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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.
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
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
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.
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
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
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
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.
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
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
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.
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.
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
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.
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
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
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.
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.
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
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
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);
Y7 JPress <CR> for more !Y7 JMurray'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
(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).
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).
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).
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.
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
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),
(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);
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).
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
(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).
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).
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).
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).
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
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).
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).
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
Part 9
EXPRESS TO SUCCESS
While I was writing this walkthru, I discovered a way to raise level 6
characters to level 50 in under an hour! Repeated applications can raise the
party to 255 (top end maximum!) in several hours. This section will tell you how
to do 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.
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.
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.
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.
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.)
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.
Visit your Temple and donate until you are blessed. Visit the Greatest Fountain
and the Spell Fountains, then use the Broom to take you to 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
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 characters, this fight won't last more than three
rounds, and it will only go three rounds if you win.
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!
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.
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).
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.
This walkthru is copyright (c) 1990 by Dan Swanson. All rights reserved.