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I've begun playing M&M III and so far I enjoy it but the manual leaves a lot of questions unanswered and I'm also stuck trying to solve the first quest. Can anyone help me?

Luckily I already found out how to trade items between characters by skimming the other threads (highlight the item, click on the portrait of the character to receive it). But I'd still like to know:

1. Is there any way to avoid traps you've already discovered or are they meant to decrease your party's hitpoints everytime you have to pass them?

2. There's a castle near the starting town that can only be entered by crusaders. My paladin for some reason has the "crusader" skill (not sure how he got it) but the other party members don't. Do I have to dismiss them in order to be able to enter the castle or will they all get the chance to become crusaders? Or does it suffice if a certain number of party members >1 and <6 meet the requirements? The same goes for e.g. Mountaineering - so far only one of my characters has it (at the cost of 5000!) but I don't have enough money to buy it for the other ones. How many characters must have that skill so that it's valid for the whole party?

3. When does disease become lethal? I once had a character with a "diseased" portrait and a few hp left but the status was already saying "DEAD". How does disease work?

4. Are there any dire consequences for resurrecting dead characters? I think I read something about permanent max hp decrease? Things like that combined with lacking info in the manual and only one savegame allowed make me a bit afraid that I might get myself into a dead end after playing half through the game or something ...




5. *SPOILERS*
I can't find the Rat Overlord. I already know the password for the altar but these passages behind it only lead to dead ends. I read in a walkthrough that I'm supposed to go west and south and then up a ladder or something but there is none in my game. I bumped into every single wall behind the altar, east, south and in the west passage, just to check if I was missing something, to no avail. Is that a bug or am I doing somethng wrong?



(Those are the question currently on my mind, maybe I'll have more later on.)
Post edited August 07, 2011 by Leroux
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Leroux: 1. Is there any way to avoid traps you've already discovered or are they meant to decrease your party's hitpoints everytime you have to pass them?
The traps are designed to decrease your HP every time you go through them. However a Jump or Teleport spell can often bypass them.
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Leroux: 2. There's a castle near the starting town that can only be entered by crusaders. My paladin for some reason has the "crusader" skill (not sure how he got it) but the other party members don't. Do I have to dismiss them in order to be able to enter the castle or will they all get the chance to become crusaders? Or does it suffice if a certain number of party members >1 and <6 meet the requirements? The same goes for e.g. Mountaineering - so far only one of my characters has it (at the cost of 5000!) but I don't have enough money to buy it for the other ones. How many characters must have that skill so that it's valid for the whole party?
Every party member that you want to have enter the castle must be a Crusader. All Paladins begin with this skill, but your other party members will get the opportunity to obtain it as well.
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Leroux: 3. When does disease become lethal? I once had a character with a "diseased" portrait and a few hp left but the status was already saying "DEAD". How does disease work?
Diseases and other similar status effects slowly decrease one or more of a character's attributes (Might, Intelligence, etc). Once an attribute reaches zero the character dies. Some status effects may also sap HP and kill the character in that manner.
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Leroux: 4. Are there any dire consequences for resurrecting dead characters? I think I read something about permanent max hp decrease? Things like that combined with lacking info in the manual and only one savegame allowed make me a bit afraid that I might get myself into a dead end after playing half through the game or something ...
I don't remember all the details. It may involve the raised character losing an Endurance point permanently, which would affect HP. The raised character may also age a year... or maybe it's the character that casts raise dead that ages.
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Leroux: 5. *SPOILERS*
I can't find the Rat Overlord. I already know the password for the altar but these passages behind it only lead to dead ends. I read in a walkthrough that I'm supposed to go west and south and then up a ladder or something but there is none in my game. I bumped into every single wall behind the altar, east, south and in the west passage, just to check if I was missing something, to no avail. Is that a bug or am I doing somethng wrong?
I don't remember this one for sure. Are you just bumping into walls are are you actually using the "bash" command? There is a "Detect Secret Door" skill (or something like that) that should cause one of the UI gargoyles to wave his hand in front of a wall where you need to bash.
I guess you overlooked a secret passage. Or maybe your 2 front line characters were not strong enough to bash it. It helps a lot if you have someone who can spot secret doors in the party to make the figure wave its arm when you can bash a wall in front of you.

The "wizard eye" spell will also help finding secret passages, outside the town is a fortune teller who can cast the spell for you if you haven't learned it yet.

Healing in temples never has negative consequences except that you have to pay some money and spend some time (1 day for entering and one day for each healing, donating doesn't spend time).
Casting "raise dead" will lower the healed one's endurance by 1 permanently (but this can be evened out later in the game), casting "resurrection" lets the target age by 5 years and "divine intervention" the caster (but the unnatural aging from those spells can be fixed later).



Different trap damage can be reduced or even removed with different methods, like casting levitate for not falling down a pit. The power shield spell to reduces all damage taken by the casting level, if you donate enough at the temple you get it (and other buffs) cast at all party members, donating at day 5-10 will even make all party members immune to the 5 damage each one would get by the traps below FH.
Some helpful tips:

- Early on start to put some money in the bank you going to need it later on (and the money there will grown overtime), where there isn't much more places to get it as monsters and their huts don't respawn.

- Giving most of your party some ranged weapons is quite good to gain some advantage in fights.

- If you create a new party remember to transfer the items of the pre-generated party to the newer one. The easiest way is giving all to one or two character and then giving it to the first two or three character you make and afterward dismiss the pre-generated characters.

1. Is there any way to avoid traps you've already discovered or are they meant to decrease your party's hitpoints everytime you have to pass them?

Use Levitate, Jump, or Teleport to avoid traps.


2. There's a castle near the starting town that can only be entered by crusaders. My paladin for some reason has the "crusader" skill (not sure how he got it) but the other party members don't. Do I have to dismiss them in order to be able to enter the castle or will they all get the chance to become crusaders? Or does it suffice if a certain number of party members >1 and <6 meet the requirements? The same goes for e.g. Mountaineering - so far only one of my characters has it (at the cost of 5000!) but I don't have enough money to buy it for the other ones. How many characters must have that skill so that it's valid for the whole party?

For Crusader, one of the dungeons has it as a freebie skill. In regards to Mountaineering and Pathfinding, only the first two characters need to have the skill. Only one character needs Cartographer, and Prestidigitation and Prayermaster affect spell points for the Sorcerer/Archer and Cleric/Paladin.

3. When does disease become lethal? I once had a character with a "diseased" portrait and a few hp left but the status was already saying "DEAD". How does disease work?

Disease will reduce stats to zero, and kill the character when that happens.

4. Are there any dire consequences for resurrecting dead characters? I think I read something about permanent max hp decrease? Things like that combined with lacking info in the manual and only one savegame allowed make me a bit afraid that I might get myself into a dead end after playing half through the game or something ...

Only using Raise Dead, Resurrection, Divine Intervention outside of temples reduces attributes. The same applies for Stone to Flesh.



5. *SPOILERS*
I can't find the Rat Overlord. I already know the password for the altar but these passages behind it only lead to dead ends. I read in a walkthrough that I'm supposed to go west and south and then up a ladder or something but there is none in my game. I bumped into every single wall behind the altar, east, south and in the west passage, just to check if I was missing something, to no avail. Is that a bug or am I doing somethng wrong?

You need to go down into the caverns. If you have done this, look for secret passages(one of the art icons will wave if you spot a secret door with a character that has the skill)

(Those are the question currently on my mind, maybe I'll have more later on.)

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gammaleak: ~SPOILER~
Your advice was spot on, thanks a lot! My party can detect secret doors and I already was a t the right spot, but I didn't know how it worked, that you have to pay attention to the GUI gargoyles and then bash the wall. I thought a secret door would reveal itself in a more obvious way or be like an illusionary wall as in the Eye of the Beholder series. With your help I was able to solve the quest. :)
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kmonster: Healing in temples never has negative consequences except that you have to pay some money and spend some time (1 day for entering and one day for each healing, donating doesn't spend time).
Casting "raise dead" will lower the healed one's endurance by 1 permanently (but this can be evened out later in the game), casting "resurrection" lets the target age by 5 years and "divine intervention" the caster (but the unnatural aging from those spells can be fixed later).
Good to know. So I'm safe as long as I only raise my characters in the temple? Btw, has the passing of days an important impact on the game? Can you run out of time or your characters die of old age or something?
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Valorian: Some helpful tips:

- Early on start to put some money in the bank you going to need it later on (and the money there will grown overtime), where there isn't much more places to get it as monsters and their huts don't respawn.

- Giving most of your party some ranged weapons is quite good to gain some advantage in fights.

- If you create a new party remember to transfer the items of the pre-generated party to the newer one. The easiest way is giving all to one or two character and then giving it to the first two or three character you make and afterward dismiss the pre-generated characters.
Ah! I didn't know money in the bank earns the party interest, and since I didn't know I could transfer the starting equipment to new characters, I stuck with the pre-generated ones.

Do the characters need to equip the ranged weapons in order to use them? How do the ranged attacks work?
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DaveO-MM: For Crusader, one of the dungeons has it as a freebie skill. In regards to Mountaineering and Pathfinding, only the first two characters need to have the skill. Only one character needs Cartographer, and Prestidigitation and Prayermaster affect spell points for the Sorcerer/Archer and Cleric/Paladin.
Does that mean the characters with the required skills do always have to be the first two in line?

Also, I noticed that the first two characters in line are also the first to take damage from traps, and I guess the order of characters also determines the order in combat, but does the order of characters affect anything else, too? I take it you can't protect your weaker characters in combat by putting them in the "backrow" like in EOB and Dungeon Master?


Thanks a lot for all your help and advice, everyone! I wonder if you really were supposed to find all that out by yourself? Was the storytelling manual included in the GOG version the only manual, no reference card, no clear explanation of the gameplay and features?
Post edited August 07, 2011 by Leroux
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Leroux: So I'm safe as long as I only raise my characters in the temple? Btw, has the passing of days an important impact on the game? Can you run out of time or your characters die of old age or something?
Your characters can die of old age when they're 100 years old, but you won't need that long, don't worry before your characters get 70 years old (which will most likely never happen and still leaves more then 10 times the time you need).
Just beware of time traps, save before touching crystals in the pyramids, check your characters afterwards and reload when one year has passed.
Do the characters need to equip the ranged weapons in order to use them? How do the ranged attacks work?
You have to equip the ranged weapons. To use them just click the shooting symbol when enemies are straight in front of you but not in melee range.
Does that mean the characters with the required skills do always have to be the first two in line?
No, for using skills party order is unimportant.
Also, I noticed that the first two characters in line are also the first to take damage from traps, and I guess the order of characters also determines the order in combat, but does the order of characters affect anything else, too? I take it you can't protect your weaker characters in combat by putting them in the "backrow" like in EOB and Dungeon Master?
Party order doesn't affect combat at all.


I'm pretty sure there's a document which explains game mechanics. Check the MM4+5 files too, WoX uses almost the same engine as MM3.
Post edited August 07, 2011 by kmonster
I have a few different copies of M&M3 and none seem to contain a helpful manual.... but, I never purchased the game separately (it was always boxed with other M&M games) and never played it much.

As kmonster suggested, read the M&M4/5 (WoX) docs -- the interface/mechanics/etc are very similar.

Also, I posted a copy of "reference card" that came with one of my copies: http://games.playazlounge.net/xeen_docs/Refer.pdf [there is a quick blurb on trading items between characters :-) ]
Post edited August 08, 2011 by CedricBusch
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CedricBusch: Also, I posted a copy of "reference card" that came with one of my copies: http://games.playazlounge.net/xeen_docs/Refer.pdf [there is a quick blurb on trading items between characters :-) ]
Awesome, thanks for the reference card, CedricBush! :)

So many helpful answers here, I have no clue which to mark as the "solution". I hope you guys don't mind if I leave that open? Thanks a lot to all of you though!
Post edited August 08, 2011 by Leroux
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CedricBusch: Also, I posted a copy of "reference card" that came with one of my copies: http://games.playazlounge.net/xeen_docs/Refer.pdf [there is a quick blurb on trading items between characters :-) ]
I have another question hopefully someone can help me with:

The reference card says that the View Window will show where you have been, if one of your characters has the Cartography skill, but it doesn't show any map for me although one of my characters learned Cartography (I have an automap at my leisure, but not in the View Window, I always have to press the Map button to see where I am). Does this work only from M&M4 onwards or is one character with Cartography not enough yet?
Post edited August 09, 2011 by Leroux
*bump*

Anyone know the answer to this? It would be cool to have a mini-map in the View Window of M&M III (so that the automap is always present, even in walk and fight mode). Is it possible or is this a feature only present in the following installments, from M&M IV onwards?
It's a feature introduced with MM4. In MM3 you can only have a minimap in the upper right corner if you cast the "wizard eye" spell.
Post edited August 14, 2011 by kmonster
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kmonster: It's a feature introduced with MM4. In MM3 you can only have a minimap in the upper right corner if you cast the "wizard eye" spell.
Ok, thanks!