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Alright, I went ahead and tried it again, this time using the teleporters, but only for Doom. I left the demon alone, and freed everyone else.
This time the statue of judgment told my neutrals they did the right thing once, and the goodies they did the right thing 3/6 times. The reward is experience, and honestly not very much of it. Unless 6/6 gives a lot more than double, you could do better in less time by fighting Wyverns at C3.
My thinking is that evil people should torture everyone, neutrals should leave everyone alone, and good people should free the child and "fair maiden" but leave the rest alone. That would account for the numbers I wound up with anyway.
It's making a lot of assumptions, though - there's not much information to go on. Demons and mutants might look menacing, but hasn't Ultima 6 taught us any lessons? Likewise, fairy tale logic says that "fair maidens" in distress must be rescued, but maybe she's a psychiatric ward patient, and if you let her go, she'll kill someone with a hair pin. And the bound and gagged "cloaked figure" in Blackridge South might be a spy from an enemy kingdom awaiting interrogation, but maybe this is a self bondage scene gone awry, and you arrived just in time to intervene.
Post edited May 20, 2010 by ikantspelwurdz
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ikantspelwurdz: Demons and mutants might look menacing, but hasn't Ultima 6 taught us any lessons?

To be fair, MM1 was released before Ultima 6.
But yeah, I've heard elsewhere that the experience rewards for the prisoners quest are not really worth the effort. If you do want to try and max the rewards though, I've read that only neutral characters gain from leaving the prisoners alone. So that means that of the six prisoners, 3 should be freed and 3 should be tortured for the ultimate "good" reward.
On an unrelated note, I realize now that I never mentioned protective spells. Are you in the habit of using them? They can make a lot of the game much easier. Levitation protects from pit traps in certain dungeons, psychic protection helps in some specific areas but also completely protects from sleep spells, and the elemental protection spells are useful against enemies that use those attacks, and maybe also help protect against the effects of traps (anyone know if that's true?). I got in the habit of having mine on all the time.
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ikantspelwurdz: Demons and mutants might look menacing, but hasn't Ultima 6 taught us any lessons?
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Waltorious: To be fair, MM1 was released before Ultima 6.
But yeah, I've heard elsewhere that the experience rewards for the prisoners quest are not really worth the effort. If you do want to try and max the rewards though, I've read that only neutral characters gain from leaving the prisoners alone. So that means that of the six prisoners, 3 should be freed and 3 should be tortured for the ultimate "good" reward.
On an unrelated note, I realize now that I never mentioned protective spells. Are you in the habit of using them? They can make a lot of the game much easier. Levitation protects from pit traps in certain dungeons, psychic protection helps in some specific areas but also completely protects from sleep spells, and the elemental protection spells are useful against enemies that use those attacks, and maybe also help protect against the effects of traps (anyone know if that's true?). I got in the habit of having mine on all the time.

Not sure, but I'm in the habit of using every protection spell I have available too, and the psychic blast traps that protection saves you from instantly kill a random party member so it's good to have that on.
I only use levitation and psychic protection when I'm in a dungeon that has those traps. And so far I've found other protection spells to make little difference in how much damage I take (fights that I can't survive normally still kill me when I use protective spells). I rest a lot, so it's a pain to cast those protective spells all the time, unless I think I'm about to need them.
I've reached levels 10/11 now, and I'm going through the todo list again. Some of the encounters I can handle now. Some I can't. I've finished all of the Lord's quests except for bringing Okrim's Ring to Lord Hacker - the dragons in the City of Gold are too much for me. I'm currently attempting to fully explore every area in the overworld that I couldn't before. I'm currently going through E3, including the area behind the castle (accessible via teleport), but unfortunately, it froze on me. After I finish surveying the overworld, next I test the dungeons, most of which I've skimmed through with teleport.
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ikantspelwurdz: I only use levitation and psychic protection when I'm in a dungeon that has those traps. And so far I've found other protection spells to make little difference in how much damage I take (fights that I can't survive normally still kill me when I use protective spells). I rest a lot, so it's a pain to cast those protective spells all the time, unless I think I'm about to need them.

Ah, see I only rest if I need spell points and try not to use too much magic in battles (actually just ctrl-a through a lot of them) so I generally get a few fights between rests and having the protections up all the time is useful.
The input bug just happened AGAIN! This time in the Warrior's Stronghold, level 1, in the column on the left side.
...And again in B2, near the upper-right of the area.
Ok, final update. I gave up trying to 100% this game. The grinding for the hard stuff just got too boring. I finished the astral plane, found the secret of the inner sanctum, and have transferred my characters to MM2.
Though I do wonder, do the gates to another world in MM1 actually do anything?
Post edited May 23, 2010 by ikantspelwurdz
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ikantspelwurdz: Though I do wonder, do the gates to another world in MM1 actually do anything?

If you've found the secret of the inner sanctum, save your characters at Sorpigal and then visit the gates to another world again. You'll get the "you won the game" message.
But other than that, they don't do anything.
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ikantspelwurdz: The input bug just happened AGAIN! This time in the Warrior's Stronghold, level 1, in the column on the left side.
...And again in B2, near the upper-right of the area.
Ok, final update. I gave up trying to 100% this game. The grinding for the hard stuff just got too boring. I finished the astral plane, found the secret of the inner sanctum, and have transferred my characters to MM2.
Though I do wonder, do the gates to another world in MM1 actually do anything?

Well, if you "successfully completed" MM1 then your characters you transfer to MM2 are set back to level 7 instead of level 6, and theoretically the gates are how your characters actually get to CRON, and seeing as MM2 was planned from the get-go that's probably why they're there.
>>>The input bug just happened AGAIN! This time in the Warrior's Stronghold, level 1, in the column on the left side.
...And again in B2, near the upper-right of the area.
You mean the bug you described earlier that froze the game once in combat?
Did you contact GOG support with the bug?
theoretically the gates are how your characters actually get to CRON, and seeing as MM2 was planned from the get-go that's probably why they're there.

I know that. I just wondered if anything happens as a result of visiting the gates. You get a message that says:
CONGRATULATIONS DISTINGUISHED TRAVELERS! THE GATES ARE NOW OPEN TO YOU, IN ORDER TO PASS THROUGH YOU MUST FIRST FIND MIGHT AND MAGIC BOOK TWO!!!
But you can just back away, and visiting it doesn't seem to have any impact on your ability to transfer to MM2.
Did you contact GOG support with the bug?

I've tried before, more than once, and with games that are higher profile and with bugs that are quicker to reproduce. In one case, I gave info on how to fix the bug as well. At this point, I just don't think GOG takes bug reports seriously.
Well, college was killing me so I couldnt really post my progress here...
I've basically done all the king's quests for Inspectron and Hacker, who I will must say is a dick. Save before talking to Hacker after doing his 7th quest(bring him Okrim's Ring). He basically warps you to the 4th level of the fabled building of gold after stealing your gold.
I got up to where you kill Raven for Ironfist. However, the master archers were too strong at level 10. Even with shield up they were consecutively railing my characters for 80+ damage even with shield up. I just can't deal with that right now!
I've ended Og's plight(Gotta say getting the idol in the fabled gold building was horrible!), solved the magic square puzzle, and mastered trivia island. I ended up going to pretty much explored every area multiple times(Volcano caverns and the castle of doom make me wanna kill myself), made some awesome maps(Though the Soul Maze can go die in a fire!).
At this point I am pretty much stuck though. Half my characters are at 11 and the other half are at 12. After busting out of the soul I was told to go to the astral plane... Well that's cool and all but how the fuck do I get there!? My sorcerer is L11 and needs a shit ton of exp to hit 13 where she'll get Level 7 sorcerer spells. As far as I know the only way to get to the astral plane is to cast the level 7 spell that transports you there.
Am I pretty much stuck grinding out exp till I hit level 13?
Post edited June 06, 2010 by RagingChaos
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RagingChaos: Well, college was killing me so I couldnt really post my progress here...
I've basically done all the king's quests for Inspectron and Hacker, who I will must say is a dick. Save before talking to Hacker after doing his 7th quest(bring him Okrim's Ring). He basically warps you to the 4th level of the fabled building of gold after stealing your gold.
I got up to where you kill Raven for Ironfist. However, the master archers were too strong at level 10. Even with shield up they were consecutively railing my characters for 80+ damage even with shield up. I just can't deal with that right now!
I've ended Og's plight(Gotta say getting the idol in the fabled gold building was horrible!), solved the magic square puzzle, and mastered trivia island. I ended up going to pretty much explored every area multiple times(Volcano caverns and the castle of doom make me wanna kill myself), made some awesome maps(Though the Soul Maze can go die in a fire!).
At this point I am pretty much stuck though. Half my characters are at 11 and the other half are at 12. After busting out of the soul I was told to go to the astral plane... Well that's cool and all but how the fuck do I get there!? My sorcerer is L11 and needs a shit ton of exp to hit 13 where she'll get Level 7 sorcerer spells. As far as I know the only way to get to the astral plane is to cast the level 7 spell that transports you there.
Am I pretty much stuck grinding out exp till I hit level 13?

There is a door that takes you there if you have a key. (I think it's the Diamond Key)
**Spoiler** The key is in B2 the door is in E3 **END SPOILER**
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Orryyrro: There is a door that takes you there if you have a key. (I think it's the Diamond Key)
**Spoiler** The key is in B2 the door is in E3 **END SPOILER**

There is also a way to temporarily boost your characters' spell levels, which lasts until you finish one combat, or until you rest. This can be used to enter the Astral plane using the Astral Spell.
Getting the highest level spells by actually leveling up can be quite useful though. If you want to try to level your characters to 13, one thing that can help is to use the Fabled Fountain of Dragadune, which I know you found because you did all of Inspectron's quests. If you give all your gold to your sorcerer, for instance, and then visit the fountain, that's a good way to boost his/her experience since he/she levels slower than everyone else. Then you just need to gather enough gold to pay for the training.
Oh, and one warning... some of the really good level 7 cleric spells will age the caster when cast. The manual does not tell you this, so I was very surprised when my cleric was suddenly 100 years old and kept dying when I rested. You can reverse the aging by casting Rejuvenate though.
Oh god... The astral plane is horribly confusing... This is going to take a while... I want to pimp slap the guy who thought it'd be funny to make the location spell not work.