The objective list I’m left with after my last Might and Magic Book Two session is a bit rigid, so I went through my old notes and added a few more objectives from that. This should give me more things to do.Continue reading
Category: PC
Might and Magic Book Two [13] – Dawn’s Cave
I said I’ll be using the various notes and rumors Might and Magic Book Two is full of to give myself goals from now on, so that’s exactly what I’ll try to do. I took the list I made in my last play, removed the things I’ve already done, cleaned it up a bit and came up with a list of objectives.Continue reading
Might and Magic Book Two [12] – Lost after a long break
It’s been two weeks since I last played Might and Magic Book Two. Other games and actual obligations simply kept me away. Naturally, I have no idea where I’m at or where I was about to go, so I’m trying to piece it together.Continue reading
Ancient Summoner [2] – Skinner Box Galore
We’ve already established how and why Acinent Summoner is a typical Skinner box. Regardless of that, I’m continuing to play it, though less and less as the days go by.
Ancient Summoner is what it is
The game hooks you in the most basic way by giving you meaningless rewards for meaningless actions and wraps it all up in a collectible game.
It works on me. It doesn’t work as well as it used to because I have about 200 days of play time in World of Warcraft, but it still works to a degree. The game has kept me hooked for about 2 weeks now, with about an hour or two of play time per day.
I’m not sure I should call it play time, though. I log in, quickly click through all the actions that are simple to do and offer decent rewards and then I start doing battles in auto-mode, where I let the computer just use cards at random. I lose often, but the only time investment I need is to click in every now and then to enter a different battle.
This worked all the way up to level 25 or so, but it’s not working as well as of lately. Due to that, my time spent playing Ancient Summoner is slowly, but surely dropping.
It’s Pay 2 Win
There’s no doubt in my mind about it now. For example, there was a special offer for gold buyers a few days ago. Buying a big enough pack would get you a Yumi Swiftshot. This character has the ability to do 3 ranged damage to any newly summoned creature. The ability outright destroys any chance to quickly summon in reinforcements and greatly weakens even your higher level card’s chances. To my knowledge, there is no other way than paying real money to get Yumi Swiftshot. If there is, it certainly isn’t remotely as easy as simply paying.
There are other, similarly powerful cards and most of them can be gotten easily with real money.
My typical playing session
I get home from work, make myself a meal and start up my computer. I start browsing reddit or viewing YouTube as I eat (I have to watch or at least read something while eating, for some reason) and log in to Ancient Summoner. I queue up some arena or boss battles and put them on automatic while eating. Once I finish eating, I do a few of the quick and easy tasks to gain the various rewards and currencies, see if I have enough resources for a decent upgrade and then continue queuing for automatic battles, while doing other things on my computer. For instance, currently I’m working on a side-project for a developer conference I’m attending.
Once I’m ready to actually play, I join a few tougher battles, which actually require my attention. Sometimes I win a few of those and sometimes I don’t. After all of that, I go to an expedition and log off. In the morning, before work, I log back in to get the expedition resources, since there’s a 12 hour maximum for any expedition, and then rejoin and expedition until after work, when the cycle repeats. That’s all there is to my playing of Ancient Summoner.
How far did I get?
My mage character is level 28 and my deck power is at 4410. On its own, these numbers mean nothing to someone who isn’t playing the game, but basically, I’m at a high enough level to have unlocked all of the primary activities, or so I think.
As for deck power, I also have no idea what it means, but it increased by about 800 after my recent reassembling of my primary deck. Most of my cards are or rare (3) or higher rank. Against the computer, I don’t have much trouble winning unless their deck is weird on some way. Against players of my level, if they haven’t bought any cards, I have a fair chance.
I still have plenty of cards to unlock and higher levels also mean higher-leveled boss battles and special events, so I couldn’t say the game is completed in any way. What I can say is that I’m quickly growing tired of it and will soon probably have my fill of it all.
I also joined a guild, most for the personal benefits this gets me. Contributing silver and gold to the guild gives you contribution points, which you then spend on research. This research gives you building upgrade discounts, various bonuses and improves the odds in card and equipment crafting.
At level 25, the tower of challenge, or whatever the place is called, became available. I can’t really say I completely understand the place, but from what I can see, it’s just another source of another currency and set of rewards. You get a single free attempt at challenging the tower per day. You fight a set of increasingly more difficult battles on each floor of the tower and if you lose once, that’s it, unless you buy another attempt that day for 30 gold. The rewards can be decent, but attempts are expensive, so you are tempted to buy gold.
It’s getting harder to progress without paying
This deserves its own title. The further along I get, the slower the rewards are trickling in. It now takes a few days to get enough crystals for a single building upgrade and the gold shortcut is more and more obvious.
I won’t use it though. I can afford to buy gold, which is something I wouldn’t be able to say a few years ago, but I refuse to do so. I’ll play this game for as long as it keeps me interested, but I won’t buy progression.
Should you play it?
No, you shouldn’t. It’s an MMO that works and manages to pull you in. It won’t give you anything meaningful, though, so you aren’t missing a thing if you aren’t playing Ancient Summoner. Don’t play it. Play something else instead.
As for me, I already got myself sucked in. Vagrant Story and Might and Magic Book Two suffer for it, but it won’t stay that way for long. Hopefully, I’ll get tired of Ancient Summoner sooner rather than later.
Might and Magic Book Two [11] – Snowbeasts and Luxus Palace Royale
I realized I somehow completely forgot about Thundara and the Snowbeast, so I made it a point to go there next time.Continue reading
Ancient Summoner [1] – Skinner Box Browser MMO Trading Card Game
I talk the talk, but I do not walk the walk. Ancient Summoner is everything I’m supposed to dislike about modern gaming. It’s predatory in its methods and it serves to steal your time and leach money out of you, instead of giving you actual, proper enjoyment. And yet, I’ve been playing it for hours over the past week.Continue reading
Might and Magic Book Two [10] – Castles and Mines
Middlegate, Sandsobar, Vulcania and Castle Pinehurst are now completely known to us, but two more towns and four more castles remain. Well, three and a half, so we might tackle the one half this time.
Journal of Priscilla, the Paladin, 113-156 of the Year 903
I am not a chronicler of events, nor a historian. I prefer to focus on things that matter to me, not things that might matter to others. Consider this a record of my thoughts, not a chronicle of events.
Castle Woodhaven
Lord Hoardall is far from a desirable ally, but we have been at his castle already and I do hate lose ends, so I’ve convinced the group to go back there next. We even took No Name and Harry Kari with us this time.
Woodhaven was even more cluttered than we remembered. I was slightly worried that the lord might be offended of the fact that we haven’t found his Sharp Sabre yet, but in all likelihood, he doesn’t even remember us being here. In any case, he and his men were distracted enough for us to explore the halls freely.
The Green Bishop of Battle managed to get himself captured again, but we also bought another copy of the Green Key, so we freed him once again. Hopefully, this won’t turn into a tradition.
I’m just trying to make fun of repeatable quests here.
Harry and No Name are nowhere near our level of skill, but it has always been my opinion that everyone can be useful with a ranged weapon, as longs as they never shoot over their allies.
We remained at Woodhaven for about a week. It was short, but not without events. I must say, we’ve probably misjudged Hoardall. We all have. He might have an issue with material things, but his treasury is so vast because of it, even I, a paladin, was tested. Of course, I resisted the temptation, but I’m certain Rax and Harry were a few stones heavier as we were leaving.
Outside of that, we found something labeled as M-27 Radicon. I’m not certain what it is, but it looks eerily similar to the J-26 Fluxer, so Lorelei concluded we should take it.
Survival Skills
Over the past few months, we’ve been steadily improving our survival skills, hoping to one be able to push through even the densest of forests and steepest of mountains. It might seem arrogant to say we are at that level now, but we are.
We returned to some of the old areas we’ve been to and started scouring through parts we couldn’t get to before. As it were, if a place is difficult to get to, those that do are quite dangerous indeed, so it has been painful.
It paid off, though. We found a cavern or two, secret paths and roads and many other things. It has been extremely difficult for Harry and No Name, but they are slowly getting the hang of it.
Castle Hillstone
Castle Hillstone has its own Zoo, which, apparently, is a place where rich folk keep wild and untamed animals for other rich people to look at. I could understand the attraction in this activity, were I not an adventurer who sees exotic beasts on a daily basis.
Caslte Hillstone also has a dungeon, which we will, naturally, have to explore.
There was also another strange item to be found, this one labeled N-19 Capitor. Our experience with the Inner Sanctum made us familiar with alien technology, so I can now safely say that these items are not from this world. Since there has been one in each of the three castles we visited, I will also assume there is one in every castle.
Lastly, since they are not of this world, I will assume Corak, or someone connected to Corak left the items there for someone like us to find. The lords certainly didn’t put any importance into these items, as they were just placed there as ornaments.
The castle Grand Hall describes the personality of Lord Slayer perfectly. His guests are exotic beasts and monsters from all over the world and his festivities include fighting these beasts, to the death. As for the throne room, the lord had a quest for me, but I couldn’t accept until I paid a visit to Hoardall and formally declined his tasks.
There’s actually a guy selling an Elixir of Remove Quest, or something along those lines at the castle, so that’s what I used. The thing is, the Lord Quests seem to be of the generic type. I picked the page’s quest because I wanted to start from the bottom (there are four quest levels) and I got a task to kill a swamp dog. Easy enough.
This lord somehow captured the Red Bishop of Battle, so we managed to free him with the Red Key. I also freed two more prisoners, claiming they were imprisoned for killing an Earth Wyrm by using Magic instead of Might. Since Lord Slayer gave us a task to kill a Swamp Dog, we should probably keep that information in mind.
In fact, this is exactly what we did as we stepped out of the castle into the swamp and charged into the first pack of dogs we’ve seen. It pays off to keep maps and notes.
The lord rewarded us and gave us another, slightly more difficult task. We are to kill a royal horseman.
Royal horseman? Do the lords have an issue with the queen? We should get to Luxus Palace Royale sooner rather than later.
Sarakin’s mine
I urged the party to retire Harry for now and give Sir Hyron a chance to grow for a while.
Our first intention was to go explore Hillstone’s dungeon, but after taking a short stroll through it, we decided against it. Lord Slayer is a peculiar collector of dangerous things. While is Zoo was manageable, his dungeon was way past his Zoo in the danger department.
Instead, we remembered an unremarkable mine close to castle Pinehurst.
Rax clearly hoped to find riches in this mine, but I overheard people talking. The mine was abandoned ages ago and all that was left of the gold once abundant here is fine dust, pretty to look at, but utterly worthless.
Instead, the mine was home to something far less preferable – it was haunted by a dead necromancer and his minions, Sarakin. It was also extremely unstable, with frequent cave-ins taking their toll on us.

This is the spirit you see at the central part of the level. I’m not sure if the “ore” is a type or a pun.
Sarakin’s shade was close to the entance of the mine, warning us to go back, but we chose to ignore it. With Alana and myself ready to turn any undead running, and Sir Hyron and No Name giving backup with their crossbows, we didn’t expect much trouble.
We even freed two adventurers that got trapped by a cave-in and they agreed to assist us in the future, for a symbolic fee.
Eventually, we found Sarakin’s tomb and fought the shade. It was a difficult battle, with Sarakin himself and some of his minions repelling any weapon attacks and spells, but nothing can fully resist Disintegration. Eventually, they fell and revealed a magical fountain, removing any unnatural aging the shades we fought inflicted upon us.
Sword of Valor
Naturally, we did not clear the mine in one fell sweep. As usual, we went back and forth between this place and MIddlegate several times.
At one of these occasions, just as we were about to enter the mine, Robin heard a noise in the nearby mountains. There was a highlander hunting party camping there. They got their hands on an ornamental sword and offered it to us in exchange for some sparring.
Mountain folk are hard, but they were no match four our cumulative experience and abilities, so the sword was ours.
It is a useless trinket, strictly intended for decoration, but someone clearly lost it, so hoping we would find that someone, we decided to keep it.
Side Note: Future Plans
I started training hirelings for the class quests ahead. The way I understand it, only the classes related to the quest, accompanied by robbers can go to class quest areas, so I need a group of high level guys to do this. Because of that, I was training No Name, the archer and have switched from Harry Kiri, the ninja, to Sir Hyron, the knight at first, but later on started switching in other potentially useful classes. I’m thinking the robber can be Rax herself, but I should probably have as many high level sorcerers, clerics, paladins, archers and nights as I can.
Well, technically, since I can only have two hirelings, I can also only have two of the required class.
I also spent some time going from town to town, taking all of the hirelings to Middlegate, since this is my base of operations, offering the cheapest services.
Side Note: Party Progression
Here’s my usual party report. Lots of upgrades this time.
Lorelei, Level 15 Dwarf Knight
- Helm +7
- Quiet Sling +2
- Dark Trident
- Ivory Cameo
- Mgt Gauntlet +1
- Plate Armor +5
A level and a far better armor for Lorelei. Plate Mail +4 got upgraded to a Plate Armor +5.
Priscilla, Level 14 Human Paladin
- Helm +6
- Shaman Pipe +7
- Mgt Gauntlet +1
- Plate Armor +5
- Tri-Sickle +5
- Agate Grail
Also a level and an armor upgrade, but Priscilla also replaced her Magic Charm for another pair of Might Gauntlets. She hits almost as hard as Lorelei now.
Rax, Level 15 Half-Orc Robber
- Crossbow +2
- Thief’s Pick +2
- Blazing Axe +4
- Silent Horn +3
- Great Shield +2
- S Chain Mail +4
Either Rax is all maxed out, or she has really bad luck with item upgrades. She did get three levels, though.
Alana, Level 15 Gnome Cleric
- Hero Medal +4
- Quick Flail +2
- Great Shield +4
- Helm +6
- B Splintmail +4
- Defense Ring +2
Alana gained two levels and her spell level is now 8. She needs spells, though.
Robin, Level 14 Elf Archer
- Speedy Sword +4
- Hero Medal +3
- Ray Gun +1
- Chain Mail +4
- Defense Ring +2
- Great Bow +5
Robin replaced her Ice Sickle for a Speedy Sword, so she can start the battle first again. She also gained a level.
Aleen, Level 14 Elf Sorcerer
- Dagger +4
- Magic Charm +3
- Silent Horn +1
- Padded Armor +2
- Defense Ring +7
- Hero Medal +2
Aleen got nothing. Seriously, no level, no items.
Side Note: Recap
So, just to recap what happened this time.
I explored Castle Woodhaven fully. There are treasure rooms, but I have no idea if there’s anything useful in there. Each castle has a bishop you can free by buying the key of the same color at one of the town’s locksmiths. Each bishop gives you experience for freeing him.
I also explored Castle Hillstone. The Lord is Lord Slayer and he seems to be thematically oriented towards might, but I’m not sure if it has an effect on the game. I freed a couple of hirelings from the castle to. I tried tackling the dungeon, but it’s too tough for now, in my opinion.
The Hillstone bishop apparently gives more experience if you do the arena champion thing I found some messages talking about.
I started training hirelings to make myself more ready for the later class quests, since you can only take characters of that class alongside with robbers on a class quest.
I explored Sarakin’s Mine. I thought the gold dust does something, but I couldn’t find out what. I killed Sarakin and was able to use the rejuvenation fountain behind him. I’m not absolutely sure it makes you younger, but I think it does.
I also got the Valor Sword from a fight in the nearby mountains. It doesn’t do anything, so my guess is that it’s a quest item.
Next Time
I’ll explore some other place, basically. I have absolutely no idea what that place will be. I’ll also keep training hirelings.
Might and Magic Book Two [9] – The Perils of Sandsobar and Vulcania
With Pinehurst fully explored and Peabody’s son still missing, it was time to find information elsewhere. Maybe another castle would be a good idea, or maybe even a town dungeon?
Battle Reports of Robin, the Archer
Alana claims I have issues; that I’m too keen on shooting things. Why wouldn’t I be? Shooting things is fun.
Anyway, she’s starting to think I’m a bit on the crazy side (which is also fun), so she’s being a pain about me writing a journal. She says it would help with my “issues”. Yeah, right. I don’t have any issues.
Still, I can’t deny writing is a useful skill and I sure have been neglecting it since about forever.
To Sandsobar
Day 90, Year 903
We just got out of Pinehurst, where I had a lot of time to practice my shooting. We decided to go to the dungeon below Sandsobar next. Hopefully, there will be shooting there was well.
My bow is getting worn out, though. I’d like to get a new one soon.
We used a portal to get to Sandsobar, stopped by the blacksmith, bought a yellow ticked and then immediately used it to enter a battle at the monster bowl. We fought Vikings.
Vikings are big, which makes them easy to hit. There’s something about hedgehogs that’s very attractive to me, but I prefer when there’s a challenge.
Day 91, Year 903
I knew we should’ve visited this dungeon ages ago. Everything in it is week. The only thing that hurts are the ankle traps and you can’t shoot ankle traps.
Well, you can, but it wouldn’t do you any good.
Day 92, Year 903
There was a thief who offered us training in thievery. Rax was being silly and accepted. The thief spoke a bunch of nonsense, confusing Rax even more, took the cash and ran away. I think Rax is even worse at disarming traps now.
Rax’s Thievery is down to 69% now, for some reason. I’m not sure if the thief died it, or if it happened some time before, but I did not like it.
Day 94, Year 903
There was a note about a spell around the Elemental Plane of Water. Aleen wanted to write it down, as usual, but then I reminded her we already have the spell, because I’m smart like that and I didn’t want to wait around when I could be shooting things.
Day 95, Year 903
We couldn’t find a way forward. We explored every path, but they were all dead ends. Then I remembered a fun game I played as a kid – “wall chicken”. Basically, you charge into walls and see who quits first.
As usual, one of the walls quit first, and we found the thief den.
We crashed our way in and soon found the guild boss, Rinaldo Junior. I wanted to shoot him, but Rax wanted to be a better robber. She sure could use some improvement, so I let the guy go. Apparently, we are more street smart now, whatever that means.
That’s what the game said – you feel more street smart. My thievery didn’t increase, and I didn’t have any slots for a new skill, so I’m not sure what happened there.
Day 96, Year 903
Orcs! I love shooting Orcs!
The entire southern half of the caves was filled with some type of orc-pig mutants. I love the way they squeal with an arrow in their behind.
Day 97, Year 903
A zombie gave us an Admit 8 Pass for Corak’s Cavern. I’ve seen it all now. My life is fulfilled.
Day 98, Year 903
Some killer canine’s made themselves a den in the south eastern part of the dungeon. I turned the entire pack into pincushions and then Rax took the glory by finding a Dog Whistle in the remains. What good is a dog whistle anyway?
Not much good, actually. It gives a plus one to luck when worn and can be used to cast the Guard Dog spell. There are far better uses of inventory slots.
Day 99, Year 903
We are back in Middlegate and it took just over a week to explore the cave. See how much more efficient I am compared to Alana? Heck, we even have time to go to Corak’s Cavern.
Back to Corak’s Cavern
We found Lloyd!
Now both Aleen and I can cast a beacon anywhere we want and then return to it later instantly.
I can’t believe I missed this, but the secret passage to where Lloyd was is behind the stairs out of the dungeon. I should’ve known, since I already knew the coordinates from a random message. In any case, I have the spell now. I just have to figure out how to use it.
Day 100, Year 903
Ghosts are no fun. Aleen and Priscilla just wave their hands and they go away, but my arrows fly through them. It’s not fair!
Day 101, Year 903
Some guy in the cavern only wants to talk to “clerics and their robber assistants” which means the rest of us will be staying in Middlegate, chilling. Oh well. I hope it isn’t too troublesome for them. I don’t want to miss out on the shooting.
Alana and Rax hired two adventurers of their own professions at the Inn and went for it. Alana said it’s a mentorship program, but if you ask me, they just needed cannon fodder.
Day 101, Year 903, Afternoon
I’ve been thinking about this mentorship program and it might not be a bad idea. Here’s my pitch:
We offload our spear gear on some poor sods at the Middlegate Inn and maybe even take them with us every once in a while. They get some experience and proficiency and when we need them for some menial task, they have to help us, because it says so in the contract.
I mean, what good is the money we get from selling our gear when a single leprechaun can take it all away? I call that an investment!
Day 102, Year 903
Alana and her gang god back during the night. It seems the keepers took our Admit 8 pass the last time we tried to get in, so we need to find that zombie and get another one. Oh well, there’s plenty of time for that later.
To Vulcania
To be honest, I don’t think the four would’ve survived the inner crypt by themselves.
I’ve convinced the team to go to Vulcania.
Day 103, Year 903, Vulcania’s Caverns
Lava. Lots of bubbling lava. Aleen taught me how to cast levitate, though, so I’m not too worried.
Day 104, Year 903
Apparently, there are other heroes known throughout Cron and someone has been keeping track on their whereabouts on the walls of these volcanic caverns. Scribes are strange folk. Paper is so much more practical.
Day 105, Year 903
By the Divines, how I hate mazes. This whole cavern is one huge maze. There’s no change in hell this is natural. Nature is incapable of being so cruel. The design of these passages has intent, and it isn’t good intent.
What the inferno kind of names are Thund R. and Sir Kill?
Some kind of weird floating head took a look at our Rax and he instantly turned to stone. Luckily, Alana had something to say about that, but it’s funny. Even when there are no traps, Rax, manages to find one.
Day 107, Year 903
Divines damn these tunnels! We’ve been navigating a section for two days only to find an out of tune giant singing a terrible song at the end of it.
And then we realized the passage simply circles back.
Day 109, Year 903
At the end of one more passage, we finally found something of minor, albeit very minor use. Two adventurers were tied up there, by whom, we weren’t able to find out. The ninja is completely insane, so there’s no information to get out of him, while the other one suffers from amnesia. He even introduced himself as No Name.
They agreed to be at our disposal in the future, so they are now official members of the Mentorship Program.
And with that, we couldn’t find any more passages to navigate through. The volcanic caves were fully mapped, or so it seems.
The caves below Vulcania are mostly one-way secret passage sections. There was a split in one of them, pointing at “Endurance” on one side and “Help” on the other. I was hoping for a stat increasing pool at the end of the Endurance section, but all that was there was a giant. I listened to it, but as was as I can tell, nothing happened.
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 mystic Thaumaturge of Good can be freed if you enter Right 32 and Left 64.
Look in Castle Xabran at 6,2 and you will find the Earth disc.
Seek the N-19 capitor at 3,13 in Castle Hillstone.
Look by 0,6 in the Luxus Palace Royale for the A-1 Todilor.
Dead Eye and Red Duke are in Bozorc’s control in D1 at 14,1.
Unlucky Sir Kill and Jed I should not have eaten so much fatty food. They are trapped by a cave-in in Sarakin’s.
The Air Disc is at 15,15 in Xabran.
Star Burst is in the center of the Dead Zone
Side Note: Party Progression
And finally, we have our usual party report. There have been levels and items this time.
Lorelei, Level 14 Dwarf Knight
- Helm +7
- Quiet Sling +2
- Dark Trident
- Ivory Cameo
- Mgt Gauntlet +1
- Plate Mail +4
Lorelei simply gained a level this time. She’s at 146 health.
Priscilla, Level 13 Human Paladin
- Helm +6
- Shaman Pipe +7
- Magic Charm +4
- Plate Armor +2
- Tri-Sickle +5
- Agate Grail
Priscilla gained a level and a spell level, so she can cast level 4 clerical spells now. She upgraded her Iron Helm +2 to a Helm +6.
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 didn’t get any upgrades, but she did gain two levels. Her thievery is at 70% now. It dropped to 69% for some reason, but it’s going up again, apparently.
Alana, Level 13 Gnome Cleric
- Hero Medal +4
- Quick Flail +2
- Great Shield +4
- Helm +6
- B Splintmail +4
- Defense Ring +2
Alana gained no levels this time, but she did at least upgraded her Helm from +4 to +6.
Robin, Level 13 Elf Archer
- Ice Sickle +3
- Hero Medal +3
- Ray Gun +1
- Chain Mail +4
- Defense Ring +2
- Great Bow +5
Robin also gained no levels, but she didn’t get any upgrades either.
Aleen, Level 13 Elf Sorcerer
- Dagger +4
- Magic Charm +3
- Silent Horn +1
- Padded Armor +2
- Defense Ring +7
- Hero Medal +2
Aleen gained now levels, but she did get one major upgrade. Her Defense Ring +2 is now a Defense Ring +7, so her armor class is finally starting to look decent.
Side Note: Observations
White Knights are the bane of my existence. For some reason, the only thing that has even a remote chance to deal damage to them is Disintegration, and even then, not one has it been an instant kill. Basically, I’m better off just running away with white knights.
Outside of that, things have become much easier once I got Raise Dead and Stone to Flesh. I can now recover from almost anything, so the risk of losing progress is greatly reduced. This means I can stay away from town longer and thus explore much faster.
As for the writing, it’s probably as bad as ever, but at least I have something of a system now.
Next Time
Three town dungeons are cleared. I assume the one under Atlantium is probably too difficult, but I might try clearing Thundara. There’s the snow beast there as well.
Constructor [1] – A Simulation Game With Street Smarts
This weekend, GOG.com struck again. There was the usual weekend sale and Constructor was heavily discounted. I bought it.
What is Constructor?
It’s a simulation game built to frustrate you, to put it shortly. The frustration is of the type that makes you want to play more, though, so this isn’t exactly a bad thing.
It’s a game on a low scale, which means the city you build is nowhere near SimCity levels. Instead, you buy housing blocks with each having room for a few homes at a time. You focus on making your tenants happy, keeping their homes in working order and dealing with the enemy faction(s).
Constructor was released on the PC and the PlayStation and I actually owned the game on the PlayStation as a kid. I think I might even have the box somewhere. Back then, the concept of a PC was completely alien to me, but somehow, I understood Constructor would be easier to play with a mouse, so I kept nagging my big sister until she bought me one.
The thing is, you don’t have much room for a mouse when you’re gaming in front of a TV; so while the controls in Constructor definitely were better with a PlayStation mouse, the ergonomics of the whole thing was very questionable.
Eventually, if I remember correctly, I think I’ve completely given up on playing the game with the mouse. The thing I very clearly remember is that I played Constructor extensively, in spite of my lack of understanding or skill with the game.
How did it age?
While the game was downloading (my Internet isn’t great), I actually entertained the idea that it would be different this time; that it would be enjoyment of the easy kind, the one where you could just relax and play. I couldn’t have been more wrong.
It’s the exact same frustrating, but fun experience, boosted by the fact that the controls have aged badly and you know they can be done better these days.
Outside perhaps the first few minutes of the game, and even that part is questionable, there isn’t a moment of peace, especially if you play with computer players. There’s constantly some trouble going on. Your tenants are complaining, the opposing players are sabotaging you or your houses and buildings simply spontaneously combust.
Even when none of that happens, the council suddenly decided to give you an optional mission with the two options being “do the mission” and “game over”.
But the question is was how well Constructor aged, right? Well, it didn’t age too badly. The problem is, the resolution is fixed to a low value and low and the mouse behaves weirdly, probably because of the resolution. Once you get used to that, though, it plays great, as long as Constructor is the type of game you’d want to play.
But I’m getting ahead of myself.
Playing Constructor
There’s no real campaign you progress through in Constructor.
At the start, you create a game. Based on difficulty, you have a selection of available maps, with only one map available in easy mode, which is the mode you should be playing at first.
So you pick a difficulty, a map and a victory condition. There are four victory condition and a fifth non-condition:
- Financial Conquest – Obtain a bank balance of 1000 000 within 40 years.
- Egomania – Build every type of house possible and eventually a pyramid in your honor.
- World Domination – Own at least one residential property at every estate in the world.
- Utopian State – Have at least 3 of every type of tenant with their happiness above 90%.
- Build, Build, Build – Sandbox mode.
Keep in mind, I have yet to win a single game of Constructor. Heck, I have yet to even get remotely close.
So I picked my poison, and I started in the southeast, where the green player starts. The world map is a grid of estates. You buy estates from the council and then you get to build your buildings on your estates. There’s slightly more to it than that, but that’s what matters at the start.
Before building anything else, you need a saw mill to get wood, so I build that.
Once the saw mill is built, it’s time to build the first level of homes. Residential buildings are split into five levels, each intended to house the same level of tenants. You only start out with level one tenants and once the saw mill is built, you only get to build level one houses, so that’s that.
You can only build each one house a limited amount of times, so you are forced to progress up the ranks eventually.
Tenants
Each level of tenants has two tenant types. One is usually meant for paying rent, while the other breeds faster.
Breeds? Yup! You start out with a bunch of tenants, but after about 2-3000 days of living in your house, they die. The only way to get more is to breed them. Basically, each level of tenants can do four things. One will always be to pay rent.
For level one tenants, the other three choices are to have a type of baby. Their babies can be set to become level one tenants, workers or level 2 tenants, provided you equip their house with a computer.
For the second level tenants, they can breed into more level 2 tenants (faster than the level 1 tenants would), police officers or level 3 tenants. The list progresses along the same line all the way to the top.
Higher level tenants pay more, but they have shorter life spans and they breed more slowly, so there’s always a reason to hold low level tenants.
Short Rise and a Quick Fall
So I built my saw mill, and I built two of the cheapest shacks, renting them to one of each of the two tenants. I take my time and then the computer builds a house on my estate.
Yup, they get to do that. If you buy an estate, you better be prepared to fill it up as quickly as possible, because the land will be taken over otherwise. Heck, even the council demands you have at least 90% of land coverage during their periodic inspections.
The thing is, you also better have tenants to fill those houses you’ve built, because if you don’t, bad things will happen. The empty homes can get infested, or they eventually burn down, in both of which cases the neighbors start complaining.
They can also be taken over by enemy undesirables which is another aspect of the game I’ll talk about in a moment.
So, you need to buy land to keep up with the enemy, you need to have money and workers to build homes on the land, and you need to breed enough tenants to fill empty houses, breed more tenants AND pay enough rent to keep you afloat.
That’s what I tried to do and failed.
I built the two cheapest shacks and made one of them into level one tenant breeders, while the other family was paying rent.
Then the computer took some of my land, so I had to buy another estate. There, I built the two other shacks, and this unlocked the cement factory. This is how you progress through the buildings.
The cement factory creates cement, which allows you to build level two buildings, including the gadget factory, for tools like the computer I already mentioned and decorations such as trees. As soon as the gadget factory became available for building, the complaints started pouring in.
The tenants want trees in their garden.
The complaints are another system that keeps you busy. Tenants complain about a lot of stuff, such as the above lack of trees, the wrong fence around their yard, the quality of their rooms, their rent, etc. Each of these needs to be handled, or you get black marks, which affect how the council deals with you and can make you outright lose the game.
So I built the cement factory and the gadget factory on the new estate and started delivering trees. I also bought a computer for one of the breeders and made them create a level 2 tenant, because I unlocked level 2 houses.
My money was going down and the computer opponent was doing just fine.
Maintenance Fails
You have your workers and your foremen, who simply lead the workers, and then you have your repairmen. I didn’t figure out the repairmen properly. You can manually assign them to repair buildings, or you can send them on patrol, but I guess you need to somehow assign a patrol area, because my houses started catching fire faster than I could send staff to maintain them.
Also, the two repairmen you start with aren’t even close to being enough. The only way to get more is to convert three workers into a repairman, which means you need level one tenants to breed like rabbits.
Of course, this means more houses, more tenants, more complaints, more gadget delivery, more things to maintain and an even faster trip towards the game over screen.
But the complexity is far from over.
Undesirables
The computer started sending thieves at me, so I built a Pawn Shop of my own.
Undesirables are special buildings which the tenants don’t like, but allow you to do some evil stuff to your enemy. The first two are the Hippy Commune and the Pawn Shop.
Just to give an idea of how much the tenants don’t like it, building a Hippy Commune on an estate requires you to upgrade the bathrooms of every home on that estate within the time limit or bad things happen.
In any case, the Hippy Commune gives you a hippy and the Pawn Shop gives you a thief. The thief can, of course, steal stuff, while the hippy can do a variety of things.
For instance, you can start a house party, which causes everyone nearby to dance and not work. They can also take over empty houses, stopping the enemy from renting them or basically do anything but destroy them. They can picket production buildings, starving the enemy of resources. Lastly, they can deal with an enemy hippy.
In any case, the computer started sending it’s thief on me, so I got a mission to deal with him. At this point, I figured out how to take over buildings.
Your foreman can be sent to take over any enemy building by slowly removing the fence from it. Once it’s done, the building is yours and in case of the thief, the mission to get rid of him is completed, so that’s how I avoided the game over screen for the time being.
The Police
The thing is, the computer keeps sending the undesirables at you, so you have to build the police HQ eventually, which means you also need to devote level two tenants to breed police officers. Naturally, there are additional costs involved and even more micro-management, what with having to assign police to each estate individually.
I made the HQ and I bred a few officers, but the game got away from me, so I ran out of both tenants and officers after a while.
Constructor is a difficult game
It’s difficult. There’s no denying it. It’s also fun and addictive, but it’s difficult and definitely not for everyone.
I lost my first game after reaching level 3 tenants. Things got away from me, houses started burning down, and I got a few missions I wasn’t able to handle in time, so I got sacked. I’ve started a few more games since, and I do slightly better every time, but eventually, the game is simply too difficult to manage for me.

This is where you order in gadgets for a house. The tenant picks these up, but only if you have them in stock.
I even abandoned the game a few times, starting a new one.
The thing is, as I’m writing this right now, all I think about is when I’ll be able to play Constructor some more, so it’s definitely fun and engaging. I’d even compare it with the Dwarf Fortress type of hard, at least based on how Dwarf Fortress was described to me, since I never played it myself.
So I’m off to play some more Constructor.
Might and Magic Book Two [8] – Castle Pinehurst
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.
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.
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.
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.
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.
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.
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.
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!