Corak
An important figure in the wider Might and Magic conflict. His history and actions are central to the struggle involving Sheltem.
How it plays
The game uses a first-person viewpoint for overworld and dungeon exploration, with movement through a grid-like environment and separate displays for towns, encounters, and services. The main objective is to explore CRON, complete quests, gather information, improve the party, and confront major threats connected to the scenario.
Combat is turn-based and menu-driven. Characters can attack, cast spells, defend, change equipment, or use items, while enemies occupy the opposing side of the encounter. Progression comes from experience, gold, equipment, training, spell acquisition, promotion quests, and improved attributes. The party can include up to six active adventurers, with class and alignment choices shaping its capabilities.
Plan your run
Build a balanced party rather than relying on a single damage type. Keep durable front-line fighters, dependable healing, and several characters able to use offensive or utility magic.
Explore methodically and record clues, passwords, puzzles, and map locations. Save before major encounters and risky travel, maintain food and supplies, and return to towns regularly for healing, training, spell purchases, and equipment upgrades.
Meet the cast
An important figure in the wider Might and Magic conflict. His history and actions are central to the struggle involving Sheltem.
The principal antagonist associated with the series' larger plot and the continuing threat faced by the adventurers.
Before you begin
Map dungeons carefully; many passages, teleporters, traps, and one-way routes are easy to miss.
Maintain several save files before quests, promotions, and difficult encounters.
Train and upgrade equipment regularly, but keep enough gold for spells, healing, and travel needs.
Might and Magic II: Gates to Another World is a first-person, party-based computer role-playing game developed and published by New World Computing. Released for DOS in 1988, it continues the series' blend of maze-like exploration, town services, character development, and turn-based combat. Players assemble a party of adventurers and investigate the lands of CRON, where the conflict involving Corak and Sheltem provides the broader narrative context. The game is deliberately systems-heavy, requiring careful management of statistics, spells, equipment, food, and travel. Contemporary and later reception commonly praised its scale, depth, and freedom, while also noting its demanding interface and limited guidance. Its open-ended structure and substantial character-building options helped establish the design foundations of later Might and Magic games.
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