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Might and Magic, Book II: Gates to Another World cheats / Might and Magic, Book II: Gates to Another World hints / Might and Magic, Book II: Gates to Another World faqs / Might and Magic, Book II: Gates to Another World solutions



Might and Magic, Book II: Gates to Another World hints

CLERICAL SPELLS:
Air Encasement ------ A1 - 01,14
Air Transmutation --- A1 - 08,08
Earth Encasement ---- E4 - 14,01
Earth Transmutation - E4 - 08,08
Fire Encasement ----- E1 - 14,14
Fire Transmutation -- E1 - 08,08
Frenzy -------------- B4 - 08,01
Holy Word ----------- C1 - 09,07?
Walk on Water ------- C2 - ??,??
Water Encasement ---- A4 - 01,01
Water Transmutation - A4 - 08,08

SORCERER'S SPELLS:
Lloyd's Beacon --- Corak's Crypt - 07,11
Wizard's Eye ----- Sandsobar
Fingers of Death - C1 ------------ 01,08
Dancing Sword ---- A1 ------------ 15,11

HIRELINGS

Dead Eye and Red Duke are in Bozorc's (BOSS ORC) control in D1 at 14,01.

Sir Kill and Jed I are in Sarakin's Mines. Unfortunately, you have to kill
Sarakin first (and his undead friends!)

Might Nakazama and Lord Peabody's servant Sherman were last seen having some
problems with amazons near Native's Cove at 10,1.

A couple of guys are in prison in Atlantium, break `em out!

A couple of kids are in kept in prison by kobolds in kobold's HQ in the
dungeons beneath Middlegate

Buy fried troll's liver at bar in Vulcania. I think there are a couple of
hirelings who like your taste. But ya gotta demonstrate your skills to them
first. (So what is killing a dozen cripples and misers.)

A couple of hirelings are almost dinner for the snowbeast in Tundara. Kill the

snowbeast (in the outer walls of the city), skip the emerald ring or you will
be accused of murder, and save the 2 hirelings.

A lichlord guards a high level wizard in Area D3.

A couple of guys are currently being held in prison in Castle Hillstone.

Anyway, with the exception of Sherman, most of the hirelings are not necessary

to win the game. They are nice to have around. The most a hireling can cost is
                               
50000 gold a day. There is a list of all the hirelings and their locations in
the hall of hirelings in Castle Xabran.

GENERAL

New tips appear in the bars every odd, even, 30th and 180th days.

Catch a Ferry to Murray's resort isle at C3-7,9.

Star Burst is in the centre of the Dead Zone.

The password for use at Square lake is WAFE.

To unlock the frozen secrets of evil, try Right 46, Left 23.

To free the mystic Thaumaturge of Good, enter Right 32, Left 64.

Go to bar in Tundara and eat red-hot wolf nipple chips. Then go to Druid's
Grove (C3 - 1,9) and you will find a druid eating the same thing. He'll like
your breath so much he will give you the Nature's Gate spell.

For the clerical Divine Intervention spell, Go to the Druid's Cave, and at
14,15 is a arch druid who needs a favor from you. Find Horvath! Well, Horvath
is within the cave (5,3?) find him and kill him. Horvath is a pretty tough
opponet so beware. If you succeed, go back to the druid and he will grant you
this spell.

For the Eagle Eyes spell, complete Nordon's quest in Middlegate, and this
spell is part of the reward.

You will need some sort of protection to get the Starburst spell! It is
supposed to be in the middle of the Dead Zone, but I do not know anyone who
has actually got it.

For the Enchant Item spell, find the Gemmaker in the Gemmaker's Cave (D1 -
10,12? - a bit north of Vulcania!) The Gemmaker is at 3,3 in the dungeon.
Warning: His fee is TIME! (Your character gets AGED.)

A list of all spells to be found is at the Hall of spells in Castle Xabran.

On days 140-170 at B2 - 14,4 (the circus grounds), there is a circus. Now try
a few events there. You will probably lose, but you do a consolation prize...A

cupie doll! Now go (fly is quicker) to D3 7,13? (somewhere there!) and meet
this old raving hermit. He will take the doll and direct you to the pool in
the Inner Limits (E2 - 10,11?). Bath in this pool (usually it is acid) and you

will feel like a WINNER! Go back to the circus grounds and choose a category
you want to improve on. For example, if you want improved strength, try to
ring the bell. Horseshoes for improved accuracy, Kissing booth for better
personality, Shell game for better intelligence, Sack race for better speed,
Head dunk for better endurance, etc. +10 to the category.

INDIVIDUAL QUESTS

For one to be true, each class must fulfil his quest. Each class must be alone

or be in the company of thieves. When the quest is done, return to Mt. Farview

in area D2 - 07,00 to claim true status (+) and 5 million experience.

Tasks for individual characters are:

ARCHERS: Archers must defeat Baron Wilfrey. (B2 11,02)

BARBARIANS: Barbarians must defeat Brutal Bruno, the barbarian chieftain. (C4
00,15)

CLERICS: Clerics must defeat a haunt of ghosts at C1 10,15 in the Lost Soul's
Woods and collect Corak's Soul. Then go to Corak's Crypt and reunite the soul
with his body. One must have an Admit 8 Pass to enter the crypt though, and to

obtain one, you have to get it from a zombie in the dungeon beneath Sandsobar
(or find one as treasure after a fight!)

KNIGHTS: Knights must defeat the Dread Knight of Jouster's Way. (B3 05,14)

NINJAS: Ninjas must assassinate the chaotic Dawn of Dawn's mist bog. (D4
08,09)

PALADINS: Paladins must defeat the Frost Dragon who resides in the dungeon
beneath the Forbidden Forest. (B3)

SORCERERS: Sorcerets must release both the Good and the Evil wizards from the
Isle of the Ancients.

FOR EVIL (dark): Follow this set of markeddoors: 1, 3, 1, 7, 9, 11, A, C, G,
I. The combination to free the evil wizard is Right 46 (type 46 when you enter

the right alcove) and Left 23 (type 23 when you enter the left alcove!)

FOR GOOD (Light): Follow this path: 2, 2, 4, 6, 6, 12, A, D, F, I. The
combination to free the good wizard is Right 32 and Left 64.

ROBBERS: Robbers must accompany some/all characters on their relevant quests.
Triple Crowns

Buy a key of the appropriate colour. Buy several arena tickets and then fight
in the 3 different arenas (Middlegate's ARENA, Sandsobar's Monster Bowl, and
Atlantium's Colliseum). Once you have won all 3 fights, you are a triple crown

winner of that colour. Go to the bishop of the appropriate colour to claim the

experience earned. There are 4 colours and 4 types of tickets.

Green Key ----- Key Shoppe in Middlegate
Green Ticket -- Supplies Store in Middlegate
Green Bishop -- Castle Woodhaven
Yellow Key ---- Key Shoppe in Sandsobar
Yellow Ticket - Supplies Store in Sandsobar
Yellow Bishop - Castle Hillstone
Red Key ------- Key Shoppe in Vulcania
Red Ticket ---- Supplies Store in Vulcania
Red Bishop ---- Castle Pinehurst
Black Key ----- Key Shoppe in Atlantium
Black Ticket -- Supplies Store in Atlantium
Black Bishop -- Luxus Castle

You have to be both True and a Black Triple Crown winner to qualify for the
quest for Princess Lamanda (goal of the game). To finish the game

GET THE FOUR WEAPONS (Tolidor, Fluxer, etc.).

GET THE ELEMENT ORB. (Dawns mist bog cavern - 10,15). You can't leave with Orb

in hand! There should be a teleporter in the dungeon (very near the entrance),

use that instead and you should end up in Murray's Cave in Murray's Resort
Isle. Another way is to transfer the Orb to the hireling and then Dismissing
my hireling. Now I can leave the cave with no problem and I can find the
hireling with the Orb same and sound back at the original inn.

GET THE FOUR ELEMENTAL TALONS. Use Lord Peabody's time machine to get to the
9th Century (Era 8), and go to Castle Xabran at C2 - 14,08.

GET THE FOUR DISCS. Using the time machine in Castle Pinehurst, or through the

vortex holes at the corners of each elemental planes, travel back to the years

100, 200, 300, 400 to find the talons. The locations of the talons are given
above. Each shrine which holds a talon requires the appropriate disc to open.

Now you should have all 4 talons and the orb. Go back to the 9th Century again

and find King Kalohn at C4 - 14,5 and see him fighting the Mega Dragon. When
he sees you with the talons and Orb, you will haved changed history because
history had said the battle would have been lost. Now that the dragon has been

vanquished, King Kalohn will live after all. You return to the 10th Century
and you go back to Luxus Palace. Instead of Princess Lamanda, you now see King

Kalohn! He tells you of the final quest. To go to Square Lake and try to stop
the villain that is going to doom Cron.

You enter this fantastic maze. At the end of this simple maze, you meet him.
SHELTEM and his elemental friends. You should be able to defeat him, but alas,

can you beat his recorded message? He has left a prerecorded message and
REAL-TIME cryptogram puzzle. If time expires, the world crashes into the Sun.
Now, the encription algorithm changes EVERY time so I can't help you with
that. But the message is the same every time:

We, the people of Terra, in order to form a more perfect union, establish
justice, insure domestic tranquility, provide for the common defense. The
answer of this is given already, Preamble. Now, find the corresponding
encryption and translate the word Preamble to its encrypted code and then you
are done! Cron is saved from crashing into the Sun.

SOLVE

GENERAL INFO

You start at the inn of the town Middlegate with 6 prerolled or your own
characters. I myself used the characters that came with the game and put them
in this order:

Sir Felgar (knight), Terwin III (paladin), Sure Valla (archer), The Hermit
(robber), Gene Eric (cleric), Cassandra (sorcerer). When I got hirelings I put

them in slots 3 and 4 unless clerics and sorcerers which I put in slots 5 and
6.

M&Mcontains 60 16x16 square mazes, which are divided in 5 towns and their
caverns, 20 outdoor mazes, 4 castle mazes, 6 castle dungeon mazes, 16 caves
and the 4 elemental mazes. To help you get around and raise your character's
abilities, be sure to take advantage of the secondary skills. When you get
hirelings, take notice of their skills, so you can change those of your
characters if you want to. Remember to MAP everything and write down any hint
you get during your progress plus the exact location of these. Also note, that

drinks and food recipes can sometimes offer much help if you use them
properly. Remember to check in at an inn to save your status if you get new
vital information or complete a task and so on. Some hints are more important
than others like hints on special battles, interleaves, keys and a few more.

MIDDLEGATE: The Beginning

Start exploring Middlegate. Go to the blacksmith and equip your characters. Be

sure to equip the fighters first. Find the locations of the tavern, Otto
Mapper, Track and trail, Edmund's expeditions (the last three provide some
vital secondary skills), Lock and key, the temple, the mage guild, the
training hall and the Arena. Raise your characters up to level three by
fighting and then visit Nordon at 10,2. Accept his quest and go to the cavern
at 8,15. In this cavern are many clues and hints, but to solve Nordon's quest
you need to go to 0,7. Return the goblet to Nordon and get your reward. Follow

his advice and visit his sister Nordonna at 1,2. Accept her quest as well and
resque Sir Hyron and Drog in the cavern at 0,15. Return to Nordonna to learn
about your first hirelings and the secrets of the well at 15,15. Follow her
advices. It is up to you if you want to take the hirelings before or after
donating at each of the five temples (don't forget the temple at Middlegate)
but note that if you rest with the hirelings you have to pay them. After
getting the castle key (which is vital to get into the castles, give it to
your robber) you are ready for next town. Of course you should finish
exploring Middlegate and its cavern first.

SANDSOBAR

Here you should begin finding the usual places - the blacksmith, the inn, the
tavern, the training hall, the temple and the mage guild. Here are also good
secondary skills for your robber. Explore the slums carefully and note hints
about Nature's day (of course you can spare a dime for some poor beggars,
don't you). Don't worry about the graffiti at 11,3. You can explore the cavern

at this point if you like but perhaps you'll need more strength to finish it.
When you have had enough of this town for now its time for Tundara.

TUNDARA

Start as usual finding the same places as before. A little wall-bunching is
needed to find all the locations. You can try your strength against the frozen

animals if you like but don't go to the region between the inner and outer
wall yet unless you are suicidal. Of course you can try your luck at the
cavern.

VULCANIA

Here are some good secondary skills for your fighters. As before, this is
mainly a exploratory trip but don't forget the statues at the town square. I
wouldn't go to the cavern without the Levitation spell if I were you.

ATLANTIUM

Don't waste your hard earned money - this is an expensive town! Later, when
you have earned so much that you don't know what to do with it you can take
advantage of some fine secondary skills and so on but at this moment you
should look at the statuaries located at the east and west walls. The cavern
is not meant for beginners!

YOUR FIRST TRIP TO THE OUTER WORLD

Now you are ready to start exploring the outer world. I strongly recommend you

start from Middlegate with 2 characters equipped with the secondary skills
Mountaineer and Pathfinder. A crusader and a navigator could also come handy.
When you leave town you will first meet your guardian pegasus and hopefully
will discover his name later (it is not vital but try to take a linguist to
C3). If you have done as I told you and written down all hints you will be now

know what you want to look for this time. (Later on as your party gets
stronger, you will of course explore every single square in every single maze
in the game). You will by now have heard about Castle Xabran, Lloyd's Beacon,
Castle Pinehurst, Queen Lamanda and many more. So lets start heading north to
find Corak's cave at C2-5,11. You can go there through the woods if you have 2

pathfinders but try to find the path. Enter the cave and get the spell Lloyd's

Beacon. You should be able to finish off the northern half of the cave this
time but unless you've got admit 8 pass found in the cavern below Sandsobar
you cannot enter the southern part and its not to be bothered with this time
anyway.

Back to the surface, go back to the main road and walk north to Castle
Woodhaven. Enter if you have a crusader and visit Lord Hoardall at 9,11.
Accept one of his quests if you like but note that if you do, you must
complete it to be offered other quests at Castle Woodhaven or Castle
Hillstone. So, I wouldn'd bother with any other but the Lord's quest, which
you have plenty of time to solve.

Now leave the castle and find your way to Tundara. (This first outdoor tour is

very much like the guided tour around the towns; you are learning your way
around). Trail your way back to C1 and try visiting 1,1 to get another quest,
which as most of the quests in this game, can be solved anytime you like. Go
back to Square Lake and take the trail that crosses the river below the lake.
Follow the river soutwards until you find a weird dude walking on the river.
Here you should be able to get the spell Walk on water by now. Go back to the
trail and head east until you see a sign pointing north to the Luxus Palace
Royal (queen Lamanda). Don't go there yet. Instead backtrail to C2 and take
the path that leads south at 14,4. Follow that path to the woods and turn
east. Walk on to D3 and turn at 13,3 to the south. At the end of this road is
Castle Hillstone where you find Lord Slayer at 5,2. If you accepted Lord
Hoardall's quest you can do nothing here by now, else you can accept Lord
Slayer's quest. Go back and turn east at 13,10 (D4), which will take you to
Sandsobar. Now go back to the Square Lake and explore the east side of the
lake. You will find castle ruins and later you should be able to determine
which castle this is and how to get there. Now it is time to find the way to
Vulcania (maybe you will have some nice fights on the way, I will wait
meanwhile...) Ahh, back already? Now we will take the road that leads to
castle Pinehurst on the west side of the lake (come on, you know which lake).
Don't bother with the circus until between days 140 and 170 (see part 11 of
this walkthrough). At 14,7 at A2 you will find some wagon tracks; this is the
way to Sarakin's Mine, a good place to get rejuvenated - but only when you are

a lot stronger than now. Go on to Castle Pinehurst and find Lord Peabody at
4,3. Accept his quest (and this is a vital one for the solution of the game).

GETTING STRONGER

If you think I forgot about the road to Atlantium you're wrong! I expect you
to find your way to the island as you grow stronger. Now it is time for you to

raise your characters. This you do by exploring the rest of the town caverns,
the outside world and the three castles already located.

Remember to take every hint and every location of anything you learn about.
Battle in the Arena, The Monster Bowl and the Colosseum if you like using the
appropriate tickets. As I told in the beginning, take special notice to hints
on keys, queen Lamanda and the triple crown battles. If you stump upon new
hirelings or informations about those, you should free them and change
hirelings as they will almost certainly be stronger (and more expensive) than
Nordonna's sons. Don't miss the location of Mount Farwiew at D2-7,0. Also, on
your way you will find some encoded messages in three colors; green, yellow
and red, and the three clues to these messages, the green, yellow and red
interleaves, are located at three different places. If you have problems
decoding these messages, the solution is written at the end of this
walkthrough.

LORD PEABODY'S QUEST

Worried about day 93? Well, there are two ways to to get Natures Gate. To have

your own clerics learn it go to C3-1,9. Note the old druid's food and let your

cleric order it at the proper tavern. Go back - and you've got it! The other
way is to free the two captives at Native's Cove at B4. Explore the area and
don't give up until you succeed. These two hirelings will probably be your
best so far (after I got much stronger and freed the prisoners at Sarakin's
Mine, I used them mostly throughout the end of the game). Go back to Lord
Peabody and get your reward, the license to use the time machine!

QUEEN LAMANDA

Now you should be ready for Queen Lamanda. Go to Luxus Palace Royal defeating
Mandagaul on your way and visit the queen at 7,13. By now, you should know
that you have to win the triple green key battle, the triple yellow, the
triple red and the triple black. Start by buying three green tickets at
Middlegate and the green key at Lock and Key Ltd. Win the three battles at the

Arena, the Monster bowl and the Colosseum. Then go to castle Woodhaven and
free the bishop of green battle from his imprisonment with the green key and
collect your reward. Repeat this process for the other color battles. The
bishop of yellow is in Castle Pinehurst, the bishop of red is in Castle
Hillstone and the bishop of black is in Luxus Palace Royale. Now go back to
the queen to find out that she still demands some more deeds to be done before

you can get an audience. Time for more strenghtening.

CASTLE XABRAN

This is a good time for exploring this castle from the last century. You know
now where it is and how to get there, don't you? In this castle, you should be

able to find complete information about the locations of all spells and all
hirelings. Here are also 4 vital objects for completing the game, the four
elemental discs. Also, in each of the other four castles, is a vital object
for your main quest.

THE CIRCUS

By the way this is not a necessary task. Go to the circus, then to D3-7,13
with a cupie doll. Follow the old man's advices and then return to the circus
to raise the ability you like.

THE DRUID'S CAVE AND MURRAY'S RESORT ISLAND

To get most out of the island, you should buy at least one guided tour from
the agency at Middlegate. But go first to the Druid's cave to get a lot of
information, much strenght and at least one spell. Don't forget to finish off
Horvath and only then go to Murray's island. Explore the cave (if you have
problems defeating the stone golems, then just skip them for now) to find the
power oil and some information on your quest and then try to visit Murray. To
do this, you must head the signs on the way to his room. He will offer you a
quest, accept it and return after finishing it for your reward.

THE PLUS QUEST

Now you should be ready for the long and somewhat tedious quest of the jurors
on Mount Farwiew. If you, for instance, start out with the knight's quest, you

go to Middlegate Inn and get rid of all other characters but knights and
robbers (remember, robbers can help in all quests). Then go to all inns and
collect all hirelings that are knights and robbers. Equip them and take off to

defeat the dread knight. After that you go to the mountain to confirm your
deed and then back to Middlegate to train your characters some 10 levels!
Repeat this process for all the characters you plan to use in the final quest.

If you are not using barbarians and ninjas, you don't have to finish their
tasks.

After you have had all your favorite characters gain their plus, you gather
them together again and visit queen Lamanda. She will accept them as the
stalwart band to rescue her father from the battle with the mega dragon, which

happened last century. Remember, to get her goodwill, all your characters
visiting her must have won the triple battles and finished their plus quests.

SOME MORE TRAINING AND MONEY-MAKING

Now you are almost ready for the elemental planes but I assume you are getting

low on money. No problem anymore! Your characters are so strong by now that
they will have an easy riding in the dragon's dominion at D1, where a lot of
money can be collected (I'm talking millions of gold each time you visit the
cave). Just don't bother with the ancient dragon until you have discovered the

secrets of the desert at E2. Underways, don't forget to visit the nomad's cave

at E3 for a lot of information. And the gemmaker's cave at E1 should also be
visited at this time.

BELEMENTAL PLANES, THE ORB AND KING KALOHN

Now it is time to get the four elemental talons. To do this you must have the
four discs from castle Xabran. I will not give you the excact locations of the

talons but don't leave the elemental planes until you have found the red
messages as well (3 of those at earth plane and 2 at the others). After
collecting the 4 talons, you go for the elemental orb. It is located in Dawn's

cave (D4 3,8) at 10,15. On the way you must defeat the orb guardians and to
get the orb, you must possess the fluxer, the todilor, the radicon and the
capitor. To escape from the cave with the orb, you must give it to a hireling
and then dismiss that hireling. He will return to the inn you last checked
into and wait for you there.

Now you visit your friend, lord Peabody, and use his time machine to get to
era 8. Go one step north and voops! You are watching king Kalohn the
vanguished preparing for the battle with the mega dragon. The king will ask
you for the talons and the orb. Accept his request and you have changed
history! The dragon is defeated and the king thanks you and asks you to see
him at Luxus Palace Royale. Go there and get information on your final quest.

THE FINAL QUEST

The Square Lake Cavern is a very difficult one and you should by all means
have finished off the dragon's dominion first to get get a BIG raise on your
hit points (defeat the ancinent dragons, then explore the upper right half and

then the lower right half of the cavern). When you at last after a great
effort have killed the evil threat, you'll have to solve a cryptogram in 15
minutes. This changes each time you get there but the solution is always the
same:

WE, THE PEOPLE OF TERRA, IN ORDER TO FORM A
MORE PERFECT UNION, ESTABLISH JUSTICE,
INSURE DOMESTIC TRANQUILITY,
PROVIDE FOR THE COMMON DEFENSE...

The answer is always PREAMBLE as stated, so encode PREAMBLE according to the
cryptogram and its solution, and you have saved Cron! Congratulations!

SOLVES TO THE COLORED MESSAGES

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.


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 Cicus and play games to raise those statistics which you truly
hated.

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.




Other Might and Magic, Book II: Gates to Another World cheats hints faqs solutions:

1. Might and Magic, Book II: Gates to Another World cheat codes
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1. Might and Magic, Book II: Gates to Another World faq and solutions
2. Might and Magic, Book II: Gates to Another World faq and solutions



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