Might and Magic VI - The Mandate of Heaven (Part 4) Solution copyright (c) Mike Marcelais. Version 1.0, June 6, 1998 See also the map in the Screenshots section Supplied by Carolyn Brown @~Continued from Issue 59 Free Haven This overland area resets every 24 months. Travel By foot north: 5 days to the Frozen Highlands By foot west: 5 days to Blackshire By foot south: 5 days to the Mire of the Damned By foot east: 5 days to Bootleg Bay By boat: 4 days, 300gp to the Misty Islands (Monday, Thursday) By boat: 3 days, 300gp to Silver Cove (Tuesday, Thursday) By boat: 5 days, 300gp to Castle Ironfist (Wednesday) By coach (north station): 4 days, 100gp to Silver Cove (Monday, Thursday) By coach (north station): 4 days, 100gp to Castle Ironfist (Tuesday, Friday) By coach (north station): 5 days, 100gp to Darkmoor (Wednesday, Saturday) By coach (south station): 3 days, 150gp to Blackshire (Monday, Thursday) By coach (south station): 3 days, 150gp to Kriegspire (Tuesday, Friday) By coach (south station): 3 days, 150gp to White Cap (Wednesday, Saturday) Locations 1 Inn Night: 90gp; Food: 30 for 270gp 2 Weapon Store Buy: 2.5; Sell: 4.5 3 Armor Store Buy: 3.0; Sell: 5.0 4 Coach Travel (South Station) 5 Peggy Woods Sells membership to the Body Guild for 50gp. 6 Wilma Rothwing Sells membership to the Spirit Guild for 50gp. 7 Tim O'Hoolihan Teaches Expert in Body Magic for 1000gp. Michele Blackshire Teaches Expert in Spirit Magic for 1000gp. 8 Adept Guild of Water Teaches Learning and Water Magic skills for 1500gp each. Sells spellbooks for all Water Magic spells. 9 Mynasia Teaches Expert in Mind Magic for 1000gp. 10 Elsie Freedman Sells membership to the Mind Guild for 50gp. 11 Adept Guild of Fire Teaches Learning and Fire Magic skills for 1500gp each. Sells spellbooks for all Fire Magic spells. 12 Adept Guild of Air Teaches Learning and Air Magic skills for 1500gp each. Sells spellbooks for all Air Magic spells. 13 Geoff Southy Buys four leaf clovers for 25gp each. 14 Dillian Robinson Buys amber for 500gp each. 15 Adept Guild of Body Teaches Meditation and Body Magic skills for 1500gp each. Sells spellbooks for all Body Magic spells. 16 Sewer entrance 17 Adept Guild of Earth Teaches Learning and Earth Magic skills for 1500gp each. Sells spellbooks for all Earth Magic spells. 18 Alchemist Store Buy: 4.0; Sell: 6.0 19 Logan Dasher Teaches Expert in Dagger for 2000gp. 20 Michael Ogilvy Teaches Expert in Sword for 2000gp. 21 Lawrence Aleman Buys temple gongs for 2000gp each. 22 Livia Farrel Teaches Expert in Merchant for 2000gp. 23 Training Hall Maximum Level: 60 24 Sylvester Moor Teaches Expert in Diplomacy for 500gp. 25 Zoltan Phelps Get quest 18. 26 Corey Rozburg Sells membership to the Fire Guild for 50gp. 27 Jessica Carson Sells membership to the Air Guild for 50gp. 28 Dominique Juarez Sells membership to the Water Guild for 50gp. Sewer entrance 29 Ike Pargrew Sells membership to the Earth Guild for 50gp. 30 Bonnie Rotterdam Buys harpy feathers for 10gp each. 31 Sewer entrance 32 Hans Gifford Teaches Mastery in Identifying Items to those with rank 7 and Intelligence 30 for 2500gp. 33 Inn Night: 40gp; Food: 20 for 80gp. 34 Sy Roth Buys teeth for 500gp each. Sewer entrance 35 Docks 36 Nick Fenster Buys kegs of wine for 300gp each. 37 Bank 38 Winston Historian Sells membership to the Duelist's Edge for 50gp. 39 Carlo Tormini Get quest 19. 40 General store Buy: 2.0; Sell: 8.0 41 Ivan Magyar Teaches Expert in Disarm Traps for 500gp. Sergio Carrington Sells membership to the Smuggler's Guild for 50gp. Sewer entrance 42 Fountain that gives +2 might permanently. 43 Duelist's Edge Teaches the Bow, Chain, Shield, Bodybuilding, and Mace skills for 625gp each. 44 Weapon Store Buy: 2.5; Sell: 4.5 45 Armor Store Buy: 2.0; Sell: 4.0 46 Fountain that restores 25 hit points. 47 Takao Teaches Expert in Shield for 2000gp. Sewer entrance 48 Adept Guild of the Mind Teaches Meditation and Mind Magic skills for 1500gp each. Sells spellbooks for all Mind Magic spells. 49 Woodrow Albright Teaches Expert in Plate Armor for 1000gp. 50 Coach Travel (North Station) 51 Alchemist Store Buy: 3.0; Sell: 5.0 52 Dragon Tower 53 Adept Guild of Spirit Teaches Meditation and Spirit Magic skills for 1500gp each. Sells spellbooks for all Spirit Magic spells. 54 Li Tizare Teaches Expert in Earth Magic for 1000gp. Zodahn Delphi Teaches Expert in Air Magic for 1000gp. 55 Jack Van Imp Teaches Expert in Fire Magic for 1000gp. 56 Hitomi Mirumoto Teaches Expert in Water Magic for 1000gp. 57 Gabriel Cartman Get quest 20. 58 Temple 59 Shrine of Accuracy 60 High Council Bring the letter to Slicker Silvertongue to complete quest 42. Oracle Available only when quests 11, 12, 16, 27, 28, 33, and 41 are complete. 61 Jason Traveller Teaches Mastery in Bodybuilding to those with rank 7 and Endurance 30 for 2500gp. 62 Davis Carp Buys lodestones for 5gp each. 63 Lon Miller Buys bones for 1000gp each. 64 Fountain triggers ambush 65 Renee Blackburn Buys golden pyramids for 1000gp each. 66 Inn Night: 40gp; Food: 20 for 80gp. Chadwick Blackpool Talk to him to get nomination to complete quest 17. 67 Temple of the Moon 68 Tomb of Ethric the Mad 69 Obelisk #8 70 Temple Baa 71 Dragoons' Keep 72 Osric Temper Get quest 16, quest 17, and quest 22 Forest Suthers On the roof of the castle, reachable only by flying. Teaches Mastery in Plate Armor to Heroes. Temple of the Moon The first room of this temple has a large double door at the top of the stairs with this plaque above it: "Life above all, Accuracy before Might, Endurance before Speed, and finally Luck." What this means isn't immediately obvious, but becomes obvious as you explore further. Head out the west door from the main temple. When you go down the hallway, through the first door on the right, you will find yourself in a circle of stones with an Altar of Luck in the middle and an option to pray at the altar. Remembering the plaque, it was probably referring to the order that you need to pray at the altars. Since Luck is last, pass this altar by. The second door leads to the Altar of Speed. The third door leads to the Altar of Accuracy. Similarly, crossing over to the hallway on the other side of the main rooms, the three altars over there (from north to south) are the Altars of Endurance, Life, and Might. The correct order to pray is just to follow the order the plaque states: Life must be prayed at first, followed by Accuracy, Might, Endurance, Speed, and Luck. Doing this will unlock the main door with the plaque. Proceed down that corridor. The final room contains the actual Altar of the Moon. This is where you need to pray, during a full moon, at midnight, to complete quest 31. Tomb of Ethric the Mad In the first room, there are three elevators that raise you up to doors high against the wall. Merely walking onto the elevator will raise or lower it to the ground. Head to the west elevator first, as the other two doors will be locked. All of the rooms in this area are very uninteresting. The northernmost room has a button that opens the east door in the main area. Going through that door finds another uninteresting area with a button opening the center door located in the easternmost room. The center door leads to a room where fireballs shoot across the room constantly. There are four doors that lead out of here. The western door on the north wall, as well as the doors on the east and west walls lead to uninteresting burial rooms. The eastern door on the north wall leads (after a fork) to two rooms filled with Power Liches and sarcophagi filled with treasure. One of the Liches in the east room has Ethric's Skull. This is the skull that you need to complete quest 20. Dragoons' Keep Getting right down to business, open the right door. This leads to the Keep's main hall, which is filled with fighters defending the keep. After killing them all, head through the north door, up the stairs, around the corner and down the hall. As you go down the hall, stop by in all of the guard's rooms along the side and kill them off. In the south room, there is a treasure room door on one side. Inside that treasure room is a lever. This lever is one of the two levers needed to open the door at the end of a hallway on the other side of the Keep. Flip it. Now return to the main hall. From here, head up the corridor along the west side. The first door on the left has a passage that leads down to a cellar that contains another lever. This is the second lever that needs to be flipped to open the door at the end of the hall. Flip it, and finish off the rest of the rooms on this hall. You'll notice that the last door on the right cannot be opened. Continue due north, and go down the stairs. Around the corner, there is a gate that can be opened by pushing the switch. A switch on the wall will open up all three doors down here. Inside each room is a lever. When all three are flipped, the door that you couldn't open before is now open. Entering the northern cell will cause the door to trap you inside. After a few minutes, a wave of rats will appear in the room; followed by another wave. A few minutes later, a group of fighters will come to open the door so you can get out. Head back upstairs and to the newly opened door. This leads to the treasure room. Inside are several sacks of gold, and a chest that contains Mordred. This is the artifact that you have to recover for quest 18. Free Haven Sewers Before you enter the Sewers, be sure you have completed the Shadow Guild in the Frozen Highlands. There is very little in the Sewers except the ability to wander around, kill things, and collect treasure. If you enter the sewers through the entrance at Sergio Carrington's house, and go down and around the corner, there will be a sewer grate on the wall directly ahead. Searching that will find you several piles of gold pieces and a sewer key. This key will unlock the door at the north end of the sewers. At the very far west of the Sewers, there is a bedroom with several chests in it. If you are on quest 27 and you know that he has fled from the Shadow Guild, then you can find him here by clicking on the bed. You will capture him automatically. Now you can complete quest 27 by returning to Castle Stone. Oracle of Enroth This place isn't much like a dungeon, but since it is presented in the game that way, it gets its own section. Mapping it out is fairly straightforward. The first thing you need to do is turn to the control panel at the entrance and click on it. This will turn the power on in this area. As you walk in, you will arrive in a very futuristic control room. There are passages going off in each of the four directions that lead to module altars, and there is a control panel in the center of the room. If you use the panel, a stone block slides back revealing a passageway down. In this lower room, the big, black starfield screen is the Oracle. When you first meet the Oracle, it requires that you interface the four memory crystals into the four altars. This gives you quest 43, quest 44, quest 45, and quest 46. As you find the crystals, return them to the altars. It does not matter which crystal goes in which altar. Then visit the Oracle himself again. The Oracle was apparently damaged by Archibald's meddling, so he can't help you directly. He mentions that the world has been invaded by Kreegan and that you will need very special weapons and armor to kill their elite guards. He has these weapons, but will only hand them over to you with a Control Cube. To this end, he gives you quest 48. When you return with the Control Cube, you will be given access to the Control Center. (To get into the Control Center, click on the Oracle's black screen, and then choose Control Center, rather than Oracle when prompted for whom to talk to.) He warns that the guardians in the Control Center are not under his control. He also says that you need to find the Kreegan ship, destroy the reactor, and find some spell that would contain the explosion so that it doesn't blow up the planet. Archibald is the only one who knows such a spell. The Oracle gives you quest 49. @~We'll finish the Free Haven section by going to the Control @~Centre and then move further on next issue. - o -