC
MAKI : FEMALE NEUTRAL HUMAN SORCERER

m1_001.gif画面はこんな感じです。


Town Guide

Once was a time that children frolicked through the Land of Varn. Happiness was known and felt by all. Though happiness still abounds, change has come. This change has driven the towns underground. Thus explaining the cavernous openings found on your map. As you embark on your journey, take note to act wisely. When traveling the five towns, they become both familiar and unique. Once your party registers in the Inn, you're free to meet the townspeople and explore its sites. Charity pays on judgment day. Be sure to call on Blacksmiths, as they have supplies to aid in your journey. Since the journey promises to be a long one, shop for many culinary delights. Simple tipping gestures bestowed on bartenders prove worthwhile. Listen for rumors. Temples are to be visited to gain needed clerical guidance. Being that skill and experience are of great importance, perhaps your interest lies in training exercises. These are the familiar. The closer to town you travel, the safer your journey. One of the towns is without natural caverns, while another gives you change in its pool. Each town need be shopped wisely. Purchases made vary in worth, cost, and of course in magic! Read on for the unique...

Might and Magic book I clue book

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Varn Guide

While on your journey you're free to travel all 20 geographic regions. From the onset these regions appear near identical. It is later you observe the distinct differences. The farther you travel from the center of the Land of Varn, the more dangerous your journey becomes. Thus the four corners clearly become most treacherous. The same holds true for inner depths. When moving from place-to-place fly spells prove more advantageous than merely strolling about. Look for secret passage, as it aids in safe travel. Read all signs. Study your spells, many now work. Climates are indigenous. Perhaps it best to keep the Map of the Land of Varn close at hand. The desert is hot, draining and full of whirlwinds. Travel here is impossible without the exiled Lord's map and plenty of culinary goods. Keep measure of statistics. The sea is wild and woolly with tidal waves. It too is full of wet and wicked creatures unknown to you. Forest regions are dense and filled with encounters. Watch for crumbling mountains and avalanches. It's suspected that many a party has made each and every one of these regions their final resting place.

Might and Magic book I clue book

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Cavern Guide

Nine natural caverns await you. Caverns, as the name suggests, are underground chambers. They are ideal for adventure and gathering information. Though a bit more dangerous than towns, they are viewed fairly safe on the whole. Travel from cavern-to-cavern may be done via the shimmering blue and white portals. Thus eliminating the need to travel outdoors. Journeying the caverns reveals that which appears usual, and of course, the unusual. Levitation skills save you from much peril. Statistics are relative. Your party will long for more challenging caverns as you gain in experience. Discover easy the usual. Hunt aggressively for the unusual.

Might and Magic book I clue book

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Castle Guide

Traveling the castles of the Land of Varn brings you closer to the Secret of the Inner Sanctum. Though only five appear on your map, it is suspected, even believed, you will learn of another. Assuming there is this sixth castle, it need be ventured only by those possessing great skill and experience. For they alone will truly reap its rewards. When frequenting castles, be sure to have your merchants pass in hand that which you acquired from The Ancient Way. Castles appear similar and not. Having prisoners, kings and messages make them same. Many a quests are to be granted. Take note of messages, especially in silver. One of the castles holds that interleave and the one for gold as well. All is not as it seems. Make your clues work together. Be sharp, as you'll be deceived often. Think straight, for you'll easily be confused. This is the similar, now find what's not.

Might and Magic book I clue book

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Dungeon Guide

The balance of your travel in the Land of Varn totals, shall we say, 15 dimensions? These dimensions are best described as dungeons and strongholds. You'll even suffer a maze and a plane. Most dangerous, as they stray you far from the safety you once found traveling the towns. Some send you wandering far below the surface. As you journey indoors, many spells now test worthless. If you're unable to gain entry, chances are you do not possess the appropriate skill, experience, or perhaps item. If entry is gained, proceed with caution. Three strongholds are ruled by ones possessing the utmost in power. One dimension is regulated by the Clerics of the South, while another appears to be governed by Dragons of all things! Heed all signs and banners. Note all clues. Mind names and colors. Travel upstairs and downstairs. Search all levels. Encounters occur in closed areas. Expect the impact more advanced, as those you battle prove more strategic than you've witnessed. Search all Black and White painted rooms. If not successful at first, search again. These are the common. Now search their difference...

Might and Magic book I clue book

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