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.

Current Objectives

  • Investigate the rumors about the supreme Dragon Lord in D1 at 10-12.
  • Investigate the rumors about the mighty Serpent King in E3 at 5-6.
  • Investigate the rumors about the Mist Warrior in the lair atop Mist Haven at 15-11 and his Dancing Sword.
  • Rescue Mr Wizard in the Arcane Wilderness of D3 at 1-14.
  • Rescue Holy Moley and Slick Pick from Dawn’s Mist Bog Cavern in the marshes near Hillstone.
  • Investigate the rumors of the queen Beetle in E2 at 11-6.
  • Use the Fluxer, Radicon, Todilor and Capitor to gain the Element Orb.
  • Reach the Mystic Castle Xabran in the 9th century in C2 at 14-8.

I already have experience with some of these objectives, so I will not be doing them in order listed. Instead, I’ll do them at random and see which ones I can handle.

Objective: Investigate the rumors about the Mighty Serpent King

The coordinates for the Serpent King are right next to the Nomad Cave, so I thought it would be of similar difficulty. It wasn’t. The Serpent King is a high level enemy, capable of hitting multiple party members for several hundred points of damage at once.

I died quickly. Objective failed!

Objective: Rescue Mr. Wizard from the clutches of a Lich Lord

The Lich Lord was also though and it outright disintegrated my two mercenaries in the first two turns. It also wasn’t alone, attacking alongside an enemy called monster masher. Since Aleen was for the most part useless, with the Lich Lord resisting most of her spells, I used the Identify Monster spell half was through and realized the Lich Lord has over 1000 health at that point, meaning it had a lot more when the fight started.

Might and Magic Book Two - Lich Lord

1000 HP half way through. I’m guessing the original value is close to 2000.

Luckily, disintegration stopped working for some reason and, once the monster masher died, I was able to outheal the damage the lich lord did. Well, I wasn’t technically outhealing anything. It was just that the damage was single-target, so it was enough to heal the fallen character with the weakest healing spell to keep the party alive.

Defeating the Lich Lord gave me a whooping one million experience points and made Mr Wizard available at the Hourglass Inn in Sandsobar. Cool! Oh, I also got a Mighty Whip + 14. I gave it to Rax, simply because the Sun Naginata Lorelei has is simply too good.

Objective complete!

I took Mr. Wizard to Middlegate, because that’s where I’m keeping all of my hirelings. He costs an insane amount of 50 000 gold a day, so I won’t be using him any time soon.

Everyone in the party leveled up from that experience, meaning Alana and Aleen can now cast level 9 spells. Possibly even better, Robin can now cast Disintegration.

That is, everyone would be able to cast those spells if I took the time to teach them, and if I had the money in case of the higher level spells. I went to Vulcania to teach Robin Disintegrate and used my last gold to teach Aleen Implosion in Atlantium. That set me back 100 000 gold.

Objective: Rescue Holy Moley and Slick Pick from Dawn’s Cavern

The sign at the cavern entrance clearly said Keep Out!, so I can only assume the two mercenaries either can’t read or have an anarchistic nature.

Might and Magic Book Two - Keep Out

I’m not the type to heed warnings.

Dawn’s Cave is very open, with two or three tile wide hallways throughout. I like this in a cave. It means I can map a big part of it very quickly, and then focus on the smaller sections. In the first large area, for some reason, there was a portal leading to Murray’s Island Resort.

Most of the main hall was covered with special tiles indicating that the walls are covered in Rubbish. One of these tiles was extra special and contained an item called the Monster Tome. I had no idea what it did, so I took it thinking it was some sort of quest item. It wasn’t. It’s just an item that casts Identify Monster.

The dungeon was laid out and described as someone’s home, and I fought the owner soon. Dawn was in her throne room, with two enchantress. Unlike the lich lord, this one used area spells, so I barely made it out alive on my first try.

Might and Magic Book Two - Prisoners

Two more heroes saved, two more will wait indefinitely in Middlegate.

Holy Moley and Slick Pick were in a room I missed on my first visit. They were used as target practice by some demons, but it wasn’t a difficult fight. These two also start out at the Hourglass Inn in Sandsobar. That is, the game claims this is where they are, but I actually found them in Atlantium, for some reason.

Objective Completed!

A room was guarded by a bunch of Lucky Dogs. I guess this is a pun, but it might just be unintentional. In any case, in the corner was a permanent luck source, but again, I’m not sure what “able” means or if anyone was able, for that matter.

Might and Magic Book Two - Lucky Dogs

These lucky dogs (^_^) do multi-target damage, and a lot of it.

On second try, Dawn was still a pain to kill, but at least her health was low, so I managed to do it before everyone was dead.

Might and Magic Book Two - Dawn

Dawn can dish out a lot of damage.

There was still a secret area to gain access and eventually, I found a hidden passage past an encounter against about 190 or so Greedy Snitches. I hate encounters like that, but the game has them, so there’s no point complaining.

In any case, the final room in the hidden area was guarded by four Orb Guardians. These guys hit for about 250 each, so they take down half of my party in the first turn. There’s no teleportation in Dawn’s Cave and there’s no other way to get past them, so I tried using skill potions. It didn’t work and I died, so I was forced to redo a big part of the cave. I was fool enough to try it one more time and it failed again, but at least one character managed to escape the fight.

Might and Magic Book Two - Orb Guardians

Orb Guardians. I think I could kill them with a lot of lucky, but not reliably.

I’ll add another objective and get back to this fight on a later time.

On my way out, I found an inscription which sort of explained the cave:

Dawn’s Mist Bog – where monsters come to relax.

There you go folks, it’s a vacation resort for monsters.

Maintenance

Before ending my session, there was some maintenance to be done. I had to drop off the two idiots I saved in Middlegate and I had to shuffle through the loot I found.

I also managed to sell my Admit 8 pass while doing this.

New objectives

  • Investigate the rumors about the supreme Dragon Lord in D1 at 10-12.
  • Investigate the rumors about the mighty Serpent King in E3 at 5-6.
  • Investigate the rumors about the Mist Warrior in the lair atop Mist Haven at 15-11 and his Dancing Sword.
  • Investigate the rumors of the queen Beetle in E2 at 11-6.
  • Use the Fluxer, Radicon, Todilor and Capitor to gain the Element Orb.
  • Reach the Mystic Castle Xabran in the 9th century in C2 at 14-8.
  • Get to the room behind the Orb Guardians in Dawn’s Cave.

Next time

I complete more objectives, though I’m short on ones I’m able to complete. I think I’ll have to shuffle through my old notes.