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 @~Continued from Issue 59 The Misty Islands This overland area resets every 24 months. Travel By boat: 2 days, 250gp to Castle Ironfist (Monday, Wednesday, Friday) By boat: 3 days, 250gp to Silver Cove (Monday, Thursday) By boat: 2 days, 250gp to Bootleg Bay, East (Tuesday, Thursday, Saturday) Locations 1 Kathleen Mester She will activate the teleporter at 29. 2 Initiate Guild of Fire Teaches Learning and Fire Magic skills for 1000gp. Sells spellbooks for Fire spells (1-7). 3 Initiate Guild of Water Teaches Learning and Water Magic skills for 1000gp. Sells spellbooks for Water spells (1-7). 4 Initiate Guild of Air Teaches Learning and Air Magic skills for 1000gp. Sells spellbooks for Air spells (1-7). 5 Norio Ariganaka Teaches Mastery in Meditation to those with rank 7 and personality 30 for 2500gp. 6 Harper Collins Teaches Mastery in Water Magic to those with rank 12 for 4000gp. Sells membership to the Water Guild for 50gp. 7 Caao Salem Teaches Mastery in Air Magic to archmages for 4000gp. Sells membership to the Air Guild for 50gp. 8 Jazebel Teaches Mastery in Fire Magic to those with rank 12 for 4000gp. Sells membership to the Fire Guild for 50gp. 9 Bank 10 General Store Buy: 2.0; Sell: 8.0 11 Alchemist Store Buy: 1.5; Sell: 3.5 12 Town Hall Charles D'Sorpigal Get quest 14. 13 Temple 14 Training Hall Maximum Level: 30 15 Weapon Store Buy: 2.0; Sell: 4.0 16 Armor Store Buy: 1.5; Sell: 3.5 17 Fountain that restores 10 spell points 18 Inn Night: 14gp; Food: 12 for 17gp. 19 Fountain that gives +20 luck for a day 20 Calvin Black Teaches Expert in Staff for 2000gp. 21 Gonzalo Ramirez Teaches Expert in Spear for 2000gp. Sells membership to the Duelist's Edge for 50gp. 22 Bernard Jacobs Teaches Expert in Repair Items for 500gp. 23 Arthur O'leary Teaches Expert in Leather for 1000gp. Sells membership to the Bucaneer's Lair for 25gp. Buccaneer's Lair Teaches Diplomacy, Leather Armor, Identify Item, Perception, and Disarm Trap skills for 200gp each. 24 Duelist's Edge Teaches Bodybuilding, Mace, Chain Armor, Bow, and Shield skills for 500gp each. 25 Docks 26 Fountain that gives +10 to intelligence and personality for a day 27 Fountain that gives +5 to all elemental resistances for a day 28 Lord Albert Newton Get quest 12,quest 13, and quest 21. 29 Teleporter to 34 30 Shrine of Intellect 31 Receiver for teleporter 35 32 Dragon Tower 33 Silver Helm Outpost 34 Receiver for teleporter 29 35 Teleporter to 31 35 Obelisk #14 Silver Helm Outpost All of the exciting parts of this dungeon happen after you walk down the starting corridor into a large room (that almost looks like a mess hall). From this room, you will see seven different doors leading out to the south, east, and west. The two rooms to the south are both storerooms that contain quite a bit of treasure, stat raising barrels, and food. On the west side, the northernmost door leads to a block of three cells. Inside one of those cells, you will find a prisoner that tells you there are secret passages hidden here. If you go to the end of the passage, you can find a secret door right there. Just click on it to open it. It leads to a very high room that has pillars in the corner and no apparent way of ascending to the top. There are two ways to get to the top: You can use the Jump spell to get from one corner to the next; or you can go into the guard room and flip the switch there. This will cause two small walkways to appear. As you step onto each one, the next will appear; but ones behind you will disappear. If you stay by the wall and walk at a normal walking pace (but don't run), you can walk up the ramp all of the way around the room. At the top, Melody Silver is imprisoned in a room. She is a damsel in distress that you can rescue to satisfy quest 10. From the large central room, head through the southern door on the east side. Through here, you will find one of the master priest's bedroom. Inside here, there is a chest that contains the key to Gharik's Laboratory and a list of enemies of the Silver Helm. This list is what you need to show Charles D'Sorpigal in order to solve quest 14. There is also a switch on the wall that opens a secret passage. This passage contains two more chests and provides a back way into the temple. (This temple can also be reached via the northeastern door from the main hall). If you return to Lord Newton with the key, he will remember that the Mirror you're looking for for quest 12 isn't at the Silver Helm outpost at all, but at Gherik's Forge at New Sorpigal. Bootleg Bay This overland area resets every 8 months. Travel By foot south: 5 days to Castle Ironfist By foot west: 5 days to Free Haven By boat (east dock): 1 day, 150gp to Bootleg Bay, West (Monday, Wednesday) By boat (west dock): 4 days, 150gp to Castle Ironfist (Tuesday, Thursday) Locations 1 Obelisk #11 2 Hall of the Fire Lord 3 Circus (Winter) The circus is only here from December through March. During other seasons, it is either in the Mire of the Damned (August- November), Blackshire (April-July). Nicolai runs away here. You can retrieve him at the big tent to solve quest 9. There are six tents here that each have a game that test one of your six primary stats. (Luck is never tested.) You win either a Lodestone, a Harpy Feather, or a Four Leaf Clover, depending on how well you do. It costs 50gp to play each time. The big tent will let you trade in your small winnings for larger winnings. A Lodestone is worth 1 point; a Harpy Feather is worth 3 points; and a Four Leaf Clover is worth 5. You can buy a cask of wine for 10 or a golden pyramid for 30. 4 The Fountain of Magic Drink from this to solve quest 13. 5 Shoski Pertoniki Teaches Expert in Perception for 500gp. 6 Preston Harper Teaches Expert in Chain Armor for 1000gp. 7 Weapon Store Buy: 1.5; Sell: 3.5 8 Inn Night: 10gp; Food: 10 for 10gp. 9 Temple Winston Schezar Get quest 15 10 Training Hall Maximum Level: 20 11 Alchemist Store Buy: 1.5; Sell: 3.5 12 Armor Store Buy: 2.0; Sell: 4.0 13 Fountain that gives +20 might for a day 14 Temple of the Fist 15 Fountain that gives +2 personality permanently. 16 Fountain that gives +2 intellect permanently. 17 Temple of Tsantsa 18 Inn Night: 20gp; Food: 14 for 28gp. 19 East Docks 20 Temple of the Sun 21 Temple Baa 22 West Docks 23 Shrine of Might 24 Pedestal Used in quest 38. Temple of Tsantsa The temple of the headhunters. Most of this dungeon is just clearing out all of the headhunters and cobras that walk the hallways. As you go in, the first side passage to your right leads to a pair of rooms. The north room has a secret closet in the northeast corner that hides some treasure. Back in the main passage, the next room has a floor that seems to move and pulsate as you look at it. If you stand in this room, you will take continuous poison damage. You should run across this room as fast as possible. The next section is just a loop of corridors and rooms. On the wall in several places, you will see a lever inset in the wall. These levers control the pits that you see. (If you jump into a pit, there is a lever inside the pit that will raise the pit as well.) You will also notice three other levers which are behind skull tiles -- hence, you can't flip the lever itself. In order to deal with these, head towards the very north of the map. At the north, there is a room that contains a small altar. In the altar is a lever. Pulling this lever opens up the skull tiles and allows you to flip those switches. After you have flipped all three of them, the doors to the central altar will open (it is right in the middle of the automap). Past the altar, there is a small cell to the left and inside that cell is Sherell Ivanaveh. She is the one you need to rescue and return to Free Haven in order to complete quest 19. The key to her cell is found in one of the chests in the cannibal's bedrooms. (I forget which one, you should clean them all out anyway.) Temple of the Sun The very first room of this Temple is the public altar itself, and is fiercely guarded by hordes of monks. Have protective spells ready in advance. Once you have cleaned them out, you've basically finished the temple. Head to the door in the northeast of the altar. This short passage leads to a monk's quarters, and there is one more Master Monk waiting for you here. (He shouldn't be a problem if you got through the opening area.) In his cabinet is the Sacred Chalice that you need to complete quest 32. The passage behind the door to the southwest of the altar leads to a treasure room guarded by a Minotaur King. Temple of the Fist From the main entrance, head down the left ramp and explore the two storage rooms. In the second room, if you pull on the torch, it opens a secret panel in the wall that reveals a switch. Flip this switch to open a locked door that is just down the right ramp from the starting area. Return to the entrance and head down that right ramp and through the door. In the room you will find a letter from the temple acknowledging that they have found a crystal and to stand by for a few weeks while they are on their way. Continue up the ramp. At the top of the ramp, guarded by monks, is the evil crystal. After you have defeated the monks, click on the crystal to destroy it. This completes quest 15. Hall of the Fire Lord Right when you first enter, on the left side of the room, there is a molten face embedded into the wall. He is the Lord of Fire, and he will give you quest 47. Make sure you get as many pieces of amber as you can. Every one of your characters must have a piece of amber in order to use the minion teleporters for free. Also, you'll be doing a lot of falling in this dungeon, so use Featherfall. Then go directly ahead and jump down the hole. Then jump off the center platform into one of the side chutes. Start with the southwest chute. Follow the tunnel down and into a room with two chests. After you're done looting, return to the previous room and jump down the hole in the room. You'll be in a room now with lots of holes down and four doors. Explore the passages behind all of the doors. The second (from the left) leads to a hole -- skip that one. The rightmost door's corridor also leads (eventually) to a hole. Jump down that one. Continue exploring, jumping down pits and opening doors as appropriate. There are several stone faces on the walls that you can use to teleport back to the surface if you need to. The corridor leads back to the large room with the four doors that you just left. Now jump down the hole behind the second-from-the-left door. You'll discover that it leads to a room you've already visited. Return to the large pit room. Jump down the pit by stone face on east wall (both pits lead the same place), and then jump down the next ledge. Odds are, you will miss the small ledges that are by the doors on the next level down. If so, you will be rewarded by finding piles of gold on the ground. If you follow the corridor here you will return to the large pit room. Repeat until you do end up on the ledges by the doors. If you walk to the end of the room on the left side, you will be teleported to a room filled with goblins. Kill them, and turn around from where you started and head up the ramp. This is the ramp you arrive in if you went down the northeast eighth opening from the starting room area. Return back down the ramp and go all of the way down. Unfortuantely, this leads to a dead end. Use one of the stone faces to return to the start, jump back down, and return to the large pit room. Go to the end of the room on the right side now. This is the room you can also get to by going down the northwest eighth from the starting room. Follow the ramp down and you'll find a door that, when you try to open it, says "all wards must be destroyed". Move to the leftmost alcove and open the hidden door in it. This corridor leads to the place where you would go if you went into the eastern eighth from the starting room. Return back to the alcove, head back upstairs and jump in the pit. Look, you're back in the large pit room again. From here, you should be right next to another pit (it's in the northwest corner). Jump in that one. Follow the steep ramp up, and you'll find yourself back in the room you just left (the eastern-eighth room). Since you have used up all of the exits from the large pit room, return to the start and go to the room with eight pits down. If you'll notice that in addition to the eight chutes immediately around the central pillar, there is also a section missing in the corner of the floor in the southwest. Jump into that area. Unfortunately, it merely leads to a room you've already visited. Return to the start. At this point, you've been to the areas that the northwest, northeast, west, and southwest eighths lead to. So head to the west eighth and jump down. It leads back to a door in a room that you've already been to. Return and jump down the north eighth. At the end of this corridor, you'll find a Crystal Skull in a chest. This is important. The skull allows you to unward doors. Return to the start. From the start, take the southeast eighth. Take the corridor all of the way down to another room that looks very similar to others you've seen. The westernmost niche contains a door in the back. Following this all of the way up, you'll discover that it leads to the southern eighth from the starting room. In the first room back down, there is a pit in the corner of the room. Jump down it. It leads back to a niche in a room you've already been to. Return to the top again. You've been everywhere, but you have to go back and open some doors now that you have the skull. Head down the northeast section from the start and open the middle niche door. Then return to the top and head to the northwest section. A door that was sealed before will now be open. Jump down the pit that is revealed behind that door. It just leads back to a place you've been. However, you can now return to the start and talk to the Lord of Fire. He will thank you for completing the quest. @~More in issue 60 - o -