Might and Magic VI - The Mandate of Heaven (Part 3) Solution copyright (c) Mike Marcelais. Version 1.0, June 6, 1998 See also the maps in the Screenshots section Supplied by Carolyn Brown Castle Ironfist This overland area resets every 24 months. Travel On foot east: 5 days to New Sorpigal On foot north: 5 days to Bootleg Bay On foot west: 5 days to the Mire of the Damned By boat: 2 days, 100gp to the Misty Islands (Monday, Wednesday, Friday) By boat: 2 days, 100gp to New Sorpigal (Tuesday, Thursday, Saturday) By boat: 3 days, 100gp to Bootleg Bay, East (Tuesday, Friday) By boat: 2 days, to Volcano, New Sorpigal, South (Sunday) By boat: 14 days to Volcano, Dragonsands, near Gharik's Forge (Sunday) By boat: 21 days to Hermit's Isle By coach: 1 days, 50gp to Arena (Sunday) By coach: 2 days, 50gp to New Sorpigal (Monday, Wednesday, Friday) By coach: 4 days, 50gp to Free Haven (Tuesday, Saturday) Locations 1 Rich Hamburg Teaches Expert in Chain Armor for 1000gp. 2 Benito Tellman Teaches Expert in Plate Armor for 1000gp. 3 Edgar Carpenter Teaches Expert in Shield for 2000gp. 4 Newt Headrow Teaches Expert in Leather Armor for 1000gp. 5 Coach Travel 6 Andrew Besper Sells membership to the Berserker's Fury for 50gp. Get quest 8. 7 Berserker's Fury Teaches Bow, Shield, Chain Armor, Plate Armor, and Repair Item skills for 500gp each. 8 Armor Store Buy: 2.0; Sell: 4.0 9 Weapon Store Buy: 2.0; Sell: 4.0 10 Helen Teal Teaches Expert in the Bow for 2000gp. Tracy Fluata Sells membership to the Mind Guild for 50gp. 11 Inn Night: 40gp; Food: 20 for 80gp. Terrance Smith Teaches Expert in Dagger for 2000gp. 12 Docks 13 Leon Lazaru Teaches Expert in Identifying Items for 500gp. 14 Tylor Tailor Teaches Expert in Disarming Traps for 500gp. 15 Training Hall Maximum Level: 200 Stephan Biggs Teaches Expert in Axe for 2000gp. 16 Weapon Store Buy: 2.0; Sell: 4.0 Aaron Strongmun Teaches Expert in Sword for 2000gp. 17 Armor Store Buy: 2.5; Sell: 4.5 18 Initiate of the Spirit Guild Teaches Meditation and Spirit Magic skills for 1000gp each. Sells spellbooks for Spirit spells (1-7). Initiate of the Mind Guild Teaches Meditation and Mind Magic skills for 1000gp each. Sells spellbooks for Mind spells (1-7). Initiate of the Body Guild Teaches Meditation and Body Magic skills for 1000gp each. Sells spellbooks for Body spells (1-7). 19 Alchemist Store Buy: 2.0; Sell: 4.0 20 Temple 21 Olaf Berring Teaches Expert in Bodybuilding for 500gp. 22 Bishop Inquisitorio Teaches Mastery in Spirit Magic to high priests. Sells membership to the Spirit guild for 50gp. 23 Bernice Weaver Sells membership to the Body guild for 50gp. 24 Castle Ironfist Wilbur Humphrey Get quest 10, quest 11, quest 23, quest 41, and quest 42. Nicolai Ironfist Get quest 9, and quest 50. Eltan Astrogate Upstairs, reach via a ramp in the back of the castle. Teaches Expert in Learning for 2000gp. Walter Hargreaves Upstairs, reach via a ramp in the back of the castle. Teaches Expert in Diplomacy for 500gp. 25 Fountain that gives +10 speed for a day 26 Fountain that gives +10 accuracy for a day 27 Teleporter to #35 28 Receiver for teleporter at #37 29 Dragoons' Caves 30 Temple of Baa (Dungeon) 31 Shadow Guild Hideout 32 Seer 33 Temple Baa 34 Corlagon's Estate 35 Receiver for teleporter at #27 36 Fountain that restores 10 hit points 37 Teleporter to #28 38 Obelisk #12 39 Shrine of Elecricity 40 Inn Night: 10gp; Food: 10 for 10gp. 41 Snergle's Caverns Dragoons' Caverns When you enter and get to the first fork in the corridor, take the door to the right. The door directly ahead leads to a room whose exit is jammed shut, so you can't go that way anyway. On your right, there will be a stairway leading downward (with guards at the bottom). Once down there, head south and take the north fork. This passage leads around to a switch which will open the door back on the starting room. The south fork leads to a chest which contains a flute and a letter linking the Dragoon raiders with the Shadow Guild. If you return with this letter to New Sorigal city hall, you will receive 5000gp. On your way back, be wary of the west exit from the bottom of the ramp: That leads down to a water channel. In the water are several kinds of oozes -- all of which will devour your items and tend to be immune to such items. Just avoid. And don't fall in the lake; you'll have plenty of chances to do so. Back upstairs, head through the south door and continue to a platform with a lever. This lever operates an elevator down (to some more waiting guards). From here, around the corner and to the north is another switch. This switch opens a secret door back down the corridor that leads to some chests. Continuing down the corridor, over the bridge, straight, and over another bridge is another button. This will open a door that you skipped by. Head back over the bridge and turn left (east) at the fork between the bridges and into the next room. The exit to this room is controlled by that switch. Almost there -- after going down the second elevator, follow the large passage all of the way to the end. There will be five chests against the far wall. Only the middle-left chest (#2) is real; touching any of the other chests will teleport you to another area of the labyrinth. Inside this chest is a harp, which is needed to solve quest 8. Temple of Baa When you enter the temple, there will be a very large room just in front of you, with a small room in the center and four doors leading off in the four cardinal directions. There are also tunnels that lead in each of the secondary directions (NE, SE, SW, and NW). These diagonal tunnels aren't that important, except that the critters in there should be cleared out before they disturb you at a bad time. The witches' brew that you will find in some of the corners will raise your magic resistance by 1% permanently. Start by heading south. You'll pass by two locked doors and then the corridor will dead end in a statue. If you search the statue, you will find a key. That key will open one of the two doors you passed. Inside that room, there is a chest containing a bathhouse key. (Note: every time you open a chest around here, more skeletons and Baa clerics appear.) Now head north into the bathhouse area. The key you found opens the room on the left. Inside that room is another chest. That key will open the other storeroom back in the south area. Heading back to the south, open the door, then the chest, to get another key. Now, go to the east. Open the door and quickly move out of the way. A large fireball shoots down this corrdior at regular intervals. You can get around it by walking on the fountains. Head upstairs, fighting a rather difficult battle, and clear out the temple at the top. As soon as you stand on the elevated part of the room, the room will fill completely with skeletons. You have three choices: You can run like mad along the edge of the room and get back out to the stairs. Then you fight them one at a time as they come around the corner. Use the key you have to open a secret door behind the altar. The secret passage leads to two ledges along the sides of the room. From here you can pick off all the skeletons with your bow with little problems. Stand, fight, and die. :-) You can also take the gong that is on the altar here; there is a fellow in Free Haven that buys temple gongs for 2000gp each. Now, return back to the main room. You can open the main door now by opening the doors in the following order: north, east, south, then west. Inside is another chest. (There is quite a battle waiting for you when you open this chest.) Inside is a key to the other bathhouse room. Go to that room and open up the chest there to get a treasure key. Great -- now where's the treasure room? Return to the large altar and go to the ledge on the north side of the room. At the end of the ledge (to the west), there is an invisible door in the corner. In this room, there is a chest that contains the Chime of Harmony, needed to solve quest 7, and another treasure key. The treasure key can be used to open a similar secret door in the south wall. That room opens into piles of money. Shadow Guild Hideout This is not a very large dungeon and there isn't much here to describe. In the first room to your right, there is a button just inside the doorway. If you push that button, then a wall section out in the corridor will open up allowing you to walk straight from the entrance deep into the hideout. The next door on the right is locked, and you can't open it now. Continue down that corridor, working your way around. The area is arranged like a large oval, with rooms on the outside. As you are working your way down the other side, you will find a large room that looks like a vault: several barrels of gain stat are here, bags of items, and lots of gold. On the north wall of this vault, there is another switch. This opens the corridor on this side of the oval, across from the first secret door that you opened. On the next room on the right, there is a chest. In that chest, there is a guild key. That key opens the locked door back near the entrance. At the end of the corridor, there is a secret door, openable only from this side, which allows you to get back into the first room in this dungeon. The locked room is where Sharry is being kept prisoner. She will join your party, and you should escort her back to New Sorpigal to complete quest 5. Corlagan's Estate This evil place is filled with undead. In particular, ghosts, specters, and other evil floating things. They have the ability to magically age you, and there is no easy way to heal from magical aging. (The only way that I know of is to use one of the black potions, but then your stats are permanently reduced.) Save often. In the first room, head right. Progress through the rooms. At one point you will pass through a room with a pool of water in it. Note this room as you'll return to it later. In the long hallway around the corner, take the first right. The next room should have a narrow walkway that is suspended over a very large room. The room has lots of ghosts in it which will float up to attack you when you enter the room. Stay to the walkway and don't fall off. The next long corridor has a teleporter on it that will instantly take you the length of the corridor. Continue all of the way down, through another room with a walkway (with more ghosts to greet you) and eventually you will get to a room with no more exits. Push the button on the wall there. Return to the entrance and take the left exit. The door exiting this room was opened by that button you pushed. Follow the corridor around and down and around and down. You will get to another room, similar to the one I mentioned above, but instead of a pool of water, it is an empty pit. Cast Featherfall and jump into the pit. One of the walls at the bottom of the pit is a secret door. From here, work your way through the tunnels. On one of the walls in a side passage is a button. Push it. These tunnels will connect with the large room undernearth that suspended walkway. There are some chests here. The tunnel will come out at that room with the pool -- the mural behind the pool is a secret door when opened from the inside. Return to the room with the pit. Continue until you get to a long corridor with short side passages on the left and right, alternating. There is a secret wall at the end of the last corridor on the left. In this room, there is some nice treasure. Go south to the end of the corridor, turn east, and then turn north. This room has a button which opens the door to the room where the Crystal is located. The next room is the room underneath the second suspended walkway that you passed over already. Head towards the east door. Follow this down to another door that opens into the room where the Power Lich is hanging out. Yes, he's nasty. And don't try to run away because there is a trap in the corridor that will teleport you into the middle of the room. The best way to deal with the Lich is to close to melee as quick as possible -- he is either immune or highly resistant to most spells. When you're done killing him, open the chest at the far end of the room and get the Crystal out of it. This is the crystal you need to complete quest 22. Back out in the previous room, the corridr on the west side will lead back to the room just to the east of the entrance area. Now you can leave in comfort. Snergle's Caverns Be sure to finish Snergle's Iron Mines first in order to get the Key to Snergle's Chamber. The beginning of this area is very simple; walk through the corridors and kill things. There is very little branching. At most of the dead-ends, there is an exposed gold or gem vein; you can search that to either find gold or cause a cave-in. Similarly, the crystals in the open room can be harvested to get gemstones that can be sold in any shop. West of the first chamber, there are bones that will permanently increase your resistances. The black barrels past the second room merely poison or disease you. In the second chamber, a switch on the ground will open up a secret door to the west that leads to more barrels of stat-raising liquid and other treasure. In the third large chamber, the door leading out of that will be locked and you need to get the Snergle's Chamber key from Snergle's Iron Mines to open it. When you open the door, the corridor behind you will fill with Dwarves. This pins you in a corner and leads to a rather quick death. The best way I've found to deal with this is cast Lloyd's Beacon back in the second room, and then (in turn based mode), open the door and cast Lloyd's Beacon to return to the second room. Then you can fight all of the dwarves while they are all in front of you and come at you two and three at a time (rather than ten to twenty at once). One of those dwarves in the huge army that flows out of that door is Snergle himself (he isn't any tougher than a Dwarf Lord). On his body, you'll find his Axe. This is what you need to solve quest 25. In a chest in this room, you will find a letter to Snergle. There is also a switch on the throne that opens another door leading out of this room to the southeast. This passage leads to a small corridor with glowing dinosaur bones. These bones will teleport you back to the entrance to the caverns. @~The next part will be in issue 59. - o -