Might and Magic 6: Mandate of Heaven

     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 -


 Character Creation
 Beggining Tips
 Traveling tips
 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

     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

     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.



 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


*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

  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

     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

     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

     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

     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

     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

     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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