
Play Might and Magic - Book Two Online
Game Info
Summary
Might & Magic II (often called Might & Magic Book Two) feels like a polished upgrade of its predecessor, thanks to sharper SNES graphics and a handful of UI tricks – a delay selector for faster input and a spinning cursor that tells you when the game is waiting for a command. The party can swell to eight members thanks to hirelings, who act like regular characters but demand a daily wage that climbs with each level. New classes such as the stealthy Ninja and the hardy Barbarian add fresh quest lines, while secondary skills like mountaineering and linguist let you scale cliffs or decipher hidden messages.
The numbers are absurdly generous: characters can level to 255, health can hit 65,535 points, and magic can reach 9,999, with equipment bonuses capped at +63. An automap appears once you train a cartographer, and the world is peppered with quirky puzzles – a sex‑change device, drunken debuffs from too much ale, and a circus that boosts stats if you collect enough cupie dolls. Time travel spans nine centuries, and the final showdown even lands you aboard a spaceship, a tongue‑in‑cheek nod to sci‑fi amid the fantasy.
Despite its combat‑heavy reputation, the game rewards clever party composition – a mix of genders, alignments, and races – because many items and locations are locked behind those traits. Aging characters can die at 75, but a health‑spa visit can shave years off, adding a subtle race against time that keeps the adventure feeling alive.
Storyline
After the events of *Might and Magic Book One: The Secret of the Inner Sanctum*, the heroes who helped Corak defeat Sheltem in Varn seize the mysterious "Gates to Another World" and step onto the world of CRON. CRON is under siege from Sheltem’s encroachment, and the party must trek across its lands, the four elemental planes, and even through time to keep Corak from hurling the world into its sun. Each class has a unique quest: the Knight faces the Dread Knight, the Paladin slays the Frost Dragon, the Archer stops Baron Wilfrey, the Cleric reunites Corak’s soul with his body, the Sorcerer frees both good and evil wizards on the Isle of the Ancients, the Ninja assassinates the wicked enchantress Dawn, and the Barbarian defeats the chieftain Brutal Bruno. The climax demands time travel to confront the final boss, and the last dungeon forces the party onto a spaceship where they must decode a timed message to escape the planet. In short, *Might and Magic Book Two* (aka *Might and Magic II: Gates to Another World*) sends you on a glorious journey to save CRON and yourself.
Edited by Maya Carter




