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- Subject: Might&MagicIIwalkthrough-SPOILER(long)
-
- From: brl@kopasker.is (Bjorgvin Runar Leifsson)
- Newsgroups: rec.games.misc
- Date: 13 Oct 91 16:16:18 GMT
- Reply-To: brl@kopasker.is (Bjorgvin Runar Leifsson)
- Organization: Kopasker Primary, Iceland
- Lines: 333
-
- An introduction to the Might and Magic II SPOILER:
- (spoilers)
-
- Hello all you M&M2 fans out there that still have problems solving M&M2!
- Following is the almost complete walkthrough for this great game. I hope it
- will solve all your problems so you can finish the game. However, side
- problems that do not belong to the main solution, are mostly omitted, and
- as a matter of fact I myself haven't solved them all. After you have used
- this spoiler in whole or just parts of it, I would appreciate if you could e-
- mail me your comments. My Usenet address is:
- brl@kopasker.is
- Now go and have fun!
- Regards, Bjorgvin R. Leifsson Grundargardur 5
- 640 Husavik ICELAND (you know, the world bridge champions)
-
-
- MIGHT & MAGIC II walkthrough
-
- General informations:
- You start at the inn of the town Middlegate with 6 prerolled or your own
- characters. I myself used the characters that came with the game and put
- them in this order:
- Sir Felgar (knight) - Terwin III (paladin) - Sure Valla (archer) - The Hermit
- (robber) - Gene Eric (cleric) - Cassandra (sorcerer). When I got hirelings I
- put them in slots 3 and 4 unless clerics and sorcerers which I put in slots 5
- and 6.
- M&M2 contains 60 16x16 square mazes, which are divided in 5 towns and
- their caverns, 20 outdoor mazes, 4 castle mazes, 6 castle dungeon mazes, 16
- caves and the 4 elemental mazes. To help you get around and raise your
- character's abilities, be sure to take advantage of the secondary skills.
- When you get hirelings, take notice of their skills, so you can change those
- of your characters if you want to. Remember to MAP everything and write
- down any hint you get during your progress plus the exact location of
- these. Also note, that drinks and food recipes can sometimes offer much
- help if you use them properly. Remember to check in at an inn to save
- your status if you get new vital information or complete a task and so on.
- Some hints are more important than others like hints on special battles,
- interleaves, keys and a few more.
-
- 1. Middlegate - the beginning.
- Start exploring Middlegate. Go to the blacksmith and equip your
- characters. Be sure to equip the fighters first. Find the locations of the
- tavern, Otto Mapper, Track and trail, Edmund's expeditions (the last three
- provide some vital secondary skills), Lock and key, the temple, the mage
- guild, the training hall and the Arena. Raise your characters up to level
- three by fighting and then visit Nordon at 10,2. Accept his quest and go to
- the cavern at 8,15. In this cavern are many clues and hints, but to solve
- Nordon's quest you need to go to 0,7. Return the goblet to Nordon and get
- your reward. Follow his advice and visit his sister Nordonna at 1,2. Accept
- her quest as well and resque Sir Hyron and Drog in the cavern at 0,15.
- Return to Nordonna to learn about your first hirelings and the secrets of
- the well at 15,15. Follow her advices. It is up to you if you want to take
- the hirelings before or after donating at each of the five temples (don't
- forget the temple at Middlegate) but note that if you rest with the hirelings
- you have to pay them. After getting the castle key (which is vital to get
- into the castles, give it to your robber) you are ready for next town. Of
- course you should finish exploring Middlegate and its cavern first.
-
- 2. Sandsobar
- Here you should begin finding the usual places - the blacksmith, the inn,
- the tavern, the training hall, the temple and the mage guild. Here are also
- good secondary skills for your robber. Explore the slums carefully and note
- hints about Nature's day (of course you can spare a dime for some poor
- beggars, don't you). Don't worry about the graffiti at 11,3. You can explore
- the cavern at this point if you like but perhaps you'll need more strength to
- finish it. When you have had enough of this town for now its time for
- Tundara.
-
- 3. Tundara
- Start as usual finding the same places as before. A little wall-bunching is
- needed to find all the locations. You can try your strength against the
- frozen animals if you like but don't go to the region between the inner and
- outer wall yet unless you are suicidal. Of course you can try your luck at
- the cavern.
-
- 4. Vulcania
- Here are some good secondary skills for your fighters. As before, this is
- mainly a exploratory trip but don't forget the statues at the town square. I
- wouldn't go to the cavern without the Levitation spell if I were you.
-
- 5. Atlantium
- Don't waste your hard earned money - this is an expensive town! Later,
- when you have earned so much that you don't know what to do with it you
- can take advantage of some fine secondary skills and so on but at this
- moment you should look at the statuaries located at the east and west
- walls. The cavern is not meant for beginners!
-
- 6. Your first trip to the outer world
- Now you are ready to start exploring the outer world. I strongly
- recommend you start from Middlegate with 2 characters equipped with the
- secondary skills Mountaineer and Pathfinder. A crusader and a navigator
- could also come handy. When you leave town you will first meet your
- guardian pegasus and hopefully will discover his name later (it is not vital
- but try to take a linguist to C3). If you have done as I told you and written
- down all hints you will be now know what you want to look for this time.
- (Later on as your party gets stronger, you will of course explore every
- single square in every single maze in the game). You will by now have
- heard about Castle Xabran, Lloyd's Beacon, Castle Pinehurst, Queen
- Lamanda and many more. So lets start heading north to find Corak's cave
- at C2-5,11. You can go there through the woods if you have 2 pathfinders
- but try to find the path. Enter the cave and get the spell Lloyd's Beacon.
- You should be able to finish off the northern half of the cave this time but
- unless you've got admit 8 pass found in the cavern below Sandsobar you
- cannot enter the southern part and its not to be bothered with this time
- anyway.
- Back to the surface, go back to the main road and walk north to Castle
- Woodhaven. Enter if you have a crusader and visit Lord Hoardall at 9,11.
- Accept one of his quests if you like but note that if you do, you must
- complete it to be offered other quests at Castle Woodhaven or Castle
- Hillstone. So, I wouldn'd bother with any other but the Lord's quest, which
- you have plenty of time to solve.
- Now leave the castle and find your way to Tundara. (This first outdoor
- tour is very much like the guided tour around the towns; you are learning
- your way around). Trail your way back to C1 and try visiting 1,1 to get
- another quest, which as most of the quests in this game, can be solved
- anytime you like. Go back to Square Lake and take the trail that crosses
- the river below the lake. Follow the river soutwards until you find a weird
- dude walking on the river. Here you should be able to get the spell Walk
- on water by now. Go back to the trail and head east until you see a sign
- pointing north to the Luxus Palace Royal (queen Lamanda). Don't go there
- yet. Instead backtrail to C2 and take the path that leads south at 14,4.
- Follow that path to the woods and turn east. Walk on to D3 and turn at
- 13,3 to the south. At the end of this road is Castle Hillstone where you find
- Lord Slayer at 5,2. If you accepted Lord Hoardall's quest you can do
- nothing here by now, else you can accept Lord Slayer's quest. Go back and
- turn east at 13,10 (D4), which will take you to Sandsobar. Now go back to
- the Square Lake and explore the east side of the lake. You will find castle
- ruins and later you should be able to determine which castle this is and
- how to get there. Now it is time to find the way to Vulcania (maybe you
- will have some nice fights on the way, I will wait meanwhile...)
- Ahh, back already? Now we will take the road that leads to castle
- Pinehurst on the west side of the lake (come on, you know which lake).
- Don't bother with the circus until between days 140 and 170 (see part 11
- of this walkthrough). At 14,7 at A2 you will find some wagon tracks; this is
- the way to Sarakin's Mine, a good place to get rejuvenated - but only when
- you are a lot stronger than now. Go on to Castle Pinehurst and find Lord
- Peabody at 4,3. Accept his quest (and this is a vital one for the solution of
- the game).
-
- 7. Getting stronger
- If you think I forgot about the road to Atlantium you're wrong! I expect
- you to find your way to the island as you grow stronger. Now it is time for
- you to raise your characters. This you do by exploring the rest of the town
- caverns, the outside world and the three castles already located.
- Remember to take every hint and every location of anything you learn
- about. Battle in the Arena, The Monster Bowl and the Colosseum if you like
- using the appropriate tickets. As I told in the beginning, take special notice
- to hints on keys, queen Lamanda and the triple crown battles. If you
- stump upon new hirelings or informations about those, you should free
- them and change hirelings as they will almost certainly be stronger (and
- more expensive) than Nordonna's sons. Don't miss the location of Mount
- Farwiew at D2-7,0. Also, on your way you will find some encoded
- messages in three colors; green, yellow and red, and the three clues to
- these messages, the green, yellow and red interleaves, are located at three
- different places. If you have problems decoding these messages, the
- solution is written at the end of this walkthrough.
-
- 8. Lord Peabody's quest
- Worried about day 93? Well, there are two ways to to get Natures Gate. To
- have your own clerics learn it go to C3-1,9. Note the old druid's food and
- let your cleric order it at the proper tavern. Go back - and you've got it!
- The other way is to free the two captives at Native's Cove at B4. Explore
- the area and don't give up until you succeed. These two hirelings will
- probably be your best so far (after I got much stronger and freed the
- prisoners at Sarakin's Mine, I used them mostly throughout the end of the
- game). Go back to Lord Peabody and get your reward, the license to use
- the time machine!
-
- 9. Queen Lamanda
- Now you should be ready for Queen Lamanda. Go to Luxus Palace Royal
- defeating Mandagaul on your way and visit the queen at 7,13. By now, you
- should know that you have to win the triple green key battle, the triple
- yellow, the triple red and the triple black. Start by buying three green
- tickets at Middlegate and the green key at Lock and Key Ltd. Win the
- three battles at the Arena, the Monster bowl and the Colosseum. Then go
- to castle Woodhaven and free the bishop of green battle from his
- imprisonment with the green key and collect your reward. Repeat this
- process for the other color battles. The bishop of yellow is in Castle
- Pinehurst, the bishop of red is in Castle Hillstone and the bishop of black is
- in Luxus Palace Royale. Now go back to the queen to find out that she still
- demands some more deeds to be done before you can get an audience.
- Time for more strenghtening.
-
- 10. Castle Xabran
- This is a good time for exploring this castle from the last century. You
- know now where it is and how to get there, don't you? In this castle, you
- should be able to find complete information about the locations of all spells
- and all hirelings. Here are also 4 vital objects for completing the game, the
- four elemental discs. Also, in each of the other four castles, is a vital
- object for your main quest.
-
- 11. The circus.
- By the way this is not a necessary task. Go to the circus, then to D3-7,13
- with a cupie doll. Follow the old man's advices and then return to the
- circus to raise the ability you like.
-
- 12. The druid's cave and Murray's Resort Island.
- To get most out of the island, you should buy at least one guided tour from
- the agency at Middlegate. But go first to the Druid's cave to get a lot of
- information, much strenght and at least one spell. Don't forget to finish off
- Horvath and only then go to Murray's island. Explore the cave (if you have
- problems defeating the stone golems, then just skip them for now) to find
- the power oil and some information on your quest and then try to visit
- Murray. To do this, you must head the signs on the way to his room. He
- will offer you a quest, accept it and return after finishing it for your
- reward.
-
- 13. The plus quest.
- Now you should be ready for the long and somewhat tedious quest of the
- jurors on Mount Farwiew. If you, for instance, start out with the knight's
- quest, you go to Middlegate Inn and get rid of all other characters but
- knights and robbers (remember, robbers can help in all quests). Then go to
- all inns and collect all hirelings that are knights and robbers. Equip them
- and take off to defeat the dread knight. After that you go to the mountain
- to confirm your deed and then back to Middlegate to train your characters
- some 10 levels! Repeat this process for all the characters you plan to use in
- the final quest. If you are not using barbarians and ninjas, you don't have
- to finish their tasks.
- After you have had all your favorite characters gain their plus, you gather
- them together again and visit queen Lamanda. She will accept them as the
- stalwart band to rescue her father from the battle with the mega dragon,
- which happened last century. Remember, to get her goodwill, all your
- characters visiting her must have won the triple battles and finished their
- plus quests.
-
- 14. Some more training and money-making.
- Now you are almost ready for the elemental planes but I assume you are
- getting low on money. No problem anymore! Your characters are so strong
- by now that they will have an easy riding in the dragon's dominion at D1,
- where a lot of money can be collected (I'm talking millions of gold each
- time you visit the cave). Just don't bother with the ancient dragon until
- you have discovered the secrets of the desert at E2. Underways, don't
- forget to visit the nomad's cave at E3 for a lot of information. And the
- gemmaker's cave at E1 should also be visited at this time.
-
- 15. The elemental planes, the orb and king Kalohn.
- Now it is time to get the four elemental talons. To do this you must have
- the four discs from castle Xabran. I will not give you the excact locations of
- the talons but don't leave the elemental planes until you have found the
- red messages as well (3 of those at earth plane and 2 at the others).
- After collecting the 4 talons, you go for the elemental orb. It is located in
- Dawn's cave (D4 3,8) at 10,15. On the way you must defeat the orb
- guardians and to get the orb, you must possess the fluxer, the todilor, the
- radicon and the capitor. To escape from the cave with the orb, you must
- give it to a hireling and then dismiss that hireling. He will return to the
- inn you last checked into and wait for you there.
- Now you visit your friend, lord Peabody, and use his time machine to get to
- era 8. Go one step north and voops! You are watching king Kalohn the
- vanguished preparing for the battle with the mega dragon. The king will
- ask you for the talons and the orb. Accept his request and you have
- changed history! The dragon is defeated and the king thanks you and asks
- you to see him at Luxus Palace Royale. Go there and get information on
- your final quest.
-
- 16. The final quest.
- The Square Lake Cavern is a very difficult one and you should by all means
- have finished off the dragon's dominion first to get get a BIG raise on your
- hit points (defeat the ancinent dragons, then explore the upper right half
- and then the lower right half of the cavern). When you at last after a great
- effort have killed the evil threat, you'll have to solve a cryptogram in 15
- minutes. This changes each time you get there but the solution is always
- the same:
-
- WE, THE PEOPLE OF TERRA, IN ORDER TO FORM A
- MORE PERFECT UNION, ESTABLISH JUSTICE,
- INSURE DOMESTIC TRANQUILITY,
- PROVIDE FOR THE COMMON DEFENSE...
-
- The answer is always PREAMBLE as stated, so encode PREAMBLE according
- to the cryptogram and its solution ... and you have saved Cron!!!
-
- Congratulations!!!
-
- When you arrive at Middlegate, don't forget to train your characters a LOT
- for the sequel.
-
- P.S. If you find out how to get to squares 7,6 - 9,6 in dragon's dominion,
- please email me!
-
- The solutions to the colored messages:
-
- Fe iuteeustj ceetuFi virs ri sAb aaoritrs
- oaivaoc eehuwhss naeTeno aoacs bciltsth k
- rcnil ot,eerh i Mtrwrl uopptl.Readlh het.
- hdd bmr yirdao v.a gpfprea orn ew ia
-
- For each individual to become true, see the jury which resides at Mount
- Farview. Travel in groups of appropriate class. A Robber can aid all others
- with their task.
-
-
- Ifti ecuul Wbu, es md.wife t ye.In Ts conoed Came y
- pcsnhs d int yoe an Hldd heou Dnehoacolw , iresstou
- er yangata ddou to wiserby t arir ugid. thgocu tat t
- sooucemekeumn'caysho hne aoy tnkLih , Wior bs o isru
- na'd, es ab t n t cutss t, ip fmionnothouacanratily
- l lwi y cprfeofo an i irehe frotscew tghk d iscs h
- stikthouhaizelfean bn s e. gorm p iithilytople wat
- ate c snces br oe thdw Fiv fthoot irs s taythhied
- istoirhoe., adthldhae aroresree l.was t athe gosch.
-
- If personal statistics you'd like to enhance, with circus games you should
- take a chance. Win dumb prizes, but don't feel bad, you can offer these toys
- to an old man who can be had. His hut in the wilderness is dwarfed by a
- tree. For the toy, he gives you a tip for free. Drink from the Inner Limits
- pool. Though once it was acid, now it is cool. With thirst now thoroughly
- sated, go back to the Cicus and play games to raise those statistics which
- you truly hated.
-
-
- Tane seCre d Con.lidch ay.encCe avenb.ingtswthe tomus
- ociolu owoneBol Neiuamayl Re whcal ts S fr or lap tt h
- entioTn , woosxt,tll fu eqithon hro avom td.ke ahaurr
- rt n irmuithwse th y lfidue thsbeughae desh Tgeost ied
- iwrs vist Arlume pisoll este Qe s tinthtruehemetswhly
- goneryp fena tartn tthes aueeneeme de cti n ricaicfix
- hgs lolir, Mao y mdhair tn n s n.wit deon pvis tgh . J
- t, ng.estonsnbeustit periauo tO h TOadandasio feyoVC
- th Th bterd w spveasonndihe nTralor K gest ind u
-
- To right ancient wrongs, the solution is very long. The Triple Crown must
- first be done, with Arena, Monster Bowl and Colosseum to be won. Next, the
- party must split individually so that each may fulfill their personal destiny.
- Request an audience with the Queen so the Chosen One can be seen. Travel
- through time with Talons and Orb. Save the dead King from destruction and
- get the password. Then visit the lake geometrics to find passage to that
- which you must hurriedly fix. JVC
-
- Bjorgvin R. Leifsson
- brl@kopasker.is
-