Might and Magic VI (1) Hints from rjmcpher@uci.edu with thanks from many other contributors Downloaded from the Net by Carolyn Brown Experts, Skills, Promotions --------------------------- Note: You buy basic skills at guilds - you have to join them - they are all over, some magic guilds also sell the skill (e.g. light and dark) - and you can get armor skill for anyone if you just keep clicking on the "I can offer you nothing.." screen (it is a bug). All EXPERT teachers require skill level 4 (see additional training requirements below also) For Master: All Weapons require 8 skill points All Armor requires 10 points All Magic skills require 12 And Misc. skills only need 7 (all masters require additionally that you have a certain level of a statistic or be a certain promotion rank, I need more details) >New Sorpigal: [Dragon Tower, 1 stable] Earth Magic expert Fire Magic expert Air Magic expert (Above bank, get fly scroll from bank's S. wall) Water Magic expert (Island off E. coast) Body Magic expert Mind Magic expert Spirit Magic expert Learning expert (above self guild) Bodybuilding expert Meditation expert Perception expert (above tavern) Identify expert (above tavern) Staff expert (South of town on mainland) Ancient Weapons expert (N.E. of town on mainland) >Castle Ironfist: (Outside of Castle Walls) [stable] [the Seer in a hut up a mountain path] Shield expert Leather Armor expert Chain Mail expert Plate Mail expert Dagger expert (Behind tavern) Bow expert >Castle Ironfist: (Inside Castle Walls) {Paladin promotion} Axe expert Sword expert Disarm Traps expert Identify expert Diplomacy expert Spirit Magic Master (requires High Priest) >Mist: {Sorceror promotion} Repair expert Staff expert Spear expert Leather expert Fire Magic Master Water Magic Master Air Magic Master (requires Arch Mage) Meditation Master >Bootleg Bay: [fountain of magic] Perception expert Chain expert >Darkmoor (Mire of the Damned) [stable] Mace expert Chain Master Perception Master Axe Master (after killing Snergle) Spear Master >Free Haven: [Dragon Tower, 2 stables] [Council, Oracle] {Knight promotion} Sword expert Dagger expert Merchant expert Earth Magic expert Fire Magic expert Air Magic expert Water Magic expert Body Building Master Plate Master (above Castle Temper) (requires Hero) Identify Master (south of docks, east side of town) >Silver Cove: [Dragon Tower, stable] {Druid promotion} Repair expert Light Magic expert Merchant Master Body Magic Master Mind Magic Master Earth Magic Master Learning Master >Castle Stone: {Cleric promotion} Repair Master Leather Master Dagger Master Disarm Master >Kreigspire: [stable] {Devils outpost west near mountains} {Superior Temple of Baa north of town} {Castle Kreigspire SW corner up mountain or teleport via well in town} {Dragon's Caves northern half, west along mountains, full of treasures} {Hermit is up in the center of the mountains in a hut - you must fly} Bow Master (above the castle) Light Magic expert (in town) >White Cap: [Dragon Tower, stable] {Archer promotion} Bow expert Mace expert Dark Magic expert Diplomacy Master (above Castle) >Blackshire: [Dragon Tower, stable] Dark Magic expert Sword Master Mace Master Shield Master >Castle Alamos (by boat from Silver Cove) Ancient Weapons expert Staff Master Light Magic Master (requires "Saintly" rep.) (behind inn on S. island) >Paradise Valley (sometimes called Pleasant Valley by the game) Ancient Weapons Master Dark Magic Master (requires "Notorious" rep.) >Sweet Water (abandoned town with devils) [fountain of youth] [the Hive] ------------------------------------------------------------------ General hint about using many crucial items: The character who has possession of the item (like a key, parchment, pedestal statue, etc.) must be the active highlighted character when clicking on the place that the item is used. If you can't get through a door that you think you have the key for, make sure that it is in possession of the active party member. Many people just starting out miss this. ------------------------------------------------------------------ [Solstice/Equinox dates for druids]: (not saved in autonotes) March 20 June 21 Sept. 23 Dec. 21 [Circus dates]: (They stay for only a month) April - Blackshire December - Bootleg Bay August - Mire of the Damned (the circus is where prince Nicolai can be found after he skips out) [Goblin Keep password]: N I L B O G ("goblin" backwards but there are others that will work) (to complete the quest you need the parchment with the clues) [Temple of Baa] central door sequence: north, east, west, south (you'll get a "click" when each door unlocks instead of a shock) [Shadow Guild (S. of Castle Stone) riddle answers]: fish time dark arrow [Shrine pilgrimage list]: (Visit the Seer each month to find the current active shrine. You'll receive a permanent +10 to your stats or resistances. Subsequent visits the next year will give you +3 more) January - Might - Bootleg Bay NW corner. February - 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 ____ [Castle Alamos] orb password: JBARD (visit the trees to solve this password) ---- [Temple of VARN] codes: (requires the parchments to work) aruhu yttocs ulus yoccm kcops krik (NWC loves that Star Trek stuff) ----- [Obelisk Messages]: (written top to bottom) In_the_land_of_ the_dragon_to_n orth_by_far_nor theast,_lies_th e_cache_of_the_ captain_'neath_ the_weight_of_t he_least._Hid_f or_the_ship_of_ the_sun_before_ her_functions_c eased,_lift_the stone_and_you_h ave_won;_this_r iddle's_puzzle_ pieced.________ (this cache will not show up unless you've visited all obelisks) [Potion mixing guide:] # Name Type Mix 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 skinned 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 heroism 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 others(p) 19 essence of speed black 3+10 +15 speed, -5 persnlty (p) 20 essence of might black 3+12 +15 might, -5 intellect (p) 21 divine magic black 4+7 +100 spell points, +1 age(t) 22 rejuvenation black 4+11 cures aging, -1 to 7 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. @~More hints next time - o -