Might and Magic VI - The Mandate of Heaven (Part 7) Solution copyright (c) Mike Marcelais. Version 1.0, June 6, 1998 See also the maps in this issue Supplied by Carolyn Brown @~Continued from Issue 62 Silver Cove This overland area resets every 24 months. Travel By foot west: 5 days to the Frozen Highlands. By boat (from city): 3 days, 300gp to the Misty Islands (Monday, Thursday, Saturday). By boat (from city): 3 days, 300gp to Free Haven (Tuesday, Friday). By boat (from city): 1 day, 300gp to Eel Infested Waters, North Island (Wednesday). By boat (from island): 2 day, 200gp to Eel Infested Waters, South Island (Thursday). By coach: 4 days, 200gp to Free Haven (Monday, Friday). Locations 1 Inn Night: 40gp; Food: 20 for 80gp. 2 Coach Travel 3 General Store Buy: 2, Sell: 8 4 Fountain that gives +20 to Intellect and Personality for a day. 5 John Tuck Teaches Mastery in Learning to those with Rank 7 and Intellect 30 for 5000gp. 6 Berserker's Fury Teaches Bow, Chain, Plate, Shield, and Repair Item skills for 625gp each. 7 Cyrus Montebleu Teaches Expert in Repair Items for 500gp. 8 Bank 9 Armor Store Buy: 4.5, Sell: 2.5 10 Training Hall Maximum Level: 40 11 Sigriv Teaches Expert in Spear for 2000gp. 12 Weapon Store Buy: 4.5, Sell: 2.5 13 Alchemist Store Buy: 3.5, Sell: 1.5 14 Revee Botania Teaches Mastery of Earth Magic to those with Rank 12 for 4000gp. 15 Lucky Oster Sells Membership to Protection Services for 50gp. 16 Adept Guild of Self Teaches Body Magic, Mind Magic, and Spirit Magic skills for 1250gp each. Sells spellbooks for Body Magic spells (1-8), Mind Magic spells (1-8), and Spirit Magic spells (1-8). 17 Clyde Dagget Teaches Expert in Meditation for 500gp. 18 Will Ottoman Teaches Mastery in Merchant to those with Rank 7 and Personality 30 for 4000gp. 19 Initiate Guild of Earth Teaches Learning and Earth Magic skills for 1000gp each. Sells spellbooks for Earth Magic spells (1-7). 20 Initiate Guild of Light Teaches Light Magic skill for 1500gp. Sells spellbooks for Light Magic spells (1-6). 21 Protection Services Teaches Leather, Identify Item, Disarm Traps, Diplomacy, and Perception skills for 300gp each. 22 Temple 23 Fountain that restores 25 spell points. 24 Town Hall 25 Horace Rose Sells membership to the Berserker's Fury for 50gp. Thane Roper Teaches Mastery in Mind Magic to those with Rank 12 for 4000gp. 26 Gilbert Hammer Teaches Mastery in Body Magic to those with Rank 12 for 4000gp. 27 Virginia Standridge Sells membership to the Guild of Light for 1000gp. 28 Tina Shelton Teaches Expert in Light Magic for 2000gp. 29 Holly Struthers Sells membership to the Guild of Earth for 50gp. 30 Isaac Streetman Sells membership to the Guild of Self for 100gp. 31 Eleanor Vanderbilt Get quest 30. 32 Loretta Fleise Get quest 28, quest 29, and quest 31. 33 Dragon Tower 34 Docks 35 Fountain that gives +2 to Accuracy permanently. 36 Fountain that gives +2 to Speed permanently. 37 Monolith 38 Warlord's Fortress 39 Shrine of Personality 40 Obelisk #10 41 Inn Night: 14gp; Food: 12 for 17gp. Jasper Rice Teaches Mastery in Staff to those with Rank 8 for 5000gp. 42 Fountain that causes Insanity 43 Docks 44 Circle of Stones 45 Silver Helm Stronghold Monolith The monolith is a snaking row of corridors that connect open "nature" rooms. A scroll left in the first room tells you to look to the trees and the rocks when seeking your true path. In each of these nature rooms, if you click on the trees or rocks, you will find lots of gold or trigger the opening of a door. After about a half-dozen rooms, there will be a room flooded with water. The water is very shallow, you don't need Water Walking or anything to get across. The exit to this room opens by clicking on the fountain in the center of the room. Three rooms later, there will be a room with a door and four pillars. Clicking on any of the pillars will open the door. Two rooms later is the room with the altar. Clicking on the altar will deface it and give all Clerics and Druids +5 Personality permanently. This will also solve quest 30. Behind the altar is a sacred pool, which will open up a secret door behind the altar that leads back to the entrance. Warlord's Fortress In the first stairway down, you'll notice that there aren't any doors, except one at the end of the corridor which doesn't open. To actually get into the rest of the fortress, you either have to use the secret door on the right wall, about 2/3rds of the way down the stairs, or use the secret door on the third stair (the stair shows up as light blue if you have a master level Wizard Eye going). Both of these will pull you into a small maze of passages. Bear east through the passages, pass two barrack rooms (the left barracks has a nice treasure room hidden through a secret door in the wall), and you'll enter a pair of large, square rooms filled with troops, capped off with a Cuisinart. In the cabinet that is off to the west of the upper room, you will find two keys - - a Warlord's key and a Storage key. Cross the room to the north corner and use the Warlord's Key to open up the door. You will find the Warlord's discharge papers. This is the proof you need to return to Castle Temper that you have indeed slain the Warlord. (I believe that he was the Cuisinart in the room.) Now, turn back and head up the stairs north of the doubly locked door. Clean out all of the barracks' rooms. At the end of the corridor is a room with lots of cabinets. In one of them you will find a second Storage Key. Now that you have both Storage Keys, you can open the doubly locked storage area back down by the stairs. Silver Helm Stronghold Charge through the front door and into the first guard room, clearing out all of the guards defending the entrance. From this room there should be four doors (including the one you came in). Head through the west door. This leads to two rooms of guards. When you're done with them, return to the start room and head east. This leads to a small church room. When the sorcerer and guards are dead, return to the start room again and head south down the corridor. In the first room on the left, there are two rooms with a corridor leading east out of the second room. At the end of that corridor is the Ghost of John Silver. If you have completed quest 10 (rescuing Melody Silver), then the ghost will open up a secret area that he has hidden from the rest of the Silver Helms. He also lets you in on the story of the order's corruption and the existence of an ankh that marks the bearer as being a friend of Baa. Clear out the room to the north and then go through the secret door to the south which leads through a room with two chests and then out into the hall again. Head north to empty out a guardroom on the west side of the hall between the two passages you've explored and then continue south. The room on the west is just another guardroom. The room on the east contains Gerrard Blackames himself, and on his corpse you can find his ankh. You can return the Ankh to Loretta Fleise (in Silver Cove) and she will thank you but require that you go to Anthony Stone (in Castle Stone in the Frozen Highlands) to get your reward. When you do, you will be rewarded with 5000gp. Blackshire This overland area resets every 24 months. Travel By foot east: 5 days to Free Haven. By foot north: 5 days to Kriegspire. By foot east: 5 days to Paradise Valley. By foot south: 5 days to Dragonsands. By coach: 3 days and 250gp to Free Haven (Tuesday, Friday). Locations 1 Shrine of Magic 2 Fountain that gives +50 luck for a day. 3 Inn Night: 90gp; Food: 30 for 270gp 4 Armor Store Buy: 2.5; Sell: 4.5 5 Training Hall Maximum Level: 100 6 Weapon Store Buy: 3.0; Sell: 5.0 7 Dragon Tower 8 Bronwyn Meck Teaches Mastery in Shield to those with Rank 10 for 5000gp. 9 Temple 10 Fountain that gives +30 magic resistance for a day and turns you to stone. 11 Joanne Cravitz Get quest 36. 12 Fountain that gives +5 magic resistance permanently and diseases you. 13 Guy Hampton Teaches Mastery in Sword to Cavaliers with Rank 8. 14 Errol Osterman Teaches Mastery in Mace to those with Rank 8 and Might 40 for 5000gp. 15 Adept Guild of Dark Teaches Dark Magic skill for 2000gp. Sells spellbooks for Dark Magic spells (1-10). 16 Adept Guild of Light Teaches Light Magic skill for 2000gp. Sells spellbooks for Light Magic spells (1-10). 17 Maria Trepan Get quest 37. 18 Alchemist Store Buy: 3.0; Sell: 5.0 Smuggler's Guild Teaches the Leather Armor, Identify Item, Disarm Trap, Diplomacy, and Perception skills for 250gp each. 19 Tess Tucker Sells membership to the Smuggler's Guild for 50gp. 20 Twillen Get quest 38. 21 Rebecca Calaway Sells membership to the Dark Guild for 1000gp. 22 Marton Ferris Sells membership to the Light Guild for 1000gp. 23 Ambrose Bruss Teaches Expert in Dark Magic for 2000gp. 24 Bank 25 General Store Buy: 2.0; Sell: 8.0 26 Coach Travel 27 Fountain that restores 50 spell points. 28 Lair of the Wolf 29 Chest This chest contains Lord Killburn's Shield and is needed to complete quest 11. 30 Temple of Baa 31 Temple of the Snake 32 Fountain that gives +5 to Intellect and Personality permanently and gives you a disease. 33 Circus (summer) The circus is only here from April-July. During other seasons, it is either at Bootleg Bay (December- March), or in the Mire of the Damned (August- November). See the entry at Bootleg Bay. 34 Inn Night: 360gp; Food: 60 for 2160gp. 35 Obelisk #5 Lair of the Wolf From the opening room, follow the rows of skull piles down to a large room filled with slimes. The brew pot in this room gives permanent fire resistance. Head north of this room and clear out all of the slimes lurking up there, then head south into a very large circular room that is filled with various kinds of werewolves. When all of the werewolves are dead, notice that there is the Wolf's Altar in the center of the room. This is what you need to destroy, but you can't do it quite yet. Instead, head to the side rooms to the east and west, collecting all of the loot in those rooms. Head to the very end of the westmost chamber from the Altar. As you get close to the corner, a face appears in the wall. This is the Ghost of Balthazar. He will tell you about the Pearl of Purity, which can be used to destroy the Wolf Altar, and give you quest 39. After you have talked to him, go to the eastmost chamber and as you get near the end of that room, you will find the Pearl of Purity. Click it on the Altar to destroy it and complete quest 37. Destroying the altar will also open up the doorway that is down the "throat" of the wolf allowing you to proceed deeper into the dungeon. Head down the corridor and the east, following the passage all of the way down. When you get to the next fork, turn south and clean out the crates of treasure there. Then take the northern corridor; stopping into each of the small rooms off the corridor to clear out the Werewolves there. Now, returning to the main entrance and taking the other corridor, it leads to a gathering room. The two corridors to the south lead to some werewolf dens. On the east side, there will be a magic door on the east wall of one of the dens. This opens up an area that contains some much nicer treasure. There is also a passage that connects to one of the cellars that you can get to normally, but there is no reason to take the "back door" in. The door to the north will lead down a corridor to a dead end. The dead end is really a secret door that opens to reveal a room of fighters. After you are passed this room, head up the stairs. You will be teleported to a different set of stairs when this happens. Continue upwards. You will arrive in a large temple-like area filled with lots and lots of Werewolves. One of the Greater Werewolves in this area will have a black pearl on its corpse. This is the Pearl of Putrescence that you need to complete quest 39. At the back of the temple, enter the room to the north and take the stairs further down. Again, you get teleported. (I think the teleports aren't there to confuse you, but to make the automap more clear.) Clear out the cellar down there, as well as the swordsmen's room to the south and return to the hallway outside the temple area. The south room is just more quarters for some swordsmen and werewolves. On your way out, remember to return the Pearl of Putrescence to the Ghost. Temple of the Snake As you enter, the first two rooms hold nothing of much interest. There are two peasants here which are not hostile -- harming them will seriously hurt your reputation so stay away from the massive area-effect spells. The next hallway has an ice trap that shoots down the hall at regular intervals. Duck into each of the rooms on the south to avoid it. Don't go down the ramp at the east end of this corridor, as it will merely teleport you back into the corridor; instead jump off the ledge north (halfway down the corridor). Watch out -- there's a Gold Dragon down here and he's not pleased to see you. When he dies, push the switch in the corner of the room and that opens up a passage that leads into the main part of the temple. At the end of the corridor, turn right and follow the corridor around, through a small room, into the main altar area. This room is filled both with Medusae and peasants. When you have killed all of the Medusae, click on the cage in the corner of the room. This is where Emmanual Cravitz is being held. You need to free him to complete quest 36. If you're up for a challenge, you can go through a secret door near the southwest corner of the room you went through to get here (the one with two corridors leading out of it to the south). Behind the secret door is Q (of Star Trek fame) and he has some nasty Finger of Death and Eradication attacks. I'd estimate him at about 20,000 to 30,000hp. On his corpse is the Horn of Ros which (if you have it in your possession) lets you get a hit point number for creatures rather than a bar graph. Return to the corridor and head down to the west end. Get on the platform at the end and flip the switch. Then take the corridor down to the end and flip the switch on the wall. This will open up a wall back near the entrance so you can get out of the Temple. @~More next issue - o -