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 ================================================================================== a Might and Magic II - Gates to Another World a A Fantasy Role-Playing Simulation a The Complete Docs Typed by: Ollie North a Spell List Typed by: Evil Priest a Prologue 'An account of Corak the Mysterious' unsettling disappearance as told by his apprectice, Gwyndon the Young: Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This troubled me greatly as what could disturb one so powerful and composed as Corak the Mysterious? Was he not only High Priest as well as being regarded by all as a most accomplished warrior and being the most powerful Archmage other than King Kalohn the Vanquished? He was all that the knowledgable strive to be and what the ignorant claim to be. Corak used to tell me stories of different, wondrous worlds with hideous monsters and mighty warriors. he once even mentioned that he came from another world. I thought his stories mere fables or myths meant to entertain me. Little did I know that he spoke the truth and that a problem would arise from this truth that would drive him mad. One day while I was working on translations of a sorcerous scroll, Corak burst into the library with a harried look on his brow. He told me of an alien criminal from another reality who had escaped into our beloved CRON! Corak then promptly forgot that I was present and proceeded to curse and mumble profusely as he searched through the books for some lost text which contained a gleaming of information which might help him expel the dangerous alien. Being insatiably curious, I attempted to eavesdrop on the conversation he was having with himself. He spoke of CRON being out of alignment with other worlds, of a highly destructive alien being named Sheltem, and of an anointed champion who could reaqlign CRON before a horrific wave of fiery destruction would sweep across and destroy the land. After his foray in the library, Corak acted quite strangely during the next few days. He would lock himself up in his private study for hours at a time. Frightful noises emanated from behind the locked door and then, suddenly, they would stop. He would emerge changed each time in some subtle fashion. He would enter the study after devouring almost an entire banquet by himself and exit with an appetite as if he had not eaten in days. Other times he would be wan and pale from long hours of intensive research done in the library. He would then go to the study and exit in a few hours with a tan as if he had just returned from Murray's Resort Isle, baski in the sun there for a week. This weird behavior continued for almost a fortnight. One day, he left his study after an unusually long session and immediately started screaming about the end of the world and how he could not stop it. Amazingly, he was covered in snow and yet it was mid-summer! He then looked about it desperation and withdrew a strange, four-taloned claw which i had never even seen before. Corak then uttered a spell which caused a blinding glow of sheer power to evelope his body. He was terrible to behold, bathed in an eerie shower of what must of been pure ethereal energy, just standing there, exalting in his newfound might. Might and Magic IIa ,Page 1 Seconds later, a clap of thunder shook the building and Corak was gone. I believe that he transported himself away in order to try to stop the mystifying doom which lay upon CRON. Unfortunately, I have my doubts. Maybe the spell of power was too much for Corak the Mysterious and he brought about his own destruction. I do not know anything for sure. After all, I am now only an apprentice without a master to tell me if I am right or wrong. A week later, Lord Pinehurst visited and went into Corak's study. The strange, eerie noises started again and Lord Pinehurst was gone. I entered the study and noticed that one of Corak's machines was missing. Next day I received a sealed letter delivered by special courier from Lord Pinehurst. He wrote that he was fine, not to worry and that I should travel to Castle Pinehurst to continue my studies. I go now and hope that this growing chaos in my life will soon end. a 9 a BPage 2 a History of CRON 'This being a synopsis of the histories of CRON as gathered by Corak the Mysterious and found in his study in the Luxus Palace Royale by Gwyndon the Young: I, Corak,, called the Mysterious, have gathered these histories of the world aptly called CRON through personal experiences gained by the use of a magical artifact which allows travel through the very fabric of time itself. At first, there was only void. Yet, in the nothing something arose. An ethereal substance capable of supporting life came into existence. From the time of this forming shall I, as do all in CRON, reckon time. The shaping of this etherealness took well-nigh one century to occur and develop into recognizable form. Next, water in vast amounts came from disorder and remained to mix with the ether. Strange beings arose out of this chatoic union. Elemental lords of great power warred for control of the waters. The greatest of these was powerful Acwalandar, mightiest and most majestic of all the Water Kings. Preternatural fierceness combined with uncanny intelligence allowed him to hold unquestionable dominion over all of the other elementals. He reigned supreme for three score and a generation years, then turmoil erupted. Potent creatures from an unknown, mystical land charged into CRON with conquest of the brutal Water Lords as their goal. A battle which would last centuries began. Acwalandar and his minions were taken by suprise and the strange beings gained a foothold which they would not release. Puzzlement and fear of the unknown swept through the ranks of the normally stolid water elementals. Who were these warriors who suddenly came from nowhere? They were Spirits of the Air come from afar to expand their empire. Their lord was terrible indeed, a creature of tumultuous air named Shalwend who could call upon tremendous legions of vicious air elementals to blow back the shocked Water Lords. Air fought with Water for over a century, until reaching a level of equilibrium which neither side could change. Seeking to upset the deadlock and gain the momentum in the war against the air elementals, Aswalandar charged his servitors to create an ultimate weapon. He received much more than he wanted. His vassals summoned forth incredibly powerful creatures of destruction that would remain under the Water Lords total dominance. Fire elementals were issued forth . These hateful monsters sole purpose in life was to destroy, and at destruction their like will never be approached. They sucked the life out of the Air Spirits without mercy forcing them to endure a slow, consuming burn until there was nothing left. However, the Fire Lords were few in number and could not totally destroy the Masters of the Wind. The leader of the burning horde, Pyrannaste, Master of Flame, dislike the iron-fisted fule of Acwalandar and the Water Lords. Any hesitation of a fire elemental in carrying out an order issued by a Water Lord would result in extinguishment. Pyrannaste waited, for he was patient, and even though he and his vassals chafed under the rule of the water elementals they hated Shalwend and the air elementals even more. a :Page 3 Eighty years of servitude and war passed for the Fire Lords until Pyrannaste deemed the time proper for rebellion against Acwalandar. Wanting only to escape servitude while still being able to crush the ranks of the despised Shawend, the Master of Flame attempted to break away peacefully from the E air elementals. At first they succeeded, but resentment and overconfidence built up in the Legions of Water. Are not hte fire elementals our servants, brought forth by us to serve our needs? Can we not crush them as we crushed the Masters of the Winds? This the armies of Acwalandar thought, forgetting that the might of the air horde must be fought once again without aid. Also forgetting that in order to extinguish a fire elemental, a Water Lord loses much of himself in the struggle that ensues. Shrewd Acwalandar realized that the Water Lords could not hope to end victorious in a war against both the air and the fire elementals. However, his counsel fell upon deaf ears. What good is the voice fo reason to an angry mob? For fifty years Water fought Air and Fire, Fire fought Water and Air, and Air fought Fire and Water. Battle were bloodthirsty and allies were nonexistent. CRON had transformed into a chaotic battlefield with no one group able to assert itself over the others. And then came disaster. From places vaguely rumored to exist came the most fearsome creatures yet. Emperors of Earth they called themselves. They were led by Gralkor the Cruel. In one fell stroke they invaded CRON and caused the petty struggles between Water, Air, and Fire to come to an utter halt. Ancient enemies were forced to unite for survival against the new, common enemy. At first, the earth elementals appeared invulnerable. Eighty years and innumerable battles later, a method was found to stop them. Acwalandar and the Water Lords would soak the earth elementals with a flood of water. Then, Pyrannaste and the Fire Lords would bake the dissipated creatures into dry silt. Finally, Shalwend and the Air Spirits would lift the si lt into the sky and spread all of the particles across the world, leaving the earth elemental utterly eradicated. Alas, the effort by the three elemental tribes was too late to stop Gralkor the Cruel and the Emperors of Earth. They had pooled together and formed a giant mass of earthen matter which floated upon water, was immune to fire, and which would not scatter as leaves upon the wind. For twenty more years the elementals attempted to overcome the earthen landmass of Gralkor the Cruel. They failed miserably and the Emperors of Earth assumed command of what would become CRON. By the year 500, Gralkor and the earth elementals were busily constructing a fixed land area with the toil of their slaves. For almost one hundred years all of the elementals, Water, Air, Fire, and Earth, struggled to perfect the landmass. What they came up with is what we know as the physical land of CRON. Rumor of CRON spread to other worlds somehow and an inexorable flow, of what were to the elementals, small pitiful creatures began to populate the work of Gralkor in the seventh century. The creatures were of many different humanoid types, but they all had basic similarities and resistances which enabled them to survive in CRON. Water beaded off them, air swirled past them, fire did burn them, but only under extremes, and might earth they trod upon. The humanoids were able to extract properties from each of the four element's features and use it for their own benefit. But perhaps most a :Page 4 important of all, they could weave magic. At first, there were few of these pathetic creatures, but they multiplied rapidly and spread across the landmass. The humanoids strengthened after years of toil and pain. Ambitions grew and they attempted to make CRON their own. This aroused the attention of Gralkor the Cruel and forced him into action. Unfortunately for the elementals, Gralkor acted too late. The humanoids had been in CRON for over seventy years and had acclimated themselves to all the difficulties which the elementals could produce They had weapons and spells which would immobilize all but the most powerful elemental lords. Gralkor did not realize this and made a most fatal error, he attacked. He marshalled his forces for the obliteration of the feeble humanoids. The humanoids knew what to expect and lay a trap for the elemental forces. All of the most powerful spell-casters gathered on the Isle of the Ancients and combined their efforts to creat an orb of power. This orb had a mystic receptacle, a four taloned claw. There was a talon for each elemental force and alone, that talon could control the elemental creatures it represented. The four talons could be combined to form a holder for the orb. This formed a weapon of incomparable power which could guarantee the complete submission of destruction of any and all elemental creatures. Many tests were made in order to perfect this weapon. Gross mutilations and horrible deaths were the result of most of these. In the latter part of the eighth century there was a human male weak in magic but strong in courage named Kalohn who tested the orb and survived unmolested. Many humanoids died before this because of Gralkor's attack and the testing of the orb. Kalohn resolved to end it all immediately. He went to the tallest mountain in all of CRON alone. He then challenged the four elemental lords to do battle. Much damage to the land followed, including the transformation of the mountain into the crater we know as The Dead Zone. Kalohn, armed with orange, glowing orb emerged victorious and then banished each of the four elemental tribes to a seperate corner of CRON and formed barriers to keep them imprisoned. Within each elemental zone he placed the corresponding talon of the mightly claw in the order of the elementals' appearance, water, air, fire, and earth. He kept the orb for himself . With the elemental forces banished from direct interaction with the humanoids of CRON, civilization evolved and everyone prospered. Kalohn gained much magic power due to his battle with the elementals and his frequent use of the orb. He became King Kalohn the Conjurer and ruled wisely for thirty or more years. Peace spread throughout the land. Education began of the young and living conditions improved. Communities formed and trade developed. People were happy and content. Then in the mid ninth century, the elementals struck back. Unable to physically enter CRON and maddened at the elemental's defeat at the hands of a single, puny human, Acwalandar studied that which defeated him, magic. He had a great aptitude for sorcery and learned quickly by studying the humanoids who ventured near his realm. He gained particular skill in forming and summoning. Using this skill, Acwalandar formed a fell creature of enormous girth and power. He filled it with life from many of his followers and endowed it with the most fearsome of weapons known to him, fire. He had created the first dragon, a creature of mindless destruction and incredible strength. This dragon was formed just outside of the water barrier and left Acwalandar with the intent to destroy Kalohn and then CRON. a :Page 5 King Kalohn the Conjurer sensed the dragon's creation and the threat it posed. He sought it out ot vanquish it and quell the elemental lords forever. He met the dark creature in the beautiful Savannah of Plenty. Unfortunately, mighty as he was, Kalohn had only the power of the now faintly glowing orb with him and perished after a disappointingly quick battle. The dragon breatherd barrels of flame and engulfed Kalohn entirely, consuming him in a bath of fiery death. Kalohn had attempted to cast a spell which would form a shield of water to protect himself, but the spell was changed as a last minute surge of power from teh orb went through Kalohn's body and caused a flood to ravage the Savannah. For all the might of the dragon, he could not fly without wings and was too heavy to swim. He died a slow death, powerless against the natural habitat of his master. Aftereffects of the battle were numerous and disastrous. The Savannah of Plenty was destroyed and became the Quagmire of Doom, an area of great evil. However, it is rumoured that the orb still exists somewhere in the Quagmire, though no one has ever found it. Dragons entered CRON through once closed corridors and wreaked havoc amoung the populace. Pricess Lamanda, Kaholn's daughter, assumed a tentative command of the land. All of these factors led to regression and the ultimate downfall of the level of civilization which had been achieved. Now it is the tenth century and chaos reigns. Swords and sorcery have replaced law and order as the way of life. Monsters roam the land of CRON freely and do as they please. Isolated areas hold out against barbarism, but are doomed to fall. All the remains of CRON's glorious past are old wives' tales of mighty warriors and wizards doing battle against evil hordes and of a tragic lord, King Kalohn the Vanquished. a =Page 6 a Table of Contents Introductiona. 61 Chapter One: The Opening Options Menua. 9 Main Options Menua. 19 Create New Charactersa. -9 View all Charactersa. .12 Hirelingsa. 412 Character Profilea. ,12 Delete a Charactera. +13 Rename a Charactera. +13 Transfer Charactersa. .14 Go to Towna. 714 Set Up Your Partya. ,15 Chapter Two: The Adventure Beginsa. 16 Moving & Mappinga. 116 Game Commands While Marchinga. %19 Chapter Three: Encounter With Dangera. Fa. 23 Encounter Commandsa. /24 Combata. ;25 Saving Your Gamea. 129 Chapter Four: Beginners Guide to Adventurea. 30 The Worlda. 830 Your Charactersa. 231 Weapons & Armora. 232 Monstersa. 933 Questsa. ;33 Spellsa. ;33 Appendix A: Details & Optionsa. $34 Character Statisticsa. -34 Character Classesa. 035 Character Racea. 336 Character Alignmenta. .36 Sex of Charactera. 137 Character Statusa. 137 Secondary Skillsa. 138 Armor, Weapons & Equipmenta. '39 Time Travela. 639 Auto-Mappinga. 539 Appendix B: Spellsa. /40 Spellsa. ;40 Clerical Spellsa. 241 Sorcerer Spellsa. 250 a 8Page 7 a Might and Magic II a Gates to Another World Is an ongoing journey that can last up to hundreds of hours. As you begin, let Chapters 1-3 of this book guide you through the first steps of your journey. If you are new to fantasy games, Chapter 4 will help acquaint you with the terms and conventions of this new world. As you gain in exprerience, your primary guide will become your computer screen. Even then you will find important reference information, on game options and spells, in the appendices of this book. Might and Magic One players should skim through the manual for new features. (Picture of a Gate) HAPPY ADVENTURING! a 7Page 8 Chapter One Opening Options Menu Start Game Allows you to proceed with the Game. It is a recommended that you copy your disks before selecting a this option. Demoa Demonstrates features of the game, ie. walking around, a encounters, combat, etc. To return from the demo press a "ESC". Copy Disks Allows you to make Backup copies of your original a disks. The Source disk is the Original. The Target disk is a the disk you want to copy on to. # of Drives Lets you play with one or two drives. This option also a works with Copy Disks. Main Options Menu Create New Characters If you decide to play Might and Magic using the pre-programmed characters provided, you can skip this section. Much of the fun of any fantasy game, however, lies in the creation of the characters with whom you go adventuring. If you are creating characters for the first time, or need to refresh your memory on character options, read Appendix A before continuing. The information in that appendix will help you create more varied and interesting characters, who have a greater chance of succeeding in their quest. To create a new character, display the Main Options Menu and TYPE C. A character's class is determined by 7 vital statistics. MIGHTa INTELLECTa PERSONALITYa ENDURANCE SPEEDa ACCURACYa LUCK Each statistic is randomly assigned a rating between 3 to 21, with 21 being the highest. To generate a new set of random ratings, press RETURN (or SPACE BAR for animation). a 7Page 9 Exchange Statistic You may exchange any of the 7 statistics by pressing the letter of the statistic you want to exchange. Select a Calss A Character my belong to one of 8 classes. KNIGHTa PALADINa ARCHERa CLERIC SORCERERa ROBBERa NINJAa BARBARIAN To the right of the statistics are the eligible classes for the ratings given. These are the classes from which you may choose. Notice how the eligible classes change as you generate different sets of statistic ratings. To chose a class, type the NUMBER next to the desired class. At any time 'before' selecting a class, you can return to the Main Options Menu by pressing ESC. Assign a Race After selecting a class, choose the character's race. HUMANa ELFa DWARFa GNOMEa ! HALF-ORC To select race, type the NUMBER next to the desired race. a key, the entire party turns 90 degrees in that direction. Unlocked doors open automatically as you move your party forward through them. However if a door is locked, you must unlock it with the UNLOCK or BASH command...or find a way around it. (Warning: many locked doors are also booby-trapped, with the traps set to go off when you unlock or bash in the door.) When you come up against an obstacle, such as a wall or mountain, a message will appear (i.e., SOLID, IMPASSABLE, etc.) These messages are particularly useful when traveling in the dark or testing for secret passageways. Remember that you are now in a world of magic and danger, where all is not as it seems. Doors may lock behind you. Areas may be darkened by spells, requiring you to "feel" your way through them. Certain squares may teleport you acress vast distances, into unmapped areas. And of course, any square may contain treasure or monsters. a 5Page 16 The Map as Guide Map Not Included. Tips on Mapping.. Each grid is 16 x 16. Exact Coordinates see Sorcerer Spell: Location Sorcerer Spells: Eagle Eye and Wizard Eye, will also help in mapping. a 5Page 17 Game Command while Marching While your party moves through the 3-D view of the world, you may use any of the commands shown on the screen. The key used to give the command appears to the left of the command. When the # sign is given, type the CHARACTER NUMBER from the character list at the bottom of the screen. COMMANDa PRESSa DESCRIPTION a- D FORWARD (Up arrow) or Ret Move entire party one square forward BACK (Dn arrow)a Move entire party one square back LEFT (Left arrow)a Turn entire party 90 degrees left RIGHT (Right arrow)a Turn entire party 90 degrees right BASHa Ba Attempts to knock down a locked door. If a successful, the party moves forward a through the door. If the attempt fails, the a party does not move. In either case, a bashing a trapped door is likely to set off a the trap. CONTROLSa Ca Lets you select the sounds, party disposition a and message delays. a Party Disposition - This is the party's a outlook and adventuring style. Novice a players should set their disposition to a Inconspicious until they become more a familiar with the game. When seeking more a chall2enging encounters and more valuable a treasure, the Aggressive or Thrill Seeker a options may be selected. We recommend a the Average setting for the majority of play. DISMISSa Da Lets you select a Hireling to dismiss. When a you rest, you pay the Hirelings. If you do a not wish to pay a Hireling for the next day, a you must dismiss him/her. Before resting, a the Hireling will return to the last inn in a which they stayed. EXCHANGEa Ea Character exchanges battle position with any a other member of the party. A prompt asks a with which party member the exchange is a to take place. Press ESC before selecting a the exchange party member to abort the a command and return to the combat options a list for another selection. QUICK REFa Qa Displays a brief overview of all partyA Character Profile gives you all the facts and figures on a specific character. It is an invaluable aid in decision making, when factors of strength, vulnerability, spells and wealth must be considered. Character Profiles are available at most times during game play. Only from the View All Characters list, however, can you display the profile of any character on the disk. All information on the Character Profile screen is in abbreviated form. A detailed description of each item on the screen is provided in Appendix A. Below is a brief overview of the screen. Lvl = Experience Level Mgt = Might Int = Intellect Per = Personality End = Endurance Spd = Speed Acy = Accuracy Luc = Luck HP = Hit Points SP = Spell Points AC = Armor Class SL = Spell Level Exp = Experience Points Cond= Current Condition ================================================================================== ~ Might and Magic Two: Clues and Hints ~ INTRODUCTION TO CORAK'S TRAVELOGUE Corak the Mysterious disappeared in a fiery blast of energy while searching for a means to save the world of Cron from destruction. He had told no one of his previous attempts to rescue the world and had kept his efforts shrouded in secrecy. The nobles of the realm commenced a search of his dwelling so that they could learn about the danger and maybe what had happened to Corak. No major clues were discovered. However, a most interesting journal was found. This journal, which follows shortly hereafter, details the world of Cron. Modern Cron, including the fearsome Elemental Planes, is divided into 60 maps of 16x16 dimension. (which you'll half to map yourself because I don't have a scanner!) Areas of major importance such as castles, towns, highways, caverns, and dungeons are highlighted. Ancient ruins are marked down and noted, secret paths and passageways are uncovered, and warning signs lead away from locations of great natural hazards. Also included in Corak's journal is a compendium of weapons, items, and miscellaneous equipment. Functions of these articles are alos noted. Perhaps most useful and interesting of all is a list of every monster encountered in the history of Cron. The list contains all that is known about each monster; strengths, weaknesses, and immunities. Corak also left many riddles to be diciphered (which I will so kindly let you decipher). It is believed that these riddles offer insight into how to solve the mysteries and puzzles which Cron hides. They might even contain information as to how to relieve Cron of its impending doom. The journal of Corak is given to the hearty adventurer as a guide and supplement for adventure in the world of Cron. With perseverance, determination, and a little luck Cron can be saved from catastrophic end.  TOWNS OF CRON Towns are the cornerstone of life and society in Cron. Practically all transactions of every type and manner take place in the five proud towns. Characters can purchase rations, hear the most thrilling rumors in Cron, and eat and drink exotic creations in the Taverns. At the Blacksmith's, characters can choose from a wide variety of weapons, armor, and useful items, some even are enchanted. The Mage Guilds teach many useful and powerful spells to the fledging or accomplished Sorcerer. Temples provide healing for a price and teach spells to aspiring Clerics. At an Inn, Hirelings can be added to the party. Training facilities offer different degrees of expertise to the advancing character. Finally, three towns provide entertainment through combat arenas. The Town of Middlegate The most important town in all of Cron, Middlegate is the hub of commerce. A simple town, Middlegate's wide plazas and multitude of shops make it unlike any other town. Every building is occupied, some by residents who wish the trespasser ill. Some of the places that should be visited are The Arena, Travel Moore, Otto Mapper, Esq., and the kindly wizard Nordon. The Town of Atlantium This is the noblest and most advanced town in Cron. Atlantium boasts an interesting statuary, the only City Jail in all of Cron, and some of the finest Secondary Skills available. The Atlantians are also profit hungry, and their town is the most expensive. However, the quality of items and services are generally worth the exorbitant price. Do not miss The Colosseum, the most magnificient and challenging of the three combat arenas in Cron. The Town of Tundara Located in the frigid Ice Tundra, Tundara is a lonely and secretive town. Terrorized by various snowbeasts, Tundara has a wild outer wall and town seperated from the safer, conservative inner town. Rumors of dangerous experiments taking place in the outer wall abound. This deadly town has a justifiably bad reputation which should be heeded. The Town of Vulcania In this extremely hot town, only the most rugged survive. Frequented by many warriors, this mercenary town is actually built upon an active volcano. Adventurers are thus advised to watch what doors they open, as lava may flow upon the unwary. The central statuary should be seen, as should the Wild Section. For military skills, this town offers unparalleled opportunity. The Town of Sandsobar This barren town is run by thrifty desert traders. Gambling is popular as is crime. The Slums are a hotbed of violence and deceit, and the shops are too expensive for what they offer. The narrow alleyways harbor seedy criminals, and the shop themselves dishonest proprietors. Monstor Bowl, the combat arena, is perhaps the only plus in this ramshackled town. Caution and distrust are the way of life here, so adapt. THE CAVERNS These 16 natural formations occur throughout Cron. Every town has a subterranean level, and many others are scattered across the world, serving as homes, hideouts, or haunts. They are generally unsafe, but can be tamed. If a cavern appears too hard to adventure in, come back to it later when you have a larger arsenal at your disposal. The Cavern below Middlegate This cavern is a hideout for some ruthless and daring criminals. Two rival gangs war for subterranean authority, each having stolen something valuable from the town above. Their hideouts are well guarded, but successful recovery of the items can lead to great reward in the town above. Examine closely the walls here, for much useful information can be found by the observant. The Cavern below Atlantium The Atlantians are busily revamping this cavern, hoping to make it civilized. Many statues decorate the area, each offering its own reward. Only the foolhardy enter the maze area, though those that survive often leave more intelligent than when they entered. Information here can lead to companions and great success in tournaments. The Cavern below Tundara This cavern serves as a warm place to stay for the towns people above when Tundara freezes over. Divided into four parts, a mystic machine allows instant access to anywhere in the cavern. Many unique and curious things are stored here, some useful, some deadly. Much information as to location of powerful items and spells can be found here. The Cavern below Vulcania This cavern is a test in endurance and skill. At the end of every path here, a reward is to be fouund. However, many deterrents add danger to the paths. Levitation proves its usefulness when spelunking about. People in need of help should be attended to and information should be recorded. A warning, only the truly hardy should visit here. The Cavern below Sandsobar This vermin-infested cavern is home to two nefarious master thieves. One will help the untrained while the other plays sly tricks. Beware ankle traps and obvious choices. Here also are passes of eight. Information learned here can help with later adventures and combination locks. Corak's Cavern This cavern was once the private home and workshop of mighty Corak, now it is his tomb. The cavern is overrun by the most foul of the Undead, who have turned this once prodigious laboratory into a sideshow and a hostel for restless spirits. Adventurers need a pass to view Corak's Crypt, and can only be Clerics if they wish to actually view Corak's body. Only valiant Lloyd, one of Corak's assistants, remains hidden in the cave, offering information for those willing to learn. Square Lake Cavern Little is known about this region. Rumors abound of endless corridors and Demon King guardians. It is a place of great evil and should be avoided by all but the most qualified and mighty. Ice Cavern This desolate cavern is home to desperate, renegade monsters fleeing the piercing cold of the Ice Tundra and the stiff arm of justice. They use the cave as a center from which to organize raiding parties of adjacent environs. As a result of their raids, there is a large stockpile of guarded treasure in the cavern. It is rumored that a vist to the Ice Caverns can serve as an enhancement to Personality. Sarakin's Mine This deserted mine was once an incredibly rich source of gold in time long past. However, as the years progressed, its proprietor, Sarakin, grew more and more concerned with his rapidly advancing age. As he searched fanatically for a cure to aging, he became quite mad and eventually died. His malignant spirit is said to terrorize the crumbling mineshafts. Murray's Cavern This is where Murray, retired adventurer extraordinaire, runs his vacation empire. Murray has very good information lines and has many useful facts for the party shrewd enough to discover it all. Murray himself has much to offer friendly adventurers. His Power Oil and Goofy Juice are perhaps two of the most powerful potions developed in modern Cron. Be warned, do not steal from Murray, he is ruthless! Druid's Point Cavern Originally established as a center to study the force of nature, this once proud facility is now divided by warring factions. Disciples of Water, Air, Fire and Earth have been subverted from their original course of study to a new route of fighting by the Elemental Lords. Chief amoung the new order is The Horvath, a deadly, mutated human. A venerable druid master, the last hope of the old genre, will greatly reward anyone who will help him restore order in his domain. Forbidden Forest Cavern This once pristine forest is now a bastion of evil might. A gruesome army run by pair of clever dragons operates from this cavern.a The dragon leader, believed to be a Frost Dragon, is rumored to be wanted killed by the Jurors of Mount Farview. Paladins should especially be interested in this. A word to the wise, stay away from here suicidal. The army is very large and very strong. Dragon's Dominion Ever wonder what would happen if over one hundred dragons decided to form an organized community? Well, trespass in this their home and learn the hard way! This messy kingdom holds best treasure in all of Cron. The dragons are not particularly worried about theft, as they have many powerful guards throughout their home. The Ancient Dragon who rules has also been emntrusted with the guardianship of valuable secrets dealing with Hit Points. A lesson; many of the ambitious have come here seeking wealth and adventure, only the fleet of foot have survived. Dawn's Mist Cavern Upset that only humanoids could rest at Murray's Resort Isle, Dawn, once his protege, built Dawn's Mist Cavern. In here, monsters can rest easy and enjoy themselves from the rigors of harassing humanity. Different theme rooms provide a variety of entertainment suit to fit the most discriminating of violent tastes. Dawn also has some precious artifacts stored here. Be sure not to disrupt the monsters at play. They do not appreciate interruptions while they are on vacation. Gemmaker Volcano This cavern is the richest depository of gems in all of Cron. It will probably remain so for many years to come, as no one has found a safe way to travel through the molten core of an active volcano. The timeworn Gemmaker makes his home in these fiery depths where he cuts precious gems, makes powerful weapons with fire built into them, and studies the finer aspects of enchanting weapons. A recluse, he will teach only the persistent in his arts, and often extracts a hard price from them. Nomadic Rift Cavern This simple cavern houses those who flee the restraints of city life. They have bonded together in order to survive the harshness of the area about them. They share everything and have caches of treasure and weapons throughout their domicile. The nomads also collect information in order to keep in touch with the world around them, and have an exclusive library of fact and rumor scattered amidst their long halls. It is also rumored that they can train the ability Speed to those who are willing. THE CASTLES In the modern world of Cron, there are four castles spread across the land. The lord of each castle dispenses justice in his or her region. They also aid Crusaders by giving them quests to complete. Most castles are heavily guarded against casual visitors, so do not wander around much. In times past, there was a fifth castle that was destroyed. Its floorplans are printed for posterity's sake. Castle Hillstone Scenic Castle Hillstone, nestled between the Quaqmire of Doom, the Plains of Peril, and the Lithospheric Barrier, is nearly as deadly as its surrounding lands. Lord Slayer, a sadistic yet just a man, keeps a bevy of some of his favorite monsters in his infamous Zoo. However, he is constantly seeking more trophies and will not hesitate to ask the more adventurous party to bring him them. Slayer is not without a lighter side and his Court Jester, Foof, does his best to entertain Slayer's guests. Points of interest: The Bishop of Red Battle takes forced residence within these halls. If you require help in your adventures, visit Prison. Castle Woodhaven Castle Woodhaven, encircled by Timberlands, Lost Soul's Woods, and Corpse Creek, is perhaps the most elegant castlee in all of Cron. Avaricious Lord Hoardall constantly seeks new items to add to his renown collection of baubles. A man of great trust, much of Hoardall's cache lays strewn about the castle halls. Do not think to enrich yourself at his expense. He has a mind like an elephant and his servants will cause a thief much grief. Assorted tidbits: Hoardall has recently added the Bishop of Green Battle to his collection. Castle Pinehurst Surrounded by Ice Tundra, sparse forests, and Cronian Waters, Castle Pinehurst has possibly the strangest combination of local environs. Lord Peabody Von Pinehurst is also quite probably the most singular noble on Cron. He dabbles in sciences and wizardries even the most foolhardy would shy away from. Lord Peabody respects loyalty above all else and often ask friends to help out other friends. Things to remember: The Bishop of Yellow Battle is not a loyal friend of Lord Peabody. Also, beware time when you walk through this castle's halls. Luxus Palace Royale This elegant captiol of Cron is rather inaccessible except to the adventurous. Nervous Queen Lamanda, ever-aware of her father's greatness, holds a feeble hand over the reins of government. Since Corak abandoned his study and disappeared, Luxus Palace has been a dangerous place to stay. To have audience with the Queen you must satisfy her exacting conditions, winning both the Black Ticket Triple Crown and successfully completing the tasks laid forth by the Jurors of Mount Farview. Royal Gossip: This Bishop of Black Battle has had a fight with Queen Lamanda and is locked up. However, he too particularly enjoys Black Ticket Triple Crown winners. Castle Xabran This castle of the past rested central in Cron before it was destroyed by the Elemental Lords at the end of the Ninth Century. Castle Xabran was a hub of learning and information. Keys to powerful artifacts and answers to puzzles and messages were kept here. Studies of time were begun here and locations of mighty adventurers and powerful spells were discovered and recorded through arcane devices. Seek this castle in help in adventuring. DUNGEONS Each modern castle has its own pair of dungeons beneath it. The dungeons serve man y purposes, most of them disagreeable. They also hide many items of value and clues of extreme interest. They should be avoided until characters have achieved a high level of potency. Each lord's dungeon has some unmistakable, personal touch to it. There are 10 dungeons, 8 of the various lords, and 1 each to the good and evil wizards of the Isle of the Ancients. Slayer's Dungeon Level 1: Lord Slayer's rather straightforward dungeon holds some items of interest for Ninjas and Barbarians. Unfortunately, they cannot be present to recieve these items. Lord Slayer is quite generous to parties with no Half-Orcs. It is also rumored that Might can be exchanged for Intelligence here, that a teleporter to Lord Hoardall's Dungeon offers express travel, and that a mystical fountain converts treasure into experience, though rumor as to the fountain's exact dungeon level contradicts itself. Finally, a note from the wise, avoid spikes. Level 2: This deadly dungeon of Lord Slayer is much like his first level, only more difficult. Again, Ninjas and Barbarians desire items hidden here, but cannot be present in the dungeon. Half-Orcs have no reason to be kept in the party while in this dungeon. The mystical fountain of experience might be located on this level, though rumor sometimes mentions that Lord Slayer actually has two fountains. Also of interest in this dungeon, many who come adventuring with a party of mixed sex leave all male after extended stays. Beware poison! Hoardall's Dungeon Level 1: This maze-like dungeon holds treasure that augment the abilities of both Robbers and Clerics. Lord Hoardall keeps these items to insure he has the upper hand on the people most likely to take money from him. For some strange reason, Hoardall also has taken a dislike to Elves, and has a device which discriminates against that elder race. If you wish, exchange Might for Personality. Avoid darts whenever possible. Level 2: Lord Hoardall wants no visitors in this dungeon and has thus made it near impossible for adventurers to travel about. It is rumored that in addition to the artifacts for Robbers and Clerics and the rewards for non-Elves, there is a pool which makes all Neutral and a legendary fountain which allows you to exchange gems for experience. It is further known that Personality can be traded for Luck. Peabody's Dungeon Level 1: As Lord Peabody's castle is filled with arcane traps, so is his dungeon. Watch your spell points when you travel through these dank passageways. This confusing maze hides objects useful to both Knights and Paladins not present. Accuracy may be gained in exchange for Speed, or if you have patience, for nothing. Humans should be left behind before entering this dungeon. Level 2: Lord Peabody's second labyrinthine dungeon leave its treasures out in the open, but only the most powerful and innovative adventurer can gain access to them. Spell points turn to naught here, yet all spells cna be learned for a steep price in the dungeon. Knights and Paladins, as well as Humans, should be left behind when conquering this musty dungeon. Lord Peabody has left an amulet to change all to Good and a way to convert Luck into Personality. Lamanda's Dungeon Level 1: The Royal Dungeon houses some of the most incorrigible criminals in the land. Only Royal Guards are allowed free passage through this deadly dungeon. Unauthorized visitors will be fined severely. Some of the more enterprising guards have set up an exchange program, Endurance for Speed. Sorcerers and Archers should note that items are stored here for their use. Dwarves should stay away from this dungeon, if they wish to retain their party's goodwill. Level 2: This puzzling dungeon holds messages about Cron's secrets and only the most meticulous adventurer will get the entire answer. Some of the worst criminals, salesmen, have free reign in this dungeon. Amoung the things that can be purchased or found are a focal point for Evil, a way to exchange Might for Speed, a means of changing from Male to Female, a way to increase Hit Points if you are not a Dwarf, items useful to Archer and Sorcerers, and a mystic Hit Point Maximizer. Dark Keep This maze holds within it one-half of the path of completion for Sorcerers, the Mastery of Evil. Follow the advice of the Jurors of Mount Farview and the Status of Atlantium before venturing here. Bring many Sorcerers here, for it is only they who can explore this dire castle. Look to the walls and an swer the riddles to avoid unnecessary bloodshed. Tower of Mercy Resting on the southern portion of the Isle of the Ancients, this castle guards the secrets for manipulating the Good component of Sorcery. Stack you party with Sorcerers after visiting Mout Farview and Atlantium and wresting from them their knowledge to add to your own. Remember, choose the proper doors to walk through or fight near continuously. OUTDOOR REGIONS Travel cautiosly when outdoors. The lords of Cron have set up a road system which is the most safe way to travel, short of magic, between towns and castles. For open, wide spaces a Navigator is necessary so as not to become lost. There are many natural hazards, distinct to each of the 20 regions that can be devasting if they catch a party unawares. Weaker parties should avoid the outdoors. Region Layout A1 B1 C1 D1 E1 A2 B2 C2 D2 E2 A3 B3 C3 D3 E3 A4 B4 C4 D4 E4 Region A1 One of the four corners of Cron, anchored onto the tempestuous Elemental Plane of Air, this region is primarily a frigid wasteland. The sturdy town of Tundara is the lone outpost of civilization in the area. While travelling, stick to the road as blizzards, snow drifts, and avalanches ravage this desolate province. Region A2 Castle Pinehurst, the westernmost seat of civilization and authority, rests in this bizarre, half tundra, half timberland terrain. Surrounded by the evil Sarakin's Mine, a focal point of evil spirits waiting for the foolish to entertain them, and the dreaded Death Spider, responsible for keeping the area free of corpses and living bodies, Lord Peabody erratically maintains order in this, his immediate domain. Region A3 A truly grisly region. Corpses line the seashore as the fearsome Siren causes more and more shipwrecks in the treacherous waters, complete with tidal waves and whirlpools, around the Petrified Peninsula. On land, flying dragons swoop down on the unaware traveler for an easy meal. Many adventurers have met their doom here, believing themselves stronger than they actually were. Region A4 Waves of water seeping in incredible quatities from the Elemental Plane of Water make this aqueous region a popular place for watery death of mighty travellers. Perhaps the only reason to journey here is to visit proud Atlantium, most sophisticated of the five cities. Rumor has it that the Pearl Islands are a source of great wealth for the city's mining crew. Region B1 Perhaps the most mile tundra region, Fortress Haart, home to an ancient noble line, rests in this inhospitable, icy zone. A majestic Pegasi is said to live here, waiting patiently to aid the true saviors of Cron. Also, a warlike group monsters is said to conduct raids out of an artic ice cavern hidden deep within the swirling snows. Region B2 One month out of the year, the fabulous Circus sets its tents up in this pleasant meeting place. Troughout the rest of the year, different groups hold conventions and meetings in the Falcon Forest. It is best not to disturb these meetings unless you are invited. Another person not to disturb is Baron Wilfrey, who terrorizes the wood with his fabled bow and arrow. Region B3 This region has two main attractions for the curious adventurer. First, the Dark Keep, home of the evil sorcerer Ybmug, rests upon the northernmost tip of the Isle of the Ancients. This forbidden tower is of particular interest to Sorcerers throughout the land. Next, the mighty Dread Knight jousts regularly here, defeating all Knights who have faced him in recent times. Region B4 The superstar of Cron, Murray, has his world famous resort isle nestled in the lulling waves of the gentle ocean. The aged and beaten party will find relaxation and solace in kindly Murray's hot springs, gym, and other leisure-minded activities. Also of note is the good wizard Yekop's Tower of Mercy, located on the southern tip of the Isle of the Ancients. For the curious, visit Native's Cove, where cannibalism still thrives. Region C1 Castle Woodhaven, home to advaricious Lord Hoardall, guards the northernmost of the realm's frontiers. His job as peace-keeper is difficult at best, as his immediate neighbors are the vile undead of Lost Soul's Woods and Corpse Creek. If you seek action, visit the Hermitt of Beggar's Grove and help him recover what he has lost. Lastly, this region is loaded with magic, so be aware of any opportunities. Region C2 The hub of Cron, the town of Middlegate serves as t he center of trade and commerce for the civilized. As a result, enchanted roads lead to all land-bound towns and castles in the realm. Many interesting locales are to be found here. Square Lake, shrouded in dire mystery, ruins of Mystic Castle Xabran, destroyed by Elemental Lords, and abandoned Corak's Cavern all lie nearby, waiting to be explored. Region C3 The inherent evil of the Forbidden Forest intrudes upon the natural calm of Druids Point. The druids have set up a defensive perimeter to defend against the evil menace. Of special note to inquisitive travelers is Murray's Boat Ride. Simply make reservations in Middlegate, embark at the dock, and see Crom as it should be seen - at a distance. Region C4 On the west, Barbaric Hills, on the east, Quagmire of Doom. This is not a region to take young, inexperienced adventurers. King Kalohn fought the Mega Dragon in this once fertile savannah turned swamp and ever since evil has flourished here and throughout Cron. Watch where you step, for quicksand and sinkholes abound. Region D1 An area of great peril, this is where King Kalohn blasted a mountain to defeat the four elemental lords. The derivative of the battle is the Dead Zone, a tract of land so ruinous that to enter it is to die. And ensconced in the hills bordering this fatal area is Dragon's Dominion, the realm of the majestic dragons of Cron. And to complement the hazards of the area, Bozorc and his cluster of bandits raid travelers who journey the once safe Queen's Road. Region D2 The capitol and seat of government of all Cron rests here, in Luxus Palace Royale. Queen Lamanda rules the realm with a tremulous grip. On the road to the palace, her brother, the audacious Mandagual, has set up a toll station in direct conflict with Lamanda's wishes. The only people above the Queen's jurisdiction, the Jurors of Mount Farview, also hold court in the region. Stay away from the desert, for it is not heedlessly named Desolation. Region D3 This vacuous region does not have too much to offer the swashbuckling adventurer. The supreme Mr. Wizard studies in the Arcane Wilderness, hoping to find the rumored Lich Lord who dwells within its confines. He offers his services for a steep fee, but knows every spell in existence. The only other inhabitant of the area is a rather crazy old man who once worked in the Circus. Converse with both characters, as they have much to offer. Region D4 Bloodthirsty Lord Slayer decided to build grim Castle Hillstone, Guardian of the Southern Realm, on the border of the Quagmire of Doom and Dawn's Mist Bog so that he could go to battle frequently. He certainly chose the right place, as monsters constantly traverse in and out of Dawn's Mist Cavern, mord often than not to the Quagmire itself. Slayer has had problems recently with farmers, and recommends that citizens do not tour any. Region E1 This explosive region is riddled with volcanoes and lava pools creeping from the Elemental Plane of Fire. The arid town of Vucania lies beneath the shadows of many dormant volcanoes, offering a safe place for expeditioners to linger. One should not stray from the roads, unless complete immunity to heat and fire is gained. Region E2 This is the singlemost deadly region in all of Cron. Thrilling seeking acventurers will have many battles of which epic sagas could be made. The Desert of Desolation also offers two interesting resort areas, though only the most staunch and fearless characters can appreciate what they have to offer. A Navigator is a necessity for travel. Region E3 Earthquakes and sandstorms ravage the barren countryside as monsters patrol the area seeking food. Concealed on the desert border, the Nomadic Rift Cavern offers escape from the patrols and civilization. The Inner Limits is rumored to do both great harm and great good, dependent upon previous actions. Walk carefully here. Region E4 Sandsobar, the most decrepit and depraved of all Cronian cities, brazenly sits in the shadow of the Elemental Plane of Earth. Though rocked occasionally by earthquakes, this region is surprisingly safe and sedate. This is a good place for yound travelers to visit. ELEMENTAL PLANES The four elemental planes are perhaps the most deadly locales in Cron. Special preparations must be made prior to expeditions, for each plane is composed entirely of its element, making it very difficult for non-elementals to get around. Each elemental lord can perhap$s destroy any adventurer foolish enough to challenge his supremacy. Elemental Plane of Water Mighty Lord Acwalandar is best avoided on this, his home plane of existence. He keeps many minions on hand for amusement and protection. Adventurers are advised not to visit this endless stretch of water unless they extraordinarily powerful. Of course, Lord Acwalandar also guards a coveted talisman of power, nestled in a hidden shrine somewhere on the plane. If you seek exit from here, rest. Elemental Plane of Air Flighty Lord Shalwned discourages adventurers from travelling to his airy plateau by having a vast number of patrols scour the area fro humanoid life. Hence, only the foolhardy come here voluntarily. Rumor has it that a mystic temple houses a powerful device which allows control over Air itself. If you seek exit from here, rest. Elemental Plane of Fire Sadistic Lord Pyrranaste encourages brutality and fighting amoung his subjects. He believes it builds character in his minions. It also makes the Elemental Plane of Fire a dangerous place to stay. A flame-guarded mosque is believed to hide an arcane amulet of destruction. If you seek exit from here, rest. Elemental Plane of Earth The Imperial Lord Galkor, former Tyrant of Cron, does not allow admittance to his kingdom by non-elemental creatures. Nevertheless, many come to seek a powerful shrine which house an earthen charm of high potency. None have found it and lived. If you seek exit from here, rest. CLUES AND HINTS There are many details that have to be sorted out in the world of Cron. Formidable quests must be completed, potent artifacts must be recovered, and personal power of all manners and all forms must be earned and then augmented. Following is a compendium of all of the most useful hints and clues necessary to adventure in Cron. The most basic clues are listed plainly, with exact location coordinates given. Also, the more difficult goals are listed clearly, as simply arriving at the objective is an arduous task in itself and once you arrive, you discover that you were suppossed to bring a certain something with you. The difficult and most important clues have been encoded, so that the casual glance does not ruin the rest of the game. Happy adventuring and good luck! Messages There are three different encoded messages spread across Cron. Yellow eases travel while Green and Red help the adventurer save Cron. Green Messagea Yellow Messagea Red Message B3 X14,Y9a E3 X7,Y2a Fire X6,Y15 B2 X12,Y2a E4 X2,Y11a Water X0,Y8 B2 X14,Y5a D3 X13,Y4a Earth X7,Y0 B3 X12,Y9a D4 X12,Y10a Fire X15,Y7 a E4 X7,Y2a Air X0,Y7 a D4 X14,Y15a Earth X9,Y6 a B3 X5,Y10a Water X8,Y0 a E3 X0,Y3a Earth X15,Y8 a D3 X8,Y2a Air X7,Y15 The messages need to be decoded in a specific order. Learn the proper order by using the corresponding interleave. Green Interleave Cavern below Middlegate a X8,Y14 Yellow Interleave Castle Xabran a X13,Y12 Red Interleave a Castle Xabran a X13,Y4 The Significance of Keys Throughout Cron, keys play a major role. Between the different colored keys, Mark's Keys, and the Castle Key, many locks will be opened. First of all, the Castle Key comes into play. In order to gain easy access to each castle, the key must be shown as a pass. To obtain the key, see first the Wizard Nordon in Middlegate and then his sister Nordonna. Upon completing Nordonna's task, she will explain all. Next come the four colored keys, Green, Yellow, Red, and Black. A locksmith selling one type of each key can be found in each town, save Tundara which has none. In each of the four major castles, Hillstone, Pinehurst, and Woodhaven, as well as Luxus Palace Royale, there resides a Bishop of similar color to each key. Each key frees the corresponding Bishop from imprisonment. However, greater rewards can reaped if for each color the party first wins in every one of the three combat arenas. For example, a party which has obtained a Green Key then proceeds to fight Green Ticket in the Arena, Monster Bowl, and Colosseum. They then free the Bishop of Green Battle from his incarceration and recieve a hero's reward. Find the Bishops as follows. BiYshop of Green Battle: Castle Woodhavena 10,6 Bishop of Yellow Battle: Castle Pinehursta 13,3 Bishop of Red Battle: Castle Hillstonea 11,4 Bishop of Black Battle: Castle Palace Royale:a 14,14 Finally, Mark's Keys must be found. Before this, Mark himself must be sought out. Find Mark in Beggar's Grove, Area C1 at 1,1. Find his keys in the Death Spider Lair, Area A2 at 2,9. There are a number of ways to raise or alter personal attributes and features temporarily or permanently in Cron. Besides magical weapons and artifacts, there are quests, creatures, statswappers, and pools, to name a few. Ability Enhancement Find the Circus between Day 140 and 170 in B2 at 14,4. Bring the Cupie Doll to the Old Man in Area D3 at 7,13. Visit the Inner Limits in Area E3 at 10,12. Return to the Circus and raise the ability of your choice. a and/or To become more Accurate, visit the Dungeon under Castle Pinehurst, Level One at 14,13. In order to heighten Speed, go to Area E3 at 4,5 and enter the Nomad's Hideaway. Then visit 0,15 in that Cavern. To increase Might, the druids of Druid's Point Cavern have a Might intensifier at 1,15. The Atlantians hide a way to magnify Intelligence in the Cavern below Atlantium at 11,15. Males and females each must seek different ways to enhance their Personalities. In the Ice Cave, males only should visit 15,8 while only females should visit 15,7. The stolid Vulcanians add to their Endurance in the Cavern below Vulcania at 15,14. Try to boost your Luck in Dawn's Mist Cavern at 12,7. Experience Catalysts An even change between gold and experience can add much to the party's strength. Slayer's Dungeon, Level One, at 11,5. The most favorable gold to experience exchange rate can be found in Slayer's Dungeon, Level Two at 9,15. For those willing to part with gems, a dragon will trade some of his vast experience for them in Hoardall's Dungeon, Level Two at 4,4. Alignment Modification For a more Neutral outlook upon Cron, visit Hoardall's Dungeon, Level Two at 7,8. For those who wish to be truly Good, visit Peabody's Dungeon, Level Two at 5,1. All those who are truly naughty by heart, and wish to become Evil for a change, go to Lamanda's Dungeon, Level Two at 5,11. Sex Change Tired of females (ain't it the truth!) in your party? Visit Slayer's Dungeon, Level Two at 0,8. For a party filled with ferocious females only, visit Lamanda's Dungeon, Level Two at 4,8. Age Reduction If your party is becoming old and grey and long for their mid-twenties again, visit Sarakin in Sarakin's Mine at 1,15. For a quick fix in age reduction, go to Travel Moore and book a vacation at relaxing Murray's Resort Isle. Visit the Hot Springs on the Isle in Area B4 at 2,3. Miscellaneous Clues Find your Guardian Pegasus in Area B1 at 9,9. To learn his name, bring a Linguist to Area C3 at 0,7. Find The Horvath in the Druid's Point Cavern at 1,5. Satisfy his stringent requirements, and then visit Murray himself in Murray's Cavern at 1,8. Murray's Power Oil aids those low in hit points. Find the storeroom in Murray's Cavern at 6,15. Murray's Goofy Juice can be found in Murray's Cave at 0,9. To rescue the Elemental Orb from its evil guardians, explore the Dismiss option. A useful password to know when adventuring in Square Lake is WAFE. In the dungeons below each castle, characters can gain a randow amount of Hit Points permanently if they follow the proper procedure. Make sure the you heed the signs that isolate the different races, and then actively seek out where they are prohibited entry. Depending upon the dungeon level, few or many Hit Points can be attained. The dragons in the Dragons Dominion guard two ways to increase Hit Points. For characters lesser in power, visit 0,0. Of course, guards will attempt to block your passage. For characters of great strength, a dangerous way to raise potential by an incredible amount is to defeat the Ancient Dragon at 15,8. For those who could not afford the steep price of the finest training from level to level, there is a Hit Point Maximizer which will raise the Hit Point level to its current maximum, calculating both Level and Endurance. Find it hidden in Queen Lamanda's Dungeon, Level Two at 0,15. Much wealth should be broug ht, as the price is exorbitant. Are the spell-casters in your party having problems finding all the spells scattered throughout Cron? There is a simple solution, bring all your spell-casters and all your gold (and some more!) to Lord Peabody's Dungeon, Level Two at 0,0. All spells will then be known by all characters present. To decode messages contained in this document, use the following chart. Code Key: 10=a 17=Ga 24=N 31=U 38=2 45=9 11=Aa 18=Ha 25=O 32=V 39=3 46=0 12=Ba 19=Ia 26=P 33=W 40=4 13=Ca 20=Ja 27=Q 34=X 41=5 14=Da 21=Ka 27=R 35=Y 42=6 15=Ea 22=La 28=S 36=Z 43=7 16=Fa 23=Ma 29=T 37=1 44=8 If you wish to decode clues and hints using your computer, a program to decode the message has been included with this document. (NOT ON THE DOC DISKa. SEWERCIDE). Points of Interest in Cron Towns:a !Areaa Coordinates Atlantiuma A4a 37 39,37 46 Middlegatea C2a 43,39 Sandsobara E4a 40,37 46 Tundaraa A1a 37 38,39 Vulcaniaa E1a 39,40 Castles: Castle Hillstonea D4a 37 39,37 Castle Pinehursta A2a 37,37 Castle Woodhavena C1a 39,37 40 Dark Keepa B3a 40,40 Fortress Haarta B1a 41,41 Luxus Palace Royalea D2a 37 40,37 40 Mandagual's Keepa D2a 43,44 Mystic Castle Xabrana C2a 37 40,44 Tower of Mercya B4a 40,37 36 Caverns: Corak's Caverna C2a 41,37 37 Dawn's Monster Caverna D4a 39,43 Dragon's Dominiona D1a 37 38,37 40 Druid's Point Caverna C3a 37,42 Forbidden Forest Caverna C3a 37 41,46 Gemmaker Volcanoa E1a 40,43 Murray's Caverna B4a 38,38 Nomadic Rift Caverna E3a 41,41 Sarakin's Minea A2a 37 38,39 Square Lake Caverna C2a 37 46,43 Ice Caverna B1a 40,37 38 Resorts & Conventions: Camp Kill-Ua E2a 37 37,37 40 Circusa B2a 37 40,40 Dino Rancha E2a 43,37 38 Farm of Feara D4a 45,37 37 Lepercona D4a 43,37 40 Murray's Cruisea C3a 43,45 Murray's Resort Islea B4a 39,39 Orcona !B2a 37 40,37 46 Clerical Spellsa Area Apparitiona Gateway Temple Awakena #Gateway Temple Power Curea Gateway Temple Heroisma "Temple Benedictus Nature's Gatea **C3 37,45** Pro. from Elementsa Temple Benedictus Weakena #Temple Benedictus Cold Raya !White Dove Temple Lasting Lighta White Dove Temple Walk on Watera **C2 37 37,37** Air Transmutationa A1 48,48 Restore Alignmenta White Dove Temple Holy Bonusa Vulcan Temple Air Encasementa A1 37,37 40 Frenzya #**B4 44,37** Remove Conditiona Vulcan Temple Earth Transmutationa E4 44,44 Water Encasementa A4 37,37 Water Transmutationa A4 44,44 Earth Encasementa E4 44,44 Fiery Flaila Vulcan Temple Fire Encasementa E1 37 40,37 40 Fire Transmutationa E1 44,44 Mass Distortiona Eleusinian Temple Divine Interventiona **Druid's Cave 37 40,37 40** Holy Worda C1 41,41 Resurrectiona Eleusinian Templ"e Uncurse Itema Eleusinian Temple Sorcerer Spellsa Area Awakena #Sleepy's Mage Guild Energy Blasta Sleepy's Mage Guild Sleepa $Sleepy's Mage Guild Eagle Eyea **Middlegate 37 46,38** Identify Monstera Sleepy's Mage Guild Lloyd's Beacona Corak's Cavern 43,37 37 Pro. from Magica Whirlwind Mage Guild Acid Streama Whirlwind Mage Guild Lightning Bolta Whirlwind Mage Guild Wizard Eyea Sandsobar 43,40 Cold Beama Whirlwind Mage Guild Feeble Minda Mystical Mage Guild Fireballa !Mystical Mage Guild Disrupta "Mystical Mage Guild Fingers of Deatha **C1 37,44** Sand Storma Mystical Mage Guild Disintegrationa Blackrock Mage Guild Fantastic Freezea Blackrock Mage Guild Super Shocka Blackrock Mage Guild Dancing Sworda A2 37 45,37 37 Duplicationa Blackrock Mage Guild Mega Voltsa Cabalist Mage Guild Meteor Showera Cabalist Mage Guild Implosiona Cabalist Mage Guild Infernoa "Cabalist Mage Guild Star Bursta **D1 41,42** Enchant Itema Gemmaker Volcano 39,39 Hirelings Namea Location Sir Hyrona Cavern below Middlegate 46,37 41 Drog H K Phooeya Sandsobar 43,40 Thund R.a Vulcania 40,38 Aeriela  Big Bootaya Atlantium 46,37 40 Cleogotchaa  Harry Karia Cavern below Vulcania 37,37 40 No Name Gertrudea Tundara 37 41,37 46 Rat Fink Friar Flya Castle Hillstone 44,40 Dark Magea  Red Dukea D1 37 40,37 Dead Eye Nakazawaa B4 37 46,37 Shermana  Flailera A3 44,37 Fumbler Sir Killa Sarakin's Mine 43,38 Jed Ia  Holy Moleya Dawn's Mist Cavern 40,37 37 Sick Pick Mr. Wizarda D3 37,37 40 The Jurors, Plus Quests, and Triple Crown In order to rescue Cron from destruction, it is necessary to vanquish the direst evil present in the world. To begin, visit the Jurors of Mount Farview in Region D2 at 7,0. If their clues are too difficult, the statuary in Atlantium should provide sufficient aid. If the eight still cannot be found, decode the ensuing messages: Knights should joust with the Dread Knight in 28 15 17 19 25 24 10 12 39 10 11 30 10 41, 37 40. Paladins should defeat the mighty Frost Dragon general in the 16 25 28 12 19 14 14 15 24 10 16 25 28 15 29 30 10 13 11 32 15 28 24 10 11 30 10 44,44. Archers should shoot down the detestable Baron Wilfrey in 28 15 17 19 25 24 10 12 38 10 11 30 10 37 37,38. Clerics should reunite Corak's Body and Soul. First, find the Soul in 28 15 17 19 25 24 10 13 37 10 11 30 10 37 46,37 41. Bring the Soul to the Body resting in 13 25 28 11 21 47 29 10 13 11 32 15 28 24 10 11 30 10 44,46. Sorcerers should free both the Good Wizard Yekop and the Evil Wizard Ybmug from stasis. Find Yekop in 30 25 33 15 28 10 25 16 10 23 15 28 13 35 10 11 30 10 37 38,41. Find Ybmug in 14 11 28 21 10 21 15 15 26 10 11 30 10 39,37 46. Barbarians must defeat the Barbarian Chieftain in a duel to the death in 28 15 17 19 25 24 10 13 40 10 11 30 46,47 41. Ninjas must assassinate the evil Dawn in 14 11 33 24 47 29 10 23 19 29 30 10 13 11 32 15 28 24 10 11 30 10 44,45. Robbers must simply accompany one or more of the classes on their quests to be rewarded properly. To see Queen Lamanda in Luxus Palace Royale, every character in your party must complete the appropriate quest listed above as well as winning the fabled Triple Crown. To do this, simply buy three Black Tickets at Drewnhald's Ironworks in Atlantium. Next take one Black Ticket to The Arena, Monster Bowl, and The Colosseum. Win each Black Ticket battle at each venue and thFen see Queen Lamanda. Remember, all in her presence must have won these three battles. Lord's Quests Three lords in Cron bequeath quests to these noble Crusaders who accept their challenges. While some of the quests are more difficult than others, in the end they all prove worthwhile. Lord Slayer seeks the heads of three beasts to finish his trophy collection. Find Lord Slayer inside Castle Hillstone at 41,38. Dragon Lorda Area D1 37 46,37 38 Queen Beetlea Area E2 37 37,42 Serpent Kinga Area E3 41,42 Lord Hoardall seeks three ultimate swords to complete his display. Find Lord Hoardall inside Castle Woodhaven at 45,37 37. Sword of Valora Area A2 37 37,38 Sword of Nobilitya Area E2 37 37,42 Sword of Honora Area D4 37 40,37 37 Lord Haart seeks two relics from his family's past. To recover these items, the party should be on good terms with Lord Peabody and be prepared to spend a considerable amount of time travelling. Find Lord Haart at Castle Haart at Area B1 at 41,41. Spaz Twita Area A1 37 37,39 The Long Onea Area E2 41,40 Tavern Specialties Most people think that each town's tavern is only a place to procure food, listen to the patrons exchange wild rumors, or unearth the bartender's personal thoughts on affairs in Cron. However, the taverns also offer speciality gourmet meals and exotic drinks which can alter each and every adventurer's disposition temporarily. Each tavern has the same drink menu, use the code key to decipher what attribute each drink effects. (Remember, if you drink too many exotic drinks, you could become sick.) Orc Beera -29 30 28 15 24 17 30 18 Straight Shota -11 13 13 31 28 11 13 35 Id Elixira -26 15 28 29 25 24 11 22 19 30 35 Academic Alea -19 24 30 15 22 22 19 17 15 24 13 15 Rare Vintagea -22 15 32 15 22 Mystic Brewa -29 26 15 22 22-13 11 29 30 19 24 17 Each tavern boasts its own speciality menu of gourmet meals. Some meals can help in various quests and adventures throughout Cron. If all meals are eaten and enjoyed, The Gourmet should be visited to be visited to discuss the finer points of cuisine and relaxation. Following is a list of each town's tavern and that tavern's own menu. Middlegate Slaughtered Lamb (4,6) Horrors d'oeuvres Soup de Ghoul with Garlic Toast Dragon Steak Tartar Atlantium Boar's Tongue Tavern (12,10) Lightly Salted Tongue of Toad Puree of Gnome Devil's Food Brownie Tundara Lucky Dog Saloon (7,9) Sizzling Swine Soup Red Hot Wolf Nipple Chips Roast Leg of Wyvern Vulcania Belinthra's Bar (3,2) Pickled Pixie Brains Deep Fried Troll Liver Cream of Kobold Soup Sandsobar Red Lantern Tavern (4,11) Gourmet Dinner B: Wyrm Chop Soup Roast Peasant Under Glass Phantom Pudding (Very Low-Cal) Key to Might and Magic Two Item List Over 250 total items are to be found in Might and Magic II. Of these 250 items, there are three major types to which they may be classified. Weapons, which have been subdivided into one-handed, two-handed, and missile lists, armor, which has been split into body armor and shield/helmets, and finally miscellaneous items, those items not previously able to be classified. Each list follows the same basic menu system. First, the name of the item as it appears in the game is listed. For each individual list, those items appearing in it have been alphabetized for your convience. Next, class restrictions are printed. The first letter of any class able to use the item is used to designate the limitation. The eight classes are represented as follows: (K)night, (P)aladin, (A)rcher, (S)orcerer, (C)leric, (R)obber, (N)inja, and (B)arbarian. An example; a KSR assignation means that only (K)nights, (S)orcerers, and (R)obbers can use that specific item. If no letters are printed, then all classes may use the item. Thirdly come up the Equip Bonus. Any power that the item might alter is listed along with the degree to which that statistic or resistance is raised. If the item cannot be equipped, then "no equip" appears. If the item has no magical force that changes statistics, then the space is left blank. A note: items affect individual elements rather than elements as a whole. Also, PHP stand âs for Poison/Hold/Paralyze, AC for Armor Class, Enrg for energy, and Thf for the Thievery ability. Special Powers, if any, follow. The same abbreviations are used as in the Equip Bonus column. Additionally, spells are listed as follows: an S or C denote whether the spell is a Sorcerous or Clerical spell. Then the level of the spell and spell number on that level are listed. So, if S7/3 is listed it would mean that the item can cast Sorcerer level 7 spell number 3, Etherealize. Every item with a special power has a randomly determined, finite number of charges. A Detect Magic spell will inform you of the charges remaining. An item does not need to be equipped for its special power to be used. Remember, a special item is temporary. Next come the Gold Value of that item. Items are normally sold for one-quarter total value. Merchants can sell items for one-half total cost. Store Keepers are under no such limitations and often sell items at inflated prices. Finally, for weapons comes the Damage/Bonus. This is the amount of damage the weapon does without modifiers. Strength modifies damage done and accuracy modifies the characters chance to hit. A weapon with a "+", for example +3 long Sword, modifies both to hit and damage numbers. For armor, the final category, Armor, lists the number by which a characters Aromor Class is inflated. A "+" raises the armor class additionally. A last word, a "+" on any item also modifies the Equip Bonus and the Special Power of that item. One-Handed Weapons Weapon Namea Classa Equip Bonus Special Pwr Gld Value Damage Accurate Swd KPARa Acc +10a 4000a 10 Acidic Swda KPARa Acid +15a S3/1a 4000a 10 Battle Axea KPARBa 60a 10 Blazing Axea KPARBa Fire +15a 1500a 10 Broad Swda KPARa 100a 10 Bull Whipa KPACRBa 25a 6 Chance Swda KPARa Luck +15a 4000a 10 Cold Bladea KPARa Cold +15a S4/1a 4000a 10 Cudgela KPACRBa 15a 5 Cutlassa KPARa 40a 7 Daggera KPASRNBa 8a 4 Divine Macea KPACRB AC +10a C9/1a 30000a 14 Dyno Katanaa KNa Elec +15a Level +15 20000a 20 Ego Scimitar KPARa Per +12a 2000a 9 Electric Axe KPARBa Elec +15a S3/4a 2500a 10 Electric Swd KPARa Elec +15a S6/5a 4000a 10 Energy Blade KPARa Enrg +15a S6/1a 30000a 20 Energy Whipa KCSRNB Enrg +15a S1/3a 500a 6 Exacto Spear KPARNB Acc +6a 800a 7 Fast Cutlass KPARa Spd +4a 1000a 7 Fiery Speara KPARNB Fire +15a S4/3a 1200a 7 Flaila KPACRa 100a 8 Flaming Swda KPARa Fire +15a S4/3a 4000a 10 Flash Swda KPARa Enrg +15a S3/4a 4000a 10 Force Swda KPARa Mgt +15a Mgt +15a 30000a 20 Grand Axea KPARBa Mgt +15a Mgt +15a 20000a 20 Hand Axea KPARNBa 10a 5 Holy Cudgela PCa Per +15a C9/2a 20000a 10 Ice Scimitar KPARa Cold +15a S6/3a 20000a 18 Katanaa KNa "150a 10 Large Cluba *4a 4 Large Knifea KPASRNBa 10a 5 Looter Knife KPASRNB Thf +15a 400a 6 Long Daggera KPASRNBa 20a 6 Long Swda KPARa 50a 8 Lucky Knifea KPASRNB Luck +10a 250a 5 Macea KPACRBa 50a 7 Magic Swda KPARa Magic +15 Level +15 30000a 20 Maula KPACRBa 30a 6 Mauler Macea KPACRB Mgt +6a 600a 7 Mighty Whipa KCSRNB Mgt +3a 400a 6 Nunchakasa KNa "30a 6 Photon Blade Ka Mgt +15a S9/1a 50000a 25 Power Cluba Mgt +3a 200a  N 6 Power Cudgel KPACRB Mgt +3a 300a 5 Quick Flaila KPACRa Spd +5a 1200a 8 Rapid Kantana KNa Spd +6a 3000a 10 Sabrea KPARa 60a 8 Sage Daggera ASa Int +15a Level +15 20000a 8 Scimitara KPARa 80a 9 Scorch Maula KPACRB Fire +15a 400a 6 Sharp Sabrea KPARa Acc +15a 1500a 8 Shock Flaila KPACRa Elec +15a S2/2a 1200a 8 Short Swda KPARNa 15a 6 Slumber Cluba Sleep +15 S1/7a 100a 4 Small Cluba *1a 2 Small Knifea KPASRNBa 5a 3 Sonic Whipa KCSRNB PHP +15a C2/4a 500a 6 Speara KPARNBa 15a 7 Speedy Swda KPARa Spd +10a 4000a 10 Spiked Cluba KPASRNBa 15a 6 Swift Axea KPARBa Spd +15a Spd +15a 20000a 20 Thunder Swda KPARa Mgt +15a S3/4a 30000a 20 True Axea KPARBa Acc +5a 1800a 10 Wakizashia KNa "60a 8 Two-Handed Weapons Weapon Namea Classa Equip Bonus Special Pwr Gld Value Damage Bardichea KPABa 200a 13 Dark Trident KPABa AC +15a 50000a 30 Fire Glaivea KPABa Fire +15a S4/3a 3000a 10 Flambergea KPAa !400a 16 Genius Staff KACSNa Int +15a Level +15 30000a 16 Glaivea KPABa 80a 10 Great Axea KPABa 300a 15 Great Hammer KPACBa 300a 14 Halbreda KPABa 250a 14 Harsh Hammer KPACBa Mgt +3a 1500a 15 Ice Sicklea KPABa Cold +15a S4/1a 3000a 16 Moon Halbred KPABa Luck +15a C7/3a 50000a 30 Naginataa KNa "300a 12 Pikea KPABa 150a 12 Scythea KPABa 50a 9 Sicklea KPABa 30a 8 Soul Scythea KPABa Magic +15 S5/2a 40000a 18 Staffa KPACSNBa 40a 8 Stone Hammer KPACBa Magic +15a 3000a 18 Sun Naginata KNa AC +15a Level +15 40000a 25 Titan's Pike KPABa Mgt +15a Mgt +15a 50000a 40 Tridenta KPABa 100a 11 Tri-Sicklea KPABa 2000a 24 War Hammera KPACBa 120a 10 Wind Staffa KPACSNB Spd +15a C5/1a 1500a 8 Wizard Staff Sa Int +15a S7/4a 30000a 16 Missile Weapons Weapon Namea Classa Equip Bonus Special Pwr Gld Value Damage Ancient Bowa KPAa Acc +15a Acc +15a 2a0 a 35 Blowpipea KPASRNBa 10a 4 Burning X-Bow KPARNa Fire +10a C3/5a 2500a 8 Cinder Pipea KPASRNB Fire +10a S4/3a 2500a 4 Crossbowa KPARNa 50a 8 Death Bowa KPAa Luck +15a Level +15 40000a 24 Energy Sling KPARNB Enrg +15a S1/3a 15000a 10 Fireball Bow KPANa Fire +15a S4/3a 4000a 10 Giant Slinga KPARNB PHP +15a Mgt +15a 20000a 15 Great Bowa KPAa !200a 12 Long Bowa KPANa 100a 10 Meteor Bowa KPAa AC +15a S8/3a 1a0 a 24 Pirates X-Bow KPARNa Thf +10a Acc+15a 3000a 8 Quiet Slinga KPARNB Sleep +15 C2/6a 1500a 5 Shaman Pipea KPASRNB Magic +10 SpLvl +1a 1500a 4 Short Bowa KPANa 25a 6 Slinga KPARNBa 15a 5 Star Bowa KPAa Enrg +15a S9/3a 1a0 a 24 Voltage Bowa K VPANa Elec +10a S3/4a 4000a 10 Armor Armor Namea Classa Equip Bonus Special Pwr Gld Value Bonus B Chain Mail KPACRa PHP +15a 7000a 6 B Plate Mail KPa PHP +15a 13000a 8 B Ring Maila KPACRNB PHP +15a 5000a 5 B Scale Mail KPACRNB PHP +15a 4000a 4 B Splintmail KPCa PHP +15a 9000a 7 Chain Maila KPACRa 400a 6 G Chain Mail KPACRa Luck +15a Level +10 40000a 8 G Plate Mail KPa Luck +15a Level +15 2a0 a 12 G Ring Maila KPACRN Luck +15a Level +10 20000a 7 G Scale Mail KPACRNB Luck +15a Level +10 10000a 6 G Splintmail KPCa Luck +15a Level +12 60000a 9 I Chain Mail KPACRa Sleep +15a 6000a 6 I Plate Mail KPa Sleep +15a 12000a 8 I Ring Maila KPACRN Sleep +15a 4000a 5 I Scale Mail KPACRNB Sleep +15a 3000a 4 I Splintmail KPCa Sleep +15a 8000a 7 Leather Suit KPACRNBa 40a 3 Padded Armora (20a 2 Plate Armora KPa "2000a 10 Plate Maila KPa "1000a 8 Ring Maila KPACRNa 200a 5 Scale Armora KPACRNBa 100a 4 S Chain Mail KPACRa Energy +15a 8000a 6 S Plate Mail KPa Energy +15a 14000a 8 S Ring Maila KPACRN Energy +15a 6000a 5 S Scale Mail KPACRNB Energy +15a 5000a 4 S Splintmail KPCa Energy +15a 10000a 7 Splint Maila KPCa !600a 7 Shields Shield Namea Classa Equip Bonus Special Pwr Gld Value Damage Acid Shielda KPCRBa Acid +15a 2000a 3 Bronze Helma KPCBa PHP +15a 2000a 2 Bronze Shield KPCRBa PHP +15a 2000a 3 Cold Shielda KPCRBa Cold +15a 2000a 3 Electric Shield KPCRBa Elec +15a 2000a 3 Fire Shielda KPCRBa Fire +15a 2000a 3 Gold Helma KPCBa Luck +15a Level +5a 20000a 4 Gold Shielda KPCRBa Luck +15a 10000a 7 Great Shield KPCRBa 150a 3 Helma KPCBa 30a 2 Iron Helma KPCBa Sleep +15a 1000a 2 Iron Shielda KPCRBa Sleep +15a 2000a 3 Large Shield KPCRBa 60a 2 Magic Shield KPCRBa Magic +15a 5000a 5 Silver Helma KPCBa Energy +15a 5000a 3 Silver Shield KPCRBa Energy +15a 2000a 3 Small Shield KPCRBa 15a 1 Miscellaneous Items Item Namea Classa Equip Bonus Special Pwr Gold Value Acy Gauntlet KPACRNB Acc +6a Acc +10a 4000 Admit 8 Passa No Equipa 200 Agate Graila Pa Per +15a 10000 Air Disca No Equipa C4/2a 10000 Air Talona No Equipa C5/1a 50000 Amber Skulla Sa Int +15a 10000 Amethyst Box Ra Luc +15a 10000 Antidote Alea No Equipa C3/3a 1000 A-1 Todilora No Equipa 1 Black Keya No Equipa 1000 Black Ticketa No Equipa 1000 Castle Keya RNa Thf +5a 200 Compassa No Equipa 200 Corak's Soula No Equipa 1 Coral Broach Ba Mgt +15a 10000 Crystal Vile Na Spd +15a 10000 Cupie Dolla No Equipa 1 Cureall Wanda PHP +15a C5/5a 15000 Defense Ringa AC +2a S4/5a 4000 Disruptora Ene +15a S5/1a 20000 Dog Whistlea Luc +1a S4/4a 50 Dove's Blooda No Equipa C4/3a 2000 Earth Dis ca No Equipa C6/1a 10000 Earth Talona No Equipa C7/1a 50000 Elemental Orba No Equipa S9/3a 1a0  Elven Bootsa ARa Spd +5a 10000 Elven Cloaka ARa AC +5a S3/3a 15000 Emerald Ringa AC +15a 1000 Enchanted Ida Per +15a Lvl +15a 25000 Energizera No Equipa S6/4a 10000 Fe Farthinga No Equipa 10 Fire Disca No Equipa C8/2a 10000 Fire Talona No Equipa C8/1a 50000 Force Potiona No Equipa Mgt +10a 100 Freeze Wanda Cold +15a S6/3a 25000 Gold Gobleta No Equipa 250 Green Keya No Equipa 100 Green Ticketa No Equipa 10 Herbal Patcha No Equipa C2/1a 400 Hero Medala Per +4a C2/2a 800 Holy Charma No Equipa C1/7a 200 Honor Sworda No Equipa 5000 Hourglassa No Equipa S4/6a 2000 Instant Keepa No Equipa S5/3a 5000 Invisocloaka AC +6a S3/3a 2000 Ivory Cameoa Ka Mgt +15a 10000 J-26 Fluxera No Equipa 1 Lanterna No Equipa S1/5a 20 Lapis Scarab Ba Mgt +15a 10000 Lava Grenadea No Equipa S4/3a 2000 Lich Handa KSRa No Equipa S5/2a 10000 +7 Loinclotha Per +10a 5000 Magic Charma Mgc +10a S2/7a 800 Magic Herbsa No Equipa C1/4a 50 Magic Meala No Equipa C3/2a 1000 Magic Mirrora No Equipa S7/2a 30000 Mark's Keysa No Equipa 1 MaxHP Potiona No Equipa MaxHPa 4000 Mgt Gauntlet KPACRB Mgt +6a Mgt +10a 4000 Monster Tomea No Equipa S2/3a 2000 Moon Rocka No Equipa C7/3a 12000 M-27 Radicona No Equipa 1 N-19 Capitora No Equipa 1 Noble Sworda No Equipa 5000 Onyx Effigya Ca Per +15a 10000 Opal Pendant Pa Mgt +15a 10000 Pearl Choker Ca Per +15a 10000 Phasera Acc +5a S6/1a 20000 Quartz Skull Sa Int +15a 10000 Ray Guna Acc +5a S1/3a 400 Red Keya No Equipa 500 Red Ticketa No Equipa 250 Rope'n'Hooksa No Equipa S2/4a 10 Ruby Amuleta Na Luc +15a 10000 Ruby Ankha Luc +10a C7/4a 30000 Ruby Tiaraa Ka Acc +15a 10000 Sage Robea Sa Int +6a Lvl +10a 25000 Sapphire Pin Ra Luc +15a 10000 Sextanta No Equipa S1/6a 500 Silent Horna PHP +10a C2/6a 800 Skeleton Key RNa Thf +10a 800 Skill Potiona No Equipa Lvl +5a 500 Speed Bootsa Spd +15a C5/3a 15000 Stealth Cape RNa Thf +10a Spd +15a 4000 Storm Wanda Elec +10a S3/4a 2000 Sun Crowna Aa Int +15a 10000 Super Flarea No Equipa C3/5a 1000 Teleport Orba No Equipa S5/5a 5000 Thief's Pick RNa Thf +15a 20 Topaz Sharda Aa Acc +15a 10000 Torcha No Equipa 1 Valor Shielda No Equipa 10000 Wakeup Horna No Equipa S1/1a 50 Water Disca No Equipa C6/5a 10000 Water Talona No Equipa C6/4a 50000 Web Castera S3/5a 100 Witch Brooma No Equipa S3/2a 1000 Yellow Keya No Equipa 200 Yellow Ticketa No Equipa 50 Well, that's it, minus the list of monsters (which you don't need to finish the game)! Finally.. See ya! -Vexx- THIS DOCUMENT WAS MAJORLY REFORMATTED AND1 BRIEFLY SPELLCHECKED BY SEWERCIDE 02/91. IT LOOKS LIKE A GOOD ONEa.  aa°Sewer Software and Paranoimia presenta.  a ~ MIGHT AND MAGIC II (GATES TO ANOTHER WORLD) MANUAL ~ a a- 2 a A Fantasy Role-Playing Simulation a (Complete Docs typed by Ollie North, Spell list by Evil Priest) a Prologue 'An account of Corak the Mysterious' unsettling disappearance as told by his apprectice, Gwyndon the Young: Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This troubled me greatly as what could disturb one so powerful and composed as Corak the Mysterious? Was he not only High Priest as well as being regarded by all as a most accomplished warrior and being the most powerful Archmage other than King Kalohn the Vanquished? He was all that the knowledgable strive to be and what the ignorant claim to be. Corak used to tell me stories of different, wondrous worlds with hideous monsters and mighty warriors. he once even mentioned that he came from another world. I thought his stories mere fables or myths meant to entertain me. Little did I know that he spoke the truth and that a problem would arise from this truth that would drive him mad. One day while I was working on translations of a sorcerous scroll, Corak burst into the library with a harried look on his brow. He told me of an alien criminal from another reality who had escaped into our beloved CRON! Corak then promptly forgot that I was present and proceeded to curse and mumble profusely as he searched through the books for some lost text which contained a gleaming of information which might help him expel the dangerous alien. Being insatiably curious, I attempted to eavesdrop on the conversation he was having with himself. He spoke of CRON being out of alignment with other worlds, of a highly destructive alien being named Sheltem, and of an anointed champion who could reaqlign CRON before a horrific wave of fiery destruction would sweep across and destroy the land. After his foray in the library, Corak acted quite strangely during the next few days. He would lock himself up in his private study for hours at a time. Frightful noises emanated from behind the locked door and then, suddenly, they would stop. He would emerge changed each time in some subtle fashion. He would enter the study after devouring almost an entire banquet by himself and exit with an appetite as if he had not eaten in days. Other times he would be wan and pale from long hours of intensive research done in the library. He would then go to the study and exit in a few hours with a tan as if he had just returned from Murray's Resort Isle, baski in the sun there for a week. This weird behavior continued for almost a fortnight. One day, he left his study after an unusually long session and immediately started screaming about the end of the world and how he could not stop it. Amazingly, he was covered in snow and yet it was mid-summer! He then looked about it desperation and withdrew a strange, four-taloned claw which i had never even seen before. Corak then uttered a spell which caused a blinding glow of sheer power to evelope his body. He was terrible to behold, bathed in an eerie shower of what must of been pure ethereal energy, just standing there, exalting in his newfound might. Might and Magic IIa ,Page 1 Seconds later, a clap of thunder shook the building and Corak was gone. I believe that he transported himself away in order to try to stop the mystifying doom which lay upon CRON. Unfortunately, I have my doubts. Maybe the spell of power was too much for Corak the Mysterious and he brought about his own destruction. I do not know anything for sure. After all, I am now only an apprentice without a master to tell me if I am right or wrong. A week later, Lord Pinehurst visited and went into Corak's study. The strange, eerie noises started again and Lord Pinehurst was gone. I Aentered the study and noticed that one of Corak's machines was missing. Next day I received a sealed letter delivered by special courier from Lord Pinehurst. He wrote that he was fine, not to worry and that I should travel to Castle Pinehurst to continue my studies. I go now and hope that this growing chaos in my life will soon end. a 8 a BPage 2 a History of CRON 'This being a synopsis of the histories of CRON as gathered by Corak the Mysterious and found in his study in the Luxus Palace Royale by Gwyndon the Young: I, Corak,, called the Mysterious, have gathered these histories of the world aptly called CRON through personal experiences gained by the use of a magical artifact which allows travel through the very fabric of time itself. At first, there was only void. Yet, in the nothing something arose. An ethereal substance capable of supporting life came into existence. From the time of this forming shall I, as do all in CRON, reckon time. The shaping of this etherealness took well-nigh one century to occur and develop into recognizable form. Next, water in vast amounts came from disorder and remained to mix with the ether. Strange beings arose out of this chatoic union. Elemental lords of great power warred for control of the waters. The greatest of these was powerful Acwalandar, mightiest and most majestic of all the Water Kings. Preternatural fierceness combined with uncanny intelligence allowed him to hold unquestionable dominion over all of the other elementals. He reigned supreme for three score and a generation years, then turmoil erupted. Potent creatures from an unknown, mystical land charged into CRON with conquest of the brutal Water Lords as their goal. A battle which would last centuries began. Acwalandar and his minions were taken by suprise and the strange beings gained a foothold which they would not release. Puzzlement and fear of the unknown swept through the ranks of the normally stolid water elementals. Who were these warriors who suddenly came from nowhere? They were Spirits of the Air come from afar to expand their empire. Their lord was terrible indeed, a creature of tumultuous air named Shalwend who could call upon tremendous legions of vicious air elementals to blow back the shocked Water Lords. Air fought with Water for over a century, until reaching a level of equilibrium which neither side could change. Seeking to upset the deadlock and gain the momentum in the war against the air elementals, Aswalandar charged his servitors to create an ultimate weapon. He received much more than he wanted. His vassals summoned forth incredibly powerful creatures of destruction that would remain under the Water Lords total dominance. Fire elementals were issued forth . These hateful monsters sole purpose in life was to destroy, and at destruction their like will never be approached. They sucked the life out of the Air Spirits without mercy forcing them to endure a slow, consuming burn until there was nothing left. However, the Fire Lords were few in number and could not totally destroy the Masters of the Wind. The leader of the burning horde, Pyrannaste, Master of Flame, dislike the iron-fisted fule of Acwalandar and the Water Lords. Any hesitation of a fire elemental in carrying out an order issued by a Water Lord would result in extinguishment. Pyrannaste waited, for he was patient, and even though he and his vassals chafed under the rule of the water elementals they hated Shalwend and the air elementals even more. a :Page 3 Eighty years of servitude and war passed for the Fire Lords until Pyrannaste deemed the time proper for rebellion against Acwalandar. Wanting only to escape servitude while still being able to crush the ranks of the despised Shawend, the Master of Flame attempted to break away peacefully from the air elementals. At first they succeeded, but resentment and overconfidence built up in the Legions of Water. Are not hte fire elementals our servants, brought forth by us to serve our needs? Can we not crush them as we crushed the Masters of the Winds? This the armies of Acwalandar thought, forgetting that the might of the air horde must be fought once again without aid. Also forgetting that in order to extinguish a fire elemental, a Water Lord loses much of himself in the struggle that ensues. Shrewd AcwEalandar realized that the Water Lords could not hope to end victorious in a war against both the air and the fire elementals. However, his counsel fell upon deaf ears. What good is the voice fo reason to an angry mob? For fifty years Water fought Air and Fire, Fire fought Water and Air, and Air fought Fire and Water. Battle were bloodthirsty and allies were nonexistent. CRON had transformed into a chaotic battlefield with no one group able to assert itself over the others. And then came disaster. From places vaguely rumored to exist came the most fearsome creatures yet. Emperors of Earth they called themselves. They were led by Gralkor the Cruel. In one fell stroke they invaded CRON and caused the petty struggles between Water, Air, and Fire to come to an utter halt. Ancient enemies were forced to unite for survival against the new, common enemy. At first, the earth elementals appeared invulnerable. Eighty years and innumerable battles later, a method was found to stop them. Acwalandar and the Water Lords would soak the earth elementals with a flood of water. Then, Pyrannaste and the Fire Lords would bake the dissipated creatures into dry silt. Finally, Shalwend and the Air Spirits would lift the silt into the sky and spread all of the particles across the world, leaving the earth elemental utterly eradicated. Alas, the effort by the three elemental tribes was too late to stop Gralkor the Cruel and the Emperors of Earth. They had pooled together and formed a giant mass of earthen matter which floated upon water, was immune to fire, and which would not scatter as leaves upon the wind. For twenty more years the elementals attempted to overcome the earthen landmass of Gralkor the Cruel. They failed miserably and the Emperors of Earth assumed command of what would become CRON. By the year 500, Gralkor and the earth elementals were busily constructing a fixed land area with the toil of their slaves. For almost one hundred years all of the elementals, Water, Air, Fire, and Earth, struggled to perfect the landmass. What they came up with is what we know as the physical land of CRON. Rumor of CRON spread to other worlds somehow and an inexorable flow, of what were to the elementals, small pitiful creatures began to populate the work of Gralkor in the seventh century. The creatures were of many different humanoid types, but they all had basic similarities and resistances which enabled them to survive in CRON. Water beaded off them, air swirled past them, fire did burn them, but only under extremes, and might earth they trod upon. The humanoids were able to extract properties from each of the four element's features and use it for their own benefit. But perhaps most a :Page 4 important of all, they could weave magic. At first, there were few of these pathetic creatures, but they multiplied rapidly and spread across the landmass. The humanoids strengthened after years of toil and pain. Ambitions grew and they attempted to make CRON their own. This aroused the attention of Gralkor the Cruel and forced him into action. Unfortunately for the elementals, Gralkor acted too late. The humanoids had been in CRON for over seventy years and had acclimated themselves to all the difficulties which the elementals could produce They had weapons and spells which would immobilize all but the most powerful elemental lords. Gralkor did not realize this and made a most fatal error, he attacked. He marshalled his forces for the obliteration of the feeble humanoids. The humanoids knew what to expect and lay a trap for the elemental forces. All of the most powerful spell-casters gathered on the Isle of the Ancients and combined their efforts to creat an orb of power. This orb had a mystic receptacle, a four taloned claw. There was a talon for each elemental force and alone, that talon could control the elemental creatures it represented. The four talons could be combined to form a holder for the orb. This formed a weapon of incomparable power which could guarantee the complete submission of destruction of any and all elemental creatures. Many tests were made in order to perfect this weapon. Gross mutilations and horrible deaths were the result of most of these. In the latter part of the eighth century there was a human male weak in magic but strong in courage named Kalohn who tested the orb and survived unmolested. Many humanoids died before this because of Gralkor's attack and the testing of the orb. Kalohn resolved to end it all immediately. He went to the tallest mountain in all of CRON alone. He then challenged the four elemental lords to do battle. Much damage to the land followed, including the transformation of the mountain into the crater we know as The Dead Zone. Kalohn, armed with orange, glowing orb emerged victorious and then banished each of the four elemental tribes to a seperate corner of CRON and formed barriers to keep them imprisoned. Within each elemental zone he placed the corresponding talon of the mightly claw in the order of the elementals' appearance, water, air, fire, and earth. He kept the orb for himself. With the elemental forces banished from direct interaction with the humanoids of CRON, civilization evolved and everyone prospered. Kalohn gained much magic power due to his battle with the elementals and his frequent use of the orb. He became King Kalohn the Conjurer and ruled wisely for thirty or more years. Peace spread throughout the land. Education began of the young and living conditions improved. Communities formed and trade developed. People were happy and content. Then in the mid ninth century, the elementals struck back. Unable to physically enter CRON and maddened at the elemental's defeat at the hands of a single, puny human, Acwalandar studied that which defeated him, magic. He had a great aptitude for sorcery and learned quickly by studying the humanoids who ventured near his realm. He gained particular skill in forming and summoning. Using this skill, Acwalandar formed a fell creature of enormous girth and power. He filled it with life from many of his followers and endowed it with the most fearsome of weapons known to him, fire. He had created the first dragon, a creature of mindless destruction and incredible strength. This dragon was formed just outside of the water barrier and left Acwalandar with the intent to destroy Kalohn and then CRON. a :Page 5 King Kalohn the Conjurer sensed the dragon's creation and the threat it posed. He sought it out ot vanquish it and quell the elemental lords forever. He met the dark creature in the beautiful Savannah of Plenty. Unfortunately, mighty as he was, Kalohn had only the power of the now faintly glowing orb with him and perished after a disappointingly quick battle. The dragon breatherd barrels of flame and engulfed Kalohn entirely, consuming him in a bath of fiery death. Kalohn had attempted to cast a spell which would form a shield of water to protect himself, but the spell was changed as a last minute surge of power from teh orb went through Kalohn's body and caused a flood to ravage the Savannah. For all the might of the dragon, he could not fly without wings and was too heavy to swim. He died a slow death, powerless against the natural habitat of his master. Aftereffects of the battle were numerous and disastrous. The Savannah of Plenty was destroyed and became the Quagmire of Doom, an area of great evil. However, it is rumoured that the orb still exists somewhere in the Quagmire, though no one has ever found it. Dragons entered CRON through once closed corridors and wreaked havoc amoung the populace. Pricess Lamanda, Kaholn's daughter, assumed a tentative command of the land. All of these factors led to regression and the ultimate downfall of the level of civilization which had been achieved. Now it is the tenth century and chaos reigns. Swords and sorcery have replaced law and order as the way of life. Monsters roam the land of CRON freely and do as they please. Isolated areas hold out against barbarism, but are doomed to fall. All the remains of CRON's glorious past are old wives' tales of mighty warriors and wizards doing battle against evil hordes and of a tragic lord, King Kalohn the Vanquished. a =Page 6 a Table of Contents Introductiona. 61 Chapter One: The Opening Options Menua. 9 Main Options Menua. 19 Create New Charactersa. -9 View all Charactersa. .12 Hirelingsa. 412 Character Profilea. ,12 Delete a Charactera. +13 Rename a Charactera. % 1a. 13 Transfer Charactersa. .14 Go to Towna. 714 Set Up Your Partya. ,15 Chapter Two: The Adventure Beginsa. 16 Moving & Mappinga. 116 Game Commands While Marchinga. %19 Chapter Three: Encounter With Dangera. 23 Encounter Commandsa. /24 Combata. ;25 Saving YourGamea. 129 Chapter Four: Beginners Guide to Adventurea. 30 The Worlda. 830 Your Charactersa. 231 Weapons & Armora. 232 Monstersa. 933 Questsa. ;33 Spellsa. ;33 Appendix A: Details & Optionsa. $34 Character Statisticsa. -34 Character Classesa. 035 Character Racea. 336 Character Alignmenta. .36 Sex of Charactera. 137 Character Statusa. 137 Secondary Skillsa. 138 Armor, Weapons & Equipmenta. '39 Time Travela. 639 Auto-Mappinga. 539 Appendix B: Spellsa. /40 Spellsa. ;40 Clerical Spellsa. 241 Sorcerer Spellsa. 250 a 8Page 7 a Might and Magic II a Gates to Another World Is an ongoing journey that can last up to hundreds of hours. As you begin, let Chapters 1-3 of this book guide you through the first steps of your journey. If you are new to fantasy games, Chapter 4 will help acquaint you with the terms and conventions of this new world. As you gain in exprerience, your primary guide will become your computer screen. Even then you will find important reference information, on game options and spells, in the appendices of this book. Might and Magic One players should skim through the manual for new features. (Picture of a Gate) HAPPY ADVENTURING! a 7Page 8 Chapter One Opening Options Menu Start Game Allows you to proceed with the Game. It is a recommended that you copy your disks before selecting a this option. Demoa Demonstrates features of the game, ie. walking around, a encounters, combat, etc. To return from the demo press a "ESC". Copy Disks Allows you to make Backup copies of your original a disks. The Source disk is the Original. The Target disk is a the disk you want to copy on to. # of Drives Lets you play with one or two drives. This option also a works with Copy Disks. Main Options Menu Create New Characters If you decide to play Might and Magic using the pre-programmed characters provided, you can skip this section. Much of the fun of any fantasy game, however, lies in the creation of the characters with whom you go adventuring. If you are creating characters for the first time, or need to refresh your memory on character options, read Appendix A before continuing. The information in that appendix will help you create more varied and interesting characters, who have a greater chance of succeeding in their quest. To create a new character, display the Main Options Menu and TYPE C. A character's class is determined by 7 vital statistics. MIGHTa INTELLECTa PERSONALITYa ENDURANCE SPEEDa ACCURACYa LUCK Each statistic is randomly assigned a rating between 3 to 21, with 21 being the highest. To generate a new set of random ratings, press RETURN (or SPACE BAR for animation). a 7Page 9 Exchange Statistic You may exchange any of the 7 statistics by pressing the letter of the statistic you want to exchange. Select a Calss A Character my belong to one of 8 classes. KNIGHTa PALADINa ARCHERa CLERICa SORCERERa ROBBERa NINJA BARBARIAN To the right of the statistics are the eligible classes for the ratings given. These are the classes from which you may choose. Notice how the eligible classes change as you generate different sets of statistic ratings. To chose a class, type the NUMBER next to the desired class. At any time 'before' selecting a class, you can return to the Main Options Menu by pressing ESC. Assign a Race After selecting a class, choose the character's race. HUMANa ELFa DWARFa GNOMEa HALF-ORC To select race, type the NUMBER next to the desired race. a key, the entire party turns 90 degrees in that direction. Unlocked doors open automatically as you move your party forward through them. However if a door is locked, you must unlock it with the UNLOCK or BASH command...or find a way around it. (Warning: many locked doors are also booby-trapped, with the traps set to go off when you unlock or bash in the door.) When you come up against an obstacle, such as a wall or mountain, a message will appear (i.e., SOLID, IMPASSABLE, etc.) These messages are particularly useful when traveling in the dark or testing for secret passageways. Remember that you are now in a world of magic and danger, where all is not as it seems. Doors may lock behind you. Areas may be darkened by spells, requiring you to "feel" your way through them. Certain squares may teleport you acress vast distances, into unmapped areas. And of course, any square may contain treasure or mons Aters. a 5Page 16 The Map as Guide Map Not Included. Tips on Mapping.. Each grid is 16 x 16. Exact Coordinates see Sorcerer Spell: Location Sorcerer Spells: Eagle Eye and Wizard Eye, will also help in mapping. a 5Page 17 Game Command while Marching While your party moves through the 3-D view of the world, you may use any of the commands shown on the screen. The key used to give the command appears to the left of the command. When the # sign is given, type the CHARACTER NUMBER from the character list at the bottom of the screen. COMMANDa PRESSa DESCRIPTION a- D FORWARD (Up arrow) or Ret Move entire party one square forward BACKa (Dn arrow)a Move entire party one square back LEFTa (Left arrow)a Turn entire party 90 degrees left RIGHTa (Right arrow) Turn entire party 90 degrees right BASHa Ba Attempts to knock down a locked door. If a successful, the party moves forward a through the door. If the attempt fails, the a party does not move. In either case, a bashing a trapped door is likely to set off a the trap. CONTROLSa Ca Lets you select the sounds, party disposition a and message delays. a Party Disposition - This is the party's a outlook and adventuring style. Novice a players should set their disposition to a Inconspicious until they become more a familiar with the game. When seeking more a challenging encounters and more valuable a treasure, the Aggressive or Thrill Seeker a options may be selected. We recommend a the Average setting for the majority of play. DISMISSa Da Lets you select a Hireling to dismiss. When a you rest, you pay the Hirelings. If you do a not wish to pay a Hireling for the next day, a you must dismiss him/her. Before resting, a the Hireling will return to the last inn in a which they stayed. EXCHANGEa Ea Character exchanges battle position with any a other member of the party. A prompt asks a with which party member the exchange is a to take place. Press ESC before selecting a the exchange party member to abort the a command and return to the combat options a list for another selection. QUICK REFa Qa Displays a brief overview of all party a member's: Hit Points, Spell Points, Level, a Spell Level, Armor Class, Age, Gems, Food, a Condition. To return to the 3-D screen, a press ESC. RESTa Ra Rests party overnight in square currently a occupied. Rest restores all character's Hit a Points and/or Spell Points, unless inhibited a by special conditions. Rest requires and a ;Page 19 a uses 1 food unit from each character's food a supply. All protetion spells wear off during a rest and must be recast upon awakening. a Party may encounter monsters during rest. a If so, some members of the party will enter a the encounter with their condition listed as a asleep. If the area is too dangerous, the a party will not be allowed to rest in that a square. Time does pass in the land of Cron a and many events are time related. See Time a Travel section, page 39, for more details. SEARCHa Sa Finds treasure or other items hidden in a  ±a square occupied by party. You should a always search after defeating a monster a and before moving off the square in which a the encounter occurred. However, you do a not need to search immediately after a combat. You may want to rest, cure a wounds, etc. first. a When a chest is found there are 3 options a available: a 1. Open it - Simply opens the chest. If a there is a trap it will probably go off. a 2. Find / Remove Trap - Opens chest a carefully, using the robber's thieving ability a and reducing the chance of a trap being set a off. a 3. Detect Magic / Trap - Detects whether a the contents of the chest are magical and a whether or not the chest has a trap. May a only be selected by a character with a sorcerer spells. UNLOCKa Ua Allows one character an attempt to pick the a lock on a door. Only a robber has any real a chance of success. If the attempt succeeds, a the door will be unlocked and any traps will a be disarmed, so the party may move forward. a If the attempt fails, the door will remain a locked and any existing traps may be set a off. The attempt may be made again, but a each subsequent failure increases the a likelihood of setting off traps. VIEW CHARa #a Displays the Character Profile for that a character. (See Chapter 1 for a description a of Character Profile.) At the bottom of the a Character Profile is a set of options which a may be exercised only while adventuring. a Quick Ref (Press Q) Displays a brief a overview of all party members's Hit Points, a Spell Points, Armor Class and Condition. a 5Page 20 a From this list, you can view an individual a Character Profile, by pressing his/her a CHARACTER NUMBER, To return to the a original screen, press ESC. a Cast (Press C). Displays a characters Spell a Book which lists all known spells for that a character. Then prompts you to cast a non- a combat spell, providing the character may a cast spells at that level and has the a required number of spell points and a magical gems. Prompts ask for spell level a and number and other information if a needed. See Appendix B for spell a descriptions. a Discard (press D). Permanently removes a item from the character's backpack. Follow a screen prompts. a Equip (Press E). Shifts and item from a character's backpack to equipped area so a character may use it. A maximum of 6 a items may be equipped at any given time. a not all items must be equipped in order to a be used (i.e., a potion may be used from a the backpack). a  a Items which must be equipped include a armor and other clothing, weapons, and a shields. Restrictions follow the laws of logic. a A character can only wear one suit of a armor at a time; can only be equiped with a one hand-to hand weapon and one missile a weapon simult oaneously; cannot be a equipped with a shield if equipped with a a two-handed weapon; and so on. a NOTE: Equipping a character with armor a may affect his/her Armor Class a gather (Press G). Transfers all gold, gems a and food carried by other party members to a that character, up to the maximum amount a of each item which the character can carry. a 5Page 21 a Remove (Press R). Shifts item from a equipped list to backpack if there is room a in the character's backpack for the item. a Follow the screen prompts. a Share (Press S). Evenly distributes all a gems, gold or food in the party's possession a amoung all party members. Follow the screen a prompts. a Trade (Press T). Transfers an amount of a gems, gold or food, or a particular item, a from viewed character to another character. a Follow screen prompts. a  a Use (Press U). Activates an item that has a special powers. Items may or may not also a need to be equipped for use. Follow the a screen prompts. a If an item has limited power, a spell can be a cast to reveal the number of charges a remaining. See Appendix B for spell a descriptions. PROTECTa Pa Displays currently active spells covering the a entire party. Light spells also show, in a parentheses, the current number of light a units available to the party. One light unit a is needed to light up a dark square while a occupied by the party. Light units are a automatically used when the party steps a into a darkened square. a Magic shows the percentage of magic a resistance of the party. Forces shows the a percentage of elemental forces resistance. a Levitate, Walk on Water, and Guard Dog a appear when they are active. a If either of the spells Wizard Eye (indoor) or a Eagle Eye (outdoor) are active, the upper a right hand corner of the screen will display a a 5x5 overhead view of the party's location a and facing by an arrow at the center. MAP/LOCATION Ma This option is not shown on the screen. By a pressing M, the equivalent of casting the a sorcerer spell Location will occur. This a allows you to use the Auto Mapping feature a more readily. (See Auto Mapping, page 30, a for more details.) Other Windows Across the center of the screen is the status line which allows you to toggle between Options and the Protection screen. It also displays the current Day, Year, Facing of the Party and other relevant events like encounters, solid walls, locked doors, etc. The character window at the bottom of the screen displays the characters names in their marching order along with their current hit points. Other text may also temporarily appear in this window. a 6Page 22 Encounter with Danger During your explorations, your party will encounter many creatures, characters and special places. Encounters, while often filled with danger, are necessary, therefore, should not be avoided. Of course, if an encounter apperas to be more than your party can handle, do whatever is necessary to survive - run, bribe, hide, etc. Most creatures that you encounter will be monsters. Monsters usually travel in groups. A group may be homogenous or include a moixture of different types. There are hundreds of different monsters, some timid, some highly dangerous. Different monsters have different powers, capabilities, speeds and armor classes. You will learn about each type of monster as you encounter and (frequently) battle it. When an encounter occurs, the screen will change. The command/protection list will be replaced with a list of creatures encountered. A picture of the most powerful creature will appear below the monster. Your encounter options will vary, depending on whether the monster(s) surprises you, you suprise them, or neither party is suprised. a 6Page 23 If the monster(s) suprises you party, you go directly into combat. There are no other options. Combat is covered in this chapter, beginning on page 25. If your party surprises the monster(s), you have the option to advance or not. If you choose to avoid the monster(s), nothing further occurs. The encounter is over. If you do advance, you are given the same options as when neither party is surprised. If neither party is surprised, you have several encounter options. Note that the option you choose may affect your character's alignments. Encounter Commands COMMANDa PRESSa EFFECT a- E ATTACKa Aa This takes you to combat. See the sectoin a on combat. BRIBEa Ba Your party attempts to buy off the monsters a with bribees. If the monsters refuse your a attempt, combat will begin. If the monsters a accept your attempt, a prompt will ask a "bribe with what: Food, Gold, Gems". a Select one of the options and another a prompt will ask how much. Type the amount of a bribe and press RETURN. If they accept, a encounter is over and they may even a choose to give you a message. If they a refuse the bribe, the party will immediately a go to combat. HIDEa Ha This is similar to Run except the percentage a of failing is greater, but if you succeed you a will remain in the same square. RUNa Ra Your party attempt to flee from the a monsters. If the retreat succeeds, your party a will be moved to the safest square within a the immediate 16x16 square area. (You may a need to cast a spell to discover your exact a location.) a If the retreat fails, combat will begin. a * a =Page 24 Combat Combat is the heart of Might and Magic II. By battling and defeating monsters and other creatures, your party will gain experience points and any treasure which the monsters are carrying. Both are necessary for characters to advance in skill level and ability. Only one character or monster acts at a time. The order in which both characters and monsters act is based on their individual speed. The fastest character or monster goies first, followed by the next fastest, and so on. Each character or monster attacks once per round. A new round starts after all characters and monsters have had a turn. When a monsters name is highlighted, it is that monsters turn to act in the current combat round. The character's name appears below Options for: when it is his/her turn in the current combat round. On the right side of the screen is a list of monsters, in the order in which your party encounters them. A (check) in front of a character number or monster letter indicates that the character or monster may engage in hand-to- hand combat. With the exception of archers, characters who can engage in hand-to-hand combat cannot use missile weapons. The character list at the bottom of the screen can be used to determine which character is in which battle position. If a character's name is highlighted it indicates a condition other than good. a 9Page 25 Battle Options When a party member has the combat initi Cative there are 9 battle options available. Once you complete a battle option, the results of your action appear on the screen almost immediately. The message remains for the duration set by the DELAY command or by default. COMMANDa PRESSa EFFECT a- 9 ATTACKa Aa Character attacks monster in the A a positiion,with whatever weapon he/she has a equipped. If the monster in the A position a dies as a result of the attack, all other a monsters move up one position. FIGHTa Fa Character attacks monster in any hand-to a hand battle position, with whatever weapon a he/she has equipped. A prompt asks which a monster is being attacked. Abort the a comand by pressing ESC before selecting a a monster. You will return to the combat a options list for another selection. SHOOTa Sa Charcter fires missile weapon. This a command appears for any party member a who as a missile weapon equipped and is a not engaged in hand-to-hand combat. it a also appears for an archer, even if engaged a in hand-to-hand combat. A prompt asks at a which monster the character is shooting. a Press ESC before selecting a monster, to a abort the command and return to the a combat options list. CASTa Ca Character casts a combat spell. This a command only appears for spell casters. a Prompts asks for spell level, spell number, a and any other information required. Press a ESC before entering final spell information, a to abort command and return to the a combat options list. USEa Ua Character activate special power for any a item in his/her possession. A prompt shows a all items in character's possession and asks a which is to be used. Press ESC before a selecting and item to abort the command a and return to the combat options list. a 8Page 26 BLOCKa Ba Character increases his/her Armor Class for a that round only. RUNa Ra Character attempts to run away and seek a safety. If the character gets away... a a) and the party wins, he/she will a rendevous with party after combat. a b) and the party dies, he/she can attempt a to return to an inn and revive the party. a c) and the rest of the party succeeds in a running, all will regroup immediately after a combat. EXCHANGEa Ea Character changes battle position with any a other member of hte party. A prompt asks a with which party member the exchange is a to take place. Press ESC before selecting a the exchange party member to abort the a command and return to the combat options a list for another selection. VIEWa Va View a characters profile. a :Page 27 Other Options DELAYa Da Allows you to set the duration of on-screen a messages to any number between 0 and 9. a (0 is the shortest duration, 5 is the default) PROTECTa Pa Allows you to see all teh currently active spells a which cover your entire party. QUICKREFa Qa Displays the QUICKREF list of character in a your party, including Hit Points, Spell a Points, Armor C›lass and Condition. From a this list you can view an individual a Character Profile, by pressing the a CHARACTER NUMBER. To return to the a combat screen, press ESC. VIEW CHARa #a Displays the Character Profile for that a character. (See Chapter 1 for a description a of the Character Profile.) From the a Character Profile, you may type Q to return a to the QuickRef screen, or press ESC to a return to combat. For Advanced Players To speed up combat, hold down CTRL and A together. The character with the combat initiative will: * attack the monster in position A, if engaged in hand-to-hand combat; * shoot the monster in position A, if not in hand-to-hand combat but in possession of a missile weapon; * block, if neither in hand-to-hand nor in possession of a missile weapon. a =Page 28 Battle Over Combat continues until either side retreats or is completely destroyed. At the end of the battle, a message indicates the number of experience points gained in combat for each surviving member of your party. Party members who are dead, eradicated or turned to stone do not receive experience points. After combat, the screen returns to the 3-D view of the world, your journey continues, and your party will return to its original marching order, regardless of any position changes made during combat. IMPORTANT: Before moving your party off the square within which combat occurred, SEARCH the square for treasure. Most monsters carry treasure of some sort with them. You may, of course, take care of other business (healing wounds, resting, etc.) before you search the square. Saving Your Game If you need to interrupt the game, but save the experience points and other abilities gained by your characters during the most recent game session, you must take your party to the inn in one of the five towns and SIGN IN. When you enter the inn, you will be asked if you want to sign in. By answering Y (Yes) you will save your character's current statistics and status on your disk B copy. Should your party die, all gold, items, and information gained since you last visited an inn (saved the game) will be lost. Any important quests or clues found during the time should be reaccomplished. The next time you play, you may resume the game from the inn and town containing your party of adventurers...or start from another town with a different party. a 8Page 29 Chapter Four Beginners Guide to Adventure The object of an adventure game is the game itself, rather than a particular goal. During the game, you assume the roles of the characters in your party, sharing their uncertainties and adventures. There are certain conventions to most adventure games, which may vary in detail but are essentially similar. These conventions are the subject of this chapter. The details are covered in the following chapters and appendixes of this book. (Generic Adventuring Bullshit...) Pages 30-33... Appendix A Details and Options Character Statistics Each character receives a random rating from 3 to 21, in each of 7 vital statistics. Because these ratings establish a character's strengths, weaknesses and abilities, they also determine his/her class (knight, paladin, archer, cleric, sorcerer, robber, ninja, barbarian). Throughout the game, a character's actions, discoveries and battles may affect one or more of his/her vital statistics. Certain spells may even cause a vital statistic to exceed the normal maximum rating of 21. If however, any vital statistic drops to 0, the result is death for the character. MIGHT. A character's strength. It affects damage done by a character a in battle. INTELLECT. A character's general knowledge. Affects sorcerer spell a points. PERSONALITY. A character's general charisma. Affects cleric spell a points. ENDURANCE. A character's stamina in battle. Affects Hit Points (the a amount of damage that can be sustained before death). SPEED. A character's quickness and agility. Higher speeds increase a a character's Armor Class. Speed also determines the order of a combat druing the battle, with the fastest character or m"onster a going first. ACCURACY. A character's ability to land a blow on the enemy during a combat. LUCK. A character's chance of succeeding, when all else fails. A a random element whose effects cannot be predicted. a 4Page 34 Character Classes KNIGHT. Prime statistic (15 or greater): MIGHT Hit points gained per experience level: 1-12*. Spell skills: None. A knight begins with the best all-around fighting skills of any character. He/she can use any weapon or item of armor, unless of opposite alignment or designed exclusively for another class. PALADIN. Prime statistic (13 or greater): MIGHT, PERSONALITY, ENDURANCE Hit points gained per experience level: 1-10* Spell skills: Clerical, at higher experience levels. A paladin can use any weapon or item of armor, unless of opposite alignment or designed exclusively for another class. General fighting skills are equal to an archer's except that a paladin cannot use missile weapons during hand-to-hand combat. ARCHER. Prime statistic (13 or greater): INTELLECT, ACCURACY. Hit points gained per experience level: 1-10* Spell skills: Sorcerer, at higher experience levels. An archer can use any weapon, unless of opposite alignment or designed exclusively for another class. An archer can wear only chain mail or lighter armor, and cannot carry a shield. An archer can use any missile weapon, even during hand-to-hand combat. CLERIC. Prime statistic (13 or greater): PERSONALITY. Hit points gained per experience level: 1-8*. Spell skills: Cleric (defensive, healing). A cleric can use splint mail or any lighter armor, and can carry a shield. Weapons are restricted to clubs, maces, cudgels, whips, mauls, flails, staffs and hammers. A cleric may not use missile weapons. At higher experience levels, a cleric gains the ability to use higher level spells. SORCERER. Prime statistic (13 or greater): INTELLECT Hit points gained per experience level: 1-6*. Spell skills: Sorcerer (offensive, combative). A sorcerer may wear only padded armor and may not carry a shield. Weapons are restricted to clubs, whips, pipes, staffs, knives, and daggers. As a sorcerer advances in experience level, he/she gains the ability to use more powerful, high level spells. ROBBER. Prime statistic (13 or greater): LUCK Hit points gained per experience level: 1-8* Spell skills: Pick locks, find traps, backstab. A robber's armor is limitted to chain mail and shield. Weapons including sling, crossbow, and all one-handed weapons, such as a short sword, or dagger. As experience levels increase, the robber increases his/her ability to pick locks and disarm traps and successfully backstab during combat. A robber's fighting abilities equal those of a cleric. Robbers have the best chance to pick locks, find traps, as well as having special attack - backstab. A robbers first attack, if possible, will automatically attempt to be a backstab. A successful result will be displayed incurring extra damage. a 5Page 35 NINJA. Prime statistic (13 or greater): ALL Hit points gained per level: 1-8* Special skills: Pick locks, find traps, backstab and assassinate. A ninja's armor is limitted to ring mail or lighter armor and cannot carry a shield. A ninja can use most one handed weapons but only swords specifically designed for a ninja. Two handed weapons are limitted to staff and naginata. Most missile weapons can be used. Ninja's have the same abilities as robbers except to a lesser degreee. A Ninja's first attack, if possible, will automati- cally attempt to be an assassination. A successful result wil be displayed, incurring extra damage. BARBARIAN. Prime statistic (15 or greater): ENDURANCE Hit points gained per experience level: 1-12* Special skills: None A barbarian begins with the greatest number of Hit Points. Barbarians are limited to scale and lighter armor and can use most shields. A barbarian can use most weapons except swords, Missile weapons are limited to slings, blowpipes. In selecting characters to make up a party of adventurers, it is a good idea to start with on member from each class. This allows you to avail yourself of the special skills and abilities offered by each class. *The number of hitpoints gained per experience level may be increased by a character's endurance rating. The number of Hit Points with which each character starts the game is equal to the maximum number of points which eacOh gain per level, modified by endurance rating. Character Race Although there are no restrictions on the race to which any character may belong, selection of certain races may change the rating on one or more of a character's vital statistics. In addition, different races have different hidden strengths, which do not show up in a character profile. In general, these are: HUMAN. Strong resistance to sleep spells and poison. ELF. Some resistance to sleep spells. DWARF. Strong resistance to poison. GNOME. Some resistance to magic spells. HALF-ORC. Some resistance to sleep spells and poison. Although racial differences are never noted during the game, they may be important in overcoming the effects of various forms of magical attack. It is therefore a good idea to strive for a racially mixed group, when creating a party. Character Alignment In Might and Magic II, good and evil are not absolute, but rather a measure of the character's inclinations when confronted by the unknown. Throughout the game, a character's responses to encounters and combat can shift his/her alignment, as can certain spells. a 2Page 36 A character's alignment will occasionally restrict his/her activities while adventuring. Certain places, items and weapons are designated good or evil. These cannot be entered or use by a character of opposite alignment. A neutral character can enter an alignment restricted place, but cannot use a restricted item. Sex of the Character Sex in Might and Magic II means gender. Any character may be either male or female. Sex does not affect a character's vital statistics, or normally restrict his/her activities during the game. However it is still advisable to include both male and female characters in your party, since you may encounter items, places and/or activities that are available only to members of one sex or the other. Character Status On the Character Profile Screen you will find abbreviated information about an individual character's status, in a number of different areas. These include: CHARACTER OPTIONS: Assigned when you create the character. These may include the name, sex, alignment, race and class LEVEL: The experience level which the character has achieved. This starts at 1 and rises as the character gains experience through combat and training. At higher levels, a character gains in abilities and power according to his/her class (ie. a knight will attack more than once as his/her levels increase). HIT POINTS: Number of damage points which the character can sustain in combat. At 0 unconsiousness sets in. Any damage after that results in death. Shown are the current number of points/the maximum number which can be accumulated. SPELL POINTS: Number of points available for use in casting spells. Each spell costs a certain number of spell points, usually equal to the level of the spell. Shown are the current accumulation of points/the maximum accumulation of points. ARMOR CLASS: This number denotes a character's vulnerability to physical attack in combat. The higher the number, the less chance that a character will sustain damage from an attack. Normally ranges from 0 to 30, depending on such things as armor, shields, speed, spells, etc. SPELL LEVEL: Shows the highest spell level that can be cast. AGE: Starts at 18 and grows older as the game progresses. As a character ages, his/her skill begin to deteriorate as vital statistic ratings drop. After about age 80, a character die while resting overnight, from old age. Age can be delayed or reversed by a rejuvenation spell. EXPERIENCE POINTS: A running total of all points gained from defeating monsters, completing quests, etc. Experience points determine a character's eligibility for various types of training and for advancement to the next experience level. Approximately 2000 points are needed to advance from level 1 to 2. Point requirements generally double with each subsequent level. THIEVERY: This is a measure of a character's ability to perform thieving skills (pick locks, find traps, etc.). Certain items as well as training can modify this statistic. SECONDARY SKILLS: Character may learn secondary skills while adventuring. A character may only have two such skills at any one time. These skills provide many benefits including the ones listed below: Arms Master - increases accuracy with weapons Athlete - increases speed Cartographer - enables the auto-mapping feature. Ä Crusader - allows the character/party to be bestowed quests Diplomat - increases personality Gambler - increases luck Gladiator - increases might Hero / Heroine - all stats are raised Linguist - increases intellect Merchant - receives most favorable price when buying or a selling. Mountaineer - allows passage over any mountain range if at a least two party members retain this skill. Navigator - keeps party from becoming lost in large, open a spaces Pathfinder - allows passage through any forest area if at least a two party members retain this skill. Pickpocket - increases thievery Soldier - increases endurance GOLD: Number of gold pieces which the character is carrying. Gold is needed to purchase armor, weapons, food and other useful items. Gold must be acquired along the way. GEMS: Number of magical gems which the character is carrying. Gems, which must be found, are required to cast many higher spells. FOOD: The number of food units which a character is carrying. One unit equals a one-day supply of food. One food unit is needed to regain Hit Points and/or Spell Points during rest. Each character starts with 10 food units and may carry a maximum of 40 food units. CONDITION: Charcter's overall state; i.e. good, poisoned, asleep, unconscious, dead, etc. More than one condition (other than good) may exist simultaneously. Any condition other than good should be remedied as soon as possible. a 3Page 38 EQUIPPED: Displays items in character's possession which have been equipped for use. Items which must be equipped before they can be used include armor, shield, weapons, cloak, etc. (in general, any item which must be carried, worn or prepared for use). Up to 6 items may be equipped at a time. Items are restricted by the laws of logic; i.e., only one suit or armor at a time, only one 2-handed weapon, and so forth. BACKPACK: Lists items being carried in character's backpack. Items in backpack are not (and may not need to be) equipped for use. Up to 6 items may be carried in a backpack at a time. Items can be discarded, added or shifted while adventuring. Armor, Weapons & Equipment Various types of armor, weapons, and adventuring items (rope, torches, etc.) are available for purchase, to help your party. Hundreds of magical items, weapons and armor can also be found. Most standard articles, can be purchased in the various town shops. When you enter a shop, you will be presented with a list of available items and prices. As a rule, the more expensive articles are more powerful, offer greater protection, etc. A WORD TO THE WISE: Don't waste money purchasing items which your character cannot equip due to class restrictions. Time Travel During the course of play it will become necessary for your party to travel through time. You begin the game in the 10th century (the year 900). This is the true time and visits to the past are merely temporary. Each century is unique unto itself, therefore, places, people and things may not be present in all centuries. While traveling in time, your stay in any century is limited to a random amount of time. Consequently, while resting, you may be transported back to the 10th century to the moment at which you left. Auto-Mapping Might and Magic II is equipped with a complete Auto-mapping function. Every square or location in which the party stands is remembered by the game. Note: You must have a character with Cartographer secondary skills for Auto-mapping to work. When viewing the map from the Location Spell all the locations that party has been in for the current 16x16 area are shown. Note: You may only view the map of the area in which you are in, therefore it may become desirable to copy the maps onto the mapping paper. a # a Clerical Spells a a-  Level One:a |SP/Gems/Level |Object|Type|a Description a- |a- ; a |a |a | | 1. Apparition |a 1/0a | 10 |COMB|reduces monster's hitting chance 2. Awakena |a 1/0a |PARTY | ANY|awakens all members of party 3. Blessa |a 1/0a |PARTY |COMB|Increases accuracy of party 4. First Aid |a 1/0a |1 Char| ANY|Restores 8HP to a cha Yractera  5. Lighta |a 1/0a |1 Char|N-CO|Gives party 1 light factor 6. Power Cure |a 1/L+1 Gem |1 Char| ANY|Gives 1-10 HP back/cleric level 7. Turn Undead |a 1a | ALL |COMB|Destroyes some Undeada  a- |a- |----|a-  a |a |a | | Level twoa |a |a | | a |a |a | | 1 Cure Wounds |a 2/+1 Gem |1 Char| ANY| Restores 15 Points to 1 person 2 Heroisma |a 2a |1 Char|COMB| Temporary elevates 6 Levels Up 3 Nature's Gate |a 2a |PARTY | OUT| Teleports. Time Machine Also. 4 Paina |a 2a |1 Mons|COMB| 2-16 damage unless immune 5 Element. Protc|a 2/+1 Gem |PARTY | ANY| increases all resistances 6 Silencea |a 2a |4 Mons|COMB| Prevents monsters from casting 7 Weakena |a 2/+1 Gem |10 Mon|COMB| Reduces monster's damage by 1/2 a- |a- |----|a- a  a |a |a | | Level Threea |a |a | | a |a |a | | 1 Cold Raya |a 3/+2 Gems |5 Mons|COMB| Does 25 points of Cold Damage 2 Create Food |a 3/+2 Gems |PARTY |N-CO| Makes 8 units of fooda  3 Cure Poison |a 3a |1 Char|ANY | Cures Poisona  4 Immobilize |a 3a |5 Mons|COMB| Imobilizes Monster Affected 5 Lasting Light |a 3a |PARTY |N-CO| Gives 20 Light Factors to Partya  6 Walk On Water |a 3/+2 Gems |PARTY |N-CO| Party walk on water for 1 day a- |a- |----|a- a |a |a | | Level foura |a |a | | a |a |a | | 1 Acid Spray |a 4/+3 Gems |3 Mons|COMB| Does 6-60 Points of damagea 2 Air Transmuton|a 4/+3 Gems |Party |N-CO| Transforms Party to Aira  3 Cure Disease |a 4a |1 Char|ANY | Cures Disease 4 Restore Align |a 4/+3 Gems |1 Char|N-CO| Restores Original Alignmenta 5 Surfacea |a 4a |PARTY |N-CO| Transports party to grounda 6 Holy Bonus |a 4/+3 Gems |PARTY |COMB| increases damage by 1 Point/2LEVa  a- |a- |----|a-  a |a |a | |a Level Fivea |a |a | |a  a |a |a | | 1 Air Encasement| 5/+5 Gems |1 Mons|COMB| Does 10 Damage per Rounda  1 Deadly Swarm | 5/+5 Gems |10 Mon|COMB| Does 4-40 Points of Damagea 3 Frenzya | 5/+5 Gems |1 Char|COMB| Hits all monsters then unconscis 4 Paralyzea | 5/+5 Gems |10 Mon|COMB| Atempts to immobilze all monstersa  5 Remove Conditn| 5/+5 Gems |1 Char| ANY| Releases char from bad conditions a- |a- |----|a- a  Level Sixa |a |a | | a |a |a | | 1 Earth Transmut| 6/+6 Gems |PARTY |N-CO| Transforms party to earth 2 Rejuvenate | 6/+6 Gems |1 Char|N-CO| Takes off 1-10 years of age 3 Stone to Flesh| 6/+6 Gems |1 Char|ANY | Re-Animates a character 4 Water Encaseme| 6/+6 Gems |1 Mons|COMB| 20 points of damage per round 5 Water Transmut| 6/+6 Gems |Party |N-CO| Transforms party to water a- |a- |----|a-  a |a |a | | Level Sevena |a |a | | a |a |a | | 1 Earth Encaseme| 7/+7 Gems |1 Mons|COMB| 40 Points of Damage per round 2 Fiery Flail | 7/+7 Gems |1 Mons|COMB| 100-400 points of damage 3 Moon Raya | 7/+7 Gems |10 Mon|COMB| gives 10-100 bak and takes same 4 Raise Dead | 7/+7 Gems |1 Char|ANY | Brings bak from dead +1 Year a- |a- |----|a-  a |a |a | | Level Eighta |a |a | | a |a |a | | 1 Fire Encasemen| 8/+8 Gems |1 Mons|COMB| 80 points of damage per round 2 Fire Transmuta| 8/+8 Gems |PARTY |N-CO| Transforms party to fire 3 Mass Dist grortn| 8/+8 Gems |2 Mons|COMB| Makes mosters loose 1/2 their HP 4 Town Portal | 8/+8 Gems |PARTY |N-CO| Moves party into towns a- |a- |----|a- a  a |a |a | | Level Ninea |a |a | | a |a |a | | 1 Divine Interve| 10/+20 Gems |PARTY |COMB| restores all HP, gives life.etc 2 Holy Worda | 10/+10 Gems |ALL |COMB| destroys ALL undead monsters 3 Resurection | 10/+10 Gems |1 Char|N-CO| Removes eradicated condition 4 Uncurse Item | 10/+50 Gems |CASTER|N-CO| Atempts to remove cursed item a- K a Sorcerer Spells a a-  Level Onea | a | 1 Awakena | 1 2 Detect Magic | 1a  3 Energy Blast | 1/L+1 | 4 Flame Arrow | 1a | 5 Lighta | 1a | 6 Locationa | 1a | 7 Sleepa | 1a | a |a | Level Twoa |a | a |a | 1 Eagle Eyea | 2/La | 2 Electric Arrow| 2a | 3 Identify Monst| 2+1 Gem | 4 Jumpa | 2a | 5 Levitatea | 2a |a  6 Lloyd's Beacon| 2+1 Gem |a  7 Protect. Magic| 1/L+1 Gem| a |a  Level Threea |a  a |a  1 Acid Stream | 1/L+2 2 Flya | 3a  3 Invisibility | 3 4 Lightning Ball| 1/L+2 Gemsa 5 Weba | 3+2 Gems 6 Wizard Eye | 3/L+2 gems a | Level Foura | a |a  1 Cold Beama | 1/L+3 Gemsa  2 Feeble Mind | 4+3 Gemsa 3 Fireballa | 1/L+3 Gems 4 Guard Doga | 4 5 Shielda | 4 6 Time Distortio| 4+3 Gems a | a |a  Level Fivea |a  a |a  1 Disrupta | 5+5 Gemsa 2 Fingers/Death | 5+5 Gems 3 Sandstroma | 2/L+5 Gemsa  4 Sheltera | 5 5 Teleporta | 5 a | Level Sixa | a |a  1 Disintegration| 6+6 Gems 2 Entrapment | 6+6 Gemsa  3 Fantastic Frze| 2/L+6 Gemsa  4 Recharge Item | 6+6 Gems 5 Super Shock | 2/L+6 Gems a |a  Level Sevena |a  a |a  1 Dancing Sword | 3/L+7 Gems 2 Duplication | 7+ 100 Gems 3 Etherealize | 7+7 Gems 4 Prisatic Light| 7+7 Gemsa  a |a  Level Eighta | a |a  1 Incinerate | 3/L+8 Gems 2 Mega Volts | 3/L+8 Gems 3 Meteor Shower | (8+1/Mon)+8 Gems 4 Power Shield | 8+8 Gemsa  a |a  Level Ninea | a | 1 Implosiona | 10+10 Gems 2 Infernoa | 3/L + 10 Gems 3 Star Burst | (10+1/Mon)+20 Gems 4 Enchant Item | (50/+)+ 50 Gems a  a- N MAJORLY REFORMATTED BY SEWERCIDE 02/91.