MIGHT & MAGIC II -- THE GATES TO ANOTHER WORLD
Miscellaneous Facts and Spoilers v1.11
by Stephen S. Lee (ssjlee@shell.rawbw.com)
You may distribute this freely, so long as you give proper credit to me.
This was derived from the PC version; I make no guarantees about
applicability to other platforms.
Please feel free to e-mail me with corrections or suggestions.
Some of the information below is already covered in other walkthroughs
or guides, but much of it is new.
TRANSFERRING CHARACTERS FROM MIGHT & MAGIC I
--------------------------------------------
Some of this is detailed in the manual; this covers details that aren't.
Don't transfer characters unless you have version 1.01 of the game; the
transfer routine in version 1.0 has the nasty side effect of eliminating
all hirelings (which will make solving the game impossible, so don't try
it).
Your main statistics have a cap of 20, but statistics gained from equipment
do count for this purpose.
Resistances also tranfer, but these have a cap of 30, and this applies even
for natural resistances coming from race. This means that transferred
characters may have LOWER resistances than freshly-rolled characters. It
can be still worthwhile to transfer, if you equip a whole bunch of items
that give things like fire and magic resistance; you will be mostly be
missing out on sleep resistance and poison resistance, which aren't as
useful. You probably want to visit the scales in Vulcania to compare your
transfers to freshly-rolled characters, and go from there.
MAJOR POINTS OF INTEREST IN CRON
--------------------------------
Town of Middlegate C2 (7,3)
Town of Sandsobar E4 (4,10)
Town of Tundara A1 (12,3)
Town of Vulcania E1 (3,4)
Town of Atlantium A4 (13,10)
Castle Hillstone D4 (13,1)
Castle Pinehurst A2 (1,1)
Castle Woodhaven C1 (3,14)
Luxus Palace Royale D2 (14,14)
Castle Xabran C2 (14,8), 9th century
Dark Keep B3 (4,4)
Tower of Mercy B4 (4,10)
Corak's Cavern C2 (5,11)
Dawn's Mist Cavern D4 (3,7)
Dragon's Dominion D1 (12,14)
Druid's Point Cavern C3 (1,6)
Forbidden Forest Cavern C3 (15,0)
Gemmaker Volcano E1 (4,7)
Ice Cavern B1 (4,12)
Murray's Cavern B4 (2,2)
Nomadic Rift Cavern E3 (5,5)
Sarakin's Mine A2 (12,3)
Square Lake Cavern C2 (10,7)
SAFE POINTS
-----------
This indicates where you party ends up after fleeing combat, or casting the
Fly or Town Portal spells.
NATURE'S GATE DESTINATIONS BY DAY
---------------------------------
The following was determined by experiment and is not complete, but I think
all the missing days probably fit into clear patterns. It's useful to know
that it's possible to time travel to the 9th century without Lord Peabody's
help.
After using a particular booster or exchanger as much as desired, be sure
to rest the party to make sure the stat changes are permament. They don't
show up on the character screen until then or the next combat, and visiting
another booster or exchanger, a fountain that changes stats, etc. may result
in a loss of the gained stats. It's kinda buggy that way and I'm not sure
exactly what causes it, but resting does prevent the bug.
Also, equipped items count towards the maxima, so once you approach the
limit for a given method of stat boosting, be sure to remove all equipment
that boosts that statistic, and replace it only after resting.
Regular Boosters
These function only if the statistic in question is below 50.
Might - Druid's Point Cavern (1,15)
Intellect - Cavern Under Atlantium (11,15)
Personality - Ice Cavern: (15,7) for females, (15,8) for males
Endurance - Cavern Under Vulcania (15,14)
Speed - Nomadic Rift Cavern (0,15)
Accuracy - Castle Pinehurst Dungeon L1 (14,13)
Luck - Dawn's Mist Cavern (12,7)
Circus Boosters
Each Old Man -> Inner Limits -> Circus cycle gives +10 to a statistic of
your choice, up to a maximum of 100 in a stat.
Circus - B2 (14,4), day 140-170
Old Man - D3 (7,13), requires Cupie Doll
Inner Limits - E3 (10,12), requires giving Cupie Doll to Old Man
Red Messages:
1 - Elemental Plane of Fire (6,15)
2 - Elemental Plane of Water (0,8)
3 - Elemental Plane of Earth (7,0)
4 - Elemental Plane of Fire (15,7)
5 - Elemental Plane of Air (0,7)
6 - Elemental Plane of Earth (9,6)
7 - Elemental Plane of Water (8,0)
8 - Elemental Plane of Earth (15,8)
9 - Elemental Plane of Air (7,15)
Interleave - Castle Xabran (13,4)
SPELL LOCATIONS
---------------
Everyone in the party can learn all spells in the game at once, on Castle
Pinehurst Dungeon Level 2 (2,1) for a fee of 2,000,000 gold.
QUEST LOCATIONS
---------------
Mt. Farview - D2 (7,0)
Dread Knight - B3 (5,14)
Frost Dragon Gen. - Forbidden Forest Cavern (8,8)
Baron Wilfrey - B2 (11,2)
Corak's Soul - C1 (10,15)
Corak's Body - Corak's Cavern (8,0)
Ybmug - Dark Keep (3,10)
Yekop - Tower of Mercy (12,5)
Dawn - Dawn's Mist Cavern (8,9)
Brutal Bruno - C4 (0,15)
Air Disc - Castle Xabran (15,15)
Earth Disc - Castle Xabran (6,2)
Fire Disc - Castle Xabran (6,14)
Water Disc - Castle Xabran (15,0)
Shalwend - Elemental Plane of Air (5,5)
Pyrannaste - Elemental Plane of Fire (9,9)
Gralkor - Elemental Plane of Earth (4,5)
Acwalandar - Elemental Plane of Water (8,8)
Air Talon - Elemental Plane of Air (11,7)
Earth Talon - Elemental Plane of Earth (8,8)
Fire Talon - Elemental Plane of Fire (4,4)
Water Talon - Elemental Plane of Water (10,10)
MONSTER LISTING
---------------
The following was derived from a whole bunch of sources (personal
experiment, the clue book, and another strategy guide -- I don't remember
which, sorry -- for the Exp column), and the this information is far from
complete, especially when it comes to the "G" column below, and elemental
resistances (which are absolute). Increased level can overcome a monster's
magic resistance, which makes it possible to defeat even the Mega Dragon
with non-elemental spells like Mass Distortion and Implosion.
Monsters are rated by difficulty, and are divided into groups of
sixteen thusly: 0-15, 16-31, ... 208-223. Monsters numbered 224-255
are either ocean creatures or special encounters.
A monster can only have one special attack. The ability to use a missile
weapon counts as a special attack to the game.
HP -- hit points
AC -- Armor Class
At -- number of attacks
Dam -- maximum damage per attack
G -- whether the creature has gems as treasure
U -- whether creature is undead
M -- whether creature resists magic
B -- whether there is a bonus on touch
Hit -- physically inflicted condition
Exp -- number of experience points given by the monster
(M) -- creature resists physical attacks from male characters
(F) -- creature resists physical attacks from female characters
(MF) -- creature is immune to all physical attacks
+F -- creature resists fire attacks
+C -- creature resists cold attacks
+E -- creature resists electrical attacks
Possible bonuses upon successful attack (this is known to be an incomplete
list):
Age -- character is rapidly aged
AGm -- all gems are stolen
AGo -- all gold is stolen
Asn -- character is assassinated (rendered unconscious)
Era -- character is eradicated!
Exp -- character loses experience points
Foo -- some food is stolen
Gem -- some gems are stolen
Gol -- some gold is stolen
Par -- character is paralyzed
Poi -- character is poisoned
Slp -- character falls asleep
SPt -- character is drained of spell points
Stn -- character is turned to stone
Abbreviations:
I -- iron Int -- Intellect Spd -- Speed
B -- bronze Mgt -- Might Acy -- Accuracy
S -- silver Per -- Personality Luc -- Luck
G -- gold End -- Endurance
Fi -- Fire Resistance K -- Knight
Co -- Cold Resistance P -- Paladin
Ac -- Acid Resistance A -- Archer
El -- Electrical Resistance C -- Cleric
Sl -- Sleep Resistance S -- Sorcerer
Po -- Poison Resistance R -- Robber
En -- Energy Resistance N -- Ninja
Ma -- Magic Resistance B -- Barbarian
AC -- armor class
MHp -- maximum hit points (actual amount is much greater
than shown)
Th -- thievery
SpL -- spell level
Usage bonuses to resistance, vital statistics, skill level,
spell level, and maximum hit points are temporary; that is, they
last until the party rests or enters an Inn.
For each enchantment or plus of an object, the equip bonus of
the item goes up by one, computed accuracy increases by one,
and one point of damage is awarded to the base damage (per hit).
The first plus doubles an item's value; subsequent pluses only
have an additive effect on value that I don't recall.
Randomly found treasure with pluses of +5 or higher always has
an alignment; treasure with pluses of +4 or lower never does.
ONE-HANDED WEAPONS
Damage Equip Base
# Name Classes Range Bonus Usage Value
1 Small Club KPACSRNB 1-2 none none 1
2 Small Knife KPA SRNB 1-3 none none 5
3 Large Club KPACSRNB 1-4 none none 5
4 Dagger KPA SRNB 1-4 none none 8
5 Large Knife KPA SRNB 1-5 none none 10
6 Hand Axe KPA RNB 1-5 none none 10
7 Cudgel KPAC R B 1-5 none none 12
8 Spiked Club KPA SRNB 1-6 none none 15
9 Bull Whip K CSRNB 1-6 none none 25
10 Long Dagger KPA SRNB 1-6 none none 20
11 Maul KPAC R B 1-6 none none 30
12 Short Sword KPA RN 1-6 none none 15
13 Nunchakas K N 1-6 none none 30
14 Mace KPAC R B 1-7 none none 50
15 Spear KPA RNB 1-7 none none 15
16 Cutlass KPA R 1-7 none none 40
17 Flail KPAC R 1-8 none none 100
18 Sabre KPA R 1-8 none none 60
19 Long Sword KPA R 1-8 none none 50
20 Wakizashi K N 1-8 none none 60
21 Scimitar KPA R 1-9 none none 80
22 Battle Axe KPA R B 1-10 none none 60
23 Broad Sword KPA R 1-10 none none 100
24 Katana K N 1-10 none none 150
25 Slumber Club KPACSRNB 1-4 Sl +15% S 1-7 100
26 Power Club KPACSRNB 1-6 Mgt +3 none 200
27 Lucky Knife KPA SRNB 1-5 Luc +10 none 250
28 Looter Knife KPA SRNB 1-6 Th +15% none 400
29 Power Cudgel KPAC R B 1-5 Mgt +3 none 300
30 Energy Whip K CSRNB 1-6 En +15% S 1-3 500
31 Sonic Whip K CSRNB 1-6 Po +15% C 2-4 500
32 Mighty Whip K CSRNB 1-6 Mgt +3 none 400
33 Scorch Maul KPAC R B 1-6 Fi +15% none 400
34 Mauler Mace KPAC R B 1-7 Mgt +6 none 600
35 Exacto Spear KPA RNB 1-7 Acy +6 none 800
36 Fiery Spear KPA RNB 1-7 Fi +15% S 4-3 1200
37 Fast Cutlass KPA R 1-7 Spd +4 none 1000
38 Quick Flail KPAC R 1-8 Spd +5 none 1200
39 Shock Flail KPAC R 1-8 El +15% S 2-2 1200
40 Sharp Sabre KPA R 1-8 Acy +5 none 1500
41 Ego Scimitar KPA R 1-9 Per +12 none 2000
42 True Axe KPA R B 1-10 Acy +5 none 1800
43 Blazing Axe KPA R B 1-10 Fi +15% none 1500
44 Electric Axe KPA R B 1-10 El +15% S 3-4 2500
45 Rapid Katana K N 1-10 Spd +6 none 3000
46 Accurate Swd KPA R 1-10 Acy +10 none 4000
47 Chance Sword KPA R 1-10 Luc +15 none 4000
48 Speedy Sword KPA R 1-10 Spd +10 none 4000
49 Flash Sword KPA R 1-10 En +15% S 3-4 4000
50 Flaming Swd KPA R 1-10 Fi +15% S 4-3 4000
51 Electric Swd KPA R 1-10 El +15% S 6-5 4000
52 Acidic Sword KPA R 1-10 Ac +15% S 3-1 4000
53 Cold Blade KPA R 1-10 Co +15% S 4-1 4000
54 Sage Dagger A S 1-8 Int +15 Lev +15 20000
55 Holy Cudgel P C 1-10 Per +15 C 9-2 20000
56 Divine Mace KPAC R B 1-14 AC +10 C 9-1 30000
57 Ice Scimitar KPA R 1-18 Co +15% S 6-3 20000
58 Grand Axe KPA R B 1-20 Mgt +15 Mgt +15 20000
59 Swift Axe KPA R B 1-20 Spd +15 Spd +15 20000
60 Dyno Katana K N 1-20 El +15% Lev +15 20000
61 Force Sword KPA R 1-20 Mgt +15 Mgt +15 30000
62 Magic Sword KPA R 1-20 Ma +15% Lev +15 30000
63 Thunder Swd KPA R 1-20 Mgt +15 S 3-4 30000
64 Energy Blade KPA R 1-20 En +15% S 6-1 30000
65 Photon Blade K 1-25 Mgt +15 S 9-1 50000
TWO-HANDED WEAPONS
Damage Equip Base
# Name Classes Range Bonus Usage Value
66 Staff KPACS NB 1-8 none none 40
67 Sickle KPA B 1-8 none none 30
68 Scythe KPA B 1-9 none none 50
69 Glaive KPA B 1-10 none none 80
70 War Hammer KPAC B 1-10 none none 120
71 Trident KPA B 1-11 none none 100
72 Pike KPA B 1-12 none none 150
73 Naginata K N 1-12 none none 300
74 Bardiche KPA B 1-13 none none 200
75 Great Hammer KPAC B 1-14 none none 300
76 Halberd KPA B 1-14 none none 250
77 Great Axe KPA B 1-15 none none 300
78 Flamberge KPA 1-16 none none 400
79 Wind Staff KPACS NB 1-8 Spd +5 C 5-1 1500
80 Tri-Sickle KPA B 1-24 none none 2000
81 Ice Sickle KPA B 1-16 Co +15% S 4-1 3000
82 Fire Glaive KPA B 1-10 Fi +15% S 4-3 3000
83 Harsh Hammer KPAC B 1-15 Mgt +3 none 1500
84 Stone Hammer KPAC B 1-18 Ma +15% none 3000
85 Genius Staff KPACS N 1-16 Int +10 Lev +15 30000
86 Wizard Staff S 1-16 Int +15 S 7-4 30000
87 Soul Scythe KPA B 1-18 Ma +15% S 5-2 40000
88 Dark Trident KPA B 1-30 AC +5 none 50000
89 Titan's Pike KPA B 1-40 Mgt +15 Mgt +15 50000
90 Moon Halberd KPA B 1-30 Luc +15 C 7-3 50000
91 Sun Naginata K N 1-25 AC +10 Lev +15 40000
MISSILE WEAPONS
Damage Equip Base
# Name Classes Range Bonus Usage Value
92 Blowpipe KPA SRNB 1-4 none none 10
93 Sling KPA RNB 1-5 none none 15
94 Short Bow KPA N 1-6 none none 25
95 Crossbow KPA RN 1-8 none none 50
96 Long Bow KPA N 1-10 none none 100
97 Great Bow KPA 1-12 none none 200
98 Shaman Pipe KPA SRNB 1-4 Ma +10% SpL +1 1500
99 Cinder Pipe KPA SRNB 1-4 Fi +10% S 4-3 2500
100 Quiet Sling KPA RNB 1-5 Sl +15% C 2-6 1500
101 Pirates xBow KPA RN 1-8 Th +10% Acy +15 3000
102 Burning xBow KPA RN 1-8 Fi +10% C 3-5 2500
103 Fireball Bow KPA N 1-10 Fi +15% S 4-3 5000
104 Voltage Bow KPA N 1-10 El +10% S 3-4 5000
105 Giant Sling KPA RNB 1-15 Po +15% Mgt +15 20000
106 Energy Sling KPA RNB 1-10 En +10% S 1-3 15000
107 Death Bow KPA 1-24 Luc +15 Lev +15 40000
108 Star Bow KPA 1-24 En +15% S 9-3 35000
109 Meteor Bow KPA 1-24 AC +5 S 8-3 35000
110 Ancient Bow KPA 1-35 Acy +15 Acy +15 80000
KEYS
# Name Value
111 Green Key 100
112 Yellow Key 200
113 Red Key 500
114 Black Key 1000
SHIELDS
Armor Equip Base
# Name Classes Bonus Bonus Value
115 Small Shield KP C R B +1 none 15
116 Large Shield KP C R B +2 none 60
117 Great Shield KP C R B +3 none 150
118 Fire Shield KP C R B +3 Fire +15% 2000
119 Electric Shd KP C R B +3 Electricity +15% 2000
120 Acid Shield KP C R B +3 Acid +15% 2000
121 Cold Shield KP C R B +3 Cold +15% 2000
122 Silver Shld KP C R B +3 Energy +15% 2000
123 Bronze Shld KP C R B +3 Poison +15% 2000
124 Iron Shield KP C R B +3 Sleep +15% 2000
125 Magic Shield KP C R B +5 Magic +15% 5000
126 Gold Shield KP C R B +7 Luck +15 10000
ARMOR
Armor Equip Base
# Name Classes Bonus Bonus Usage Value
127 Padded Armor KPACSRNB +2 none none 20
128 Leather Suit KPAC RNB +3 none none 40
129 Scale Armor KPAC RNB +4 none none 100
130 Ring Mail KPAC RN +5 none none 200
131 Chain Mail KPAC R +6 none none 400
132 Splint Mail KP C +7 none none 600
133 Plate Mail KP +8 none none 1000
134 Plate Armor KP +10 none none 2000
135 I Scale Mail KPAC RNB +4 Sl +15% none 3000
136 B Scale Mail KPAC RNB +4 Po +15% none 5000
137 S Scale Mail KPAC RNB +4 En +15% none 5000
138 I Ring Mail KPAC RN +5 Sl +15% none 5000
139 B Ring Mail KPAC RN +5 Po +15% none 5000
140 S Ring Mail KPAC RN +5 En +15% none 5000
141 I Chain Mail KPAC R +6 Sl +15% none 5000
142 B Chain Mail KPAC R +6 Po +15% none 5000
143 S Chain Mail KPAC R +6 En +15% none 10000
144 I Splintmail KP C +7 Sl +15% none 10000
145 B Splintmail KP C +7 Po +15% none 10000
146 S Splintmail KP C +7 En +15% none 10000
147 I Plate Mail KP +8 Sl +15% none 15000
148 B Plate Mail KP +8 Po +15% none 15000
149 S Plate Mail KP +8 En +15% none 15000
150 G Scale Mail KPAC RNB +6 Luc +15 Lev +10 10000
151 G Ring Mail KPAC RN +7 Luc +15 Lev +10 20000
152 G Chain Mail KPAC R +8 Luc +15 Lev +10 40000
153 G Splint Mail KP C +9 Luc +15 Lev +12 60000
154 G Plate Mail KP +12 Luc +15 Lev +15 80000
HELMETS
Armor Equip Base
# Name Classes Bonus Bonus Value
155 Helm KP C B +2 none 30
156 Iron Helm KP C B +2 Sleep +15% 1000
157 Bronze Helm KP C B +2 Poison +15% 2000
158 Silver Helm KP C B +3 Energy +15% 4000
159 Gold Helm KP C B +4 Luck +15 20000
MISCELLANEOUS ITEMS (RANDOM)
Equip Base
# Name Classes Bonus Usage Value
160 Magic Herbs No Equip C 1-4 50
161 Torch No Equip S 1-5 2
162 Lantern No Equip S 1-5 20
163 Thief's Pick RN Thief +15% none 200
164 Rope'n'Hooks No Equip S 2-4 10
165 Wakeup Horn No Equip none S 1-1 50
166 Compass No Equip S 1-6 200
167 Sextant No Equip S 1-6 500
168 Force Potion No Equip Might +10 100
169 Skill Potion No Equip Level +5 500
170 MaxHP Potion No Equip Max HP +2 5000
171 Holy Charm No Equip none C 1-7 200
172 Herbal Patch No Equip C 2-1 400
173 Hero Medal KPACSRNB Prsnlty +4 C 2-2 800
174 Silent Horn KPACSRNB Poison +10% C 2-6 800
175 Magic Meal No Equip C 3-2 1000
176 Antidote Ale No Equip C 3-3 1000
177 Super Flare No Equip C 3-5 1000
178 Dove's Blood No Equip C 4-3 2000
179 Ray Gun KPACSRNB Accuracy +4 S 1-3 400
180 Magic Charm KPACSRNB Magic +10% S 2-7 800
181 Witch Broom No Equip none S 3-2 1000
182 Invisocloak KPACSRNB Arm Cl +6 S 3-3 2000
183 Storm Wand KPACSRNB Electr +10% S 3-4 2000
184 Lava Grenade No Equip S 4-3 2000
185 Hourglass No Equip S 4-6 2000
186 Instant Keep No Equip S 5-4 5000
187 Teleport Orb No Equip S 5-5 5000
188 Skeleton Key RN Thief +10% none 800
189 Defense Ring KPACSRNB Arm Cl +2 S 4-5 5000
190 Mgt Gauntlet KPAC R B Might +6 Might +10 5000
191 Acy Gauntlet KPAC RNB Accuracy +6 Accuracy +10 5000
192 Stealth Cape RN Thief +10% Speed +15 5000
193 Admit 8 Pass Needed in Corak's Cavern 200
194 Speed Boots KPACSRNB Speed +15 C 5-3 15000
195 Cureall Wand KPACSRNB Poison +15% C 5-5 15000
196 Moon Rock No Equip C 7-3 15000
197 Ruby Ankh KPACSRNB Luck +10 C 7-4 30000
198 Disruptor KPACSRNB Energy +15% S 5-1 20000
199 Lich Hand K SR none S 5-2 10000
200 Phaser KPACSRNB Accuracy +5 S 6-1 20000
201 Freeze Wand KPACSRNB Cold +15% S 6-3 25000
202 Energizer No Equip S 6-4 10000
203 Magic Mirror No Equip S 7-2 30000
204 Elven Cloak A R Arm Cl +5 S 3-3 10000
205 Elven Boots A R Speed +5 none 10000
206 Sage Robe S I.Q. +6 Level +10 25000
207 Enchanted Id KPACSRNB Prsnlty +15 Level +15 25000
MISCELLANEOUS ITEMS (NONRANDOM)
Equip Base
# Name Classes Bonus Usage Value
208 Green Ticket Easy Arena Monsters 10
209 Yellow Tickt Hard Arena Monsters 50
210 Red Ticket Harder Arena Monsters 250
211 Black Ticket Hardest Arena Monsters 1000
212 Fe Farthing Throw into Feldecarb Fountain 10
213 Castle Key RN Thief +5% 200
214 Mark's Keys Give to Mark the Hermit 1
215 Dog Whistle KPACSRNB Luck +1 S 4-4 50
216 Web Caster KPACSRNB none S 3-5 100
217 Monster Tome No Equip S 2-3 2000
218 Cupie Doll The Mad Man wants one 1
219 Water Talon No Equip C 6-4 50000
220 Air Talon No Equip C 5-1 50000
221 Fire Talon No Equip C 8-1 50000
222 Earth Talon No Equip C 7-1 50000
223 Element Orb No Equip S 9-3 30000
224 Gold Goblet Nordon wants them back 250
225 +7 Loincloth KPACSRNB Prsnlty +10 none 5000
226 Valor Sword Lord Hoardall wants this 10000
227 Honor Sword ... and this 5000
228 Noble Sword ... and this too 5000
229 Corak's Soul Reunite with Corak's Body 1
230 Emerald Ring KPACSRNB Arm Cl +15 none 1000
231 Water Disc No Equip C 6-5 10000
232 Air Disc No Equip C 4-2 10000
233 Fire Disc No Equip C 8-2 10000
234 Earth Disc No Equip C 6-1 10000
235 Sapphire Pin R Luck +15 none 10000
236 Amethyst Box R Luck +15 none 10000
237 Coral Branch B Might +15 none 10000
238 Lapis Scarab B Might +15 none 10000
239 Amber Skull S I.Q. +15 none 10000
240 Quartz Skull S I.Q. +15 none 10000
241 Agate Skull P Prsnlty +15 none 10000
242 Opal Pendant P Might +15 none 10000
243 Crystal Vial N Speed +15 none 10000
244 Ruby Amulet N Luck +15 none 10000
245 Ivory Cameo K Might +15 none 10000
246 Ruby Tiara K Accracy +15 none 10000
247 Onyx Effigy C Prsnlty +15 none 10000
248 Pearl Choker C Prsnlty +15 none 10000
249 Topaz Shard A Accracy +15 none 10000
250 Sun Crown A I.Q. +15 none 10000
251 J-26 Fluxer Needed to get the Element Orb 1
252 M-27 Radicon Needed to get the Element Orb 1
253 A-1 Todilor Needed to get the Element Orb 1
254 N-19 Capitor Needed to get the Element Orb 1
255 Useless Item No Equip none 1
TODAY'S SPECIALS
----------------
The "today's specials" at each town's blacksmith vary in plus by day. This
operates in 30-day cycles; this chart shows which days correspond to the
pluses.
8 -- Tane seCre d Con.lidch ay.encCe avenb ingtswthe tomus
5 -- ociolu owoneBol Neiuamayl Re whcal ts s fr or lap tt h
2 -- entioTn , woosxt,tll fu eqithon hro avom td.ke ahaurr
6 -- rt n irmuithwse th y lfidue thsbeughae desh Tgeost ied
1 -- iwrs vist Arlume pisoll este Qe s tinthtruehemetswhly
3 -- goneryp fena tartn tthes aueeneeme de cti n ricaicfix
9 -- hgs lolir, Mao y mdhair tn n s n.wit deon pvis tgh . J
7 -- t, ng.estonsnbeustit periauo tO h TOadandasio feyoVC
4 -- th Th bterd w spveasonndihe nTralor K gest ind u
THE TRANSLATION READS:
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 lake
geometrics to find passage to that which you must hurriedly fix. JVC