Might and Magic II FAQ 1.0.0 Copyright 2000-2001 Andrew Schultz Might and Magic II is copyright 1988 New World Computing. I am not associated with them in any way. Rather, this is a part of my efforts to help preserve the memory of some great old games. This FAQ is meant to go hand-in-hand with my script. The FAQ addresses formuale, etc., used to figure out characters' statistics, as well as the most important aspects of the game. It also discusses how much you can pay for various things. It doesn't tell much of dialogues unless they are critical to the game. That sort of detail info is in the script. Look there for, for instance, the statues that tell you of the class-specific quests. This version may not be redistributed for profit in any way without my consent. Although I appreciate the publicity, this took a *lot* of time so please request permission to post this politely and refer to me by name(don't, like, depersonalize me, man :) ) in doing so. Thanks! Any feedback can be sent to schultza@earthlink.net My home page is at: http://www.geocities.com/SoHo/Exhibit/2762/ My games page is at: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm Might and Magic II page is at: http://www.geocities.com/SoHo/Exhibit/2762/mm2/main.htm This page has maps of all MM2 dungeons. The surface maps are being revamped. To-do: proofread, find level 5 sorcerer spells. Basic questions: WHAT SHORTHAND IS USED IN THIS FAQ? HOW DO YOU GET LEVELS? HOW ARE HIT POINTS/SPELL POINTS AND OTHER THINGS CALCULATED FROM BASIC STATS? WHERE DO YOU FIND SECONDARY SKILLS? HOW MUCH DO YOU PAY FOR HEALING? HOW MANY HIT POINTS DO YOU GET PER LEVEL? WHO ARE THE HIRELINGS? WHAT ARE THE SPELLS? WHAT ITEMS ARE THERE? HOW DO THE TOWN PORTALS WORK? WHERE DO I IMPROVE MY STATISTICS? HOW DO I TRANSLATE THE MESSAGES? WHO SENDS YOU ON QUESTS? WHERE'S THE PEGASUS, AND WHAT'S HIS NAME? IS THERE A SUPER-CONDENSED WALKTHROUGH? DOES THIS GAME HAVE ANY JOKES? ARE THERE ANY MM1/MM2 LINKS? ARE THERE ANY BUGS/CHEATS IN THE GAME(APPLE VERSION)? --------------------------------------------------------- WHAT SHORTHAND IS USED IN THIS FAQ? MM1=Might and Magic I MM2(or MM][ or MMII)=Might and Magic II Kt, Pa, Ar, Cl, Ro, So, Ni, Ba: Shorthand for the classes. Knight, Paladin, Archer, Cleric, Robber, Sorceror, Ninja, Barbarian. M/F: Male/Female G/N/E: Good/neutral/evil Mig/Int/Per/End/Spe/Acc/Luc: Shorthand for rolled attributes. Might, Intelligence, Personality, Endurance, Speed, Accuracy, Luck HP, SP=hit points, spell points. FAQ = Frequently Asked Questions :). HOW DO YOU GET LEVELS? Table of experience points needed for next level. For the levels below 70, I divide classes into two groups, A and B. Classes in A: Barbarian, Knight, Robber, and Cleric. Classes in B: Paladin, Archer, Ninja and Sorceror. In general A needs 25% less experience to get to a level than B. Here is a list of levels and experience needed for each class(in thousands): Differences between levels double, but less frequently as levels increase. Otherwise, they stay the same. Lvl|A |B |Doubled? ---+---------+---------+-------- 2 |1.5 |2 |N 3 |3 |4 |Y 4 |6 |8 |Y 5 |12 |16 |Y 6 |24 |32 |Y 7 |48 |64 |Y 8 |96 |128 |Y 9 |192 |256 |Y 10 |384 |512 |Y 11 |576 |768 |N 12 |768 |1024 |N 13 |960 |1280 |N 14 |1344 |1728 |Y 15 |1728 |2304 |N 16 |2496 |3328 |Y 17 |3264 |4352 |N 18 |4032 |5376 |N 19 |4800 |6400 |N 20 |5568 |7424 |N 21 |7104 |9472 |N 22 |8640 |11520 |N 23 |10276 |13568 |N 24 |11712 |15616 |N 25 |13248 |17664 |N 26 |14784 |19712 |N 27 |16320 |21760 |N 28 |17856 |23808 |N 29 |19392 |25832 |N 30 |20928 |27856 |N 31 |24000 |32000 |Y 32 |27072 |36096 |N 33 |30144 |40192 |N 34 |33216 |44288 |N 35 |36288 |48384 |N 36 |39360 |52480 |N 37 |42432 |56576 |N 38 |45504 |60672 |N 39 |48576 |64768 |N 40 |51648 |68864 |N 41 |54720 |72960 |N 42 |57792 |77056 |N 43 |60864 |81152 |N 44 |63936 |85248 |N 45 |67008 |89344 |N 46 |70080 |93440 |N 47 |73152 |97536 |N 48 |76224 |101632 |N 49 |79296 |105728 |N 50 |82368 |109824 |N 51 |88512 |118016 |Y 52 |94656 |126208 |N 53 |100800 |134400 |N 54 |106944 |142592 |N 55 |113088 |150784 |N 56 |119232 |158976 |N 57 |125376 |167168 |N 58 |131520 |175360 |N 59 |137664 |183552 |N 60 |143808 |191744 |N 61 |149952 |199936 |N 62 |156096 |208128 |N 63 |162240 |216320 |N 64 |168384 |224512 |N 65 |174428 |232704 |N 66 |180672 |240896 |N 67 |186816 |249088 |N 68 |192960 |257280 |N 69 |199104 |265472 |N 70 |205248 |273664 |N 71 |211392 |281856 |N 72 |217536 |290048 |N 73 |223680 |298240 |N 74 |229824 |306432 |N 75 |235968 |314624 |N 76 |252352 |331008 |Y*(cleric=sorcerer=16384 from here) 77 |268736 |347392 |Y And so on....I have omitted the rest, because it becomes a matter of addition from here, and I never got around to developing over level 80 characters, or editing things so I had them. HOW ARE HIT POINTS/SPELL POINTS AND OTHER THINGS CALCULATED FROM BASIC STATS? Rolled stats:might, intelligence, personality, speed, endurance, accuracy, luck We will only discuss intelligence, personality, speed, and endurance here. Attrubite value |INT/PER: |SPD: |END: | |Spell points/level|AC Bonus|HP Bonus| ----------------+------------------+--------+--------+ 13-14 | 4 | 1 | 1 | 15-16 | 5 | 2 | 2 | 17-18 | 6 | 3 | 3 | 19-21 | 7 | 4 | 4 | 22-25 | 8 | 5 | 5 | 26-29 | 9 | 6 | 6 | 30-44 | 10 | 7 | 7 | 45-59 | 11 | 8 | 8 | 60-74 | 12 | 9 | 9 | 75-89 | 13 | 10 | 10 | 90-??? | 14 | 11 | 11 | ----------------+------------------+--------+--------+ From sixty up is a calculated guess. Mr. Wizard has 90 intelligence and gains 14 spell points per level. If you get rid of his skills, his intelligence drops to 85, and he has only 13 spell points per level. From there I assumed that the range of attribute values could never decrease, which implied that the ranges are fixed at 15. I guess if you got 105 personality you'd get 15 spell points, but I'd have to get 1)a hero medal and 2)one of those places beneath the castles where you can swap one attribute for another and, to make things quicker, 3)an item that increases the ability you can trade for personality. Similar spell point formulas work for archers and paladins, too, only just after they are promoted, max points = points per level * (level - 6). Looks like a bug but makes sense, since fighter/spellcasters start late. (That was how MM1 calculated it) You'll want to put high priority on finding an item that can raise your intelligence/personality. If you raise your endurance, you can get a few hit points next time you gain a level. Since spell points are a DIRECT MULTIPLE of your level and another factor, one item can make your spellcaster quite a bit more powerful. Here is the max. hit points/level for classes, if their endurance is 11- 12(no bonus): Knights 12 Paladins 10 Archers 10 Clerics 8 Sorcerors 6 Robbers 8 Barbarians 15 Ninjas 10 So a sorceror with endurance 20 would be capable of 6(basic)+4(bonus)=10 points per level if he trained at Atlantium. By the way, it's a good idea to do so. Sir Hyron, the first hireling, gained the following range of hit points: 8 at Middlegate, 10 at Sandsobar, 10 at Tundara, 11 at Vulcania, 14 at Atlantium. It's a bit too complicated to make a formula of this, but if you have the extra cash, give your players a few more hit points. Also, robbers start out with 15% thieving, and ninjas start out with 10%. They each gain a percentage point of ability per level, although 100% thieving doesn't guarantee that you'll be safe against a chest trap. For other statistics: extra attacks are determined as follows. (level)/x where x is a number dependent on class 4 - Knight, Paladin, Barbarian 5 - Archer, Robber, Ninja 7 - Cleric 10- Sorcerer WHERE DO YOU FIND SECONDARY SKILLS? Interestingly, there are 15 "sellers" with three in each town. The most critical to the game are in Middlegate. Tundara contains some good intangible ones, and Atlantium's Linguist can also be useful. Auto mapper: Otto Mapper, (0,15) Middlegate, 10 gold Mountaineering: Sir Edmund Hilary, (3,12) Middlegate, 2000 gold Pathfinder: Track and Trail, (1,9) Middlegate, 1000 gold Athlete: The Olympic Trial, (6,2) Atlantium, 500 gold(+5 speed) Heroism: Hippomenes + Atalanta, (9,2) Atlantium, 1000 gold(+1 in all stats) Linguist: Odysseus'[sic] Tongue, (8,4) Atlantium, 500 gold(+5 intelligence, can read glyphs) Crusader: Saracen's Denial, (2,14) Tundara, 250 gold Merchant: International Market, (5,13) Tundara, 1000 gold Navigator: Colombus's[sic] Sextant, (8,13) Tundara, 750 gold Soldier: Sergeant Pain School, Vulcania (0,3), 500 gold(+5 endurance) Gladiator: Disembowlments R Us, Vulcania (3,9), 500 gold(+5 strength) Arms Master: Profiency Expert[sic], Vulcania (15,3), 500 gold(+5 accuracy) You can gain or lose thievery: Thievery: Rinaldo Jr., (0,12) under Sandsobar, 700 gold(+10 thievery) (behind some ninjas) Thievery: Maxwell, (13,9) under Sandsobar, 250 gold(-5 thievery)[AVOID THIS] THESE CAN OCCUR ANY NUMBER OF TIMES. You'll have to step out for Rinaldo Jr. to come back, but you can keep visiting Maxwell without leaving, even though you don't really want to. In other words, if you go under Sandsobar early on, you can get your thieving skill up pretty quickly. Remember to un-equip items like skeleton keys once your thief gets pretty good. You also don't lose anything if your thievery is 5% or below. Note--if your skills are over 100 and you apply for improvement this may not be effective. (It's ok if you are up at 86 as I have checked, but Rinaldo Jr. did not improve my thief's skills when he was at 125%) HOW MUCH DO YOU PAY FOR HEALING? Depends on the town. I'm calculating for Middlegate, but multiply for other towns. Atlantium: 5 Tundara: 3 Vulcania: 4 Sandsobar: 2 For healing hit points, 10*(level) For dead, 100*(level) For eradicated, 1000*(level) Donations are 100*(town multiple) and blessings in return for donations are given out randomly. HOW MANY HIT POINTS DO YOU GET PER LEVEL? Depends on the town you train at, and it also depends on your endurance. The more expensive your training, the more hit points you'll get. There's a table listed above for maximum hit points per level. The towns' price increases as you run through the portals. (1)Middlegate->(2)Sandsobar->(3)Tundara->(4)Vulcania->(5)Atlantium In fact, temples and training are the number in parentheses times the number you are charged at Middlegate. At Middlegate, you are charged 50 per level. WHO ARE THE HIRELINGS? GARC=Gender/Alignment/Race/Class. Gender: F(emale), M(ale), N(euter). Alignment: N(eutral), E(vil), G(ood) Race: H(uman), D(warf), G(nome), E(lf), (half-)O(rc) Class: K(night), P(aladin), A(rcher), C(leric), R(obber), S(orcerer), N(inja), B(arbarian) Skills: Arm(s master), Ath(lete), Car(tographer), Cru(sader), Dip(lomat), Gam(bler), Gla(diator), Her(o), Lin(guist), Mer(chant), Mou(ntaineering), Nav(igator), Pat(hfinder), Pic(kpocket), Sol(dier) Town: 1-Middlegate, 2-Atlantium, 3-Tundara, 4-Vulcania, 5-Sandsobar Things to note: Age=level+17 in all cases. All characters have 40 food, so I didn't list that. Hirelings' cost increases by 50%, rounded down, for each level they gain. Maximum cost is 50000 gold pieces. Spell points are not included here because that total can be calculated. #[NAME FITS HERE]GARCT MgtIntPerEndSpdAccLucHPTSLevAgeGems$$Cost|Skills A.Sir Hyron MNHK1 15-08-05-15-15-17-10 14 1 18 0 2| B.Drog MNHB1 17-04-08-17-12-13-11 18 1 18 0 2| C.H K Phooey MGON5 13-13-13-13-13-13-13 9 1 18 0 2| D.Thund R MGHB4 19-05-13-17-15-18-21 42 3 20 0 10|Cru E.Aeriel FGHS4 10-19-15-13-17-13-13 17 3 20 30 12|Car F.Big Bootay MNGC2 15-07-19-17-09-16-11 41 5 22 0 35|Lin G.Cleogotcha FEEA2 15-16-12-16-19-19-13 44 5 22 0 35|Ath H.Harry Kiri MNDN1 17-13-13-15-17-17-14 42 6 23 0 25|Arm I.No Name MGDA1 17-07-17-17-17-17-17 53 6 23 0 55|Cru J.Gertrude FEOB3 18-05-02-17-15-15-18 90 7 24 0 55|MouPat K.Rat Fink MEGR3 15-15-03-16-18-16-19 50 7 24 0 45|GamPic L.Friar Fly MEHC5 10-15-18-15-18-13-09 60 9 26 0 200|DipNav M.Dark Mage MEES5 09-20-13-17-18-12-15 57 9 26 80 250|LinMer N.Red Duke MEHP4 21-15-19-17-17-17-13 95 11 28 90 500|CruSol O.Dead Eye MEEA4 19-19-14-17-19-21-12 94 11 28 110 600|ArmPat P.Nakazawa MGHN2 19-15-15-17-17-21-19 110 13 30 110 700|DipHer Q.Sherman MGHP2 17-09-19-15-19-17-25 95 13 30 0 1200|CruMer R.Flailer NNHK2 35-03-02-26-07-08-27 180 14 31 130 2000|GlaSol S.Fumbler MNOR2 17-13-13-19-23-17-30 132 16 33 0 2000|AthGam T.Sir Kill MEHK3 30-15-15-27-21-26-19 200 15 32 0 4000|ArmGla U.Jed I MGHA3 22-25-17-19-23-29-21 165 15 32 160 6000|ArmMou V.Holey Moley MNGC2 17-17-27-19-17-17-25 156 19 36 190 15000|DipGam W.Slick Pick MNGR2 25-25-30-25-25-25-75 260 25 42 0 25000|GamNav X.Mr Wizard MGHS5 21-90-21-45-60-21-50 220 21 38 210 50000|LinMer Stat-crunching: 20 M, 3 F, 1 N. 8 of each alignment and 3 of each class, except 2 paladins and 4 archers. Some alignment/class combinations aren't covered(good robber). All hirelings have the lowest total experience for their levels. (See above for exact values) Eight hirelings go to Atlantium, four to each other city. It's unclear how some cross the water to get there, but they do. Note that Sandsobar attracts both single hirelings, Mr Wizard and H K Phooey. WHAT ARE THE SPELLS? In general, "true" magic users like clerics and sorcerors gain spell level x when they reach level 2x-1. Fighter-magic users(paladins and archers) gain spell level x at level 2x+5. Fighter-magic users can only get to spell level 7. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The information below is courtesy of PROJECT64.C64.ORG. It is taken with permission and is verbatim. It includes spell information for clerics and sorcerers. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ CLERICAL SPELLS ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Level 1 1. NAME: Apparition COST: 1 SP TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Creates a frightening apparition in the mosters memory causing them to be afraid, reducing their chance to hit. 2.NAME:Awaken COST: 1 SP TYPE: Anytime OBJECT: All sleeping party members DESCRIPTION: Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. 3. NAME: Bless COST: 1 SP TYPE: Combat OBJECT: Entire party DESCRIPTION: Increases the accuracy with which all characters fight, for the duration of combat. 4. NAME: First Aid COST: 1 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Heals minor battle wounds, restoring 8 Hit Points to that character. 5. NAME: Light COST: 1 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells can be cast to accumulate multiple light factors. 6. NAME: Power Cure COST: 1/L+1 Gem TYPE: Anytime OBJECT: 1 character DESCRIPTION: Restores character's health and 1-10 Hit Points per experience level of caster. 7. NAME: Turn Undead COST: 1 SP TYPE: Combat OBJECT: All undead monsters DESCRIPTION: Destroys some or all undead monsters, depending on caster's experience level and monster's power level. Clerical Spells Level 2 1. NAME: Cure Wounds COST: 2 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Cures more serious wounds, restoring 15 Hit Points to the character. 2. NAME: Heroism COST: 2 SP+1 Gem TYPE: Combat OBJECT: 1 character DESCRIPTION: Temporarily elevates a character 6 levels of experience. Spell lasts for the duration of combat. 3. NAME: Nature's Gate COST: 2 SP TYPE: Non-combat, Outside OBJECT: Entire party DESCRIPTION: Using the forces of nature, opens a portal between two locations in the land of Cron. These locations vary with time (days/years). 4. NAME: Pain COST: 2 SP TYPE: Combat OBJECT: 1 monster, not undead DESCRIPTION: Cripples monster with pain, inflicting 2-16 damage points, unless the monster is immune to pain. 5. NAME: Protection From Elements COST: 2 SP+1 Gem TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all character's resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 6. NAME: Silence COST: 2 SP TYPE: Combat OBJECT: 4 monsters +1 per level DESCRIPTION: Prevents the monsters from casting spells for the duration of combat, or until they overcome the spell. 7. NAME: Weaken COST: 2 SP+1 Gem TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Weakens all monsters affected, reducing their physical damage by half until the spell is overcome. Clerical Spells Level 3 1. NAME: Cold Ray COST: 3 SP+2 Gems TYPE: Combat, not in hand to hand OBJECT: 5 monsters DESCRIPTION: Attacks with a ray of intensive cold that penetrates to the monsters heart and inflicts 25 points of damage to each monster affected. 2. NAME: Create Food COST: 3 SP+2 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Adds 8 food units to caster's food supply. Caster may then distribute food among other party members, if he/she desires. 3. NAME: Cure Poison COST: 3 SP TYPE: Anytime OBJECT: I character DESCRIPTION: Flushes poison out of a character's system, instantaneously removing the poisoned condition. 4. NAME: Immobilize COST: 3 SP TYPE: Combat OBJECT: 5 monsters DESCRIPTION: Immobilizes any monster affected. 5. NAME: Lasting Light COST: 3 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Bestows 20 light factors on the party, for use in dispelling darkness. 6. NAME: Walk on Water COST: 3 SP+2 Gems TYPE: Non-combat, Outdoor OBJECT: Entire party DESCRIPTION: Creates a floating sand dune upon which the party may walk on. Lasts 1 day. Clerical Spells Level 4 1. NAME: Acid Spray COST: 4 SP+3 Gems TYPE: Combat, not in hand to hand OBJECT: 3 monsters DESCRIPTION: Sprays a corrosive stream of acid inflicting 6-60 points of damage, unless immune to acid. 2. NAME: Air Transmutation COST: 4 SP+3 Gems TYPE: Non-combat, Outdoor OBJECT: Entire party DESCRIPTION: Transforms the party into air, allowing the exploration of the elemental plane of air. 3. NAME: Cure Disease COST: 4 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Restores full health to sick character, instantaneously removing the diseased condition. 4. NAME: Restore Alignment COST: 4 SP+3 Gems TYPE: Non-combat OBJECT: 1 character DESCRIPTION: Restores a character's original alignment, after actions and responses have caused it to shift. 5. NAME: Surface COST: 4 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Instantly transports all party members from an underground location to grounds surface. 6. NAME: Holy Bonus COST: 4 SP+3 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: The generous forces of the cleric's deity increase the damage done by party members by 1 point per 2 levels of the caster. Clerical Spells Level 5 1. NAME: Air Encasement COST: 5 SP+S Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Encases the target in a field of air, inflicting 10 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. NAME: Deadly Swarm COST: 5 SP+S Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Sends a swarm of killer insects against the monsters, inflicting 4-40 damage points against each monster. 3. NAME: Frenzy COST: 5 SP+5 Gems TYPE: Combat OBJECT: 1 character, once per character DESCRIPTION: Sends one party member into a frenzy, allowing him/her to attack all the monsters on the screen. Drained from the experience, the character loses 1 point of endurance and is then rendered unconscious. 4. NAME: Paralyze COST: 5 SP+S Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely effective on some or all monsters. 5. NAME: Remove Condition COST: 5 SP+S Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Releases character from all undesirable conditions except dead, stoned or eradicated. Clerical Spells Level 6 1. NAME: Earth Transmutatuion COST: 6 SP+6 Gems TYPE: Non-combat, outdoor OBJECT: Entire party DESCRIPTION: Transforms the party into earth, allowing the exploration of the elemental plane of earth. 2. NAME: Rejuvenate COST: 6 SP+6 Gems TYPE: Non-combat OBJECT: 1 character DESCRIPTION: A fountain of youth that trims 1-10 years off a character's age, restoring his/her abilities to the younger level. Spell carries some risk of producing the opposite effect. 3. NAME: Stone to Flesh COST: 6 SP+6 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Re-animates a character who has been turned to stone, removing the stoned condition. 4. NAME: Water Encasement COST: 6 SP+6 Gems TYPE: Combat OBJECT. 1 monster DESCRIPTION: Encases the target in a field of water, inflicting 20 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. 5. NAME: Water Transmutation COST: 6 SP+6 Gems TYPE: Non-combat, outdoor OBJECT: Entire party DESCRIPTION: Transforms the party into water, allowing the exploration of the elemental plane of water. Clerical Spells Level 7 1. NAME: Earth Encasement COST: 7 SP+7 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Encases the target in a field of earth, inflicting 40 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. 2. NAME: Fiery Flail COST: 7 SP+7 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Creates a huge flail of fire, striking a single opponent, inflicting 100-400 points of damage. 3. NAME: Moon Ray COST: 7 SP+7 Gems TYPE: Combat, outdoors OBJECT: 10 monsters DESCRIPTION: Bathes all combatants in a beneficent ray that bestows 10-100 Hit Points on each character and removes 10-100 Hit Points from each monster. 4. NAME: Raise Dead COST: 7 SF+7 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Brings the character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character. (Note: Spell-caster and recipient age by 1 year.) Clerical Spells Level 8 1. NAME: Fire Encasement COST: 8 SP+8 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Encases the target in a field of fire, inflicting 80 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. 2. NAME: Fire Transmutation COST: 8 SP+8 Gems TYPE: Non-combat, outdoors OBJECT: Entire party DESCRIPTION: Transforms the party into fire, allowing the exploration of the elemental plane of fire. 3. NAME: Mass Distortion COST: 8 SP+B Gems TYPE: Combat OBJECT: 2 monsters DISCRIPTION: Increases the weight of monsters causing them to fall and subsequently lose half their hit points. 4. NAME: Town Fortal COST: 8 SP+8 Gems TYPE: Non-combat OBJECT: Entire party DISCRIPTION: Opens a temporary portal to any town and moves the party through the portal to that town. Clerical Spells Level 9 1. NAME: Divine Intervention COST: 10 SP+20 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated. (Note: Spell-caster ages 5 years every time this spell is cast.) 2. NAME: Holy Word COST: 10 SP+10 Gems TYPE: Combat OBJECT: All DESCRIPTION: Utters a single word of devastating power, that destroys all undead monsters. (Note: Ages caster 1 year.) 3. NAME: Resurrection COST: 10 SP+10 Gems TYPE: Non-combat OBJECT: 1 character DESCRIPTION: Removes the eradicated condition from the character, adding 5 years to his/her age and subtracting 1 endurance point from his/her vital statistics. There is a chance that the spell will fail. (Note: Ages caster 1 year.) 4. NAME: Uncurse Item COST: 10 SP+50 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Attempts to remove the curse from an item in casters backpack. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ SORCERER SPELLS ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Level 1 1. NAME: Awaken COST: 1 SP TYPE: Anytime OBJECT: All sleeping party members DESCRIPTION: Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. 2. NAME: Detect Magic COST: 1 SP TYPE: Non-combat OBJECT: Items in spell casters backpack DESCRIPTION: Reveals any magical items in caster's backpack, and notes the number of magical charges remaining in any item which must be charged for use. Also detects any magic surrounding or inside a chest. 3. NAME: Energy Blast COST: 1/L+1 Gem TYPE: Combat OBJECT: 1 monster DESCRIPTION: Zaps the monster with a blast of pure energy, inflicting 1-6 damage points per experience level of caster. 4. NAME: Flame Arrow COST: 1 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Sends a burning shaft into the monster, inflicting 2-8 points of fire damage, unless monster is immune to fire. 5. NAME: Light COST: 1 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells can be cast, to accumulate light factors. 6. NAME: Location COST: 1 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives precise information on party's location. Shows a map of the current 16xl6 area that the party has mapped and shows your present location on that map. May be critical when party is lost or magically transported. In general, this spell is the key to successful mapping. 7. NAME: Sleep COST: 1 SP TYPE: Combat OBJECT: 4 monsters +1 monster/L of caster DESCRIPTION: Sends monsters into a deep sleep, preventing them from attacking. Effective until monster is damaged or overcomes the spell. Sorcerer Spells Level 2 1. NAME: Eagle Eye COST: 2/L TYPE: Non-combat, outdoor OBJECT: 5 steps per level of caster DESCRIPTION: An eagle eye view of the outdoor terrain appears on the screen, providing a 5x5 overhead view of the area and your party's location. 2. NAME: Electric Arrow COST: 2 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Electrocutes a monster, inflicting 4-16 damage points, unless monster is immune to electrical attack. 3. NAME: Identify Monster COST: 2 SP+ 1 Gem TYPE: Combat OBJECT: 1 monster DESCRIPTION: Informs caster of the current condition of any one monster during combat. 4. NAME: Jump COST: 2 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Moves the party 2 squares forward, providing there are no magical obstructions (force fields, etc.) in the way. 5. NAME: Levitate COST: 2 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Raises all characters above ground level, protecting them from various dangers for 1 day. 6. NAME: Lloyd's Beacon COST: 2 SP+1 Gem TYPE: Non-combat, Dungeon OBJECT: Entire party DESCRIPTION: Leaves a beacon at your current location so that you may instantaneously return to that location the next time you cast this spell. 7. NAME: Protection from Magic COST: 1/L+1 Gem TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to magic. Amount of the increase depends on experience level of caster. Spell lasts 1 day. Sorcerer Spells Level 3 1. NAME: Acid Stream COST: I/L+2 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Sprays a burning stream of acid inflicting 2-8 points of damage per level of caster, unless immune to acid. 2. NAME: Fly COST: 3 SP TYPE: Non-combat, Outdoors OBJECT: Entire party DESCRIPTION: Grants magical flight to all characters, allowing the party as a whole to move to any other outdoor area. The party will land in the safest square in that area. 3. NAME: Invisibility COST: 3 SP TYPE: Combat OBJECT: Entire party DESCRIPTION: Drops a cloak of invisibility over all characters, greatly decreasing the monsters' chances of hitting them. 4. NAME: Lightning Bolt COST: 1/L+2 Gems TYPE: Combat OBJECT: 4 monsters DESCRIPTION: Blasts the monsters with a gigantic lightning bolt that inflicts 1-6 damage points per level of caster. 5. NAME: Web COST: 3 SP+2 Gems TYPE: Combat, not in hand to hand OBJECT: 4 monsters +1 monster/L of caster DESCRIPTION: Wraps monsters in a supernatural web, preventing them from fighting for the duration of combat or until they escape. 6. NAME: Wizard Eye COST: 3/L+2 Gems TYPE: Non-combat, indoors OBJECT: 5 steps per level of caster DESCRIPTION: Uses the magical eye of a powerful wizard to show a 5x5 overhead view of your party's location in any indoor maze. Sorcerer Spells Level 4 1. NAME: Cold Beam COST: 1/L+3 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Attacks with a beam of intense cold that penetrates to the monster's heart and inflicts 6 damage point per level of caster, unless the monsterimmune to cold. 2. NAME: Feeble Mind COST: 4 SP+3 Gems TYPE: Combat OBJECT: 5 monsters DESCRIPTION: Erases the monsters brain, removing all its abilities for the duration of combat or until the monster overcomes the spell. 3. NAME: Fire Ball COST: 1/L+3 Gems TYPE: Combat, not in hand to hand OBJECT: 6 monsters DESCRIPTION: Rolls a deadly ball of fire into the monsters' midst, inflicting 1-6 damage points per level of caster. 4. NAME: Guard Dog COST: 4 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Places a supernatural guard over party, preventing surprise attacks for 1 day. 5. NAME: Shield COST: 4 SP TYPE: Combat OBJECT: Entire party DESCRIPTION: Creates an invisible shield which surrounds the party and protects all characters from most missile weapons for the duration of combat. 6. NAME: Time Distortion COST: 4 SP+3 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Creates a warp in time that enables the party to retreat safely from most battles. Sorcerer Spells Level 5 Level 6 1. NAME: Disrupt COST: 5 SP+S Gems TYPE: Combat, not in hand to hand OBJECT: 1 monster DESCRIPTION: Creates a powerful energy field that disrupts the molecular bonds of the target, inflicting 100 points of damage. 2. NAME: Fingers of Death COST: 5 SP+S Gems TYPE: Combat OBJECT: 3 monsters (not undead) DESCRIPTION: Channels the ancient power of all dead sorcerers through the caster, resulting in death to the monsters at whom the caster points a finger. 3. NAME: Sand Storm COST: 2/L+5 Gems TYPE: Combat, outdoors OBJECT: 10 monsters DESCRIPTION: Calls upon the forces of nature to create a violent sand storm inflicting 1-8 points of damage per level of caster. 4. NAME: Shelter COST: 5 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Provides 1 day's rest free of the danger of encounter. 5. NAME: Teleport COST: 5 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Instantly moves the party from its present position, up to 9 squares in any direction. Sorcerer Spells Level 6 1. NAME: Disintegration COST: 6 SP+6 Gems TYPE: Combat OBJECT: 3 monsters DESCRIPTION: Inflicts 50 damage points while disintegrating parts or all of the target. 2. NAME: Entrapment COST: 6 SP+6 Gems TYPE: Combat OBJECT: All DESCRIPTION: Surrounds the battle with a magical energy field preventing all from escaping. 3. NAME: Fantastic Freeze COST: 2/L+6 Gems TYPE: Combat, not in hand to hand OBJECT: 3 monsters DESCRIPTION: Shoots a fantastic beam of cold at 3 monsters, crystalizing them and inflicting 10 damage points per level of caster. 4. NAME: Recharge Item COST: 6 SP+6 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Restores 1-6 charges to any item in caster's backpack that still has 1 magical charge remaining. Some risk that the spell will fail and destroy the item. 5. NAME: Super Shock CAST: 2/L+6 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Shoots an intense beam of electricity, shocking a monster with 20 damage points per level of caster. Sorcerer Spells Level 7 1. NAME: Dancing Sword COST: 3/L+7 Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: A magical sword that moves with lightning speed and inflicts 1-12 damage points per level of caster. 2. NAME: Duplication COST: 7 SP+100 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Allows the caster to exactly duplicate any I item in his/her backpack, provided that there is room in the caster's pack for the new item. Small chance that the spell will fail and destroy the original item. 3. NAME: Etherealize COST: 7 SP+7 Gems TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Alters all characters' molecular struture long enough to allow them to move 1 square forward through any barrier (force field, wall, mountain, etc.). 4. NAME: Prismatic Light COST: 7 SP+7 Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: A powerful, but erratic spell that has completely unpredictable effects. Sorcerer Spells Level 8 1. NAME: Incinerate COST: 3/L+B Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Engulfs a monster with the heat of a thousand fires doing 20-40 damage points per level of caster. 2. NAME: Mega Volts COST: 3/L+8 Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Creates a chain of electricity connecting all opponents with the deadly voltage doing 4-16 damage points per level of caster. 3. NAME: Meteor Shower COST: 8+1 per monster+8 Gems TYPE: Combat, Outdoors OBJECT: All (limited by spell points) DESCRIPTION: Buries all monsters under a hail of meteors, inflicting 5-30 damage points on each monster. 4. NAME: Power Shield COST: 8 SP+8 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Reduces the damage inflicted on all characters by any attack, by 1/2. Lasts for the duration of combat. Sorcerer Spells Level 9 1. NAME: Implosion COST: 10 SP+10 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Creates a hole in space, at the center of the target creature, sucking it into nothingness. 2. NAME: Inferno COST: 3/L+10 Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Unleashes the heat of the sun on all monsters shown, doing 1-20 points damage per level of caster. 3. NAME: Star Burst COST: 10+1 per monster+20 Gems TYPE: Combat, outdoor OBJECT: All (limited by spell points) DESCRIPTION: Showers all monsters with pieces of an exploding star, doing 20-200 points of damage. 4. NAME: Enchant Item COST: 50 per plus of item+50 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Attempts to raise the magic ability of an item by increasing it's '+' by 1. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Here are all the spells you can get. A=automatic with your level 12345=at the mages' guild, in the respective towns. S=must be found in a special place Spell|Cleric spells Sorceror spells Level|1234567 1234567 -----+-------------------------------- 1 |11AAA1A 1A1AAA1 2 |A5SA5A5 SA1AAS5 3 |3AAA3S 5AA5AS 4 |ASA3A4 133AAA 5 |SASA4 3S3AA 6 |SAASS 4A4A4 7 |S4AA S4AA 8 |SS2A A22A 9 |SS22 22SS Here is a list of temple/mage guild spells and their prices: Middlegate C1-1 10 C1-2 10 C1-6 1000 Guild membership: 20 S1-1 10 S1-3 1000 S1-7 50 S2-3 100 Atlantium C8-3 20 C9-3 50 C9-4 100 Guild membership: 50000 S8-2 50 S8-3 50 S9-1 100 S9-2 100 Tundara C3-1 400 C3-5 100 C4-4 500 Guild membership: 2000 S4-2 600 S4-3 2000 S5-1 3000 S5-3 3000 Vulcania C4-6 2000 C5-5 3000 C7-2 10000 Guild membership: 10000 S6-1 5000 S6-3 5000 S6-5 5000 S7-2 25000 Sandsobar C2-2 250 C2-5 300 C2-7 200 Guild membership: 200 S2-7 400 S3-1 200 S3-4 1000 S4-1 500 Here is a list of spells where you need to go somewhere special: C2/3 C3 (1,9) after eating Red Hot Wolf Nipple Chips in Tundara C3/6 C2 (11,1) pay 50 gold to strange man C4/2 A1 (8,8) Air Transmutation C5/1 A1 (1,14) Air Encasement C5/3 B4 (8,1) you must beat some Amazons first C6/1 E4 (8,8) Earth Transmutation C6/4 A4 (1,1) Water Encasement C6/5 A4 (8,8) Water Transmutation C7/1 E4 (14,1) Earth Encasement C8/1 E1 (14,14) Fire Encasement C8/2 E1 (8,8) Fire Transmutation C9/1 Druid's Cave (14,14) see the druid at (14,14) first. Defeat The Horvath at (1,5) and return. C9/2 C1 (5,5) South Written on a tree--you must face south! S2/1 Middlegate (10,2) Solve Nordon's quest(goblet at 0,7 under the cavern) S2/6 Corak's Cave (7,11) Lloyd will give you his Beacon spell. S3/6 Sandsobar (7,4) Buy Wizard Eye for 100 gold. S5/2 C1 (1,8) Defeat the undead monsters to get Finger of Death. S7/1 A2 (15,11) Defeat the Mist Rider. S9/3 D1 (5,6) The Dead Zone is nasty to navigate. Cast Nature's Gate on Earth Day(93) S9/4 Gemmaker's Cave (3,3) This costs everyone ten years. WHAT ITEMS ARE THERE? MM2 is much more logical than its predecessor. The "plus" items can be increased a lot. There are also some items that increase certain attributes and also can be given magic charges. They may also be made of certain materials, increasing them even more. Finally, there are no cursed items. Yay! Although I have not verified *every* item by hand, the disk information has given me some pretty clear patterns so that I am able to identify what the items do. This is a complete list of everything--"good only," etc. attributes are assigned at random. However, for pretty much all magic weapons, they are given a random alignment, good, evil or neutral. On the Apple there is a bug where the item ID displays the spell number over "good only." If "o" shows through, that is the o from "neutral only." Otherwise you're a bit stuck. It's not such an impediment, though, as you can change your characters in the good/evil/neutral alignment pools. Ledger "Classes" = who can use the item "Helps" = what it augments(attribute or resistance) "Amt" = the amount it helps(points or percentage points) "Spell" = the spell it casts when you use it. (C or S) (level)-(number) "Price" = the price you would pay for it if the store sold it and you weren't a merchant. Cut in half for merchant prices, cut in four for ordinary selling price. AC/DMG = armor class bonus for protective items, damage(i.e. 1-x) for weapons. Item Name |Classes |Helps|Amt.|Spell| Price| AC/DMG| ------------+--------+-----+----+-----+-------+-------+ **begin non-magic 1-handed items BLANK |KPACSRNB|NONE | 0 |NONE | 0| 0| Small Club |KPACSRNB|NONE | 0 |NONE | 1| 2| Small Knife |KPA SRNB|NONE | 0 |NONE | 5| 3| Large Club |KPACSRNB|NONE | 0 |NONE | 4| 4| Dagger |KPA SRNB|NONE | 0 |NONE | 8| 4| Large Knife |KPA SRNB|NONE | 0 |NONE | 10| 5| Hand Axe |KPA RNB|NONE | 0 |NONE | 10| 5| Cudgel |KPAC R B|NONE | 0 |NONE | 15| 5| Spiked Club |KPA SRNB|NONE | 0 |NONE | 15| 6| Bull Whip |K CSRNB|NONE | 0 |NONE | 25| 6| Long Dagger |KPA SRNB|NONE | 0 |NONE | 20| 6| Maul |KPAC R B|NONE | 0 |NONE | 30| 6| Short Sword |KPA RN |NONE | 0 |NONE | 15| 6| Nunchakas |K N |NONE | 0 |NONE | 30| 6| Mace |KPAC R B|NONE | 0 |NONE | 50| 7| Spear |KPA RNB|NONE | 0 |NONE | 15| 7| Cutlass |KPA R |NONE | 0 |NONE | 40| 7| Flail |KPAC R |NONE | 0 |NONE | 100| 8| Sabre |KPA R |NONE | 0 |NONE | 60| 8| Long Sword |KPA R |NONE | 0 |NONE | 50| 8| Wakizashi |K N |NONE | 0 |NONE | 60| 8| Scimitar |KPA R |NONE | 0 |NONE | 80| 9| Battle Axe |KPA R B|NONE | 0 |NONE | 60| 10| Broad Sword |KPA R |NONE | 0 |NONE | 100| 10| Katana |K N |NONE | 0 |NONE | 150| 10| **begin magic 1-handed items Slumber Club|KPACSRNB|sleep| 15%|S1-7 | 100| 4| Power Club |KPACSRNB|might| 3 |NONE | 200| 6| Lucky Knife |KPA SRNB|luck | 10 |NONE | 450| 5| Looter Knife|KPA SRNB|thief| 15%|NONE | 400| 6| Power Cudgel|KPAC R B|might| 3 |NONE | 700| 5| Energy Whip |K CSRNB|enrgy| 15%|S1-3 | 500| 6| Sonic Whip |K CSRNB|fear | 15%|C2-4 | 500| 6| Mighty Whip |K CSRNB|might| 3 |NONE | 400| 6| Scorch Maul |KPAC R B|fire | 15%|NONE | 400| 6| Mauler Mace |KPAC R B|might| 6 |NONE | 600| 7| Exacto Spear|KPA RNB|acc. | 6 |NONE | 800| 7| Fiery Spear |KPA RNB|fire | 15%|S4-3 | 1200| 7| Fast Cutlass|KPA R |speed| 4 |NONE | 1000| 7| Quick Flail |KPAC R |speed| 5 |NONE | 1200| 8| Shock Flail |KPAC R |elec | 15%|S2-2 | 1200| 8| Sharp Sabre |KPA R |acc. | 5 |NONE | 1500| 8| Ego Scimitar|KPA R |per. | 12 |NONE | 2000| 9| True Axe |KPA R B|acc. | 5 |NONE | 1000| 10| Blazing Axe |KPA R B|fire | 15%|NONE | 1500| 10| Electric Axe|KPA R B|elec | 15%|S3-4 | 4500| 10| Rapid Katana|K N |speed| 6 |NONE | 7000| 10| Accurate Swd|KPA R |acc. | 10 |NONE | 4000| 10| Chance Sword|KPA R |luck | 15 |NONE | 4000| 10| Speedy Sword|KPA R |speed| 10 |NONE | 4000| 10| Flash Sword |KPA R |enrgy| 15%|S3-4 | 4000| 10| Flaming Swd |KPA R |fire | 15%|S4-3 | 4000| 10| Electric Swd|KPA R |elec | 15%|S6-5 | 4000| 10| Acidic Sword|KPA R |acid | 15%|S3-1 | 4000| 10| Cold Blade |KPA R |cold | 15%|S4-1 | 4000| 10| Sage Dagger | A S |int. | 15 |Level| 8000| 8| Holy Cudgel | P C |per. | 15 |C9-3 | 8000| 10| Divine Mace |KPAC R B|AC | 10%|C9-2 | 28000| 14| Ice Scimitar|KPA R |cold | 15%|S6-3 | 8000| 18| Grand Axe |KPA R B|might| 15 |Might| 8000| 20| Swift Axe |KPA R B|speed| 15 |Speed| 8000| 20| Dyno Katana |K N |elec | 15%|Level| 8000| 20| Force Sword |KPA R |might| 15 |Might| 28000| 20| Magic Sword |KPA R |magic| 15%|Level| 28000| 20| Thunder Swd |KPA R |might| 15 |S3-4 | 28000| 20| Energy Blade|KPA R |enrgy| 15%|S6-1 | 28000| 20| Photon Blade|K |might| 15 |S9-1 | 50000| 25| **begin non-magic 2-handed items Staff |KPACS NB|NONE | 0 |NONE | 40| 8| Sickle |KPA B|NONE | 0 |NONE | 30| 8| Scythe |KPA B|NONE | 0 |NONE | 50| 9| Glaive |KPA B|NONE | 0 |NONE | 80| 10| War Hammer |KPAC B|NONE | 0 |NONE | 120| 10| Trident |KPA B|NONE | 0 |NONE | 100| 11| Pike |KPA B|NONE | 0 |NONE | 150| 12| Naginata |K N |NONE | 0 |NONE | 700| 12| Bardiche |KPA B|NONE | 0 |NONE | 200| 13| Great Hammer|KPAC B|NONE | 0 |NONE | 700| 14| Halberd |KPA B|NONE | 0 |NONE | 450| 14| Great Axe |KPA B|NONE | 0 |NONE | 700| 15| Flamberge |KPA |NONE | 0 |NONE | 400| 16| **begin magic 2-handed items Wind Staff |KPACS NB|speed| 5 |C5-2 | 1500| 8| Tri-Sickle |KPA B|NONE | 0 |NONE | 2000| 24| Ice Sickle |KPA B|cold | 15%|S4-1 | 7000| 16| Fire Glaive |KPA B|fire | 15%|S4-3 | 7000| 10| Harsh Hammer|KPAC B|might| 3 |NONE | 1500| 15| Stone Hammer|KPAC B|magic| 15%|NONE | 7000| 18| Genius Staff|KPACS N |int. | 10 |Level| 28000| 16| Wizard Staff| S |int. | 15 |S7-4 | 28000| 16| Soul Scythe |KPA B|magic| 15%|S5-2 | 40000| 18| Dark Trident|KPA B|AC | 5%|NONE | 50000| 30| Titan's Pike|KPA B|might| 15 |Might| 50000| 40| Moon Halberd|KPA B|luck | 15 |C7-4 | 50000| 30| Sun Naginata|K N |AC | 10%|Level| 40000| 25| **begin non-magic missile weapons Blowpipe |KPA SRNB|NONE | 0 |NONE | 10| 4| Sling |KPA RNB|NONE | 0 |NONE | 15| 5| Short Bow |KPA N |NONE | 0 |NONE | 25| 6| Crossbow |KPA RN |NONE | 0 |NONE | 50| 8| Long Bow |KPA N |NONE | 0 |NONE | 100| 10| Great Bow |KPA |NONE | 0 |NONE | 200| 12| **begin magic missile weapons Shaman Pipe |KPA SRNB|magic| 10%|SpLev| 1500| 4| Cinder Pipe |KPA SRNB|fire | 10%|S4-3 | 4500| 4| Quiet Sling |KPA RNB|sleep| 15%|C2-6 | 1500| 5| Pirates xBow|KPA RN |thief| 10%|Acc | 7000| 8| Burning xBow|KPA RN |fire | 10%|C3-5 | 4500| 8| Fireball Bow|KPA N |fire | 15%|S4-3 | 4000| 10| Voltage Bow |KPA N |elec | 10%|S3-4 | 4000| 10| Giant Sling |KPA RNB|fear | 15%|Might| 8000| 15| Energy Sling|KPA RNB|enrgy| 15%|S1-3 | 15000| 10| Death Bow |KPA |luck | 15 |Level| 40000| 24| Star Bow |KPA |enrgy| 15%|S9-3 | 100000| 24| Meteor Bow |KPA |AC | 5%|S8-3 | 100000| 24| Ancient Bow |KPA |acc. | 15 |Acc | 200000| 35| **begin keys Green Key |KPACSRNB|NONE | 0 |NONE | 100| 0| Yellow Key |KPACSRNB|NONE | 0 |NONE | 200| 0| Red Key |KPACSRNB|NONE | 0 |NONE | 500| 0| Black Key |KPACSRNB|NONE | 0 |NONE | 1000| 0| **begin shields Small Shield|KP C R B|NONE | 0 |NONE | 15| 1| Large Shield|KP C R B|NONE | 0 |NONE | 60| 2| Great Shield|KP C R B|NONE | 0 |NONE | 150| 3| **begin augmented shields Fire Shield |KP C R B|fire | 15%|NONE | 2000| 3| Electric Shd|KP C R B|elec | 15%|NONE | 2000| 3| Acid Shield |KP C R B|acid | 15%|NONE | 2000| 3| Cold Shield |KP C R B|cold | 15%|NONE | 2000| 3| Silver Shld |KP C R B|enrgy| 15%|NONE | 2000| 3| Bronze Shld |KP C R B|fear | 15%|NONE | 2000| 3| Iron Shield |KP C R B|sleep| 15%|NONE | 2000| 3| Magic Shield|KP C R B|magic| 15%|NONE | 5000| 5| Gold Shield |KP C R B|luck | 15 |NONE | 10000| 7| **begin non-magic armor Padded Armor|KPACSRNB|NONE | 0 |NONE | 20| 2| Leather Suit|KPAC RNB|NONE | 0 |NONE | 40| 3| Scale Armor |KPAC RNB|NONE | 0 |NONE | 100| 4| Ring Mail |KPAC RN |NONE | 0 |NONE | 200| 5| Chain Mail |KPAC R |NONE | 0 |NONE | 400| 6| Splint Mail |KP C |NONE | 0 |NONE | 600| 7| Plate Mail |KP |NONE | 0 |NONE | 1000| 8| Plate Armor |KP |NONE | 0 |NONE | 2000| 10| **begin magic armor I Scale Mail|KPAC RNB|sleep| 15%|NONE | 7000| 4| B Scale Mail|KPAC RNB|fear | 15%|NONE | 4000| 4| S Scale Mail|KPAC RNB|enrgy| 15%|NONE | 5000| 4| I Ring Mail |KPAC R B|sleep| 15%|NONE | 4000| 5| B Ring Mail |KPAC R B|fear | 15%|NONE | 5000| 5| S Ring Mail |KPAC R B|enrgy| 15%|NONE | 6000| 5| I Chain Mail|KPAC R |sleep| 15%|NONE | 6000| 6| B Chain Mail|KPAC R |fear | 15%|NONE | 7000| 6| S Chain Mail|KPAC R |enrgy| 15%|NONE | 8000| 6| I Splintmail|KP C |sleep| 15%|NONE | 8000| 7| B Splintmail|KP C |fear | 15%|NONE | 9000| 7| S Splintmail|KP C |enrgy| 15%|NONE | 10000| 7| I Plate Mail|KP |sleep| 15%|NONE | 12000| 8| B Plate Mail|KP |fear | 15%|NONE | 13000| 8| S Plate Mail|KP |enrgy| 15%|NONE | 14000| 8| G Scale Mail|KPAC RNB|luck | 15 |Level| 10000| 6| G Ring Mail |KPAC R B|luck | 15 |Level| 8000| 7| G Chain Mail|KPAC R |luck | 15 |Level| 40000| 8| G Splintmail|KP C |luck | 15 |Level| 60000| 9| G Plate Mail|KP |luck | 15 |Level| 200000| 12| **begin helms Helm |KP C N |NONE | 0 |NONE | 30| 2| Iron Helm |KP C N |sleep| 15%|NONE | 1000| 2| Bronze Helm |KP C N |fear | 15%|NONE | 2000| 2| Silver Helm |KP C N |enrgy| 15%|NONE | 5000| 3| Gold Helm |KP C N |luck | 15 |Level| 8000| 4| **begin "spell-casting" items (note: a torch is a spell-casting item even if it seems illogical to think of it so.) Magic Herbs |KPACSRNB|NONE | 0 |C1-4 | 50| 0| Torch |KPACSRNB|NONE | 0 |S1-5 | 1| 0| Lantern |KPACSRNB|NONE | 0 |S1-5 | 20| 0| Thief's Pick| R B|thief| 15%|NONE | 200| 0| Rope'n Hooks|KPACSRNB|NONE | 0 |S2-4 | 10| 0| Wakeup Horn |KPACSRNB|NONE | 0 |S1-1 | 50| 0| Compass |KPACSRNB|NONE | 0 |S1-6 | 200| 0| Sextant |KPACSRNB|NONE | 0 |S1-6 | 500| 0| Force Potion|KPACSRNB|NONE | 0 |Might| 100| 0| Skill Potion|KPACSRNB|NONE | 0 |Level| 500| 0| MaxHP Potion|KPACSRNB|NONE | 0 |HP | 4| 0| Holy Charm |KPACSRNB|NONE | 0 |C1-7 | 200| 0| Herbal Patch|KPACSRNB|NONE | 0 |C2-1 | 400| 0| Hero Medal |KPACSRNB|per. | 4 |C2-2 | 800| 0| Silent Horn |KPACSRNB|fear | 10%|C2-6 | 800| 0| Magic Meal |KPACSRNB|NONE | 0 |C3-2 | 1000| 0| Antidote Ale|KPACSRNB|NONE | 0 |C3-3 | 1000| 0| Super Flare |KPACSRNB|NONE | 0 |C3-5 | 1000| 0| Dove's Blood|KPACSRNB|NONE | 0 |C4-3 | 2000| 0| Ray Gun |KPACSRNB|acc. | 5 |S1-3 | 400| 0| Magic Charm |KPACSRNB|magic| 10%|S2-7 | 800| 0| Witch Broom |KPACSRNB|NONE | 0 |S3-2 | 1000| 0| Invisocloak |KPACSRNB|AC | 6%|S3-3 | 2000| 0| Storm Wand |KPACSRNB|elec | 10%|S3-4 | 2000| 0| Lava Grenade|KPACSRNB|NONE | 0 |S4-3 | 2000| 0| Hourglass |KPACSRNB|NONE | 0 |S5-0 | 2000| 0| Instant Keep|KPACSRNB|NONE | 0 |S5-4 | 5000| 0| Teleport Orb|KPACSRNB|NONE | 0 |S5-5 | 5000| 0| **begin items that just help attributes Skeleton Key| RN |thief| 10%|NONE | 800| 0| Defense Ring|KPACSRNB|AC | 2%|S4-5 | 4000| 0| Mgt Gauntlet|KPAC R B|might| 6 |Might| 4000| 0| Acy Gauntlet|KPAC RNB|acc. | 6 |Acc | 4000| 0| Stealth Cape| RN |thief| 10%|Speed| 4000| 0| Admit 8 Pass|KPACSRNB|NONE | 0 |NONE | 200| 0| Speed Boots |KPACSRNB|speed| 15 |C5-4 | 15000| 0| **begin wands, etc. Cureall Wand|KPACSRNB|fear | 15%|C6-1 | 15000| 0| Moon Rock |KPACSRNB|NONE | 0 |C7-4 | 12000| 0| Ruby Ankh |KPACSRNB|luck | 10 |C8-1 | 28000| 0| Disruptor |KPACSRNB|enrgy| 15%|S5-1 | 8000| 0| Lich Hand |K SR |NONE | 0 |S5-2 | 10000| 0| Phaser |KPACSRNB|acc. | 5 |S6-1 | 8000| 0| Freeze Wand |KPACSRNB|cold | 15%|S6-3 | 18000| 0| Energizer |KPACSRNB|NONE | 0 |S6-4 | 10000| 0| Magic Mirror|KPACSRNB|NONE | 0 |S7-2 | 28000| 0| **more items that just help attributes Elven Cloak | A R |AC | 5%|S3-3 | 15000| 0| Elven Boots | A R |speed| 5 |NONE | 10000| 0| Sage Robe | S |int. | 6 |Level| 18000| 0| Enchanted Id|KPACSRNB|per. | 15 |Level| 18000| 0| **special items that can be found in special locations Green Ticket|KPACSRNB|NONE | 0 |NONE | 10| 0| Yellow Tickt|KPACSRNB|NONE | 0 |NONE | 50| 0| Red Ticket |KPACSRNB|NONE | 0 |NONE | 450| 0| Black Ticket|KPACSRNB|NONE | 0 |NONE | 1000| 0| Fe Farthing |KPACSRNB|NONE | 0 |NONE | 10| 0| Castle Key | RN |thief| 5%|NONE | 200| 0| Mark's Keys |KPACSRNB|NONE | 0 |NONE | 1| 0| Dog Whistle |KPACSRNB|luck | 1 |S4-4 | 50| 0| Web Caster |KPACSRNB|NONE | 0 |S3-5 | 100| 0| Monster Tome|KPACSRNB|NONE | 0 |S2-3 | 2000| 0| Cupie Doll |KPACSRNB|NONE | 0 |NONE | 1| 0| Water Talon |KPACSRNB|NONE | 0 |C6-5 | 50000| 0| Air Talon |KPACSRNB|NONE | 0 |C5-2 | 50000| 0| Fire Talon |KPACSRNB|NONE | 0 |C8-2 | 50000| 0| Earth Talon |KPACSRNB|NONE | 0 |C7-2 | 50000| 0| Element Orb |KPACSRNB|NONE | 0 |S9-3 | 100000| 0| Gold Goblet |KPACSRNB|NONE | 0 |NONE | 450| 0| +7 Loincloth|KPACSRNB|per. | 10 |NONE | 5000| 0| Valor Sword |KPACSRNB|NONE | 0 |NONE | 10000| 0| Honor Sword |KPACSRNB|NONE | 0 |NONE | 5000| 0| Noble Sword |KPACSRNB|NONE | 0 |NONE | 5000| 0| Corak's Soul|KPACSRNB|NONE | 0 |NONE | 1| 0| Emerald Ring|KPACSRNB|AC | 15%|NONE | 1000| 0| Water Disc |KPACSRNB|NONE | 0 |C7-1 | 10000| 0| Air Disc |KPACSRNB|NONE | 0 |C4-2 | 10000| 0| Fire Disc |KPACSRNB|NONE | 0 |C8-3 | 10000| 0| Earth Disc |KPACSRNB|NONE | 0 |C6-2 | 10000| 0| Sapphire Pin| R |luck | 15 |NONE | 10000| 0| Amethyst Box| R |luck | 15 |NONE | 10000| 0| Coral Broach| B|might| 15 |NONE | 10000| 0| Lapis Scarab| B|might| 15 |NONE | 10000| 0| Amber Skull | S |int. | 15 |NONE | 10000| 0| Quartz Skull| S |int. | 15 |NONE | 10000| 0| Agate Grail | P |per. | 15 |NONE | 10000| 0| Opal Pendant| P |might| 15 |NONE | 10000| 0| Crystal Vial| N |speed| 15 |NONE | 10000| 0| Ruby Amulet | N |luck | 15 |NONE | 10000| 0| Ivory Cameo |K |might| 15 |NONE | 10000| 0| Ruby Tiara |K |acc. | 15 |NONE | 10000| 0| Onyx Effigy | C |per. | 15 |NONE | 10000| 0| Pearl Choker| C |per. | 15 |NONE | 10000| 0| Topaz Shard | A |acc. | 15 |NONE | 10000| 0| Sun Crown | A |int. | 15 |NONE | 10000| 0| J-26 Fluxer |KPACSRNB|NONE | 0 |NONE | 1| 0| M-27 Radicon|KPACSRNB|NONE | 0 |NONE | 1| 0| A-1 Todilor |KPACSRNB|NONE | 0 |NONE | 1| 0| N-19 Capitor|KPACSRNB|NONE | 0 |NONE | 1| 0| Useless Item|KPACSRNB|NONE | 0 |NONE | 1| 0| (what if I charge a "special" item?) Here is what "special metal" items do: Iron--protect from sleep Bronze--protect from poison Silver--protect from energy Gold--extra luck The following items are sold in the stores: (Note that for every item there is a base price. If you are not a merchant you are charged the base price and offered one quarter the base price for that item. If you're a merchant you're charged and offered half.) The price for a plus-charged item(for non-merchants) is as follows: +1 item = double the price of uncharged item +x item = 1000 * (x-1) + double the price of uncharged item Note that MM2 does not show the full value but rounds down to the nearest thousand, and in every town armory there are four options-- a)weapons, b)today's specials(which are pretty random--I've seen as high as +6 but the less charged items are more common. I show the items with no magic charges and I believe that the plus-charge on any given day is the same in every city), c)armor, and d)misc items. There are six in each category. Middlegate A> Dagger-8, Hand Axe-10, Cudgel-15, Long Dagger-20, Short Sword-15, Nunchakas-30. B> Staff-40, Sickle-30, Scythe-50, Blowpipe-15, Sling-15, Crossbow-50. C> Small Shield-15, Padded Armor-20, Leather Suit-40, Scale Armor-100, Ring Mail-200, Helm-30. D> Torch-1, Lantern-20, Magic Herbs-50, Thief's Pick-200, Rope&Hooks-10, Green ticket-10. Sandsobar A>Cutlass-40, Spear-15, Mace-50, Long Sword-50, Scimitar-80, Wakizashi- 60 B>Short Bow-25, Glaive-80, War Hammer-120, Bullwhip-25, Long Dagger-20, Maul-30 C>Large Shield-60, Leather Suit-40, Scale Armor-100, Ring Mail-200, Chain Mail-400, Splint Mail-600 D>Force Potion-100, Magic Meal-1000, Lantern-20, Wakeup Horn-50, Compass-200, Yellow Ticket-50 Tundara A>Spiked Club +1-30, Sabre-60, Flail-100, Battle Axe-60, Broad Sword- 100, Katana-150 B>Long Bow-100, Trident-100, Bardiche-200, Spear-15, Long Sword-50, Wakizashi-60 C>Great Shield-150, Chain Mail-400, Splint Mail-600, Plate Mail-1000, Plate Armor-2000, Helm +1-60 D>Skill Potion-500, Antidote Ale-1000, Super Flare-1000, Dove's Blood- 2000, Witch Broom-1000, Defense Ring-4000 Vulcania A>Bull Whip +1-50, Sabre +1-120, Short Sword +2-30 MAce +2-100, Dagger +4-3016, Nunchakas+1-60 B>Katana-150, Pike-150, Halberd-250, Battle Axe-60, Flail-100, Scimitar- 80 C>Helm +2-1060, Large Shield +1-120, Padded Armor +1-40, Scale Armor +1- 200, Ring Mail +1-400, Plate Mail +1-2000 D>Holy Charm-200, Herbal Patch-400, Cureall Wand-15000, Instant Keep- 5000, Lava Grenade-2000, Red Ticket-250 Atlantium A>Spear +3-2030, Long Sword +2-1100, Wakizashi +2-1120, Flail +3-2200, Cutlass +3-2080, Long Dagger +5-4040 B>Great Bow-200, Great Axe-300, Flamberge-400, Great Hammer-300, Naginata-300, Broad Sword-100 C>Helm +4-3060, Great Shield +1-300, Padded Armor +3-2040, Chain Mail +2-1800, Splint Mail +1-1200, Plate Armor +1-4000 D>MaxHP Potion-4000, Sextant-500, Thief's Pick +5-4400, Teleport Orb- 5000, Defense Ring +2-9000, Black Ticket-1000 HOW DO TOWN PORTALS WORK? It's almost like a two-way trip around a circle--there's a one-way trip from Atlantium to Middlegate. 10 50 50 100 25 Middlegate-->Sandsobar-->Tundara-->Vulcania-->Atlantium-->Middlegate 20 10 30 50 Middlegate<--Sandsobar<--Tundara<--Vulcania<--Atlantium Atlantium is probably the toughest place to survive in, and as you go to the right the towns are harder. WHO ARE THE MONSTERS AND WHAT DO THEY DO? The list below shows all 256 monsters types' names, their hit points, experience points, armor class, and "undeadness." Name |HitPts|Exp. Pts.|U| AC| --------------+------+---------+-+---+ Creepy Crawler| 5| 150|N| 4| Giant Beetle | 10| 200|N| 7| Sewer Rat | 8| 150|N| 2| Kobold | 8| 200|N| 60| Old Miser | 1| 60|N| 4| Goblin | 6| 200|N| 6| Cripple | 1| 60|N| 1| Hungry Plant | 10| 300|N| 4| Merchant | 6| 120|N| 5| Mugger | 10| 300|N| 6| Skeleton | 6| 200|Y| 50| Flesh Eater | 6| 200|Y| 40| Poltergeist | 8| 250|Y| 60| Fool | 6| 150|N| 4| Witch's Cat | 4| 150|N| 30| Mini Rex | 10| 250|N| 60| Greedy Snitch | 12| 150|N| 4| Orc | 20| 250|N| 6| Beggar | 10| 250|N| 4| Sludge Beast | 20| 400|N| 4| Blood Sucker | 1| 300|N| 10| Venomous Snake| 12| 300|N| 3| Screaming Pods| 15| 400|N| 4| Man-at-arms | 20| 400|N| 9| Conjurer | 12| 250|N| 3| Neophyte Thief| 14| 250|N| 6| Zombie | 20| 400|Y| 7| Brain Eater | 10| 300|Y| 5| Inept Wizard | 2| 200|N| 2| Phantasm | 12| 400|Y| 7| Sprite | 12| 300|N| 8| Thug Trainee | 18| 300|N| 70| Hypnobeetle | 20| 600|N| 8| Rabid Rodent | 20| 400|N| 3| Gnome Elder | 20| 700|N| 4| Winged Steed | 30| 800|N| 6| Giant Lizard | 40| 800|N| 8| Foot Soldier | 35| 500|N| 10| Ranger | 28| 600|N| 7| Soldier | 25| 400|N| 8| Friar | 20| 400|N| 3| Burglar | 22| 600|N| 5| Killer Cadaver| 30| 700|Y| 60| Ghoul | 25| 700|Y| 70| Juggler | 20| 1500|N| 4| Carnage Spirit| 25| 1000|Y| 80| Kobold Captain| 28| 600|N| 80| Brainless One | 20| 500|N| 6| Arachnoid | 45| 700|N| 80| Insect Plague | 35| 700|N| 5| Crazed Dwarf | 45| 1200|N| 70| Hermit | 30| 500|N| 9| Mutant Swine | 50| 800|N| 80| Swamp Dog | 40| 600|N| 70| Deadly Rattler| 40| 600|N| 5| Woodsman | 50| 1000|N| 10| Ninja | 35| 1200|N|150| Squire | 40| 900|N|100| Dancing Bones | 35| 500|Y| 4| Dancing Dead | 45| 700|Y| 60| Cursed Corpse | 60| 1200|Y| 80| Nasty Witch | 38| 800|N| 7| Super Sprite | 40| 1000|N| 10| Cat Corpse | 40| 600|Y| 10| Giant Scorpion| 60| 1300|N|110| Killer Bees | 40| 1300|N| 90| Minor Demon | 50| 1200|N|130| Hunchback | 35| 900|N| 3| Giant Ogre | 70| 1500|N| 80| Werebat | 35| 800|N|130| Wind Mare | 50| 1000|N|150| Werebull | 62| 1100|N|100| Snapping Spore| 40| 900|N| 60| Cavalier | 70| 1400|N|170| Druid | 40| 800|N| 9| Crazed Native | 30| 1000|N| 80| Coffin Creep | 50| 1100|Y| 60| Gargoyle | 50| 1200|N|100| Vampiric Rat | 45| 1100|N| 90| Cursed Slayer | 50| 1200|N|130| Viking | 80| 2100|N|140| Gnome | 40| 1300|N| 10| Minor Devil | 60| 2400|N|160| Warrior Boar | 60| 1900|N|110| Cockatrice | 50| 2200|N|100| Killer Canine | 50| 2000|N|130| Killer Cobra | 50| 1600|N|100| Champion | 80| 2700|N| 20| Gate Keeper | 60| 2100|N|150| Shaman | 45| 1800|N| 8| Illusionist | 45| 2100|N| 11| Mounted Patrol| 70| 2800|N|220| Night Stalker | 60| 1900|Y|140| Wraith | 50| 3000|Y|100| Mad Peasant | 60| 2500|N| 13| Canine Creep | 64| 2400|N|150| Dinobug | 100| 2000|N|100| Swarming Wasps| 50| 3000|N|150| Leprechaun | 40| 4000|N|280| Flaming Fear | 70| 3200|N|180| Leper | 40| 1500|N| 5| Troll | 70| 4000|N|130| Acidic Blob | 60| 2100|N|150| Werewolf | 70| 3200|N|170| Pyro Hydra | 80| 5000|N|150| Castle Guard | 70| 2600|N| 17| Thief | 50| 2800|N|160| Warrior Maiden| 50| 5000|N|190| Swamp Thing | 70| 4000|N|110| Iron Wizard | 80| 5000|N|210| Mutant | 70| 3200|N|160| Strangler | 80| 4000|N|180| Dwarven Knight| 100| 5000|N|230| Horned Fiend | 80| 6000|N|180| Swamp Beast | 100| 5000|N|110| Hill Giant | 120| 5000|N|170| Wyvern | 100| 5000|N|150| Earth Wyrm | 130| 7000|N|190| White Knight | 100| 8000|N|180| Necromancer | 60| 5000|N| 13| Mountain Man | 90| 4000|N|110| Gravewalker | 70| 5000|Y|150| Phantom | 64| 6000|Y|190| Lost Soul | 80| 6000|Y|180| Slasher | 60| 6000|Y|110| Guardian | 150| 8000|N|130| Seductress | 60| 8000|N| 9| Pixie | 90| 6000|N| 20| Lightning Bugs| 80| 9000|N|190| Trickster | 90| 7000|N|190| Griffin | 150| 13000|N|200| Pegasus | 120| 11000|N|260| Gorgon | 150| 13000|N|140| Cloud Dragon | 160| 13000|N|190| Troubadour | 120| 7000|N|160| Paladin | 120| 11000|N|240| Elf Warrior | 120| 6000|N| 22| Priest | 100| 6000|N| 20| Assassin | 100| 10000|N|220| Amazon | 90| 5000|N|120| Grim Reaper | 70| 10000|Y|160| Mummy | 150| 8000|Y|110| Bonehead | 90| 7000|Y|200| Melting Man | 130| 9000|N|220| Demon Soldier | 200| 18000|N|220| Fire Devil | 150| 18000|N|220| Apparition | 100| 11000|Y|200| Vampire | 250| 25000|Y|240| Frost Dragon | 250| 22000|N|220| Dinosaur | 250| 16000|N|160| Avenger | 160| 15000|N|230| Court Bowman | 150| 20000|N| 25| Holy Man | 100| 20000|N| 20| Court Mage | 100| 22000|N| 19| Warlock | 90| 21000|N| 20| Barbarian | 200| 16000|N|160| Royal Horseman| 250| 24000|N|320| Court Jester | 80| 25000|N|170| Fire Faery | 230| 20000|N| 22| Thug Leader | 220| 20000|N|220| Dino Spider | 250| 20000|N|200| Plant Golem | 250| 30000|N|300| Stone Golem | 250| 40000|N|300| War Eagle | 300| 25000|N|210| Guardian Hound| 200| 20000|N|150| Minotaur | 150| 30000|N|300| Fire Dragon | 300| 40000|N|250| Shadow Rogue | 150| 25000|N|230| Crusader | 200| 20000|N|290| Chancellor | 90| 30000|N| 20| Ghost | 200| 40000|Y|170| Dead Head | 250| 25000|N|150| Enchantress | 100| 25000|N| 13| Warbot | 300| 40000|N|250| Stalker | 140| 30000|N| 24| Hatchet Man | 200| 23000|N|250| Dwarven Elder | 300| 70000|N|240| Ooze Warrior | 350| 60000|N|220| Roc | 400| 70000|N|210| Dagger Jaw | 300| 60000|N|220| Armored Dragon| 400| 80000|N|310| Tyrannosaurus | 500| 70000|N|240| Valiant Knight| 300| 80000|N|320| Endless Knight| 300| 80000|N| 50| Archer | 250| 80000|N| 31| Wizard | 150| 70000|N| 22| Crypt Fiend | 150| 80000|Y|320| Phase Spirit | 200| 60000|Y| 60| Sorceress | 150| 70000|N| 18| Mystic Clown | 100| 120000|N|160| Spido Bug | 300| 70000|N| 22| Living Dead | 180| 60000|Y| 50| Devil's Mouse | 500| 180000|N|310| Fire Elemental| 250| 180000|N|260| Air Elemental | 250| 180000|N|260| Mist Rider | 350| 230000|N| 50| Magic Serpent | 800| 250000|N| 40| Cron Man Trap | 400| 230000|N| 21| Dark Knight | 700| 250000|N| 60| Sorcerer | 300| 150000|N| 24| Kensai | 500| 190000|N| 40| Jouster | 500| 210000|N| 50| Devil's Envoy | 500| 220000|N| 40| Ethereal Being| 250| 240000|N| 70| Death's Agent | 600| 230000|N| 40| Alien Probe | 500| 230000|N|310| Element Hydra | 600| 230000|N| 40| Monster Masher| 500| 250000|N| 40| Devil King | 5000| 30000000|N| 60| Titan | 2000| 1500000|N| 40| Ancient Dragon| 5000| 20000000|N| 50| Reptoid | 2500| 1000000|N|320| Cuisinart | 1000| 20000000|N| 60| Holy Warrior | 1000| 3000000|N| 80| Elven Archer | 1000| 1500000|N| 40| High Priest | 1000| 3000000|N| 32| Master Robber | 1000| 2000000|N| 40| Master Ninja | 1000| 2000000|N| 60| Lich Lord | 2000| 6000000|Y| 40| Time Lord | 3000| 15000000|N| 11| Orc God | 50000| 15000000|N| 40| Death in a Box| 2000| 9000000|N| 40| Mega Troll | 2500| 4000000|N| 50| Cat from Hell | 2000| 10000000|N| 40| Earth Elementl| 250| 180000|N|260| Water Elementl| 250| 180000|N|260| Gnasher | 25| 700|N| 8| Chomper | 50| 1200|N|150| Mutant Fish | 6| 200|N| 6| Sea Monster | 70| 4000|N| 16| Aquasaurus | 160| 9000|N|250| Cosmic Sludge | 130| 11000|N|250| Sarakin | 250| 150000|N| 25| The Long One | 300| 400000|N|300| Spaz Twit | 50| 120000|N| 20| The Snowbeast | 60| 3000|N| 16| Bozorc the Orc| 200| 20000|N|250| Brutal Bruno | 300| 60000|N|300| Death Spider | 90| 10000|N|190| Dread Knight | 300| 80000|N|280| Baron Wilfrey | 300| 90000|N| 5| Mist Warrior | 350| 160000|N|300| Queen Beetle | 350| 230000|N| 50| Serpent King | 400| 240000|N| 60| Dragon Lord | 340| 260000|N| 4| Mandagual | 100| 10000|N|200| Lucky Dog | 70| 5000|N| 20| The Horvath | 400| 230000|N| 50| Orb Guardian | 300| 80000|N|320| Dawn | 300| 200000|N| 25| Mega Dragon | 64000| 32000000|N|250| Shalwend | 1000| 5000000|N| 70| Pyrannaste | 1500| 6000000|N| 6| Acwalandar | 2000| 8000000|N| 80| Gralkor | 1700| 7000000|N| 70| Sheltem | 500| 500000|N| 60| Note: You do get treasure/experience if monsters frenzy/explode but not if they flee. People who flee during combat do not get experience. Unconscious people get experience, but stoned/dead ones don't. Monsters who summon friends double the "+x monsters." For instance, if there are 6 woodsmen not in the first 10 monsters and monsters are summoned, that leaves 12 woodsmen not in the first ten. WHAT ABOUT KEYS AND TICKETS? There are four colors for keys and tickets. For each color you must win in all three arenas listed below and unlock the bishop of that colored battle with the key(which you buy in the town). Black(Atlantium) >> Red(Vulcania) >> Yellow(Sandsobar) >> Green(Middlegate) Thus the "greater" ticket you have the tougher your encounter will be in the Arena(Middlegate), Monster Bowl(Sandsobar) or Colosseum(Atlantium). These are listed in descending order of difficulty, and in fact the venue is more important than the ticket in determining monster difficulty. You receive gold for winning at each venue. It is as follows(with battle bishop information): Color/where|Middlegate|Sandsobar|Atlantium| Buy Key | Bishop -----------+----------+---------+---------+---------+--------------- Black |20000 |30000 |50000 | (3,10)2 | Luxus 14,14 Red |7000 |10000 |15000 | (0,8)-4 | Hillstone 11,4 Yellow |2000 |3000 |5000 | (6,2)-5 | Pinehurst 13,3 Green |200 |500 |1500 | (1,8)-1 | Woodhaven 10,6 WHERE DO I IMPROVE MY STATISTICS? There are some places where you can get +10 statistics. However, the maximum you can improve to in this way is 59, i.e. if your statistics are 50 they won't go any higher. Might: Druids' cave, (1,15) Eat the spinach Intellect: Atlantium dungeon, (11,15) Read the book Personality: B2 cave (4,12) at (8,15) for all-male party, (7,15) for all-female. Endurance: Vulcania cave, (15,14) Listen to the ballad Speed: Nomadic Rift, (0,15) Step on the treadmill Accuracy: Pinehurst Dungeon, (14,13) Swim in the pool Luck: Dawn's Cavern, (12,7) Roll in the lucky charms There are also places where you can trade 5 of one statistic for 3 of another--they are below castles. These are nice because you can improve your stats up to 99, and then you can go back to the +10 places and improve the depleted stats. The circus is also open from days 140 to 170. See the yellow message below. HOW DO I READ THE MESSAGES? There are three messages, red, yellow, and green. Red is more important/difficult than yellow is more important/difficult than green. The red messages are found in the elemental planes(3 in earth, 2 in the rest). The yellow messages are found in the southeast part of outdoors, and the green messages are found in b3 and b2. THE GREEN MESSAGES(2-1-3-4): (Read vertically, not horizontally) F e iuteeustj ceetuF i virs ri sAb aaoritrs o a ivaoc eehu whss na eTeno aoacs bciltsth k r c nil ot,eer h i Mtr wrl uopptl.Readlh het. h dd bmr y irdao v .a gpfprea orn ew ia Translated: 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. THE YELLOW MESSAGES(9-5-6-1-7-4-2-8-3): (Read 2 columns then drop down to the next row, etc.) Ifti ecuul wbu. es md.wife t ye.In Ts conoed Came y pcsnhs d int Yoe an Hldd heou Dnehoacolw , iresstou er yangata ddou to wiserby t arir ugid. thgocu tat t sooucemekeumn'caysho hne a oy tnkLih , Wior bs o isru na'd, es ab t n t cutss t , ip fmionnothouacanratily l lwi y cprfeofo an i ire he frotscew tghk d iscs h stikthouhaizelfean bn s e. gorm p iithilytople wat ate c snces br oe thdw F iv fthoot irs s taythhied istoirhoe., adthldhae aror esree l.was t athe gosch. If personal statistics you'd like to enhance, with circus games you should take a chance. win dumb prizes, but don't feel bad. You can offer these toys to an old man who can be had. His hut in the wilderness is dwarfed by a tree. For the toy, he gives you a tip for free. Drink from the Inner Limits pool. Though, once it was acid, now it is cool. With thirst now thoroughly sated, go back to the Circus and play games to raise those statistics which you truly hated. THE RED MESSAGES(8-5-2-6-1-3-9-7-4): (Read 1 column then drop down to the next row, then 2, then 3, then start over again) Tane seCre d Con.lidch ay. encCe avenb.ingtswthe tomus ociolu owoneBol Neiuamayl R e whcal ts S fr or lap tt h entioTn , woosxt,tll fu eq ithon hro avom td.ke ahaurr rt n irmuithwse th y lfidue thsbeughae desh Tgeost ied iwrs vist Arlume pisoll est e Qe s tinthtruehemetswhly goneryp fena tartn tthes a ueeneeme de cti n ricaicfix hgs lolir, Mao y mdhair tn n s n.wit deon pvis tgh. J t, ng.estonsnbeustit periau o tO h TOadandasio feyoVC th Th bterd w spveasonndi he nTralor K gest ind u To right ancient wrongs, the solution is very long. The Triple Crown must first be done, with Arena, Monster Bowl and Colosseum to be won. Next, the party must split individually so that each may fulfill their personal destiny. Request an audience with the Queen so the Chosen One can be seen. Travel through time with Talons and Orb. Save the dead King from destruction and get the password. Then visit the kaje geometrics to find passage to that which you must hurriedly fix. JVC WHO SENDS YOU ON QUESTS? Mark (C1 1,1) wants you to find his keys. They're at A2(2,9). Go there first or Mark will hang a party member. "What has Mark lost?" KEYS Reward: +10000 experience Lord Hoardall(Woodhaven) wants you to find the Swords of Valor, Honor, and Nobility. Valor: A2(11,2) Nobility: D1(0,8) Honor: D4(14,11) Reward: +100000 experience Lord Haart(B1 5,5) wants you to find two ancestors. Spaz Twit: Year 600 A1(11,3) (phaser) Long One: Year 700 E2(5,4) (loincloth) Reward: +250000 experience This does not work on the Apple. It works on other OS's, though. +250000 experience Lord Slayer(Hillstone) wants you to kill the crawling, slithering, and flying envoys of evil. Reward: +1000000 experience E3(5,6) slithering (serpent king) E2(11,6) crawling (queen beetle) D1(10,12) flying (dragons) The Pegasus tells you to find him in the tundra. WHERE IS THE PEGASUS? At B1(9,9). You get 100000 gold if you find him. His name is Meenu, incidentally, which you can find if you have a linguist and go walking in the Druids' grove. By the time you're strong enough to navigate the tundra, 100000 will be chicken-feed. However, if you are able to buy a Teleport Orb(Misc. item in Atlantium), you should be able to teleport to the square for a great return on your investment. In that way the Pegasus could be a huge help. I recommend splurging on a round of +2 Defense Rings in Atlantium's armory once you've discovered the loot. IS THERE A SUPER-CONDENSED WALKTHROUGH? Yes. 1. Buy one of each ticket(green, yellow, red, black) for fighting in each of three arenas(Arena/Middlegate, Monster Bowl/Sandsobar, Colosseum/Atlantium). 2. Buy one of each key(green at Middlegate (1,8), yellow at Sandsobar(6,2), red at Vulcania(0,8), black at Atlantiumn(3,10)) for releasing the bishop from each dungeon(Woodhaven, Pinehurst, Hillstone, Luxus.) As for castles, fight your way through them if you don't want to bother with getting the castle key. Castle guards give a lot of gold in fights, and if you take skill potions along to the fights, the investment of 500 gold a pop will pay you back quickly. 3. Complete character quests. Use skill potions and magic herbs(when you don't have clerics) for fights, which are the easiest tasks. By far sorcerors and clerics have the toughest tasks which require, respectively, information and patience, and items and (a big help) spells. Archers--Baron Wilfrey, B2(11,2)--encounter Barbarians--Brutal Bruno, C4(0,15)--encounter Clerics--Corak's Soul and Body. Find his soul at C1(10,15) although you may want to pick up Holy Word at C1(5,5) south first to make some combats easier. The Body is found at (8,0) or (7,0) of Corak's Cave C2(5,11), but you need an Admit 8 Pass(Sandsobar dungeon 0,0) first--if you go to the south part of the dungeon and don't succeed, you will need to try again. This warning should be noted especially because if you successfully flee, you will be kicked out of the Admit 8 area and will need another Admit 8 pass. Lots of undead here, so hit them with Holy Word if you can(much of the south area is magic-free, except for the final encounter with Crypt Fiends.) Knights--Jouster/Dread Knight, B3(5,14)--encounter Ninjas--Dawn's Den D4(3,7) dungeon (8,9)--encounter Paladins--Frost Dragon, C3(15,0) dungeon (7,7)--encounter Robbers--can go with any other class on a quest to be deemed worthy. I advise always doing this, especially since after the first quest your robbers will be much improved for the second. Use the hirelings if you can. Sorcerors--Isle of the Ancients. Rescue wizards from 2 dungeons. Since you don't have a cleric, you'll want to 1)have a cleric in the party, have him cast walk on water, and remove him at an inn, 3) remove a hireling cleric after he's cast walk on water and you're on the isle, or 3)donate at the temples. You can also 4)teleport to the Isle of the Ancients, with a little calculation. You'll want to avoid encounters here by going through the correct doors. You'll need good sorcerer spells to zap three Iron Wizards, who seem to be immune to conventional weapons. Then rescue the imprisoned wizards Ybmug and Yekop from stasis fields. **Clues for which doors to go through and then the codes to release the sorcerors** Ybmug: 1-3-1-(3 or 7)-9-11-A-C-G-I. left 23 right 46 Yekop: 2-2-4-6-6-12-A-D-F-I. left 64 right 32 4. Pick up the Radicon, Fluxer, Capitor, and Todilor from Woodhaven(2,11), Pinehurst(7,6), Hillstone(3,13), Luxus(0,6). 5. Rescue Sherman B4(10,1) but you'll have to beat some tough Amazons. The skill potions should work, again...take Sherman to Pinehurst to get access to the time machine. 6. Find the four discs in Castle Xabran in the 800's. It's where the ruins were in C2. They are at (15,0) for water, (15,15) for air, (6,2) for earth, and (6,14) for fire. 7. Go to each elemental plane(transmutation for each one is at 8,8 near the entry) and pick up the talons with the discs. The co-ordinates are (10,10) for water, (11,7) for air, (4,4) for fire, and (8,8) for earth. 8. Get the orb--Dawn's Cavern D4 (3,7) and at (10,15) is the orb--240 greedy snitches at (7,12) guard a secret door. Again, use skill potions before you go through the secret door and tangle with the Orb Guardians- -magic doesn't work on this square! Be sure to give your hireling the orb. Then dismiss him. Otherwise, you won't be able to leave. 9. Go back to the 9th century and at C4(14,5), one square forward from where you came out, give Kalohn the orb to change history. 10. See Kalohn again in Luxus Palace in 900. Use the password WAFE after you defeat Sheltem in the circle lake dungeon. You might want to bring skill potion along to get there as you have a LONG walk through the dungeon and may run into some tough fights(there are 14 you must go through, and do NOT fight the Devil Kings unless you are VERY good and want a real challenge!) Then solve the puzzle. WE THE peOPLE OF TErRA IN ORDER TO FORm a MORE PERFECT UNION, TO eSTAblISH.... The lower-case letters form "Preamble" the code of which wins you the game. NOTE: YOUR ANSWERS MUST BE IN THE PROPER CASE. CAPITALIZE THE FIRST LETTER BUT NONE OF THE REST!!!! Side note on how to win critical battles easily: Use lots of skill potions(Tundara, 500 gold)--I can beat Atlantium Black Ticket monsters with level 7 characters with lots of skill potion because the monsters often flee. There is also a fountain east of Atlantium that gets your characters attributes of 100 for the next fight. It's VERY handy. Another side note is the Dragon's Dominion D1 (12,14) is a great place to pick up 1000 hit points. It's a bit tough to get there(a magic serpent guards the hallway) but in the meantime, if you're short of gold, you can walk around beating up wyverns. Also the Cuisinart B2(1,8) is a great guy to get experience off. You can bring Magic Herbs/Skill Potion, but if you bring a cleric and paladin to heal the character who got knocked down, you will win eventually, or he will "frenzy" and kill himself, leaving a cool 20 million experience to break up between your characters. And save the game first, of course. He may take all your party down when he "frenzies." More gems are in the gem- maker's cave if you need them. DOES THIS GAME HAVE ANY JOKES? You bet. Although I can't vouch for their quality. C1(14,14) "Oh, I'm a lumberjack..." is a song from Monty Python. Ymbug and Yekop are Gumby and Pokey spelled backwards--and Gumby is _very_ funny. But where are Elkcirp and Ug and the Sdaehkcolb? Jesters tell Orc Jokes--see the script proper. The giant singing the ballad is minorly amusing as are the cans of spinach(the rhyme is an allusion to Popeye) ARE THERE ANY MM1/MM2 LINKS? Yes. Sheltem appears as the name in the MM1 soul maze. The games also have a similar structure with five towns, each in a different locale/climate, and the climates are in similar places on the map(roughly, desert-northeast, cold mountains-northwest, water- southwest, swamp-southeast.) And the maps are encoded the same way on the disk, if you were wondering(monsters and items aren't!) Also, at the end, there's a mention that CRON and all its VARNs are doomed. VARN was the mainland of MM1. ARE THERE ANY BUGS/CHEATS IN THE GAME(APPLE VERSION)? If Dead Heads attack low-level characters, they will lose experience and hit points. If low-level characters' hit points go below zero, they cycle to just under 65536(=2^16) If Druids silence your party, you can still cast spells outside of combat. There is a bug with etherealize. If you etherealize west from (0,0) you hit (15,15) but if you etherealize west from (x,0) you go to (x,15). Enchant Item doesn't always work. Sometimes when you cast it it will reduce your spell points incorrectly. It will be off by a factor of 512 and, in fact, you will probably use fewer spell points to enchant an item to a higher level(i.e. +15 as opposed to +5). Sarakin appears at (8,8) in his mine even after you defeat him. If you rest in the Water Plane and then try to cross a boundary(i.e. go east from 15,3) you will see "can't swim." Cast Nature's Gate from Castle Xabran, and you will wind up back in the 900's. However, if you rest or enter a town, this is adjusted. (What happens if you cast Nature's Gate on day 93 of year 800?) It's possible to balloon your stats quickly. For instance, say you have an item that increases your personality at the expense of your luck. Then equip it and trade luck for personality until your luck is at zero. Un-equip and re-equip. Voila! Your luck is positive again. If you drink from the fountain in C1 (1,11) your spell level improves to 9. As a result the computer gives knights/barbarians/ninjas/robbers the options to cast spells--although they have no spells to cast! It'd be interesting to get them to level 9 and go to Pinehurst Dungeon to get all the spells. Might be another bug... If you jump behind the fountain in A3(1,14) you will attack the voice that tells you (not) to drink. But then if you go back to the fountain you still hear the voice. Go through a one-way door in Pinehurst. Flee from monsters, and you'll wind up by the exits, and thus you won't need to look for the teleporters. This is a general bug(always flee to the same square), but this is physically impossible--you've got nowhere to run once you go from the door! The world doesn't seem to end in 1000. I tried running through time traps in Pinehurst, and it didn't. On the Apple, Holey Moley originally has 166 maximum spell points. He should really have 19*9=171 spell points, and he does, after he's rested. You don't get the benefit of improved statistics until you rest. They don't even show up until then. You can get as many emerald rings as you want. Just bring a lot of hirelings along to clear out the Snowbeast. When you "rob the dead," dismiss the hireling who winds up with the emerald ring and turn your party around. You'll get another chance to rob the dead. Then you can go back to the inn and repeat the action. There's also a more conventional duplication method. Take two identical MM2 disks y and z. Now, with your party of six in, say, slots A-F, create a dummy character in slot G. If character F has an emerald ring, then leave the inn from disk y. Switch to disk z and enter the inn. Then leave F in the inn and exit the inn with just G in your party. Switch back to disk y. Now, disk y will see character G with an emerald ring he didn't have, but F will be unchanged. You can double gold or gems this way too, or you can have one character backing up your gems just in case(i.e. G has a bunch of gems. Exit the inn from disk y with G and F. Give F all G's gems/gold. Enter the inn. Now duplicate the gold/gems.) I think the game screws up when you dismiss a hireling who is the only remaining conscious PC. If you win the orb in Dawn's Cavern and dismiss a hireling or drop it, it reappears on its pedestal. Castle Guards, when they attack you for not having a Castle Key, have a castle icon during the fight. You keep the yellow key when you free the yellow bishop, but with the other bishops you lose the keys. If you identify an item and it has spell-casting abilities, the spell information will overlap the "[alignment] only" information. The best way to get around this is to see if an "o" shows up, meaning "neutral only," and if a "y" shows up, it can be good or evil. A quasi-bug is that if you change alignment after equipping such an item, it stays equipped, but you can't re-equip it. Training heals all hit points. Not necessarily a bug, but useful! You can wind up with over 40 food if you cast a food spell having under 40 food. The game indicates 40 is the maximum food. If you fight, then rest, are suprised by monsters, and then run, your chest will still be there. If you try to enter an elemental zone(at the corners) without a spell and then walk around a bit, the date will change from that zone's century to the current date and back for each movement you make. The screen update is sometimes slow. It will be one move behind and you will need to refresh it. ----------------------------- END OF FAQ ----------------------------- Versions: 3/9/2000 0.1.0 put in hireling information and some experience information as well as spell information. Minimal monster information. Spell and key information. Super-brief walkthrough and green/yellow/red messages. 9/17/2000 0.2.0 added a lot of monster and item information. Started adding rudimentary spell information. Fixed up attributes a bit as well. Whatever is not finished should be easily(but not quickly, alas!) transcribed from the script. 10/9/2000 0.4.0 added the SPELLS and also sharpened up the walkthrough and some town information. 2/21/2001 1.0.0 completed monster and item information. Credits: Bjorn Leifsson for the original walkthrough. It helped me with the messages and pointed out some ideas and got me interested in filling in the (slight) gaps in his walkthrough. Apple.asimov.com for having this game as Apple disk-image freeware. Jon van Caneghem and New World Computing for such a fun game. It's aged very well. Sashanan(sashanan@hetnet.nl) for the e-and help offer mail which put my resolve to complete the monster and item lists over the top.