Xref: utzoo rec.games.misc:10866 comp.sys.amiga.games:865 Path: utzoo!attcan!uunet!wang!tegra!nad From: nad@tegra.COM (Nancy Durgin) Newsgroups: rec.games.misc,comp.sys.amiga.games Subject: Re: Help with Might and Magic II!! Message-ID: <1283@joker.tegra.COM> Date: 15 Aug 90 14:31:37 GMT References: <1108@orange9.qtp.ufl.edu> Reply-To: nad@joker.UUCP (Nancy Durgin) Distribution: na Organization: Tegra-Varityper, Inc. Billerica, MA Lines: 56 In article <1108@orange9.qtp.ufl.edu> sutherla@qtp.ufl.edu (Scott Sutherland) writes: > > > I have just found out that in some of the dungeons/caverns/ >castles in MM II certain characters are NOT allowed in. For instance, >in Peabody's Dungeon, Level One, the source I have says the "Humans >should be left behind before entering this dungeoon" and that Knights >and Paladins should be left behind. In the Dark Keep, it says >"Bring many sorcerers here, for it is only they who can explore this >dire castle". Other restrictions apply to other places as well. Now, >for those of you who have played this game, HOW DO YOU DEAL WITH THESE >RESTRICTIONS??? Do I have to have multiple characters of each class >who are at high experience levels (just for survival) in EACH city >(since I can only "trade" characters at INNS and each character can >only be located in one of the cities)? I have spent enough time just >getting my 6 characters up to level 7. I cannot imagine trying to keep >3-4 of each type of character increasing their experience levels just so >that I can have 4 sorcerers at Dark Keep or to replace my Paladins and >Knights at Peabody's (let alone ALL of my HUMAN characters, regardless of >class!). This seems to me to be an almost impossible restriction to >place on me for playing this game. I cannot see going into Dark Keep >with only my ONE sorcerer (the way my party is set up now). Any help >on how to work around these restrictions (to make the game more than >just an excercise in keeping 20 different characters advancing in >experience) would be appreciated. > It really doesn't turn out to be a problem. First, by the time you are ready to take on those castles, you should have most of the hirelings. There are 3-4 characters of each class among the hirelings. Bring them along. Second, you are usually allowed to bring thieves into any of those places that are limited by class. I haven't played it in a while, but I did complete the cleric quest (Korak's tomb or something). I went in with a party consisting of 5 clerics and 3 thieves. Of these, at least half were hirelings. It is really worth it, as you get a *lot* of experience for completing the quest, and your low-level characters won't be low-level anymore, by the time you are done. If you don't have enough characters to fill out the party, just create a 1st level one and send him along, and keep him alive... Might & Magic II seems to be a really excellent game. The sound and graphics are no great shakes, but the plot and playability is very high (and also, it installs on a hard disk *and* runs on my 3000 under 2.0 -- what more could you ask?). Nancy -- ============================================================================== Nancy Durgin | (Usual disclaimers | Tegra-Varityper, Inc. tegra!nad@uunet.com | apply...) | Billerica, Massachusetts ==============================================================================