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Might and Magic III – Isles of Terra

Genre

Role-playing video game

Console

SNES

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SNES

Might and Magic III – Isles of Terra

Might and Magic III – Isles of Terra is the third game in the role-playing video game series Might and Magic. Released in 1991, it is the predecessor to Might and Magic IV: Clouds of Xeen and the sequel to Might and Magic II: Gates to Another World. A Sega Genesis version was developed, but never released.[2][3]

Plot

After the defeat of Sheltem and his forces on CRON in Might and Magic II: Gates to Another World, a new party of adventurers from Sheltem’s “homeworld” of Terra find themselves embroiled in the battle between the two Guardians. The adventurers must aid the mysterious Corak in attempting to stop Sheltem once again and putting an end to his evil machinations. In canon, these adventurers are named Sir Caneghem, Crag Hack, Maximus, Resurrectra, Dark Shade, Kastore, Robert the Wise and Tolberti.[a]

Throughout the game, the adventurers travel the Isles of Terra, a grouping of separate, flat “nacelle” worlds drawn from the Void onto the oceanic planet of Terra by Sheltem himself in previous years. Driven against the Ancients, Sheltem is now launching their nacelles into the suns of various worlds, snuffing out countless lives in his wake.[b] Driven by the tales told in Corak’s journals regarding the Ancients, the Elemental Lords and the “Forces of the Dome”, the heroes pursue the Guardians, battling terrors along the way.

Finally, the heroes enter the so-called “Maze from Hell” and earn the title of “Ultimate Adventurers” from the maze’s defenses. Uncovering revelations about Terra’s past, they gain access to the Pyramids of the Ancients, stumbling upon what is named a ‘Main Control Center’. They find themselves within the underwater seedship originally used by the Ancients in centuries past to colonize Terra with human life before its submersion beneath the waves.

At the game’s conclusion, Sheltem pilots an escape pod within the underwater ship and sets off for the nacelle of Xeen, with Corak in close pursuit. After departing, Corak hastily contacts the adventurers from his escape pod, instructing them in the means of matter transferral to land the seedship – named the “Lincoln” – safely.[c] They set off to pursue Corak and Sheltem in the Lincoln, and it is implied that they actually do so in Might and Magic IV: Clouds of Xeen. However, they did in fact drift off-course and are next seen as powerful non-player characters in Might and Magic VII: For Blood and Honor.

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