Monday, March 22, 2010

Might and Magic II - Part 2

Today I was hoping to finish the first dungeon of MM2.  As you may recall, from the previous post, I died again, and again, and again.  Fortunately this time I was not as brutally raped as last time.

Our first encounter in the Caverns of Middlegate was 4 squires.  They were easier than I expected (I didn't mention it but they had killed me at least twice in Part 1).  They left some loot, but it was crap.

After a few wrong turns and dead ends, we eventually get our next encounter:

A bunch of spiders and undead.  Thats a lot of monster, so we decide to run, but fail.

The battle leaves us with 2 dead comrades.  Turns out they weren't actually dead (thank God, reviving people costs a lot of money I don't have).  The party just ran out of food, and apparently when you rest without food, you don't get healed.

So after a quick visit to the pub (remember her?), and a few hours rest later, we are ready to descend back into the caverns.

We find a mysterious message on the floor.  Its not so mysterious, but the way that it vanishes is kind of weird.  Apparently the Water Disc (whatever that is) is in Castle Xabran (wherever that is).  I'm sure we'll be visiting this castle soon enough.

We apparently make it to Bat Country, as our next battle is against:


Fortunately bats are easy.  It just took a long time to kill them all, cause thats a lot of bats.  All this for nothing!?

Hmm, theres and "X" on the floor.  Maybe this is where the goblins are hiding the goblet?

NOPE! Damn...  Ah well, thats a nice sum of money.  Back to exploring the dungeon.

Found another message, this time on the wall.  I honestly have no idea what a J-26 Fluxer is, but I'm hoping it might be related to Flux Capacitors!

Yet another message on the wall.  Whatever.  Who the hell is Queen Lamanda?  I know of two castles now, I wonder if she is the Queen of either of them?

Victory at last!  We now have the goblet, now we can leave this hell hole and never come back!

On our way out, we find another message on the wall.  Oh god, drop everything.  We must save Lloyd!  Lloyd's Beacon is the most useful spell in Might and Magic, letting you travel extreme distances instantly.  Unfortunately we have no idea where Corak's Cave is...

Back on the surface we take the goblet back to Nordstrum, or whatever his name was.  He tells us to find and help his sister Nordonna.  If you don't remember, she was the disembodied voice that kept telling us to go away.  And Nordstrum is a liar

A place of interest in Nordstrum's room is:

The Skeleton Closet.  Hmm, I wonder whats inside...

Surprise! Surprise! There are skeletons in his closet!

Nordonna tells us to go back to the caverns (damn!) and rescue her sons.

Heading back down, we encounter some cat corpses, super sprites, and mutant swine.

The kobolds hideout would have been harder to find, had they not set up a sign telling us exactly where they are.

The epic battle between us and the Kobolds is very one-sided.  We decimate the enemy.

Our light goes out as we save Nordonna's sons.

After returning to Nordonna, she tells us her sons are available for hire, and she gives further "advice."


At the inn, I check out the hirelings.  They would be so much more useful, if they had their own equipment.  Ah well, at least they are cheap, only 2 gold per day.

Our ending stats.

End of Part 2.


  1. I might end up trying this game out. I haven't played a DOS game in ages.

  2. Actually, Nordon did give you 1000 gold. It's just that divided among the six members of your party, each share is worth 166.6, and the game rounded it down to 166.