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Might and Magic II: Gates to Another World

01 Jan 1988 Released T

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GOG
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Might and Magic II: Gates to Another World (1988/1989) is the expansive, mechanical powerhouse sequel that solidified New World Computing’s status as a titan of the early golden era of computer role-playing games.

Once again spearheaded by franchise creator Jon Van Caneghem, Book Two took the ambitious first-person design of its predecessor, drastically improved the underlying user interface, introduced deep tactical secondary progression systems, and pushed the sci-fi fantasy narrative to grand new cosmic horizons.


The Narrative: The Race Through Time on CRON

Picking up exactly where The Secret of the Inner Sanctum left off, your party of adventurers uses the titular Gates to Another World to track the renegade android villain, Sheltem.

You emerge onto a brand new, massive ecosystem called CRON. True to the series’ deep underlying lore, CRON is not a natural planet, but rather a colossal starship biosphere—specifically, the Central Research Observational Nacelle.

  • The Sun Cataclysm: Sheltem has successfully infiltrated the royal courts of CRON, assuming the identity of an advisor to the weak queen. His ultimate directive is apocalyptic: he has altered the biosphere’s propulsion systems, locking CRON onto a terminal crash course directly into its local sun.
  • The Chrono-Leap: Guided by the journal logs of the mysterious archmage Corak, your party cannot simply march into Sheltem’s citadel. To stop him, you must collect specialized element talons, cross deep dimensional rifts into the four volatile Elemental Planes, and physically traverse nine separate time-travel portals into CRON’s deep past to alter history and fix the starship’s flight parameters.

Mechanical Evolutionary Leaps

Might and Magic II is highly celebrated by CRPG historians because it pioneered structural mechanics that became baseline industry standards for the next decade:

1. The Skill Matrix & The Automap Saviors

In the first game, players had to physically sit at their desks with physical grid paper and a pencil to manually draw maps step-by-step. Book Two solved this by introducing Secondary Skills. Characters could train in up to two specialized traits:

  • Cartographer: Automatically unlocks a fully interactive, in-game Automap screen, recording your steps on a visual grid layout.
  • Pathfinder & Mountaineer: Essential for map navigation; having at least two party members train in these skills allows the team to bypass and cross dense forests or mountain hex tiles without getting pushed back.
  • Navigator: Prevents the party from losing its orientation and drifting randomly off-course when mapping massive open desert regions.
  • Linguist: Enables characters to decipher hidden, color-coded cryptographic glyphs on dungeon walls that harbor critical puzzle solutions.

2. Expanding the Roster: Hirelings & Two New Classes

While players still generate a primary team of six customized characters, Might and Magic II introduced Hirelings. Players can discover and rescue pre-defined NPCs across the map and pay them a daily gold wage to join the frontlines, extending the active party size up to eight characters for the first time.

The game expanded its classes to eight by adding two raw physical archetypes:

  • The Barbarian: Boasts the absolute highest baseline Hit Point scaling pool in the game, acting as the ultimate frontline damage tank.
  • The Ninja: A stealth-centric alternative to the Robber. While slightly less proficient at picking chest locks, the Ninja has a native passive percentage chance to trigger an immediate Assassination strike in melee combat, dealing double-damage critical executions.

3. Class Promotions

This entry pioneered Class Promotion Quests. Characters must complete a highly demanding, class-specific trial (e.g., the Ninja must assassinate the wicked enchantress Dawn, while the Knight must defeat the mythic Dread Knight) to earn a prestigious + symbol behind their class title, dramatically unlocking advanced attribute level metrics.


The Absurd Numeric Scope of Combat

The scale of Might and Magic II was completely unmatched in 1988. While contemporary RPGs limited battles to a small handful of foes, Book Two built a combat queue system capable of handling over 200 individual enemies in a single, turn-based encounter.

To deal with these massive armies, character numbers scaled exponentially:

  • Level Cap: Extended to 255.
  • Hit Points: Could scale as high as 65,535.
  • Enchantments: Weapon parameters could be physically bolstered via magical item forging up to a maximum threshold of +63.

Platform Architectures: PC vs. Sega Genesis vs. SNES

The game was continually ported across hardware lines, resulting in a distinct split between generations:

  • The MS-DOS / Computer Originals (1988/1989): Built primarily around functional keyboard input. They featured highly detailed, static EGA/VGA step graphics, though combat encounters relied on text descriptions to track exactly which enemies were standing in row pools.
  • The Sega Genesis Version (1991): Universally revered as a masterpiece console port. Handled with incredible care, it fully updated the graphics, integrated smooth mouse-controller menus, and provided fully animated, real-time combat portraits that visually represented the scaling enemy armies.
  • The Super Nintendo Version (1993): Suffered from massive, heavily compromised adjustments. Due to Nintendo’s strict regulatory guidelines of the era, the text-heavy game was subjected to extreme censorship (erasing religious words and changing demon titles), featured clunkier screen scaling, and chopped out several late-game dungeon zones to fit onto smaller cartridges.

Release History & Modern Availability

  • Apple II (Initial Launch): 1988
  • MS-DOS / Commodore 64 / Amiga: 1989/1990
  • Sega Genesis / Mega Drive: 1991
  • Super Nintendo (SNES): 1993

Modern Packaging

The definitive, optimized PC edition of Gates to Another World is perfectly preserved and instantly accessible today via GOG. It is natively included as a central pillar inside the Might and Magic® 6-pack Limited Edition digital bundle. The download comes pre-configured with a transparent DOSBox wrapper, ensuring it runs flawlessly out-of-the-box on modern Windows 10 and 11 environments while retaining its full 300+ page original scanned manual and digital cluebook maps.

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Might and Magic

37 titles
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1986
Might and Magic Book One: The Secret of the Inner Sanctum
Might and Magic Book One: The Secret of the Inner Sanctum
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1988
Might and Magic II: Gates to Another World
Might and Magic II: Gates to Another World CURRENT
Amiga Apple II Commodore 64 PC Sega Genesis +1
1991
Might and Magic III: Isles of Terra
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1992
Might and Magic IV: Clouds of Xeen
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1995
Heroes of Might and Magic: A Strategic Quest
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1996
Heroes of Might and Magic II:The Succession Wars
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1997
Heroes of Might and Magic II: The Price of Loyalty
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1999
Crusaders of Might and Magic
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PC PS 1
1999
Heroes of Might and Magic III: Armageddon's Blade
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PC
1999
Heroes of Might and Magic III:The Restoration of Erathia
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PC
2000
Warriors of Might and Magic
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49
2000
Arcomage
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PC
2000
Heroes Chronicles: The Fiery Moon
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PC
2000
Heroes Chronicles: Clash of the Dragons
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PC
2000
Heroes Chronicles: Masters of the Elements
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PC
2000
Heroes Chronicles: Conquest of the Underworld
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PC
2000
Heroes Chronicles: Warlords of the Wasteland
Heroes Chronicles: Warlords of the Wasteland
PC
2000
Heroes Chronicles: The World Tree
Heroes Chronicles: The World Tree
PC
2000
Heroes of Might and Magic III: The Shadow of Death
Heroes of Might and Magic III: The Shadow of Death
PC
2001
Heroes of Might and Magic: Quest for the Dragon Bone Staff
Heroes of Might and Magic: Quest for the Dragon Bone Staff
PS 2
64
2001
Heroes Chronicles: The Final Chapters
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PC
2001
Legends of Might and Magic
Legends of Might and Magic
PC
53
2002
Shifters
Shifters
PS 2
37
2002
Heroes of Might and Magic IV: The Gathering Storm
Heroes of Might and Magic IV: The Gathering Storm
PC
64
2002
Heroes of Might and Magic IV
Heroes of Might and Magic IV
PC
84
2003
Heroes of Might and Magic IV: Winds of War
Heroes of Might and Magic IV: Winds of War
PC
58
2004
Might and Magic Mobile
Might and Magic Mobile
Nintendo DSi Windows Mobile
2006
Heroes of Might and Magic V: Hammers of Fate
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PC
66
2006
Heroes of Might and Magic V
Heroes of Might and Magic V
PC
77
2006
Dark Messiah: Might and Magic
Dark Messiah: Might and Magic
PC Xbox 360
72
2007
Heroes of Might and Magic V: Tribes of the East
Heroes of Might and Magic V: Tribes of the East
PC
70
2009
Might & Magic: Clash of Heroes
Might & Magic: Clash of Heroes
Android iOS (iPhone/iPad) Nintendo DS Nintendo Switch PC +3
86
2011
Might & Magic: Heroes VI
Might & Magic: Heroes VI
PC
77
2013
Might & Magic: Heroes VI - Shades of Darkness
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PC
66
2015
Might & Magic Heroes VII
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PC
67
2016
Might & Magic Heroes VII: Trial by Fire
Might & Magic Heroes VII: Trial by Fire
PC
2026
Heroes of Might and Magic: Olden Era
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