Might and Magic II FAQ 0.2.0
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.

This version may not be redistributed for profit in any way.
Any feedback can be sent to schultza@earthlink.net
Might and Magic II page is at:
http://www.geocities.com/SoHo/Exhibit/2762/mm2/main.htm

Basic questions:

WHAT SHORTHAND IS USED IN THIS FAQ?

HOW DO YOU GET LEVELS?

HOW ARE HIT POINTS/SPELL POINTS CALCULATED FROM BASIC 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?

WHERE'S THE PEGASUS, AND WHAT'S HIS NAME?

IS THERE A SUPER-CONDENSED WALKTHROUGH?

DOES THIS GAME HAVE ANY JOKES?

ARE THERE ANY MM1/MM2 LINKS?

ARE THERE ANY BUGS/CHEATS 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 ARE HIT POINTS/SPELL POINTS CALCULATED FROM BASIC STATS?

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

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

Attrubite value |INT/PER:          |SPD:    |END:    |
                |Spell points/level|AC Bonus|HP Bonus|
----------------+------------------+--------+--------+
13-14           | 4                | 1      | 1      |
15-16           | 5                | 2      | 2      |
17-18           | 6                | 3      | 3      |
19-21           | 7                | 4      | 4      |
22-25           | 8                | 5      | 5      |
26-29           | 9                | 6      | 6      |
30-44           | 10               | 7      | 7      |
45-59           | 11               | 8      | 8      |
60-74           | 12               | 9      | 9      |
75-89           | 13               | 10     | 10     |
90-???          | 14               | 11     | 11     |
----------------+------------------+--------+--------+

From sixty up is a calculated guess.  Mr. Wizard has 90 intelligence and gains 14 
spell points per level.  If you get rid of his skills, his intelligence drops to 85, 
and he has only 13 spell points per level.  From there I assumed that the range of 
attribute values could never decrease, which implied that the ranges are fixed at 
15.  I guess if you got 105 personality you'd get 15 spell points, but I'd have to 
get 1)a hero medal and 2)one of those places beneath the castles where you can swap 
one attribute for another and, to make things quicker, 3)an item that increases the 
ability you can trade for personality.

Similar spell point formulas work for archers and paladins, too, only just after 
they
are promoted, max points = points per level * (level - 6).  Looks like a bug but 
makes sense, since fighter/spellcasters start late.
(That was how MM1 calculated it)

You'll want to put high priority on finding an item that can raise your 
intelligence/personality.  If you raise your endurance, you can get a few hit points 
next time you gain a level.  Since spell points are a DIRECT MULTIPLE of your level 
and another factor, one item can make your spellcaster quite a bit more powerful.

Here is the max. hit points/level for classes, if their endurance is 11-12(no 
bonus):
Knights 12
Paladins 10
Archers 10
Clerics 8
Sorcerors 6
Robbers 8
Barbarians 15
Ninjas 10

So a sorceror with endurance 20 would be capable of 6(basic)+4(bonus)=10 points per 
level if he trained at Atlantium.  By the way, it's a good idea to do so.  Sir 
Hyron, the first hireling, gained the following range of hit points:
8 at Middlegate, 10 at Sandsobar, 10 at Tundara, 11 at Vulcania, 14 at Atlantium.  
It's a bit too complicated to make a formula of this, but if you have the extra 
cash, give your players a few more hit points.

Also, thieves start out with 15% thieving, and ninjas start out with 10%.

WHERE DO YOU FIND SECONDARY SKILLS?

Auto mapper:  Otto Mapper, (0,15) Middlegate, 10 gold
Mountaineering:  Sir Edmund Hilary, (3,12) Middlegate, 2000 gold
Pathfinder:  Track and Trail, (1, 9) Middlegate, 1000 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)

Donations are 100*(town multiple) and blessings in return for donations are given 
out randomly.

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.

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--parts may be wildly inaccurate here) what the spells do, 
with names(C=cleric, 
S=sorceror):

(# of spell points = spell level unless otherwise indicated.  # of gems to use in 
parentheses)

C1-1
C1-2
C1-3
C1-4 Heal-1 to 8 points of healing
C1-5
C1-6 Power Heal--1 to 6 points of healing(1 gem, 1*spell level)
C1-7 Turn Undead
C2-1
C2-2
C2-3 Nature's Gate:  use on Nature's Day for an interesting surprise.
C2-4 Pain(2-15 damage)
C2-5
C2-6
C3-1
C3-2
C3-3
C3-4
C3-5 Light spell(20 units of light)
C3-6 Walk on Water(2 gems?)
C4-1
C4-2 Air Transmutation
C4-3
C4-4
C4-5 Escape to surface
C4-6
C5-1 Air Encasement(damage spell)
C5-2
C5-3 Deadly Swarm(up to 20 damage)
C5-4
C5-5
C6-1
C6-2
C6-3
C6-4
C6-5
C7-1
C7-2
C7-3 Moonbeam(heals party, damages enemy)--only works outdoors
C7-4
C8-1
C8-2
C8-3
C8-4 Town portal (5 gems?)
C9-1
C9-2 Holy Word--destroys all undead monsters
C9-3
C9-4
S1-1
S1-2
S1-3 Damage(1-6 per level) costs 1 gem, 1 SP per level
S1-4
S1-5
S1-6
S1-7
S2-1
S2-2
S2-3
S2-4 Pain(2-15 damage)
S2-5
S2-6
S3-1 Fireball
S3-2
S3-3
S3-4
S3-5
S3-6
S4-1
S4-2
S4-3
S4-4
S4-5
S4-6
S5-1
S5-2 Finger of Death(range one monster)
S5-3
S5-4
S5-5 Teleport 0-9 squares in direction you're facing
S6-1
S6-2
S6-3
S6-4
S6-5
S7-1 Lightning storm(30 points, unavoidable)
S7-2
S7-3 Etherealize (5 gems?)
S7-4
S8-1
S8-2
S8-3
S8-4
S9-1
S9-2
S9-3
S9-4 Enchant Item(50*item's charge + 50 gems)

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.

I currently have a list of items that is 90 % complete.  It is extracted directly 
from the disk image and part of some 3rd-party translation software corrupted a disk 
image(I'd gotten it to work with another program, but then my hard drive crashed :( 
)--but this is a pretty comprehensive list.  There are 256 items including "Blank 
item" and "useless item."

The "price" is incomplete.  I think the byte that determines price is a pointer to 
an array of values.  This could be deduced through just finding items, but that is 
another tough project.

Incomplete item list(13 missing) below:
Item Name     |Classes   |Special |Spell|Price|AC/DMG|
--------------+----------+--------+-----+-----+------+
BLANK         |KPACSRNB  |       N|    N|    0|     0|
Small Club    |KPACSRNB  |       N|    N|    1|     2|
Small Knife   |KPA SRNB  |       N|    N|    5|     3|
Large Club    |KPACSRNB  |       N|    N|    4|     4|
Dagger        |KPA SRNB  |       N|    N|    8|     4|
Large Knife   |KPA SRNB  |       N|    N|   10|     5|
Hand Axe      |KPA  RNB  |       N|    N|   10|     5|
Cudgel        |KPAC R B  |       N|    N|   15|     5|
Spiked Club   |KPA SRNB  |       N|    N|   15|     6|
Bull Whip     |K  CSRNB  |       N|    N|   25|     6|
Long Dagger   |KPA SRNB  |       N|    N|   20|     6|
Maul          |KPAC R B  |       N|    N|   30|     6|
Short Sword   |KPA  RN   |       N|    N|   15|     6|
Nunchakas     |K     N   |       N|    N|   30|     6|
Mace          |KPAC R B  |       N|    N|   37|     7|
Spear         |KPA  RNB  |       N|    N|   15|     7|
Cutlass       |KPA  R    |       N|    N|   36|     7|
Flail         |KPAC R    |       N|    N|   42|     8|
Sabre         |KPA  R    |       N|    N|   38|     8|
Long Sword    |KPA  R    |       N|    N|   37|     8|
Wakizashi     |K     N   |       N|    N|   38|     8|
Scimitar      |KPA  R    |       N|    N|   40|     9|
Battle Axe    |KPA  R B  |       N|    N|   38|    10|
Broad Sword   |KPA  R    |       N|    N|   42|    10|
Katana        |K     N   |       N|    N|   47|    10|
Slumber Club  |KPACSRNB  |Sleep20%|  135|   42|     4|
Power Club    |KPACSRNB  |Might???|    N|   52|     6|
Lucky Knife   |KPA SRNB  |Luck =++|    N|   57|     5|
Looter Knife  |KPA SRNB  |Thief20%|    N|   68|     6|
Power Cudgel  |KPAC R B  |Might???|    N|   62|     5|
Energy Whip   |K  CSRNB  |Silvr20%|  131|   69|     6|
Sonic Whip    |K  CSRNB  |Fear 20%|  187|   69|     6|
Mighty Whip   |K  CSRNB  |Might???|    N|   68|     6|
Scorch Maul   |KPAC R B  |Fire 20%|    N|   68|     6|
Mauler Mace   |KPAC R B  |Might +5|    N|   70|     7|
Exacto Spear  |KPA  RNB  |Accy  +5|    N|   72|     7|
Fiery Spear   |KPA  RNB  |Fire 20%|  151|   76|     7|
Fast Cutlass  |KPA  R    |Speed???|    N|   74|     7|
Quick Flail   |KPAC R    |Speed+++|    N|   76|     8|
Shock Flail   |KPAC R    |Elec 20%|  137|   76|     8|
Sharp Sabre   |KPA  R    |Accy +++|    N|   79|     8|
Ego Scimitar  |KPA  R    |Persn???|    N|   84|     9|
True Axe      |KPA  R B  |Accy +++|    N|   82|    10|
Blazing Axe   |KPA  R B  |Fire 20%|    N|   79|    10|
Electric Axe  |KPA  R B  |Elec 20%|  146|   89|    10|
Rapid Katana  |K     N   |Speed +5|    N|   94|    10|
Accurate Swd  |KPA  R    |Accy =++|    N|  132|    10|
Chance Sword  |KPA  R    |Luck +15|    N|  132|    10|
Speedy Sword  |KPA  R    |Speed=++|    N|  132|    10|
Flash Sword   |KPA  R    |Silvr20%|  146|  132|    10|
Flaming Swd   |KPA  R    |Fire 20%|  151|  132|    10|
Electric Swd  |KPA  R    |Elec 20%|  164|  132|    10|
Acidic Sword  |KPA  R    |Acid 20%|  143|  132|    10|
Cold Blade    |KPA  R    |Cold 20%|  149|  132|    10|
Sage Dagger   |  A S     |Intel+15|   95|  148|     8|
Holy Cudgel   | P C      |Persn+15|  222|  148|    10|
Divine Mace   |KPAC R B  |Armor=++|  221|  158|    14|
Ice Scimitar  |KPA  R    |Cold 20%|  162|  148|    18|
Grand Axe     |KPA  R B  |Might+15|   31|  148|    20|
Swift Axe     |KPA  R B  |Speed+15|   47|  148|    20|
Dyno Katana   |K     N   |Elec 20%|   95|  148|    20|
Force Sword   |KPA  R    |Might+15|   31|  158|    20|
Magic Sword   |KPA  R    |Magic20%|   95|  158|    20|
Thunder Swd   |KPA  R    |Might+15|  146|  158|    20|
Energy Blade  |KPA  R    |Silvr20%|  160|  158|    20|
Photon Blade  |K         |Might+15|  173|  165|    25|
Staff         |KPACS NB  |       N|    N|   36|     8|
Sickle        |KPA    B  |       N|    N|   30|     8|
Scythe        |KPA    B  |       N|    N|   37|     9|
Glaive        |KPA    B  |       N|    N|   40|    10|
War Hammer    |KPAC   B  |       N|    N|   44|    10|
Trident       |KPA    B  |       N|    N|   42|    11|
Pike          |KPA    B  |       N|    N|   47|    12|
Naginata      |K     N   |       N|    N|   62|    12|
Bardiche      |KPA    B  |       N|    N|   52|    13|
Great Hammer  |KPAC   B  |       N|    N|   62|    14|
Halberd       |KPA    B  |       N|    N|   57|    14|
Great Axe     |KPA    B  |       N|    N|   62|    15|
Flamberge     |KPA       |       N|    N|   68|    16|
Wind Staff    |KPACS NB  |Speed+++|  203|   79|     8|
Tri-Sickle    |KPA    B  |       N|    N|   84|    24|
Ice Sickle    |KPA    B  |Cold 20%|  149|   94|    16|
Fire Glaive   |KPA    B  |Fire 20%|  151|   94|    10|
Harsh Hammer  |KPAC   B  |Might???|    N|   79|    15|
Stone Hammer  |KPAC   B  |Magic20%|    N|   94|    18|
Genius Staff  |KPACS N   |Intel=++|   95|  158|    16|
Wizard Staff  |    S     |Intel+15|  168|  158|    16|
Soul Scythe   |KPA    B  |Magic20%|  156|  164|    18|
Dark Trident  |KPA    B  |Armor+++|    N|  165|    30|
Titan's Pike  |KPA    B  |Might+15|   31|  165|    40|
Moon Halberd  |KPA    B  |Luck +15|  215|  165|    30|
Sun Naginata  |K     N   |Armor=++|   95|  164|    25|
Blowpipe      |KPA SRNB  |       N|    N|   10|     4|
Sling         |KPA  RNB  |       N|    N|   15|     5|
Short Bow     |KPA   N   |       N|    N|   25|     6|
Crossbow      |KPA  RN   |       N|    N|   37|     8|
Long Bow      |KPA   N   |       N|    N|   42|    10|
Great Bow     |KPA       |       N|    N|   66|    12|
Shaman Pipe   |KPA SRNB  |Magic=++|   97|   79|     4|
Cinder Pipe   |KPA SRNB  |Fire =++|  151|   89|     4|
Quiet Sling   |KPA  RNB  |Sleep20%|  189|   79|     5|
Pirates xBow  |KPA  RN   |Thief=++|   63|   94|     8|
Burning xBow  |KPA  RN   |Fire =++|  195|   89|     8|
Fireball Bow  |KPA   N   |Fire 20%|  151|  132|    10|
Voltage Bow   |KPA   N   |Elec =++|  146|  132|    10|
Giant Sling   |KPA  RNB  |Fear 20%|   31|  148|    15|
Energy Sling  |KPA  RNB  |Silvr20%|  131|  143|    10|
Death Bow     |KPA       |Luck +15|   95|  164|    24|
Star Bow      |KPA       |Silvr20%|  175|  170|    24|
Meteor Bow    |KPA       |Armor+++|  171|  170|    24|
Ancient Bow   |KPA       |Accy +15|   63|  180|    35|
Green Key     |KPACSRNB  |       N|    N|   42|     0|
Yellow Key    |KPACSRNB  |       N|    N|   52|     0|
Red Key       |KPACSRNB  |       N|    N|   69|     0|
Black Key     |KPACSRNB  |       N|    N|   74|     0|
Small Shield  |KP C R B  |       N|    N|   15|     1|
Large Shield  |KP C R B  |       N|    N|   38|     2|
Great Shield  |KP C R B  |       N|    N|   47|     3|
Fire Shield   |KP C R B  |Fire 20%|    N|   84|     3|
Electric Shd  |KP C R B  |Elec 20%|    N|   84|     3|
Acid Shield   |KP C R B  |Acid 20%|    N|   84|     3|
Cold Shield   |KP C R B  |Cold 20%|    N|   84|     3|
Silver Shld   |KP C R B  |Silvr20%|    N|   84|     3|
Bronze Shld   |KP C R B  |Fear 20%|    N|   84|     3|
Iron Shield   |KP C R B  |Sleep20%|    N|   84|     3|
Magic Shield  |KP C R B  |Magic20%|    N|  133|     5|
Gold Shield   |KP C R B  |Luck +15|    N|  138|     7|
Padded Armor  |KPACSRNB  |       N|    N|   20|     2|
Leather Suit  |KPAC RNB  |       N|    N|   36|     3|
Scale Armor   |KPAC RNB  |       N|    N|   42|     4|
Ring Mail     |KPAC RN   |       N|    N|   52|     5|
Chain Mail    |KPAC R    |       N|    N|   68|     6|
Splint Mail   |KP C      |       N|    N|   70|     7|
Plate Mail    |KP        |       N|    N|   74|     8|
Plate Armor   |KP        |       N|    N|   84|    10|
I Scale Mail  |KPAC RNB  |Sleep20%|    N|   94|     4|
B Scale Mail  |KPAC RNB  |Fear 20%|    N|  132|     4|
S Scale Mail  |KPAC RNB  |Silvr20%|    N|  133|     4|
I Ring Mail   |KPAC RN   |Sleep20%|    N|  132|     5|
B Ring Mail   |KPAC RN   |Fear 20%|    N|  133|     5|
S Ring Mail   |KPAC RN   |Silvr20%|    N|  134|     5|
I Chain Mail  |KPAC R    |Sleep20%|    N|  134|     6|
B Chain Mail  |KPAC R    |Fear 20%|    N|  135|     6|
S Chain Mail  |KPAC R    |Silvr20%|    N|  136|     6|
I Splintmail  |KP C      |Sleep20%|    N|  136|     7|
B Splintmail  |KP C      |Fear 20%|    N|  137|     7|
S Splintmail  |KP C      |Silvr20%|    N|  138|     7|
I Plate Mail  |KP        |Sleep20%|    N|  140|     8|
B Plate Mail  |KP        |Fear 20%|    N|  141|     8|
S Plate Mail  |KP        |Silvr20%|    N|  142|     8|
G Scale Mail  |KPAC RNB  |Luck +15|   90|  138|     6|
G Ring Mail   |KPAC RN   |Luck +15|   90|  148|     7|
G Chain Mail  |KPAC R    |Luck +15|   90|  164|     8|
G Splintmail  |KP C      |Luck +15|   92|  166|     9|
G Plate Mail  |KP        |Luck +15|   95|  180|    12|
Helm          |KP C   B  |       N|    N|   30|     2|
Iron Helm     |KP C   B  |Sleep20%|    N|   74|     2|
Bronze Helm   |KP C   B  |Fear 20%|    N|   84|     2|
Silver Helm   |KP C   B  |Silvr20%|    N|  133|     3|
Gold Helm     |KP C   B  |Luck +15|   85|  148|     4|
Magic Herbs   |KPACSRNB  |       N|  180|   37|     0|
Torch         |KPACSRNB  |       N|  133|    1|     0|
Lantern       |KPACSRNB  |       N|  133|   20|     0|
Thief's Pick  |     RN   |Thief20%|    N|   52|     0|
Rope'n'Hooks  |KPACSRNB  |       N|  139|   10|     0|
Wakeup Horn   |KPACSRNB  |       N|  129|   37|     0|
Compass       |KPACSRNB  |       N|  134|   52|     0|
Sextant       |KPACSRNB  |       N|  134|   69|     0|
Force Potion  |KPACSRNB  |       N|   10|   42|     0|
Skill Potion  |KPACSRNB  |       N|   85|   69|     0|
MaxHP Potion  |KPACSRNB  |       N|    2|  100|     0|
Holy Charm    |KPACSRNB  |       N|  183|   52|     0|
Herbal Patch  |KPACSRNB  |       N|  184|   68|     0|
Hero Medal    |KPACSRNB  |Persn???|  185|   72|     0|
Silent Horn   |KPACSRNB  |Fear =++|  189|   72|     0|
Magic Meal    |KPACSRNB  |       N|  192|   74|     0|
Antidote Ale  |KPACSRNB  |       N|  193|   74|     0|
Super Flare   |KPACSRNB  |       N|  195|   74|     0|
Dove's Blood  |KPACSRNB  |       N|  199|   84|     0|
Ray Gun       |KPACSRNB  |Accy +++|  131|   68|     0|
Magic Charm   |KPACSRNB  |Magic=++|  142|   72|     0|
Witch Broom   |KPACSRNB  |       N|  144|   74|     0|
Invisocloak   |KPACSRNB  |Armor +5|  145|   84|     0|
Storm Wand    |KPACSRNB  |Elec =++|  146|   84|     0|
Lava Grenade  |KPACSRNB  |       N|  151|   84|     0|
Hourglass     |KPACSRNB  |       N|  154|   84|     0|
Instant Keep  |KPACSRNB  |       N|  158|  133|     0|
Teleport Orb  |KPACSRNB  |       N|  159|  133|     0|
Skeleton Key  |     RN   |Thief=++|    N|   72|     0|
Defense Ring  |KPACSRNB  |Armor +2|  153|  132|     0|
Mgt Gauntlet  |KPAC R B  |Might +5|   26|  132|     0|
Acy Gauntlet  |KPAC RNB  |Accy  +5|   58|  132|     0|
Stealth Cape  |     RN   |Thief=++|   47|  132|     0|
Admit 8 Pass  |KPACSRNB  |       N|    N|   66|     0|
Speed Boots   |KPACSRNB  |Speed+15|  205|  143|     0|
Cureall Wand  |KPACSRNB  |Fear 20%|  207|  143|     0|
Moon Rock     |KPACSRNB  |       N|  215|  140|     0|
Ruby Ankh     |KPACSRNB  |Luck =++|  216|  158|     0|
Disruptor     |KPACSRNB  |Silvr20%|  155|  148|     0|
Lich Hand     |K   SR    |       N|  156|  138|     0|
Phaser        |KPACSRNB  |Accy +++|  160|  148|     0|
Freeze Wand   |KPACSRNB  |Cold 20%|  162|  153|     0|
Energizer     |KPACSRNB  |       N|  163|  138|     0|
Magic Mirror  |KPACSRNB  |       N|  166|  158|     0|
Elven Cloak   |  A  R    |Armor+++|  145|  143|     0|
Elven Boots   |  A  R    |Speed+++|    N|  138|     0|
Sage Robe     |    S     |Intel +5|   90|  153|     0|
Enchanted Id  |KPACSRNB  |Persn+15|   95|  153|     0|
Green Ticket  |KPACSRNB  |       N|    N|   10|     0|
Yellow Tickt  |KPACSRNB  |       N|    N|   37|     0|
Red Ticket    |KPACSRNB  |       N|    N|   57|     0|
Black Ticket  |KPACSRNB  |       N|    N|   74|     0|
Fe Farthing   |KPACSRNB  |       N|    N|   10|     0|
Castle Key    |     RN   |Thief+++|    N|   52|     0|
Mark's Keys   |KPACSRNB  |       N|    N|    1|     0|
Dog Whistle   |KPACSRNB  |Luck ???|  152|   37|     0|
Web Caster    |KPACSRNB  |       N|  147|   42|     0|
Monster Tome  |KPACSRNB  |       N|  138|  130|     0|
Cupie Doll    |KPACSRNB  |       N|    N|    1|     0|
Water Talon   |KPACSRNB  |       N|  211|  165|     0|
Air Talon     |KPACSRNB  |       N|  203|  165|     0|
Fire Talon    |KPACSRNB  |       N|  217|  165|     0|
Earth Talon   |KPACSRNB  |       N|  213|  165|     0|
Element Orb   |KPACSRNB  |       N|  175|  170|     0|
Gold Goblet   |KPACSRNB  |       N|    N|   57|     0|
+7 Loincloth  |KPACSRNB  |Persn=++|    N|  133|     0|
Valor Sword   |KPACSRNB  |       N|    N|  138|     0|
Honor Sword   |KPACSRNB  |       N|    N|  133|     0|
Noble Sword   |KPACSRNB  |       N|    N|  133|     0|
Corak's Soul  |KPACSRNB  |       N|    N|    1|     0|
Emerald Ring  |KPACSRNB  |Armor+15|    N|  129|     0|
Water Disc    |KPACSRNB  |       N|  212|  138|     0|
Air Disc      |KPACSRNB  |       N|  198|  138|     0|
Fire Disc     |KPACSRNB  |       N|  218|  138|     0|
Earth Disc    |KPACSRNB  |       N|  208|  138|     0|
Sapphire Pin  |     R    |Luck +15|    N|  138|     0|
Amethyst Box  |     R    |Luck +15|    N|  138|     0|
Coral Broach  |       B  |Might+15|    N|  138|     0|
Lapis Scarab  |       B  |Might+15|    N|  138|     0|
Amber Skull   |    S     |Intel+15|    N|  138|     0|
Quartz Skull  |    S     |Intel+15|    N|  138|     0|
Agate Grail   | P        |Persn+15|    N|  138|     0|
Opal Pendant  | P        |Might+15|    N|  138|     0|

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?)

The following items are sold in the stores:

(Note that for every item there is a base price.  If you are not a merchant you are 
charged the base price and offered one quarter the base price for that item.  If 
you're a merchant you're charged and offered half.)

The price for a plus-charged item(for non-merchants) is as follows:
+1 item = double the price of uncharged item
+x item = 1000 * (x-1) + double the price of uncharged item

Note that MM2 does not show the full value but rounds down to the nearest thousand, 
and in every town armory there are four options--a)weapons, b)today's specials(which 
are pretty random--I've seen as high as +6 but the less charged items are more 
common.  I show the items with no magic charges and I believe that the charge on any 
given day is the same in every city), c)armor, and d)misc items.  There are six in 
each category.

Middlegate
A> Dagger-8, Hand Axe-10, Cudgel-15, Long Dagger-20, Short Sword-15, Nunchakas-30.
B> Staff-40, Sickle-30, Scythe-50, Blowpipe-15, Sling-15, Crossbow-50.
C> Small Shield-15, Padded Armor-20, Leather Suit-40, Scale Armor-100, Ring Mail-
200, Helm-30.
D> Torch-1, Lantern-20, Magic Herbs-50, Thief's Pick-200, Rope&Hooks-10, Green 
ticket-10.

Sandsobar
A>Cutlass-40, Spear-15, Mace-50, Long Sword-50, Scimitar-80, Wakizashi-60
B>Short Bow-25, Glaive-80, War Hammer-120, Bullwhip-25, Long Dagger-20, Maul-30
C>Large Shield-60, Leather Suit-40, Scale Armor-100, Ring Mail-200, Chain Mail-400, 
Splint Mail-600
D>Force Potion-100, Magic Meal-1000, Lantern-20, Wakeup Horn-50, Compass-200, Yellow 
Ticket-50

Tundara
A>Spiked Club +1-30, Sabre-60, Flail-100, Battle Axe-60, Broad Sword-100, Katana-150
B>Long Bow-100, Trident-100, Bardiche-200, Spear-15, Long Sword-50, Wakizashi-60
C>Great Shield-150, Chain Mail-400, Splint Mail-600, Plate Mail-1000, Plate Armor-
2000, Helm +1-60
D>Skill Potion-500, Antidote Ale-1000, Super Flare-1000, Dove's Blood-2000, Witch 
Broom-1000, Defense Ring-4000

Vulcania
A>Bull Whip +1-50, Sabre +1-120, Short Sword +2-30 MAce +2-100, Dagger +4-3016, 
Nunchakas+1-60
B>Katana-150, Pike-150, Halberd-250, Battle Axe-60, Flail-100, Scimitar-80
C>Helm +2-1060, Large Shield +1-120, Padded Armor +1-40, Scale Armor +1-200, Ring 
Mail +1-400, Plate Mail +1-2000
D>Holy Charm-200, Herbal Patch-400, Cureall Wand-15000, Instant Keep-5000, Lava 
Grenade-2000, Red Ticket-250

Atlantium
A>Spear +3-2030, Long Sword +2-1100, Wakizashi +2-1120, Flail +3-2200, Cutlass +3-
2080, Long Dagger +5-4040
B>Great Bow-200, Great Axe-300, Flamberge-400, Great Hammer-300, Naginata-300, Broad 
Sword-100
C>Helm +4-3060, Great Shield +1-300, Padded Armor +3-2040, Chain Mail +2-1800, 
Splint Mail +1-1200, Plate Armor +1-4000
D>MaxHP Potion-4000, Sextant-500, Thief's Pcik +5-4400, Teleport Orb-5000, Defense 
Ring +2-9000, Black Ticket-1000

HOW DO TOWN PORTALS WORK?

It's almost like a two-way trip around a circle--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

Atlantium is probably the toughest place to survive in, and as you go to the right 
the towns are harder.

WHO ARE THE MONSTERS AND WHAT DO THEY DO?

There are 256.  Like the items the list I extracted from the disk was corrupted 
slightly, and the data I found wasn't totally comprehensible(experience for monsters 
is not as clear-cut as MM1.)  Still, I have a list of all monster names, with 
experience gained per monster where I could determine it.

(Incomplete) monster list below(18 missing):
Creepy Crawler
Giant Beetle  
Sewer Rat     
Kobold        
Old Miser     
Goblin        
Cripple       
Hungry Plant  
Merchant      
Mugger        
Skeleton      
Flesh Eater   
Poltergeist   
Fool          
Witch's Cat   
Mini Rex      
Greedy Snitch 
Orc           
Beggar        
Sludge Beast  
Blood Sucker  
Venomous Snake
Screaming Pods
Man-at-arms   
Conjurer      
Neophyte Thief
Zombie        
Brain Eater   
Inept Wizard  
Phantasm      
Sprite        
Thug Trainee  
Hypnobeetle   
Rabid Rodent  
Gnome Elder   
Winged Steed  
Giant Lizard  
Foot Soldier  
Ranger        
Soldier       
Friar         
Burglar       
Killer Cadaver
Ghoul         
Juggler       
Carnage Spirit
Kobold Captain
Brainless One 
Arachnoid     
Insect Plague 
Crazed Dwarf !
Dancing Dead  
Cursed Corpse 
Nasty Witch   
Super Sprite  
Cat Corpse    
Giant Scorpion
Killer Bees   
Minor Demon   
Hunchback     
Giant Ogre    
Werebat       
Wind Mare     
Werebull      
Snapping Spore
Cavalier      
Druid         
Crazed Native 
Coffin Creep  
Gargoyle      
Vampiric Rat  
Cursed Slayer 
Viking        
Gnome         
Minor Devil   
Warrior Boar  
Cockatrice    
Killer Canine 
Killer Cobra  
Champion      
Gate Keeper   
Shaman        
Illusionist   
Mounted Patrol
Night Stalker 
Wraith        
Mad Peasant   
Canine Creep  
Dinobug       
Swarming Wasps
Leprechaun    
Flaming Fear  
Leper         
Troll         
Acidic Blob   
Werewolf      
Pyro Hydra    
Castle Guard  
Thief         
Warrior Maiden
Swamp Thing   
Iron Wizard   
Mutant        
Strangler     
Dwarven Knight
Horned Fiend  
Swamp Beast   
Hill Giant    
Wyvern        
Earth Wyrm    
White Knight  
Necromancer   
Mountain Man  
Gravewalker   
Phantom       
Lost Soul     
Slasher       
Guardian      
Seductress    
Pixie         
Lightning Bugs
Trickster     
Griffin       
Pegasus       
Gorgon        
Cloud Dragon  
Troubadour    
Paladin       
Elf Warrior   
Priest        
Assassin      
Amazon        
Grim Reaper   
Mummy         
Bonehead      
Melting Man   
Demon Soldier 
Fire Devil    
Apparition    
Vampire       
Frost Dragon  
Dinosaur      
Avenger       
Court Bowman  
Holy Man      
Court Mage    
Warlock       
Barbarian     
Royal Horseman
Court Jester  
Fire Faery    
Thug Leader   
Dino Spider   
Plant Golem   
Stone Golem   
War Eagle     
Guardian Hound
Minotaur      
Fire Dragon   
Shadow Rogue  
Crusader      
Chancellor    
Ghost         
Dead Head     
Enchantress   
Warbot        
Stalker       
Hatchet Man   
Dwarven Elder!
Phase Spirit  
Sorceress     
Mystic Clown  
Spido Bug     
Living Dead   
Devil's Mouse 
Fire Elemental
Air Elemental 
Mist Rider    
Magic Serpent 
Cron Man Trap 
Dark Knight   
Sorcerer      
Kensai        
Jouster       
Devil's Envoy 
Ethereal Being
Death's Agent 
Alien Probe   
Element Hydra 
Monster Masher
Devil King    
Titan         
Ancient Dragon
Reptoid       
Cuisinart     
Holy Warrior  
Elven Archer  
High Priest   
Master Robber 
Master Ninja  
Lich Lord     
Time Lord     
Orc God       
Death in a Box
Mega Troll    
Cat from Hell 
Earth Elementl
Water Elementl
Gnasher       
Chomper       
Mutant Fish   
Sea Monster   
Aquasaurus    
Cosmic Sludge 
Sarakin       
The Long One  
Spaz Twit     
The Snowbeast 
Bozorc the Orc
Brutal Bruno  
Death Spider  
Dread Knight  
Baron Wilfrey 
Mist Warrior  
Queen Beetle  
Serpent King  
Dragon Lord   
Mandagual     
Lucky Dog     
The Horvath   
Orb Guardian  
Dawn          
Mega Dragon   
Shalwend      
Pyrannaste    
Acwalandar    
Gralkor       
Sheltem       

Temporary experience list(to be deleted once it becomes fuller):
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.  For each color you must win in all 
three arenas listed below and unlock the bishop of that colored battle with the 
key(which you buy in the town).

Black(Atlantium) >> Red(Vulcania) >> Yellow(Sandsobar) >> Green(Middlegate)

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

You receive gold for winning at each venue.  It is as follows
Color/where| Middlegate | Sandsobar | Atlantium | Buy Key | Bishop
-----------+------------+-----------+-----------+---------+--------
Black      | 20000      | 30000     | 50000     |         | Luxus
Red        | 7000       | 10000     | 15000     |         |
Yellow     | 2000       | 3000      | 5000      |         |
Green      | 200        | 500       | 1500      |         |

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)
Reward:  +250000 experience
This does not work on the Apple.  It works on other OS's, though.

+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)

The Pegasus tells you to find him in the tundra.

WHERE IS THE PEGASUS?

At B1(9,9).  You get 100000 gold if you find him.  His name is Meenu, incidentally, 
which you can find if you have a linguist and go walking in the Druids' grove.  By 
the time you're strong enough to navigate the tundra, 100000 will be chicken-feed.  
However, if you are able to buy a Teleport Orb(Misc. item in Atlantium), you should 
be able to teleport to the square for a great return on your investment.  In that 
way the Pegasus could be a huge help.  I recommend splurging a round of +2 Defense 
Rings in Atlantium's armory.

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 Elkcirp 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 MM1/MM2 LINKS?

Yes.  Sheltem appears as the name in the MM1 soul maze.  The games also have a 
similar structure with five towns, each in a different locale/climate, and the 
climates are in similar places on the map(roughly, desert-northeast, cold mountains-
northwest, water-southwest, swamp-southeast.)  And the maps are encoded the same way 
on the disk, if you were wondering(monsters and items aren't!)  Also, at the end, 
there's a mention that CRON and all its VARNs are doomed.  VARN was the mainland of 
MM1.

ARE THERE ANY BUGS/CHEATS 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.
On the Apple, Holey Moley originally has 166 maximum spell points.  He should really 
have 19*9=171 spell points, and he does, after he's rested.
You don't get the benefit of improved statistics until you rest.  They don't even 
show up until then.
You can get as many emerald rings as you want.  Just bring a lot of hirelings along 
to clear out the Snowbeast.  When you "rob the dead," dismiss the hireling who winds 
up with the emerald ring and turn your party around.  You'll get another chance to 
rob the dead.  Then you can go back to the inn and repeat the action.
There's also a more conventional duplication method.  Take two identical MM2 disks y 
and z.  Now, with your party of six in, say, slots A-F, create a dummy character in 
slot G.  If character F has an emerald ring, then leave the inn from disk y.  Switch 
to disk z and enter the inn.  Then leave F in the inn and exit the inn with just G 
in your party.  Switch back to disk y.  Now, disk y will see character G with an 
emerald ring he didn't have, but F will be unchanged.  You can double gold or gems 
this way too, or you can have one character backing up your gems just in case(i.e. G 
has a bunch of gems.  Exit the inn from disk y with G and F.  Give F all G's 
gems/gold.  Enter the inn.  Now duplicate the gold/gems.)
I think the game screws up when you dismiss a hireling who is the only remaining 
conscious PC.
-----------------------------
END OF FAQ
-----------------------------

Versions:
3/9/2000 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.
9/17/2000 0.2.0 added a lot of monster and item information.  Started adding 
rudimentary spell information.  Fixed up attributes a bit as well.  Whatever is not 
finished should be easily(but not quickly, alas!) transcribed from the script.

Credits:
Bjorn Leifsson for the original walkthrough.  It helped me with the messages and 
pointed out some ideas and got me interested in filling in the (slight) gaps in 
his walkthrough.
Apple.asimov.com for having this game as Apple disk-image freeware.
Jon van Caneghem and New World Computing for such a fun game.



