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Читы для Might and Magic, Book II: Gates to Another World

Чит-файл для Might and Magic, Book II: Gates to Another World

Might and Magic, Book II:
Gates to Another World

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчики:New World Computing и Inside Out Software
Издатель:New World Computing
Модель распространения:розничная продажа
Жанры:RPG
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1989 г.

FAQ [ENG]

Информация актуальна для
Might and Magic II FAQ 0.1.0
Copyright 2000 Andrew Schultz

Might and Magic II is copyright 1988 New World Computing.

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.

Basic questions:

WHAT SHORTHAND IS USED IN THIS FAQ?

HOW DO YOU GET LEVELS?

HOW DO ROLLED STATS AFFECT OTHER 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?

IS THERE A SUPER-CONDENSED WALKTHROUGH?

DOES THIS GAME HAVE ANY JOKES?

ARE THERE ANY BUGS 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

HOW DO ROLLED STATS AFFECT OTHER STATS?

Rolled stats:might, intelligence, personality, speed, endurance, accuracy, luck

We will only discuss intelligence, personality, speed, and endurance here.

Intelligence:  affects sorcerors' maximum spell points per level.

Points per level | Range of attributes
-----------------+--------------------
4                | 13-14
5                | 15-16
6                | 17-18
7                | 19-20
Max Spell points = points per level * level
If a sorceror had 15 intelligence and was level 23, then
Spell points = 23 * 5 = 115.

Personality:  affects clerics' maximum spell points per level.

Points per level | Range of attributes
-----------------+--------------------
4                | 13-14
5                | 15-16
6                | 17-18
7                | 19-20
Max Spell points = points per level * level
If a cleric had 18 personality and was level 19, then
Spell points = 19 * 6 = 114.

Similar formulas work for archers and paladins, too, only just after they
are promoted, max points = points per level * (level - 6).  Looks like a bug.
(That was how MM1 calculated it)

WHERE DO YOU FIND SECONDARY SKILLS?

Auto mapper:  Otto Mapper, (0,15) Middlegate, 10 gold

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)

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.
Atlantium -0
Sandsobar

HOW MUCH DO YOU PAY FOR HEALING?

Depends on the town(see related question above!)  Middlegate's cheapest.

There's no charge for healing hirelings.

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.

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

Below is (as far as I know) what the spells do, with names(C=cleric,
S=sorceror):
C1-1

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.

Here are the weapons with the damage they do:
[later]

Here are the shields:
Shield
Large Shield
Great Shield

There is only one sort of helm.

Here are the types of armor:
Padded Armor
Leather Suit
Ring Mail
Chain Mail
Scale Mail
Plate Mail
Plate Armor

Here are some special magic items:
Defense Ring(+2 to AC)
Might Gauntlet(+5 to Might)
Acy Gauntlet(+5 to Accuracy)
Emerald Ring(+15 to AC)
Power Club
Hero Medal(+5 to Personality)

Here are some attributes:
FIRE (resist fire 20%)
COLD (resist cold 20%)
IRON (resist sleep 20%)
BRONZE (resist ? 20%)
SILVER (resist ? 20%)
GOLD (resist magic 20%)

Miscellaneous items(to complete the game or quest):
Gold Goblet
Fe Farthing
Green Key
Green Ticket
Yellow Key
Yellow Ticket
Red Key
Red Ticket
Black Key
Black Ticket
Castle Key
Mark's Keys
Honor Sword
Valor Sword
Nobility Sword
Phaser
(Loin Cloth)
Admit 8 Pass
Corak's Soul
M-27 Radicon
J-26 Fluxer
N-19 Capitor
A-1 Todilor
Air Disc
Air Talon
Earth Talon
Earth Disc
Fire Talon
Fire Disc
Water Talon
Water Disc
Element Orb  (Note:  try charging one of these "special" items.  What happens?)


HOW DO TOWN PORTALS WORK?

They go from one town to the next toughest--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


WHO ARE THE MONSTERS AND WHAT DO THEY DO?

There are a lot of them.  Right now I just have a few monsters listed---
with the experience you share for killing each one.

Skeleton 200
Giant Ogre 1500
Castle Guard 2600
Viking 3500
Leprechaun 4000
Earth Wyrm 7000
Lightning Bug 9000
Cloud Dragon 13000
Orb Guardian 64000
Mystic Clown 112500
Earth Elemental 180000
Air Elemental 180000
Water Elemental 180000
Fire Elemental 180000
Element Hydra 228800
Cat From Hell 6000000
Cuisinart 20000000
Ancient Dragon 20000000

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.

Black >> Red >> Yellow >> Green

Thus the "greater" ticket you have the tougher your encounter will be in the
Arena(Middlegate), Monster Bowl(Sandsobar) or Colosseum(Atlantium).

WHERE DO I IMPROVE MY STATISTICS?

There are some places where you can get +10 statistics.  However, the maximum
you can improve to 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)<--this information seems false.  I've
tried several centuries and it doesn't seem to work.
Reward:  +250000 experience
I've been told this is a bogus quest.  But I can't be sure.

+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)

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, yellow, red, black) for releasing the bishop from
each dungeon(Woodhaven, Pinehurst, Hillstone, Luxus)
3.  Complete character quests.  Use skill potions and magic herbs(when you don't
have clerics) for fights.  By far clerics and then sorcerors have the toughest
tasks.
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.  The Body is found at (8,0) or
(7,0) of Corak's Cave C2(4,11)(?), 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.  Lots of undead here, so hit them with Holy
Word.
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.  I advise this.  Use the
hirelings if you can.
Sorcerors--Isle of the Ancients.  Rescue wizards from 2 dungeons.  You'll want
to avoid encounters here by going through the correct doors.  Then rescue the
wizards 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, Capacitor, and Todilor from Woodhaven,
Pinehurst, Hillstone, Luxus.
5.  Rescue Sherman B4(10,1) but you'll have to beat some tough Amazons.  The
skill potions 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.
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.
8.  Get the orb--Dawn's Cavern D4 (3,7) and at (10,15) is the orb--greedy
snitches at (7,12) guard a secret door.  Again, use skill potions before you
beat the Orb Guardians--magic doesn't work on them!  Be sure to bring a hireling
and get him to take the orb.  Then dismiss him.
9.  Go back to the 9th century and at C4(14,5) give Kalohn the orb to change
history.
10.  See Kalohn again.  Use the password WAFE after you defeat Sheltem in the
circle lake dungeon.  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.

Side note on how to win 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 (14,12) is a great place to pick
up 1000 hit points.  Also the Cuisinart B2(1,8) is a great guy to get experience
off.  Just bring Magic Herbs/Skill Potion.  And save the game first, of course.
He may "frenzy" and take all your party down.

More gems are in the gem-maker's cave, and D1/Dragon's Dominion is a wonderful
place to get more gold.

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 Elkcip 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 BUGS 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 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 thhe 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.
-----------------------------
END OF FAQ
-----------------------------

Versions:
3/9/99 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.

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