Together RPG - Might & Magic III - 6/1-8/1

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Sarge
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by Sarge »

Ack wrote:Still, once I had charted the boundaries of my current territory, I decided to move into the local township, Baywatch. Instead of enjoying heaving bosoms clad in only skimpy red swimsuits, I discovered Baywatch was completely overrun with the undead, and they would not go without a fight.
Well, duh. That show's been off the air for years now. That's probably what's left of 'em, or maybe the silicone has gained sentience and re-animated them, or something. ;)
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by MrPopo »

I'm going to save you some heartache; you won't be able to solve the Unicorn quest until you are MUCH further in the game.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by Ack »

Ha, that's fine with me. I'm not sure if I have the ability yet to go check out either of those dungeons right now either. In fact I really seem sort of aimless at the moment, so I'm trying to kill what I can for more xp and expand my boundaries until I find the plot. I did accept a quest to find some lady's brother in the sewers under Baywatch while nabbing skills, but I have yet to start that up. I'm also not sure if I should be going after the ghoul right now in the back room.

In short...I have no idea what I'll do next, but I'm sure I'll manage to get into trouble.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by Key-Glyph »

Oh Ack, this is fabulous. :lol:
Ack wrote:With this band of riffraff, ruffians, and douche bags...and Key too(nobody gets to talk bad about Key)
Nono, let them talk bad. More smoking piles of ash for us to loot afterwards.

I look forward to hearing more about our adventures. I love naming RPG parties after my friends so much that I sometimes forget what the actual canon characters' names are, so I'm into this.

Was there character customization in this game? I assume not, but if so, we need to see screenshots of everybody.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by MrPopo »

Not visually; there are two character portraits for every race/sex combination and that's the extent of customization.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by Ack »

I was unable to find a picture of just the character shots, but this image has four of the same portraits that I use:

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Moving from left to right:

#2 is Fastbilly
#3 is Ack
#5 is Key
#6 is Noise

Also in this image, #7 is a pedophile and #8 is hiding in your closet.

Not pictured: Popo or Bone. Popo because he is probably busy crushing things like brewskies and cars, Bone because he is trying to get his underpants down from the flagpole we ran them up this morning.

Anyway, back to the nefarious and salacious encounters of the B-Team in the animalistic wild, in the heat of the sun, their muscular, sweaty bodies heaving to the sound of...

...oh ick, never mind. We're getting into fan fiction territory.

Since I spent nearly four hours of my free time last night totally sucking at Rocket League, I only managed to put in about half an hour in M&M3. However I was quite productive with my time, choosing to move in to area B1 on the map and wage a genocidal campaign against the magic mushrooms and giant insects which had overrun that land. Thanks to my new mobility abilities, I easily moved through the landscape, charting and killing, killing and charting. It's like Lewis and Clark, but with far more murder involved. By the end the B-Team's armor was spattered in fungi guts and bug parts, and I think we extracted the still twitching leg of an Oh No Fly(That is their name. Seriously.) from Noise's back.

Why did we do it? MAD LOOT, YO! I found way more money and even more gear and equipment, plus I gained enough experience to push all of my characters into the level 8-9 territory. That is now A1, A2, and B1 completely cleansed on the overworld so that civilization may reclaim it. A civilization that thrives on making people pay for leveling up, pay for joining the magic guild so that they can then pay for spells, pay to get advice from fountains possessed by the spirit they just so happened to rescue earlier and who owes them his life, pay for access to quests, pay for food, pay for advice, pay for healthcare...that's right, Might and Magic III is textbook America 101. It's all about the glory of pushing native monsters off their land and installing CAPITALISM!

GOD BLESS AMERICA!

Anyway, I also took a quick turn into a dungeon full of hissing and ended up fighting a brief encounter against snake people and that annoying candle from Disney's Beauty and the Beast. I killed a few but realized the fight was a bit tough and headed back out. I may go back and see about taking on that ghoul in Baywatch. It's also time to finally get to exploring the caverns beneath the city of lifeguards and undead Pamela Andersons. Tally ho!
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by noiseredux »

Ack wrote: #6 is Noise
I thought for sure you were gonna say I was #5. But #6 does look like my dude from KF2.
It's also time to finally get to exploring the caverns beneath the city of lifeguards and undead Pamela Andersons.
Man, I really need to play this. Though I'd prefer some Nicole Eggerts.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by Exhuminator »

I have M&M I-IX via GOG. I also have M&M X Legacy or whatever it's called.

I've never played any though. :)

Are M&M 1-2 worth playing? Are they too archaic to be worth the trouble?
PLAY KING'S FIELD.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by MrPopo »

M&M1 is a bit archaic; the two biggest things are you 100% have to draw your own maps and that you need to keep a reference to the spells on hand at all times; to cast a spell you select the level and then the actual spell using two numbers.

M&M2 at least gives you an in-game reference to the spells since half are gained on level up and half are manually acquired. And there's an auto map available.

All that said, M&M1 was pretty fun and the mapping is quite satisfying; you slowly build a picture of the world and you realize it looks just like the pretty world map from the insert. And compared to Wizardry the combat is much less frustrating; the ability to rest after every combat to recharge means you don't need to play the "do I use the death spell now or do I save it for later and risk everyone dying while my fighter tries to pick up the slack?" game.
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Re: Together RPG - Might & Magic III - 6/1-8/1

Post by Ack »

Hey guys, I took Monday off, hence no update yesterday. I did manage to put in a fair bit of time into Might & Magic III over the weekend, and it would be tough to chronicle all of the goings on and such. Just about every character had some sort of defining moment, be it Ack discovering his AC was high enough that mummies could not hit him, Popo laying the smackdown on a pack of werewolves, Fastbilly looting copious amounts of chests and finding tons of loot that has made me filthy rich, Bone using his spells to save lives, heal status effects, and get me around the world, Key nuking my enemies with magical death such as the Mummy King or the Top Jouster, or Noise...nah, Noise hasn't done anything good. He's the binky of the B-Team. He's also the lowest level at 20. Noise, you suck!

I kid, I kid. Noise has Walk on Water, which has proven immensely useful.

Anyway, I figure it would just be easier at this point to list everything I have now cleared:

The large continent composed of A1-4 and B1-4 have been cleaned off.
The Frozen Isles in areas C1 and D1 have been mostly cleaned out. All monster spawners are done, though there are giants on C1 still roaming about.
The Greywind Isle of Illusion in C4 has been cleared of monsters.
The Serpent Wood in E1 has been cleansed, though some monsters remain in the Mutant Mountains of F1.
The Deathbog and the area around Swamp Town in E2 is done, along with part of the Shadowmire, though quicksand has hampered my exploration.

Fountain Head, Baywatch, Wildabar, and Swamp Town are cleansed of monsters. I've also finished the Fountain Head, Baywatch, and Wildabar dungeons.

I've emptied out the Ancient Temple of Moo, the Slithercult Stronghold, the Fortress of Fear, the Dark Warrior Keep, and the Cathedral of Carnage.

As for caverns, I've cleaned out the Arachnoid Cavern and the first half of the Cyclops Cavern. I pretty much stopped once I encountered the Cyclops because he hit hard, though that was a while ago. I have defeated the dragon's minions in the Dragon Cavern but must return to face the dragon another day. I'm currently driving out the witches in the Cursed Cold Cavern in the Frozen Isles.

I have also fully explored the Castle Whiteshield, Blood Reign, and Dragontooth, though I have yet to enter their dungeons. I cleared part of Castle Greywind.

I have the Golden Pyramid key, 3 Holograph cards, and have found four ultimate power orbs, which I've been turning over to the authorities in Whiteshield. I found them first, so...yeah, they get them. I have a bunch of keys to cleared out dungeons. Can I get rid of them?

As for my current plans, I have some artifacts of Good, Neutrality, and Evil to drop off. Once I empty my pockets, I'll finish off the Cursed Cold Cavern. After that...I'm not sure. Maybe I'll head back to the Isles of Illusion to clear out the island that Castle Blackwind sits on. Or maybe I'll continue mapping the swamp continent or hit up the southwestern desert island that I have avoided due to the Roc. Or maybe I'll go back to the castles and start clearing out their dungeons, or hit up the Halls of Insanity. All are possibilities.

Oh, and I have yet to go for the Fountain of Youth, but I'm starting to think I need it. A few of my characters have been magically aged somehow(I honestly don't know how, it just sort of happened), and while they're still relatively youthful(the oldest is 31), I need to fix the problem. I know it involves the Pyramids I've found, but I have no idea what to do beyond that.
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