Might and Magic VI - The Mandate of Heaven (Part 1) Solution copyright (c) Mike Marcelais. Version 1.0, June 6, 1998 See also the maps in the Screenshots section Supplied by Carolyn Brown Introduction Might and Magic VI is a very loose game -- i.e., there is very little linearity. To solve the game merely means going to each location and dealing with all of the small quests in the area and exploring the local dungeons. Because of this freedom, the walkthrough will be in the style of a "tour" of the lands. Each major grid location is listed (along with a screen capture of the map from the game), and all surface locations noted. For towns, each building is described, along with what and who can you can talk to, who to buy skills from, and what quests are available. For the outlying areas, the dungeons are listed. Dungeon maps are not given -- they would be too extensive to fit easily into a web page and the automapping in the game is excellent. Also, every dungeon should be explored completely to get all of the loot, but only puzzles and hidden locations are described. I also skip most of the fighting because it isn't something that you can easily describe, nor does it matter in most places, except that you have to survive it. Stores are listed with a "buy" and "sell". The "buy" value is multiplied by the items value to determine the price you have to pay for it. The "sell" value is divided by the item's value to determine the price you can sell it to the store for. Higher is always worse, and a "buy" or "sell" of 1 means that you are buying/selling an item at cost. Every location has a "reset" timer. This starts when you first enter the area, and after it "goes off", the entire grid square resets: monsters reappear and random treasure is replaced. Nonrandom treasure (including most stat-gaining liquids) is not replaced. All dungeons have a reset of 2 years (24 months), unless otherwise noted. Overland areas have reset times listed with their descriptions. Artifacts are unique items that can be found. They come in two flavors: Minor artifacts are always benificial and have a value of 20000gp. Major artifacts always have a drawback, but their benificial powers are much stronger. They have a value of 30000gp. There are 15 minor and 15 major artifacts -- some of these artifacts are placed at specific locations; others are randomly generated. Table of Contents New Sorpigal Goblinwatch Abandoned Temple Gharik's Forge Castle Ironfist Dragoons' Caverns Temple of Baa Shadow Guild Hideout Corlagan's Estate Snergle's Caverns The Misty Islands Silver Helm Outpost Bootleg Bay Temple of Tsantsa Temple of the Sun Temple of the Fist Hall of the Fire Lord Free Haven Temple of the Moon Tomb of Ethric the Mad Dragoons' Keep Free Haven Sewers Oracle of Enroth Control Center Mire of the Damned Snergle's Iron Mines Dragon's Lair Castle Darkmoor Frozen Highlands Icewind Keep Shadow Guild Silver Cove Monolith Warlord's Fortress Silver Helm Stronghold Blackshire Lair of the Wolf Temple of the Snake Kriegspire Devil's Outpost Superior Temple of Baa Agar's Laboratory Castle Kriegspire Cave of the Dragon Riders Eel Infested Waters Castle Alamos Dragonsands Tomb of VARN New World Computing Hermit's Isle Supreme Temple of Baa Paradise Valley Sweet Water The Hive Tables Skills Quests Seer Obelisks Items Potions Spells Monsters My Winning Party New Sorpigal ------------ This overland area resets every 6 months. Travel On foot west: 5 days to Castle Ironfist By boat: 3 days and 100gp to Misty Islands (Tuesday, Thursday, Saturday) By coach: 2 days and 25gp to Castle Ironfist (Monday, Wednesday, Friday) Locations 1. Inn Night: 3gp; Food: 6 for 2gp. Andover Potbello Show him the letter you start the game with for 1000gp. Get quest 3. Shelia Loumpus Found upstairs, use the ramp behind the Inn. Teaches Expert in Identifying Items for 500gp. Tara D'Cathay Found upstairs, use the ramp behind the Inn. Teaches Expert in Perception for 500gp. 2. Hejaz Mawail Buys Cobra Eggs for 1000gp each. Sells membership to the Buccaneer's Lair for 25gp. 3. Harold Hess Sells membership to the Blade's End for 25gp. 4. Erik Salzburg Teaches Expert in Bodybuilding for 500gp. 5. Victor Hazen Teaches Expert in Meditation for 500gp. 6. Violet Dawson Sells membership to the Self Guild for 100gp. Get quest 6. 7. Buford T. Allman Sells membership to the Elemental Guild for 100gp. Get quest 4. 8. Armor Store Buy: 1.5; Sell: 3.5 9. Blade's End Teaches the Axe, Spear, Staff, Sword, and Leather skills for 375gp each. 10. Alchemist Store Buy: 1.5; Sell: 3.5 11. Weapon Store Buy: 1.5; Sell: 3.5 12. Coach Travel 13. General Store Buy: 2.0; Sell: 8.0 14. Abdulai Mahgreb Teaches Expert in Body Magic for 1000gp. 15. Virgil Holiday Teaches Expert in Mind Magic for 1000gp. 16. Enoch Highridge Teaches Expert in Spirit Magic for 1000gp. 17. Training Hall Maximum Level: 15 18. Taro Teaches Expert in Earth magic for 1000gp. 19. Isao Magistrus Teaches Expert in Fire magic for 1000gp. 20. Buccaneer's Lair Teaches Merchant, Identify Item, Perception, Disarm Traps, and Dagger skills for 150gp each. 21. Town Hall Frank Fairchild Get quest 5. Show Shadow Guild letter to receive 5000gp. Janice the Clerk Get quest 2 and quest 7. 22. Bank Cheryl Duncan Found upstairs, reachable only by flying. Teaches Expert in Air Magic for 1000gp. 23. Fountain that restores 5 hit points 24. Fountain that restores 5 magic points 25. Fountain that gives +10 might for a day 26. Temple 27. Initiate of the Self Guild Teaches Mind Magic, Body Magic, and Soul Magic skills for 750gp each. Sells spellbooks for Mind spells (1-3), Body spells (1-4), and Soul spells (1-4). Donald Retzer Found upstairs, use the ramp in the back of the guild. Teaches Expert in Learning for 2000gp. 28. Initiate Guild of the Elements Teaches Earth Magic, Air Magic, Water Magic, and Fire Magic skills for 750gp each. Sells spellbooks for Earth spells (1-4), Air spells (1-4), Water spells (1-4) and Fire spells (1-4). 29. Dragon Tower 30. Goblinwatch 31. Dorf Teaches Expert in the Staff for 2000gp. 32. Abandoned Temple 33. Igor Teaches Expert in Ancient Weapons. 34. Shrine of Luck 35. Douglass Hill Teaches Expert in Water Magic for 1000gp. 36. Gharik's Forge 37. Obelisk #15 38. Docks 39. Well that gives +2 luck permanently Goblinwatch Note that the outside of Goblinwatch contains quite a few goblin guards. You can get access to the upper part of the watch by taking a ramp around the backside of the keep. There is a room at the top with a goblin that refuses to talk to you. From the entrance, head right and down. In the room at the end are several cabinets on the wall. Inside one of the cabinets is a wall safe that has a scroll describing the combination to the vault. This is the scroll required to solve quest 2. From the entrance room, the room to the south and west has a button on the far wall. Pushing this button lowers two corner pillars that allow access to some treasure rooms. To the east is the entrance area to the vault. In order to open it, you have to work out how to open all of the doors at once. One of the instructions will open a door without closing any. This must be the last key you press. Now, find a way to open a door that closes only the doors you will open later. And continue until all of the doors are open. One solution is "NILBOG". (Many other solutions are possible; this one has the advantage of spelling something interesting when reversed.) Each key opens a door while not closing any of the doors you have already opened. Pushing the Maintenance button (M), will teleport you to caves underneath the castle. When you leave this area, it will open up a new door to the east of the entrance room. Abandoned Temple At the very first intersection, to the right is a room. A chest in that room contains the candelabrum needed to solve quest 3. Continuing down the corridor into the caverns, you will come to a room containing a chest in the middle of the room and a Spark spell constaintly bashing down onto it. You can empty the chest by timing your steps correctly. Be careful, as the Spark spell seems to be a master level spark. The next room and then north leads to where Angela is trapped. She will join your party automatically and you can return her to town to solve quest 6. Further west and then back east, and then to the end of the passage is a teleporter that returns you to the room south of where you found Angela. If you instead go further west is the lair of some cobras. You can find several cobra eggs scattered around this room. To the south is the lair of the Queen of the Spiders. Kill her and you will find her heart. This will satisfy quest 4. There is also a teleporter here that will return you to the starting room. Gharik's Forge Note: You should complete the Silver Helm Outpost on the Misty Islands before starting this dungeon. As you enter, you will find a huge vertical room with a spiral walkway around the edge of the room. The center opens up into a deep pit that falls into a lava field. The room is also filled with fire spirits and elementals which are not happy to see you. If you are so unfortunate as to fall into the lava, there is a tile that, when touched, will teleport you back onto the walkway. That applies in all of the other areas where you can fall into the lava in the Forge. In the corridor outside the entranceway, there is a secret door on the right wall. This leads to a room that has a lever. Pulling this lever will extend the bridge across the lava moat. The doors in the next section are all opened by pulling a lever just to the left or right of the door to be opened. Expect a tough fight. Anyway, through the first door, turn to the right, and continue down the corridor and you should get to a balcony that overlooks another lava moat. There are eight doorways to this room and one wooden bridge. The hallways connect seven of the eight doorways -- you have to get to the eighth. There is also a lever on each balcony and each lever does something. The upper southwest lever toggles the upper southwest door. The upper southeast lever toggles the upper northeast door. The upper northwest lever toggles the lower northeast door. The upper northeast lever (the lever at the door you're trying to get to) opens a secret room back out in the corridor where the puzzle started. The lower southwest lever toggles the upper northeast door. The lower southeast lever moves the bridge across and closes the upper southeast door. The lower northwest lever toggles the upper southeast door. The lower northeast lever toggles the lower southeast door. Both southeast, and the lower northeast the remaining doors start open. To get through, flip the upper northwest lever, the lower northeast lever, the lower southeast lever, the lower northwest lever, and the upper northeast lever. Then return to the secret room and collect the loot and continue through. The next room to the north has a chest, inside of which is a Letter to Marcus. Continuing around the corridor, through another room to the south, and in the corridor, there is a loop in the corridor. On the west side of the loop, there is a secret door that leads to a back room. In that room there are two chests, one of which contains a scrap from Gherik's Journal. Through the door, you will reach a tiny room with a lever on both sides of the door. This is an elevator room -- pulling the lever will lower you way down to the bottom, where another door waits. This door requires that you have the key to Gherik's Laboratory. You can get this key from the Silver Helm Outpost on the Misty Islands. In the next room (which is a nasty fight), go through the wall on the far door, and then up the spiral ramp around the edge of the next room. Up there, you need only fight your way across one more bridge and then through the last group of warlocks in the room on the far side. The chest against the far wall contains the Hourglass of Time needed to complete quest 12. @~The next part of this solution will be in Issue 58. - o -