![]() Many classes have a fight, and the right magic items make each one easy. So only knights and robbers may fight the Dread Knight. There are seven, with robbers able to assist anyone. Most creative, though, are the class-specific quests. Similarly, the symmetry of the quests should make it obvious that finding the Air Talon means there's a Fire Talon and so forth. Putting them in top to bottom order lets you read words above to below, but of course, cryptologists can figure the order without the final clue. The interleaf quests also are more compact there'll be nine messages that seem to be gibberish, scattered in a 20x20 area. While MM1 put an obscure, cryptic clue on one side of the world for a quest on the other, MM2 generally has a clue in a tavern or dungeon and another on the outside. And best of all, there's always more than one way to find the clues for a quest. Many quests from the castles are based on the map that comes with the game swords will be hidden in the map, and big monsters are rather more obvious. Kill-em-all spells can even wipe out the "+38 goblins" beyond the ten monsters shown in combat, as long as enemies start off getting killed. An Archer, who gets some sorcerer spells, can team with a Sorcerer to teleport between safe and dangerous places as needed. Other spells include Lloyd's Beacon, which lets you establish a place to return. Thankfully, there's a clerical spell to reverse aging. The best spell costs ten years of each party member's life-it allows a sorcerer to improve an item from +1 to +2, and so forth. Temples and Mage guilds sell the middling ones, but tough monster fights in odd corners guard the toughest ones. However, they usually just get the lame ones. MM2 also offers an interesting spell-gaining system where, at odd levels, spellcasters gain new spell levels. Parties that ate the right entree at the town tavern may find other NPCs-or, on other squares, get attacked by vengeful-if weak-monsters. Later, Bozorc the Orc and 110 of his underlings guard Red Duke and Dead Eye. The first NPCs under the Middlegate dungeon can be rescued by jump spells (2 squares forward) and no combat. They're generally hostages, and the tougher the enemy, the better the companion. These guys, paid when the party rests (and there are ways around THAT) are occasionally handy and fun to find. Traveling through each town, there'll be dungeons, and even some NPCs that can fill the last two of eight slots. Combat's usually a breeze, too, as you can hold control-a for the easy ones, and everyone gangs up on the lead enemy. Even character creation is easy, as you can swap statistics for a candidate to get what you want. Each character gets two skills, which can help them cut through mountains or forests or even bump up their stats. ![]() Portals between the towns are available for a modest fee, though the Keep Atlantium Beautiful committee's is one way-dumping you back at Middlegate.Ĭharacter improvement is not hard even if you look to map every square-and for a fee of ten gold, auto-mapping helps. Each town corresponds to an element, and a quest for one element has parallels with the other three. With your obligatory central starting town and four others in each corner of the map, MM2 establishes how its main puzzles will work. While it's not appreciably bigger than the original, MM2 has more to do and it's better organize and much more forgiving in combat. The formula remains intact: FPRPG, five towns, several castles with quests, dungeons that may or may not be relevant, and all manner of weird nooks that give items or raise attributes-temporarily or permanently. With more organized and rewarding side quests, you won't notice how stupid the two new character classes are. ![]() Might and Magic II overcompensates wildly for its predecessor's insane difficulty, and the poetry even scans and rhymes. While it's not appreciably bigger than the original, MM2." "Might and Magic II overcompensates wildly for its predecessor's insane difficulty, and the poetry even scans and rhymes.
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