Sep 03, 2009 Might and Magic Book One: The Secret of the Inner Sanctum. From PCGamingWiki, the wiki about fixing PC games Might and Magic Book One: The Secret of the Inner Sanctum. Where are we, an automap program for Might & Magic 1-5. Game data Save game data location. System Location; DOS ROSTER.DTA: Windows.
Part 1: Let's Play Might and Magic!
Let's Play Might and Magic!Mar 31, 2016 Might and Magic Book I Manual Identifier MightandMagicBookIManual Identifier-ark ark:/13960/t40s47223 Ocr ABBYY FineReader 11.0 Pages 41 Ppi 300 Scanner. Internet Archive Python library 0.9.1. Plus-circle Add Review. Reviews There are no reviews yet. Be the first one to write a review. (There's no video for Might and Magic II: Gates to Another World yet. Please contribute to MR and add a video now!).
Might And Magic 1 Mac Manual Pdf
That's right, folks, I'm going to be LPing every one of the first fiveMight and Magic games. Why yes, I do have too much time on myhands. I've gotthreepreviousLPs to my name, so you can trust me to finish thisone.
Might and Magic I: Secret of the Inner Sanctum is a classic computerRPG, originally released in 1986 for the Apple II by New WorldComputing and later ported to about ten different platforms. Nearly thewhole game is the work of one man, Jon Van Caneghem, working out of hisapartment in his spare time. Nowadays, he apparently spends most of histime making various MMORPGs.
We're going to be LPing the Mac version, because I'm not playing a CRPGthat doesn't have mouse support. It has black and white graphics, buttrust me when I say that most of the graphics aren't really improved bythe addition of colour.
Think of M&M as the somewhat gentler big brother of games likeBard's Tale and Wizardry. Rather than being set in a single city ordungeon, the quest of Might and Magic spans the entire land of Varn,with 55 different areas to explore, comprising towns, dungeons andoutdoor sections. When I say 'somewhat gentler', though, that's verymuch a relative term: the party's still gonna die a lot, but at leastthis game lets us return to our last save point.
Our adventure begins in the pleasant little backwater town of Sorpigal.For an adventure, of course, we shall need adventurers!
The party can have up to six members. If we wanted, we could use thepre-generated default characters, but where's the fun in that? I'llneed volunteers from the audience to help create our party!
Here's the character generation screen. I think all the statistics arepretty self-explanatory, except for Personality, which affects Clerics'and Paladins' spell points. Select your class, and if you want me toprioritise certain stats over others, be sure to mention it. Here's arundown on the six character classes:
Knight: You know what these are. They wear shining armour andhit things. Knights can use all weapons and armour, except for a fewrare magical items designed exclusively for other classes. They alsogain more hit points than any other class, but can't cast spells.Knights must have at least 12 Might.
Paladin: Paladins wear even shinier armour than Knights, andafter enough holy crusading they can eventually please their god enoughto gain low-level Cleric spells. They don't gain as many hit points asa Knight, but can still use nearly all weapons and armour. Paladinsmust have at least 12 Might, Personality and Endurance.
Archer: Hitting things is all very well, but what do you do whenyou need to hit something that's not within convenient stabbingdistance? Well, you can either use a missile weapon or a spell, andArchers excel with both. They gain as many hit points as a Paladin, canuse nearly all weapons, can cast low-level Sorcerer spells, and are theonly class allowed to use missile weapons in melee combat. Theirdefensive abilities aren't so impressive, though: they can't wear anyarmour heavier than chain mail or use any shields. Archers must have atleast 12 Intellect and Accuracy.
Cleric: Holy men and women who sweet-talk deities into lettingthem perform miracles. They don't gain as many hit points as the meleeclasses, and they're restricted to using blunt weapons, but they canwear any armour up to chain mail and use all shields. Most importantly,they can cast spells to heal and protect the party. An adventuringparty without at least one Cleric shouldn't expect to survive verylong. Clerics must have at least 12 Personality.
Sorcerer: Sorcerers gain the fewest HP of any class and apitiful selection of equipment: they can only use clubs, daggers,staffs and padded armour. They make up for this with their spell list,containing a variety of powerful offensive, utility, and evenprotective spells. Sorcerers must have at least 12 Intellect, and theyalso benefit more than most classes from having high Speed.
Robber: Masters of going places they're not supposed to be andtaking things they're not supposed to have. Robbers have as many HP asclerics, but have a slightly weaker selection of armour. They can useone-handed weapons and crossbows, but they don't fight as well as aKnight, Archer or Paladin, and they can't use any spells. Their mostimportant skill is the ability to pick locks and disarm traps, whichare deadly enough that it would be foolhardy to adventure without aRobber. Any character can be a Robber, but I think that high Luckimproves their chance to successfully pick locks and disarm traps.
Once you've decided what class your new hero is to be, you need toselect a race, alignment and sex.
Any race can belong to any class. Some are better at some classes thanothers, but the stat penalties aren't big enough to cripple anyclass/race combination. Humans have balanced stats and resistance tofear and sleep spells. Elves resist fear and have high Intellect andAccuracy, but low Might and Endurance. Dwarves resist poison and havehigh Endurance and Luck, but low Intellect and Speed. Gnomes resistmagic and have high Luck, but low Speed and Accuracy. Half-orcs resistsleep and have high Might and Endurance, but low Intellect, Personalityand Luck.
Alignment affects a character's ability to equip certain magic items,and also has a minor impact on certain quests and events: overall, it'snot very important. A character's alignment can change throughout thegame, based mostly on how they react to monster encounters. There's anadvantage to everyone in the party having the same alignment, but it'snot a big deal.
Sex is important in only one place in the game, as far as I know, butin that place it's very important. Females have an advantageover males, but don't worry: if we don't start out with enough females,we can fix that later.
Finally, your hero will need a name, which can be up to 15 charactersin length.
I think I've yammered on for long enough today. It's time to sign up,brave adventurers!
Also, thanks to DancingKittycat for this guide on how to get M&M1running on modern computers:
DancingKittycat posted:
Its Abandonware. Quick guide to get the emulator running(from memory, so I might be forgetting something: it has been a whilesince I set it up):1. Get the game from http://www.macintoshgarden.org/ -this is perfectly legal, don't worry, Thuryl linked it to me before.
2. Now you need an emulator for old, old Macs. Since I'm on an IntelMac, I chose Mini vMac, though Basilisk II seemsto be nice too. Anyway, my explanation might not apply to any otheremulator than vMac.
3. Now you need a whole bunch of stuff:
- Empty, virtual Macintosh 'Disks'. I upped one for you here
- The vmac.rom file. Since I'm unsure about its legality (thoughit shouldn't be much of a problem, since Apple offers almost all oldsystem files directly on apple.com) I won't link to it.
- MacOS 6.0.8, which you can download directly from Apple here. You are looking for two filescalled 'SSW_6.0.8-1.4MB_Disk1of2.sea.bin' and, surprisingly enough,'-Disk2of2.sea.bin'
- Some way to use the .dsk files. I have honestly no idea how topull it off in Windows - on a Mac, you just rename the .dsk files to.img, which lets you mount them easily afterwards, copy everything youneed, unmount and rename them back to *dsk. Perhaps you can pull offsomething similar by renaming the disks to .img and mounting them withDaemon Tools?
4. Now you just copy the blank disk image several times, which lets youmake a bunch of system disks, and a disk with Might & Magic on it(just copy everything on them once you've figured out how, nothingfancy I suppose). You can also find premade system .dsk-files somewhereon the vMac homepage, though I can't seem to find them just now.
5. Just drag&drop the disks on the emulator to mount them in yourlittle System 6. You might want to run the setup from the system disksfirst (during which you'll need one more blank disk). After everythingis installed, just drop your Might & Magic virtual disk on theemulator, open it and play away!
To add to this, here's a little advice on getting Basilisk II running. It's actuallyeasier than vMac in some ways, since Basilisk II lets you create avirtual hard disk using a few hundred megabytes of disk space on yourreal hard drive, and also allows you to specify a folder as a sharedfolder between your real computer and the emulated computer (theemulated computer treats it as a network drive.) So all you have to dois install some system software on your virtual hard disk, then get acopy of Might & Magic, drag it into the shared folder and installit from there. Unfortunately, Basilisk II is a resource hog and has anoccasional tendency to crash.
> >Might and Magic: Book One - Secret of the Inner Sanctum
Might and Magic: Book One - Secret of the Inner Sanctum
DOS - 1987
Also released on: Mac - Commodore 64 - PC-88
4.26 / 5 - 23 votes
Download extras files
Manual available
Manual available
Description of Might and Magic: Book One - Secret of the Inner Sanctum
Might and Magic: Book One - Secret of the Inner Sanctum (aka 魔法門, Меч и Магия, Mech i Magija) is a video game published in 1987 on DOS by New World Computing, Inc. It's a role-playing (rpg) game, set in a fantasy, turn-based and dungeon crawler themes, and was also released on Mac, Commodore 64 and PC-88.
External links
Captures and Snapshots
Screenshots from MobyGames.com
Screenshots from MobyGames.com
Screenshots from MobyGames.com
Comments and reviews
Shadic2017-05-200 point DOS version
Does anyone know how to go back to dos or shutdown game after playing it
LionMan2015-02-152 points DOS version
I had this game on an Apple II GS back in the late 80s. My brother and I loved it.
A funny and 100% true story --
If you recall, you had to switch floppy disks go between certain areas in the game. One day, I was playing and I accidentally pulled a disk out before it was ready. I quickly realized my mistake and stuck it back in and locked it in. The disk reader fluttered a bit and I think I ended up having to restart the game, or maybe it told me to put in the other disk. I don't recall. In any event, I was getting ready to continue my quest when I noticed that, all of a sudden, I had the absolute maximum amount of gold. I don't recall how many digits there were, but I had millions in gold. Somehow when I pulled the disk out something happened with the memory for how much gold I had. I was insanely rich. And nothing else in the game was affected.
If you played the game alot, you know there was a place where you could turn gold into experience. So what did I do? I basically maxed out a whole group of characters and equipped them with the best of everything, and still had millions in gold to boot. Nothing in the game could touch me. One guy in my party could defeat the biggest and baddest horde. It was fun but I suppose it in a certain respect it ruined the game for me. I tried playing a 'normal' game but if I was having trouble I'd go back to my 'Superman' mode.
So that was my original 'cheat code', completely by accident.
A funny and 100% true story --
If you recall, you had to switch floppy disks go between certain areas in the game. One day, I was playing and I accidentally pulled a disk out before it was ready. I quickly realized my mistake and stuck it back in and locked it in. The disk reader fluttered a bit and I think I ended up having to restart the game, or maybe it told me to put in the other disk. I don't recall. In any event, I was getting ready to continue my quest when I noticed that, all of a sudden, I had the absolute maximum amount of gold. I don't recall how many digits there were, but I had millions in gold. Somehow when I pulled the disk out something happened with the memory for how much gold I had. I was insanely rich. And nothing else in the game was affected.
If you played the game alot, you know there was a place where you could turn gold into experience. So what did I do? I basically maxed out a whole group of characters and equipped them with the best of everything, and still had millions in gold to boot. Nothing in the game could touch me. One guy in my party could defeat the biggest and baddest horde. It was fun but I suppose it in a certain respect it ruined the game for me. I tried playing a 'normal' game but if I was having trouble I'd go back to my 'Superman' mode.
So that was my original 'cheat code', completely by accident.
Might And Magic 1 Mac Manual Download
DOSForever2015-01-087 points DOS version
The absolute greatest video game series ever. I've been playing M&M since yhe mid 80's. Nothing in the industry (besides D&D thru NVW 1) is more consistent on rules and history. The games are so deep and engaging. Nothing made after 2001 can compare. Todays games are like McDonalds food compared to this franchise and the old school games from last century.
I started playing M&M6 (again) on in November of 2013 and am now just finishing up M&M8 with M&M9 in wait. Then I plan on playing M&M 1 thru 5 after 9. I played 10 but when it first came out and that game was very buggy, also finished it in a week.. too short. It seems that todays devs just put stuff out there and fix it along the way. The classic games had to work direct from the factory. (See E.T. 1982 to explain why) Play this series!
I started playing M&M6 (again) on in November of 2013 and am now just finishing up M&M8 with M&M9 in wait. Then I plan on playing M&M 1 thru 5 after 9. I played 10 but when it first came out and that game was very buggy, also finished it in a week.. too short. It seems that todays devs just put stuff out there and fix it along the way. The classic games had to work direct from the factory. (See E.T. 1982 to explain why) Play this series!
eumaies2014-05-21-1 point DOS version
These were indeed classics. My brother and I had a full color 9-square of graph paper mapping out the entire outdoor space in our room. The awesomeness of actual variation in monster difficulty across different lands created an immersiveness that is completely lose by modern game 'Balance'. If only someone would combine the glory of today's graphics with the fun of these old principles.
ur dog2012-08-220 point DOS version
ive played the later 2000+ games but never these thank you for giving us these
Paradigm2011-02-237 points DOS version
The game that started it all..
Even the most veteran gamers have trouble experiencing the magic of this game, or games like it. The graphics are poor, but amazing for their time. The sound is almost non-existent. The reliance on books over in-game text makes playing this a research challenge, and there are elements of the game that are so cryptic, you'll cure cancer before you figure them out.
This game was something special though. It has a depth of detail that, if you can look past its withered, aged face to become immersed enough, is something no modern game can compare too. Imagination is a requirement, as is some graph paper and a pencil for mapping.
Don't be shocked if you encounter a group of insanely powerful monsters who wipe out your party within the first few minutes of play..these were the days before game balance.
I recommend Might and Magic II for newcomers to the series over MM1 however, since that game offers an auto-mapper, better graphics (you know what you are looking at) and SLIGHTLY less cryptic puzzles.
Even the most veteran gamers have trouble experiencing the magic of this game, or games like it. The graphics are poor, but amazing for their time. The sound is almost non-existent. The reliance on books over in-game text makes playing this a research challenge, and there are elements of the game that are so cryptic, you'll cure cancer before you figure them out.
This game was something special though. It has a depth of detail that, if you can look past its withered, aged face to become immersed enough, is something no modern game can compare too. Imagination is a requirement, as is some graph paper and a pencil for mapping.
Don't be shocked if you encounter a group of insanely powerful monsters who wipe out your party within the first few minutes of play..these were the days before game balance.
I recommend Might and Magic II for newcomers to the series over MM1 however, since that game offers an auto-mapper, better graphics (you know what you are looking at) and SLIGHTLY less cryptic puzzles.
Write a comment
Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online.
Buy Might and Magic: Book One - Secret of the Inner Sanctum
Might and Magic: Book One - Secret of the Inner Sanctum is available a small price on the following websites, and is no longer abandonware. GoG.com provide the best releases and does not include DRM, please buy from them! You can read our online store guide.
Game Extras
Some of these file may not be included in the game stores. For Might and Magic: Book One - Secret of the Inner Sanctum, we have the following files:
Other Releases
Might and Magic: Book One - Secret of the Inner Sanctum was also released on the following systems:
Mac
- Year:1987
- Publisher:New World Computing, Inc.
- Developer:New World Computing, Inc.
Commodore 64
Might And Magic X Download
- Year:1987
- Publisher:New World Computing, Inc.
- Developer:New World Computing, Inc.
Might And Magic 1 Walkthrough
PC-88
Might And Magic 10
- Year:1987
- Publisher:StarCraft, Inc.
- Developer:New World Computing, Inc.
Might And Magic 1 Maps
Similar games
Fellow retro gamers also downloaded these games: