                      MIGHT & MAGIC II walkthrough
 
General informations:

You start at the inn of the town Middlegate with 6 prerolled or your own
characters.  I myself used the characters that came with the game and
put them in this order:

Sir Felgar (knight) - Terwin III (paladin) - Sure Valla (archer) - The
Hermit (robber) - Gene Eric (cleric) - Cassandra (sorcerer).  When I got
hirelings I put them in slots 3 and 4 unless clerics and sorcerers which
I put in slots 5 and 6.

M&M2 contains 60 16x16 square mazes, which are divided in 5 towns and
their caverns, 20 outdoor mazes, 4 castle mazes, 6 castle dungeon mazes,
16 caves and the 4 elemental mazes.  To help you get around and raise
your character's abilities, be sure to take advantage of the secondary
skills. When you get hirelings, take notice of their skills, so you can
change those of your characters if you want to.  Remember to MAP
everything and write down any hint you get during your progress plus the
exact location of these.  Also note, that drinks and food recipes can
sometimes offer much help if you use them properly.  Remember to check
in at an inn to save your status if you get new vital information or
complete a task and so on. Some hints are more important than others
like hints on special battles, interleaves, keys and a few more.
 
1. Middlegate - the beginning.

Start exploring Middlegate.  Go to the blacksmith and equip your
characters.  Be sure to equip the fighters first.  Find the locations of
the tavern, Otto Mapper, Track and trail, Edmund's expeditions (the last
three provide some vital secondary skills), Lock and key, the temple,
the mage guild, the training hall and the Arena.  Raise your characters
up to level three by fighting and then visit Nordon at 10,2.  Accept his
quest and go to the cavern at 8,15.  In this cavern are many clues and
hints, but to solve Nordon's quest you need to go to 0,7.  Return the
goblet to Nordon and get your reward.  Follow his advice and visit his
sister Nordonna at 1,2.  Accept her quest as well and resque Sir Hyron
and Drog in the cavern at 0,15. Return to Nordonna to learn about your
first hirelings and the secrets of the well at 15,15.  Follow her
advices.  It is up to you if you want to take the hirelings before or
after donating at each of the five temples (don't forget the temple at
Middlegate) but note that if you rest with the hirelings you have to pay
them.  After getting the castle key (which is vital to get into the
castles, give it to your robber) you are ready for next town.  Of course
you should finish exploring Middlegate and its cavern first.
 
2.  Sandsobar

Here you should begin finding the usual places - the blacksmith, the
inn, the tavern, the training hall, the temple and the mage guild.  Here
are also good secondary skills for your robber.  Explore the slums
carefully and note hints about Nature's day (of course you can spare a
dime for some poor beggars, don't you).  Don't worry about the graffiti
at 11,3.  You can explore the cavern at this point if you like but
perhaps you'll need more strength to finish it.  When you have had
enough of this town for now its time for Tundara.
 
3.  Tundara

Start as usual finding the same places as before.  A little
wall-bunching is needed to find all the locations.  You can try your
strength against the frozen animals if you like but don't go to the
region between the inner and outer wall yet unless you are suicidal.  Of
course you can try your luck at the cavern.
 
4.  Vulcania

Here are some good secondary skills for your fighters.  As before, this
is mainly a exploratory trip but don't forget the statues at the town
square.  I wouldn't go to the cavern without the Levitation spell if I
were you.
 
5.  Atlantium

Don't waste your hard earned money - this is an expensive town!  Later,
when you have earned so much that you don't know what to do with it you
can take advantage of some fine secondary skills and so on but at this
moment you should look at the statuaries located at the east and west
walls.  The cavern is not meant for beginners!
 
6.  Your first trip to the outer world

Now you are ready to start exploring the outer world.  I strongly
recommend you start from Middlegate with 2 characters equipped with the
secondary skills Mountaineer and Pathfinder.  A crusader and a navigator
could also come handy.  When you leave town you will first meet your
guardian pegasus and hopefully will discover his name later (it is not
vital but try to take a linguist to C3).  If you have done as I told you
and written down all hints you will be now know what you want to look
for this time. (Later on as your party gets stronger, you will of course
explore every single square in every single maze in the game).  You will
by now have heard about Castle Xabran, Lloyd's Beacon, Castle Pinehurst,
Queen Lamanda and many more.  So lets start heading north to find
Corak's cave at C2-5,11.  You can go there through the woods if you have
2 pathfinders but try to find the path.  Enter the cave and get the
spell Lloyd's Beacon. You should be able to finish off the northern half
of the cave this time but unless you've got admit 8 pass found in the
cavern below Sandsobar you cannot enter the southern part and its not to
be bothered with this time anyway. Back to the surface, go back to the
main road and walk north to Castle Woodhaven.  Enter if you have a
crusader and visit Lord Hoardall at 9,11. Accept one of his quests if
you like but note that if you do, you must complete it to be offered
other quests at Castle Woodhaven or Castle Hillstone.  So, I wouldn'd
bother with any other but the Lord's quest, which you have plenty of
time to solve. Now leave the castle and find your way to Tundara.  (This
first outdoor tour is very much like the guided tour around the towns;
you are learning your way around).  Trail your way back to C1 and try
visiting 1,1 to get another quest, which as most of the quests in this
game, can be solved anytime you like.  Go back to Square Lake and take
the trail that crosses the river below the lake.  Follow the river
soutwards until you find a weird dude walking on the river.  Here you
should be able to get the spell Walk on water by now.  Go back to the
trail and head east until you see a sign pointing north to the Luxus
Palace Royal (queen Lamanda).  Don't go there yet.  Instead backtrail to
C2 and take the path that leads south at 14,4. Follow that path to the
woods and turn east.  Walk on to D3 and turn at 13,3 to the south.  At
the end of this road is Castle Hillstone where you find Lord Slayer at
5,2.  If you accepted Lord Hoardall's quest you can do nothing here by
now, else you can accept Lord Slayer's quest.  Go back and turn east at
13,10 (D4), which will take you to Sandsobar.  Now go back to the Square
Lake and explore the east side of the lake.  You will find castle ruins
and later you should be able to determine which castle this is and how
to get there.  Now it is time to find the way to Vulcania (maybe you
will have some nice fights on the way, I will wait meanwhile...) Ahh,
back already?  Now we will take the road that leads to castle Pinehurst
on the west side of the lake (come on, you know which lake). Don't
bother with the circus until between days 140 and 170 (see part 11 of
this walkthrough).  At 14,7 at A2 you will find some wagon tracks; this
is the way to Sarakin's Mine, a good place to get rejuvenated - but only
when you are a lot stronger than now.  Go on to Castle Pinehurst and
find Lord Peabody at 4,3.  Accept his quest (and this is a vital one for
the solution of the game).
 
7.  Getting stronger

If you think I forgot about the road to Atlantium you're wrong!  I
expect you to find your way to the island as you grow stronger.  Now it
is time for you to raise your characters.  This you do by exploring the
rest of the town caverns, the outside world and the three castles
already located. Remember to take every hint and every location of
anything you learn about.  Battle in the Arena, The Monster Bowl and the
Colosseum if you like using the appropriate tickets.  As I told in the
beginning, take special notice to hints on keys, queen Lamanda and the
triple crown battles.  If you stump upon new hirelings or informations
about those, you should free them and change hirelings as they will
almost certainly be stronger (and more expensive) than Nordonna's sons.
Don't miss the location of Mount Farwiew at D2-7,0.  Also, on your way
you will find some encoded messages in three colors; green, yellow and
red, and the three clues to these messages, the green, yellow and red
interleaves, are located at three different places.  If you have
problems decoding these messages, the solution is written at the end of
this walkthrough.
 
8.  Lord Peabody's quest

Worried about day 93?  Well, there are two ways to to get Natures Gate.
To have your own clerics learn it go to C3-1,9.  Note the old druid's
food and let your cleric order it at the proper tavern.  Go back - and
you've got it! The other way is to free the two captives at Native's
Cove at B4.  Explore the area and don't give up until you succeed.
These two hirelings will probably be your best so far (after I got much
stronger and freed the prisoners at Sarakin's Mine, I used them mostly
throughout the end of the game).  Go back to Lord Peabody and get your
reward, the license to use the time machine!
 
9.  Queen Lamanda

Now you should be ready for Queen Lamanda.  Go to Luxus Palace Royal
defeating Mandagaul on your way and visit the queen at 7,13.  By now,
you should know that you have to win the triple green key battle, the
triple yellow, the triple red and the triple black.  Start by buying
three green tickets at Middlegate and the green key at Lock and Key Ltd.
Win the three battles at the Arena, the Monster bowl and the Colosseum.
Then go to castle Woodhaven and free the bishop of green battle from his
imprisonment with the green key and collect your reward.  Repeat this
process for the other color battles.  The bishop of yellow is in Castle
Pinehurst, the bishop of red is in Castle Hillstone and the bishop of
black is in Luxus Palace Royale.  Now go back to the queen to find out
that she still demands some more deeds to be done before you can get an
audience. Time for more strenghtening.
 
10.  Castle Xabran

This is a good time for exploring this castle from the last century.
You know now where it is and how to get there, don't you?  In this
castle, you should be able to find complete information about the
locations of all spells and all hirelings.  Here are also 4 vital
objects for completing the game, the four elemental discs.  Also, in
each of the other four castles, is a vital object for your main quest.
 
11.  The circus.

By the way this is not a necessary task.  Go to the circus, then to
D3-7,13 with a cupie doll.  Follow the old man's advices and then return
to the circus to raise the ability you like.
 
12.  The druid's cave and Murray's Resort Island.

To get most out of the island, you should buy at least one guided tour
from the agency at Middlegate.  But go first to the Druid's cave to get
a lot of information, much strenght and at least one spell.  Don't
forget to finish off Horvath and only then go to Murray's island.
Explore the cave (if you have problems defeating the stone golems, then
just skip them for now) to find the power oil and some information on
your quest and then try to visit Murray.  To do this, you must head the
signs on the way to his room.  He will offer you a quest, accept it and
return after finishing it for your reward.
 
13.  The plus quest.

Now you should be ready for the long and somewhat tedious quest of the
jurors on Mount Farwiew.  If you, for instance, start out with the
knight's quest, you go to Middlegate Inn and get rid of all other
characters but knights and robbers (remember, robbers can help in all
quests).  Then go to all inns and collect all hirelings that are knights
and robbers.  Equip them and take off to defeat the dread knight.  After
that you go to the mountain to confirm your deed and then back to
Middlegate to train your characters some 10 levels!  Repeat this process
for all the characters you plan to use in the final quest.  If you are
not using barbarians and ninjas, you don't have to finish their tasks.
After you have had all your favorite characters gain their plus, you
gather them together again and visit queen Lamanda.  She will accept
them as the stalwart band to rescue her father from the battle with the
mega dragon, which happened last century.  Remember, to get her
goodwill, all your characters visiting her must have won the triple
battles and finished their plus quests.
 
14.  Some more training and money-making.

Now you are almost ready for the elemental planes but I assume you are
getting low on money.  No problem anymore!  Your characters are so
strong by now that they will have an easy riding in the dragon's
dominion at D1, where a lot of money can be collected (I'm talking
millions of gold each time you visit the cave).  Just don't bother with
the ancient dragon until you have discovered the secrets of the desert
at E2.  Underways, don't forget to visit the nomad's cave at E3 for a
lot of information.  And the gemmaker's cave at E1 should also be
visited at this time.
 
15.  The elemental planes, the orb and king Kalohn.

Now it is time to get the four elemental talons.  To do this you must
have the four discs from castle Xabran.  I will not give you the excact
locations of the talons but don't leave the elemental planes until you
have found the red messages as well (3 of those at earth plane and 2 at
the others). After collecting the 4 talons, you go for the elemental
orb.  It is located in Dawn's cave (D4 3,8) at 10,15.  On the way you
must defeat the orb guardians and to get the orb, you must possess the
fluxer, the todilor, the radicon and the capitor.  To escape from the
cave with the orb, you must give it to a hireling and then dismiss that
hireling.  He will return to the inn you last checked into and wait for
you there. Now you visit your friend, lord Peabody, and use his time
machine to get to era 8.  Go one step north and voops!  You are watching
king Kalohn the vanguished preparing for the battle with the mega
dragon.  The king will ask you for the talons and the orb.  Accept his
request and you have changed history!  The dragon is defeated and the
king thanks you and asks you to see him at Luxus Palace Royale.  Go
there and get information on your final quest.
 
16.  The final quest.

The Square Lake Cavern is a very difficult one and you should by all
means have finished off the dragon's dominion first to get get a BIG
raise on your hit points (defeat the ancinent dragons, then explore the
upper right half and then the lower right half of the cavern).  When you
at last after a great effort have killed the evil threat, you'll have to
solve a cryptogram in 15 minutes.  This changes each time you get there
but the solution is always the same:
 
WE, THE PEOPLE OF TERRA, IN ORDER TO FORM A
MORE PERFECT UNION, ESTABLISH JUSTICE,
INSURE DOMESTIC TRANQUILITY,
PROVIDE FOR THE COMMON DEFENSE...
 
The answer is always PREAMBLE as stated, so encode PREAMBLE according to
the cryptogram and its solution ... and you have saved Cron!!!
 
Congratulations!!!
 
When you arrive at Middlegate, don't forget to train your characters a
LOT for the sequel.
 
P.S. If you find out how to get to squares 7,6 - 9,6 in dragon's
dominion, please email me!
 
The solutions to the colored messages:
 
Fe iuteeustj ceetuFi virs ri sAb aaoritrs
oaivaoc eehuwhss naeTeno aoacs bciltsth k
rcnil ot,eerh i Mtrwrl uopptl.Readlh het.
 hdd bmr   yirdao v.a gpfprea orn  ew ia
 
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.
 
 
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 aoy tnkLih , Wior bs o isru
na'd, es ab t n  t cutss t, ip fmionnothouacanratily
l  lwi y cprfeofo an i irehe frotscew  tghk d iscs h
stikthouhaizelfean bn s e. gorm  p iithilytople  wat
ate  c snces br  oe thdw Fiv fthoot  irs s taythhied
istoirhoe., adthldhae aroresree 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 Cicus and play games to
raise those statistics which you truly hated.
 
 
Tane seCre d  Con.lidch ay.encCe avenb.ingtswthe tomus
ociolu owoneBol Neiuamayl Re whcal ts S fr or lap tt h
 entioTn , woosxt,tll fu eqithon hro avom td.ke ahaurr
rt n irmuithwse th y lfidue thsbeughae desh Tgeost ied
iwrs vist Arlume pisoll este Qe s tinthtruehemetswhly
goneryp fena  tartn tthes aueeneeme de cti n ricaicfix
hgs lolir, Mao y mdhair tn n s n.wit deon pvis tgh . J
t, ng.estonsnbeustit periauo tO  h TOadandasio feyoVC
 th Th  bterd w spveasonndihe 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 lake
geometrics to find passage to that which you must hurriedly fix. JVC

Bjorgvin R. Leifsson
brl@kopasker.is

--<eof>

