Might magic 6 manual




















Special Ability Some creatures have special abilities, such as healing or powerful, limited attacks. A special ability might have a cooldown e. Wait If you want to delay an action until later in the turn, a creature stack can Wait. Creatures that are issued a Wait command can act after the last creature that did not Wait, and their order is reversed the creatures with the lower Initiative will act before creatures with higher Initiative.

Each creature stack can only Wait one time per turn. This bonus stays active until the creature stack takes its next action. Hero Actions Your hero can attack once per turn in combat, before the action of any of your creature stacks. Your creatures still get their actions each turn regardless of what your hero does. Combat Damage When an attack occurs, all creatures in the stack strike simultaneously.

Artifacts and Abilities can modify these values, as well as other factors such as cover. Combat Healing When you use a healing ability on a creature stack, the first creature is healed, and if there is still some healing power left, one slain creature is resurrected, and so on.

No matter how much damage is on a stack at the end of combat, all creatures are fully restored to their full hit points, though slain creatures are removed permanently from your army.

Melee Attacks If you can reach an enemy creature, you can attack it in the same turn. However, think about your facing before you strike. Do you want to end your turn next to a friendly creature stack to provide additional defense, or maybe you want to plug up a chokepoint between two obstacles to slow enemy movement? Should you swing around behind it so that you have the flexibility to move farther across the battlefield next turn to attack another enemy creature?

Is it better to engage an enemy with ranged abilities to prevent their stronger attacks? You should always thinks ahead on your creature stack positioning, especially for creatures that have limited mobility.

Ranged Attacks Creatures with ranged attacks have unlimited ammo or mana, so you never have to worry about running out of artillery.

Generally, if a non-magic attacker shoots at a target on your half of the combat map you inflict full damage, and if a non-magic attacker shoots at a target on the far half of the combat map you inflict half damage marked by a broken arrow symbol. Magic attacks, however, inflict full damage anywhere on the map. If an enemy creature stack moves adjacent to a ranged attacker, it cannot use its ranged attack and will be forced to use its melee attack.

The majority of ranged creatures have melee attacks, though most have a melee penalty that decreases their damage output by half. On the Battlefield Retaliation Most creatures have the ability to retaliate, or counterattack, once per turn.

This triggers the first time the creature is dealt melee damage. Sometimes the small amount of damage you would deal is best avoided if it means saving a lot of creatures from retaliation. Charges Charges are different from cooldowns: a charge equals how many times an ability can be used during a certain time period.

Luck Luck increases the change of a creature stack dealing extra damage. Morale Morale can be key in any battle: good Morale may gain you an extra attack, while poor Morale may forfeit an attack. Next, consider any special cases, such as buildings affecting Morale or innate creature abilities altering Morale Undead, for example, are not affected by Morale.

Finally, check the creature stacks relationship within the army. If there are two different allied factions within the army, there is some discontent and Morale takes a -5 penalty. If there are three or more allied factions, or any enemy factions in the same army, the army is in disarray and takes a Morale penalty. Should a faction die within your army and the relationship suddenly alter, the new effects immediately come into play.

If a creature stack with a successful Morale check chooses to Defend or Wait on its first action, it forgoes any movement or attack on its second action. It may, however, choose to Defend for its second action. Cover Obstacles give a 50 percent Defense bonus to creatures that take advantage of defensive positioning. Abilities that do not deal damage, such as a Slow spell, are not affected by cover and trigger for their full effect. Siege Combat To ultimately take over a defended town, you must perform a successful siege.

Walls Walls protect a town with four defensive sections and a central gate. Only creatures with flying, teleporting, or other special movement options such as a ghosts immaterial form, which allows it to pass through walls can bypass the wall sections. If line of sight is blocked by a wall, attackers suffer a percent damage, on top of the normal reduced range penalties. However, ranged defenders inside the walls do not suffer this siege penalty.

Walls cannot be damaged by ranged attacks; only melee attacks, special creature abilities, or catapults. Central Gate The gate functions like a wall, except it allows defending creatures to exit and attack enemy creatures outside the walls. The gates will close automatically behind defending creatures and prevent normal attackers from entering, but only if the gate squares remain clear.

Catapult Each faction has a catapult that fires ranged shots at the enemy fortress at the beginning of each siege turn.

Normally, unless you have a special ability to affect the catapult, it fires at a random wall section each turn. The catapult will not attack the central tower until all the walls, side towers, and central gate has been destroyed. The catapult has a toughness score like obstacles, not hit points, but it can be attacked and destroyed by an enemy creature stack. Effect that do not deal damage, however, have no affect on a catapult. One creature stack can be garrisoned inside the central tower, and the creature stack gains a small bonus to ranged damage, cannot be damaged in melee, and, more important, does not suffer from the normal ranged penalty for distant targets.

Enemy creatures that manage to penetrate the walls and attack the base of the central tower cannot be attacked by the creature stack garrisoning the tower. As long as all four exit squares at the base of the central tower are not blocked, defending creature stacks can enter and exit the tower.

Guard Towers At Superior Fortification, guard towers appear on the walls and fire arrows at attacking enemies and the catapult. These guard towers act first in the turn and can chip away at exterior forces trying to break through the walls. They can only be damaged by melee attacks once the adjacent wall is destroyed, or by creatures with special abilities that can target them. Defending a Town When you first enter a town, your army sits in the lower, visiting row.

Before an enemy attacks, always check your creature pool to see how many new creatures you can recruit for your army to suddenly double or triple its size. The garrison slot fights in siege combat, which provides added defense to your stronger force, and the weaker force will engage the enemy first and remove any combat bonuses it may have gained for its next battle such as Rally Flag.

Game Effects. Caused by Ice Water damage abilities. Caused by Lightning Air damage abilities, the Earthquake Earth spell, etc.

Diseased Negative Target suffers from a general Debuff. Caused by some Earth abilities. Frozen Negative Target creatures are completely frozen and cannot move, attack or use any active ability but they can defend and retaliate , additionally, they are greatly vulnerable to Fire damage. Caused by some Fire abilities.

Petrified Negative Target creatures turn to stone and cannot do anything, but also become invulnerable until the effect ends or is dispelled. Caused by Earth magic. Possessed Negative Target creature is under the control of the enemy player. Caused by some Dark abilities. Soaked Negative Target creatures are drenched by water, which makes them more vulnerable to Lightning Air damage. Caused by various abilities. Enraged Positive Target creature benefits from a Might Damage buff.

Resilient Positive Target creature benefits from a Might Defense buff. Exalted Positive Target creature benefits from a Magic Damage buff. Warded Positive Target creature benefits from a Magic Defense buff. Alert Positive Target creature benefits from an Initiative buff. Swift Positive Target creature benefits from a Movement buff. Resolute Positive Target creature benefits from a Morale buff. Lucky Positive Target creature benefits from a Luck buff.

Tough Positive Target creature benefits from a Health buff. Unlike most other Campaign maps, Slava starts without a town. After speaking with his Aunt Sveltana about demons in the area, she leaves him outside the walls of an inactive tower in the far northwest corner of the map. As Slava, you have 5 wood, 5 ore, and 5, gold at your disposal, but nothing to spend it on yet. Hold all the resources you gain in the early going until you can spend them on buildings and creatures later.

In the small cul-de-sac, you can only proceed in one direction: to the south and straight into the claws of your first enemy encounter. Engage the Timber Wolves blocking your path to the south. Pay close attention to tutorial tips throughout combat and follow the instructions on how best to vanquish the wolves. If you play it right, you may lose only one or two Sentinels by the end of the encounter.

Tutorial tips pop up throughout the Prologue. They not only teach you how to play the game, but they give you good strategy tips from time to time. Complete all the objectives in the quest and you gain 1, gold and 3 wood. Continue south and pick up the ore sitting in the path. Artifacts fit in your various inventory slots—the Four Leaf Clover, for example, fits in one of our pocket slots—and artifacts increase certain attributes of your heroes and their armies, or instill extra bonuses, such as additional movement points each turn or scouting powers to better clear up the fog of war around you.

Look for the Weaponsmith building to the west as you descend into the next open area. However, if you hire another hero later on, that hero can visit the Weaponsmith and gain the bonus, too.

Buildings on the adventure map offer various rewards for a visit, including increasing hero or creature attributes and frequently bestowing combat benefits. When you feel you have enough gold to buy your crucial buildings and creatures, you can start collecting experience instead. Before you head out of the area on the eastern path, stop by the campfire.

Attack the second wolf pack at the top of the eastern path. Hero abilities contribute a little more to this fight, and the moves will go down with very few, if any, casualties on your end.

Keep that in mind for the road ahead. Grab the wood and gold on the path after the wolves. As the path loops around to the south, a sawmill wood mine appears in front of the cliff face. Mines are the most important aspect of resource gathering: Each day they generate resources of the appropriate type for your kingdom.

Sawmills provide 2 wood a day, ore pits generate 2 ore per day, crystal mines give you 1 crystal per day, and the gold mine deposits 1, gold per day in your kingdom coffers. Before you gallop up to the friendly Priestesses, examine the grass on the eastern side of the path. Like campfires, old skeletons offer up random resources to help your cause. Speak with the Sisters and they will join your army, along with more Sentinels and Crossbowmen. After the Priestesses, you spy a band of orcs besieged by Inferno demons.

This battle increases the number of forces to three creature stacks on each side and, naturally, actions become more complicated.

Your Crossbowmen should be able to make quick work of the enemy Succubi, while your Sentinels stave off the melee creatures.

Keep your Sisters back to heal any wounded and keep the dead to a minimum. Later, the orcs will join your army, but for now you must continue on with just your Haven forces. Pleasant Valley, your first town, slowly comes into view out of the fog. This will be a tougher fight, and you will likely lose an unhealthy amount of creatures in the battle, but anything short of victory is unacceptable—you must have the town to continue!

Completing the quest gives you experience. Enter the village and examine your starter town. In fact, only the Barracks is accessible at this point. Spend the 1, gold and 4 ore to build the Barracks. Remember to navigate to the creature recruitment panel gold bag icon to hire your six new Sentinels and add them to your army. Attack the neutral army guarding the gold mine to the northeast.

Once you have the gold mine, your kingdom earns an extra 1, gold each day. Around this time, you should see Slava reach Level 2. Your attributes will increase slightly, and you gain one ability point to spend on your Ability Tree. In this chapter of the Prologue, Slava only has access to the Warcries school of Might abilities. Spend it on any of the three available Rank 1 abilities.

You start with Stand Your Ground, which proves very useful for surrounded Sentinels or any of your other stacks needing sudden defense. To balance out your defense with some offense, you may want to take Flawless Assault, which allows a target stack to inflict maximum damage for two turns. Leave the gold mine and visit the campfire just off the road to the south.

Now cut all the way across to the west. Your seventh day will end somewhere in this vicinity. Prologue: Chapter 1: Week 2 Creatures are ready! At the start of each week, you should consider steering your army back to your town to pick up new recruits, unless you want them to stay in town for defense or you plan to wait and pick them up on a future convenient day.

After visiting the Armorsmith, travel west and lay claim to the vacant ore pit on the path to the north. The sawmill has been cranking away on wood for the past few days, and now you can get your ore production level up. Snatch up the ore outside the pit, too. You now have two of the four mines you need in the valley. You can recruit your first orcs to the west where the path ends at the broken bridge.

Accept the orcs into your army and collect the wood and the gold or experience from the treasure chest nearby. First, though, you have Sentinels waiting for you back in town. Retrace your steps back to Pleasant Valley and enter the town to recruit your new allies. Head due south from Pleasant Valley, and be sure to stop at the Mother Earth Shrine and the Rally Flag along the way to improve your bonuses for the next combat.

You now have a serious melee threat in combat. A few spaces beyond the orcs lies another treasure chest. You meet your first enemy hero in the southern valley. Enter the southern valley and watch out for the enemy hero Daeva to the southwest. If you want to take one of the crystal mines before meeting up with Daeva, attack the enemies guarding the crystal mine to the east and stay shielded from the enemy hero temporarily with the central outcropping blocking line of sight.

You can also attempt to duck in and snatch the western crystal mine quickly, though Daeva will spot you and rush up at the first opportunity she gets. The battle against Daeva will be a bloodbath.

Your orcs will deal the most damage, so concentrate your healing on them if they get injured. Use your Sentinels to slow down the approaching enemy melee creatures, and have your Crossbowmen pick off any melee creature that threatens to engage them in melee or the enemy Succubi.

Be sure to convert both crystal mines to your kingdom. At the southern tip, seek out the Stone of Enlightenment for 2, hero experience and another gold pile hidden off to the southeast. Prologue: Chapter 1: Week 3 As a new week begins, you have a choice to make: press on into the underground section or return to your town for more creatures.

Most will want to return to town first. Gallop north to Pleasant Valley and recruit as many Sentinels as you have ready to join. Enter the underground entrance in the southern valley and begin to explore the dark caverns. Fight the Ghoul guards to retrieve the War Horn of the Legion and complete the quest.

A few strides beyond the entrance as you travel north, Toghrul pays you a visit. Look for a Necropolis neutral army ahead in the fog.

Increasing the distance your hero can travel each turn gives you more options each day, and allows you to chase down enemy heroes or flee when the opportunity arises.

At any point, if your army dwindles to the point where neutral armies are constantly appearing as Moderate or higher on the threat level, return to Pleasant Valley for more allies.

Assuming you stay or resupply and return, take the north passage, which then forks to the east and northwest. A Pyramid lies hidden in the eastern gloom, and you want to enter the Pyramid as long as the threat is Moderate or lower. After the Pyramid, take the northwest fork. Choose experience for Slava, because by this time you have more gold than you can spend.

Another neutral army guards the subterranean gate leading back up to the surface. Welcome to your first siege! Toghrul holds the Mausoleum, and you must first destroy all his creatures in order to liberate the Mausoleum and convert it back to a Haven sanctuary. Unlike normal combats, your turns begin with a catapult attack on a random wall section. Healers should protect themselves and ranged allies, who have the greatest impact on a battle whose sides have been divided by a protective wall.

Siege combat generally comes down to which side holds the superior ranged firepower. With melee creatures stuck on opposite sides of the wall, unless the defender opens the central gate to send out melee creatures, range combatants hold the key to victory.

When an enemy melee stack eventually exits through the central gate or a hole in the wall from your catapult , send your orcs and Sentinels at it. They should be more than a match for the enemy stack, unless more than one enemy exits simultaneously.

Eventually, the siege will turn in your favor. Since this is the final battle for chapter 1, use whatever hero abilities you want to reduce the enemy forces quicker. When the last Inferno foe falls, victory is yours! Congratulations on defeating the demon Toghrul and his demon horde. After the battle, convert the Mausoleum into a Haven building.

Slava asks Kraal to stay on the land, rather than attempt the harsh and distant journey back to his homeland. Kraal accepts and promises they will hunt together. The Dynasty Weapon levels up along with the person it is equipped for, and gives extra abilities at the next four levels. As Slava, you begin with a base town immediately at your disposal. Since you have more Sentinels than Crossbowmen at the start, why not upgrade the Barracks to the Garrison and turn those Sentinels into more powerful Praetorians?

Your reward is five of each resource. For the second quest, you must eliminate the Crossbowmen at the nearby ore pit. You never have a big enough army; to increase your forces right out of the gates, look to the northwest corner for a friendly band of Sentinels.

Ride up there to recruit them, plus cash in on some ore, wood, gold, and a treasure chest. Kraal makes an appearance to let you know that Gerhart is busy burning orc villages. If you upgraded to the Garrison, stop back in town as you pass with your new Sentinels. Speaking of the town, stop back at the Village Hall on day two. Add another creature building to the town: most likely the Priory if you built the Garrison earlier.

Buy the Sisters or other creatures and continue on your way. Gallop southeast to the ore pit. On days three and four, scour the area for free resources. A neutral Ghoul army guards a campfire and a Four Leaf Clover. On day five, continue south and gain the resources behind the Griffin army.

Spend the rest of the week gathering whatever other resources remain. Prologue: Chapter 2: Week 2 More quest objectives appear at the beginning of the second week. How do you overcome the resource shortage? Build the Marketplace. Yes, it costs you 2 wood and 2 ore, plus 2, gold, to build, but once you have it in place, you can buy any resource you need so long as you have enough gold.

On day two, you can spend gold to grab your missing resources and build your Basic Fortification. After the walls go up around your town, the south gates open and you can venture out into uncharted territory.

Notice the red flag flying over the sawmill? That signifies that the red player in this case, The Wolf, Duke Gerhart controls the sawmill. Continue gathering resources as you venture forth, and remember to check on your town each day.

Choose one of the unique buildings—say, the Angel Watch, which helps fill your Faction Ability each combat—and start saving to buy the building.

Survey the area and scout all the neutral armies. Water Elementals block your path; you have to go through them first to reach the far side.

The southern island has many interesting spots, including a Dragon Gate that will teleport you to a distant map location; however, you want to concentrate on the fort first. You definitely want to capture the fort and control the area before the end of the second week so you can add the newly seized resources to your kingdom in time for creature production. Speak with the Haven creatures to the east guarding the Stone of Enlightenment. You should be able to convince them to join your cause without a fight, and then access the Stone for 2, experience.

Grab whatever else you can in the area before the week ends. Prologue: Chapter 2: Week 3 With a new week, load up on any new allies that are sitting in your creature pool.

Your army will expand healthily and neutral armies with a previously Modest or High threat level will probably recon now at Low or Trivial. Engage along your path back up to the crystal mine. Attack the mine with your now-larger force and gain crystal production. You may want to journey back north to your original town.

Recruit any creatures in the creature pool, and upgrade any Sentinels in your army to Praetorians. Return back to your fort in the south. Prologue: Chapter 2: Week 4 Draft more creatures into your army and make final preparations to set forth into the unknown. Ride south to the Dragon Gate and teleport into the midst of a large battle in a new Wolf control area.

You arrive to intervene, and 20 Maulers join your army. Use them wisely! As you might guess, your Guardian Angel Faction Ability works extremely well on the Maulers in this battle. Let the Maulers and Praetorians do the heavy melee battling; they hit the hardest and the Praetorians will defend adjacent allied creature stacks competently. If you time your Guardian Angel ability and heal well, you should escape with minimal deaths. Because Slava has already chosen the Path of Tears, you can only choose to Negotiate not Attack at the end of the dialogue.

Should you complete the quest, you can return for a Bag of Endless Gold. Return to your Town Hall and construct the Hall of Heroes. You now control two heroes! If you see an opportunity to recruit neutral armies to your cause, definitely take extra time to do so on your journey.

If not, wait for reinforcements next year and then attack. With superior numbers, you should seize the fort without too much trouble.

During the siege, rely on your Crossbowmen to pick off ranged defenders while your Maulers and Praetorians handle any enemies brave enough to step outside the fortress walls. When your catapult punches a hole through the wall, rush in with your ample melee attackers and overwhelm the defenders.

Of course, the Sisters should stay back and heal themselves or the Crossbowmen if attacked. With the fort secure, you now control the central part of the map. Ride south to the free resources and battle any neutral armies in the area that look like easy pickings.

The Air Elementals guard the Guardian Spaulders, one of three in the Guardian set that grants extra abilities if you find matching pieces. Be on high alert for enemy heroes! Defeat the Ghosts guarding the border to enter. The Necropolis town is all yours to adapt for your own purposes, or to convert to another Haven town under your control. As soon as you recruit other factions into your army, you incur combat penalties; the more factions, the more penalties.

Inn Obelisk 5 subquest 7. Devil of Baa with Devil Plans Scroll for quest Chest with Jeveled Egg for quest 41 Kurator of Kriegspire heal for gp, but karma! Guardian of Kriegspire teleport to the switch for gp, but the switch can reach easily another way too Switch to open secret room Secret room's door need pushing switch Lurch Memory Crystal Epsilon for quest Chandelier with a diamond Switch to open lift door and release monsters Switch to open lift door and release monsters Switch to release monsters Agar's Journal Scroll useless.

J Tree "The first into the half the forth plus one, better hurry or you'll be done! Goblin Shaman, Goblin King Efficiency level: very easy. Supreme Temple of Baa Obelisk 3 subquest 7 Fountain remove unnatural aging. Run to the Queen's room and cast the spells again before lost mana. Don't save the game if you see the queen, because after loading she will disappear. Try it, FUN! Let us read vertically down the column: In the land of the dragon to north by far northeast, lies the cache of the captain 'neath the weight of the least.

Open it again and some swordsmen and guards will appear in the hallway at the entrance. Kill and exit. So I will probably be jumping towns pretty quickly.

Go to Monday, Wednesday, or Friday and sail to Ironfist. Set a beacon in Mist if you have it and can't Town Portal on a master level. Go up to the castle and return Melody Silver to Humphrey. Now get your Heros quest slay a named dragon.

Now set a beacon here if you've bought it because we'll need to come back later. Now I hate to say it but it looks like Carlogan's Estate is next. I'm not very fond of this dungeon, but it has to be done for the Archmage promotion. Go to the southwest corner of the Ironfist area and kill the Baa Followers, lizardmen, and for some reason bloodsuckers. Enter the manor.

It always seems like I can't hit anything in this dungeon with arrows and every spector knocks you cold in one hit. Open the first door. Both directions have ghosts behind the doors but the left room has a door that won't budge. Kill the ghosts inside anyway and then go right and kill the ghosts in here.

Go north and kill more ghosts. Kill them and head right where more spirits are in the hallway. Wind around and go to the end of the hallway. Inside are more ghosts and a mediocre treasure chest. Go back in the hallway and take the first turn north for more ghosts and a coffin with a heavy trap on it.

Go back and down the south path that is next in the hallway for Go back more and take the next north path for a large mixture of skeletons and ghosts with three coffins inside but there aren't any traps on them. Go back to the final north path that we passed and follow it. In the first door are skeletons and trash piles with nothing in them.

Continue down the next hall and you will overlook a huge room with lots of skeletons and ghosts inside. Go back out and let the ghosts come up to you in the hall. Leave the skeletons be for now and walk carefully over the narrow ledge to another door and enter it. There are skeletons in the next hallway but let them come to you first or you will never collect their loot.

Once you enter the hallway, you'll go forward to the end of the hall through teleport. Watch out, in the second fissure are three ghosts. Go through the hallway. In the path on the left are more ghosts and usually a pile of gold on the floor. Continue and you will come to another room full of skeletons and ghosts below you. Once again, lure the ghosts out and kill them in the long hallway. On the other side is a room with skeletons and a trapped chest. Go west through two doors to kill more ghosts and press the switch in this room.

Now you need to backtrack all the way to the start of the dungeon. Enter the room on the left that had the door that wouldn't open but it's open now.

Go alllll the way around the winding hallway killing ghosts. At the end are some skeletons. Remember this well, we'll jump down it later. Go south through the door and kill more ghosts and skeletons. I wish I had telekinesis by now, I'd hit that switch in the first fissure.

Go down the one that has no bones in it and click the wall for a secret door that has treasure on the floor and a chest in it. Go south and open the door to the east and take the left path and kill some ghosts and hit the switch in the room.

Continue into a room with skeletons that we've been in already. Remember this room too. Take the door on the left and kill some ghosts and skeletons in the hall and you will end up back near the start. Go back down the winding hallway to where the empty well was and jump down it. The best thing to do is enter turn based, open the door and have a sorcerer jump you out of the well and kill the ghosts as they emerge from the well.

Go along this corridor killing more ghosts and skeletons and hit the switch on the north path. Follow this path to where it splits. Head south to get to the other big skeleton room but the chest doesn't have much. Head north to come out at the water well. You may want to rest up in this almost empty dungeon.

Head back to the empty well room and go south and into the first fissure and press the final switch. Go forward in this hallway until you come to the skelton room from before. Aha, there's a new doorway there. Save the game and head down it to the door.

Once you open the door, if you run, you will be teleported to the back of the room. There are skeletons inside along with Carlogan a Power Lich. He's pretty tough on an early level but hopefully you can take him. Once you run back, some ghost will appear too.

But when everything is dead, carefully open the trapped chest and get the Crystal of Terrax. So leave the dungeon and go there. Now if you have expertise in Air Magic, go to south Mist and find the Air Master and train your archmage s. Once in Silver Cove, head up to Lady Fleise's castle but be careful not to let the gargoyle's come too close right now. Get the council quest from her fix the stable prices and promotion quest pray in the circle of stones on Mar 20, June 21, Sept 23, or Dec All you have to do is go north of Silver Cove on an island on one of these equinox days and she will contact you.

You can do this quest at your leisure and then get her other promotion quest Pray at the Temple of the Moon during a full moon at midnight. As for her counsil quest, visit the stables at: Silver Cove, White Cap, Kreigspire, Blackshire, Free Haven x2 , Darkmoor, Ironfist, and New Sorpigal, and talk about Price Fixing and then return to her for big experience and her approval on the counsil.

Also while you are in town, there's a house near the castle with a quest to deface the altar in the monolith. Now take flight and head west until you get to the Frozen Highlands. Fly over to the village to the west near Castle Stone.

Talk to him to get his counsil quest capture the Prince of Thieves and promotion quest restore Free Haven temple. Now cast a beacon here if you want but cast Town Portal and go to White Cap so you don't get Harpyfied. Take up flight and fly to the castle due west of White Cap.

Watch out for the archers inside the gates but talk to Eric Stromgard to get his counsil quest stop winter and promotion quest retrieve dragon tower keys. Now fly over the castle and touch the Obelisk clue behind it.

Now head west from this area into Kreigspire. Cast Fly and head to the south to the snowy mountians. Fly to the top and fly along them west until you come to a house on the mountain. Talk to the Hermit on the Mountain and he will stop the winter. Now fly south into the town of Kreigspire.

This is a good chance to fix the stable prices. You can find a quest in the eastern house find the jeweled egg which I can't do in my version of this game. You can fly to the northwest area and find one of the pedestals to set the statue on, that's 2. There's also an obelisk to the southeast of the pedestal. Teleport back to White Cap and go talk to Stromgard to get his counsil approval. You may want to set a beacon here but either way, warp to Free Haven and head southwest so that you enter Mire Of The Damned on the west side.

If you went far west enough, you can fly straight south into Darkmoor town. Kill the skeletons and ghosts around the area. There is a door on the outside of town to the north that leads to the inn.

Talk to Smithers inside and get a quest from him Kill Snergle and another quest on the raised walkways from Terry Ros destroy the book of Lichs. The other thing to do is fix the stable price here in the south part of town.

Now, set a beacon here and you can go to the southern part of the island and kill some harpys and place the third statue on a pedestal here. Now fly to the northeastern side of the Mire. Be careful not to get cursed by the Harpy Witches. You will find a cave in the hillside near the water and guarded by ghosts. Enter Snergle's Iron Mines. In the hallway to the right are lots of Ooze enemies that can only be killed with magic. Fireball works wonders to hit many at a time.

Go left to the big room and walk around to wake the dwarfs up inside and hit them through the middle of the closed door. Have a sorcerer with high intellect open the door. Search the shelves for free spell books and go back out and continue up the hallway. Inside the door are some Dwarf Lords and oozes. Go south from there and fight soem dwarf warriors. There are treasures lying around here and there too.

Continue down this path and at the end are some more high ranked dwarves. Go back to the beginning of the cavern and kill the dwarves and devil spawn that were dumb enough to appear in the big room.

Go down the oozing hallway and the first left has many oozes inside. There are food sacks lining the room. Go north and in the next room are gold sacks and another door. This door leads to a room full of dwarves and devil spawns and even a couple oozes. Inside are two long cabinets full of gold and some item sacks. Go back to the main hall and to down the path with many paths leading away from it. All four rooms have dwarves inside. You can find three openable cabinets.

Now go to the double doors and activate all the dwarves inside and hit them through the doors again. Inside, go to the secret path to the east.

There are 3 devil spawns in here and four chests. Inside are lousy items if you ask me including an Orders From Snergle scroll.

Go back a room and go to the north and go around the winding path and you'll run into some oozes. Kill them and continue. At the end of the hallway, when you run up to the door, it'll open on it's own and dwarves and devils will attack. Go in the first room on the right and open the cell door with the key and a dwarf locked up inside will give you Snergle's Room Key.

This is all you need. Snergle's Cavern is right there on the far west side. You WILL need it later. Around the corner are some lower dwarves. Make your way through the tunnels and save the game every time you come to a gold vain so you can reload it if you have a cave-in.

After three of them, you'll run into some dwarf lords. Keep going and you come to a room with a few dozen bats and a lad of dwarves. The dwarves are below the ledge however and can be hit from above without causing damage to you. When everything is dead, check the waterfall for an item and the crystals to see if they become gems. Go west and kill all the bats in the three corridors. Click the bones to become more resistant to poison. Now go back to the crystal room and go north. Ugh, more dwarves.

Go to the end and go south and check the gem vein. Go back and go east to check two more gem veins. Continue north and kill some bats and check the gold vein behind them. Go further and murdet some more dwarves but don't drink the black liquid in the barrels. Go to the elevator and go up. There are loads more dwarves and bats in here. Go back down the elevator after they have seen you and pick them off with arrows from below while in turn based mode.

When they're all dead, you'll probably have a few more bats in the room but go in and check the crystals and push the white switch to open a door to the west. There's bats and some treasures on the floor. Go north when you are ready and kill the bats in the area and check the veins. Now go to the locked door and go turn-based.

Open the door and dwarves will appear all over the place. Use your beacon to go back to the start and you are out of a BIG mess. Go through the cavern again and fight your way through them. The room has loads so the battle will probably take a long time. Take the items in the chest and hit the switch on the chair to open another door in this room. Take Snergle's Axe back to the Darkmoor inn and show it to Smithers. Quest complete, dungeons complete.

Now go further northwest to where the burned temple is and enter the house on the west of this road. Hire the stone cutter and take them both into the temple.

Quest complete. Now get your next promotion quest from him put Sacred Chalice in rebuilt temple. If you need to walk, then wait until after the next dungeon to go there so you can complete both quests at once.

Enter the Free Haven sewers from the northern house behind the Mind Guild. Go down the west path and kill more rats. When you come to a row of small sewer grates, click on the first one to find a key. Go back and grab the loads of treasure in that locked door. Now go back to the sewer grates and go south and take the first right turn. Kill the priests and continue. Get as far to the west as you can. Only rats get in the way until you come to a T in the path. Kill the priests and go north. Kill some more rats and priests in the area and go west again.

Go north to the room that darkens. Go to the back and click on the weird wall to open a secret room. Take the chest and click on the bed. Hello, Prince of Thieves. Take him back to Lord Stone for his council approval. From the Temple of the Fist, fly directly northeast to come to the Temple of the Sun and enter. The best thing to do will be to dive into one of the alcoves near the beginning and let them come and get you.

When they all settle themselves into coves, run out and kill them around a corner. Go to the northeast corner and go through the door. Kill the Master Monk and click on the cabinet to receive the Sacred Chalice. Click again for more items and take the chest. You can be done in here or you can click in the corner opposite the door you opened and fight a Minotaur King That's up to you.

You can best defeat him by leading him into the main room and standing in the doorway so his Finger of Death hits the wall in front of you and pelt him with arrows from your two righthand party members.

The riches are in his room however. There are 8 chests, item bags and some stat barrels inside. Exit the temple when you're done.

Go back to Castle Stone to be promoted. Now warp straight to White Cap and fly south to the Icewind Keep. Be careful because it's surrounded by archers and there's a chest there you can rob them of. Enter the keep. As you run by the big locked door, loads of enemies will appear behind it. But there's a hole in the door so you can just stand outside and kill them all and they can't do anything about it.

When everything is dead or runs away, go down the left side of the hallway. The first door has ogres around beds that have gold in them. Take the south door in here for a small treasure room. The second door on the left side has a load more ogres around more beds with gold and items hidden within. The final door has a couple ogres inside and two doors leading to items and the switch to open the door in the front.

Enter the area and collect all the bodies and kill anything that remained alive. Go to the north and Go back to the main hall and go right this time. This side is pretty much a mirror image of the other side except the enemies are guards, not ogres. Check the beds in the first room and go south for a small treasure room. The second room has nothing but search the beds and in the last room are two doors with items and a switch behind. Now both big doors are open. Go back and through the second door and an army of ogres and guards will appear in the final room.

The best thing to do is to go shut the door and kill them through the door again. However you manage to do it, there's a cabinet and a switch in the small throne. Go down the secret passage to the east and there are four chests in here.

Take these and warp back to White Cap. This quest is easy. Just use Town Portal to go to the six main towns and have the person with the keys push the button on the tower so it won't shoot fireballs at you when you fly anymore. Then come back here to get Warrior Mage status. Now, go to Silver Cove and fly directly west until you go over a hill and see a dungeon.

In the second room, kill some druids and check the trees again. Hit the rock near the door to open it and go on.

In the third room, kill more druids and touch the tree to open a secret ledge. Collect gold from the tree in here. Touch the rock near the door to open it again.

In the fourth room, kill a half-dozen druids and collect from the trees again. Hit the rock to open the door. In the fifth room, there are rock beasts and spirits. Touch the tree to move on, no gold in here. In the sixth room, there are water beasts, spirits, and elementals.

They will follow you out of the water if you run. Kill them and touch the fountain to move on. In the seventh room, there are no enemies, just a cursing monolith. In the eighth room, there are lots of druids and cursing monoliths. In the ninth room, there is a mixture of druids and Earth monsters. Touch the monoliths to open the door. In the tenth room, no enemies, touch the monolith to continue. In the eleventh and final room, there is a large mixture of druids and Earth Monsters. In here, touch the pool to open the way forward.

Take the two chests and touch the altar to defile it. Run down the hall and touch the flowers at the end and you're back at the beginning. Go back to Free Haven so we can take care of some quests here. Head to the south and then west when you get to the edge. You will come upon some archers and mages who are standing in front of a temple that looks like it has glasses.

Enter this keep. It has rats and a lot of those armored warriors from the first Dragoon dungeon. Go into the door on the right and clean out the big room of armored fighters.

Go north from this room into a long hallway with a couple fighters in it. There are six paths leading off from this hall and then a door at the end. All of them have armored fighters and an empty cabinet. Totally useless rooms. The end room, however, has stuff lying around and a door that leads to lots more fighters and some rats.

Behind them are two chests and a switch. Its duration is based on the character's skill in Dark Magic. Armageddon costs spell points to cast. You're welcome. It was my pleasure. Actually, I was hoping they might make this a stickt post, but I guess I can just comment now and then to keep it on the front page.

Oh well. Here it is, and there ya go! Hope it's useful to someone anyway. Viimeisin muokkaaja on Hippie ; I think there is a PDF manual available in the game file.

You can access it by rt clicking the game in your library Viimeisin muokkaaja on misterbill5 ; There ya go! This wasn't needed all along I guess?!? Find some file and right click it you say? I didn't know that. Good ol' times I have the original manual, but finding the link was much better than scanning it myself.



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