Might And Magic 6 Walkthrough

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  1. Might And Magic 6 Walkthrough
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  1. (version note: This version lists most quests through the end of the game. I am still missing a few minor quests, but real world responsibilities have curtailed my.
  2. Dark Containment 200 SP A spell that is wrapped in total mystery. It exists in only one place in the world and since it hasn't been found by anyone, no one knows what it is except that it is a myth. WALKTHROUGH Welcome to the main walkthrough of Might and Magic VI: The Mandate of Heaven.

Might and Magic 6 Walkthrough, FAQ, Hints, Cheats - CheatbookMight and Magic 6 Walkthrough, Hints and Tips for PC Games. Browse by PC Games Title: The encyclopedia of game cheats.

A die hard gamer would get pissed if they saw someone using cheats and walkthroughs ingames, but you have to agree, sometimes little hint or the 'God Mode' becomes necessary to beat a particularly hard partof the game. If you are an avid gamer and want a few extra weapons and tools the survive the game, CheatBook DataBase isexactly the resource you would want. Find even secrets on ourMight and Magic 6Might and Magic 6Submitted by: Dj SimoWalkthrough by (another) George - gbryant@sonetcom.com-Sections-Character CreationBeggining TipsTraveling tipsListsSpoilersBugsThanks, contact and misc infoCharacter Creation-Your party must fill many roles and unfortunetly you have only 4 peopleto do this with. In the beggining I'd have.someone for melee damagesomeone for magic damagesomeone who healssomeone who repairs itemssomeone who identifies itemssomeone who can pick trapssomeone with the 'merchant' skillThis is a bare minimum. Later on you'll want to develop more skills butthese will atleast fill out the basic roles. You shouldn't pick all of thesein char creation but buy them from guilds as early as possible. Here are mythoughts on the classes followed by what characters in my party I used tofill which roles.Knight- No magic but this can be a help as this will allow him to haveplenty of time to develop some of the skills your magic using characterswill be too busy to advance.

(pick locks,repair,etc) My knight doesn't do atremendous amount of damage but he has a lot of HP. This can help as usuallyatleast he is alive and he can retreat with all my money instead of havingto ressurect back in New SorpigalPaladin- a little bit of clerical magic and almost as much HP as the Knightand does as much damage. Fairly useful, and since his SP depends onpersonality it might be a wise idea to give him the 'Merchant' skill. I'venoticed 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 amixed bag.

For Might and Magic VI: The Mandate of Heaven on the PC, GameFAQs has 20 FAQs (game guides and walkthroughs).

Since my mage didn't do a lot of damage till he got quite a fewpoints in the various magic skills it wouldn't seem too useful to havesomeone dabble in elemental magic. Most people seem to be using them asMelee fighters anyway so it might be wiser to go with a straight mage or aknight.Druid- Once again, I didn't pick this one but from what I've heard from theusenet they seem fairly useful. Propably would be pretty weak in thebeggining but late in the game using both magic disciples would make them avery 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 haveatleast a cleric or mage in your party.Cleric- Their magic isn't as powerful as the mage's but you'll use thehealing 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 domore 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. Mysorceror has propably been the single most useful member of my party. Idon't think any party should be without one. Once I got him to expert daggerhe 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. MySorceror started off with all the magic skills and used his points only onthem.

Later on he learned Meditation which boosted his Sp but besides thathe's just been concentrating on magic. Its better to master Water or Airmagic before fire or earth.

I gave him Dark Magic later in the game. Mycleric spent most of his time on magic, though I did decide to give him theItem Identification skill as well. I also made him start with all his magicskills. Spirit or Body magic is better to work on before Mind. My Paladinconcentrated 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 healerbut I usually leave that to my Cleric. My knight took the rest of the miscskills (as well as working up a few weapon skills) of Disarm Trap, RepairItem, and Perception. Though I've found perception to be nearly useless so Ihaven't developed it much.Beggining Tips:Your first goal should be to get armor skills for all your people (littleuse to getting them at creation) and hopefully buy some armor.

The guildoffering to sell the leather armor skill is located in the building behindthe armor/weapon shops. Getting the bow skills and bows for your party is agood idea as well but I think you have to wait till Ironfist. The merchantskill 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 Halland take the quests offered there.

You can also find two more quests fromtownspeople that have to do with the abandoned temple NW of town. (they area find person quest and kill the spider queen) After that you might want tohead to the Goblin Watch tower as I think its a little easier. Make sure youtake the first right inside and check the walls before doing the puzzle tothe north. Kill the groups of monsters just hanging around New Sorpigal byrunning up and kill a few then running back and healing. You can also try tolure a few away from the main group.Traveling Tips:Read the manual or try right clicking on the item/whatever before askingfor help for the problem.Horshoes found around stables and occasionally just randomly in the worldcan be used to give extra skills points by right clicking them on acharacter. They do respawn so it might be a wise idea to check stables everyonce in a while.

Might and Magic VI: The Mandate of Heaven - Walkthrough/FAQ The Complete Guide to Might and Magic VI Author: DG Dobrev e-mail: ironfeather@mail.bg Date: 28th December 2001 Version: 1.0 This FAQ came to life with the kind help of these great people:1. GriffonRider-COPYRIGHT NOTICE-1.

What you can do with this guide:- Make a copy for pesonal use2. WHAT YOU CANNOT DO!- Sell this FAQ for money.- Post it on your website without my permision.- Use parts of this FAQ as your own.- Plagiarize this FAQ in any imaginable way.3. FOR ANY COMMENTS, additions, questions about the game etc.

Regarding this FAQ feelfree to e-mail me. My personal mailbox is:ironfeather@mail.bg-Table of Contents- Copyright notice- Foreword1. Forming the Party.2. Character's statistics, factors, primary and seconrdary skills.2.1. Primary Statistics.2.2.

Weapon skills.2.4. Magic skills.2.5. Miscellaneous skills3. The obelisk puzzle.4.

Promotion quests.4.1. The quests of the six lords.6. Oracle missions.7.

Might And Magic 6 Walkthrough

Artifacts and relics in the game.8. Simple weapons and gear in the game.9. Solving the side quests.10. Town descriptions and teache locations.11.

Might And Magic 6 Free Haven Map

Hints, tips, secrets and advices.12. Spell descriptions.13. Special thanks.14.