Warning: The following contains information that will help you
solve Might and Magic 6. Please, DO NOT READ FROM START TO FINISH.
You'll ruin the game. And a giant might squash your house.
Might and Magic 6 Faq (complete)
by (another) George - gbryant@sonetcom.com
-Sections-
Character Creation
Beggining Tips
Traveling tips
Lists
Spoilers
Bugs
Thanks, contact and misc info
Character Creation-
Your party must fill many roles and unfortunetly you have only 4
people to do this with. In the beggining I'd have..
someone for melee damage
someone for magic damage
someone who heals
someone who repairs items
someone who identifies items
someone who can pick traps
someone with the 'merchant' skill
This is a bare minimum. Later on you'll want to develop more
skills but these will atleast fill out the basic roles. You shouldn't
pick all of these in char creation but buy them from guilds as early
as possible. Here are my thoughts on the classes followed by what
characters in my party I used to fill which roles.
Knight- No magic but this can be a help as this will allow him to
have plenty of time to develop some of the skills your magic using
characters will be too busy to advance. (pick locks,repair,etc) My
knight doesn't do a tremendous amount of damage but he has a lot of
HP. This can help as usually atleast he is alive and he can retreat
with all my money instead of having to ressurect back in New Sorpigal
Paladin- a little bit of clerical magic and almost as much HP as
the Knight and does as much damage. Fairly useful, and since his SP
depends on personality it might be a wise idea to give him the
"Merchant" skill. I've noticed most people seem to pick one so this
might be a wise choice.
Archer- I didn't pick one but from what I've heard on usenet they
seem a mixed bag. Since my mage didn't do a lot of damage till he got
quite a few points in the various magic skills it wouldn't seem too
useful to have someone dabble in elemental magic. Most people seem to
be using them as Melee fighters anyway so it might be wiser to go with
a straight mage or a knight.
Druid- Once again, I didn't pick this one but from what I've
heard from the usenet they seem fairly useful. Propably would be
pretty weak in the beggining but late in the game using both magic
disciples would make them a very powerful class. NOTE: A Druid (or a
Paladin or Archer for that matter) can't learn the very powerful Light
and Dark magics so make sure you have atleast a cleric or mage in your
party.
Cleric- Their magic isn't as powerful as the mage's but you'll
use the healing spells a lot. They also become pretty good in melee
combat later on. Right now my cleric even hits more often then my
fighters, though they do more damage. They can also learn Light or
Dark magic.
Sorceror- (out of habit I call him a Mage sometimes but this is
who I mean) elemental magic is very powerful, especially the Air and
Water spheres. My sorceror has propably been the single most useful
member of my party. I don't think any party should be without one.
Once I got him to expert dagger he also did a fair amount of damage.
Though low on HP (as is the cleric) he can learn the Light and
Dark magics, which are very powerful.
My party consisted of a Knight, Paladin, Cleric, and a Sorceror.
My Sorceror started off with all the magic skills and used his points
only on them. Later on he learned Meditation which boosted his Sp but
besides that he's just been concentrating on magic. Its better to
master Water or Air magic before fire or earth. I gave him Dark Magic
later in the game. My cleric spent most of his time on magic, though I
did decide to give him the Item Identification skill as well. I also
made him start with all his magic skills. Spirit or Body magic is
better to work on before Mind. My Paladin concentrated mostly on melee
damage but also worked on the merchant skill. (I believe he started
with it in fact) He can be used as a back-up healer but I usually
leave that to my Cleric. My knight took the rest of the misc skills
(as well as working up a few weapon skills) of Disarm Trap, Repair
Item, and Perception. Though I've found perception to be nearly
useless so I haven't developed it much.
Beggining Tips:
Your first goal should be to get armor skills for all your people
(little use to getting them at creation) and hopefully buy some armor.
The guild offering to sell the leather armor skill is located in the
building behind the armor/weapon shops. Getting the bow skills and
bows for your party is a good idea as well but I think you have to
wait till Ironfist. The merchant skill will help a *lot* so you might
want to start putting points in that. You can pick up some money by
talking to one of the people inside the INN. He will also give you a
quest. After that you should head to the Town Hall and take the quests
offered there. You can also find two more quests from townspeople that
have to do with the abandoned temple NW of town. (they are a find
person quest and kill the spider queen) After that you might want to
head to the Goblin Watch tower as I think its a little easier. Make
sure you take the first right inside and check the walls before doing
the puzzle to the north. Kill the groups of monsters just hanging
around New Sorpigal by running up and kill a few then running back and
healing. You can also try to lure a few away from the main group.
Traveling Tips:
Read the manual or try right clicking on the item/whatever before
asking for help for the problem.
Horshoes found around stables and occasionally just randomly in
the world can be used to give extra skills points by right clicking
them on a character. They do respawn so it might be a wise idea to
check stables every once in a while. (I'm not sure of the respawn
rate, if someone knows please email me)
Spells can be bought in (so far for me):
Elemental Magic and Clerical Magic, low level - New Sorp.
Elemental Magic, except earth, low-mid level - Mist
Clerical Magic, low-mid level - Ironfist
Earth Magic, All- Silver Cove
Elemental Magic and Clerical Magic, low-high level - Free Haven
Light - Blackshire
Dark - Blackshire, Whitecap
Remember, quest destinations aren't always in the area where the
quest is given.
If you're ever lost in a dungeon try clicking on the walls, often
dungeons use hidden switches or doors to conceal the objective.
The Meditation and Body Building skills are very useful but they
are only dependant on your total HP/Sp and skill level. Its not by
your character level, so don't worry about them early on. Wait till
lvl 15 or 20 and master them quickly and watch your HP and SP shoot
up.
An easy way to gain money is to boost your Merchant skill to
master (has to be there to turn a profit) and get your Water magic
skill to expert atleast and goto shops and purchase items, then
enchant them with the "Enchant Item" spell, then sell them right back
to the shop. Items must be above 450 value to be enchanted and can't
have previous enchantments.
If you are trying to find an Expert Air teacher you can find one
in Free Haven or you can go to the back of the New Sorpigal Bank and
click untill you find a flight scroll. Use it and fly to the second
floor of the bank and inside is an expert air teacher. (must have 4
points in air to advance) You can also find an expert water teacher on
an island NE of New Sorpigal.
You can "swim" by getting as far as you can into water by walking
then jumping forward. This will damage your party on every step so
heal quickly.
There is a seer in the Ironfist region which will tell you which
shrine is activated this month.
The learning skill can be initially learned in Mist in one of the
elemental magic temples. The magic skills can be learned in their
various magic temples and the rest of the skills can be learned in the
guilds scattered around.
Sometime after completing the coucil quests you can get
permission to use the "royal yacht" from Castle Ironfist.
The Light Magic Master is behind the INN on the souther island on
the Eel Infested Water region. Not on the island with Castle Alamos.
Lists:
Trainers
Spirit- (Expert) New Sorpigal, (Master) Ironfist
Body- (Expert) New Sorpigal, (Master) Silver Cove
Mind- (Expert) New Sorpigal, (Master) Silver Cove
Earth-(Expert) Free Haven, (Master) Silver Cove
Fire-(Expert) Free Haven, (Master) Mist
Water- (Expert) Free Haven, (Master) Mist
Air- (Expert) Free Haven, (Master) Mist
Light- (Expert) Kriegspire, (Expert) Silver Cove? (Master) Almos
Dark- (Expert) Blackshire, (Master) Paradise Valley
Staff- (Expert) Mist, (Master) Silver Cove
Sword- (Expert) Free Haven, (Expert) Ironfist, (Master) Blackshire
Dagger-(Expert) Free Haven, (Expert) Ironfist, (Master) Castle Stone
Axe- (Expert) Ironfist, (Expert) Darkmoor, (Master) Darkmoor
Spears- (Expert) Mist, (Master) Darkmoor
Bow- (Expert) Ironfist, (Expert) White Cap (Master) Kriegspire
Mace- (Expert) Darkmoor, (Master) Blackshire
Leather- (Expert) Ironfist, (Master) Castle Stone
Chain-(Expert) Ironfist, (Expert) Bootleg Bay,(Master) Darkmoor
Plate- (Expert) Ironfist, (Master) Free Haven
Shield- (Expert) Ironfist, (Master) Blackshire
Identify- (Expert) Ironfist, (Master) Free Haven
Merchant- (Expert) Free Haven, (Master) Silver Cove
Repair- (Expert) Mist, (Master) Castle Stone
Body Building- (Expert) New Sorpigal, (Master) Free Haven
Meditation- (Expert) New Sorpigal, (Master) Mist
Perception- (Expert) New Sorpigal , (Master) Darkmoor
Diplomacy- (Expert) Ironfist, (Master) White Cap
Disarm Trap- (Expert) Ironfist, (Master) Castle Stone
Learning- (Expert) New Sorpigal, (Master) Silver Cove
Weapon skills need 8 points, magic skills need 12 points and misc
skill needs 7 points. The skill needed for armor varies. Some of the
skills have other requirements but its usually a stat req which can be
easily gotten by a few rings of the required attribute. A few others
require a certain promotion like Arch Mage or Cavalier. If you have
any thing to add to this, please email me.
Potion List
number, type of potion, ingredients, effect
First Generation
1 magic blue PhRt +10 spell points
2 energy yellow Popy +10 primary statistics (t)
3 cure wounds red WdoW +10 hit points
Second Generation
4 resistance green 1+2 +10 all resistances (t)
5 cure poison purple 1+3 cures poison condition
6 protection orange 2+3 +10 armor class (t)
Third Generation
7 super resistance white 1+4 +20 all resistances (t)
8 bless white 1+5 blessed for 6 hours
9 stone skin white 1+6 stone skined for 6 hours
10 haste white 2+4 hastened for 6 hours
11 extreme energy white 2+6 +20 primary statistics (t)
12 heroism white 3+6 heroismed for 6 hours
13 restoration white 4+5 cures all conditions but
stoned and dead
14 supreme protection white 4+6 +20 armor class (t)
Fourth Generation
15 essence of intellect black 1+9 +15 intellect, -5 might (p)
16 essence of personality black 1+13 +15 personality, -5 speed (p)
17 essence of accuracy black 2+8 +15 accuracy, -5 luck (p)
18 essence of endurance black 2+14 +15 endurance, -1 all others (p)
19 essence of speed black 3+10 +15 speed, -5 personality (p)
20 essence of might black 3+12 +15 might, -5 intellect (p)
21 divine magic black 4+7 +100 spell points, +1 year age (t)
22 rejuvenation black 4+11 removes magic aging, -1 all seven stats (p)
23 essence of luck black 5+7 +15 luck, -5 accuracy
24 divine power black 5+11 +20 level, +1 age (t)
25 divine cure black 13+6 Cures everything
(t) is temporary, (p) is permanent. All age effects are magical aging.
Types are only used in mixing: you can't mix like type with like
type. There are 216 possible combinations, so obviously most
combinations just blow up. Damage is proportional to the power of the
reactants. If you explode a third and fourth generation potion, your
character is ERADICATED!
Potion pairs 15 and 20, 16 and 19, and 17 and 23 are
complimentary. If you feed the same character both, he'll get +10 to
each stat.
Shrine List
Visit the seer (north/west of castle ironfist, up a hill. Good
place to lay down a beacon btw) each month and get a pilgrimage
assignment to visit a shrine and get +10 to your stats or resistances.
Subsequent visits next year will give you +3 more.
Jan - Might - Bootleg Bay NW corner.
Feb - Intellect - Mist
March -Personality - Silver Cove NW corner
April -Endurance - Castle WhiteCap
May - Accuracy - FreeHaven (just west of town)
June -Speed - Mire of the Damned (center west)
July - Luck - New Sorpigal off the East coast of town
August -Fire - Kriegspire down near castle in mountain
September - Electricity - center west in Castle Ironfist
October - Cold - Kriegspire north half center along mountains
November - Poison - Eel-infested waters/Alamos
December - Magic - Blackshire visible just northeast of town
Spoilers-
*spoiler space*
I'm gonna try to do this is in "order" but since the game is
non-linear something else might get spoiled. Continue at your own
risk!
Misc/Early Spoilers and Secret doors info
The Goblinwatch code is NILBOG (sknom backward eht fo ysetruoc),
but I think there are more combinations. Grab the code sheet from the
cabinets to the right when you first enter the keep.
You can find the missing child in the abandoned temple by
doubling back from the main tunnel when you're in the cavern area.
(its a ways down)
The Shadow guild is north west of Ironfist. You must find several
secret doors inside so click on all the walls. It can be a little
rough for sub lvl 10 parties so you might wanna wait to go in.
The Temple of Baa quest that is given in New Sorpigal is refering
to the Temple also south of Ironfist, not the abandoned one in New
Sorpigal.
If you're stuck in the Temple of Baa there is a hidden area
behind the altar where you fought all the undead. To unlock it you
must first open the center area in the first room with the 4 panals.
The oppening order is North, East,West, South I *think*, but the zap
is gives you is pretty low so it shouldn't take long to figure it out.
Inside is a chest where after opening it you are again attacked by
undead. Use the key on one of the side doors, inside that room you'll
find another chest where after opening you'll again be attacked by
undead and you'll find another key. Use that key on another side door
and continue using the keys on side doors till you're left with the
key for the area behind the altar. There are two long corridors, down
one is where the chime is and a key for another area. Down the other
is several thousand dollars hidden on a wall (near the end) and a
secret door that is oppened with the other key to a vault with a lot
more money.
In the first Dragoon hideout south of Ironfist you don't have to
enter the area with the slimes, so if you can't hurt them at this
stage of the game don't worry about it. Backtrack and continue on
through the dungeon. (magic hurts them btw)
To open the door in the Dwarven caves in Ironfist (to complete
the Dwarf's quest in the Darkmoor tavern) you must obtain a key from
Snergle's Mines in Darkmoor. Deep inside that mine is the key, I don't
remember the directions exactly so you'll propably just have to map
the dungeon.
If you lost Prince Nicolai he can be found at where ever the
circus is. Ask around the various towns to see when the circus will be
returning to that city. (December for Bootleg Bay, August for Mire of
the Damned, and April for Blackshire)
There are two fountains that give permanent intelligence and
personality bonuses that can be reached by walking on water off of the
coast of Bootleg bay. (you can also find the destination for a rescue
quest in Free Haven and one of the Cleric quests from Castle Stone
near here)
There is a secret door in the Temple of the Snake in the
Blackshire region. Its near where the main altar of the Medusa's.
After pushing down the walls you must kill the fearsome "q" who
aparently has thousands of hp and constantly casts "death". Inside are
two chests, one filled with normal spells and the other is filled with
wands of death, sharpnel, and such. Killing "q" gets you an artifact
that displays the exact numerical amount of hp left in an enemy.
Example: 422 hp left in addition to the bar. (btw, the npc you must
find in here is in a cage near the altar/main room)
The Obelisks are for a treasure in Dragon Sand. You must visit
all of them before it will be activated. Obelisks are numbered from
1-15. There are fifteen map squares in the land of Enroth. One obelisk
per square. They start numbering from the NW corner. Some are a little
hard to find, (like the Blackshire one is to the S/W in a small desert
region) but the reward is worth it. (see Bugs section on a bug dealing
with this quest) (btw, while you're in the dragonsands area might as
well hit the Shrine of the Gods, its on an island shaped like the NWC
symbol. There is an uninspiring secret area that can be reached by
clicking on a wall inside that faces the "hilt" of the logo. To
quickly reach the shrine you can teleport by clicking on the roof of
the Buccanear's Guild in New Sorpigal)
An artifact sword, a decent one, can be found near Castle Alamos
stuck in a stone. Its Excalibur and takes over 200 might to lift. (use
a beacon and warp to fountains and back to get over 200 if you need
to)
That strange room in the Free Haven sewer is a teleporter to the
Supreme Temple of Baa, you have to activate the other end first before
you can use it. Its a quite trip to Hermits Island if you dont want to
waste a Beacon space after you have finished the temple.
The Divine Intervention is actually a very useful spell later on,
after you find the Fountain of Youth (which is in the middle of
Hermits Isle)
There is a secret room in the Castle Stone Shadow guild that I
couldn't get to work but heres the info in case anyone wants to try.
Be sure you've finished the rest of the level, as this puzzle
will teleport you to the leader's room when you complete it (that's
how you know you're done). There are two types of tiles: trapped and
untrapped. The untrapped look more decorative, and are in the first
part of the room where you enter, on the far side of the room, and in
bands along the sides. The trapped tiles look blank, and fill much of
the central areas of the room. Allow me to call any contiguous area of
untrapped tiles a "collection". The object of the puzzle is to step on
every collection once, without setting off the trapped tiles (the trap
seems to reset the puzzle). You can jump with the X key, but it will
take some practice. You may have to walk over several tiles in each
collection before it is considered stepped on. I would sometimes go
around the room (jumping, of course) several times before I would be
teleported. Also, I always seemed to teleport from the back of the
room, so head there if you think you're done. Above all, don't trigger
the traps.
You can find the class advancment quests in:
Sorceror- Mist
Paladin- Ironfist
Knight- Free Haven
Druid- Silver Cove
Archer- White Cap
Cleric- Castle Stone
The fountain of magic (for the first sorceror quest) is east of
the city in the Bootleg Bay region.
The Crystal of Terrax for the second Sorceror quest is in
Ironfist, South of the city, in Corlagon's Estate.
The solution for the Cavalier quest is to talk to the old
Cavalier who's staying in an Inn north of Free Haven.
The solution for the Champion quest is in Silver Cove. You must
find the "Warlord's Castle" and retrieve an item to show the Lord you
have entered the castle. Inside a chest north of the first main cross
roads room is a scroll detailing the "Warlord's" failure at becoming a
knight. Take this back to the Lord of Free Haven for your Knight's
promotion.
The "Damsel in distress" is in the Silver Helm Outpost in Mist.
In a door on the right in the main room you will come upon a cell
area. Inside one you will find an npc who tells you of noises then
runs off, searching around that area will uncover a secret door that
leads to a switch guarded with warriors. Using the switch will put out
some odd stairs that you must run up and each step will appear right
before you step on it. At the top is another secret door that holds
the damsel.
The dragon you must slay for the second Paladin quest is in the
Mire of the Damned, north of the main city. The dragon was fairly easy
for my 35 lvl characters but I imagine with a little planning anyone
over lvl 20 could beat him. Not much treasure inside but return to the
Castle Ironfist with the dragon's claw for your second Paladin
promotion.
To solve the first Cleric quest simply find a carpenter and stone
cutter and bring them to the temple. (you'll have to let go all your
other npcs) They can both be found in houses not far from the temple
in Free Haven.
The second Cleric quest requires you to raid an old church north
of the city in Bootleg Bay. To reach it you must fly or walk on water.
Inside you'll find some master monks and inside one of the rooms is a
chalice you must use in the Free Haven temple. There is also a secret
door that leads to some treasure. However, inside is a Minotaur which
can be hard for early to mid lvl parties.
Druid's can find the altar of the sun in silver cove, in an
island a ways form the mainland. There is also a good sword stuck in a
stone a little ways away from it.
The Druid's second quest can be found near Free Haven in a
dungeon. You must click on the Altar around midnight.
The keys for the dragon towers for the Archer's quests are hidden
in a secret room that can be found by clicking on the thrones in the
throne room inside the dungeon. Might want to go ahead and travel to
all of the cities with dragon towers and use the keys (town portal npc
is useful) so when you go back to the Lord of White Cap you can
advance twice.
Council Quests-
Silver Cove's quest to get counsel permission can be done easily
with a town portal npc. The cities are New Sorpigal, Ironfist, Mire of
the Damned, Free Haven (two), Blackshire, Kriegspire, White Cap, and
Silver Cove.
The Devil's Outpost is near Kriegspire, it is quite hard. All you
have to do to complete the quest is take the scroll one of the demons
drop when they die to the Lord of Free Haven.
The quest to stop winter for the Lord of White Cap can be solved
by going to the hermit in the Kriegspire region. He is sort of
North/west of the city and his hut can only be reached by flying.
Lord Kilburn's Shield can be found north of Blackshire in a
chest. It is guarded by some Werewolves.
The Prince of Thieves is found in the sewers beneath Free Haven
underneath a bed. Just click on the bed.
Gharik's Forge is N/E of New Sorpigal on an island, inside is the
quest item for the Lord Newton quest. You need a key from the Silver
Helm Outpost in Mist to complete the dungeon. The key is in a secret
door in a room off the left hand side of the main room. (btw, the
"bridge" puzzle in this dungeon can be solved by just a little trial
and error with the switches on the bridges. Theres not much to it)
Once you complete the Ironfist quest Lord Humphrey's
representative won't vote for you. You must return to Castle Ironfist
where Humphrey will give you a Baa Robe and send you off on a quest.
Head to the Superior Temple in Kriegspire and charge around the
dungeon till you find the scroll evidence of his representative being
a traitor. Take it back to humphrey then to the council. Then when you
have all the other quests completed you can enter the oracle.
Make sure you turn the oracle chamber on. The "light switch" is
right at the entrance.
Oracle Quests-
Not sure if its a bug but Crystal "Epsilon" Is actually found in
Castle Kriegspire. (they tell you and your quest menu shows epsilon in
Alamos) It is behind the locked gate near the mountain entrance. (not
the well entrance) To open the gate you must push a button on the
second floor of the "arena".
To find the Delta Crystal in Darkmoor Castle you must first lower
a wall by pulling a lever then clicking on the ,now, big red square.
(its a different color first.. I can't remember what. If someone can
please email me) A wall will open to the north, walk through it to a
large corridor. Eventually you'll find another large cube. Near it is
the next memory crystal. The easiest way to get to the crystal is to
circle around the large enclosure you'll find past the wall you
lowered with the first cube, eventually you'll noticed a stone ramp
leading to a door. The door opens to a passage that runs above a large
room filled with liches. Inside you'll see the big cube. What I did
was simply to jump down, run like mad towards the crystal, turn left,
grab the memory crystal and town gate out of there. Though I suppose
there is a better way.
To the find the Beta Crystal (the one that is sopposed to be in
Kriegspire) head to Castle Alamos in the Eel Infested Waters region.
(a "Princess Bride" reference?) This is a large castle and its hard to
say where you need to go. You'll most likely simply have to map the
entire structure. Though you'll know you're on the right track when
you come to two long hallways filled with female warriors. At the end
of one is a large room with sorcerors. This room has two exits. One
leads to some platemail and a scroll where Archibald is telling the
people at Alamos to research the crystal. The other exit leads to a
elevator which leads accross some cages to a room guarded by a
password. (password: jbard) Inside there is the beta crystal.
The final crystal (in the order I did them, you can do them in
any order), the Alpha Crystal, lies in the extremely hard region of
Hermit's Isle. In that region is the Supreme Temple of Baa. (if you
take the yacht from Ironfist it puts you right in front of the temple)
This dungeon is *much* easier then Kriegspire, Darkmoor, or Alamos.
Mostly you'll see the variants on the Baa Priests. A few demon
spawn/workers are around but they're a cake walk at this point. Its a
long boring dungeon, just follow the buzzing in your head. Eventually
I found a hall where at the end past a chasm was some demons and the
crystal. I just used the Air spell "Jump" to jump accross and nab the
crystal then town portal out. There were just a few priests and demons
around it but my guys were a little beat up.
NOTE: The only time so far in the game but this dungeon has some
nasty slowdown. I couldn't turn worth a damn so the bridges accross
chasms in this one were a lot harder. Make sure you save a lot in here
in case you make a lagged wrong decision.
After that go plug them into the Oracle under the High council
and get a *ton* of exp. Once again you'll be sent on a quest for
another widget.
The temple of varn is where the 'widget' resides. (its the
control cube) Work your way to the Flame door (first finding the flame
key) and go through it. Inside is a horde of guardians. After killing
them start combing the passages behind it for the water temple key and
officer codes and scrolls. (keep the scrolls!) Eventually after going
through these areas and the temple of water you'll have 6 scrolls and
the key of varn. (don't forget the chest you couldn't open eariler,
the key for that is in the temple of water, two key scrolls are around
the chest as well in the walls) Go to the pools in the room right
after the flame door. Find the well that looks different (the well of
varn) then step in the well right after that one (so going clockwise
you end up at the well of varn at the end, and you have to have all
scrolls and keys on one char) type in the password, then head to the
next scroll till you come back to the well of varn. It'll open let you
into a central hi-tech area where the control key is inside a chest.
Once you've got it head back to the Oracle to be sent on another
quest (hints for this quest are in the manual in the "Letters from
Roland" section) and you're let in to the hi tech center of the
oracle. Inside you can find blasters. (and the blasters skill, find it
on a wall panal/monitor)
From there head to Castle Ironfist, talk to Nicolai, then go to
the back of the castle and pick up the 3rd eye from the well. Take it
back to him then head up to the library on the second floor of the
castle. Release Archibald, take the scroll, then head to Sweet Water
and enter the Hive. Its on top of a big mountain. (you won't get a
quest for this, but don't worry) Charge around in there (its not that
hard) untill you find Fozil, then thats it.
The End (untill Might and Magic 7 atleast but unfortunetly I
don't think we can bring our characters over. Arg! 4 guys with
blasters would have been a bit easy... but fun!)
Bugs- (AFAIK, all fixed in the new patch, including some other
problems)
Doing the Temple of the Moon quest before taking the Temple of
the Sun quest might prevent you from advancing your druid.
You can get unlimited exp by talking to the giant head in the
Lord of Fire dungeon over and over again after completing the quest. I
was told that you can't get any more exp once you exit the dialogue
screen.
For unlimited gold, do the obelisk quest, and then click on the
rock (the location of the cache of the captain).. you will notice you
get 250000 gold and a nice chest of stuff (nothing new here), but
whenever you proceed to click on the rock after that you still get the
250000 gold. So you can just keep opening the rock as many times as
you want for as much money as you want.
You can cast spells in real time mode even if you char isn't
ready. (light isn't on yet) You can do this by selecting one of your
other chars, then selecting them again and going into their inventory.
Now select your char who isn't ready. Now exit the inventory screen,
the not ready char is still highlighted and can cast a spell. This
isn't that useful for combat but it is useful if you want to quickly
cast a few cure spells or cast day of power then day of the gods.
(note: this does not work if you have a spell bound to quick cast, you
have to open the spell book)
-update, okay, I've finished off the game. Its done... I could
reword the spoilers/walkthrough better but I don't have the time. I
think it works better more as an 'overview' then telling you
*everything* you have to do anyway.
Well I think this is the last version. I started this just the
weekend after the release of the game to help people on the ng and to
cut down on repeat questions. (the ng was filled with goblin watch
password requests for a week after the release :) I've noticed some
others have started to do some very complete work (especially the
stuff posted on David Pott's web page) and I haven't had time to
finish up the game yet, much less work on the faq. I think its pretty
good right now and covers most of the game atleast, though not in the
greatest amount of detail in all areas. I may do a quick release of
the answers to the last few quests when I actually finish the game.
Well I hope this helped a few people with one of the better rpgs
released since the ol' glory days of crpgs.
Thanks to:
(original) George for reminders :)
"Cat" for a better magic list
Kent Arnold for some more trainer locations.
David Potts for converting the faq to html and posting it on his page
Scott A. Hutchens for additions to the spoiler and bugs section
Jeremy Boyd for additions to the spoiler and bugs section
Ron McPherson for the potion and shrine lists.
Rich Batton for help with the obelisks
Donovan Hawkins for info on the Stone Shadow guild secret.
and to everyone in CSIPGR for additions and helping me with the game.
Советы наших посетителей (2)
Прислал: Феникс
Если монстр находится за тонкой стенкой или дверью, то довольно часто можно увидеть фрагменты его тела, по которым можно совершенно безвозмездно ударить (только монстр должен обязательно стоять вплотную к стене). Если его не видно, то можно изменить угол обзора - задрать/опустить голову, повернуться в другую сторону. Таким образом можно вынести даже самых опасных без единицы вреда для себя...
Прислал: Alfons Kapone
"Пасхальное яйцо": В Новом Сорпигале в стене банка возьмите свиток "полет", возьмите себе Мастера Ворот и, используя "полет", взлетите к башенке Гильдии Пиратов. Нажмите на нее, там телепорт в Драконьи Пески к Алтарю Богов. ОЧЕНЬ БЫСТРО забегаете в алтарь, нажимаете на него по очереди всей командой. Получаете +20 ко всем показателям для каждого из персонажей. После чего нажимаете на внутреннюю сторону алтаря - там телепорт в секретные подвалы NWC. Там набираете всего, денег можно взять с собой 10.000 (поэтому всю свою наличность до этого сдаете в банк). На столе, где дают кольчугу, имеет смысл подгружаться, пока не дадут самую лучшую на 36 защиты. Вернуться в Сорпигал с помощью Мастера Ворот.
Как легко убить дракона. Для этого нужно иметь заклинание "полет" желательно более чем 2 часа даваемых Мастером Ветра (для слабой партии), но можно с одним драконом справиться и за два. В Райской долине видите одинокого дракона, резко подлетаете к нему прямо под брюхо, чтобы было видно лишь кончики его лап. И безболезненно мочим его в мягкое незащищенное подбрюшье, его магия до вас не достанет. Если проявить достаточную сноровку и опыт, то убить дракона можно без единого повреждения. После того, как вы его убили, приземляетесь к трупу, записываетесь перед ним, и перезагружаетесь, пока не получите действительно мощную вещь, в том числе артефакт или реликт. Большинство их них бесполезны, и помните, что количество спецвещей ограничено примерно 7 шт. на партию, после этого они перестают попадаться. Рекомендую прежде выучится на мастера опознания предметов.
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