Monday, January 16, 2012

Might and Magic II - Part 13



Okay, I apologize, I'm too lazy to write up an intro since Blogspot fucked everything up and I lost an hours worth of progress on this update.  So we'll just jump into the update.

We resume our journey doing what we do best, which is of course...

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Getting murdered! By Faeries no less!  There were foot soldiers in the battle, and something else that was easy so we figured that the Fire Faeries might be easy just because they were with easy monsters.  Yeah, that was a bad decision.  The Fire Faeries have a spell that does 40-60 damage to everyone.  Sherman was able to run, which was kind of pointless.  Everyone was dead, except him so I had to go to the temple and revive them all.  This was the first battle I fought, so I could have just let them all die and wouldn't have lost anything from a game over.  Each character has about 400,000 gold, and it only costs less than 5,000 to revive them, so we're not losing a tremendous amount of money.  Unlike when Elayne got eradicated a little bit later, which cost 35,000 gold to revive, which is still arguably not a lot of money.

This battle was fought while wandering around Atlantium trying to remember how to get around the town.  When we see the Colosseum, I remember the castle quests.  Last time we did Castle Woodhaven, lets try Castle Pinehurst.  We head to Sandsobar and buy Yellow Tickets and complete the arenas.  The Yellow battles were slightly harder, and the rewards were ten times better than the Green battles.  We take the Yellow Key and go to Pinehurst.

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So this is Peabody's castle.  Might as well reunite Sherman with his master.  We'll get to that after we explore the castle first.

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I have no idea why the doors are labeled.  The door to the left of the Right Door is the Left Door.

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This sign refers to the room we're in.  Its a large antechamber with a bunch of doors.  Some of the doors have text over them, and others do not.  The text actually spells out a hint:

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So we have about a hundred years to save the world.  Thats good to know I guess.  Its only 902, so we have quite a bit of time.  The time traps, refer to...

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These.  I hit two of them while exploring the castle, so now its year 904.  Still, we have 96 years to go, we should be fine!  I'm not certain since I didn't check, but I think the unmarked doors lead to these traps.

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This is sort of a puzzle I guess?  It wasn't too hard to figure out.  When you go through a door in the antechamber, the door disappears behind you, so when you try to leave, the door is just a solid wall.  This message was through a small room in the hall behind one of the doors.  The mirror image is actually another tiny room, on the opposite side of the castle.  The only path you can take is a long corridor that spans the entire perimeter of the castle.

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I honestly have no idea why I took this screen shot.  I've fought all these monsters before, so its not to show anything off...

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I dunno why they explain this, as its exactly the same as the Bishop's Triple Crown quests, only it goes for the Queen.  Wait...  The Queen needs Black Tickets...  Does that make her the Black Queen, a reference to the Queen song "March of the Black Queen?"  Knowing this game I wouldn't put it past the developers.  Does that mean there is also a White Queen (another Queen song)?

(Might & Magic II came out 5 years earlier than Ogrebattle: March of the Black Queen, so if the Black Queen is a reference at all, it would be to the Queen song, not the game.  Although the game Ogrebattle is a reference to Queen, as both "Ogrebattle" and "March of the Black Queen" are songs by the band)

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Oh, hey!  Its the Wayback Machine!  To be honest, I don't even know why we need to use it...  Whatever, lets go talk to Peabody!

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He's apparently blind, as Sherman is already in our party.  We just talk to him again, and his eyes start working better. Now we can go in the past!  For unknown reasons...  In other news, Peabody's a pretty nice guy.

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Finally we find the Yellow Room, which is where the Yellow Bishop is.  He gives us experience for saving him.  He gave quite a bit more than the Green Bishop, who gave 10,000 experience.  After a quick pitstop back in Middlegate, we head to Castle Pinehurst's dungeon.

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These are the first monsters we see down there. I screen capped the monsters since I didn't think we would live, since I never fought the Thug Leaders.  I was wrong.  The Thug Leaders can deal quite a bit of damage, but overall, we were able to defeat them all with little problem.

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So, if we can just use the Wayback machine already, why do we need Fluxers and Capitors?

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Oh great.  Stupid wizards.  To make matters worse, we immediately fight a battle too.  Thankfully, our SP wasn't drained too much, so we were able to annihilate the monsters using powerful magic anyway.

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Aww, we have two paladins.  Elayne casts Lloyd's Beacon and sets this as our warp point.  We go back to Middlegate and kick out Jeanne and Sherman and warp back to find an Agate Grail.  The Agate Grail can only be used by Paladins and increases Personality by 15.  So essentially its pretty useless.  Personality affects the amount of SP Paladins and Clerics get.  But Jeanne and Sherman are primarily fighters, and only use magic in emergencies, like if David the Cleric is incapacitated.  However, Sherman did not have an accessory equipped, so he took the grail.

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I have no idea what this might entail.  I decided to chicken out and set this as a warp point with Lloyd's Beacon and go to town and save.  We come back and jump in.

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I still have no idea...  What does this have to do with Accuracy?  Too bad everyone already had 50+ accuracy, so it was not helpful.  With this, we have finished exploring the dungeon.

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Time to use the Wayback Machine!  We'll go with Era 1.

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Holy crap, we're in the middle of the ocean!  Did the land of Cron have a equivalent to the Great Flood?  Elemental Plane of Water?  Sure, why not?  Except since we are not made of water, we cannot go there.

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Oh God!  Its a mutant fish! What the hell is that?  This battle was pretty easy.  Sadly, the loot must have sank to the bottom of the ocean, as we couldn't find anything.

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I think this might allow us to go to the Elemental Plane of Water, but I'm not sure.  We'll find out some other time. when I find the entrance again...  Or maybe this spell...?

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First Mutant Fish and now Aquasuarus!  This battle was harder than the Mutant Fish battle, but ultimately we finished the enemy with few problems.

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These guys.  ARE AWESOME!  In a purely abusable way!  First off, they can hurt quite a bit.  Their damage is weird though.  The attack always hits the entire part.  Sometimes it'll do 6-12 damage, but then, the next time they attack they'll do the same attack but it'll hit 60-120 damage.  I don't really understand it.  They always come in pairs.  Typically we can kill the first one before it gets a chance to attack, so we only get hurt by one (which is good, because it could end bad if both attacked).  Now the reason why they are awesome.  45,000 experience each.  That is a LOT of experience.  Remember those Barbarian chicks I grinded on a while back?  They only gave 6,000 experience each.  Some of the monsters in the castle dungeons give 12,000, but they are significantly harder than a water elemental.  I farmed experience off these guys for quite some time.  And I will probably continue to farm experience from them for awhile.  It takes a few hundred thousand experience to level up, so an easy monster that gives 45,000 experience can get us level ups really quickly.

The loot they drop has potential to be pretty good, albeit I haven't actually gotten anything useful yet.  Well, thats not 100% right.  They have dropped good things, just no one could equip the stuff since we are the wrong class or alignment, or both.

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These are the ending stats from last update.

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These are the ending stats of this update.  Swift got the short end of the stick and only gained 5 levels.  Everyone else besides Thund R. gained 6 levels.  Thund R gained the most levels at 8 levels.  And he's still lower in level that the rest of the party.  However, he has an incredible amount of HP.  I may have to rethink my idea that Barbarians are useless.  Everyone has over 150 HP now, even the Ian the Sorcerer.  Speaking of the Sorcerer, he now has level 9 magic.  Level 9 is the highest level magic.  He only has 2 spells so far, both of which are really good.  Implosion which deals about 500 damage to a single target.  And Inferno does 1-20 per level of the Sorcerer, so potentially it can do 21-420 damage, though it usually only does ~200.  Inferno works on 10 enemies. It can be argued that Mega Volts, a level 8 spell, is better with its 4-16 per level of teh Sorcerer for a potential of 84-336.  Mega Volts has a higher minimum damage, but Inferno has a higher maximum. Both spells hit 10 enemies, and cost the same SP, although Inferno takes 2 more gems.

I guess, kind of, sort of, maybe, we're moving into the end game?  Most (not all) of our stats are over 50 now.  And now that Ian can cast level 9 spells, we can look for the spell Enchant Item, which will allow us to make +50 weapons and armor.



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