MIGHT & MAGIC- The major objective is to save King Kalohn and to change history by helping him win his final battle. Exploration of the land of Cron will bring you strength and knowledge and help you in this goal. On the way to your final quest, you should accomplish several minor goals. Number one is to fulfill the lesser quests given to you by wealthy members of Cron. Number two is to learn how to time travel. Number three is to collect all the items you need to help the king with his final battle. Create good characters but don't be too concerned due to the fact that they can be altered later. Try to work on increasing their armor class as the first priority, staying within the confines of Middlegate for a while. Find the Cartographer and learn his skill. This will allow you to hit the M key and keep up with maps as you go. Once you have reached the third or forth level, you will be asked to perform some mini-quests. Do them and you will gain valuable experience. While you are on these quests, use the portals and donate to the temples as suggested. Once you have donated at the fifth one, you will find an iron coin. Throwing this iron coin into a specific fountain will allow you to find a castle key. You can then go into the various castles without having to kill the castle guards. The first time you leave Middlegate through the gates, you will be greeted by a being who claims to be your guardian. Pay attention to his words because he can earn you a yearly income of 100,000 gold if you learn his name and find out where he lives. The linguist skill is useful to learn his name. Around the seventh level, start visiting the castes and take on a few of the quest you are offered. Visit Pinehurst and help Peabody find his lost pet. This gets you access to the wayback machine. Go back to the eighth era and visit Castle Xabran. Learn where to find hired help and spells and retrieve the valuable items that are stored there. Some time on one of these trips, win a Triple Crown of each color and purchase a key of each color. Each of your characters should eventually complete a Juror's Quest. Once you party has accomplished this and received a black triple crown, go to Luxus Palace Royale for an audience with Queen Lamanda. She will send you on a new mission. In order to get the Orb, you'll need to possess several items and use them to actually take possession of it. In order to pick it up from Dawn's Mist Bog Resort, you need to have the A-1 Todilor, J-26 Fluxor, M-27 Radicon, and N-19 Capitor with you. These must be carried by the party member in position 1. Give the orb to a hireling and dismiss him. You need four more magical items besides the orb to complete the game. These can only be found in the elemental planes, which can only be entered with spells. Learn these spells, collect the items and rush to aid the king. Give the king the items you collected. After the king defeats the dragon and you return to Cron, you will be sent on another mission. Return to square Lake, use the password to enter the cave, and battle through the corridors until you get to the door guarded by the 666 Devil Kings. Once you have passed all of the obstacles and reached your destination, you will be asked to solve a cryptogram. Each letter in the encoded document represents an unencoded letter in the original. Once you have the code, you have to encode something yourself in the same code you deciphered to win. Gaining Experience Visit the Hermit Mark in C1. He has lost his keys and will give you 10,000 experience points if you recover them for him. The Spider at A2 has found Mark's keys. If you answer her riddle correctly, she will give them to you. Another way to gain experience is to sample all of the meals available in all the Taverns of Cron. After this is done you need to discuss food with the Gourmet, who will award you with points. Traveling The five towns of Cron are, in order of difficulty, Middlegate, Sandsobar, Tundara, Vulcania, and Atlantium. Don't leave Middlegate before your party reaches about the third or forth level. Each town has several general locations. These are: The Inn, a place to safely stay and save the game; the Blacksmith, where you can buy and sell items and have items identified; the Tavern, where you can get provisions, eat, hear gossip, and meet hirelings; Portals, which provide instantaneous travel from one town to another; Mages Guild, where spells can be bought; Temples, where you can be cured and blessed; Training Centers, where you can train to the next highest level; Skill Schools, where you can learn secondary skills such as map-making; and a Locksmith, where you can buy keys. The Towns In Middlegate you will find: The Inn, where you begin the game; S.J. Blacksmith, near the Inn; Slaughtered Lamb Tavern, near the Inn, where one of the meals is useful and rumors abound also; Sleepy's Mage Guild, on the north side of town; Gateway Temple, near the Inn; Turkov's Training, east of the Temple; the Town Gates, on the north side of town by the Guild; Edmund's Expeditions, on the northwest side of town, where useful outdoor skills can be learned; Otto Mapper, near Edmund's, where you can learn map-making; Wizard Nordon, in the southern part of town, for your first quest; Poorman's Portal, west of the Inn, where you can go to Sandsobar; Combat Arena, the east wall of town; Travel Agency, the east wall of town; and Murray's Resort, this must be reached by flying or walking on water spells, one of the services offered at Murray's is useful through the game. Sandsobar, the next town, can be entered via the portal. There are a lot of undead in Sansobar so be sure and have a cleric with you. Many of the monsters here can throw sleep spells, so some sort of protection would be useful. The features of Sansobar are: Red Lantern Tavern, in the northwest part of town; Temple Benedictus, across from the Tavern; Whirlwind Mage Guild, south of the Temple; Sheik Training Arena, south of the Tavern; Big Al's blacksmith, inside the town's north wall; Monster Bowl combat arena, on the east side of the main street; Dune Portal, near the south wall, which provides transport to Middlegate; Sirocco Portal, along the north wall, which provides transport to tundara; and the Town Exit, in the northwest corner, which leads to the Plains of Peril. Look for the drunken sorcerer in the buildings along the west wall of town. He will assist you in purchasing spells from the guild. In the southwest corner of town, several useful skills can be learned. Before you leave Sansobar, buy the yellow key from Fitpro Locksmith. Use the portal to get to the next town, Tundara. Tundara is a small town in the middle of an icy plain. Much of the business here occurs in the regions between the northern and southern walls. The inner town contains many of the places you will need. The passage to get from one area to the other is concealed along the inner west wall with a keep out sign. The town of Tundara contains: the Tundara Arms Inn; Lucky Dog Saloon; Thundrax Weaponry; Town Exit, on the northwest corner of town; Le Porte Portal, located in the Inn, to take you to Sandsobar; Polar Portal, located in the saloon, to take you to Vulcania; the White Dove Temple, between the northern walls; and the Mystical Mage Guild, near the Temple. In order to join the Mage Guild in Tundara, search the buildings near the Saloon. You can gain some useful secondary skills in the business region between the northern walls. Rumors circulate Tundara concerning a snowbeast which lives inside the outer wall. It is rumored to be immune to magic. There is a boarded off area around the Saloon that has never successfully been explored. Near the center of town is the entrance to caverns below the city. Vulcania is the next town to visit. It is a dangerous town built inside a volcano. Be careful in Vulcania because magic does not work in many areas. In Vulcania you will find: Belinthra's Bar, where you can sometimes hire help; Training Academy, one of the best in Cron; Vulcanium Transport, to take you to Tandara; the Vulcaniun Export, to take you to Atlantium; Hotel Four; Lava Locksmith, buy the red key; Blackrock Mage Guild; Bestway Blacksmith, along the east wall of town; and the Vulcan Temple, near the Blacksmith. There is an entrance to the caverns under the town in an alley near the hotel. West of the Mage's Guild, you will find a sorcerer who sells memberships to the guild. Visit the town square and the four statues before leaving town. Atlantium, the next town, is the most dangerous town to explore. Along the east and west walls in Atlantium, you will find several statues. The plaques at the bottom of these statues will provide you with hints about the quest that your characters need to complete before the world can be saved. In addition to this, you will find in Atlantium: Carriage Inn; Drewnhald Ironworks, where powerful artifacts can be bought; the Colosseum, a battle arena in the center of town; Elusian Temple; Cabalist Mage guild; Classic Key Shop, all three west of the Colosseum; Island Training and Boar's Tongue Tavern are east of the Colosseum; Beautify Atlantium Portal, sends you to Vulcania; and the Mystic Portal sends you to Middlegate. The caverns below Atlantium can be reached from the northwest corner of town near the Jail. Regions A1- Travel in this icy region is difficult. Natural disasters are frequent. In the mountains of this area, a search will uncover an ancient clerical spell. Traveling through the extension of the Plane of Air will help your cleric develop a spell to make travel easier. A passage exists that will take you back to the Time of Air. A rumor about this area suggest that this area was once ruled by a mighty warrior with an invincible magic weapon. A2- In the north eastern region of this area is a small group of mountains. There are some monsters in these mountains that hold the secret to a powerful spell. Search the ice in this area also, to turn up other valuable artifacts. In the western part of the ice is the Death Spider. Do not anger her for she holds the key to your success. The southern part of A2 is covered by woods and more mountains. In a valley between mountains there is a stronghold filled with gold and a fountain which restores you. Be careful you use the correct fountain because one of them is dangerous. In the southern mountains is a weapon of great value held by some descendants of ancient nobles. The woods to the west offer many patrols and the entrance to the castle of Lord Peabody. He can help with the history of Cron. A3- About the only thing of interest in A3 is the gourmet who lives on the peninsula . Near the southern border are the Pearl Islands where you can find treasure and allies. A4- Much of this region is water, half of it being from the Elemental Plane of Water. Passage can be made from this area to the Time of Water. Between the two oceans is a mountain area. There is an ancient clerical spell hidden here. Travel through the Plane of Water will help you cleric develop a spell to make water travel simpler. B1- In the middle of this ice plain is a single mountain. This mountain is a hide-out for evil monsters who have booby-trapped it well to protect it from outsiders. Carefully exploring the ice will reveal an ancient fortress. Help the lord and he will pay you well. A magical creature lives on the ice who will provide your party with gold. In the forest area to the northeast, you will meet a group of lumberjacks who will treat you well if you behave. B2- In the mountain area to the west, you will find much danger but the treasure is worth it. There is a road running through this area. North of the road in the east is often a merchants meeting, while to the south, you will find the circus. There are two clearings in the southern woods. One will be useful to your archers while the other is useful for travel. B3- This area is mostly open area on the shores of a bay. In the bay is the Isle of the Ancients. The mountains on this island conceal the hiding places of two ancient wizards. The north shore is inhabited by the Dread Knight and the Jouster. Both are dangerous adversaries. B4- This area holds come of the most dangerous monsters of Cron. The eastern plains are inhabited by hostile natives who attempt to take hostages. Meeting these natives can help your cleric learn a powerful spell. Murray's resort is in the waters in the southwest section of this region. The eastern shores hold valuable treasures in their shallow waters. C1- This area is inhabited by many of Cron's undead monsters. The forests of this section hold one of the most powerful of clerical spells but are protected by a lost soul named Corak. In the west are two magical fountains that help with spellcasting. Also in the west are several Hungry Devils guarding a spell. In the southwest corner is a hermit who rewards those who help him. C2- There are three magic fountains in this area, two of which are harmful. In the southwest section of this area is a tribe of Orcs who attack intruders. Also in this area is the Tomb of Corak. The magical pit you will encounter here can be fatal to inexperienced characters. In the square lake of this section rises a lone mountain. Few people have reported back from exploring here, no one has entered the mountain and returned. C3- This area is home for many of the Druids in Cron and includes the Great Druid Stronghold. The mountain ridge that runs through this area is inhabited by barbarians who challenge anyone passing through. To the far southeast there is a monster stronghold where a large force is being trained. The forbidden forest is being patrolled by militia from this stronghold. The ferry to Murray's Resort leaves from a dock in this area. The path to Murrays is safer even than taking the enchanted road. On the north side of the grasslands is an old man who possesses information which might be useful. C4- Much of this area is swampland where levitate spells do not function. Not much of interest here. D1- Much of this area is mountains, the largest of which has been destroyed and is now a dead area. Entering this area will cause a character to become sick and sometimes die. At certain times, Nature will override the diseased area. The spell that was used to devastate the area is still in this immediate area. In the mountain to the north, the dragons have set up a stronghold called the Dragon's Dominion. Barbarians in the mountain range guard an ancient artifact that may prove very useful. In the valleys of the southern mountains there are several goblin villages. Freeing some of the victims of their evil leader can lead to some lasting friendships. D2- This area houses the royal palace in the northeast corner. An evil baron has set up a toll booth on the road and won't let anyone pass without paying. In the southern portion of this region is mount Farview. Visit it and the 12 Jurors for you Juror's Quest. D3- This region is home to two of the most evil creatures in Cron. There are also tribes of natives that inhabit this area. Give them no mercy for they are all ruthless killers. A corner of the Desert of Sesolation extends into this area. D4- This area contains the castle of Lord Slayer and is almost entirely swamp. On the northeast side of the swamp is mountains, and north of the mountain is plains. In this area you can often find one of the Swords of Nobility. It is guarded by a violent group who regard the idol as their icon. Monsters seen going into the swampy area come out regenerated. No one has returned from attempting to follow them in. E1- A large mountain in this area separates Cron from the Elemental Plane of Fire. Also in these mountains is a powerful spell left here by travelling clerics. Travelling through the Plan of Fire will help your cleric develop a spell to deal with the environment. In the southwest corner of this area is the town of Vulcania. North of Vulcania is a sales place that magical gemstones can be found. In the farthest corner of this region is a passage to the Time of Fire. E2- This desert area is the most dangerous region in Cron. The mountains to the north conceal some of the best treasures in Cron and some of the most dangerous monsters. A monster called the Crawling Envoy of Evil Lives in this area. A magical fountain exists in one of the desert oasis known as the Greatest Fountain. E3- This region is desert to the north and plains in the south. An Envoy of Evil lives in this area and guards a pool that enhances your attributes immensely. Earthquakes, which occur frequently here, have uncovered a secret hideout for many of Cron's monsters. E4- Mountains in this area stand between Cron and the Elemental Plane of Earth. These mountains hide a valuable spell. Travel in the Plane of Earth will help your cleric develop a spell to protect your party. The town of Sandsobar is in this area. Time Travel Lord Peabody's Wayback Machine can help you to travel through time into Cron's past. Monsters from the past are, as a general rule, more powerful and dangerous. The most important past Era is the 8th, as this is when King Kalohn was deposed. Also important in the 8th era is the Castle Zabran. Here, your party can learn to find where missing spells are and where to find hirelings. If you run into another party here, try bribery before you attack. The only way to get back to the present is to rest occasionally. There is no way to tell just how long you will remain in the past. Underground Caverns Middlegate- This cavern is populated by goblins and orcs. Recover items that have been stolen from the town and return them to their owners. Examine the walls and floors for important messages. Sandsobar- This cave is populated by rats, thieves, and other lower life forms. In this cave is a friendly undead who will present you with a needed gift. There is useful information here that will help with your Juror's Quest. Tundara- This cavern is broken into four sections. There is a device here that can be used to travel around the cave. Don't play the slots unless you know what your gambling for. Vulcania- This is a cave riddled with secret passages. Be careful of the floor because much of it is hot. You will receive a reward if you successfully negotiate it. Atlantium- This cavern is a difficult maze with many dead ends. Be careful of the statues because some of them are harmful. Information found here can help you in future quests. Castles Hillstone- This is the home of Lord Slayer. Slayer is a hunting fanatic and will reward you if you bring him trophies. There are two prisoners here. Free them and they will reward you. Winning a Red Triple Crown will increase your reward. There is an ancient totem in this castle which can be useful. Hillstone Dungeon- Half-orcs, ninjas and barbarians are not welcomed here. There are several unavoidable traps here. There is also a device that enhances IQ but causes a loss in strength. There is a portal here that transports you to another location inside the dungeon. Level two of the dungeon has many of the same facets. Unavoidable traps, etc. Pinehurst- This is the home of Lord Peabody. The Bishop of Yellow Battle is held in this castle also. Many of the monsters in this castle are deadly and should be avoided. Watch for traps here also. Pinehurst Dungeon- Humans, Knights, and Paladins are not welcome in these dungeons. Accuracy is enhanced here but speed is hampered. Be careful of traps. There are several useful magic items on the dungeons second level. Check the southwest corner. Woodhaven- This is the home of Lord Hoardall. This lord keeps track of his treasures and will know when you steal anything. The Green Bishop is held prisoner in this castle. There is a convention of healers in this castle around May 27th. They are trying to solve the sickness caused by the dead zone. Woodhaven Dungeon- Elves, Robbers and Clerics are not welcome in these dungeons. While exploring these dungeons you will repeatedly be hit by darts. Just rest afterwards and it should not bother you too much. When you get to the second level, travel becomes difficult because many of the doors are secret and there are random teleporters throughout. Alignment can voluntarily be neutralized here. You can trade treasure for experience here and also find a way to increase your luck. Luxus Royale- This is the castle of Queen Lamanda who is the leader of Cron. In order to earn an interview with the queen, you must have completed your Juror's Quests and won a Black Triple Crown. The Black Bishop, who is imprisoned here, will also see you with the Black Crown Royale Dungeon- This dungeon is a prison, filled with permanent spells that prevent magical transportation. Avoid the guards if possible. Dwarves, Sorcerers, and Archers are not welcomed here. There are ways hidden here which enhance speed and strength at the expense of endurance. Level two is a difficult dungeon with random teleports all over. There are ways to gain additional hit points here as well as ways to change sex and alignment. The hit point salesman is to the northwest. Pay attention to the walls for some information. Caves Etc. Ice Cave- This cave is in the middle of the ice plains. There are traps here that rob you of spells and very dangerous monsters. It is not worth the benefit of exploring. Corak's Cave- Corak's body rests here in a crypt to which only Clerics and robbers are permitted to access. Hiding in the cave is Corak's assistant Lloyd. He will teach you s sorcerer's spell in exchange for returning Corak's soul to his body. Gemmaker Cave- This cave is by the side of a volcano surrounded by a lake of lava. The Gemmaker hides in the cave and will reward anyone intelligent enough to weed him out. Gems are often scattered around the cave and are easily accessible. Protect yourself from the heat of the volcano before entering the cave. Sarakin's Mine- This mine is haunted by the old miners ghost. It is collapsing in many areas and is difficult to negotiate. Gold nuggets are scattered on the floor of the mine. Rift Cave- This cavern is on the edge of the desert of Desolation. The ground sometimes splits open in this cave and swallows the unwary. This cave is used as a storehouse and has bits of information scattered throughout. The cave itself seems to enhance speed. Druid's Stronghold- This stronghold is the home of the four different Druids; earth, air, fire, and water. Each of them has set traps inside so be careful. You can obtain a useful spell as a reward for a completed task here. Exotic plants may prove useful in lightening your load. Dragon's Dominion- This dangerous cave holds many treasures for those strong enough to survive it. There are three ways to gain hit points in this cave, guarded by dragons. The Ancient dragon guards the best of these three. Forest Fort- This fort is the home for a large invading army. You will find many common soldiers here along with other monsters. The M.P.'s are tough, as are sergeants and officers. Paladins may find the solution to their Juror's quest. Murray's Cavern- This cave is part of Murray's Resort and is what Murray uses to store his wealth and riches. If you can pass his entrance requirements, Murray can often be found in his office. Murray is one of the most powerful beings in Cron so be careful how you handle him. Dawn's Resort- This resort is run by Murray's Ex, Dawn and is exclusively for monsters. Murray would like to close this resort to repay Dawn for leaving him. This resort is a good place to find hirelings. Also hidden in this resort is one of the best treasures in Cron. You must figure out how to take it in order to win the game. The Dark Keep and Tower of Mercy- These towers hold two of the most powerful sorcerers of Cron in stasis. The towers will not let anyone but Sorcerers and Robbers enter. The inside of the towers is a maze, upon which further advances must be made. Once you reach the hidden room, you will have to correctly set a combination into two panels to release the stasis. These combinations are hidden somewhere in Cron. Setting the Sorcerers free fulfills the Juror's Quest for the Robbers and Sorcerers. The Square Lake Cave- On an island in the middle of Square Lake is the entrance to this cave. The entrance says chosen ones only. A chosen one is one who has received his Black Triple Crown, completed his Juror's Quest and been named so by Queen Lamanda. Once your party enters, you must battle through powerful monsters until you reach the final door. You cannot enter this door until you have rescued King Kalohn. Once you save the king, visit here for your final puzzle. Pay attention to the word "cryptogram". Elkon Enterprises.........Bart Simpson