Might and Magic/YMMV: Difference between revisions

m
no edit summary
No edit summary
mNo edit summary
 
(One intermediate revision by one other user not shown)
Line 11:
*** The boat to Dagger Wound Island offers traveling there on only two days of the week, being completely useless the other five days. This is especially frustrating considering that the boat from Dagger Wound Island to Ravenshore is available ''all week''.
* [[That One Sidequest]]: The Ninja promotion quest in ''Might and Magic VII''. Your goal is to find the "Tomb of the Masters", and you're given a scroll with a cipher (whose keyword is on another scroll located in the School of Sorcery in Bracada). Then you need to use letter substitution to decode the cipher (which, by the way, you can't do in the game itself), only to learn that while it tells you how to get into the Tomb of the Masters, it says nothing about where that tomb actually is (you can get a vague clue about its location from a "Journal Excerpt" in your castle dungeon, which does nothing to relieve the frustration). Then, when you finally find the tomb and open it, you learn that you must not only enter the Tomb, but also loot a certain item from one of its sarcophagi (which you weren't told about when you got the quest). [[Guide Dang It|Guide Dang It!]] indeed.
* [[Tier-Induced Scrappy]]: In ''MightsMight and Magic VII'', Clerics are the only class that can cast grandmaster protection from magic, which is the only defense against monsters which can automatically kill or eradicate players by hitting them. This makes the Cleric more or less essential, and an annoyance to players who like playing different classes for variety and would like to do 4 different class playthroughs rather than 3 different classes + cleric playthroughs.
* [[Unwinnable by Insanity]]:
** In ''Might and Magic IV'', people running around with no space in their inventory can lose the Xeen Slayer, and therefore the only means to harm the [[Big Bad]]. It is actually possible to get another copy of the weapon with a cheat code – then again, you might be playing a translated version where the code was changed into something undocumented.
** It is possible in ''Might and Magic VII'' to make the game unwinnable during the Warrior-Mage promotion quest. The quest is to replace a pulley belt on the elevator mechanism in an abandoned mine with a weak belt that's meant to break after an hour, rendering the elevator useless (and you unable to leave the mine if you're still on the lower level at that time). You can still get out of the mine by having the party wiped out by the many medusas and oozes in the lower level... unless you've defeated them all, and aren't lucky enough to have a teleport spell on your person.
*** Actually, it's really not that simple. In that game, the two teleport spells - Town Portal and Lloyd's Beacon - have some conditions. Town Portal can't be cast with hostile monsters in the area, unless the caster is a Grandmaster of Water (and likely isn't at that point) so if that is to be an option, defeating all the monsters is likely required (and in this dungeon, they're ''tough''). Lloyd's Beacon can't be cast at all unless you're a Grandmaster. Basically, unless you do wipe out all the monsters, making a run for it (maybe with Haste) is the best idea, after saving the game first.
*** It is still possible to kill your party by resting without food for too long.
 
{{reflist}}
[[Category:Might and Magic]]
[[Category:YMMV]]