Might and Magic 2 - Gates to Another World
So, you want to explore the ' world of Cron, eh? Hope you brought an extra pair of ring-mail undies, 'cuz you're gonna need them, and Might and Magic, too! The action is hot, heavy, and horrific in this massive RPG by American Sammy.
Let the Battles Begin
Might and Magic II presents a familiar theme and a classic first-person game playing perspective. You must survive the evil machinations of the Elemental Lords in order to find the lost Orb of Power. Like most RPG's, this game will eat up a large chunk of your time and brain matter. If you can't spare too much of either, this game is not for you.
One of the key things that makes the game a stand out is a tight, engaging story line. The secondary quests and adventures always connect coherently to the main story. So, you can either conquer the game in several hours or several days, depending on how much of Cron you want to explore.
ProTip: Outside of Middlegate's inn is the Pool of Clairvoyance. Drink and you'll receive a mini-map.
You start from the town of Middlegate. An easy- to-use character creation screen enables you to choose a party of warriors (up to six) from a pre-selected group, or you can make a cast of your own, picking from Humans, Elves, Dwarves, Gnomes, and Half-orcs. You roll values for seven attributes, which make you eligible for up to eight character classes-Knight, Paladin, Archer, Cleric, Sorcerer, Robber, Ninja, and Barbarian. During your journey, you can also recruit several Hirelings for extra help.
Visit Otto Mapper (get it?) and pay for mapping skills. You can then use Automap.
The heart of this game are the battles. Combat usually includes 10-15 very strong opponents. The vigorous hit point exchanges may seem intimidating at first, but rest assured, they're by no means fatal. However, you can also run, hide, or even bribe your way out of trouble.
In Middlegate, Bash the walls in the blacksmith's shop. You'll find more than what he has to sell. Do the same at the Inn.
Inns and Outs
As in most RPGs, you save your game at an Inn, but M&M II features some nice twists to your other site visits. For example, in order to acquire skills such as spellcasting, you must first amass Experience Points to enter a training center. Also, there's a circus where you play games to raise attribute levels.
If the monsters are too powerful, run but come back. Monsters change -- sometimes for the better, sometimes for the worse.
You Got the Time, We've Got the Monsters
Might & Magic II is an impressive piece of programming. The graphics are good, and, unlike most RPGs, some of the creatures and characters you encounter actually move. There are vast, seemingly endless, places to explore. Over 30 dungeons and mazes and more than 20 overworld areas make this one of the most ambitious games ever. If you're a gamer with grit (and plenty of time), Might and Magic II is right up your dungeon.
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One of the largest fantasy role play games ever to appear on a video game system -- Might and Magic: Gates to Another World -- has caused Genesis owners to flood our mailbox with Ask the Pros questions. To help you explore this massive fantasy world, we put together a guide that no Might and Magic adventurer should leave the inn without.
The Cron City Directory
The five cities of Cron are confusing mazes to the inexperienced. Here is a listing of all the shops and important features of each commercial center.
ProTip: First number = X coordinate, Second number = Y coordinate (i.e. Whirtwind Mage Guild (5,7)).
Your success in Might & Magic is determined by the ability of your party members. Without shortcuts, building your characters takes tens of hours of game play. Use this shortcut to gain boodles of experience points, along with some of the best magic items in the game.
- You must have a Sorcerer in your party with the ability to cast the following two spells: Fly and Teleport. OR you must own a Witch's Broom (to fly) and a Tele-port Orb (to teleport). You also need two characters with "Mountaineering" ability. It's a good idea to have two clerics, one in the number three spot and one in the number six spot. Before you go on this journey, you need plenty of gold and gems (for casting "Power Cure" spells). (Ideally, you want to wait until your clerics have reached the 13th level, so they can cast the "Moon Ray" spell before venturing on this level-raising quest.)
To build up gold and experience when you're just starting out, go to a city that has a Portal to Atlantium. Once you reach Atlantium, exit the city and head West until you reach the raw sewage pool (about three steps West). Sip the raw sewage and your characters will have 100's in all attributes. Go back into Atlantium and enter the Arena Be sure to have a GREEN ticket (purchase one in Middle gate). This enables you to fight a lesser battle in the Arena. With 10O's in every attribute, you shouldn't have too much trouble winning the battle and collecting the reward. Repeat this process until your characters are 12-15th level in strength.
Fly to E2
Walk North two spaces to (3,9).
Teleport eight spaces -- don't try to walk it!
Drink from the fountain (The World's Greatest Fountain).
You now have a 200 in every attribute, and you're 50th level for one battle.
Take one step in any direction and you encounter a powerful group of monsters. Defeat them (hopefully) with your powered-up characters and collect the treasure. Step back to the fountain and rest, drink from the fountain again, and try taking one step in another direction. Repeat until you have enough gold, gems, etc. If you encounter any monsters that you can't beat -- turn tail and run! You can always return to the fountain.
Fly back to Middle gate and save your party at the Inn.
Fly to B2, Walk west along the road until you reach (1,7).
Turn North and walk two steps (here's where the Mountaineering skill is needed).
You'll encounter the three Cuisinarts, one of the most deadly encounters in this game. With your hyped-up abilities you can attack first. The Cuisinarts have an armor class of 60 and can take 1,000 points of damage before croaking. But there are only three of them. As long as they don't frenzy, they can only take out three of your characters at once. Once they finish their attack have anyone with cleric spell ability cast a Moon Ray spell to give your unconscious characters some hit points.
With your increased attributes try to knock off at least one of the Cuisinarts each round. When they're defeated grab the treasure -- a bunch of gold and some great magic weapons and armor.
Fly back to Middle gate. Use your gold to increase your level, divvy up the magic items, and save your party at the Inn. Then fly back to the fountain and repeat the entire process again.
- Manufacturer: New World Computing
- Versions: Apple II, Commodore 64, IBM PC
Adventuring in the grand style is rapidly coming of age on the computer screen. There are so many "roman numeral" games now that adventurers could spend all their gaming time exploring already-familiar worlds and game systems. Fortunately, the usual reason for this repetition-prone syndrome is the excellence of the original creation. This is certainly true in the case of Might and Magic II. It echoes its predecessor with excellent graphics and an incredible variety of possible locations and encounters.
Not all the superb graphics are on-screen. The 64-page, slickly printed and profusely illustrated manual is accompanied by a full-color map of the World of Cron. This map justifies the often overused phrase "suitable for framing". The major coordinates provided are useful when the parties venture out into this amazingly detailed world. Specific localities have coordinates of their own, once the game is under way, though it takes special skills and spells to make significant use of them.
Cron is no mere section of some imaginary Earth. Its history includes the magical world's creation amidst the conflicts of powerful beings whose domains are the elemental forces of air, earth, water and fire. Only relatively recently has this land been settled by man, or more accurately, by humanoids. The ranks include those races from whom adventurers may be selected: humans, elves, dwarves, gnomes and half-orcs.
The history of the land is no mere backdrop. Not only does the world of Cron range wide in physical size, but travelers may pass through time into past eras as well. In fact, this time-traveling is actually necessary, though the interval the company of adventurers will spend in any other century than the game's present (the 10th century) is limited and random.
Parties can include eight individuals (including up to six created characters or seven hirelings). A set of six preprogrammed characters is provided for the new player, but up to 24 may be created and stored per disk. In addition, the gamer can store 24 hirelings, who are not created but employed after certain levels are reached.
Created characters are rated by class, race, alignment and sex, in order of significance in terms of abilities. Detailed profiles of all characters can be viewed at the beginning and end of play sessions. Overviews of the companions in the venture are available at all times.
Tantalizing hints of the major goal are included in the manual's Prologue and in the History. However, the gamer begins play with no forewarning of any specific goal to be reached. Numerous quests, varying in degree of danger, are available. During these quests, over 250 types of monsters may be encountered, ranging from supremely dangerous to helpful.
As the player travels around Cron, rumors reach his ear with increasing frequency. They foretell a great disaster, then chaos and havoc begin to sweep through the land. The gamer must try to disprove the rumors or avert the disaster. This leads to trips through time to try to cure ancient wrongs.
Adventurers have an arsenal of RPG (role-playing game) standards to help them along, as well as some new player aids. The world consists of rivers, forests, castles, dungeons and cities spread over 60-plus maps. There are more than 200 items, including weapons, magic items and other objects, and more than 90 spells. The best innovation is something I hope other game systems will adopt: an auto-mapping feature records each area as the player travels through it, releasing the gamer from this onerous chore.
The graphics support the capabilities of each computer version and are quite lovely, featuring views of the world, its people and creatures. On IBM PCs, 16-color graphics are available for all but Hercules and CGA-restricted cards. Tandy 16-color graphics at 320x200 resolution are supported. The CGA four-color graphics are, as usual, limited, offering purple faces and flames as the norm. The Apple version features highly detailed, double high-res graphics in glowingly realistic hues.
The party's location is shown on-screen in a 3-D perspective, with menu options surrounding the oversized window. The location actually consists of an area 16 squares wide and 16 deep, but the viewing area is limited to 3x4 squares, less if something blocks the view. This provides a quality of dreamlike frustration, since buildings and walls seem to appear out of nowhere when an on-screen character moves toward a seemingly unobstructed horizon.
This sense of unreality is further enhanced by a portentous pause in activity when any encounter occurs. First there is an empty room or square. Then an animated scene illustrates the monster(s) or depicts the establishment just entered. When the business of the moment is concluded, the image vanishes, again leaving an empty room in view.
Might and Magic II: Gates to Another World is an outstanding sequel that continues the tradition of the original, even while it makes substantial improvements. The flavor and feeling of the environment are well captured throughout. Role-playing gamers should enjoy enmeshing themselves in this delightful world and its history.
- Manufacturer: American Sammy
- Machine: Super NES
- Theme: RPG
- Available: July 1992
In Might and Magic II: Gates to Another World, you embark on a mission like never before! You and seven other party members must set out on a voyage to locate the Gates to Another World. Along the way, you encounter countless beasts and creatures out to stop you. Purchase new items at shops located in the Overworld with gold collected from fallen enemies. For a real challenge in RPG's, look no further!
Might and Magic on the Super NES does succeed in duplicating the look and feel that the M&M games are known for. While I was looking for the Super NES to take the concept of this game somewhere new, the adventure itself should please fans of the original. Not a bad RPG, but also not the type that blows me away.
This version of M & M is what I am looking for in a hard core RPG. It is definitely for serious players only and those who buy it should set aside a very long time to get into the game. The quest is enormous and you certainly won't run out of enemies to fight. Overall a faithful conversion of the series with S-NES graphics.
Might and Magic is for hardcore RPG fans only. Setting up your own party of characters is cool and there are plenty of monsters to battle. The graphics are plain and the first person animation could be better for a 16-Bit cart. The quest is long, but it seems to be overdone. I need more action in a game.
Might & Magic is a classic RPG with tons of monsters and mayhem for hours of fun! This is hardcore RPG action, topped with 16-Bit style, albeit first generation type programming. Still, it is a must for all RPGers and it should do well in lieu of the recent deadline push backs of some hot titles on the horizon.
- Manufacturer: American Sammy
- Machine: Super NES
- Difficulty: Moderate
- Available: July 1992
- Theme: RPG
Gates to Another World
American Sammy has released its sequel to the Nintendo Might and Magic in the form of Might and Magic II for the Super Nes. This action packed RPG is played entirely in first person point-of-view. Start out by creating characters and choosing a party in which you wish to travel. Once you have a party, start off in the town of Middlegate.
As you defeat enemies, you gain experience points. These points will make your character smarter and, by increasing magic points, stronger. There are numerous people to gain information and skills from to aid you in your quest. This game is sure to be a hit with RPG fans.
Take your band of brave warriors on a mission of epic proportions! Travel through realistic 3-D type corridors and meet up with some very strange enemies. Collect gold to purchase better equipment and weapons to take you farther into your quest!
- Theme: RPG
- Players: 1
- Difficulty: Hard
The sequel to the popular M & M is now on the 16 bit format! You must guide a party of different characters to do battle with all sorts of hideous demons and monsters that plague the land!
Travel the world of Cron searching for treasures and glory in the sequel to the award-winning computer game. Control a band of adventurers you create from scratch. Utilize over 250 different weapons and pieces of armor. Master 96 spells for combat, healing, and exploring. Might & Magic offers in-depth character creation and well over 100 hours of game play.