3407 lines
147 KiB
Plaintext
3407 lines
147 KiB
Plaintext
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CompuServe TEG-9447
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MIGHT AND MAGIC II
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Part 1
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INTRODUCTION
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The purpose of this walkthru is to provide you with information about MIGHT AND
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MAGIC II, a computer role-playing game from New World Computing. When you play
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the game, you assume the identity of some of the characters in the game.
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Characters that you create will be referred to as "player-characters." You can
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control some characters that are provided with the game; they are called
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"hirelings." Any game characters that are not under your control may be referred
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to as "monsters" (regardless of what they actually are).
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Player-characters begin the game young, impoverished, ignorant, inexperienced,
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and relatively weak. One major game objective is to improve the stats and
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conditions of your player-characters. In MMII, you accomplish this by
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adventuring in the land of Cron, guiding your characters as they fight monsters
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Press <CR> for more !CompuServe TEG-9448
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and solve puzzles.
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There are several sections to this walkthru. I have tried to arrange them in
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such a way that you could use portions of the walkthru to help you without
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giving away the whole game.
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The first three parts of the walkthru contain general information to help you
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get started and to refer to along the way.
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Part 4 describes various combat options and strategies, resting, and casting
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spells. Part 5 describes the outdoor regions and time travel. Towns of Cron,
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with a short discussion about the features of Cron in the past, are discussed in
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Part 6. Part 7 is similar, providing general descriptions of the dungeons,
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caves, caverns, strongholds, and towers in Cron.
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Part 8, "The Cron Gazetteer," lists exact locations for many of the features
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discussed in "The Travel Guide" and the "Guide to the Underground." If you are
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interested in finding these things by yourself, don't read this part.
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Part 9 describes a procedure I discovered that may allow you to raise a 6th
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!CompuServe TEG-9450
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level party to 50th level in less than two hours of game play. Also, the
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Interleaves, the coded messages, the translated messages, and a few words of the
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Preamble are listed here. I am uneasy about including these things, as they
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might compromise the playability of the game (invincibility quickly becomes
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boring), but if you use the advice in smaller doses, it may make the game more
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enjoyable for you. Remember, you were warned!
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Because I gained much of the information in this walkthru empirically by taking
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notes as I played, some of it might not match exactly with your findings. For
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example, a fountain that produces random changes in a character's attributes
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will probably affect your characters differently than it did mine.
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Any mistakes in this text are mine alone! If you find any, I would be
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interested in hearing about them!
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OBJECT OF THE GAME
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Cron (where your characters live) is in danger. One of the major causes is the
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death of Kalohn, the first and last King of Cron, in the early years of the 8th
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era (a/k/a 9th century, the years 800-899).
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!CompuServe TEG-9452
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Your characters live in the early years of the 9th era. The forces of evil are
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becoming stronger. Legends, portents, soothsayers, and nightmares indicate that
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Cron will soon be destroyed. If someone doesn't do something, the world will
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come to an end. That's where you come in.
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MAJOR OBJECTIVES
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If you don't save Cron, no one will. To do this, you will have to change
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history by helping King Kalohn win his final battle. Once you save King Kalohn's
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life, he will give you a final quest. The fate of Cron rests solely on your
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broad shoulders!
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MINOR OBJECTIVES
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You need great knowledge, great personal power, and the assistance of powerful
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artifacts to aid the King. Your exploration of the Land of Cron will bring you
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power and knowledge and lead you to the artifacts you need. Along the way you
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should try and accomplish certain tasks. Among these are:
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!CompuServe TEG-9454
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1. Fulfill the lesser quests bestowed on you by the more powerful residents of
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Cron; increase the strength and wealth of your characters; collect magic items
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and ancient artifacts.
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2. Learn how to travel through time (there are at least two ways to do this).
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3. Discover what items King Kalohn needs to win his final battle, collect them,
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and deliver them to the King (just in time)! Aiding strangers in peril may prove
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rewarding, perhaps gaining you a friend, a valuable item as a reward, or a
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willing companion-in-peril.
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4. Explore all, overlook nothing, and keep meticulous records! Decipher the
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messages, solve the mysteries, and destroy evil wherever you find it (unless you
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yourself are evil, in which case just destroy anything you want!).
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CREATING CHARACTERS
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Creating characters is fun, and important as well. Care in the creation of your
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characters will make your early adventuring more interesting and enjoyable.
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Press <CR> for more !
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CompuServe TEG-9456
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ATTRIBUTE SCORES
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A brand new character is defined by his computer-generated scores in seven
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attributes, such as strength, speed, IQ, etc. The attribute scores range from 3
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to 21.
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CHARACTER TYPES
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There are eight professions, or "character types" available to MMII
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player-characters, depending on the attribute scores of each character. For
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example, the profession of Knight requires high Strength.
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In MMII you build a character from the original seven attribute scores,
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swapping them between attributes until you are satisfied. As you swap
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attributes, the computer will tell you for which professions the current
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character is qualified. If no combination of the present scores interests you,
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just press <ENTER>, and a new set is available.
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Look for sets of scores with only one less then 10 and at least two above 16
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(my personal recommendation). Don't wait for Superman; you can increase a
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Press <CR> for more !
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CompuServe TEG-9457
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character's attributes during the game.
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Below are some guidelines for distributing attribute scores:
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1. Use the highest score for endurance. Endurance helps determine how many hit
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points a character starts with, and how many are gained as each new level of
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experience is earned. Poor endurance leads to early deaths (and costly
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resurrections).
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2. Allocate a high score to speed. For low levels characters, a high score in
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speed can significantly increase armor class, but there is an even better reason
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to be fast. In many confrontations, the slower party will be wiped out before
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they can even act. Try to make sure that you are not the slower party!
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Now allocate the rest of your scores, depending on what type of character you
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are trying to create.
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CONSIDERATIONS WHEN CREATING CHARACTERS
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A party of adventures in MMII is limited to eight characters, with a maximum of
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Press <CR> for more !
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CompuServe TEG-9459
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six player characters. Hirelings may be used to fill out the roster; however,
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you aren't forced to use eight characters. You may wish to try your luck with
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only one. Also, if you like, your party could consist entirely of hirelings,
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although they will have trouble buying and selling things, visiting Murray, and
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even resting! When you are just starting out, you should try and take as many
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character types as possible, because most of them have some non-overlapping
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skills (I feel Ninjas and Barbarians are redundant and almost never use them).
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As your characters begin to advance, you may decide you can do without certain
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character types in your party; then, you can substitute other characters.
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For a low level party, I recommend (in this marching order): Knight, Paladin,
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Thief, Cleric, Sorcerer, and Archer. My feeling is that the character in
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position 3 gets hit more often than the one in position 4, although I don't have
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stats to prove it.
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With higher-level characters (say above 25th level), I generally use the
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following party: Paladin, Paladin, Paladin (Sherman), Cleric, Archer, Archer,
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Sorcerer, and Sorcerer (Mr. Wizard).
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I find with high-level opponents that a Paladin's ability to throw spells makes
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Press <CR> for more !
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CompuServe TEG-9461
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him more useful than a Knight (although there is a high-level Knight resting in
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the Middlegate Inn just in case).
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I don't use a Robber any more. I found a trick that lets me use an Archer to do
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the Robber's jobs (open doors, disarm traps) safely (see Part 3), and I use the
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Archer in position 5 to act as a Robber. Stick around for the hints section to
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see how to do this!
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CUSTOMIZING YOUR CHARACTERS
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Once you have finished adjusting attribute scores, you get to choose several
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more characteristics for your characters: Profession, Race, Sex, Alignment, and
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Name. During much of the game, none of these characteristics will matter, but
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there are situations that can make any of these important. For example, there
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are places where males can't go that females can, where elves are not welcome,
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and places where evil is not tolerated. Make sure you are prepared for these
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situations by rolling a wide range of characters and using them occasionally.
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EQUIPPING YOUR CHARACTERS
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Press <CR> for more !
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CompuServe TEG-9463
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Early in the game, your prime goal should be to increase the armor class of
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your characters. Buy the best armor you can, and equip the front row first; when
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you find or buy better armor, let the old armor filter back to the characters in
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rows 2 and 3. When you get better armor for them, transfer their old armor
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toward the back of the party (if the other characters can use it).
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Your party can buy and sell armor and weapons at the local Blacksmith Shop.
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Blacksmiths (and most other merchants in the game) will not deal with hirelings,
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so your player-characters will have to buy and sell for them.
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If one member of your party has the secondary skill of "Merchant," you will get
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better prices whenever you deal with a blacksmith (or any other merchant).
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ARMOR
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Most character classes are limited in the types of armor they can use. Not all
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character types are allowed to use shields or helmets. Listed below are the
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types of (non-magical) armor in order of protection (from best to worst), and
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the character types that can use each type. The character types are shown next
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to the best armor they can wear; each type can wear any of the armor listed on
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Press <CR> for more !
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CompuServe TEG-9465
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lower lines.
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A letter after a character type indicates whether that type can use a helmet
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(H), shield (S), or both (B). Archers, Ninjas, and Sorcerers are not allowed to
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use either helmets or shields.
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Plate Armor - Knights (B), Paladins (B)
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Plate Mail
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Splint Armor - Clerics (B)
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Chain Mail - Archer, Robber (S)
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Ring Mail - Ninja
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Scale Mail - Barbarian (B)
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Leather Suit
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Padded Armor - Sorcerer
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WEAPONS
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MIGHT AND MAGIC II recognizes two classes of personal weapons: missile weapons
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and hand-held weapons. A missile weapon has two parts, a launcher (bow, sling,
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blowgun) and an expendable missile (arrow, stone, quarrel, dart). You are not
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Press <CR> for more !
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CompuServe TEG-9467
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allowed to throw weapons (e.g., a spear is not a missile weapon).
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There are two categories of hand-held weapons: one-handed and two-handed
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weapons. Two-handed weapons generally do more damage than one-handed weapons,
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but characters equipped with shields can't use two-handed weapons.
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Classes that can't use shields (Archer, Ninja, Sorcerer) should use the best
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two-handed weapons they can get. Robbers cannot use two-handed weapons, so they
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should carry a shield.
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For the other classes (Knight, Paladin, Cleric, and Barbarian) you have to make
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a choice between the additional damage done by a two-hand weapon and the
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additional protection offered by a shield.
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TOOLS
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Low-level characters should carry some tools. Often a tool can be substituted
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for a spell or ability that low-level characters haven't developed yet. For
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example, a Thief's Pick will enhance your Robber's chances to safely open locks
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and disarm traps, in effect allowing him to operate as a higher-level Robber.
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Press <CR> for more !
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CompuServe TEG-9468
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THE INN
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Newly created player-characters begin the game in the Middlegate Inn, in
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Middlegate Town. New characters are almost broke and always need to buy
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equipment. Fortunately, there is no charge for staying at the Inn.
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When you select "Go To Town" from the options menu, the guest book from the
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Middlegate Inn will be displayed. To begin an adventure, you must select a party
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of characters and leave the Inn.
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No game time passes when all your characters and hirelings are guests at an
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Inn. Characters and hirelings leave the Inn with the same status as when they
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checked in (no changes in equipment, age, or health). If you are unable to help
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a sick, injured, dead, or eradicated party member, leave that character at any
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Inn until you are able to help.
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Saving the game is done by staying at any of the Inns. If your entire active
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party dies during game play, your party will revert to the status it had the
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last time you entered an Inn. When you are playing with low-level characters,
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Press <CR> for more !
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CompuServe TEG-9470
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you should save the game often. This may seem like a waste of time, but if you
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don't do it, you may waste hours redoing parts of the game!
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KEEPING A "BANKER"
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Many players (including me) like to create one or more characters strictly to
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use as "bankers." Bankers are characters that rarely leave the Inn and almost
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never go on expeditions. Instead, when a party returns from an expedition,
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portions of the treasure are transferred to the banker for future use.
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MIGHT AND MAGIC II is published by New World Computing and distributed by
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Electronic Arts.
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This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
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Last page !
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CompuServe TEG-9472
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MIGHT AND MAGIC II
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Part 2
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OVERALL GAME PLAN
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While there is no single correct way to play the game, if you are interested in
|
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winning, this section will provide you with a general game plan. If you find the
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play more interesting than the winning (as I do), the game plan isn't important;
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sooner or later you will have accomplished all the goals anyway, and when you
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decide to win, you should be ready to do so.
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STARTING OUT
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Create good characters, but don't be a fanatic about it since you can improve
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them later. Equip them as quickly as you can. Make increasing their Armor Class
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your highest priority. You should stay in Middlegate until you start to feel
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it's too "small town" for you.
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!CompuServe TEG-9473
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LEARN MAP MAKING!
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Find the Cartographer and learn Cartography. This will allow you to map the
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areas you visit. To examine the map, press the "M" key.
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EARLY QUESTS
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Once you have reached 3rd or 4th level, perform the mini-quests that Nordon and
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Nordonna ask you to do for them. This will gain you valuable experience, help
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you get a useful spell, and provide you with another mini-quest which will make
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the game easier to play for as long as you wish to play. (For exact details, see
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Note 1.)
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BUILDING STRONG MINDS IN STRONG BODIES
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You should be ready to start exploring more of Cron by this time. Before you
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venture out, members of your party should be learned in the skills of mountain
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climbing and path finding (both skills available in Middlegate), and they should
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also be trained in the skills of Crusader and Navigator (available in Tundara).
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!CompuServe TEG-9475
|
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LOCAL EXPLORATION
|
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Middlegate is in Region C2, which has some interesting features. Thorough
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exploration of this area should help you obtain another useful spell (or two, if
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you decide to investigate the cave), and provide you with some information to
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puzzle over as you continue to play.
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The first time you leave Middlegate through the town gates, you will be greeted
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by a being who claims to be your guardian Pegasus. Pay attention to his words
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because he can provide you with a yearly income of 100,000 gold, if you learn
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his name and find out where he lives. The skill of Linguist is useful in
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learning his name (details in Note 2).
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OTHER TOWNS AND CAVERNS
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Explore the other towns and the caverns beneath them. Take detailed notes of
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the things you find, especially the clues scattered here and there.
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You will find clues that describe the Red, Yellow, and Green Interleaves; make
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!CompuServe TEG-9477
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sure to note these. As you explore Cron you will come upon signs that say things
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like "Yellow Message 1"; note all these messages, and when you have them all,
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use the Interleaves to decipher the Red, Yellow, and Green Messages.
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The Messages will provide you with more information on your actual mission in
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life (if you decide to accept it): saving Cron.
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Just as a reference, the locations of the Messages and Interleaves may be found
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in "The Cron Gazetter" (Part 8).
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There is no reason to hurry at this point; Cron will last long enough for you
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to save it. Tour the country, see the sites, earn more experience, and collect
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more treasure.
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If you have the Clerical Spell C 2-3 (Nature's Gate) by Nature's Day, good. But
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if you don't, don't worry because Nature's Day comes once a year.
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GETTING INTO GEAR
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|
|
||
|
Along about 7th or 8th level, you should start paying a little more attention
|
||
|
!CompuServe TEG-9478
|
||
|
|
||
|
to Cron's future (if you want). Start visiting the castles, and take on a few of
|
||
|
the Quests you are offered. Visit Pinehurst and help Peabody find his lost pet.
|
||
|
This gets you access to the "WayBack Machine." Go back to the 8th Era and visit
|
||
|
Castle Xabran. Learn where to find spells and hirelings. During one of these
|
||
|
visits to Xabran, retrieve the valuable magic items that are stored there (see
|
||
|
Note 3).
|
||
|
|
||
|
Some time along the way, win a Triple Crown of each color, and purchase a key
|
||
|
of each color.
|
||
|
|
||
|
Each of your characters should complete a Jurors' Quest (maybe take some
|
||
|
hirelings along as well). Although they seem very difficult and dangerous, with
|
||
|
a little planning you can accomplish them with level 12 characters.
|
||
|
|
||
|
Once your party has completed its Jurors' Quests and won a Black Triple Crown,
|
||
|
go to Luxus Palace Royale for an audience with Queen Lamanda. She will reward
|
||
|
you and provide you with a new mission.
|
||
|
|
||
|
If you have explored enough, you have probably encountered the ranting wild man
|
||
|
who loves Cupie Dolls. If you take him a Cupie Doll, you might be surprised as
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9480
|
||
|
|
||
|
he helps you to become a better person. This isn't absolutely necessary, but the
|
||
|
better your attributes are, the longer you will live.
|
||
|
|
||
|
THE ORB
|
||
|
|
||
|
By now, you should have some idea of the magic items that you need in order to
|
||
|
win the game. In order to get the Orb, you will need to find some ancient items
|
||
|
with funny, hi-tech-sounding names, and use them to actually take possession of
|
||
|
the Orb (see Note 4). Then, you will encounter a problem that baffles almost
|
||
|
everyone who plays the game: How the heck do I get it home?
|
||
|
|
||
|
Well, do some brainstorming, check out your hirelings and their capabilities,
|
||
|
and don't dismiss any ideas that sound useful (see Note 5).
|
||
|
|
||
|
WHAT ELSE DO I NEED?
|
||
|
|
||
|
Isn't that enough? No, you're right: it really isn't enough. You need four more
|
||
|
magical talismans, and to get them, you have to give up four that you already
|
||
|
have. These new talismans can only be found in the various Elemental Planes; so,
|
||
|
now you need to learn the spells that let you enter these Planes and continue to
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9482
|
||
|
|
||
|
live. Good Luck!
|
||
|
|
||
|
Finally, you have all of the wondrous magic items you need to help the king. So
|
||
|
now it's time to....
|
||
|
|
||
|
SAVE THE WORLD
|
||
|
|
||
|
Find the King before he gets toasted by the Mega-Dragon, and give him the magic
|
||
|
items you worked so hard to collect. For a short time he will be too busy to
|
||
|
thank you, but once he defeats MagillaBreath, you can return to current-day
|
||
|
Cron, where King Kalohn and Queen Lamanda will greet you as Saviors of the World
|
||
|
and Heroes of the Realm, won't they?
|
||
|
|
||
|
Sure they will, and the "check's in the mail!" No, you have one more mission to
|
||
|
perform. Return to Square Lake, use the secret password to enter the Square Lake
|
||
|
Cave, battle your way through the endless corridors, slaughtering countless
|
||
|
monsters, until you reach the door guarded by 666 Devil Kings. Don't fight them
|
||
|
or you'll lose and have to do it over again!
|
||
|
|
||
|
Once you've passed all of these obstacles and reached your destination, you
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9484
|
||
|
|
||
|
will be invited to solve a cryptogram. The encryption scheme used for this
|
||
|
puzzle is simple: Each letter in the encoded document represents an unencoded
|
||
|
letter in the original, in a 1-to-1 correspondence.
|
||
|
|
||
|
You have a time limit, though; the "End of All" is approaching. If you don't
|
||
|
solve the puzzle soon, Cron blows up, you'll need to return to the Inn, and try
|
||
|
again. The same message will be encoded, but the encryption scheme is changed;
|
||
|
the answers you have from your last try aren't valid, so you have to start over.
|
||
|
(Depending on your computer, there may be a way to "cheat" here. See Note 6.)
|
||
|
|
||
|
Once you have the code, you have to encode something in the same code you just
|
||
|
deciphered and then, finally....
|
||
|
|
||
|
You win!
|
||
|
|
||
|
QUEST NOTES
|
||
|
|
||
|
If you want to figure things out for yourself, don't read these!
|
||
|
|
||
|
NOTE 1
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9486
|
||
|
|
||
|
|
||
|
Nordonna suggests that you use the Portals to visit each town, and while you
|
||
|
are in a town, to visit the Temple in that town and make a Donation.
|
||
|
|
||
|
Actually the order doesn't matter, but you do need to use the portals. Once you
|
||
|
have donated at the fifth Temple, you will find an iron coin. Throwing this iron
|
||
|
coin into a specific fountain will allow you to find a Castle Key.
|
||
|
|
||
|
The Castle Key will allow you to go into the various castles in Cron without
|
||
|
having to kill the Castle Guards every time you drop by.
|
||
|
|
||
|
NOTE 2
|
||
|
|
||
|
You can learn Meenu's name in C3. He hangs out at B1 (9,9). The only direction
|
||
|
you can approach him from without magic is the north.
|
||
|
|
||
|
NOTE 3
|
||
|
|
||
|
The magic items you need to retrieve from Xabran are the Air, Earth, Fire, and
|
||
|
Water Discs. You later take these to the respective Elemental Planes, where you
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9487
|
||
|
|
||
|
exchange them for the 4 Talons (again Air, Earth, Fire, and Water).
|
||
|
|
||
|
NOTE 4
|
||
|
|
||
|
In order to pick up the Orb from its current resting place in Dawn's Mist Bog
|
||
|
Resort, you need to have the A-1 Todilor, J-26 Fluxor, M-27 Radicon, and N-19
|
||
|
Capitor with you. These must be carried by the party member in position 1.
|
||
|
|
||
|
NOTE 5
|
||
|
|
||
|
Give the Orb to a hireling and dismiss him.
|
||
|
|
||
|
NOTE 6
|
||
|
|
||
|
Computers that run PC-DOS or MS-DOS have a "Pause" or "Hold" button, which,
|
||
|
essentially, stops the computer until you press it again. I pressed this button
|
||
|
and worked out the cryptogram. The first time I typed in the answer, I made a
|
||
|
typo; so, I paused again until I was sure it was right before reentering it. (It
|
||
|
was right and extremely anti-climactic.)
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9489
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
Last page !
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-9490
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 3
|
||
|
|
||
|
IMPROVING YOUR CHARACTERS
|
||
|
|
||
|
In order to win MIGHT AND MAGIC II, your characters should be about 35th level;
|
||
|
however, it takes lots of combat to raise your characters this high. In order to
|
||
|
speed this process up a little, here are some ways of getting experience that
|
||
|
involve little or no combat. I call this "free" or "cheap" experience, even
|
||
|
though it may be expensive in terms of gold.
|
||
|
|
||
|
FREE EXPERIENCE
|
||
|
|
||
|
There are two sources of experience that require absolutely no combat: the
|
||
|
hermit Mark in C1, and the Gourmet in A3.
|
||
|
|
||
|
Mark has lost his keys. He will reward your party with 10,000 experience points
|
||
|
!CompuServe TEG-9491
|
||
|
|
||
|
for their return (visiting Mark without his keys may be deadly).
|
||
|
|
||
|
The Death Spider in A2 has found Mark's keys. If you answer her riddle
|
||
|
correctly, she will give you the keys. If you answer incorrectly, not only will
|
||
|
she keep the keys, she will attack you.
|
||
|
|
||
|
The Gourmet will discuss food with another gourmet, and after the discussion,
|
||
|
awards the other gourmet 100,000 points. In order to become a gourmet, a
|
||
|
character must sample all of the meals available in all of the Taverns of Cron.
|
||
|
|
||
|
These experience points cost you gold, and eating all of those meals may have
|
||
|
unpleasant repercussions in the future; however, the experience points are
|
||
|
gained without combat.
|
||
|
|
||
|
CHEAP EXPERIENCE
|
||
|
|
||
|
The minimal fighting involved in gaining Cheap Experience may be avoided
|
||
|
altogether if you're clever.
|
||
|
|
||
|
The four Bishops of Battle are imprisoned in the four castles of Cron, and they
|
||
|
!CompuServe TEG-9493
|
||
|
|
||
|
will reward your party with experience if you are able to free them. The amount
|
||
|
of experience depends on the color of the Bishop you release.
|
||
|
|
||
|
You will need colored keys to release these Bishops, and you will have to
|
||
|
explore the castles to find each prison. You may have to fight some castle
|
||
|
guards to actually get to the prisons, or you may be able to avoid the guards.
|
||
|
If you happen to have won a Triple Crown of the same color as the Bishop, he
|
||
|
will reward you even more highly.
|
||
|
|
||
|
Lord Slayer (Castle HillStone, D4) and Lord Hoardall (Castle Woodhaven, C1)
|
||
|
have a number of minor quests they would like your party to perform (the Lords'
|
||
|
quests are not minor).
|
||
|
|
||
|
These quests require that you either kill a specific type of monster (for Lord
|
||
|
Slayer), or that you return with a specific item (Lord Hoardall). They are
|
||
|
included as "cheap experience" because you can complete them one at a time as
|
||
|
part of your normal activities, without going out of your way. After you have
|
||
|
completed one of these quests successfully, the grateful Lord will provide your
|
||
|
party with experience.
|
||
|
|
||
|
!CompuServe TEG-9496
|
||
|
|
||
|
There are a number of ways to gain experience that allow you to accurately
|
||
|
estimate your chances of success before taking any risk.
|
||
|
|
||
|
The Battle Arenas: Middlegate, Sandsobar, and Atlantium have battle arenas,
|
||
|
where you can arrange to fight for a reward. You will always fight the same
|
||
|
number of opponents as you have party members, and you have some influence over
|
||
|
the strength of the opponents you will face.
|
||
|
|
||
|
Tickets are available in most blacksmiths, and the color of the ticket and the
|
||
|
Arena you use it in will determine how tough your opponents will be. The
|
||
|
Colosseum in Atlantium provides the most dangerous monsters, but balances the
|
||
|
greater risk with greater rewards!
|
||
|
|
||
|
Lord Haart's Quest: Lord Haart, who maintains a castle in B2, would like you to
|
||
|
visit the past and recover two family heirlooms: Spaz Twit's Phaser, and the
|
||
|
Long One's +7 Loincloth. If you know where Spaz and the Long One hang out in
|
||
|
their respective centuries, this is a relatively easy quest.
|
||
|
|
||
|
The Triple Crowns: If you win a red-ticket combat in each of the three battle
|
||
|
arenas, you will win a Red Triple Crown. Winning a Black Triple Crown is
|
||
|
!CompuServe TEG-9498
|
||
|
|
||
|
necessary to win the game. When you free a Bishop of Battle, his rewards will be
|
||
|
greater if you have won a Triple Crown of his color.
|
||
|
|
||
|
The Lords' Quest: When Lord Slayer and Lord Hoardall send you on quests, you
|
||
|
may select the Lords' Quest. Lord Slayer wants you to defeat the Envoys of Evil,
|
||
|
while Lord Hoardall wants you to collect the three Ancient Swords. These Quests
|
||
|
are definitely dangerous, but they will reward you well.
|
||
|
|
||
|
The Jurors' Quests: Before you can win the game, each of your characters will
|
||
|
need to complete a Jurors' Quest. There are clues to the Jurors' Quests in
|
||
|
Atlantium, and you can actually listen to the Jurors on Farview Mountain, in D2.
|
||
|
|
||
|
Once your characters have completed their Jurors' Quests and won a Black Triple
|
||
|
Crown, visit the Queen in Luxus Palace Royale and she will reward you.
|
||
|
|
||
|
DANGEROUS EXPERIENCE
|
||
|
|
||
|
The most dangerous outdoor square on the map is E2; however, some of the best
|
||
|
treasures and the most experience can be gained by winning fights in E2. Nothing
|
||
|
in E2 ever falls under the free, cheap, or limited risk categories of
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9500
|
||
|
|
||
|
experience. If you venture here, you will get at least as much danger as you
|
||
|
bargained for!
|
||
|
|
||
|
Among the toughest monsters in Cron are the Cuisinarts (B2). While you won't be
|
||
|
able to beat them for a long time, once you do beat them, you will gain a lot of
|
||
|
experience very quickly. Don't forget to search afterwards: Some of the best
|
||
|
treasure in the game turns up here!
|
||
|
|
||
|
Perhaps the most dangerous Dungeon is the Dragons' Dominion (D1); there are 100
|
||
|
dragons there, with treasure and experience to match. The Ancient Dragon who
|
||
|
rules the Dragons' Dominion guards one of the single best rewards in the game!
|
||
|
|
||
|
ENHANCING ATTRIBUTES
|
||
|
|
||
|
Your characters are not forever restricted to the attributes you rolled for
|
||
|
them when they were created. MMII provides several ways of raising the various
|
||
|
attributes.
|
||
|
|
||
|
In most of the dungeons, caves, and caverns throughout Cron, there are ways to
|
||
|
enhance your attribute scores permanently (unlike a fountain or a potion, whose
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9501
|
||
|
|
||
|
effects vanish shortly). There are generally two ways in each dungeon to change
|
||
|
your attributes: an attribute modifier, which trades points in one attribute for
|
||
|
points in another; an attribute enhancer, which raises your score in a selected
|
||
|
attribute.
|
||
|
|
||
|
Usually the description of the attribute-changing device (often a fountain)
|
||
|
will contain a clue to the effects of the device, although it may be difficult
|
||
|
to decipher the clue until after you have tested the device. For example, a clue
|
||
|
that says "Slow but steady wins the race" might indicate that the device will
|
||
|
lower your speed but raise your endurance.
|
||
|
|
||
|
Many of the devices for changing attributes will not work on all of the races
|
||
|
or classes of player-characters. For instance, a device that trades IQ for
|
||
|
Personality might not work on Half-Orcs.
|
||
|
|
||
|
There is usually an upper limit on the effects of these devices. For instance,
|
||
|
there is an Intelligence Enhancer under Atlantium, which will increase your
|
||
|
intelligence to a maximum of 50 points. The effects of these devices are only
|
||
|
noticed after you rest. Many of them will work on you several times, until your
|
||
|
attribute has reached the maximum for that device.
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9503
|
||
|
|
||
|
|
||
|
THE CIRCUS
|
||
|
|
||
|
Visit the Circus and play some of the Carnival games! Normally all you win is a
|
||
|
Cupie Doll, but that Cupie Doll can help you become a better person! Somewhere
|
||
|
in Cron is a crazy old coot who loves Cupie Dolls, and gives away rewards that
|
||
|
are all out of proportion to his present! Give him a Cupie Doll and follow his
|
||
|
directions, and you can start on your way to raising all of your attributes to
|
||
|
levels even some deities can't reach! Remember that changes to your attributes
|
||
|
are not apparent until after you rest.
|
||
|
|
||
|
You can visit the circus as often as you like (until they leave for the year).
|
||
|
|
||
|
IMPROVING ATTRIBUTES WITH MAGIC
|
||
|
|
||
|
There seems to be no permanent way to raise attribute scores over 100; however,
|
||
|
there are a number of magical ways to temporarily raise your attributes.
|
||
|
|
||
|
The Greatest Fountain (E2) will raise all your attributes to 200 until you rest
|
||
|
or finish one battle, whichever comes first.
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9505
|
||
|
|
||
|
|
||
|
There are a number of potions and magic items that can also increase your
|
||
|
attributes. Most potions lose effect after one battle or rest. Magic items, on
|
||
|
the other hand, affect you as long as you are equipped with them.
|
||
|
|
||
|
Many types of arms and armor increase your strength (apparently, there are some
|
||
|
versions of the game where this particular function doesn't work). There are
|
||
|
weapons that will increase your other attributes. Examples are: Speed (Fast
|
||
|
Cutlass), Personality (Holy Cudgel), Intelligence (Genius Staff), Luck (Chance
|
||
|
Sword), and Accuracy (True Axe). The greater the magical bonus of these weapons,
|
||
|
the higher they will raise your attribute score.
|
||
|
|
||
|
Using items, it is possible to raise your attributes to above 200 points, but
|
||
|
you should be careful _not_ to go above 254 points; the Rest function doesn't
|
||
|
seem to be able to deal with attributes of 255 and up. (On my system, the
|
||
|
program locks up and I have to reboot.)
|
||
|
|
||
|
There may be some kind of curse associated with using items and magic to raise
|
||
|
your attributes. There have been occasions when my characters used an artifact
|
||
|
to raise an attribute (usually Intelligence), and when they removed that
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9507
|
||
|
|
||
|
artifact, the attribute was lower than when they started (occasionally dropping
|
||
|
to 0!). I have never determined for certain why this happens. It may be helpful
|
||
|
to have your Clerics cast C 9-4 (Uncurse Item) on the things your party carries.
|
||
|
|
||
|
IMPROVING HIT POINTS
|
||
|
|
||
|
In the section on Creating Characters, endurance was mentioned as being the
|
||
|
most important attribute. This is because endurance and level determine the
|
||
|
number of hit points a character can take. You never have enough hit points, but
|
||
|
there are several ways to increase your hit points.
|
||
|
|
||
|
Always train at the most expensive Training Center you can afford. The more
|
||
|
expensive the place is, the more hit points you will get when you go up a level.
|
||
|
The best Training Center is in Atlantium.
|
||
|
|
||
|
Many caves, dungeons, and caverns provide ways to increase hit points. This may
|
||
|
be done by drinking from a fountain, pulling a lever, or listening to a song.
|
||
|
|
||
|
There are two extremely potent ways to increase your hit points. Both are
|
||
|
effective only once in the life of a character, and both are very difficult to
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9509
|
||
|
|
||
|
find.
|
||
|
|
||
|
In one of the dungeons below a palace, there is a Hit Point Salesman. If you
|
||
|
can find him and meet his price, he will raise your hit points to their
|
||
|
theoretical maximum.
|
||
|
|
||
|
In the Dragons' Dominion, one of the Ancient Dragons guards an artifact that
|
||
|
increases hit points by 1000.
|
||
|
|
||
|
There are a number of magic fountains that will affect your characters' hit
|
||
|
points, but they are not all good. For example, a fountain that sets each
|
||
|
character's hit points to 75 is nice for low-level characters, but not so great
|
||
|
if your party averages 200 hit points each. Whenever you drink from a magic
|
||
|
fountain, be sure and check the status of your players!
|
||
|
|
||
|
There is a potion called "MaxHP Potion." One of the Blacksmiths will sell you a
|
||
|
2-use MaxHP Potion; you can sometimes find a 200-use "MaxHP Potion" in
|
||
|
treasures. This potion temporarily increases your allowed maximum number of hit
|
||
|
points.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9511
|
||
|
|
||
|
To make use of this potion, your characters should take it immediately after
|
||
|
they rest, and then a Paladin or Cleric should cast C 1-6 Power Cure on each
|
||
|
party member that used the potion, temporarily raising their hit points. This
|
||
|
potion is particularly useful when the party is outdoors, and the Clerics and
|
||
|
Paladins can cast C 7-3 (Moon Ray), as the party may actually be able to gain
|
||
|
hit points as the combat progresses!
|
||
|
|
||
|
THIEVERY
|
||
|
|
||
|
I promised you a way to use some other type of character in place of a Robber,
|
||
|
so here it is!
|
||
|
|
||
|
A Looter's Knife and a Pirate's Crossbow both enhance a character's ability as
|
||
|
a thief, and both may be used by classes other than Thieves and Ninjas. Thus,
|
||
|
when an Archer is equipped with a Pirate's Crossbow, he may function as a Thief.
|
||
|
The higher the magical bonus of the weapon, the better the character will do as
|
||
|
a Robber.
|
||
|
|
||
|
More importantly, when a character who is equipped with one of these weapons
|
||
|
advances a level in a Training Center, his natural ability as a Robber increases
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9513
|
||
|
|
||
|
by one-percent. From now on, each time this character advances, this ability
|
||
|
goes up just as if he was born a Robber.
|
||
|
|
||
|
A 35th level Archer who started to learn Thievery when he was 7th level would
|
||
|
have the natural ability of Thievery 28-percent. If he is equipped with a
|
||
|
Pirate's Crossbow +15 and a Looter's Knife +17, his ability will be Thievery
|
||
|
60-percent. He isn't a spectacularly successful Robber, but he's good enough
|
||
|
that you can now afford to leave your Robber at home, and replace him with a
|
||
|
more powerful character.
|
||
|
|
||
|
This process works as well with other character types; I just chose the Archer
|
||
|
because that is the character type I prefer.
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
Last page !
|
||
|
CompuServe TEG-9528
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 4
|
||
|
|
||
|
Much of your time in Cron is spent adventuring, exp
|
||
|
|
||
|
|
||
|
loring new and dangerous
|
||
|
places or revisiting familiar, but still dangerous places. This section contains
|
||
|
hints that may help
|
||
|
you survive some of these dangers.
|
||
|
|
||
|
COMBAT AND OPTIONS
|
||
|
|
||
|
Most of your interaction with the characters that are part of the
|
||
|
|
||
|
game (called
|
||
|
"monsters," but this might also include creatures very similar to men) occurs
|
||
|
either just before a combat, or during the course of a combat.
|
||
|
|
||
|
The display will tell you when you have encountered monsters. The next message
|
||
|
(if necessary) will tell you if you surprised the monsters or if they surprised
|
||
|
you. If there is surprise, you will have to press the spacebar
|
||
|
to continue. If
|
||
|
you surprised the monsters or if there is no surprise, you will have to decide
|
||
|
Press <CR> for more !CompuServe TEG-9656
|
||
|
|
||
|
what you wish to do next. If the monsters surprised you, your only choice is to
|
||
|
fight.
|
||
|
|
||
|
When your party encounters a monster or monsters, your options are Attack,
|
||
|
Bribe, Hide, or Run.
|
||
|
|
||
|
HIDE: I have never successfully used the Hide option; it probably works best if
|
||
|
you have surprise on your side.
|
||
|
|
||
|
RUN: If successful, your party is transported to a safe square somewhere on the
|
||
|
current map. If you run from a creature (instead of a random, wandering
|
||
|
monster), there will still be monsters in the square you ran from when you
|
||
|
return, although they may be different monsters.
|
||
|
|
||
|
BRIBE: The art of bribery is extremely valuable in Cron. It may help you avoid
|
||
|
encounters that would be fatal otherwise. Vary bribes to suit the types of
|
||
|
monsters you encounter. Man-like creatures usually prefer gold; less intelligent
|
||
|
animals may be bribed with food; some spellcasting monsters will accept gems.
|
||
|
|
||
|
Any frenzied monster (specifically "Crazed Natives") might be considered a
|
||
|
!CompuServe TEG-9668
|
||
|
|
||
|
non-intelligent animal; you might try a bribe of 100 units of food (don't fight
|
||
|
Crazed Natives unless you have no other option).
|
||
|
|
||
|
A group of monsters may accept a bribe in some circumstances and reject it in
|
||
|
others. For instance, you can often bribe Castle Guards at a Castle Gate to let
|
||
|
you in, but you will have a much harder time trying to bribe the same number of
|
||
|
Castle Guards who encounter you in the Castle's Treasury.
|
||
|
|
||
|
Bribed monsters go away and take their treasure with them.
|
||
|
|
||
|
ATTACK: This means what it says: Engage the monsters in combat to the death!
|
||
|
|
||
|
ORDER OF COMBAT
|
||
|
|
||
|
The order of combat is determined mostly by the respective speed of the
|
||
|
opponents, with modifiers for marching order and surprise. When you face a party
|
||
|
with several different types of monster in it, some may go before some of your
|
||
|
characters and some afterwards, with some acting in the middle of the sequence.
|
||
|
Often when the monsters get to go first, combat is over before you ever get to
|
||
|
take a swing. This is why you should concentrate on making your party faster!
|
||
|
!CompuServe TEG-9691
|
||
|
|
||
|
|
||
|
The combat options available to characters are Attack, Fight, Shoot, Cast,
|
||
|
Block, Run, Exchange, and View.
|
||
|
|
||
|
Some of these actions can be taken without ending the character's turn, such as
|
||
|
"V" for view (allows you to check the current character status display) and "Q"
|
||
|
which checks the Quick Reference display.
|
||
|
|
||
|
Other actions produce some effect (or fail) after which it is someone else's
|
||
|
turn. Non-violent actions are Block, Exchange, and Run.
|
||
|
|
||
|
BLOCK increases a character's Armor Class only until the end of the combat
|
||
|
round in which it is used. Block is of little value to a character who goes
|
||
|
last!
|
||
|
|
||
|
RUN may allow a character to withdraw from combat. The character will not
|
||
|
rejoin the party until combat is finished. When unconscious party members are
|
||
|
abandoned because other party members choose to run, the enemy slits their
|
||
|
throats. Sometimes a character is unable to run successfully, leaving him unable
|
||
|
to take any other action until the next round.
|
||
|
!CompuServe TEG-9704
|
||
|
|
||
|
|
||
|
EXCHANGE lets a character swap positions with another character in the marching
|
||
|
order. This may be done to move a wounded character out of harm's way, move a
|
||
|
dead character to the back to let someone else fight, or to allow a character
|
||
|
with no missile weapons to use his hand-held weapon instead.
|
||
|
|
||
|
USE allows you to try to use the special power of any item your character is
|
||
|
equipped with or carrying in his pack. If an item's special power cannot be used
|
||
|
in combat, the character gets to select another option.
|
||
|
|
||
|
SHOOT allows a character to use his missile weapon against the opponents.
|
||
|
Archers can always shoot during any combat round, even if they are engaged in
|
||
|
hand-to-hand combat. Other classes can only shoot if they are _not_ engaged in
|
||
|
hand-to-hand combat.
|
||
|
|
||
|
CAST allows the character to use a combat spell. Any spellcaster can attempt to
|
||
|
throw a spell at any time, regardless of his current combat status (in other
|
||
|
words, a spellcaster engaged in hand-to-hand combat may still use his spells).
|
||
|
|
||
|
ATTACK/FIGHT: These are essentially the same option, except Attack
|
||
|
!CompuServe TEG-9706
|
||
|
|
||
|
automatically hits the monster in the front of the enemy party, while Fight
|
||
|
allows you to pick your target. Only a character engaged in hand-to-hand combat
|
||
|
is allowed to select these options, and the target must also be engaged in
|
||
|
hand-to-hand combat.
|
||
|
|
||
|
During a fight, some of the monsters may decide to run away. Occasionally, all
|
||
|
of the monsters may run away before you kill any of them. If this happens, you
|
||
|
will get no experience and no treasure for that fight.
|
||
|
|
||
|
It also seems as if monsters can go for reinforcements. Sometimes a message
|
||
|
will be displayed reading, "Monster adds Friends," and suddenly, there are twice
|
||
|
as many monsters.
|
||
|
|
||
|
The S 6-2 spell (Entrapment) prevents monsters from running away from a combat.
|
||
|
I don't know if this prevents monsters from "Adding Friends."
|
||
|
|
||
|
COMBAT HINTS
|
||
|
|
||
|
The "Rule Of Ten": In most cases, only the ten monsters closest to your party
|
||
|
are able to hit you in a given combat round. The others can't reach you, even if
|
||
|
!CompuServe TEG-9708
|
||
|
|
||
|
you kill the first ten. This may be because they are having trouble climbing
|
||
|
over their casualties in order to reach you. This is useful if you face lots of
|
||
|
opponents who could potentially beat you, but you get to go first in combat. As
|
||
|
long you can kill the front ten monsters in any single round, you will take _no_
|
||
|
damage. While this may seem unrealistic, you will come to appreciate it before
|
||
|
very long!
|
||
|
|
||
|
There are exceptions to the Rule of Ten, and they are extremely dangerous!
|
||
|
Monsters in the back row don't seem to have trouble climbing over their buddies
|
||
|
who have self-destructed during their attack (Crazed Natives or Carnage Spirits,
|
||
|
for example). With a little bad luck, all 100 members of a party of Mad Peasants
|
||
|
might be able to hit you in the same combat round. As you learn what monsters
|
||
|
are exceptions to this rule, you will learn to avoid them!
|
||
|
|
||
|
Monsters designed specifically for combat (Warbots) also seem to be exceptions
|
||
|
to this rule. Some powerful spellcasting monsters (like Wizards) seem to be able
|
||
|
to cast spells regardless of any carnage surrounding them.
|
||
|
|
||
|
When you are fighting outdoors, one of the most useful spells is C 7-3 (Moon
|
||
|
Ray). Moon Ray hurts the enemy and heals your party at the same time. Some magic
|
||
|
!CompuServe TEG-9710
|
||
|
|
||
|
items are able to create Moon Rays. Putting these items into the pack of party
|
||
|
members who can't use Clerical Spells provides you with insurance in case your
|
||
|
Clerics and Paladins go down first!
|
||
|
|
||
|
You are often faced with the choice of concentrating your attack on one
|
||
|
monster, or spreading your attacks around among all monsters. If there is one
|
||
|
monster (or only a few monsters that are clearly more dangerous), you should
|
||
|
concentrate on it first. For example, if you encounter a Tyrannosaurus Rex
|
||
|
accompanied by ten Kobolds, you should worry about T'Rex first!
|
||
|
|
||
|
Characters do not usually die as a direct result of hand-to-hand combat. When a
|
||
|
character's hit points reach zero, he falls unconscious, and most opponents will
|
||
|
leave the unconscious bodies alone until none of your party is still standing.
|
||
|
If you have healing spells, an unconscious character may be able to return to
|
||
|
combat the next round. A character with one hit point hits just as hard as a
|
||
|
character with 200 hit points, so try and keep everybody in action!
|
||
|
|
||
|
There are always some exceptions: Monsters in a frenzy will hit anything, even
|
||
|
unconscious bodies, and the Mega-Dragon eradicates a character whenever he hits.
|
||
|
The C 7-4 spell (Raise Dead) can be thrown during combat, but C 9-3 (Resurrect)
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9712
|
||
|
|
||
|
can't; so, dead characters may sometimes be returned quickly to combat, while
|
||
|
eradicated characters have to wait until a fight is over.
|
||
|
|
||
|
If you are facing opponents with area damage spells or breath weapons, try to
|
||
|
make sure none of your characters is unconscious when these spells or weapons
|
||
|
are used. One point of damage will kill an unconscious character, while 100 or
|
||
|
even 1,000 points of physical damage done to a character with one hit point will
|
||
|
usually only render him unconscious.
|
||
|
|
||
|
SEARCHING FOR TREASURE
|
||
|
|
||
|
You can search for treasure immediately after combat is over, but if your party
|
||
|
is badly damaged, you should take time to heal before you open the treasure.
|
||
|
Most treasures are trapped, and if the trap is sprung, any member of your party
|
||
|
who was unconscious is now dead. Most treasures are worth the delay.
|
||
|
|
||
|
There is no need to throw a Detect Traps spell on a treasure; it doesn't
|
||
|
actually help you disarm the trap, and it wastes spell points. If you leave a
|
||
|
square with treasure in it without searching for that treasure, it will be gone
|
||
|
when you return.
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9714
|
||
|
|
||
|
|
||
|
RESTING
|
||
|
|
||
|
About once in 20 rest periods, you will be attacked while you are asleep. There
|
||
|
is no way to leave a guard awake, so your party is always surprised if attacked
|
||
|
during a rest.
|
||
|
|
||
|
Low-level parties are usually wiped out if they are attacked while asleep.
|
||
|
Monsters are much more careful around high-level parties; sometimes when they
|
||
|
realize who it is that they tripped over, they all run away before you wake up
|
||
|
(who says you don't get no respect?). To me, this one situation makes the game
|
||
|
worth playing; I've always wanted to be so powerful that people were afraid to
|
||
|
wake me up!
|
||
|
|
||
|
Spells S 1-1 (Awaken) and C 1-2 (Awaken) are useful if your spellcasters wake
|
||
|
up before the rest of your party. There is also a magic item (the Wakeup Horn)
|
||
|
which will wake your party. Unfortunately, if the character with the horn is
|
||
|
asleep, he can't use it!
|
||
|
|
||
|
Spell S 6-? (Shelter) and the Magic Item Instant Keep will both grant your
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9716
|
||
|
|
||
|
party an undisturbed rest period, during which your wounds will heal; however,
|
||
|
used spell points don't regenerate during this rest.
|
||
|
|
||
|
CASTING SPELLS
|
||
|
|
||
|
There are two types of spells: Sorcerer Spells and Clerical Spells. Sorcerers
|
||
|
and Archers can cast Sorcerer Spells, and Clerics and Paladins can cast clerical
|
||
|
Spells.
|
||
|
|
||
|
Spells are often referred to in a type of shorthand, using the letter "S" for
|
||
|
sorcerer Spells and "C" for Clerical Spells, followed by numbers indicating
|
||
|
spell level and spell number. So, "C 7-4" refers to the seventh level Clerical
|
||
|
spell Raise Dead; "S 4-6" refers to the fourth level Sorcerer spell Time
|
||
|
Distortion.
|
||
|
|
||
|
Each spellcaster always carries a spell book, and all the spells that he knows
|
||
|
are listed in the book. When your party is not in combat, you can examine each
|
||
|
character's spell book by selecting the character and then pressing "C" as if to
|
||
|
throw a spell. Press ESC to abort a spell. To examine a character's spell book
|
||
|
in combat, use the "V" command to view that character's record sheet, then use
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9740
|
||
|
|
||
|
"V" again to examine the character's spell book.
|
||
|
|
||
|
First level Clerics and Sorcerers start the game knowing some spells. They
|
||
|
probably learned these spells during their apprenticeship, which presumably
|
||
|
occurred before the start of the game. Whenever a character learns a new spell,
|
||
|
it is automatically added to his spell book. There are three ways to learn
|
||
|
spells:
|
||
|
|
||
|
1. Each time a spellcaster attains a new spell level, certain spells are taught
|
||
|
to him at the Training Center. However, the Training Centers never teach all the
|
||
|
spells of a certain level.
|
||
|
|
||
|
2. Some of the spells the Training Centers don't teach may be purchased at the
|
||
|
Sorcerers' Guild or Temple in each town.
|
||
|
|
||
|
3. There are some spells that you can't learn in any of the towns. You must
|
||
|
find these spells scattered throughout Cron.
|
||
|
|
||
|
Many hirelings can throw spells. Some hirelings (notably Mr. Wizard) know all
|
||
|
of their own type of spells. They can't teach your characters any spells, but by
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9742
|
||
|
|
||
|
adding them to your party you can benefit from their knowledge.
|
||
|
|
||
|
There is a Spell Salesman on the second level of one of the dungeons, who will
|
||
|
teach your party every spell that is available to player-characters.
|
||
|
|
||
|
SPELL POINTS
|
||
|
|
||
|
A spellcaster has an attribute called "Spell Points." Casting spells (usually)
|
||
|
requires the use of spell points, and also the use of gems. Some spells don't
|
||
|
cost any spell points, others don't cost any gems, but most spells use up both.
|
||
|
The number of spell points Sorcerers and Archers have depends on their level and
|
||
|
their intelligence, while the number of spell points Clerics or Paladins have
|
||
|
depends on their level and their Personality.
|
||
|
|
||
|
Any spellcaster who is alive, awake, and has enough gems and spell points can
|
||
|
attempt to cast spells at any time, whether he is engaged in hand-to-hand combat
|
||
|
or not. Depending on circumstances, the selected spell may fail, or if the
|
||
|
selected spell is inappropriate due to spell limitations, the caster may not be
|
||
|
allowed to throw that spell at that time.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9743
|
||
|
|
||
|
There are a number of limitations on spells limiting when and where they can be
|
||
|
used, and what their effects are. To find out what the limits are for any given
|
||
|
spell, read the spell descriptions in the manual. A spell's limits may prevent
|
||
|
you from casting that spell at a certain time and place, or they may just cause
|
||
|
the spell to fail. For example: Sorcerer spell S 3-4 (Lightning Bolt) can only
|
||
|
be cast when your party is in combat; Sorcerer spell S 4-4 (Guard Dog) can only
|
||
|
be cast when the party is not in combat; Clerical spell C 7-3 (Moon Ray) only
|
||
|
works outdoors.
|
||
|
|
||
|
PROBLEMS DURING SPELLCASTING
|
||
|
|
||
|
Probably the biggest single problem players have with spells is in the use of
|
||
|
spells that will not work on monsters in hand-to-hand combat. Not only doesn't
|
||
|
the spell work, but the character who threw the spell not only loses spell
|
||
|
points and gems, he also loses the opportunity to do something useful until the
|
||
|
next round.
|
||
|
|
||
|
Monsters in hand-to-hand combat are very close to at least one member of your
|
||
|
party, and the wrong type of spell could hurt party members as well as the
|
||
|
monsters. Rather than hurting your party, your spell just doesn't work, and you
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9745
|
||
|
|
||
|
see the message "Spell Failed."
|
||
|
|
||
|
The description of these spells in the manual states (following the category
|
||
|
TYPE) "Combat, not in hand-to-hand." Examples of this type of spell are:
|
||
|
Clerical spell C 3-1 (Cold Ray); Sorcerer spell S 4-3 (Fire Ball).
|
||
|
|
||
|
A problem that occasionally irritated me was that I would try to use S 2-1
|
||
|
(Eagle Eye) indoors and S 3-6 (Wizard Eye) outdoors. The effect of these two
|
||
|
spells is similar; the "Protect" display area shows a map of the area
|
||
|
surrounding your party, but neither spell will function in the wrong
|
||
|
environment.
|
||
|
|
||
|
There are two Clerical spells for dispelling Undead monsters: C 1-7 (Turn
|
||
|
Undead) and C 9-2 (Holy Word). Their effects are similar; if the spells are
|
||
|
successful, undead monsters are eradicated. The number of undead monsters
|
||
|
dispelled by C 1-7 depends on the level of the character casting the spell; C
|
||
|
9-2 dispels all of the undead monsters in the enemy's party. When using C 1-7,
|
||
|
Paladins can apparently turn as many undead as Clerics of the same level.
|
||
|
|
||
|
Only one of these spells can be effective in a single encounter. Repeated
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9747
|
||
|
|
||
|
casting of the same spell will fail, as will attempts to use the other spell.
|
||
|
Failed spells will cost spell points and gems.
|
||
|
|
||
|
OTHER SPELLCASTING PROBLEMS
|
||
|
|
||
|
Spell C 6-2 (Rejuvenate): Don't use this spell! It backfires more often than it
|
||
|
works. There are safer ways to grow younger (take a cruise to a distant resort,
|
||
|
for example).
|
||
|
|
||
|
Some monsters are immune to certain spells. For instance, throwing lightning at
|
||
|
lightning bugs doesn't achieve much in the way of damaging the bugs, and Frost
|
||
|
Dragons aren't too unhappy if you throw a Cold Ray at them.
|
||
|
|
||
|
If you encounter a monster who seems immune to the spells you normally use, try
|
||
|
using other spells which cause other types of damage. If you can't hurt a Fire
|
||
|
Elemental with a Fire Ball, try a Cold Ray!
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9749
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
Last page !
|
||
|
CompuServe TEG-9750
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 5
|
||
|
|
||
|
A TRAVELER'S GUIDE TO THE REGIONS OF CRON
|
||
|
|
||
|
The land of Cron contains many dangers, but it also has many
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
natural
|
||
|
attractions. The wise traveler should always be prepared for danger, from flora,
|
||
|
fauna, and natural elements, but shou
|
||
|
ld not let caution deter him from noting
|
||
|
the many wonders of Cron.
|
||
|
|
||
|
In this travelogue, you will find general descr
|
||
|
|
||
|
|
||
|
iptions o
|
||
|
|
||
|
f the 20 regions of
|
||
|
Cron. For more detailed descriptions of the caves, caverns, dungeons, and towers
|
||
|
of Cron, you should consult the Guide to the Cron Underground (Part 7). Exact
|
||
|
locations of the features described in these two works may be found in the Cron
|
||
|
Gazetteer (Part 8).
|
||
|
|
||
|
REGION A1
|
||
|
Press <CR> for more !CompuServe TEG-9751
|
||
|
|
||
|
|
||
|
The town of Tundara is situated in the southeastern corner of this region.
|
||
|
Surrounding Tundara are the Ice Plains, which make up half of the area.
|
||
|
|
||
|
The other half of A1 is an extension of the Plane of Air into our dimension.
|
||
|
Mountains form a natural barrier between the Plane of Air and the rest of Cron.
|
||
|
|
||
|
Travel in this region is difficult; even experienced navigators lose their way
|
||
|
due to the constant glare from the snow. Novice and seasoned travelers alike are
|
||
|
occasionally trapped by natural disasters such as blizzards and avalanches; you
|
||
|
should closely monitor the health of your party.
|
||
|
|
||
|
In spite of the dangers of traveling in this region, there are also rewards. In
|
||
|
the mountains, a careful search will uncover the secret of an ancient clerical
|
||
|
spell, and traveling through the extension of the Plane of Air may inspire your
|
||
|
clerics to develop another spell to make travel here safer. It is rumored that a
|
||
|
passage exists that will take travelers back to the mythical "Time of Air."
|
||
|
|
||
|
Another rumor suggests that in a past age, the area around what is now Tundara
|
||
|
was ruled by a mighty warrior with an invincible magical weapon.
|
||
|
!CompuServe TEG-9753
|
||
|
|
||
|
|
||
|
REGION A2
|
||
|
|
||
|
Almost the entire northern half of this region is covered by the Ice Plains. To
|
||
|
the east there is a small group of mountains; it is rumored there are some very
|
||
|
powerful monsters in these mountains who may hold the secret of an extremely
|
||
|
potent Sorcerer Spell.
|
||
|
|
||
|
A close search of the ice has been known to turn up valuable artifacts, perhaps
|
||
|
lost ages ago. In the western part of the ice lives the dreaded Death Spider,
|
||
|
who holds a key to success in your near future. Anger her not, however: Not only
|
||
|
will you lose her valuable treasure, you may also lose your life.
|
||
|
|
||
|
Southern A2 is covered with woods and mountains. Hidden in a valley between
|
||
|
mountains surrounded by forest, there is rumored to be a stronghold filled with
|
||
|
gold, and a magical fountain that makes even the oldest adventurers caper with
|
||
|
joy. Somewhere in the region is another fountain, whose effects are contrary to
|
||
|
the effects of this one. In the southern mountains, the degenerate descendants
|
||
|
of ancient nobles protect their legacy: a magic weapon rumored to have great
|
||
|
value.
|
||
|
!CompuServe TEG-9755
|
||
|
|
||
|
|
||
|
The forest thins toward the west. The woods in this region are filled with
|
||
|
patrols of militia and their allies. These patrols guard the approach to Castle
|
||
|
Pinehurst, hold of Lord Peabody. Peabody can be extremely helpful if you have an
|
||
|
interest in the history of Cron.
|
||
|
|
||
|
REGION A3
|
||
|
|
||
|
This region is mostly ocean to the south, with a small plain surrounded by
|
||
|
mountains and forest to the north. There is also a peninsula that extends quite
|
||
|
far out into the ocean.
|
||
|
|
||
|
Here you will find a number of sea-going monsters, and the peninsula is a
|
||
|
favorite roost for flying dragons. A fearless gourmet makes his residence on the
|
||
|
peninsula, and will be generous with those who can hold his interest.
|
||
|
|
||
|
Near the southern border are the Pearl Islands where the enterprising party can
|
||
|
find treasure and possible allies.
|
||
|
|
||
|
REGION A4
|
||
|
!CompuServe TEG-9757
|
||
|
|
||
|
|
||
|
Most of this region is ocean. Half of it is the normal ocean of Cron, while the
|
||
|
other half is covered by water that has leaked from the other-dimensional
|
||
|
Elemental Plane of Water. It is rumored that passage can be made through the
|
||
|
leak into the "Time of Water."
|
||
|
|
||
|
Separating the normal and Elemental oceans is a mountain range. In the
|
||
|
mountains is hidden an ancient Clerical Spell, and travel through the Plane of
|
||
|
Water may inspire your clerics to develop a spell to make water travel simpler.
|
||
|
|
||
|
Several of the Pearl Islands are in this region, as well as the much larger
|
||
|
island where you will find Atlantium. Also, you will find several magical
|
||
|
fountains on the Atlantium island; remember that appearances may be deceiving,
|
||
|
especially in Cron.
|
||
|
|
||
|
Magical transportation spells don't work well in this region, forcing
|
||
|
adventurers to travel on foot.
|
||
|
|
||
|
REGION B1
|
||
|
|
||
|
!CompuServe TEG-9862
|
||
|
|
||
|
Most of this region is covered with ice, and travel here is difficult, even for
|
||
|
the experienced traveler. Beware of blizzards and snow drifts which can cause
|
||
|
frostbite and more dangerous damage if ignored.
|
||
|
|
||
|
Standing by itself in the middle of the Ice Plains is a single mountain. Myths
|
||
|
tell of the evil monsters who use this mountain as a place to hide from pursuit,
|
||
|
and a place to prepare for raids on creatures in nearby regions. The monsters
|
||
|
described in the myths are cunning and ruthless, and would probably booby-trap
|
||
|
their fortress extensively...if they actually existed.
|
||
|
|
||
|
Careful exploration of the Ice will reveal an ancient fortress; a favor done
|
||
|
for its Lord will repay you well. It is rumored that somewhere on the ice lives
|
||
|
a magical creature (while the rumors aren't entirely clear, it is probably not a
|
||
|
goose) who will provide your party with gold.
|
||
|
|
||
|
In the forest to the northeast, you may encounter a group of lumberjacks who
|
||
|
will treat you well if you can gain their respect.
|
||
|
|
||
|
Be careful what you eat and drink here.
|
||
|
|
||
|
!CompuServe TEG-9863
|
||
|
|
||
|
REGION B2
|
||
|
|
||
|
This region is composed of a variety of terrain types making it an interesting
|
||
|
place to explore. In the mountains to the west your party will encounter great
|
||
|
danger and even greater treasure.
|
||
|
|
||
|
This region is split by a road running from east to west. South of the road is
|
||
|
mostly forest, while north of the road is mostly ice plains. Depending on the
|
||
|
time of the year, a number of organizations use this area for conventions: North
|
||
|
of the road in the east you may disrupt a Merchants' Meeting, while south of the
|
||
|
road, you may find OrcCon and the Circus. Visits to the Circus can help you
|
||
|
become a better person.
|
||
|
|
||
|
There are two secluded clearings in the southern woods. One is of great
|
||
|
interest to Archers, while the other provides a quick method of travel.
|
||
|
|
||
|
Beware of stuff dripping from the sky, and be careful what you eat!
|
||
|
|
||
|
REGION B3
|
||
|
|
||
|
!CompuServe TEG-9865
|
||
|
|
||
|
This area is mostly open land on the shores of a bay. In the bay is the long,
|
||
|
wasp-waisted Isle of the Ancients. Rumors indicate that the mountains on this
|
||
|
island conceal the hideaways of two ancient, powerful wizards.
|
||
|
|
||
|
The north shore is dominated by the mighty Dread Knight and his companion, the
|
||
|
Jouster. While the Dread Knight will only compete with Knights, the Jouster will
|
||
|
attempt to slaughter anyone who visits the region. The eastern shore is calm and
|
||
|
inhabited mostly by Druids.
|
||
|
|
||
|
REGION B4
|
||
|
|
||
|
Among the most visited regions of Cron, this area also has some of Cron's most
|
||
|
deadly inhabitants. The eastern half is plains bounded by the ocean, a mountain
|
||
|
range, and forest, and the natives are extremely hostile to strangers, often
|
||
|
seeming crazed. They have been known to capture parties and hold them for
|
||
|
ransom, possibly disposing of them if their ransom demands are not met.
|
||
|
|
||
|
Successful journeying among the natives may help your clerics learn a powerful
|
||
|
spell.
|
||
|
|
||
|
!CompuServe TEG-9891
|
||
|
|
||
|
Part of the Isle of the Ancients extends into this region, and in the southwest
|
||
|
waters is Murray's Resort Island. Murray's is a place that should be seen by
|
||
|
everyone, young and old alike (actually, young and old are the same).
|
||
|
|
||
|
There are reports of fabulous riches to be found in the shallow water along the
|
||
|
eastern shore.
|
||
|
|
||
|
REGION C1
|
||
|
|
||
|
Seen from above (by those with access to a Witch's Broom or a Fly Spell), this
|
||
|
region is covered with beautiful green forest. From ground level, the view isn't
|
||
|
so beautiful; indeed, it seems as if most of the undead and unholy monsters of
|
||
|
Cron use this area for their meetings!
|
||
|
|
||
|
Rumor says Corak's soul wanders through the forest, vainly searching for his
|
||
|
body. Some say the strongest of Clerical spells is also hidden here.
|
||
|
|
||
|
To the west are two magical fountains that can aid a traveler with his
|
||
|
spellcasting, and Hungry Devils guarding a potent Sorcerer Spell.
|
||
|
|
||
|
!CompuServe TEG-9893
|
||
|
|
||
|
The mad hermit Mark awaits parties in the southwestern corner, rewarding
|
||
|
parties that help him while punishing those who won't.
|
||
|
|
||
|
REGION C2
|
||
|
|
||
|
This region is home to the town of Sandsobar and is likely to become very
|
||
|
familiar to player-characters. Part of a wide, gentle plain surrounded by
|
||
|
distant mountains, this is a very pleasant area.
|
||
|
|
||
|
There are three magic fountains here, two of which are at least benevolent for
|
||
|
characters. In the southwest lives a tribe of Orcs who will attack intruders,
|
||
|
but who never leave their protected valley. Here one can also find the Tomb of
|
||
|
Corak, which explains why his soul has never found his body.
|
||
|
|
||
|
A major landmark is Square Lake and the mountain that rises from it. Your
|
||
|
characters have often heard whispers that the final reward for a good lifetime
|
||
|
may be found in this mountain.
|
||
|
|
||
|
In the southwest is a magical pit which can prove fatal to inexperienced
|
||
|
characters. To the east are the ruins of a mighty castle which appears to have
|
||
|
!CompuServe TEG-9895
|
||
|
|
||
|
been destroyed within the last 100 years.
|
||
|
|
||
|
Clearly, the former residence of a great power now laid low, the ruins of this
|
||
|
castle intrigue most visitors, somehow causing them to feel a vague desire to
|
||
|
return this castle to its former glory.
|
||
|
|
||
|
Few in this modern era have visited the Square Lake Mountain. Fewer still have
|
||
|
returned, empty-handed, telling wild tales of invisible forces guarding a
|
||
|
majestic entrance; presumably, those who have not returned were able to pass
|
||
|
through this entrance.
|
||
|
|
||
|
REGION C3
|
||
|
|
||
|
Bounded by mountains to the north and east, the ocean to the west, and the
|
||
|
Forbidden Forest to the south, this land is the home to many Druids. Indeed,
|
||
|
there are stories concerning the great Druid Stronghold which suggests that it
|
||
|
is somewhere in the area.
|
||
|
|
||
|
A mountain ridge runs between the open grassland of the Druids and the dark
|
||
|
Forbidden Forest. There are myths that suggest that the Druids themselves
|
||
|
!CompuServe TEG-9896
|
||
|
|
||
|
created these mountains to prevent an invasion of monsters from the southeast.
|
||
|
The mountains are currently inhabited by tribes of hard barbarians, who favor
|
||
|
neither the Druids nor the monsters, and challenge anyone trying to pass
|
||
|
through.
|
||
|
|
||
|
There are rumors of a monster-ridden counterpart to the Druid Stronghold, in
|
||
|
the far southeast, where an invasion army is being quartered and trained. The
|
||
|
Forbidden Forest is being patrolled by militia from this Fort. From their
|
||
|
willingness to accept a bribe, it seems that this army is not yet ready to
|
||
|
attack.
|
||
|
|
||
|
The ferry to Murray's Resort Island leaves from a dock in this region; such is
|
||
|
the power commanded by Murray that a path running directly east from Murray's
|
||
|
Dock to the enchanted road seems to be even safer than the road itself.
|
||
|
|
||
|
On the north shore of the Druids' grassland, there lives a crazy old coot with
|
||
|
an obsession for an exotic munchie. Although he is practically senile, he has a
|
||
|
store of useful information, particularly about Nature, his deity for the last
|
||
|
500 years (give or take a few).
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9898
|
||
|
|
||
|
REGION C4
|
||
|
|
||
|
Once a very pleasant area, this region is now choked with a hot, wet forest,
|
||
|
and much of the region has become an evil swamp. There is very little to draw a
|
||
|
visitor here, and often those who wander into and through the swamp never come
|
||
|
back. Walk on water and levitate spells don't seem to work in quicksand!
|
||
|
|
||
|
While most of the Temples and religions in Cron hold that it's a long way to
|
||
|
hell, your characters can never be closer to hell than they are here!
|
||
|
|
||
|
In the early years of the 8th Era, King Kalohn fought the Mega-Dragon in this
|
||
|
region, turning it into the dreary place it is today.
|
||
|
|
||
|
REGION D1
|
||
|
|
||
|
As you travel further to the east, Cron becomes gradually more mountainous;
|
||
|
this region is almost completely surrounded by mountain ranges. However, the
|
||
|
largest mountain in the region is not there any longer, having been destroyed by
|
||
|
King Kalohn in one of his battles to save Cron. The former mountain is now a
|
||
|
Dead Zone, and those who enter the Dead Zone quickly sicken. Even characters who
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9923
|
||
|
|
||
|
only take one step into the zone feel its effects, and those with less hardy
|
||
|
constitutions often die immediately.
|
||
|
|
||
|
The disease does not provide a painless death! The disease produces blisters
|
||
|
that resemble fire burns; blindness and hair loss quickly follow, then death.
|
||
|
Anyone who accidentally enters the Dead Zone requires immediate treatment!
|
||
|
|
||
|
The forces of Nature are trying to heal this terrible wound to the land, and it
|
||
|
is rumored that on certain occasions, the magic of Nature is enough to
|
||
|
temporarily offset whatever is causing the disease. It is further rumored that
|
||
|
the spell the King used to devastate the mountain may be found somewhere in this
|
||
|
region.
|
||
|
|
||
|
Because of the mountains, many dragons frequent this region, including the
|
||
|
fearsome Dragon Lord, one of the Envoys of Evil. The Dragons have set up their
|
||
|
own kingdom -- the Dragons' Dominion -- in the mountains to the north. Only the
|
||
|
powerful may enter this kingdom and return alive.
|
||
|
|
||
|
Barbarians in the mountains guard an ancient artifact, even though they no
|
||
|
longer understand its significance.
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9925
|
||
|
|
||
|
|
||
|
There are several peaceful goblin villages in valleys in the southern
|
||
|
mountains, ruled by a clown named Bozorc. Bozorc likes to hold captives for
|
||
|
ransom, and kill them and whomever brings the ransom. A party that manages to
|
||
|
free some of his victims might make some loyal friends.
|
||
|
|
||
|
REGION D2
|
||
|
|
||
|
This land is the site of Luxus Palace Royale, home of Queen Lamanda, the
|
||
|
reigning monarch of Cron. Luxus, in the northeast corner of this area, is still
|
||
|
a magnificent sight, and gives hope that the rest of Cron can be restored to its
|
||
|
former glory.
|
||
|
|
||
|
Also in this region is the Queen's Orchard, which is guarded by very tough
|
||
|
patrols of the Queen's militia. Raiding the Orchard may be a bad idea.
|
||
|
|
||
|
An evil Baron, Mandagul, has set up a toll station on the road, and won't let
|
||
|
anyone pass without paying.
|
||
|
|
||
|
Mount Farview is in the southern portion of this region, and the 12 Jurors
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9927
|
||
|
|
||
|
reside there. Visit them for information for your Jurors' Quests!
|
||
|
|
||
|
The valleys in the southern mountains hold danger for the unwary traveler. In
|
||
|
the southeast is a portion of the Desert of Desolation. The Desert offers many
|
||
|
dangers, not the least of which is being caught unprotected in a sandstorm.
|
||
|
|
||
|
REGION D3
|
||
|
|
||
|
While this region looks placid, it is the home of two of the most evil
|
||
|
creatures in Cron. Their modus operandi is to imprison powerful creatures,
|
||
|
torture them for their secrets, then kill them. More than one resident of Cron
|
||
|
would love to see them dead!
|
||
|
|
||
|
This area is also inhabited by elusive tribes of natives. Your party will never
|
||
|
encounter the average tribesman, but groups of tribal Shamans often gather here.
|
||
|
Offer them no mercy, because unless you stop them first, they will paralyze your
|
||
|
party and kill all its members!
|
||
|
|
||
|
A corner of the Desert of Desolation extends into this region.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9928
|
||
|
|
||
|
REGION D4
|
||
|
|
||
|
This region is almost entirely swamp, and also the location of Lord Slayer's
|
||
|
Castle HillStone. The Quagmire of Doom, as the swamp is known, is bounded to the
|
||
|
northeast by mountains; on the plain north of the mountain you may find an
|
||
|
interesting gathering of monsters.
|
||
|
|
||
|
One of the ancient Swords of Nobility is located in this region, guarded by a
|
||
|
group who regard it as the icon of their religion. They will not give up their
|
||
|
treasure willingly!
|
||
|
|
||
|
There is a steady traffic of monsters into the middle of the swamp.
|
||
|
Observations show that when these monsters enter the swamp, they look slow,
|
||
|
drawn out, and tired. When they leave, they look happy and relaxed. Clever spies
|
||
|
have tried to follow these monsters, but none has ever returned.
|
||
|
|
||
|
REGION E1
|
||
|
|
||
|
In this region, Cron and an extension of the Elemental Plane of Fire coexist,
|
||
|
separated by only a thin mountain range. It is rumored that a group of clerics
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9930
|
||
|
|
||
|
escaping from a volcano may have left a spell somewhere in these barrier
|
||
|
mountains, but where and what the spell is the rumors don't stay.
|
||
|
|
||
|
Traveling through the extension of the Plane of Fire, an alert cleric may come
|
||
|
to an understanding of the dangers of the environment, and fashion a spell to
|
||
|
deal with it.
|
||
|
|
||
|
The Cron side of the region is extremely mountainous, with active volcanoes and
|
||
|
pools of molten lava waiting to trap the unwary traveler. Beware the effects of
|
||
|
indigenous magical waters!
|
||
|
|
||
|
Nestled in a valley to the southwest is the town of Vulcania, which provides a
|
||
|
safe haven for parties that visit this region. A little north of Vulcania is a
|
||
|
place that is famous for the quality and quantity of magical gemstones found
|
||
|
there.
|
||
|
|
||
|
In the farthest corner of this region, intrepid adventures may discover a
|
||
|
passage to the "Time of Fire."
|
||
|
|
||
|
REGION E2
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9932
|
||
|
|
||
|
|
||
|
Virtually all desert, this is the most dangerous region in Cron. In the valleys
|
||
|
of the modest mountains to the north live some of Cron's most vicious monsters,
|
||
|
guarding some of its most outstanding treasures.
|
||
|
|
||
|
Desert travel is extremely difficult, the more so because of the many monsters
|
||
|
waiting concealed in the sand. It is rumored that the Crawling Envoy of Evil
|
||
|
lives somewhere in this region.
|
||
|
|
||
|
There are a number of oases where travelers can safely replenish their food
|
||
|
s
|
||
|
upply, and somewhere in the desert expanse is a magical fountain often called
|
||
|
"The Greatest Fountain."
|
||
|
|
||
|
Visitors to other eras will find that this region has always been the most
|
||
|
dangerous area in Cron; some suspect that the invading aliens found their first
|
||
|
foothold here.
|
||
|
|
||
|
In the distant past, a Holy One of incredible charisma lived in this region,
|
||
|
surrounded by his disciples. While existing traces of this Holy One have mostly
|
||
|
vanished, he is often referred to in legends in terms of an outstanding physical
|
||
|
Press <CR> for more !CompuServe TEG-9934
|
||
|
|
||
|
characteristic, "The Wide One," or perhaps "The Tall One," or even "The Long
|
||
|
One"; each resident of this land tells a different story.
|
||
|
|
||
|
REGION E3
|
||
|
|
||
|
This region is mostly desert to the north, changing to plains in the south.
|
||
|
Whispered rumors hint that one of the three Envoys of Evil lives in this area,
|
||
|
and guards a sacred pool that has the power to help a mortal enhance his
|
||
|
attributes to a virtually god-like level.
|
||
|
|
||
|
Earthquakes, which rock this area frequently, may have uncovered a secret
|
||
|
hideout for many of the villains that roam southeastern Cron.
|
||
|
|
||
|
REGION E4
|
||
|
|
||
|
In this land is an extension of the Elemental Plane of Earth into the dimension
|
||
|
of Cron, blocked from further encroaching on Cron by a ridge of mountains. Those
|
||
|
who lived in the mountains have long since died out, leaving behind a valuable
|
||
|
spell.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-10045
|
||
|
|
||
|
Travel in the extension of the Plane of Earth will show your clerics how to
|
||
|
protect the party in the "Time of Earth." A passage to the Time of Earth is
|
||
|
rumored to exist in this area.
|
||
|
|
||
|
The town of Sandsobar sits in the middle of a wide plain in this region.
|
||
|
|
||
|
TIME TRAVEL
|
||
|
|
||
|
Lord Peabody's "WayBack Machine" can take your party back into Cron's past
|
||
|
where you can (hopefully) alter history. The current society of Cron didn't
|
||
|
exist until recently, so you should not expect to find that everything in the
|
||
|
past has a counterpart in the present, or vice versa.
|
||
|
|
||
|
The landscape of Cron hasn't changed too much through the eras (except for
|
||
|
Starburst Mountain in D1 and the Quagmire of Doom in C4/D4). You can even find
|
||
|
the sites of towns and castles in the earlier eras, although they are either
|
||
|
empty or populated by random monsters.
|
||
|
|
||
|
In general, the populations of the past eras are more uniform than the Cron of
|
||
|
the 900s, and encounters are usually more dangerous. In the past, Cron is (was?)
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-10047
|
||
|
|
||
|
populated by lots of Elementals and their cronies, while men and man-like
|
||
|
creatures were the exception.
|
||
|
|
||
|
The most important past Era is the 8th Era, as this is when King Kalohn ruled
|
||
|
and was deposed. Fortunately for your party and Cron, the WayBack Machine will
|
||
|
allow you to intervene in his final battle at just the right time!
|
||
|
|
||
|
Another interesting feature of the 8th Era is Mystic Castle Xabran, where all
|
||
|
kinds of useful knowledge is gathered. In Castle Xabran, your party can learn
|
||
|
where to find each missing spell, where to find hirelings, and you can pick up
|
||
|
some of the items you need to complete your quests.
|
||
|
|
||
|
Most of the visitors to Xabran are extremely powerful, and they are trying to
|
||
|
use the knowledge stored here to increase their powers. It may be wise to avoid
|
||
|
other parties.
|
||
|
|
||
|
Even though most of the visitors here are dangerous, usually they're here to
|
||
|
study and don't really want to fight. If you inadvertently disturb them, try
|
||
|
bribery before you attack.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-10049
|
||
|
|
||
|
There is no spell to cast or person to see to go back to the future; however,
|
||
|
if you rest occasionally, you will be drawn to your own time during one of the
|
||
|
rest periods. There is no way to determine exactly how long you will remain in
|
||
|
the past.
|
||
|
|
||
|
There is an exception to this. If you dismiss your Hirelings, they will return
|
||
|
immediately to the last Inn they stayed at, taking with them everything they are
|
||
|
carrying. A neat trick, eh?
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
Last page !
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe T
|
||
|
EG-10051
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 6
|
||
|
|
||
|
TRAVELER'S GUIDE TO THE TOWNS OF CRON
|
||
|
|
||
|
The five towns in modern Cron are Middlegate (1st level party), Atlantium
|
||
|
(7th), Tundara (5th), Vulcania (6th), and Sandsobar (5th). All player-characters
|
||
|
start the game in Middlegate (the safest town). Your party should probably not
|
||
|
leave Middlegate before the party members reach the third or fourth level. There
|
||
|
is plenty to keep your interest, even in this safest of towns!
|
||
|
|
||
|
The note after each town is to provide you with an indication of how dangerous
|
||
|
the town really is. If each of your characters in a party of six is at the
|
||
|
experience level noted, your party should win most (but not necessarily all)
|
||
|
encounters in that town.
|
||
|
|
||
|
All towns share certain general features. These are:
|
||
|
!CompuServe TEG-10052
|
||
|
|
||
|
|
||
|
INN: A place to stay in safety. Also, where you should go to save the game at
|
||
|
intervals. (Note that while you're safe as a guest at an Inn, you may be
|
||
|
attacked in its lobby.) Inns are free.
|
||
|
|
||
|
BLACKSMITH: You can buy and sell armor, weapons, and miscellaneous items at the
|
||
|
local Smithy. The Smith will also identify items (for player characters only)
|
||
|
for a nominal fee. Some Smiths can sell you a colored ticket. This ticket will
|
||
|
enable you to compete in one of the Combat Arenas.
|
||
|
|
||
|
TAVERN: In a tavern you can provision your party, have a drink, eat a gourmet
|
||
|
meal, hear rumors, and sometimes meet hirelings.
|
||
|
|
||
|
TOWN GATE: Each town is surrounded by a wall. The only way to leave or enter a
|
||
|
town without using some type of magic is through the Town Gate.
|
||
|
|
||
|
PORTAL: The portals provide instantaneous travel from one town to another. Most
|
||
|
towns have two portals; Middlegate has only one. Portals usually provide two-way
|
||
|
transportation: The portal you arrived through can send you back to where you
|
||
|
came from.
|
||
|
!CompuServe TEG-10057
|
||
|
|
||
|
|
||
|
MAGES GUILD: Sorcerers and Archers who are members of the local Mages Guild may
|
||
|
buy spells from the Guild. The mage who can sell you Guild membership can
|
||
|
usually be found not too far away from the Guild hall.
|
||
|
|
||
|
TEMPLES: The Temple is one of the most important features in any town,
|
||
|
especially for low-level adventurers. The Clerics in the Temple will cure you of
|
||
|
any afflictions or wounds, remove any curses on your party, restore your
|
||
|
alignment, and restore life to dead or eradicated party members (all for a
|
||
|
price).
|
||
|
|
||
|
If you donate generously at a Temple, the Clerics of that Temple may respond by
|
||
|
blessing your party for a day (casting protection spells on your party).
|
||
|
|
||
|
TRAINING CENTERS: These train you in your profession, allowing you to advance
|
||
|
to the next level -- when you have accumulated enough experience, and providing
|
||
|
you can pay! Spellcasters should rest after they go up a level.
|
||
|
|
||
|
SKILL SCHOOLS: At these schools you can learn useful secondary skills, such as
|
||
|
Cartography (very important), Navigation, Mountain Climbing, and Path-Finding.
|
||
|
!CompuServe TEG-10078
|
||
|
|
||
|
|
||
|
LOCKSMITH: Most towns have a Locksmith who would love to sell you a key. Each
|
||
|
Locksmith has a unique color for his keys. Having these keys will turn out to be
|
||
|
helpful when you are exploring the various castles in Cron.
|
||
|
|
||
|
COMBAT ARENA: Some towns have arenas where you can fight opponents (selected by
|
||
|
the games master) for experience and gold (if you win). You need a ticket (buy
|
||
|
tickets at most Blacksmiths) to fight in a Combat Arena. Any color ticket is
|
||
|
valid in any of the Combat Arenas.
|
||
|
|
||
|
A ticket and a key purchased in the same town are the same color; this might
|
||
|
suggest that there is some relationship between keys and tickets.
|
||
|
|
||
|
Whenever you enter a new town, you should seek out these places, as it will
|
||
|
become important to know where they are.
|
||
|
|
||
|
MIDDLEGATE
|
||
|
|
||
|
You can find enough excitement and treasure in Middlegate to keep you satisfied
|
||
|
for quite some time. Virtually every building in this town has a resident
|
||
|
!CompuServe TEG-10140
|
||
|
|
||
|
monster (or group of monsters), most of whom are unfriendly. The treasures you
|
||
|
find in Middlegate contain mostly gold and gems, with only an occasional magic
|
||
|
item.
|
||
|
|
||
|
In Middlegate, you will find:
|
||
|
|
||
|
The Middlegate Inn, where every player-character joins the game. A quiet place,
|
||
|
but you might find some excitement in the back room!
|
||
|
|
||
|
S. J. Blacksmith, near the Inn. Whenever you shop here, be sure to check out
|
||
|
"Today's Specials"; you can occasionally buy +3 weapons.
|
||
|
|
||
|
Slaughtered Lamb Tavern, also near the Inn. Rumors heard here could help you
|
||
|
complete your first two minor quests, and perhaps help you find some hirelings.
|
||
|
One of the meals here will help you avoid a fight and find a magic fountain!
|
||
|
|
||
|
Sleepy's Mage Guild on the North side of Town. Sleepy lives on the West Side.
|
||
|
|
||
|
Gateway Temple is very close to the Inn. This is a good place, with the lowest
|
||
|
prices in Cron.
|
||
|
!CompuServe TEG-10142
|
||
|
|
||
|
|
||
|
Turkov's Training, just east of the Temple. Again, the best prices in Cron.
|
||
|
|
||
|
The Town Gates are located in the North Wall of town, just west of Sleepy's
|
||
|
Mage Guild. Middlegate is on the shore of Square Lake, on a wide wooded region
|
||
|
surrounded by mountains.
|
||
|
|
||
|
In northwest Middlegate are Edmund's Expeditions, and Track and Trail, where
|
||
|
your characters can learn skills useful for outdoor adventuring. At least two
|
||
|
members of your party should learn each of these skills.
|
||
|
|
||
|
Nearby you will find the shop of "Otto Mapper, Esq." where your characters can
|
||
|
learn to make maps (probably the most important secondary skill your party can
|
||
|
have).
|
||
|
|
||
|
In southern Middlegate live the Wizard Nordon and his sister Nordonna, who will
|
||
|
provide you with rewards if you will perform a service for each of them. Perform
|
||
|
Nordon's quest again, for additional rewards.
|
||
|
|
||
|
Nordonna's quest may help you find your first hirelings. The information she
|
||
|
!CompuServe TEG-10143
|
||
|
|
||
|
provides as your reward is very important; if you ignore it, you may handicap
|
||
|
your party throughout the rest of the game!
|
||
|
|
||
|
West of the Middlegate Inn you will find the Poorman's Portal. The worker at
|
||
|
the Portal will send you to Sandsobar for a price.
|
||
|
|
||
|
Along the east wall of the town you will find the Travelmoore Travel Agency and
|
||
|
the Combat Arena.
|
||
|
|
||
|
As soon as your party learns one of the spells that will allow you to cross
|
||
|
bodies of water (Walk on Water or Fly), you should visit Murray's Resort.
|
||
|
One-way tickets are available at Travelmoore. Be sure you can make a map before
|
||
|
going to Murray's or you might get lost on the way home.
|
||
|
|
||
|
One of the services offered at Murray's Resort will be useful throughout the
|
||
|
game (although young characters should be careful about their ages)!
|
||
|
|
||
|
You can buy an Arena ticket at the Blacksmith's. This ticket is a very good
|
||
|
investment; it costs only 10 gold pieces but returns 200, and experience points
|
||
|
as well. While it is true that there is some risk involved, what investment is
|
||
|
!CompuServe TEG-10308
|
||
|
|
||
|
completely risk-free?
|
||
|
|
||
|
Like any town, there is some chance of hostile encounters on the streets of
|
||
|
Middlegate (these days it's called being mugged). There are also two street
|
||
|
corners where you will always encounter hostile monsters. I wonder what they're
|
||
|
guarding?
|
||
|
|
||
|
I've left out a few things, like the entrance to the cavern under the city (not
|
||
|
far from Nordon's), the Brain Detoxification Center, Feldecarb Fountain, the
|
||
|
Fountain of Clairvoyance, and Lock and Key, Ltd. You will need to find out about
|
||
|
them yourself.
|
||
|
|
||
|
SANDSOBAR
|
||
|
|
||
|
The Poorman's Portal leads to Sandsobar, the second town you should visit. Many
|
||
|
of the buildings here are empty, and most of the streets are fairly safe. When
|
||
|
you're exploring, be very careful when you enter long alleys or the Slums!
|
||
|
|
||
|
There are lots of undead monsters in Sandsobar, so be sure to bring your
|
||
|
Cleric. Many of the monsters you encounter can throw sleep spells; some sort of
|
||
|
!CompuServe TEG-10310
|
||
|
|
||
|
protection against sleep might be a good investment before you visit this town.
|
||
|
|
||
|
Like Middlegate, Sandsobar has the standard facilities:
|
||
|
|
||
|
Hourglass Inn, in northwest Sandsobar. A quiet, no frills, no excitement sort
|
||
|
of place.
|
||
|
|
||
|
Red Lantern Tavern in the same building as the Inn, facing onto a narrow
|
||
|
north/south alleyway. This is a rowdy place. The drinks are standard, and the
|
||
|
food is usually okay. The barmaid gives the impression that she really goes for
|
||
|
macho men. Rumors might not contain the whole story.
|
||
|
|
||
|
Temple Benedictus is across the alley from the Tavern.
|
||
|
|
||
|
Whirlwind Mage Guild is on the same alley, south of the Temple.
|
||
|
|
||
|
Sheik Training Arena is one block south of the Inn on the same street.
|
||
|
|
||
|
Big Al's Accessories is the Blacksmith. His shop is inside the north wall of
|
||
|
town.
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-10311
|
||
|
|
||
|
|
||
|
There is a combat arena called the Monster Bowl on the east end of the main
|
||
|
east/west street in town. There are supply rooms in the corners of the arena.
|
||
|
You can expect some mundane encounters in the supply rooms.
|
||
|
|
||
|
Portal Dune, near the south wall, provides instant transport to and from
|
||
|
Middlegate. Sirocco Portal, along the north wall, supplies transport to and from
|
||
|
Tundara.
|
||
|
|
||
|
The Town Exit, in the northwest corner of town, leads out to the Plains of
|
||
|
Peril.
|
||
|
|
||
|
While getting involved in the arguments of other people might get you killed,
|
||
|
avoiding a brawl might mean that you miss a clue!
|
||
|
|
||
|
Before you can purchase magical spells at the Mage Guild, you will have to find
|
||
|
a drunken sorcerer. Search the buildings along the west wall of town.
|
||
|
|
||
|
You can pick up a useful third-level sorcerer spell in the building across the
|
||
|
way from the Monster Bowl.
|
||
|
Press <CR> for more !CompuServe TEG-10313
|
||
|
|
||
|
|
||
|
In the southwest corner of town, your characters can learn some useful skills,
|
||
|
including picking pockets, gambling, and diplomacy.
|
||
|
|
||
|
In the northeast corner of town are what appear to be several private
|
||
|
residences. While some are empty, the residents of the others do not take kindly
|
||
|
to trespassers.
|
||
|
|
||
|
Probably the most interesting place (as well as the most dangerous) in
|
||
|
Sandsobar is the Slum, in the southeast corner near Dune Portal. Here, you will
|
||
|
find graffiti on the walls, secret passages, people in trouble, and the entrance
|
||
|
to the cavern under the town. Kindness to strangers pays off; it might even help
|
||
|
you find Star Burst!
|
||
|
|
||
|
Fitpro Locksmith, near the Dune Portal, will sell you a yellow key.
|
||
|
|
||
|
TUNDARA
|
||
|
|
||
|
Tundara is a small town in the middle of the inhospitable Ice Plains. Much of
|
||
|
the business conducted here occurs in the "business regions," which are between
|
||
|
!CompuServe TEG-10315
|
||
|
|
||
|
the northern and southern walls. The inner town contains most of the facilities
|
||
|
a visitor would use on a regular basis.
|
||
|
|
||
|
The passage from the town proper to the business regions is concealed along the
|
||
|
inner west wall (ignore the keep out sign).
|
||
|
|
||
|
The streets of inner Tundara are safe enough to be boring. Most of the
|
||
|
buildings are of little interest to explorers, being empty. There are rumors of
|
||
|
monsters between the walls and inside the outer wall.
|
||
|
|
||
|
In Tundara, you will find:
|
||
|
|
||
|
The Tundaran Arms Inn, a normal enough establishment, and very cordial.
|
||
|
|
||
|
The Enhancement Center.
|
||
|
|
||
|
Lucky Dog Saloon. Even if you're not hungry, you should examine the menu at the
|
||
|
Lucky Dog Saloon; you never know when you (or someone you meet) may be
|
||
|
interested in munchies!
|
||
|
|
||
|
!CompuServe TEG-10316
|
||
|
|
||
|
Thundrax Weaponry, the only smithy who doesn't sell tickets for the various
|
||
|
combat arenas.
|
||
|
|
||
|
The town exit is in the northwest corner, and leads to the Ice Tundra.
|
||
|
|
||
|
The La Porte Portal is located in the Inn, and transports you to and from
|
||
|
Sandsobar. The Polar Portal, located inside the Saloon, allows travel to and
|
||
|
from Vulcania.
|
||
|
|
||
|
You will find both the White Dove Temple and the Mystical Mage Guild in the
|
||
|
business region between the northern walls. Nearby are shops to train you in
|
||
|
some useful secondary skills. Important quests are not just given to anyone, but
|
||
|
are offered to those with experience as a crusader. Getting lost in the
|
||
|
wilderness is frustrating and not funny. A merchant can usually find a way to
|
||
|
get his party a better deal from the stores in a village.
|
||
|
|
||
|
To join the Mage Guild, search the buildings near the Saloon.
|
||
|
|
||
|
Your characters can pick up some useful secondary skills in the business region
|
||
|
between the Northern walls, at Sarcen's Denial, the International Market, and
|
||
|
!CompuServe TEG-10318
|
||
|
|
||
|
Columbus's Sextant. Pay close attention to the promotional spiels you hear in
|
||
|
these places; learning one of these skills will help keep you from losing your
|
||
|
temper (among other things) as you try to explore in the wilderness.
|
||
|
|
||
|
There is an organization called Frozen Monster between the south walls of the
|
||
|
town. Frozen Monster employees do not like outsiders poking around.
|
||
|
|
||
|
Recently, the residents of Tundara have been vanishing. It is rumored that a
|
||
|
snowbeast makes its home inside the outer wall. So far, none of those who went
|
||
|
to find and destroy this beast have returned. Darker rumors indicate magic may
|
||
|
be useless against the snowbeast.
|
||
|
|
||
|
In very bad winters, the residents of Tundara descend into the cavern below the
|
||
|
town for warmth and protection. The entrance is near the center of town,
|
||
|
well-hidden so outsiders can't find it.
|
||
|
|
||
|
For reasons no longer remembered, there is a third walled-off region bordering
|
||
|
on the Saloon and Inn. No one can say definitely what's in there, but
|
||
|
apparently, those who enter never come back.
|
||
|
|
||
|
!CompuServe TEG-10320
|
||
|
|
||
|
The recent disappearance of local residents, especially old Hanna, a citizen of
|
||
|
some repute, has made the local constabulary a little jumpy. If you should
|
||
|
somehow come into possession of any items that the law might recognize, it might
|
||
|
be well to think of some way to conceal them until you can leave town! If you
|
||
|
are caught and you are innocent, don't worry too much; justice will (eventually)
|
||
|
prevail.
|
||
|
|
||
|
Hanna was investigating rumors of a secret passage into the outer wall,
|
||
|
somewhere on the east side of town.
|
||
|
|
||
|
VULCANIA
|
||
|
|
||
|
Vulcania is a harsh and dangerous town, set in a forbidding landscape. It is
|
||
|
rumored Vulcania is built inside an active volcano, and there are actually
|
||
|
places in town where liquid lava can be found (although none of my characters
|
||
|
has ever found these places).
|
||
|
|
||
|
Don't come here until your characters learn to win fights without magic, as
|
||
|
magic doesn't work in many sections of this town. There is no way to know in
|
||
|
advance if magic will work in a given location; either your party or the
|
||
|
!CompuServe TEG-10322
|
||
|
|
||
|
monsters you are fighting will have to see a spell fail before you can be sure.
|
||
|
There is one advantage to your party in these non-magical areas: Most
|
||
|
spell-using monsters will try to cast spells several times before they realize
|
||
|
they are in a non-magical area. If you are smart and tough, you can win the
|
||
|
engagement before they start to fight back.
|
||
|
|
||
|
In Vulcania you will find:
|
||
|
|
||
|
Belinthra's Bar, a nice enough place, although those who regularly patronize
|
||
|
this establishment are often accosted by riffraff. Occasionally, there are
|
||
|
patrons here who can be enticed into accompanying your party.
|
||
|
|
||
|
The Training Academy is the second best such academy in Cron.
|
||
|
|
||
|
The Vulcanian Transport takes you to and from Tundara; the Vulcanian Export
|
||
|
takes you to and from Atlantium.
|
||
|
|
||
|
The Hotel Four has adequate facilities, but surly employees.
|
||
|
|
||
|
These places are all close together because they are in a fairly safe
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-10347
|
||
|
|
||
|
neighborhood.
|
||
|
|
||
|
At the Lava Locksmith, you can buy a red key.
|
||
|
|
||
|
The entrance to the cavern under the town is located in an alley near the
|
||
|
hotel. Also concealed here is a secret door.
|
||
|
|
||
|
The Blackrock Mage Guild is along a major east/west street.
|
||
|
|
||
|
The Bestway Blacksmith Shop is along the east wall of town.
|
||
|
|
||
|
The Vulcan Temple is near the smithy.
|
||
|
|
||
|
Near the Mages Guild is a small building housing a magical scale. If you've
|
||
|
noticed that your party seems to be more vulnerable to some spells than others,
|
||
|
this scale will help you to figure out why.
|
||
|
|
||
|
A bit west of the Mages Guild on the same street, you can find the sorcerer who
|
||
|
sells guild memberships.
|
||
|
|
||
|
Press <CR> for more !CompuServe TEG-10453
|
||
|
|
||
|
There are three shops in town that provide training in secondary skills. The
|
||
|
training offered is especially useful for soldiers and fighters.
|
||
|
|
||
|
In the Town Square (at the center of town) are four statues that should
|
||
|
definitely be on your "must see" list. However, be careful leaving Town Square
|
||
|
to the north, as you will be entering the wild section of town. If you dare
|
||
|
enter this area, rest assured that no one you meet there will be friendly!
|
||
|
|
||
|
ATLANTIUM
|
||
|
|
||
|
Atlantium is the richest, most snobbish, and most dangerous town to explore.
|
||
|
|
||
|
Along the east and west walls in Atlantium, you will find several statues. The
|
||
|
plaques on these statues will provide you with hints about the quests that each
|
||
|
character class must complete before the world can be saved. You can find
|
||
|
further information in Region D2, at Mt. Farview.
|
||
|
|
||
|
In Atlantium, you will find:
|
||
|
|
||
|
The Carriage Inn, a high class establishment with friendly employees.
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-10455
|
||
|
|
||
|
|
||
|
Drewnhald Ironworks, not far from the Inn. The most powerful artifacts for sale
|
||
|
in Cron may be bought here.
|
||
|
|
||
|
The Colosseum, the best and most dangerous of the battle arenas, is in the
|
||
|
center of town. You will receive a better reward for winning a battle in the
|
||
|
Colosseum than in any of the other battle arenas, but you will face more
|
||
|
dangerous opponents, as well.
|
||
|
|
||
|
The Elusian Temple, the Cabalist Mage Guild (6,4), and the Classic Key Shoppe
|
||
|
flank the Colosseum to the west, while Island Training and the Boar's Tongue
|
||
|
Tavern flank it to the east.
|
||
|
|
||
|
The Beautify Atlantium Portal allows travel to and from Vulcania; the Mystic
|
||
|
Portal provides one-way transportation to Middlegate.
|
||
|
|
||
|
The entrance to the cavern below Atlantium is in the northwest corner of town.
|
||
|
Near the entrance to the cavern you can also find the City Jail. Don't enter
|
||
|
this building unless you are prepared to fight your way out!
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-10457
|
||
|
|
||
|
There are three shops here where you can be trained in secondary skills; you
|
||
|
can learn the skills of Linguist (learning this skill can help you improve your
|
||
|
income by 100,000 gold pieces each year!), Athlete, or you can learn to be a
|
||
|
Hero/Heroine (Murray likes heroes).
|
||
|
|
||
|
In the southern part of town are two rooming houses, one for Knights and
|
||
|
Warriors, while the other is for Sorcerers and Clerics. Many of the rooms are
|
||
|
occupied, and most of the residents aren't very friendly toward uninvited
|
||
|
guests. In the rooming house for Sorcerers and Clerics, be careful if you
|
||
|
encounter a Shaman, especially if you encounter several. If they are teamed with
|
||
|
Illusionists, run, don't fight! A 7th level party will _not_ survive the
|
||
|
encounter!
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
!CompuServe TEG-9446
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
|
||
|
1 Introduction, Character Tips
|
||
|
2 Starting Out, Quests
|
||
|
3 Character Development
|
||
|
4 Combat, Rest, Spell Casting
|
||
|
5 Region Descripti
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe T
|
||
|
EG-10460
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 7
|
||
|
|
||
|
THE GUIDE TO THE CRONIAN UNDERGROUND
|
||
|
|
||
|
Many of the secrets of Cron are concealed in castles, caves, caverns, dungeons,
|
||
|
and towers. This guide will tell you a little about these places. There are a
|
||
|
few towers, which are also included here, as they don't seem to fit elsewhere.
|
||
|
|
||
|
I. CAVERNS UNDER TOWNS:
|
||
|
|
||
|
MIDDLEGATE CAVERN
|
||
|
|
||
|
Located under Middlegate, this cavern is populated mainly by goblins and orcs.
|
||
|
Recovering items they have stolen from Middlegate will earn you thanks and
|
||
|
rewards when you return them to their rightful owners.
|
||
|
|
||
|
!CompuServe TEG-10461
|
||
|
|
||
|
Make sure you examine the walls and floors; there are secrets revealed here for
|
||
|
those who look in the right places.
|
||
|
|
||
|
SANDSOBAR CAVERN
|
||
|
|
||
|
Under Sandsobar is a dank cave inhabited by rats and thieves and others of
|
||
|
their ilk. During encounters it may be wise to remember that not all that you
|
||
|
hear is true, and that some thieves have honor.
|
||
|
|
||
|
Here you will find one of the extremely few undead who are friendly to those
|
||
|
still living; his gift should be guarded for later use.
|
||
|
|
||
|
Note the information you discover here: It may be a long time until you use it,
|
||
|
but it may save you time and frustration on your Jurors' Quest.
|
||
|
|
||
|
TUNDARA CAVERN
|
||
|
|
||
|
Located under Tundara, there are four sections to this cavern, along with a
|
||
|
magical device that can be used to travel about the cave. Look to the walls for
|
||
|
clues; look on the walls for red herrings. Don't play the slots unless you know
|
||
|
!CompuServe TEG-10463
|
||
|
|
||
|
the stakes!
|
||
|
|
||
|
VULCANIA CAVERN
|
||
|
|
||
|
Below Vulcania is a hot, dark cave. Watch your step: The floor may be hot!
|
||
|
There are a number of secret passages here. If you endure until the end of each
|
||
|
of these paths, you will be rewarded.
|
||
|
|
||
|
ATLANTIUM CAVERN
|
||
|
|
||
|
This cavern is a maze of dead ends and connecting tunnels. At some of the dead
|
||
|
ends you will find statues. Be careful of the statues. some of them will cause
|
||
|
you harm, but remember that perseverance builds character. Figuring out the
|
||
|
various clues and traps here may enhance a character's IQ. Bring your surfboard
|
||
|
when you visit. Information found can help you find loyal companions, and help
|
||
|
you in future Quests.
|
||
|
|
||
|
II. CASTLES AND DUNGEONS
|
||
|
|
||
|
CASTLE HILLSTONE
|
||
|
!CompuServe TEG-10465
|
||
|
|
||
|
|
||
|
Castle HillStone is the home of Lord Slayer. Slayer is a fanatic about hunting,
|
||
|
and will reward parties that bring him new trophies. Guards circulate freely in
|
||
|
the building, and challenge you if you appear at all uneasy. Slayer keeps a zoo
|
||
|
of exotic animals for his entertainment.
|
||
|
|
||
|
There are currently two prisoners here; free them and they will reward you.
|
||
|
Winning a Red Triple Crown will increase his pleasure and your reward.
|
||
|
|
||
|
Somewhere in this castle is an ancient totem called a "N-19 Capitor."
|
||
|
|
||
|
DUNGEON LEVEL 1
|
||
|
|
||
|
Half-Orcs, Ninjas, and Barbarians are not welcome here, although there are
|
||
|
several magic items kept here that will benefit only Ninjas or Barbarians.
|
||
|
|
||
|
There are unavoidable traps here; just grin and bear them, then get the guy who
|
||
|
trapped you! You may also find a device that enhances IQ but causes a loss in
|
||
|
strength, and a magical fountain. It is rumored that there is a portal to a
|
||
|
distant location somewhere in this dungeon.
|
||
|
!CompuServe TEG-10466
|
||
|
|
||
|
|
||
|
DUNGEON LEVEL 2
|
||
|
|
||
|
Again, Half-orcs, Ninjas, and Barbarians are not welcome, and unavoidable traps
|
||
|
are scattered everywhere. You may find a magical fountain, and devices to
|
||
|
improve your strength.
|
||
|
|
||
|
CASTLE PINEHURST
|
||
|
|
||
|
Home of Lord Peabody (the inventor of the WayBack Machine) and Sherman, his pet
|
||
|
boy. The Bishop of Yellow Battle (near Battle Creek) is held in this castle.
|
||
|
|
||
|
Many creatures roam the halls in this castle, and they are almost all deadly.
|
||
|
If you avoid the monsters, watch out for traps, and keep an eye on the date
|
||
|
(your date, not my date!). Would you know a B-12 Frammis if you saw one? How
|
||
|
about a J-29 Fluxor?
|
||
|
|
||
|
DUNGEON LEVEL 1
|
||
|
|
||
|
For some reason, Lord Peabody doesn't want Humans, Knights, or Paladins in his
|
||
|
!CompuServe TEG-10491
|
||
|
|
||
|
dungeon. This is unfortunate since there is magic here that only works in their
|
||
|
hands.
|
||
|
|
||
|
Accuracy is exceeded here, while speed recedes. Beware of traps! Instant travel
|
||
|
is offered and may be accepted, if you want!
|
||
|
|
||
|
DUNGEON LEVEL 2
|
||
|
|
||
|
Stay away Humans, Knights, and Paladins. There are some nice magic items here,
|
||
|
and one of the best rewards in all Cron may be found in the southwest corner.
|
||
|
Those who serve evil may chose to serve good, if only for a time.
|
||
|
|
||
|
CASTLE WOODHAVEN
|
||
|
|
||
|
This castle is the home of Lord Hoardall, who likes to collect things. He has
|
||
|
an absolutely fantastic memory and a mystic rapport with his treasures. He will
|
||
|
know instantly when you steal something, and he will never forget that you stole
|
||
|
it! The Green Bishop resides here unwillingly.
|
||
|
|
||
|
Hoardall is sponsoring a convention of clerics and other healers who will try
|
||
|
!CompuServe TEG-10493
|
||
|
|
||
|
and solve the problem of the sickness that strikes those who enter the Dead Zone
|
||
|
in D1. The opening day of the convention is May 27th, so you may see references
|
||
|
to the "M-27 Radicon" in this castle.
|
||
|
|
||
|
DUNGEON LEVEL 1
|
||
|
|
||
|
Hoardall dislikes Elves, Robbers, and Clerics, and does his best to keep them
|
||
|
out of his dungeons. This is unfortunate for them because there are powerful
|
||
|
magical items here to assist Robbers and Clerics.
|
||
|
|
||
|
Your party will be repeatedly struck by darts as they wander the halls; these
|
||
|
traps are unavoidable. If you rest after these attacks, they should not
|
||
|
interfere too much with your explorations. Powerful magic in this dungeon can be
|
||
|
used to increase your personality (but don't forget how to lift weights
|
||
|
afterward!).
|
||
|
|
||
|
DUNGEON LEVEL 2
|
||
|
|
||
|
Travel in this dungeon is difficult; almost all of the doors are secret, and
|
||
|
random teleporters are scattered throughout the level. Elves, Robbers, and
|
||
|
!CompuServe TEG-10609
|
||
|
|
||
|
Clerics are not welcome here even though there are treasures that will benefit
|
||
|
Robbers and Clerics.
|
||
|
|
||
|
Alignments can be neutralized here, voluntarily. There are rumors of ways to
|
||
|
increase Luck, and trade Treasure for Experience. If you are clever and do a
|
||
|
good job of mapping, you may be able to secretly return to the Dragon's Head
|
||
|
Fountain with your Elves, so that they, too, may benefit.
|
||
|
|
||
|
LUXUS PALACE ROYALE
|
||
|
|
||
|
Queen Lamanda, current reigning Sovereign of Cron, maintains this magnificent
|
||
|
castle much as it seemed in the reign of her father, King Kalohn. To her, and
|
||
|
through her to the citizens of Cron, this mighty fortress represents the hope
|
||
|
and dream of saving Cron.
|
||
|
|
||
|
The inside isn't as well-maintained as the outside, however. In some rooms,
|
||
|
dust covers everything, and the Royal Alchemist is making Fool's Gold to fill
|
||
|
Lamanda's coffers. Lamanda is desperate to rescue her father, and restore the
|
||
|
rightful order of things.
|
||
|
|
||
|
!CompuServe TEG-10611
|
||
|
|
||
|
In order to earn an interview with the Queen, your party must win a Black
|
||
|
Triple Crown and have all completed their Jurors' Quests. The Black Bishop,
|
||
|
imprisoned here, will also be glad to see the winners of the Black Triple Crown.
|
||
|
Corak used to live and work here, and is rumored to have quipped, "An 'A-1
|
||
|
Todilor' is a high-society baby learning to walk!"
|
||
|
|
||
|
DUNGEON LEVEL 1
|
||
|
|
||
|
Luxus Dungeon is a prison, filled with permanent spells that prevent magical
|
||
|
transportation. Your party should avoid guards, as they will charge you a hefty
|
||
|
fine for your unauthorized presence.
|
||
|
|
||
|
Dwarves, Sorcerers, and Archers are unwelcome here, and strong magic items for
|
||
|
helping Sorcerers and Archers are hidden here. Clever parties may find ways to
|
||
|
enhance speed and strength from the features, although endurance may suffer.
|
||
|
|
||
|
DUNGEON LEVEL 2
|
||
|
|
||
|
This is an extremely chaotic place with random teleporters all over, and very
|
||
|
few walls. There are many wonders, if you can reach them, including ways to gain
|
||
|
!CompuServe TEG-10613
|
||
|
|
||
|
additional hit points and speed, change sex and alignment, and increase your
|
||
|
existing hit points.
|
||
|
|
||
|
In the northwest you may encounter a hit point salesman. His price is steep,
|
||
|
but his product is worth it!
|
||
|
|
||
|
Don't ignore clues, look to the walls for some shocking information!
|
||
|
|
||
|
Again, Dwarves, Archers, and Sorcerers are not wanted here; however, you should
|
||
|
sneak them in to visit the Hit Point Salesman -- as long as your money is good,
|
||
|
he doesn't care who you are, and you will handicap your characters if they don't
|
||
|
take advantage of this!
|
||
|
|
||
|
III: TOWERS, CAVES, FORTS, AND MINES
|
||
|
|
||
|
Presented in no specific order, here is some information on the other
|
||
|
dungeon-like areas in Cron.
|
||
|
|
||
|
SARAKIN'S MINE
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-10615
|
||
|
|
||
|
Long noted for the amount of gold it produced, this once well-maintained mine
|
||
|
is now collapsing, making it a dangerous place to explore. Recently, stories
|
||
|
have circulated about two more foolish adventurers who went looking for easy
|
||
|
treasure and never returned.
|
||
|
|
||
|
Stories told by others who visited the mine long ago and returned empty-handed
|
||
|
suggest the mine is haunted. Some of the story tellers claim there are gold
|
||
|
nuggets scattered on the floor of the mine, waiting for someone brave enough to
|
||
|
take them.
|
||
|
|
||
|
Sarakin was obsessed by the desire to live forever, a goal he might have
|
||
|
reached only in death.
|
||
|
|
||
|
GEMMAKER CAVE
|
||
|
|
||
|
Gemmaker Cave is recessed into the side of an active volcano, surrounded by a
|
||
|
lake of molten lava. The Gemmaker himself (the legendary figure who is said to
|
||
|
have dug the cave) still resides here, but he is well-hidden and desires to see
|
||
|
few visitors. He sometimes rewards those who are ingenious enough to seek him
|
||
|
out with a very powerful sorcerer spell.
|
||
|
Press <CR> for more !CompuServe TEG-10616
|
||
|
|
||
|
|
||
|
Occasionally, gems are formed in the crucible of the volcano, and the magic of
|
||
|
the Gemmaker somehow separates them from the lava, and scatters them throughout
|
||
|
the cave. He has never seemed to care what happened to these gems.
|
||
|
|
||
|
Parties that venture into the cave without some protection against the fiery
|
||
|
heat in the rocks will soon regret their actions!
|
||
|
|
||
|
CORAK'S CAVERN
|
||
|
|
||
|
Corak's body, fittingly, rests in Corak's Cave. The body rests in honor in a
|
||
|
crypt, to which only Clerics and Robbers are ever permitted access.
|
||
|
|
||
|
Hiding in the cave is Corak's assistant Lloyd, who is willing to teach a party
|
||
|
a special sorcerer spell. Lloyd hopes that in return, you will return Corak's
|
||
|
soul to his body.
|
||
|
|
||
|
While Lloyd is not able to force you to help Corak, he is extending you his
|
||
|
trust.
|
||
|
|
||
|
!CompuServe TEG-10618
|
||
|
|
||
|
ICE CAVE
|
||
|
|
||
|
Located in the middle of the Ice Plains, this is a dangerous place to visit.
|
||
|
Spread throughout the passages are traps that rob a party of their spells, and
|
||
|
may have less obvious, yet farther reaching affects, for good or ill.
|
||
|
|
||
|
There are literally swarms of monsters here, and even a very powerful party
|
||
|
risks never leaving this cave alive.
|
||
|
|
||
|
There is rumored to be a way to increase Personality stored here, but the rumor
|
||
|
adds that only a stag party (a stagette party?) might find it!
|
||
|
|
||
|
RIFT CAVERN
|
||
|
|
||
|
This cavern may be found on the edge of the Desert of Desolation. Occasionally,
|
||
|
fissures open up over this cave, plunging unsuspecting parties into the black
|
||
|
depths below.
|
||
|
|
||
|
Someone is using this cave as a storehouse of supplies and weapons, and has
|
||
|
scattered obscure riddles and bits of information throughout. Often, those that
|
||
|
!CompuServe TEG-10620
|
||
|
|
||
|
leave are faster than they were when they entered. Remember that neatness
|
||
|
promotes success!
|
||
|
|
||
|
DRUIDS' STRONGHOLD
|
||
|
|
||
|
The Druids' Stronghold is the home of the four varieties of Druids: Earth, Air,
|
||
|
Fire, and Water. Each has set traps for the unwary in these passages.
|
||
|
|
||
|
You will have trouble resting here as the general surroundings are not
|
||
|
conducive to peaceful thought. Pay close attention to the walls; often a Druid
|
||
|
in a hurry might leave a note that he can return to later.
|
||
|
|
||
|
There is an ominous feel in the air here, as if some major blasphemy is waiting
|
||
|
to happen, and a sense that you can prevent it. Look for someone who will reward
|
||
|
you for this task, because it is hazardous. The reward should be a very useful
|
||
|
spell. Exotic plants may lighten your party's load, especially any of your
|
||
|
characters who are connected to the sea.
|
||
|
|
||
|
There is at least one very powerful monster here whose breed is less common in
|
||
|
Cron than it was centuries ago.
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-10621
|
||
|
|
||
|
|
||
|
FORBIDDEN FOREST FORT
|
||
|
|
||
|
Sort of a companion and counterweight to the Druids' Stronghold, there is an
|
||
|
invading army based in this cavern. You will find lots of monsters. Most of them
|
||
|
are common soldiers and dangerous only in large numbers; there are large numbers
|
||
|
of them here!
|
||
|
|
||
|
The MPs are tough; the Sergeants of the Fifth and Seventh Legions are tougher.
|
||
|
The officers in GHQ are very much tougher and include an Ancient Dragon.
|
||
|
|
||
|
Paladins may find the answer to their Jurors' Quest here.
|
||
|
|
||
|
THE DRAGON'S DOMINION
|
||
|
|
||
|
This dark, smelly hole is home to at least 100 dragons of all types. Naturally,
|
||
|
there are fantastic treasures here for those strong enough to take them!
|
||
|
|
||
|
There are many ancient artifacts of great power here -- such as a Titan's Pike
|
||
|
(does 1-40 points per round plus whatever the weapon's bonus is) -- many of
|
||
|
Press <CR> for more !CompuServe TEG-10623
|
||
|
|
||
|
which are unaligned. But the best rewards are not treasures of gold, gems, or
|
||
|
magic.
|
||
|
|
||
|
There are three ways to gain hit points that are guarded by the Dragons. Two
|
||
|
are useful but not spectacular; the third is worth facing any danger to obtain!
|
||
|
|
||
|
This great treasure of hit points is guarded by an Ancient Dragon, and will
|
||
|
only affect each character once in his lifetime (I think). So, go see what it
|
||
|
is!
|
||
|
|
||
|
MURRAY'S CAVERN
|
||
|
|
||
|
Part of Murray's Resort, Murray's Cavern is not a place for the timid. Part of
|
||
|
the cave is used for laboratories, where Murray's researchers seem to be trying
|
||
|
to build new types of monsters; the rest is reserved by Murray himself for the
|
||
|
offices and vaults required to store his great treasures and run his many
|
||
|
businesses.
|
||
|
|
||
|
Murray can often be found in his office, if your party can pass his stringent
|
||
|
entrance requirements. However, you shouldn't break in on him unless you are
|
||
|
!CompuServe TEG-10625
|
||
|
|
||
|
willing to do him a small favor.
|
||
|
|
||
|
Note that Murray may be the single most powerful man-like being in Cron, so
|
||
|
don't irritate him. You really wouldn't like him when he's angry!
|
||
|
|
||
|
DAWN'S BOG MIST RESORT
|
||
|
|
||
|
Dawn used to be Murray's honey, but they've drifted apart (a long way apart).
|
||
|
Being something of a businesswoman, Dawn saw the vast potential earnings of a
|
||
|
resort for monsters, so she started one. While she and Murray don't usually
|
||
|
compete for the same customers, Murray would like to close Dawn's Resort just on
|
||
|
general principles.
|
||
|
|
||
|
There is more to Dawn's than meets the eye. There are a lot of monsters here at
|
||
|
any one time, relaxing and enjoying the resort, but that doesn't make them less
|
||
|
dangerous.
|
||
|
|
||
|
If a party is lucky here, they can increase their luck, and maybe find some
|
||
|
irelings.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-10626
|
||
|
|
||
|
Dawn may not know what is hidden in her resort, but somewhere in it is one of
|
||
|
the most fabulous treasures in Cron, one you absolutely must recover to win the
|
||
|
game. One problem, though: Once you find it, how can you get it home?
|
||
|
|
||
|
THE DARK KEEP AND THE TOWER OF MERCY
|
||
|
|
||
|
These twin towers hold two of the most powerful sorcerers of ancient Cron, in
|
||
|
stasis. The towers are defended by a magical force that repels all but Sorcerers
|
||
|
and Robbers.
|
||
|
|
||
|
Once in either of the towers, an exploration party will discover further
|
||
|
advances must be made through a dangerous maze-like area, in which battle may be
|
||
|
avoided if proper choices are made. There are clues to the proper choices in
|
||
|
some of the dungeons and caves.
|
||
|
|
||
|
Once the party reaches its goal (a room in which one of the Sorcerers sleeps in
|
||
|
stasis), they will have to properly set a combination into two panels to turn
|
||
|
off the stasis. Of course, these combinations are hidden somewhere in the land
|
||
|
of Cron also.
|
||
|
|
||
|
!CompuServe TEG-10628
|
||
|
|
||
|
Setting the proper combinations release the Sorcerers, and the party of
|
||
|
Sorcerers and Robbers has just completed their Jurors' Quest. Simple, isn't it?
|
||
|
|
||
|
THE SQUARE LAKE CAVE
|
||
|
|
||
|
In the middle of Square Lake is a mountainous island into which is set an
|
||
|
entrance with the inscription "Chosen Ones Only."
|
||
|
|
||
|
A "Chosen One" has received his Black Triple Crown, completed his Jurors'
|
||
|
Quest, and has been named as a Chosen One by Queen Lamanda.
|
||
|
|
||
|
To prove their mettle, the party of the Chosen One must battle through an
|
||
|
interminable string of monsters and venture deeper and deeper into the Square
|
||
|
Lake Cave until they reach their goal: a door beyond which they must pass to
|
||
|
save Cron.
|
||
|
|
||
|
One of the meanest tricks in the game is that the party of the Chosen One is
|
||
|
allowed to battle through the endless corridors of the Square Lake Cave and
|
||
|
reach their goal before they have achieved all that they must and are told to
|
||
|
come back some other time. Perhaps this wasn't meant as a nasty trick, but it
|
||
|
!CompuServe TEG-10630
|
||
|
|
||
|
usually takes over an hour to fight all the endless monsters to reach the final
|
||
|
goal.
|
||
|
|
||
|
Don't bother visiting the Square Lake Cave until after you have rescued King
|
||
|
Kalohn; you will be wasting your time.
|
||
|
|
||
|
Once you have saved the King, your visit here will be worthwhile. There is one
|
||
|
puzzle left to solve, and it's not easy. Before you get here, you might want to
|
||
|
get out a dictionary and review the word "cryptogram."
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
Last page !
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-10633
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 8
|
||
|
|
||
|
OUTSIDE LOCATIONS (See Note 1)
|
||
|
|
||
|
Ancient Swords: Sword of Honor D4 (14,11); Sword of Nobility D1 (0,8); Sword of
|
||
|
Valor A4 (11,2).
|
||
|
|
||
|
Artifacts of Power: Corak's Soul C1 (10,15).
|
||
|
|
||
|
Castles (and Castle Lords): Castle HillStone (Lord Slayer) D4 (13,1); Castle
|
||
|
PineHurst (Lord Peabody) A2 (1,1); Castle Woodhaven (Lord Hoardall) C1 (3,14);
|
||
|
Castle Xabran C2 (14,8); Luxus Palace Royale (Queen Lamanda) D2 (14,14).
|
||
|
|
||
|
Caves/Caverns/Dungeons/Mines: Corak's Cave C2 (5,11); Dawn's Mist Cavern D4
|
||
|
(3,7); Dragons' Dominion D1 (12,14); Druid's Cave C3 (1,6); Forbidden Forest
|
||
|
Fort (Paladins) C3 (15,0); Gemmaker Cave E1 (3,4); Ice Cavern B1 (4,12);
|
||
|
!CompuServe TEG-10636
|
||
|
|
||
|
Murray's Cave B4 (2,2); Nomadic Rift Cavern E3 (9,3); Rift Hole D3 (11,8); Rift
|
||
|
Hole D3 (13,7); Sarakin's Mine A2 (12,3); Square Lake Cave C2 (10,7).
|
||
|
|
||
|
Clerical Spells: 2-3 C3 (1,9); 4-2 A1 (8,8); 5-1 A1 (1,14); 5-3 B4 (8,1); 6-1
|
||
|
E4 (8,8); 6-4 A4 (1,1); 6-5 A4 (8,8); 7-1 E4 (14,1); 8-1 E1 (14,14); 8-2 E1
|
||
|
(8,8); 9-2 C1 (5,5).
|
||
|
|
||
|
Dangerous Encounters: Cosmic Sludge B2 (3,6); Horrors! C1 (2,10); The Door to
|
||
|
Hell C4 (1,9); The 3 Cuisinarts B2 (1,9); The Jouster B3 (5,11).
|
||
|
|
||
|
Envoys of Evil: Dragon Lord D1 (10,12); Queen Beetle E2 (11,6); Serpent King E3
|
||
|
(5,6).
|
||
|
|
||
|
Events: LeperCon D4 (7,14); Merchants' Meeting B2 (9,5); OrcCon B2 (14,10).
|
||
|
|
||
|
Fountains, Pools, Springs (see Note 2): Exotic Fountain (Health) E1 (1,5);
|
||
|
Exotic Fountain (?) E1 (3,10); Fountain of Accuracy C2 (1,13); Fountain of
|
||
|
Curses A4 (12,7); Fountain of Death E1 (11,2); Fountain of Healing E4 (1,6);
|
||
|
Fountain of Levels C2 (2,1); Fountain of Might B1 (11,14); Fountain of Might B4
|
||
|
(14,9); Fountain of Mystic Strength C1 (1,5); Fountain of Mystic Knowledge C1
|
||
|
!CompuServe TEG-10638
|
||
|
|
||
|
(1,11); Fountain of Poison A3 (1,14); Fountain of Speed A3 (1,13); Fountain of
|
||
|
Spells C2 (14,10); Greatest Fountain (Health) E2 (11,9); Murray's Baths B4
|
||
|
(2,3); Murray's Mud Bath B4 (2,4); Murray's Pool B4 (4,2); Pool of Blood A4
|
||
|
(13,13); Pool of Levels A1 (2,3); Pool of Luck E3 (10,12); Pool of Pestilence A2
|
||
|
(1,3); Rancid Pool (Health) A4 (10,10); Wishing Well D1 (13,9).
|
||
|
|
||
|
Freebies: Gems near B4 (12,12) and in Gemmaker Cave; Gold in Sarakin's Mine;
|
||
|
Mystic Inscription C3 (0,7).
|
||
|
|
||
|
Geographic Features: Active Volcano E1 (6,6) and E1 (8,2); Arcane Wilderness
|
||
|
D3; Barbaric Hills C3 and C4; Beggar's Grove C1; Corpse Creek C1; Dawn's Mist
|
||
|
Bog D4; Dead Zone D1; Desert of Desolation D2, E2, D3,and E3; Druids' Point C3;
|
||
|
Falcon Forest B2; Forbidden Forest C3, D3, and D4; Gemmaker Volcano E1 (4,7);
|
||
|
Ice Tundra A1, B1, A2, and B2; Inner Limits E3; Isle of the Ancients B3 and B4;
|
||
|
Lost Soul's Woods C1; Mt. Farview D2 (7,0); Murray's Island B4; Native's Cove
|
||
|
B4; Peaceful Goblin Villages D1; Pearl Islands A3 and A4; Petrified Peninsula
|
||
|
A3; Quagmire of Doom C4 and D4; Queen's Orchard D2; Square Lake C2.
|
||
|
|
||
|
Hired Help: A3 (8,1); B4 (14,1); D1 (14,1); and D3 (1,14).
|
||
|
|
||
|
!CompuServe TEG-10640
|
||
|
|
||
|
Keys: Mark's Keys A2 (2,9).
|
||
|
|
||
|
Magical (and Semi-magical) Food and Drink (see Note 2): Magical Fruit (Fast) B2
|
||
|
(1,7); Magical Fruit (Smart) B2 (8,8); Magical Fruit (Stone) B2 (3,9); Magical
|
||
|
Fruit (Strong) D2 (1,12); Murray's Juice Bar B4 (4,4); Tree Bark (spells) D3
|
||
|
(3,14).
|
||
|
|
||
|
Magical Transportation: Ferry C2 (11,4) and C2 (11,12); Murray's Boat Ride C3
|
||
|
(7,9); Passage Behind the Falls C3 (11,15); Passage to Time of Air A1 (0,15);
|
||
|
Passage to Time of Earth E4 (15,0); Passage to Time of Fire E1 (15,15); Passage
|
||
|
to Time of Water A1 (0,15); Sinkholes C4, Teleport to Dungeon Woodhaven B2
|
||
|
(4,1); Teleport to Dungeon Hillstone B2 (4,3); Teleport to Dungeon Luxus B2
|
||
|
(6,1); Teleport to Dungeon Pinehurst B2 (6,3); Whirlpools A3.
|
||
|
|
||
|
Messages: Green-1 B2 (14,9), Green-2 B3 (12,2), Green-3 B2 (14,5), and Green-4
|
||
|
B3 (12,9); Yellow-1 E3 (7,2), Yellow-2 E4 (2,11), Yellow-3 D3 (13,4), Yellow-4
|
||
|
D4 (12,10), Yellow-5 E4 (7,15), Yellow-6 D4 (14,15), Yellow-7 D3 (5,10),
|
||
|
Yellow-8 E3 (0,3), and Yellow-9 D3 (8,2).
|
||
|
|
||
|
Monuments: B3 (14,6), B3 (15,4), B3 (15,8), C3 (3,5), C3 (3,7), and C3 (1,8).
|
||
|
!CompuServe TEG-10642
|
||
|
|
||
|
|
||
|
People to See (and Monsters, too): Baron Wilfrey (Archers) B2 (11,2); Brutal
|
||
|
Bruno (Barbarians) C4 (0,15); Bozorc D1 (14,1); Death Spider A2 (2,9); Fat Toad
|
||
|
C4 (14,8); Guardian Pegasus B1 (9,9); Jurors on Mt. Farview D2 (7,0); Lord Haart
|
||
|
B1 (5,5); Lumberjacks B1 (15,13); Mandagul D2 (6,8); Mark C1 (1,1); Mr. Wizard
|
||
|
D3 (1,14); Raving Mad Man D3 (7,13); Spaz Twit A1 (12,4); The Gourmet A3 (7,7);
|
||
|
The Dread Knight (Knights) B3 (5,14); The Long One E2 (5,4); Toothless Old Druid
|
||
|
C3 (1,9); Yekop (Sorcerers) B4 (4,10); Ybmug (Sorcerers) B3 (4,4).
|
||
|
|
||
|
Places to Go: Bay of Death A3 (12,9); Camp Kill-U E2 (11,14); Castle Ruins C2
|
||
|
(14,8); Circus B2 (14,4); Desert Oases E2 (3,1), E2 (3,7), E2 (4,6), E2 (10,1),
|
||
|
E2 (11,14), E2 (14,4), E3 (2,10), E3 (6,8), and E3 (11,6); Dino Ranch E2 (7,12);
|
||
|
Farm of Fear D4 (9,11); Fortress Haart B1 (5,5); Magical Monster Pit C2 (4,4);
|
||
|
Murray's Gym B4 (4,3); Murray's Resort B4 (3,3); Orc Hideaway C2 (7,3); Sunken
|
||
|
Ship A3 (2,2).
|
||
|
|
||
|
Sorcerer Spells: 5-2 C1 (1,8); 7-1 A2 (15,11); 9-2 D1 (5,6).
|
||
|
|
||
|
Towers: Dark Keep (Sorcerers) B3 (4,4); Tower of Mercy (Sorcerers) B4 (4,10).
|
||
|
|
||
|
!CompuServe TEG-10644
|
||
|
|
||
|
Towns: Atlantium A4 (13,10); Middlegate C2 (7,3); Sandsobar E4 (4,10); Tundara
|
||
|
A1 (12,3); Vulcania E1 (3,4).
|
||
|
|
||
|
Fun things to try: Murray's Massage B4 (3,2).
|
||
|
|
||
|
Note 1: Not all the features listed above exist in the present. Some features
|
||
|
may only exist on certain days. You might need to be facing a specific direction
|
||
|
to see some of these features. If you are at the specified location and can't
|
||
|
find anything, face all four directions. If you still don't see anything,
|
||
|
explore the squares nearby. Items followed by a character type in parentheses
|
||
|
indicate the item is important to the Jurors' Quest for that character type.
|
||
|
|
||
|
Note 2: The effects of each fountain/pool/spring and food item were determined
|
||
|
empirically (e.g., a character used them and I noted the results.) In some
|
||
|
cases, there were no noticeable results. Some of the effects of these magical
|
||
|
waters may change with time or the previous actions of characters. Magical water
|
||
|
may benefit some characters but harm others. For example, a spring that changes
|
||
|
the level of everyone in the party to 18 is a great benefit to second level
|
||
|
characters, but a terrible curse for 50th level characters.
|
||
|
|
||
|
!CompuServe TEG-10646
|
||
|
|
||
|
IN AND UNDER TOWNS AND CASTLES
|
||
|
|
||
|
Middlegate (Town 1) C2 (7,3): Middlegate Inn (7,6); S. J. Blacksmith (4,4);
|
||
|
Slaughtered Lamb Tavern (4,6); Sleepy's Mage Guild (7,14); Join Mage Guild
|
||
|
(2,12); Gateway Temple (7,7); Turkov's Training (7,10); Town Gates (5,15);
|
||
|
Poorman's Portal (Sandsobar/Atlantium) (1,5); Cavern under city (8,0); Lock and
|
||
|
Key, Ltd. (2,8); Arena (12,4); Otto Mapper, Esquire (0,15); Edmund's Expeditions
|
||
|
(2,12), Track and Trail (2,9); Brain Detoxification (12,11), Travelmoore (8,13);
|
||
|
Feldecarb Fountain (15,15); Fountain of Clairvoyance (8,4); Nordon (11,2);
|
||
|
Nordonna (1,1).
|
||
|
|
||
|
Middlegate Cavern: Stairs (15,8); Dangerous Encounters (5,3), (7,13), (8,1),
|
||
|
(11,7), (11,9), (12,3), and (12,13); Free Gold (1,0); Goblets (0,7); Goblins'
|
||
|
Lair (2,8); Green Interleave (8,14); Hired Help (0,15); Kobold HQ (1,15). Places
|
||
|
to visit: (0,0), (3,6), (3,10), (9,0), (11,8), and (15,2).
|
||
|
|
||
|
Atlantium (Town 2) A4 (13,10): Carriage Inn (8,14); Drewnhald Ironworks (6,14);
|
||
|
Boar's Tongue Tavern (11,10); Cabalist Mage Guild (6,4); Join Mage Guild (11,7);
|
||
|
Elusian Temple (5,7); Island Training (9,4); Town Gates (15,15); Beautify
|
||
|
Atlantium (Vulcania) (3,0); The Mystic Portal (Middlegate) (12,0); Cavern under
|
||
|
!CompuServe TEG-10649
|
||
|
|
||
|
city (0,15); Classic Key Shoppe (4,10); The Colosseum (7,9); The Olympic Trial
|
||
|
(6,3); Odysseus' Tongue (8,3); Hippomenes and Atlanta (10,3); City Jail (3,13);
|
||
|
Clerics and Sorcerers Rooming House (13,6); Knights and Warriors Rooming House
|
||
|
(2,6); Statues (X=0 or 15, Y=8 to 11).
|
||
|
|
||
|
The Depths of Atlantium: Stairs (8,8). Monuments: Statue of Transport (0,14);
|
||
|
Statue of Death (3,3); Statue of Draining (5,1); Statue of Enlightenment (Int)
|
||
|
(11,15); Statue of Transport (14,5). Places to visit: (1,13), (5,5), (6,13),
|
||
|
(9,6), and (15,7).
|
||
|
|
||
|
Tundara (Town 3) A1 (12,3): Tundaran Arms Inn (8,11); Thundrax Weaponry
|
||
|
(10,10); Lucky Dog Saloon (8,9); Mystical Mage Guild (14,14); Join Mage Guild
|
||
|
(9,8); White Dove Temple (11,12); Enhancement Center (11,7); Town Gates (15,11);
|
||
|
La Port (Sandsobar) (6,10); Polar Passage Portal (Vulcania) (6,8); Cavern under
|
||
|
city (7,6); International Market (5,12); Sarcen's Denial (3,14); Columbus's
|
||
|
Sextant (8,14); City Jail (3,5); Passage through Inner Wall (2,7); Passage into
|
||
|
Outer Wall (14,7); Barrier Control (15,12); Frozen Monster (X=2 to 13, Y=1 or
|
||
|
3); Nifty Treasure (15,9).
|
||
|
|
||
|
Tundara Below: Stairs (14,1); Control Room (10,13). Places to visit: (3,11),
|
||
|
!CompuServe TEG-10651
|
||
|
|
||
|
(3,13), (5,4), (7,8), (11,8), and (13,10). Secret Doors: (0,8), (8,6), (12,15),
|
||
|
and (15,4). Storage Rooms: (5,12), (12,1), and (12,6). Transporter: (10,2).
|
||
|
|
||
|
Vulcania (Town 4) E1 (3,4): Hotel Four (7,2); Bestway Blacksmith (14,8);
|
||
|
Belinthra's Bar (5,2); Blackrock Mage Guild (11,6); Join Mage Guild (3,6);
|
||
|
Vulcan Temple (13,8); Training Academy (5,3); Town Gates (5,0); Vulcanian
|
||
|
Transport (Sandsobar) (6,2); Vulcanian Export Co. (Atlantium) (8,2); Cavern
|
||
|
under city (10,0); Lava Locksmith (1,8); Proficiency Expert (15,2);
|
||
|
Disembowelments R Us (3,10); Sergeant Pain School (0,2); Scale of Protection
|
||
|
(10,6); Element Statue (6,9), (6,11), (8,9), and (8,11); Entrance to Wild
|
||
|
Section (7,12).
|
||
|
|
||
|
Vulcania Under: Stairs (10,0); Hired Help (1,14). Places to visit: (1,1),
|
||
|
(3,6), (5,14), (9,1), (13,6), and (15,15). Song of Endearing (End) (15,14).
|
||
|
|
||
|
Sandsobar (Town 5) E4 (4,10): Hourglass Inn (2,10); Big Al's Accessories
|
||
|
(7,14); Red Lantern Tavern (5,10); Whirlwind Mage Guild (5,7); Join Mage Guild
|
||
|
(1,12); Temple Benedictus (5,11); Sheik Training Arena (2,7); Town Gates (0,14);
|
||
|
Sirocco Portal (Tundara) (4,15); Dune Portal (Middlegate) (8,2); Cavern under
|
||
|
city (10,0); Fitpro Locksmith (6,3); The Monster Bowl (10,8); The Embassy (2,4);
|
||
|
!CompuServe TEG-10653
|
||
|
|
||
|
Sly's Opportunities (1,5); The Sandy Dunes (2,0); The Wizard's Eye (9,11); The
|
||
|
Beggar's Gift (8,4); Entrance to the Slums (10,1).
|
||
|
|
||
|
Pits of Sandsobar: Stairs (12,7); Friendly Zombie (0,0). Places to visit:
|
||
|
(0,11), (4,2), (5,8), and (14,14); Sharp Tooth Den (15,0); Thieves' Guild
|
||
|
(2,14); Master Thief Maxwell (13,9); Master Thief Renaldo, Jr. (0,12).
|
||
|
|
||
|
Castle HillStone D4 (13,1): Lord Slayer (5,2); Entrances (7,15) and (8,15);
|
||
|
Stairs to Dungeon (10,13); Guards (0,2), (0,13), (2,0), (2,15), (13,0), (13,15),
|
||
|
(15,2), and (15,13); Hired Help (8,4); Joke of the Day (5,9); N-19 Capitor
|
||
|
(3,13); Quest Pharmacy (13,2); Prison (8,6); Red Room (11,2); The Zoo (10,11);
|
||
|
Throne Room (5,3).
|
||
|
|
||
|
HillStone Dungeon, Level 1: (10,13); Stairs Up (8,15); Stairs Down (5,1); Magic
|
||
|
Traps (1,0), (1,1), (1,2), (3,12), (4,5), (5,5), (7,2), (7,3), (8,0), (8,6),
|
||
|
(9,2), (9,3), (13,9), (14,4), (15,0), (15,3). Forbidden Locations: No Half-orcs
|
||
|
(6,7), (7,5), (9,5), and (10,7); No Barbarians (1,12); No Ninjas (15,12). Places
|
||
|
of Interest: Attribute Enhancer (HP) (11,1); Attribute Modifier (Might, Int)
|
||
|
(0,0); Golden Fountain of Experience (11,5); Portal to Woodhaven Dungeon Level 1
|
||
|
(15,15). Treasures: Coral Broach (1,14); Crystal Vial (15,14).
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-10655
|
||
|
|
||
|
|
||
|
HillStone Dungeon, Level 2: Stairs from Level 1 (5,1); Stairs Up (0,12); Magic
|
||
|
Traps (0,15), (1,13), (1,15), (2,14), (4,13), (5,10), (7,8), (7,13), (11,4),
|
||
|
(11,6), (11,10), (12,3), (12,4), (12,13), (14,1), and (15,4). Forbidden
|
||
|
Locations: No Half-orcs (10,6); No Barbarians (13,14); No Ninjas (2,0). Places
|
||
|
of Interest: Attribute Enhancer (HP) (10,7); Attribute Modifier (Int/End) (3,9);
|
||
|
Golden Pit of Experience (9,15); Whirlpool of Machismo (0,8); Portal to
|
||
|
Woodhaven Dungeon Level 2 (7,10). Treasure: Lapis Scarab (15,15); Ruby Amulet
|
||
|
(4,0).
|
||
|
|
||
|
Castle PineHurst (Lord Peabody) A2 (1,1); Lord Peabody (4,3); Entrance (15,7)
|
||
|
and (15,8); Stairs to Dungeon (11,2); Cryptic Words (2,8); J26 Fluxor (7,6);
|
||
|
Teleporters (2,6) and (14,5); Time Trap (2,7); WayBack Machine (2,5); Yellow
|
||
|
Room (13,3).
|
||
|
|
||
|
PineHurst Dungeon, Level 1: (11,2); Stairs Up (0,15); Stairs Down (1,2). Magic
|
||
|
Trap (4,6), (5,1), (8,11), (14,1), (15,0), (15,9), (15,11), and (15,13).
|
||
|
Forbidden Locations: No Humans (0,14), (14,14); No Knights (11,14); No Paladins
|
||
|
(6,5). Places of Interest: Attribute Enhancer (Acc) (14,13); Attribute Modifier
|
||
|
(Spd/Acc) (2,7); Portal to Luxus Dungeon Level 1 (12,8). Treasures: Ivory Cameo
|
||
|
!CompuServe TEG-10657
|
||
|
|
||
|
(11,13); Agate Grail (6,6).
|
||
|
|
||
|
PineHurst Dungeon, Level 2: Stairs from Level 1 (1,2); Stairs Up (7,7); Magic
|
||
|
Traps (0,3), (1,7), (2,10), (4,6), (4,12), (6,10), (7,9), (9,3), (13,3), and
|
||
|
(15,4). Forbidden Locations: No Humans (6,7) and (13,2); No Knights (3,12) and
|
||
|
(4,14); No Paladins (14,12), (14,14), and (15,13). People to See: Spell Salesman
|
||
|
(2,1). Places of Interest: Attribute Enhancer (Luck) (13,1); Attribute Modifier
|
||
|
(Luck/Per) (4,15); Fountain of Good (5,1); Portal to Luxus Dungeon Level 2
|
||
|
(8,6). Treasure: Opal Pendant (14,13); Ruby Tiara (2,13).
|
||
|
|
||
|
Castle Woodhaven C1 (3,14); Lord Hoardall (9,11); Entrance (7,0) and (8,0);
|
||
|
Stairs to Dungeon (11,9); Guards (0,2), (0,13), (2,0), (2,15), (13,0), (13,15),
|
||
|
(15,2), and (15,13); Green Room (10,7); Joke of the Day (9,6); N-19 Capitor
|
||
|
(3,13); Quest Pharmacy (13,2); Throne Room (5,3); Treasury around (4,5).
|
||
|
|
||
|
Woodhaven Dungeon, Level 1: (11,9); Stairs Up (0,15); Stairs Down (13,13);
|
||
|
Magic Traps (1,4), (1,7), (3,14), (4,6), (6,0), (8,10), (9,2), (9,7), (12,9),
|
||
|
(13,8), and (15,12). Forbidden Locations: No Elves (0,6), (6,15), (7,13),
|
||
|
(8,13), (8,14), and (8,15); No Clerics (3,6); No Robbers (6,3). Places of
|
||
|
Interest: Attribute Enhancer (0,7); Attribute Modifier (Might/Pers) (15,0).
|
||
|
!CompuServe TEG-10659
|
||
|
|
||
|
Treasure: Onyx Effigy (4,4); Sapphire Pin (7,1).
|
||
|
|
||
|
Woodhaven Dungeon, Level 2: Stairs from Level 1 (13,13); Stairs Up (7,15);
|
||
|
Forbidden Locations: No Elves (7,14) and (11,4); No Clerics (7,4) and (10,6); No
|
||
|
Robbers (6,4). Places of Interest: Attribute Enhancer (12,2); Attribute Modifier
|
||
|
(8,6); Experience the Gem-eating Dragon! (4,4); Neutrality Pool (7,8). Random
|
||
|
Teleports: (0,1), (0,6), (2,4), (3,2), (4,0), (5,3), (6,6), (8,3), (10,2), and
|
||
|
(15,8). Treasure: Amethyst Box (4,6); Pearl Choker (12,2).
|
||
|
|
||
|
Luxus Palace Royale D2 (14,14): Queen Lamanda (7,13) and (8,13); Entrance
|
||
|
(7,0); Stairs Down (0,0); Joke of the Day (7,10) and (8,10); A-1 Todilor (0,6);
|
||
|
Black Room (13,14); Throne (7,12) and (8,12); Corak's Study (7,9) and (7,11);
|
||
|
Court Wizard (8,11);
|
||
|
|
||
|
Luxus Dungeon, Level 1 (0,0): Stairs Down (11,8); Stairs Up (0,12); Magic
|
||
|
Traps: (0,10), (2,0), (8,11), and (10,15). Forbidden Locations: No Dwarves
|
||
|
(10,14) and (10,8); No Archers (2,15); No Sorcerers (1,0). Places of Interest:
|
||
|
Attribute Enhancer (11,14); Attribute Modifier (5,0); Portal to HillStone
|
||
|
Dungeon Level 1 (15,0). Treasure: Amber Skull (0,0); Topaz Shard (0,15).
|
||
|
|
||
|
!CompuServe TEG-10661
|
||
|
|
||
|
Luxus Dungeon, Level 2: Stairs from Level 1 (13,5); Stairs Up (10,2); Magic
|
||
|
Traps (Random Teleporters) all over! Forbidden Locations: Eraweb Salem (4,7);
|
||
|
Fear No Evil (5,10); No Dwarfs (8,10) and (10,1); No Archers (15,14); No
|
||
|
Sorcerers (14,13). People to See: Hit Point Salesman (0,15). Places of Interest:
|
||
|
Attribute Enhancer (15,0); Attribute Modifier (16,6); Alignments by Appointment
|
||
|
(5,11); Feminine Mystique (4,8); Portal to HillStone Dungeon Level 2 (11,1).
|
||
|
Treasure: Sun Crown (15,13); Quartz Skull (14,14).
|
||
|
|
||
|
Castle Xabran (8th Era) C2 (14,8): Dangerous Encounters (2,8), (3,2), (3,14),
|
||
|
and (4,7); Hall of Spells (3,9); Hireling Hall (3,7); Red Interleave (3,4);
|
||
|
Yellow Interleave (12,12); Air Disc (15,15); Earth Disc (6,2); Fire Disc (6,14);
|
||
|
Water Disc (15,0).
|
||
|
|
||
|
DUNGEONS, TOWERS, AND CAVES
|
||
|
|
||
|
Corak's Cave C2 (5,11): Entrance (7,13) and (8,13); Dangerous Encounters (7,3)
|
||
|
and (8,3). Places of Interest: Cryptic Words (13,0); Sarcophagus Storage (3,8)
|
||
|
and (12,8); Zombie Sanctuary (5,13) and (10,13). People to See: Crypt Guardians
|
||
|
(7,6) and (8,6); Lloyd (7,11); Corak (8,0); Mysterious Benefactor (13,3).
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-10663
|
||
|
|
||
|
Dark Keep B3 (4,4): Entrance (0,0); Clues for a Safe Passage (1,0), (4,3),
|
||
|
(4,6), (6,5), (6,8), (8,6), (8,9), (10,7), (10,10), (11,13), (12,11), and
|
||
|
(14,13). Dangerous Encounters (1,4); Stasis Chamber (3,13); Controls (2,10),
|
||
|
(4,10). People to See: Evil Wizard Ybmug (3,13).
|
||
|
|
||
|
Safe Passage: 1 3 1 1 9 12 A C G I. Access Code: L 23 R 46.
|
||
|
|
||
|
Dawn's Mist Bog Resort D4 (3,7): Entrance (7,0), (8,0), and (9,0). Dangerous
|
||
|
Encounters: Employees Only (1,14); Lucky Dogs (13,8); Greedy Snitches (7,12) and
|
||
|
(9,12); Guardians (11,12). Hired Help (4,11). People to See: Dawn (8,9). Places
|
||
|
of Interest: Attribute Enhancer (Luck) (12,7); Cafeteria (14,14) Dog Kennel
|
||
|
(14,8); Lounge (1,3); Playroom (1,1); Spa (14,0); Steam Room (14,12); Target
|
||
|
Practice (1,11); Weight Room (14,10); Portal to Murray's Cavern (11,3).
|
||
|
Treasure: Monster Tome (15,13); Element Orb (10,15).
|
||
|
|
||
|
Dragons' Dominion D1 (12,14): Entrance (0,7), (0,8), and (0,9). Dangerous
|
||
|
Encounters: Ancient Dragon (15,8) and (15,15); Armored Dragon (7,0); Magic
|
||
|
Serpent (15,13); Mixed Dragons (15,5) and (15,11). Free Gold (3,14). Places of
|
||
|
Interest: Hit Point Enhancer (0,0), (7,14), and (11,2). Treasures: (3,6),
|
||
|
(3,10), (13,6), and (13,10).
|
||
|
!CompuServe TEG-10665
|
||
|
|
||
|
|
||
|
Druids' Cavern C3 (15,0): Entrance (1,12): Exit (8,8). Dangerous Encounters:
|
||
|
(0,6) and (13,2). Freebies: (4,9), (10,12), (11,14), and (12,2). Magic Traps:
|
||
|
(0,8), (0,13), (2,2), (2,15), (5,2), (5,8), (6,5), (8,10), (9,12), (11,8),
|
||
|
(11,15), (12,0), (14,7), (15,2), and (15,9). Persons to See: Venerable Druid
|
||
|
Master (15,14). Places of Interest: Attribute Enhancer (Str) (1,15); Cryptic
|
||
|
Words (1,8), (8,3), and (15,11).
|
||
|
|
||
|
Forbidden Forest Fort C3 (15,0): Entrance (7,7). Dangerous Encounters: (2,7)
|
||
|
and (2,8). Forbidden Locations: Paladins Only (8,9). People (and Monsters) to
|
||
|
See: Frost Dragon (8,7); High Command (15,8); Legion Commanders (14,1) and
|
||
|
(14,14); MPs (13,1) and (13,14); Sarge (11,1) and (11,14). Places of Interest:
|
||
|
Army Barracks (6,7) and (6,8); General Headquarters (14,5) and (14,10); Infantry
|
||
|
(4,6) and (4,9); Legions (3,7) and (3,8); 5th Legion (0,12) and (1,12); 7th
|
||
|
Legion (0,3) and (1,3); War Room (13,7) and (13,8).
|
||
|
|
||
|
Gemmaker Cave E1 (4,7): Entrance (0,15). Freebies: (0,3), (1,9), (2,13),
|
||
|
(4,11), (4,13), (5,4), (6,14), (7,7), (9,8), (9,11), (10,3), (11,6), (11,15),
|
||
|
(13,6), (14,0), (14,1), (14,9), (14,12), (15,0), and (15,1). Magic Trap: Squares
|
||
|
around (9,8). People to See: Gemmaker (3,3). Places to Visit: (6,10). Cryptic
|
||
|
!CompuServe TEG-10668
|
||
|
|
||
|
Words: (5,2), (7,12), (11,2), and (14,7).
|
||
|
|
||
|
Ice Cavern B1 (4,12): Entrance (0,7). Dangerous Encounters: (0,8), (15,1),
|
||
|
(15,14), (1,1), (1,14), (4,4), (4,11), (7,1), (7,14), (10,4), (10,11), (13,1),
|
||
|
and (13,14). Freebies: (0,1), (0,15), (2,1), (3,3), (5,12), (6,15), (8,0),
|
||
|
(9,12), (10,3), (12,0), (14,15). Magic Traps: (1,2), (1,13), (4,5), (4,10),
|
||
|
(7,2), (7,13), (10,5), (10,10), (13,2), (13,13), (15,7), (15,8). Places of
|
||
|
Interest: Attribute Enhancer (Pers) (15,7) and (15,8). Restricted Areas: Females
|
||
|
Only (14,7); Males Only (14,8).
|
||
|
|
||
|
Murray's Cavern B4 (2,2): Entrance (14,14). Dangerous Encounters: (2,1), (9,8),
|
||
|
(10,2), (11,3), (12,3), (12,12), and (13,2). Forbidden Locations: Heroes Only
|
||
|
(4,8); Murray Only (3,1); No Hirelings (7,8); No Weaklings (6,8). People to See:
|
||
|
Murray (1,8). Places of Interest: Laboratory (9,2), (12,11), and (14,2);
|
||
|
Murray's Vault (2,5); Portal to Dawns Mist Bog Resort (0,7). Treasure: Murray's
|
||
|
Treasure (6,5). Fun things to try: Murray's Goofy Juice (0,9); Murray's Power
|
||
|
Oil (5,15). Cryptic Words: (0,0), (0,12), (1,2), (3,2), (12,7), and (14,1).
|
||
|
|
||
|
Rift Cave E3 (9,3): Entrance (13,0) and (15,7); Exit (15,7). Dangerous
|
||
|
Encounters: (0,7), (2,7), (4,7), (6,7), (8,7), (10,7), (12,7), and (14,7).
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-10670
|
||
|
|
||
|
Freebies: (0,1), (0,3), (0,5), (0,9), (0,11), (0,13), (0,15), (2,6), (2,8),
|
||
|
(4,6), (4,8), (6,6), (6,8), (8,6), (8,8), (10,6), (10,8), (12,6), (12,8),
|
||
|
(14,15), and (15,0). Cryptic Words: (2,13), (3,0), (4,4), (6,3), (8,12), (8,15),
|
||
|
(12,15), and (14,2).
|
||
|
|
||
|
Sarakin's Mine A2 (12,4): Entrance (8,0). Dangerous Encounters: (1,15).
|
||
|
Freebies: (0,5), (0,6), (0,7), (0,8), (0,9), (0,15), (1,6), (1,7), (2,9),
|
||
|
(2,10), (3,6), (3,7), (3,9), (4,10), (9,2), (10,14), (13,6), (13,9), (13,14),
|
||
|
and (15,14). Hired Help (7,2); Magic Traps Around (8,6), (2,6), (6,12), (11,10),
|
||
|
and (13,4). People to See: Ghost of Sarakin (8,6); Friends of Sarakin (2,3).
|
||
|
Places of Interest: Sarakin's Fountain (Youth) (1,15).
|
||
|
|
||
|
Square Lake Cave C2 (10,7): Entrance (0,0). Dangerous Encounters: (15,1),
|
||
|
(14,2), (13,3), (12,4), (11,5), (10,6), (9,7), (8,8), (7,9), (6,10), (5,11),
|
||
|
(4,12), (3,13), and (2,14); 600 Demon Kings (11,14). Win the Game! (15,0).
|
||
|
|
||
|
Tower of Mercy B4 (4,10): Entrance (15,15). Clues for a Safe Passage: (1,2),
|
||
|
(3,4), (4,2), (5,3), (5,6), (7,5), (7,8), (9,7), (9,10), (11,9), (11,12), and
|
||
|
(14,15). Dangerous Encounters (14,11); Stasis Chamber (12,15); Controls (11,5)
|
||
|
and (13,5). People to See: Good Wizard Yekop (12,5).
|
||
|
!CompuServe TEG-10672
|
||
|
|
||
|
|
||
|
Safe Passage: 2 2 4 6 6 12 A D F I. Access Code: L 64 R 32
|
||
|
|
||
|
Elemental Plane of Air (Time of Air) A1 (0,15); Elemental Plane of Earth (Time
|
||
|
of Earth) E4 (15,0); Elemental Plane of Fire (Time of Fire) E1 (15,15);
|
||
|
Elemental Plane of Water (Time of Water) A4 (0,0).
|
||
|
|
||
|
Messages: Red-1 Earth (15,8); Red-2 Air (0,7); Red-3 Water (0,8); Red-4 Earth
|
||
|
(7,0); Red-5 Fire (6,15); Red-6 Earth (9,6); Red-7 Air (7,15); Red-8 Water
|
||
|
(8,0); Red-9 Fire (15,7).
|
||
|
|
||
|
People to See: Lord Acwalandar Water (8,8); Lord Gralkor Earth (4,5); Lord
|
||
|
Pyrannaste Fire (9,9); Lord Shalwend Air (5,5).
|
||
|
|
||
|
Treasure: Air Talon Air (7,7); Earth Talon Earth (8,8); Fire Talon Fire (4,4);
|
||
|
Water Talon Water (10,10).
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
!CompuServe TEG-10673
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
!CompuServe TEG-9446
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
|
||
|
1 Introduction, Character Tips
|
||
|
2 Starting Out, Quests
|
||
|
3 Character Development
|
||
|
4 Combat, Rest, Spell Casting
|
||
|
5 Region Descriptions, Time Travel
|
||
|
6 Town Descriptions
|
||
|
7 Guide to Cron's Underground
|
||
|
8 Complete Location Not
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
CompuServe TEG-10675
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
Part 9
|
||
|
|
||
|
EXP
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
RESS TO SUCCESS
|
||
|
|
||
|
While I was writing this walkthru, I discovered a way to raise level 6
|
||
|
characters to level 50 in under an h
|
||
|
our! Repeated applications can raise the
|
||
|
party to 255 (top end maximum!) in several hours. This section will tell you how
|
||
|
to d
|
||
|
o this for your party.
|
||
|
|
||
|
Before you raise your characters to these heights, please consider that it may
|
||
|
ruin your enjoyment of the game. In my experience -- and the experience of other
|
||
|
gamers with whom I have discussed this -- this game plays best with characters
|
||
|
ranging in level from 20th to 40th. These levels allow you to win the battles
|
||
|
you need to, but force you to rely on your intelligence and cunning; at levels
|
||
|
higher than these, you can just use brute force to deal with any situation which
|
||
|
would tend to get rather boring after a while.
|
||
|
!CompuServe TEG-10676
|
||
|
|
||
|
|
||
|
Part of the game's response to higher level characters seems to be to increase
|
||
|
the number of monsters you meet in each encounter, and this eventually leads to
|
||
|
long boring combats; your party can wipe out a monster party consisting of six
|
||
|
Iron Wizards, a T. Rex, and 170 Armored Dragons, killing them all without taking
|
||
|
any damage. This battle could take upwards of ten minutes, and be followed by
|
||
|
similar encounters. While I originally enjoyed being more powerful than almost
|
||
|
any monster or combination of monsters, I soon realized that I had compromised
|
||
|
the playability of the game.
|
||
|
|
||
|
MMII is a fun game that can be played for a long time, and I don't want to
|
||
|
spoil it for you with these hints (I have to admit, I felt very clever when I
|
||
|
discovered this!). So with that warning, read on if you like. Certainly, you
|
||
|
don't have to use what is presented here.
|
||
|
|
||
|
PREPARATIONS
|
||
|
|
||
|
For this process to work best, you need to make some preparations. You need to
|
||
|
find or purchase a Witch's Broom and a Teleport Orb, find the Holy Word spell
|
||
|
hidden in square C1, and visit Corak's Cave in C2 to learn Lloyd's Beacon.
|
||
|
!CompuServe TEG-10678
|
||
|
|
||
|
|
||
|
Using the Witch's Broom and the Teleport Orb, visit the Greatest Fountain which
|
||
|
is located in the desert in E2. Don't try to walk there or you will die;
|
||
|
instead, use the Orb to jump directly to the fountain. Cast a Lloyd's Beacon in
|
||
|
this square so that you can return here anytime you want. Now, use the Witch's
|
||
|
Broom to return to a town and save the game by entering an Inn.
|
||
|
|
||
|
THE FIRST GIANT STEP
|
||
|
|
||
|
Mr. Wizard is being held captive by a Lich and a Monster Masher in D3. Rescuing
|
||
|
him involves defeating the Lich and the Masher, and will provide you with
|
||
|
considerable experience (it jumped my characters from 6th level to 13th level).
|
||
|
|
||
|
A Lich is an Undead Monster which can be dispelled by the Holy Word spell. Your
|
||
|
problems at this point are:
|
||
|
|
||
|
1. Sixth level characters can't throw ninth level spells.
|
||
|
|
||
|
2. Your cleric doesn't have enough spell points.
|
||
|
|
||
|
!CompuServe TEG-10680
|
||
|
|
||
|
3. You have to throw the spell before the Lich attacks, or you will be toasted,
|
||
|
and the Lich is faster than you (so is the Masher).
|
||
|
|
||
|
4. There is no way that six sixth level characters can overcome a Monster
|
||
|
Masher.
|
||
|
|
||
|
Dealing with these problems one at a time:
|
||
|
|
||
|
1. In C1 is a fountain that temporarily allows all who drink from it to throw
|
||
|
9th level spells (if they know them).
|
||
|
|
||
|
2. In C1 is a fountain that temporarily provides 200 spell points to everyone
|
||
|
who drinks from it.
|
||
|
|
||
|
So you use the Broom to fly to C1, and drink from these two fountains.
|
||
|
|
||
|
3. Use Lloyd's Beacon to return to the Greatest Fountain and drink from it.
|
||
|
This raises all your attribute scores -- including speed -- to 200, making you
|
||
|
faster than the Lich.
|
||
|
|
||
|
!CompuServe TEG-10682
|
||
|
|
||
|
4. The Greatest Fountain affects the amount of damage you do in a physical
|
||
|
attack by raising your strength to 200 (roughly equivalent to the Hulk), while
|
||
|
it increases your chance to hit (accuracy of 200 is impossible to describe).
|
||
|
When you fight the Masher you will be amazed!
|
||
|
|
||
|
Use the Witch's Broom to fly to D3, then use the Teleport Orb to teleport to
|
||
|
(1,14) (don't try to walk there; if you get in a fight, you lose all your
|
||
|
enhancements and have to start again). Attack!
|
||
|
|
||
|
Let everyone in your party (except the Cleric) smite the Monster Masher. I
|
||
|
suspect that four hits (from the Knight, Paladin, Robber, and Archer) will take
|
||
|
him out.
|
||
|
|
||
|
When it's your cleric's turn, have him cast Holy Word. ZAP! The Lich is gone,
|
||
|
Mr. Wizard is free, grateful, and available for hire, and there is an excellent
|
||
|
treasure here.
|
||
|
|
||
|
When you return home, visit the most expensive Training Center you can afford.
|
||
|
(I actually had to make some side trips to obtain enough gold to pay the
|
||
|
Training Center in order to find out my entire party was now 13th level.)
|
||
|
!CompuServe TEG-10683
|
||
|
|
||
|
|
||
|
The finishing touch on this step is to circle through the Towns of Cron,
|
||
|
visiting all of the Temples and Mages Guilds, and learning all the spells you
|
||
|
can afford.
|
||
|
|
||
|
LATER, GREATER STEPS
|
||
|
|
||
|
You can't rescue Mr. Wizard again, but at this point, with a little
|
||
|
preparation, you can take out the Cuisinarts!
|
||
|
|
||
|
First, you need to learn the Dancing Sword spell. Before you leave town, visit
|
||
|
the Temple and make donations (option C) until the clerics bless you for the
|
||
|
day. Visit the Greatest Fountain and the Spell Fountains in C1, then use the
|
||
|
Broom to go to A2. Use the Teleport Orb (avoid encounters!) to jump to (15,11),
|
||
|
where you will find and fight the Mist Warrior, who you should defeat easily.
|
||
|
When you win this battle, you learn the Dancing Sword spell. Return home to rest
|
||
|
and save the game, because now we're going to chase Big Game!
|
||
|
|
||
|
Purchase (or find) 12 units of "MaxHP Potion." Magic users can use the spell S
|
||
|
1-2 (Detect Magic) to see how many units each potion bottle holds.
|
||
|
!CompuServe TEG-10685
|
||
|
|
||
|
|
||
|
Visit your Temple and donate until you are blessed. Visit the Greatest Fountain
|
||
|
and the Spell Fountains, then use the Broom to take tou eo B2.
|
||
|
|
||
|
Have every party member use two units of the MaxHP Potion, and have your
|
||
|
Paladin cast C 1-6 (Power Cure) on each party member in turn until he runs out
|
||
|
of spell points. If you have two Paladins, they should both throw spells until
|
||
|
they run out of points (don't use up your Cleric's spell points yet).
|
||
|
|
||
|
At this point, you should have a Blessed Party, each of which can cast 9th
|
||
|
level spells, has 200 spell points each (except the Paladins), has attribute
|
||
|
scores of 200, and has magically extended his/her natural number of hit points.
|
||
|
|
||
|
If your party has two Mountaineers, you can walk north through the mountains
|
||
|
(from the road) to (1,9). If not, use the Orb. You will encounter the
|
||
|
Cuisinarts. If you choose to fight, you get to go first (even if they surprise
|
||
|
you).
|
||
|
|
||
|
Characters who can't throw spells should concentrate on the first Cuisinart.
|
||
|
Your Archer should probably shoot number 1, although using the Dancing Sword is
|
||
|
!CompuServe TEG-10687
|
||
|
|
||
|
a good alternative. If your paladins have enough spell points left, they should
|
||
|
throw C 7-3 (Moon Ray), because while it doesn't hurt the Cuisinarts much, it
|
||
|
gives your party more hit points (and you will need them shortly!).
|
||
|
|
||
|
Your Cleric should also throw Moon Ray. Your Sorcerer should throw S 8-4 (Power
|
||
|
Shield), which will cut damage to your party in half.
|
||
|
|
||
|
Hopefully, the first Cuisinart is down, but he might still be standing. And now
|
||
|
it's their turn!
|
||
|
|
||
|
If all three Cuisinarts frenzy, you're toast (again); however, there is a very
|
||
|
good chance that some of your party will be awake at the end of the round, and
|
||
|
also a good chance that you will all still be alive. If your Cleric is still
|
||
|
awake, you can save the day (well, save the second?) by throwing Moon Ray again.
|
||
|
Everyone who is still alive is partially cured, and you can start over.
|
||
|
|
||
|
If your Paladin(s) or Cleric(s) is able to throw Moon Ray at the start of the
|
||
|
second round, you have probably already won the fight, although it may take
|
||
|
another round. With 13th level charaotere, this fight won't last more than three
|
||
|
rounds, and it will only go three rounds if you win.
|
||
|
!CompuServe TEG-10689
|
||
|
|
||
|
|
||
|
You may lose to the Cuisinarts in this fight. If so, come back and try it
|
||
|
again. If you try it two or three times, you ought to win one. As soon as you
|
||
|
win one fight, rest immediately, then search (don't forget to search!). Once you
|
||
|
have the treasure, quickly return to town and save the game. You don't want to
|
||
|
lose your new experience and have to do this over again!
|
||
|
|
||
|
Once you've saved the game, visit a Training Center to reach the higher levels.
|
||
|
If, like me, you want to play with invincible characters, you can do the
|
||
|
Cuisinart cycle again.
|
||
|
|
||
|
I went through the Cuisinart cycle twice. Actually, at this point, my party was
|
||
|
gaining experience points much faster than gold, so I had to stop Training to go
|
||
|
out and find treasure to pay for my Training. Regardless of the money problem,
|
||
|
my party went from 6th level to 50th level in under an hour!
|
||
|
|
||
|
While treasure has been kind of glossed over here, you will be very happy with
|
||
|
the treasures the Cuisinarts hide. Things like a Silver Helmet +30, Silver
|
||
|
Splint Mail +23, Titan's Pike +25; many of the best treasures in the game can be
|
||
|
found here!
|
||
|
!CompuServe TEG-10691
|
||
|
|
||
|
|
||
|
Once you reach a level high enough to beat the Cuisinarts on a routine basis,
|
||
|
here is a method to advance even more quickly. Beat them once, turn to the west,
|
||
|
and take two steps. This puts you into A2. Rest (unless you already did), then
|
||
|
press the backup arrow twice to return to the Cuisinarts. Fight, win, search,
|
||
|
take two steps west, rest, take two steps east, and start again.
|
||
|
|
||
|
Please remember my warning; you may upset the playability of the game by
|
||
|
becoming too high a level too quickly. But the method is there, if you want to
|
||
|
use it!
|
||
|
|
||
|
POWER GOES TO MY HEAD
|
||
|
|
||
|
There is a magical weapon called a Shaman Pipe which you can use to assist a
|
||
|
party of only Paladins and Archers in throwing 8th and 9th level spells. The
|
||
|
special power of the Pipe raises the user's Spell Level (Shaman's Pipe +1 raises
|
||
|
the spell level by 2). By using this power, characters normally limited to 7th
|
||
|
level spells can throw 9th level spells, if the spells are in their Spell Books.
|
||
|
And a visit to the Spell Salesman will allow these characters to put 8th and 9th
|
||
|
level spells in the book.
|
||
|
!CompuServe TEG-10693
|
||
|
|
||
|
|
||
|
Using an Archer to emulate a Robber, and Shaman's Pipes in the packs of all my
|
||
|
party members, I played with a party of four Paladins and four Archers. They
|
||
|
started at 50th level (see above), and I was able to defeat every monster in the
|
||
|
modern world. Eventually, there was no one and nothing they couldn't defeat in
|
||
|
less than three rounds, which got incredibly boring.
|
||
|
|
||
|
Using S 9-4 (Enchant Item) and S 7-2 (Duplication), this group was outfitted
|
||
|
entirely in Gold Chain +50. The Paladins had Gold Helms and Gold Shields, also
|
||
|
+50. The Archers were equipped with Meteor Bows to increase their armor class,
|
||
|
and all eight carried Dark Tridents, again raising their Armor Classes.
|
||
|
|
||
|
All of these characters had scores of 100 for each attribute (many trips to the
|
||
|
Circus), and used magical enhancements to raise some attributes even higher.
|
||
|
This was when I discovered that Attributes over 255 might cause problems when
|
||
|
the party tried to rest. Maximum armor class turns out to be 255, as does
|
||
|
maximum level. I don't know what the maximum number of hit points is, because
|
||
|
the game allows my characters to continue to go up in hit points at the Training
|
||
|
Centers, even though their levels are pegged (it's too hard to explain; if you
|
||
|
really want to know, drop me a message in The Gamers' Forum).
|
||
|
!CompuServe TEG-10696
|
||
|
|
||
|
|
||
|
Eventually, there was nothing left to do but fight the Mega-Dragon. We won,
|
||
|
although he managed to crunch King Kalohn before the party could engage him. It
|
||
|
was an incredibly boring fight, and the treasure was in a Silver Chest.
|
||
|
|
||
|
Someone asked if I had enjoyed this, and I had to admit I didn't. I mostly
|
||
|
wanted to see what the limits of the game were, and I found out, so I guess
|
||
|
there is a little satisfaction there.
|
||
|
|
||
|
What else I found out was that the game plays best with characters between 20th
|
||
|
and 50th level. I hope I managed to convey that message to you, because this is
|
||
|
a fun game if you don't mangle it!
|
||
|
|
||
|
I hope that this guide can help users enjoy their game! Heartfelt thanks to
|
||
|
BigBad MaMa and Uncle Andy. Their input and encouragement made the writing of
|
||
|
this walkthru enjoyable, but I'm awfully glad it's done!
|
||
|
|
||
|
MIGHT AND MAGIC II is published by New World Computing and distributed by
|
||
|
Electronic Arts.
|
||
|
|
||
|
!CompuServe TEG-10697
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.
|
||
|
!CompuServe TEG-9446
|
||
|
|
||
|
MIGHT AND MAGIC II
|
||
|
|
||
|
1 Introduction, Character Tips
|
||
|
2 Starting Out, Quests
|
||
|
3 Character Devel
|