Might & Magic 2 MiscPlace3_Maps Might & Magic 2 Maps

Misc. Places (Area D~E) - Dragon's Dominion / Dawn's Cavern / Gemmaker Volcano / Nomadic Rift Cave

1. Leave the Dragon's Dominion (y/n)?
2. Dragon Kingdom
3. SQUISH! The party is up to its waist in dragon dung!
4. You find several gold items.
->Gold Shield, Gold Plate Mail, Gold Helm (all +7)
5. You have found a Titan's Pike, an Ancient Bow, and a Photon Blade.
->all +7
6. Ancient Dragon x1
->(won), search get 10000000 gold and 1000 gems
7. A box on the wall reads, "Break glass if in need of Hit Points." Shatter glass (y/n)?
->All who are needy receive 1000 Hit Points.
8. In the midst of dragon dung you find Plate Armor, a Great Shield, and a Helm.
->all +5
9. Search Here
->25000 gold
10. You add a Flamberge, Broad Sword and a Great Bow to your collection.
->all +5
11. In this small room is a circular swirling pool. Pitch a gold (y/n)?
->To all who are needy, +10 Hit Points.
12. A blue-watered fountain beckons to you. Drink from it's waters (y/n)?
->You feel much healthier but not fulfilled. As you look back toward the fountain it vanishes. (HP+25)
a. Wyvern x2, Earth Wyrm x1
b. Earth Wyrm x5 or 6 or 3
c. Cloud Dragon x3
d. Frost Dragon x2
e. Magic Serpent x1, Fire Dragon x1, Frost Dragon x1, Cloud Dragon x1
f. Wyvern x10
g. Armored Dragon x1, Fire Dragon x1, Frost Dragon x1, Cloud Dragon x1, Earth Wyrm x1, Wyvern x1
h. Magic Serpent x1
i. Wyvern x1, Earth Wyrm x1, Frost Dragon x1
j. Earth Wyrm x1, Cloud Dragon x1
k. Armored Dragon x1


1. Stairs lead to the Quamire of Doom. Climb them (y/n)?
2. Dawn's Mist Bog where monsters come to relax
3. Rubbish lines the walls.
4. Employees Only
->encounter Giant Ogre x2
5. Dawn's Throne Room
->encounter Dawn x1, Enchantress x2
->(won), You feel much better after the successful assassination of that wicked woman from hell, Dawn. Return to Mount Farview for your reward.
6. A brightly glowing portal leads to Murray's Resort Isle. Take it (y/n)?
7. Playroom
8. Lounge
9. Target Practice A bedraggled cleric and a battered robber are being used as targets by a group of monsters. Intercede (y/n)?
->encounter Horned Fiend x4, Fire Devil x2
10. The bloody cleric, Holy Moley, and his sidekick, the shifty Slick Pick, pass out before you. Target practice can be brutal! Hire at the Hourglass Inn.
11. The Blue Room
->encounter Canine Creep x10
12. Spa
->encounter Champion x3, Werebat x67
13. The Dog Kennel
->encounter Lucky Dog x 13
14. The room is blanketed with a multitude of various lucky charms. Roll in them (y/n)?
->More luck to those who are worthy. Luck +10 to all party, until luck 50
15. Weight Room
->Hill Giant x6
16. Steam Room
->Cloud Dragon x1
17. Cafeteria Room
->Swamp Beast x5
18. Rubbish lines the walls.
->You have found a Monster Tome.
19. King Kalohn's powerful Element Orb rests majestically upon a decorative pedestal. Do you have what it takes to get it (y/n)?
->You wrest the Orb from its pedestal and take it for your own.
->"The Orb denies you exit!" when you go to the cavern's exit, you need a hireling carrying the Orb then dismiss the hireling to leave cavern
a. Greedy Snitch x200
b. Orb Guardian x4


1. Exit volcano (y/n)?
2. You find gems strewn about the floor.
->5 gems
3. Molten magma fills the large cavern before you, yet something shines at the center.
4. Written in the mud upon the mossy wall "The Earth Talon is enshrined at 8,8 in the Elemental Plane of Earth."
5. Smoke signals read: "The Fire Talon rests at 4,4 in the Elemental Plane of Fire."
6. The wind wails, "Upon a pedestal at 11,7 in the Elemental Plane of Air you will find the Air Talon."
7. A small puddle forms a message: "At 10,10 within a shrine in the Plane of Water rests the Water Talon."
8. You find a Fire Glaive +4 amongst the molten ooze.
9. You find a rich deposit of gems!
->500 gems.
10. Amongst the lava you find a Fiery Spear +4.
11. A untarnished Fire Shield is found.
->get Fire Shield +4
12. A Flaming Sword is stuck in the glassy volcanic rock. Pry it loose (y/n)?
->get Flaming Swd +10
13. A sweaty master gemmaker is willing to sell you the spell, Enchant Item, for an undisclosed price. Buy it (y/n)?
->the price is age +10, (use Sorcerer's spell 7-3 to get in)


1. Return to the Nomadic Rift (y/n)?
->return to E3(x5,y5)
2. You have found a weapon!
->a random normal weapon
3. This torch look crooked. Adjust it (y/n)?
->after adjust, wall at (x15,y0) removed
4. The supreme Dragon Lord oversees a realm of destruction in D1 at 10,12.
5. You have found a Glaive
6. Mighty Nakazawa and Lord Peabody's servant Sherman were last seen having some problems with Amazons near Native's Cove at 10,1.
7. The mighty Serpent King slithers in E3 at 5,6.
8. The Mist Warrior keeps his lair atop Mist Haven at 15,11. He keeps at bay all who trespass with a Dancing Sword.
9. Mr. Wizard, a top scientist, has been interrupted in his research of the Arcane Wilderness by a very nasty Lich Lord at 1,14.
10. Posing as monster-attractive targets, Holy Moley and Slick Pick are entertaining monsters at Dawn's Mist Bog Cavern.
11. Hastily written by a shaky hand, a message reads, "Fluxer, Radicon, Todilor and Capitor are essential to gain the Element Orb."
12. A rumor you heard about the Nomad's treasure horde suddenly pops back into your memory, as you spy an overly large black "X".
->search, 1000 gold
13. The Queen Beetle holds court in E2 at 11,6.
14. Mystic Castle Xabran, holder of secrets, lies unknown in the 9th century in C2 at 14,8.
15. A giant treadmill looms before your party. Step onto it (y/n)?
->If able, your speed has increased. Speed +10 to all party, until speed 50
a. Mugger x15
b. Greedy Snitch x10
c. Thug Trainee x10
d. Ninja x6
e. Viking x4
f. Hermit x4, Ninja x2
g. Friar x4, Viking x2
h. Thief x6
i. Leprechaun x6

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