Might and Magic book II -Gates to Another World-

Might and Magic book2 はスーパーファミコン版をプレイした記憶がありますね。
クリアしたかどうかは知りませんが。


Playing Guide

m2_title.gifタイトル画面。1より格段にパワーアップしました。しかし、相変わらずBGMはBeep音。

これからつらく長い旅が再び始まります。でも楽しいけどね。ハァ。


Character Making

パーティは前作から引き継ぐことができます。前作で鍛えたキャラだと最高レベル7の状態からスタートできます。序盤がきついMMにとってこれは有利!使わない手はない。

でも、今回から加わった、「ニンジャ」「バーバリアン」は当然使えねえ。

そして、今回から「Secondary Skill」を駆使しながらゲームを進めるらしい。


NPC

しばらく気づきませんでしたが(笑)、今回からNPCを雇えるようです。NPCは、イベントなどで出現し、その後は各街で待機しているようです。
パーティキャラ6名とNPC2名で総勢8名の団体様。


Introduction

m2_intoro.gif

すべてはここから…

前作でお世話になったCorakさんの亡霊(?)がお出迎えしてくれます。


Town Guide

Towns are the cornerstone of life and society in Cron. Practically all transactions of every type and manner take place in the five proud towns. Characters can purchase rations, hear the most thrilling rumors in Cron, and eat and drink exotic creations in the Taverns. At the Blacksmith’s, characters can choose from a wide variety of weapons, armor, and useful items, including some things that may be enchanted. The Mage Guilds teach many useful and powerful spells to the fledgling or the accomplished Sorcerer. Temples provide healing for a price and teach spells to aspiring Clerics. At an Inn, Hirelings can be added to the party. Training facilities offer different degrees of expertise to the advancing character. Finally, three towns provide entertainment through combat arenas.

Might and Magic book 2 clue book

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Cron Guide

Travel cautiously when outdoors. The lords of Cron have set up a road system which is the most safe way to travel, short of magic, between towns and castles. For open, wide spaces a Navigator is necessary so as not to become lost. There are many natural hazards, distinct to each of the 20 regions that can be devastating if they catch a party unawares. Weaker parties should avoid the outdoors.

Might and Magic book 2 clue book

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Cavern Guide

These 16 natural formations occur throughout Cron. Every town has a subterranean level, and many others are scattered across the world, serving as homes, hideouts, or haunts. They are generally unsafe, but can be tamed. If a cavern appears too hard to adventure in, come back to it later when you have a larger arsenal at your disposal.

Might and Magic book 2 clue book

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Castle Guide

In the modern world of Cron, there are four castles spread across the land. The lord of each castle dispenses justice in his or her region. They also aid Crusaders by giving them quests to complete. Most castles are heavily guarded against casual visitors, so do not wander around much. In times past, there was a fifth castle that was destroyed. Its floorplans are printed for posterity's sake.

Might and Magic book 2 clue book

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Dungeon Guide

Each modern castle has its own pair of dungeons beneath it. The dungeons serve many purposes, most of them disagreeable. They also hide many items of value and clues of extreme interest. They should be avoided until characters have achieved a high level of potency. Each lord's dungeon has some unmistakable, personal touch to it. There are 10 dungeons, 8 of the various lords, and 1 each to the good and evil wizards of the Isle of the Ancients.

Might and Magic book 2 clue book

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Elemental Plane Guide

The four elemental planes are perhaps the most deadly locales in Cron. Special preparations must be made prior to expeditions, for each plane is composed entirely of its element, making it very difficult for non-elementals to get around. Each elemental lord can perhaps destroy any adventurer foolish enough to challenge his supremacy.

Might and Magic book 2 clue book

-> GO


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