Might and Magic Book Two - Ivory Cameo

After a year, we are certainly getting stronger. That much we can be sure off. We are also certain there is something sinister troubling the world of Cron. What that is, however, we have no idea. It’s time for some diplomacy.

Journal of Alana, the Cleric

Day 50, 901 CE

It has been a year and we know nothing of this world. There must be a reason Corak summoned us here, but he is long dead now and I made wow not to dabble in necromancy. We must get information the conventional way. We must visit the castles. Lord Hoardall is obviously of no use, so we will put our hopes in the other lords.

Day 51, 901 CE

We arrived at castle Pinehurst after a day’s journey. The guards allowed us entry after we have proven to possess the key, which must function like some sort of pass.

Hoardall was a lord, but at least his castle seemed like a castle, although filled with clutter. Pinehurst, however, is built as a cryptic puzzle. Immediately upon entry, I knew this place would be a pain, with the two entry doors uselessly marked as Left Door and Right Door. It took a day to get here, though, so I urged the group to stick with it and pick a door at random.

Rax hoped her thief’s luck would help, so she decided for us to take the right door. We entered a rectangular room filled with even more doors and a sign saying the unmarked ones are dangerous. As the sign said, some of the doors had more cryptic labels, but some remained unmarked. At this point, I wasn’t certain I should trust the sign, but we would find out soon enough.

Before looking behind any of the doors, I wrote down all of the labels, hoping to find some meaning in them. To my surprise, the meaning was clear, as long as the labels were read from the correct point, in the order they appeared on the doors.

Beware the time traps. The world will end in the year 1000.

For the first time since we arrived to Cron, I felt like I had some concrete knowledge of the situation. In Varn, messages like this one were left behind by Corak. Since he was the one who brought us here, I feel it would be prudent to assume he is the author of these messages as well. Because of that, Aleen, Priscilla and myself decided to take them seriously, though Rax and Lorelei remained reserved. As usual, Robin didn’t really care. She just wants to shoot her bow at enemies.

I died a bunch of times in castle Pinehurst, due to some of the monsters paralyzing the entire group, etc.

Day 52, 902 CE

We lost a year. We took a stroll through one of Pinehurst’s hallways, fighting enemies along the way and stumbled into a force field. As soon as we entered, everything around us started to speed up greatly. We got out noticing nothing. Upon our return to Middlegate, though, the Innkeeper asked us where we were for a year.

Might and Magic Book Two - Trap

There’s two of these traps in Pinehurst, that I know of.

The world ending in the year 1000 might not have seemed urgent before, but if these traps are expected to be common in the days ahead, then those days might turn into years very quickly.

Day 54, 902 CE

This is starting to turn into a full on siege. We had to go back to Middlegate to resupply and rest before venturing back into Pinehurst. Not counting the year we lost, we have been exploring the castle for three days now, and we have yet to see any official or anyone willing to even talk to us, for that matter.

I’m beginning to think the lords of Cron aren’t lords at all – just pawns in some strange, incomprehensible game.

Slowly but surely, though, we are learning about the world.

Day 55, 903 CE

And now we’ve lost another year. I knew there was going to be more time traps such as the one we already fell in and I urged the party to remain alert, but there is simply no way of recognizing it until it’s too late. This time, there was no need to go back to Middlegate. Everyone already knows how time dilation feels.

Day 58, 903 CE

We found an item in one of the hallways, which was already described to us as the J-26 Fluxed. We have no idea what it is, but we took it as important and picked it up.

Might and Magic Book Two - Fluxer

I don’t know where it was described to me, but the game says so, so I’m rolling with it.

Day 62, 903 CE

We found the throne room and it only took us three years. Lord Peabody actually seemed like a normal person. His castle wasn’t some elaborate puzzle. It simply served as a laboratory for his experiments with time. The traps we stumbled into were regrettable, but they weren´t actually traps – they were simply consequences of some of his failed research.

Might and Magic Book Two - Lord Peabody

This one actually has an almost normal name.

The lord had a favor to ask of us, though. His son Sherman went missing and he asked us to find him. In return, he would allow us the use of his Way Back machine, which is a time travel device, as best as I can figure out. Having something like that under our control would greatly help us in stopping the eventual cataclysm.

Day 63, 903 CE

There is a dungeon below castle Pinehurst which we fully intend to explore. It seems we would stay here for even longer than expected.

We encountered a Leprechaun. Our hard-earned money is gone again.

We found the Yellow Room and freed the Bishop of Yellow Battle, by using the Yellow Key. This is the second Bishop we freed, the first one being in castle Woodhaven.

Day 64, 903 CE

We entered the dungeon.

Day 67, 903 CE

Rax keeps dying to traps she is supposed to disarm. Aleen was forced to fly us back to Middlegate several times in order to resurrect her. She constantly boasts about her skill in thievery, but I’m starting to wonder.

The dungeon was taken over by demi-humans, helped by some traitorous soldiers. We are slowly navigating through it, but the constant fighting is taking its toll. Luckily, the soldiers have some high-quality equipment, so we are at least getting something out of it.

There was a lever with a cryptic message next to it, advocating accuracy over speed. Aleen figured it needs to be pulled in a precise manner, so she advised Robin to try and do it, but as far as we can tell, nothing happened.

Day 68, 903 CE

Robin seems more sluggish than usual. It’s possible the lever she pulled may have affected her somehow. Her hands do seem steadier.

I have no idea what the leaver did, but Robin is acting after Aleen now, so it’s possible it reduced her speed and increased her accuracy. I should pay more attention in the future.

Day 69, 903 CE

Aleen just realized something is blocking her teleportation spell while in the dungeon. This might end up troublesome.

Day 71, 903 CE

There was a hallways with a sign proclaiming NO KNIGHTS. We chose to ignore it and suddenly, we were someplace else. It was the same dungeon, but a different part of it.

We met a friendly face in the dungeon. An old knight offered to take us to the Luxus Palace to fight bad guys. This dungeon was challenge enough, so I politely declined.

Day 72, 903 CE

An ancient curse was placed at the end of a hallway. It was probably placed by some misguided wizard, as there was no sense of malice behind it, but it did end up draining our magic and preventing us from being fully prepared for the ambush that followed. Aleen and I managed to retreat to safety to return and retrieve our friends´ bodies, but luckily, Robin managed to hold her ground and dispose of the last enemy with the last bits of strength she had remaining. We rested and moved on.

Day 73, 903 CE

All of the recent combat experience has put a strain on the powers provided to me by the Divine, but it also taught me how to tap into them more efficiently. I am now able to take my allies back from the brink of death.

Day75, 903 CE

There was another hallway with a sign, this one banning paladins. Again, ignoring it took as to a different part of the dungeon.

Day 76, 903 CE

Though her skills at disarming traps are questionable, one cannot deny Rax’s loyalty. We were ambushed by a group of wild men and all but here were felled. She hid, waited for them to leave our bodies and then dragged us one by one all the way back to the temple in Middlegate. Without her, we would have long perished by now.

Day 77, 903 CE

Another leprechaun.

Aleen´s power is frightening. She is able to outright destroy several creatures at a time if she chooses to.

I’m talking here about the Disintegrate spell. I’m aware it was extremely useful in some versions of Might and Magic Book One, but that wasn’t the case in the version I played. In the first game, this spell would simply miss the vast majority of times.

In Might and Magic Book Two, though, it’s simply amazing. It targets a group of up to four enemies and it has a decent chance to outright destroy any of them. If it fails at that, it does exactly 50 damage, which is a very decent amount. Finally, it can fail completely, but this happened very rarely and it almost never happens on all the enemies it targets. Usually, at least one if not more are outright destroyed.

What’s even better is that it has a measly cost of six gems and six spell points.     

Day 80, 903 CE

Adventuring is a profession that enables one to see the world. Over and over again, events demonstrated how some things that seem universal are simply cultural.

For instance, the mountain men that sometimes attack us could easily pass for women in some cultures. Their very existence proves the definition of masculinity is certainly not universal.

Might and Magic Book Two - Mountain Men

I thought I’d use the opportunity to make fun of sprite recycling.

We found a pool within the dungeon today. We all stepped into it and felt changed, but we aren’t sure in what way.

The pool said that all who are worthy attained a new level of accuracy, but the attribute didn’t increase for anyone. Either there’s a Clerics of the South type of procedure that needs to be done in Might and Magic Book Two, or the message meant something else.

Day 82, 903 CE

Another hallway and another sign – No humans. This one is strange, since there was another one exactly like it at the dungeon entrance, but there was nothing that happened to us even though we ignored it. This one, however, sends us to the same spot the other two sent us.

Day 83, 903 CE

The dungeon below castle Pinehurst is now fully explored. All that remains are the strange hallways.

Day 88, 903 CE

Priscilla was waiting for us at the Middlegate Inn while we returned to the dungeon and carefully navigated towards the hallways blocking access to humans and paladins. The later was home to a magical grail which used to belong to the hero priest Agate, but we aren’t sure what the former did. We felt a surge of power as we touched upon the back wall and I can personally say that I do feel different, but I’m not sure what exactly happened.

The irony here is that Priscilla is the only one among us able to make use of the Agate’s grail.

Day 90, 903 CE

This time, Lorelei waited for us in Middlegate, so we could access the last blocked hallway of the Pinehurst dungeon. This one was well worth the trouble, though it didn’t seem that way at first.

It contained a completely uninteresting piece of ivory jewelry. We took it anyway and brought it back to Lorelei. Upon touching it, she immediately felt a surge of strength she never felt before. This is something she will treasure for a long time to come.

Might and Magic Book Two - Ivory Cameo

I’m guessing this and Agate Grail are class items and I’m guessing there’s one for each class.

With that, castle Pinehurst was fully explored. There is no reason for us to go back to the dungeon and we know where we can find Lord Peabody if any news off his son comes up.

I got a “surge of power” from a non-human hallway and two pretty awesome items from the class-related hallways, which are only wearable by the classes I had to leave behind to get it. I’m not sure what the surge of power did, but I think it increased some of my attributes.

Might and Magic Book Two - Castle Pinehurst

My final map of Castle Pinehurst and the dungeon below.

As for the two items, Agate’s Grail increases personality by 15, while the Ivory Cameo does the same for Might. Lorelei now has over 50 might.

Personal Notes of Aleen, the Sorceress

A fool remembers. Everyone else uses ink. I will write down any information I find into my personal notes.

The world will end in the year 1000. Beware the time traps.

To win the Queen’s Triple Crown, take a Black Ticket to the Arena, Monster Bowl and Coliseum. After victory has been achieved, return for your reward.

Might and Magic Book Two - Arena Message

This is a helpful tip, but it makes no sense why it would be here.

A man in Pinehurst dungeon can transport us to Luxus Palace.

Side Note: Party Progression

And finally, we have our usual party report. There have been levels and items this time.

Lorelei, Level 13 Dwarf Knight

  • Helm +7
  • Quiet Sling +2
  • Dark Trident
  • Ivory Cameo
  • Mgt Gauntlet +1
  • Plate Mail +4

Lorelei gained another level and found some upgrades. Her Iron Helm +1 was replaced with a Helm +7 and she got rid of her Hero Medal +2 in favor of the Ivory Cameo. Her might is now at 52.

Priscilla, Level 12 Human Paladin

  • Iron Helm +2
  • Shaman Pipe +7
  • Magic Charm +4
  • Plate Armor +2
  • Tri-Sickle +5
  • Agate Grail

Priscilla also gained a level, though she started to fall behind now. She replaced her Hero Medal with the Agate Grail and upgraded her Iron Helm and Magic Charm. She replaced her Ice Sickle with a Tri-Sickle +5, sacrificing some frost resistance for a lot of extra damage.

Rax, Level 12 Half-Orc Robber

  • Crossbow +2
  • Thief’s Pick +2
  • Blazing Axe +4
  • Silent Horn +3
  • Great Shield +2
  • S Chain Mail +4

Rax gained a level and upgraded her Great Shield +2 to a Great Shield +4. That’s about it for her this time.

Alana, Level 13 Gnome Cleric

  • Hero Medal +4
  • Quick Flail +2
  • Great Shield +4
  • Helm +4
  • B Splintmail +4
  • Defense Ring +2

Alana gained a spell level as well as a character level. She didn’t get any new items, though. The important thing is that she can now raise the dead.

Robin, Level 13 Elf Archer

  • Ice Sickle +3
  • Hero Medal +3
  • Ray Gun +1
  • Chain Mail +4
  • Defense Ring +2
  • Great Bow +5

Robin gained two levels, replaced her War Hammer +2 with Priscilla’s ice Sickle +3 and upgraded her Hero Medal.

Aleen, Level 13 Elf Sorcerer

  • Dagger +4
  • Magic Charm +3
  • Silent Horn +1
  • Padded Armor +2
  • Defense Ring +2
  • Hero Medal +2

Aleen gained two levels and a spell level, but she already got my favorite spell (Disintegrate), so that’s not important. She upgraded her Hero Medal with a hand-me-down from someone else.

Next Time

I’m thinking I should go back to Woodhaven and fully explore it, or maybe visit one of the town dungeons. I should also maybe reduce the amount of details in these logs. Seven pages!

Might and Magic Book Two - Dino Spider

It’s been a year since we arrived to Cron and the New Year’s celebrations took over our last few days. With a new year, it was time for new efforts.

Year 901, Day 1 – To the Swamp!

We went back to the swamp, or at least, we intended to. We flew to the western edge of it, but the first step into the marshes got us into a sinkhole. Moments later, we were surrounded by dust and dirt.

A brief look around the area told us where we were. This must have been the entrance to the Plains of Earth. There were mountains to the northwest, so based on our previous experiences, we concluded this was the south-eastern edge of the material plane of Cron.

Since we were here now, we decided to make the best of it and figure out some spells before we flew back into Middlegate. Alana and Priscilla meditated together for a while and it soon bore fruit. They constructed a prayer to the elemental forces to encase them into the very elemental force of earth.

Year 901, Day 2 – To the Swamp! For Real!

We ate lunch at the Slaughtered Lamb tavern before Aleen flew us back to the swamp.

The western part of the marshes was far more unstable, with sinkholes and quicksand forcing us to fly back and forth constantly. One should never get used to death, but it certainly seems we’re getting used to our own.

Might and Magic Book Two - Yellow Message

I thought I have to remember where the line split was. It was unnecessary,

That being said, we mapped out most of the swamp and concluded there is nothing left there to look for. We know of the cave in the middle of it as well as some dangerous creatures in the south, but that’s it. It was time to redirect our efforts.

Year 901, Day 3 – To the South!

We could hear the ocean west of the swamp, but a thick forest was blocking passage. Instead, we opted to move in from oaken grove, were the druids already began to move back into the area. It seems the creatures of Cron are extremely persistent.

The south was mostly covered in water.

The first thing we noticed was the artificial peninsula with the sign marking the “Evil Zone” wasn’t a peninsula at all. The narrow strip of land was actually connected to a similar flat area to the south, this one marked the “Good Zone”. On both of these, a small fortress was built. No guard were in front of either – only a sign proclaiming “Sorcerers only”. It seems Aleen will be able to decide on her allegiances soon.

To the south of this strange geographic construction was another island. This one was of natural origin, but obviously cultivated. It was owned by a name named Murray, who transformed it into a resort.

Each tile on the island gives you an option to use it in some way (have a drink, take a mud bath, etc.). The effect is different for every tile and it can go either way. One of them requires me to buy a ticket from one of the cities (paid customers only). I’ll try and see what I get from it later, but I’m not really interested right now.

Year 901, Day 11 – The Plains of Water

We were already at the entrance to the Plains of Water before, but now, thanks to our experiences, we knew exactly where the portal was. We soon approached the mountains dividing the southwestern corner of the material plane and the elemental plains and started scanning the horizon.

Something caught our eye. It looked like a crumbled roof, peering out of the mountain tops.

We marched towards it and soon discovered an old ruined tower, belonging to what was obviously a military garrison. In one of the rooms, affixed to the table at the center, there was an old scroll, barely holding together. Aleen took a look at it and gasped.

It was a spell scroll containing instructions on how to cast the clerical spell of Water Transmutation.

Might and Magic Book Two - Ruined Fort

This one was completely, absolutely unexpected, but now I have to (re)visit the other four corners.

To the north of the mountain range, there was also, of course, the city of Atlantium. We decided to pay a visit to it on foot for the first time and took another look at the various shops and establishments.

Now that we had money, it was easy to spoil ourselves with the finest meals at the local tavern, but far more important was that the smithy was selling magical rings of defense. At 9000 gold a piece, they did not come cheap, but the protection they provide to some of our physically less hard members is priceless.

Rings of Defense +2 apparently add four armor class, so I bought them for anyone who has a free slot, which included Alana, Aleen and Robin. Alana now has an armor class of 32, which is absolutely amazing.

Might and Magic Book Two -  Cleric

Did you see that armor class!?

Year 901, Day 13 – To Sandsobar!

The Sandsobar region was quick to explore. It’s located in the southeastern corner of the material plane, right next to the elemental Plane of Earth, where we already were.

Aside from the city itself and the famous healing fountain to the south of it, there was nothing of note.

Year 901, Day 14 – North of Sandsobar

We were back at the southern edge of desert.

Cron’s elemental origins are constantly apparent, especially in instable areas such as this one. Frequent earthquakes would trigger avalanches and landslides, inflicting pain and exhaustion upon our group, forcing us to frequently return to Middlegate.

Eventually, we mapped a large part of the desert and found that there was an oasis at the center. Hoping to find something magical and amazing, we stumbled onto a pull. Against our better judgement, which must have been just as exhausted as the rest of us, we decided to step into it.

As we got out, our bags contained nothing but ooze, with small pieces of their former content. Some strange liquid completely melted everything we had.

Year 901, Day 23 – Bags Restored!

It took as a week of flying, teleporting and portal travel before we finally had our most important items back – the castle key, the different colored keys we bought at the locksmith’s and the strange tickets the blacksmiths were selling.

That’s a week of our lives completely wasted, all due to carelessness.

Still, the southern desert region was explored.

Year 901, Morning of Day 24 – A Message

Aleen was up all night, trying to decipher some code, bits of which we found written in green lettering throughout Cron. She was fiddling with the cipher for a while now, but last evening, she seemed to have hit a breakthrough and did not sleep until she was done.

It turns out, some other random text that only Rax knew about, but wrote down just in case, was the cipher key. Once she realized that, it was just a matter of time before the cipher was broken and the hidden message was revealed:

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.

None of us is completely sure what this means, but Corak did leave use notes back in Varn, which turned out to be extremely helpful. Perhaps he was prepared for what would happen in Cron as well, so he decided to aid us before he passed away.

In any case, we have already seen things related to our individual professions, so there’s a strong chance that all of this is somehow connected.

It definitely is. The game isn’t big enough for there to be anything else. I’ve seen special areas or characters connected with most of the game’s classes up to now. It looks like I’ll be able to take a robber along with one of the characters to each of these.

But let’s not get ahead of ourselves. We’ve been to three of the four corners of the material plane, and we would like to visit the fourth. The problem is, there’s a volcano blocking our way.

Side Note: Party Progress

As usual, here’s where the valorous group of adventurers is currently at…

Lorelei, Level 11 Dwarf Knight

  • Iron Helm +1
  • Quiet Sling +2
  • Dark Trident
  • Hero Medal +2
  • Mgt Gauntlet +1
  • Plate Mail +4

Lorelei received absolutely no upgrades this time. Some nice items dropped, but the alignment requirement was sadly wrong, so I was forced to sell them.

Priscilla, Level 11 Human Paladin

  • Iron Helm +1
  • Hero Medal
  • Shaman Pipe +7
  • Magic Charm +1
  • Plate Armor +2
  • Ice Sickle +3

No upgrades for Priscilla either, but she did get up to spell level 3, meaning she can now cast Walk on Water as needed, as well as Cure Poison, saving up Alana’s spell points.

Rax, Level 11 Half-Orc Robber

  • Crossbow +2
  • Thief’s Pick +2
  • Blazing Axe +4
  • Silent Horn +3
  • Great Shield +2
  • S Chain Mail +4

No upgrades and no additions to Rax, sadly. A nice set of Thief’s Picks dropped, but again, they were of the wrong alignment.

Alana, Level 11 Gnome Cleric

  • Hero Medal
  • Quick Flail +2
  • Large Shield +3
  • Helm +4
  • B Splintmail +4
  • Defense Ring +2

Alana got a Defense Ring +2 since last time, bought at the shop in Atlantium. Her Armor Class is now 32, the highest in the party.

Robin, Level 11 Elf Archer

  • War Hammer +2
  • Hero Medal +2
  • Ray Gun +1
  • Chain Mail +4
  • Defense Ring +2
  • Great Bow +5

Robin also got a Defense Ring, since she had an empty slot. She also reached spell level 3, so I now have two transport services in my party. She can now cast all the extra costly spells, so Aleen can finally dish out some serious damage.

Aleen, Level 11 Elf Sorcerer

  • Dagger +4
  • Magic Charm +3
  • Silent Horn +1
  • Padded Armor +2
  • Defense Ring +2

Aleen also got a Defense Ring, but more importantly, she got to spell level 6. Disintegration, Super Shock and Fantastic Freeze sound awesome.

Might and Magic Book Two - Mark

The desert was large and dangerous. The result of our exploration was not matching our efforts. There was a dangerous cave and there was sand; nothing else. Within a few days, we were back in Middlegate.

To the Goblin Lands

To the northeast, there were the goblin lands. A few weeks ago, we went there, hoping to find Vulcania, but gave up after several goblin ambushes. We were stronger now.

We were much stronger now.

The goblins posed no threat at all. Even their orc leader could barely put a dent in our defenses.

Might and Magic Book Two - Bozorc

I’m thinking “Bozorc” is a pun of some sort. Maybe “boss orc”?

In fact, they were pathetically week, to the point where we took pity and them and decided not to raid their villages.

There was a reason he goblins settled there, though. Dragons don’t bother with pathetic creatures and goblins don’t bother with pride, so the nearby dragon flight served as convenient, though slightly dangerous protection.

Might and Magic Book Two - Wyverns

Wyverns are stronger than in the previous game, but not by much.

For us, the flight served as a source of gold and danger for a while, but not for too long. They seemed far to organized, so we did not want to risk meeting the brood mother (or –father, we do not discriminate).

The area near the road in D-1 had frequent goblin ambushes. Goblins are weak, but they attacked in scores here, so it was a bit annoying to fight them. There were also a few goblin villages where the game gives the choice to raid or ignore them. For now, we ignored, but they probably reset anyway.

North of the road, you mostly fight Cloud Dragons and Earth Wyrms. Both can be defeated, but with some bad luck, both encounters can be extremely dangerous. The biggest danger, though, is the fact that one of the encounters, which seems to be random, is against an extremely dangerous opponent whose name I forgot. What I do know is that can do several hundred points of damage to everyone in the party, so there’s no chance in hell I can defeat it right now.

At the far end of the dragon infested area, there’s a cave called the Dragon Dominion. Suffice to say, I got in and immediately went out.

At the far east of the road, in a small canyon, there’s a fixed encounter against a large group of orcs and their leader. As with goblins, orcs are weak. Their leader can pack quite a punch, though, so it’s important to kill him first. The encounter provides decent experience for the effort, but not much else. It might be quest-related or something.

Vulcania

Further east, we realized how close we to Vulcania when we gave up a few weeks ago. “Just around the corner” would be a very appropriate phrase here. Unfortunately, the name of the city is Vulcania for a reason. It was built near a volcano, and the volcano is active.

Getting murdered by falling debris did not interest us so we returned to Middlegate, as we always do.

Vulcania is at the very edge of E1. A few steps past the city, you get a chance of randomly being hit by eruption debris and outright killed, so there was no point in trying to explore the place for now. There’s also an alternative route into E1 in the northern part of D1, but the same thing happens a few steps in.

The Southern Marshes

We’ve been to Sandsobar, but we are still not familiar with the lands between it and Middlegate. We knew there was the castle Hillstone along the way, but that’s all we knew.

Instead of visiting Hillstone and getting another, undoubtedly pointless task from the local madm… err, lord, we decided to explore the nearby marshes. Certainly, there would be poison and disease, but there’s bound to be treasure as well.

First, we took a walk along the edge of the marshlands, simply to get an idea of how large they actually are. The walk took us several days, so it’s safe to say the marshlands are large.

Several days later, after some preparation with items and spells, we stepped into the muck, starting from the eastern side.

Mostly, it was empty and flat. Packs of aggressive swamp dogs roamed freely, but they posed no threat to our experienced group.

Several large rocks decorated the landscape, with bright lights floating around them. It was a thing of beauty from a distance. From up close, it was pain and death for the careless – lightning bugs.

There was a cave in the middle of the marshes, with signs discouraging random adventurers from entering. For now, we decided to take heed, but soon, we would be back and ready to loot and pillage, or more likely, carefully map and explore.

As I said, the two swamp areas (D4, C4) were mostly empty. A few cliffs have fixed encounters against lightning bugs and you get attacked by swamp things, acidic blobs or random low level swamp-themed enemies. Other than that and the cave, belonging to a person named Dawn, if I remember correctly, there was nothing else.

The Circus

Keeping up with our tradition, we went back to Middlegate and decided to return to the western regions, to fight orcs, corrupt merchants and gryphons, but with no intention to try and explore the snow wastes.

As it turns out, the Circus was in operation. The last time we were in the area, the season just ended, so all we found was empty ground.

It was entertainment for the common people. Our party would easily be able to handle the various tests and games, so we opted out, for the sake of giving the common folk a chance. Lancelot took part in the strength challenge once, just to get a single cupie doll as a souvenir and we moved on.

Instead, we went and took care of the orc army camped nearby. Within hours, several hundred orcs were no more.

We also took the secluded path behind the Circus grounds, where we knew wild Gryphons roamed. There were more than we expected, and the path was far longer than we thought, but after a while, we found a clearing, where the Archer was waiting.

The Archer?

In Atlantium, several inscriptions told legends of famous adventurers, each mastering their own craft. We already met the Jouster and the Guardian, who we’ve failed to mention in this journal. This one was the Archer and we wanted to talk to our own archer, Robin, in private. Our issue with that was that our own archer was not able to get here on his own yet, so we told the legendary adventurer we would be back later.

I already mentioned Atlantium in one of these side notes. I found the Jouster, which is supposed to be the knight, in B3. The Guardian, I’m guessing the paladin, is in C3 and apparently, the Archer is in B2. I have no idea what I need to do with these guys, but the Archer seems to require me visiting him with only Robin in my party, which I can’t do, since I would have to fight a bunch of gryphons on the way to him.

The circus provides a bunch of challenges you can take part in, but all you get for winning are cupie dolls, so there’s no point. I remember a random NPC asking for one of those, though, so I took one with me, just in case.

The Cold Northwest

After hundreds of orcs, corrupt merchants and gryphons slain, the cold northwest suddenly seemed very alluring.

This was where Tundara was geographically placed. An information such as this is something your average city-dweller does not possess, since portal travel is the standard in Cron and moving about the world on foot, by carriage or on horseback seems far too dangerous.

The snow did not hide much, but it wasn’t all for nothing. On the southern edge of the plains, just slightly north of Pinesworth Castle, an abomination of a spider had its lair. It was the size of a comfortable mansion and it seemed hungry.

Then it spoke!

What has Mark lost?

It gave us a riddle. We are to guess what Mark lost, or it would devour us. How this is a riddle, we had no idea, but we met Mark already. His camp was south of Woodhaven and every traveler knew he lost his keys. This was our answer and our reward. The Death Spider, was it called itself, gave us Mark’s keys. How the creature had them in the first place, no one is likely to ever know.

Might and Magic Book Two - Death Spider

For a death spider, that’s quite a mundane quest.

We brought them to Mark and returned to the snow plains. The area around Tundara was highly unstable and after a few days of exploration, an avalanche pushed us past the mountain barrier, into the icy area beyond.

Might and Magic Book Two - Mark

Mark lost his keys. You lose your head if you don’t have them.

We’ve been to a similar place before, to the south. Down there, a whirlpool pushed us to the very edge of the elemental plane of water. This, on the other hand, was obviously the elemental plain of air. Taught by our experience, we set up camp and spent some time in the area.

A few days of meditation was enough for Alana and Priscilla to create a new spell – Air Encasement. With that, we took flight and returned to Middlegate before some powerful creature would destroy us, together with the camp.

Might and Magic Book Two - Air Elemental

These air elementals sure look like ghouls to me.

The ice plains cover almost four entire map regions, but the A1 and A2, which I explored this time, had almost nothing in them. There was the Death Spider in A2 and there was Tundara itself in A1, but other than that, there wasn’t anything of importance.

Of course, half of A1 was part of the Air Elemental Plane, though I don’t really understand how that works. On one hand, there’s a portal leading to the Plane in the area, which would imply that this wasn’t the Plane yet, but on the other hand, the message about learning the Air Encasement spell was written like this was the Plane already.

Giving Mark his keys gave us 10.000 experience points, which isn’t a huge reward, but it’s repeatable, so it could be a good source of early levels. For me, flying back and forth 20 times for a single level doesn’t sound like fun.

The air elemental area, of course, has encounters with air elementals. They hit the entire party for over 100 damage per character, so they’re beyond me for now.

Side Note: The World Map

The World Map in Might and Magic Book Two wraps, which I don’t think is something that happened in Secret of the Inner Sanctum. In the first game, the area map wrapped if you used Teleport or Etherealize, but that’s it.

It wraps in a weird way to, like it wasn’t supposed to. Snow suddenly cuts off in A2 and the desert from E2 starts in a straight line. The elemental plains are even weirder, since there’s one in each corner of the map. Basically, you move from ice to fire in a single step.

It also wraps in the north and south, so it isn’t simulating a sphere either.

I’m thinking it might be some sort of side-effect of the game engine and not something intentional. For the sake of being able to write a story, I didn’t use this to enter the fire and earth plains yet.

Side Note: Party Progress

As usual, here are my characters, and here’s where they’re at…

Lorelei, level 11 Dwarf Knight

  • Iron Helm +1
  • Quiet Sling +2
  • Dark Trident
  • Hero Medal +2
  • Mgt Gauntlet +1
  • Plate Mail +4

The Might Gauntlets provide 7 strength when worn and another 11 or so when used. The using part isn’t important, but the constant extra 7 to strength provided a nice boost to Lorelei’s damage.

Priscilla, level 10 Human Paladin

  • Iron Helm +1
  • Hero Medal
  • Shaman Pipe + 7
  • Magic Charm +1
  • Plate Armor +2
  • Ice Sickle +3

Priscilla recently reached spell level 2, so she’s more useful in that department as well, being able to take over protective spells from now on. The Ice Sickle +3 dropped randomly, which pretty much proves that the Ice Sickle +2 I got in the snow area wasn’t some special artifact.

Rax, level 11 Half-Orc Robber

  • Crossbow +2
  • Thief’s Pick +2
  • Blazing Axe +4
  • Silent Horn +3
  • Great Shield +2
  • S Chain Mail +4

The chain mail and the shield were Rax’s upgrades this time. Her thievery is at 72%, but we still get hit by traps very often. An important change in Might and Magic Book Two is that traps are now able to hit twice, it seems. This means that traps can kill you if you’re low on health in Gates to Another World. In Might and Magic Book One, traps would only hit once, meaning that as long as you have at least 1 health left, no trap can ever kill you, only knock you unconscious.

Alana, level 11 Gnome Cleric

  • Hero Medal
  • Quick Flail +2
  • Large Shield +3
  • Helm +4
  • B Splintmail +4

Alana got the helm, the shield and the splint mail this time, so things went well for her. Her spell level also went up to 6, so she can cast strong spells. The only spells I know right now are Rejuvenate, Water Encasement and Stone to Flesh. I hope to learn more soon, but I guess I should start exploring dungeons for that.

Robin, level 10 Elf Archer

  • War Hammer +2
  • Hero Medal +2
  • Ray Gun +1
  • Chain Mail +4
  • Great Bow +5

The Great Bow is the obvious upgrade this time. Compared to a regular old Long Bow +1 (I think that’s what I had), this was amazing. Robin also reached spell level 2, so she took over Eagle Eye and Protection from Magic, allowing Aleen to conserve her spell points.

Aleen, level 10 Elf Sorcerer

  • Dagger +4
  • Magic Charm +3
  • Silent Horn +1
  • Padded Armor +2

I don’t think Aleen got any upgrades this time, except maybe Padded Armor +2. She used to wear a normal padded armor, but I can’t remember when she replaced it. There’s no level 11 for Aleen yet either, which means there are no level 6 spells.