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====================
TABLE OF CONTENTS
====================
I. Introduction <INTN>
II. Controls <CTRL>
III. Character Classes <CLSS>
IV. Skills <SKLL>
V. Magic Spells <SPLL>
VI. Walkthrough <WTHR>
VII. Endgame <NDGM>
VIII. Main Line Quests <MLQU>
IX. Promotion Quests <PRQU>
X. Secondary Quests <SCQU>
XI. Temples and Dungeons <TMPS>
XII. The Obelisk Quest <OBLK>
XIII. Monsters <NMES>
XIV. Teachers <TCHR>
XV. Guilds <GLDS>
XVI. Items and Relics <STFF>
XVII. Potion List (Alchemy) <BOOM>
XVIII. Boat and Stagecoach Schedule <TRVL>
XIX. Shrines and Circuses <SHRN>
XX. Resetting Areas <RSTG>
XXI. Closing Arguments <BSHT>
====================
I. INTRODUCTION <INTN>
====================
INTRODUCTION
Hello and welcome to my Might and Magic VI: The Mandate of Heaven
walkthrough
and guide. This is a full walkthrough and guide together featuring
every list
I could think of. This is my first attempt at tackling a full RPG
and it took
me just over 2 months and almost 5,000 lines to complete this
monster.
This series is the first of the Might and Magic series to use real-
time mode
as well as free-roam. I wasn't a big fan of free-roam right away but
it grew
on me when I finally got into the game after a few days but I don't
think any
of the recent M&M games are as good as the Xeen games (IV and V).
However,
to me this is one of the best RPG series ever made. I've played and
beat every
game from 3 through 7 and think the replay value on all of them are
excellent.
And also, this game gives you a rare treat as it lets you continue
playing and
improving your stats after you beat it.
I thank you for looking and/or using my guide to help you through
this game.
I look forward to writing a guide to M&M 7 and maybe 8 next year (if
I get
through 8, I was into 8 one other time and my computer crashed and
I've yet to
play it again).
VERSIONS
unknown dates... version .20: Have completed the controls, character
classes,
the overworld map, skills, and magic spells sections.
====================
II. CONTROLS <CTRL>
====================
A. Keyboard Controls
Escape: Access Game Options / Exit window
Tab: Cycles Character Selection
Q: Access quest sub-screen
A: Attack, Shoot arrows, Pass on turn
Z: Quick reference
C: Cast new spell
S: Cast readied spell, if no spell is selected, this key functions as
"A"
R: Rest
T: Time / Calender
Spacebar: Search Body, chest, crate, or object. Activate objects
N: Autonotes
M: Map Book
X: Jump
Arrows: Movement
Shift + Arrow: Run (or walk if Always run is selected)
Ctrl + Side Arrows: Sidestep (Strafe)
Page Down Key: Look Up
End Key: Center Viewpoint
Delete Key: Look Down
---The following three buttons can only be used if the fly spell is
activated.
Page Up Key: Fly Up
Home Key: Land (Fall)
Insert Key: Fly Down
======================
III. CHARACTER CLASSES <CLSS>
======================
In this sequel, there will be no choices on what race your characters
are, but
there are 6 classes of characters to choose from. Three classes are
basically
crucial to have to get through the game successfully and three are
there to
choose as an extra. Then again, why not throw in another Sorcerer or
Knight in
the fourth spot. I've read another combo I'd like to try a full game
on and
that would be 3 Sorcerers and a Cleric. It would be tough to start
out with
because of the mages being lousy fighters but when you think of it,
what
monsters in the world could stop three 75th level sorcerers and a
75th level
cleric. It seems to be worth a try. Obviously you can choose to
make your
party out of any combo of classes but I put the three most likely
classes in
the crucial category.
A. Crucial Classes
1. Knights: Here are the melee experts. They can use any type of
weapon, wear
any kind of armor, and have a shield or a 2nd weapon in his other
hand as he
advances through promotions and obtained skills and skill levels.
Knights
start out with the most hit points and gain the most hit points as
they advance
through levels. The down side to them is that they never have spell
points and
cannot learn any type of magic like every other class can.
Nevertheless,
having one in your party is crucial as the loads of hit points can
possibly get
you out of a dungeon when the rest of the party is wounded or
unconscious. As
the adventure procedes, the Knight could possibly be promoted to
Cavalier
status and even further to Champion status which means tons more hit
points.
3. Sorcerers (Mages): Mages are made for only one use. Lots and lots
of magic,
and offensive magic at that. Through the adventure, they will learn
and master
the elemental magics of earth, air, fire, and water and later on,
light and
dark magic. After reaching the higher levels, their spells will be
able to
take out lots of monsters from afar with very powerful spells.
However, long
range is what you want, as they are terrible melee fighters and can't
carry any
weapon other than a dagger or staff. They also can't wear any armor
other than
Leather and can't carry a shield. Mages can be promoted to Wizards
and then
promoted again to Archmages where many more spell points and hit
points are
earned.
6. Druids: Yellow and Blue make Green. Clerics and Mages make
Druids. They
have the lowest rate of hit points and are bad fighters. They can go
no
further than using a dagger, staff, or bow and their armor is limited
to
Leather and a Shield. However they have a unique ability to cast
spells out of
all seven main groups of spells but we must exclude light and dark
magic again.
They start out the adventure with the Learning Skill. A good Druid
can be
promoted to a Great Druid and further on to an Arch Druid.
====================
IV. SKILLS <SKLL>
====================
A. Weaponry Skills
1. Staff: Knights, Clerics, Sorcerers, Paladins, Archers, Druids
Not much more than a pole that can be used to whack enemies over the
head or to
block enemies as they try to whack you over the head.
Expert: Increase character's armor class.
Master: Occasionally stun opponents
B. Armor Skills
1. Leather Armor: Knights, Clerics, Sorcerers, Paladins, Archers,
Druids
The lightest armor available and it provides the smallest amount of
protection.
However it slows a character down less.
C. Magic Skills
1. Fire Magic: Sorcerers, Archers, Druids
Burn Baby Burn! This is a good element that ranges from lighting up
a dungeon
with torch light to throwing a huge fireball that engulfs a single
enemy.
D. Miscellaneous Skills
1. Identify Item: Knights, Clerics, Sorcerers, Paladins, Archers,
Druids
Identify the shaded items in your stock. It lets you know the item,
description, and price.
Expert: Identify more special items.
Master: Identify all items.
====================
V. MAGIC SPELLS <SPLL>
====================
A. Fire Magic
1. Torch Light 1 SP
Use this to light up caves and hallways inside dungeons and temples.
Despite
what the handbook for M&M6 says, it can be used outdoors to partially
light up
the area around you. It lasts 1 hour per skill point in Fire Magic
Expert: Light is brighter
Master: Light is even brighter and it lasts longer.
2. Flame Arrow 2 SP
Fire a single flaming arrow at an enemy. It is an inaccurate spell
and the
chances of hitting are the same as with a regular arrow. It does 1-8
points of
damage if it hits.
Expert: only costs 1 SP and can be used again more quickly.
Master: Costs 0 SP and have best recovery time.
3. Protection/Fire 3 SP
It increases the resistance to fire spells on all characters. 1
point
resistance and 1 hour per point of skill level in fire
Expert: Double the resistance
Master: Triple the resistance
4. Fire Bolt 4 SP
Shoot a fire burst at a single target causing 1-4 points of damage
per point in
fire skill level.
Expert: Fast recovery
Master: Faster recovery
5. Haste 5 SP
Reduces by 25 seconds, the time it takes to recover from casting a
spell or
using a weapon for one character. Whoever is effected will become
weak for six
hours after the spell wears off. It lasts for 4 minutes plus 1
minute for
every skill point.
Expert: Reduce the recovery time.
Master: Spell affects the entire party.
6. Fireball 8 SP
Target a monster and fire and the fireball will hit and explode,
injuring any
creature around the blast, even you. All within a 10 foot radius
will recieve
1-6 points of damage times the character' skill points.
Expert: Fast recovery time.
Master: Faster still.
7. Ring of Fire 10 SP
Form a 5 foot ring around your party that spreads outwards, injuring
anything
close to the party, even behind walls. It causes 6 points of damage
plus 1 for
every skill rank.
Expert: Create a 10 foot ring
Master: Fast Recovery
8. Fire Blast 15 SP
Throw 3 fire blasts in front of the party. If any of them hit a
creature it is
4 points of damage plus 1-3 points per skill level.
Expert: Recover faster and fire 5 fire blasts
Master: Throw 7 fire blasts
9. Meteor Shower 20 SP
You can summon 8 flaming rocks from the sky in a 10 foot radius
around the
target. Make sure not to be close to the target or you might get
rained on as
well. Each rock damages for 8 damage plus 1 for every skill point.
It only
works outdoors as one could probably figure out.
Expert: Fast recovery and 12 rocks fall.
Master: Faster recovery and 16 rocks fall.
10. Inferno 25 SP
Burn all monsters in sight of the party. It proves a good way to
empty out a
room full of monsters. It can only be used indoors. It causes 12
points of
damage plus 1 for every skill point.
Expert: Quick recovery
Master: Almost no recovery needed
11. Incinerate 30 SP
Target a single target and inflict a powerful fire spell. It will
happen
immediately with no misses and causes 15 points of damage plus 1-15
for every
skill point.
Expert: Fast recovery
Master: Faster recovery
B. Air Magic
1. Wizard Eye 1 SP
Reveals a map of the surrounding area and the enemies that have
noticed you.
It lasts 1 hour per point in Air Magic.
Expert: Locates new things on the map.
Master: Can see chests and items on the map.
2. Static Charge 2 SP
Jolt a single monster with 1 point of damage plus 1-5 points per
skill rank.
It is a weak spell but it never misses.
Expert: Faster recovery
Master: Fire for 0 SP
3. Protection/Elec 3 SP
Increase all the characters' resistance to electricity. It lasts 1
hour per
skill point.
Expert: Double the resistance
Master: Triple the resistance
4. Sparks 4 SP
Shoot three balls of lightning into the room that bounce around until
they hit
something. It is best used in rooms with lots of weak monsters. It
does 2
points of damage plus 1 for every skill point.
Expert: Recover faster and shoot five bolts.
Master: Recover even faster and shoot seven bolts.
5. Feather Fall 5 SP
Cast to prevent damage to the party due to falling. It lasts for 5
minutes per
skill point.
Expert: 10 minutes per skill rank.
Master: 1 hour per sklill rank.
6. Shield 8 SP
Slow down shooting attacks against the caster or castee such as
arrows and cut
the damage done in half. It lasts 5 minutes per skill rank.
Expert: Lasts 15 minutes per skill rank.
Master: Affects the entire party.
7. Lightning Bolt 10 SP
Throw a lightning bolt from the caster's hand to a single target. It
always
hits and does 1-8 damage per skill rank. It is one of the most
effective
spells for its worth and cost.
Expert: Fast recovery
Master: Faster recovery
8. Jump 15 SP
Vaults the entire party into the air and forward landing them safely
a good
distance away.
Expert: Fast recovery
Master: Faster recovery
9. Implosion 20 SP
Destroy the air around a single target. The inrush of the
surrounding air
causes a thunderclap causing 10 points of damage plus 1-10 per skill
point.
Expert: Fast recovery
Master: Faster still.
10. Fly 25 SP
Give the party flying abilities. It gives 5 minutes per skill rank.
It can
only be used outdoors and will continue to drain SP while in use.
Expert: 10 minutes per skill rank.
Master: 1 hour per skill rank and it doesn't drain spell points.
11. Starburst 30 SP
Kind of like meteor shower, you call upon the stars to fall upon a
group of
enemies. Don't get caught in the blast which will be a 20 foot
radius. Each
star's damage is 20 points plus 1 per every skill point. It only
works
outdoors, obviously.
Expert: Call upon 12 stars
Master: Call upon 16 stars
C. Water Magic
1. Awaken 1 SP
Cast an alarm awakening any sleeping characters that have been asleep
a certain
amount of time. It removes 3 minutes per skill point.
Expert: Remove an hour per skill point.
Master: Remove a day per skill point.
2. Cold Beam 2 SP
Target a single monster with a small blast of extreme cold for a
moment. It's
weak but true. It hits for 2-6 points
Expert: Recover faster
Master: Cast without a SP cost.
3. Protection/Cold 3 SP
Increase the party's resistance to cold. 1 point of resistance per
skill point
and lasts for 1 hour per.
Expert: Double the resistance
Master: Triple the resistance
4. Poison Spray 4 SP
Fire 1 shot of poison in front of you. It doesn't do much damage but
it burns
almost all monsters. Damage is 2 HP plus 1-2 per skill rank.
Expert: Fire 3 shots
Master: Fire 5 shots
5. Water Walk 5 SP
Walk along the surface of water without swimming or taking damage by
drowning.
It gives 5 minutes per skill point. It also drains magic at anytime
it is in
use even when a master of water magic.
Expert: 10 minutes per skill point
Master: 1 hour per skill point.
6. Ice Bolt 8 SP
Fire an ice bolt at a single enemy causing 1-7 points per skill rank.
It
always hits.
Expert: Fast recovery
Master: Faster still
7. Enchant Item 10 SP
Attempt to make an ordinary item magical. The chance for success
depends on
the skill level.
Expert: Make better magic items.
Master: Be able to enchant weapons
8. Acid Burst 15 SP
Target a single monster with a acid blast that causes 1-9 points of
damage per
skill rank.
Expert: Fast recovery
Master: Faster recovery
9. Town Portal 25 SP
Transport the party to the last town that they visited. It only
works outdoors
and the chance of success is depending on the skill rank. The town
has to be a
main town like Blackshire or Free Haven, not such as Bootleg Bay's
town or
Kriegspire.
Expert: It works indoors.
Master: Choose the town.
D. Earth Magic
1. Stun 1 SP
This spell does not injure enemies, it just knocks them backward with
magical
force. It also makes them go through recovery time. This way you
can escape
or attack a few more times.
Expert: Better effect
Master: Best effect
2. Magic Arrow 2 SP
Fire a single arrow with magical aura on it. It has the chances of
hitting as
a regular arrow. It will do 2 points of damage with an extra 1-6 for
every
skill point if it hits anything.
Expert: Costs 1 SP
Master: Costs 0 SP
3. Protection/Magic 3 SP
Increase the party's resistance to magical attacks. It lasts 1 hour
and adds
1 point of resistance per skill point.
Expert: Doubles resistance
Master: Triples resistance
4. Deadly Swarm 4 SP
Summon a swarm of flying insects to attack a single enemy. It never
misses and
does some damage at 5 points plus 1-3 for every skill point.
Expert: Fast recovery
Master: Faster still
5. Stone Skin 5 SP
Increase the armor class of a single character by 5 for 4 minutes
plus 5
minutes per point of skill.
Expert: 15 minutes per skill point
Master: Affects the entire party
6. Blades 8 SP
Shoot a blade wheel at a single target for 1-5 damage per point in
Earth Magic.
It's accuracy also depends on the skill points.
Expert: Fast recovery
Master: Faster still
7. Stone To Flesh 10 SP
Remove the STONED condition from a single character if they have been
stoned
for less than 3 minutes per skill point. You don't even have to
worry about
being arrested.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
8. Rock Blast 15 SP
Throw a magical stone into the air and it will bounce around and
explode when
it hits something. It damages for 1-8 points per skill point
everything within
a radius of 20 feet, even your party.
Expert: Fast recovery
Master: Faster still
9. Turn To Stone 20 SP
Temporarily turn a creature to stone for 5 minutes per every skill
point.
However they are invincible while they are a statue.
Expert: 10 minutes per skill point
Master: 20 minutes per skill point
E. Spirit Magic
1. Spirit Arrow 1 SP
Shoot an arrow of pure energy. It does decent damage of 1-6 if it
hits.
Expert: Fast recovery
Master: Costs 0 SP
2. Bless 2 SP
Increase one character's chances of hitting a monster in hand to hand
combat or
shooting range. It lasts for 4 minutes plus 5 minutes for every
skill point.
Expert: 15 minutes per skill point.
Master: Affects entire party.
3. Healing Touch 3 SP
Heal a single character for 3-7 HP per skill point.
Expert: Heal 5-11 HP
Master: Heal 7-13 HP
4. Lucky Day 4 SP
Temporarily increase a character's luck stat by 10 plus 2 for every
skill
point. It also lasts 1 hour per skill point.
Expert: Add 3 points of luck per skill point
Master: Affect entire party
5. Remove Curse 10 SP
Remove the CURSED condition from a character if they have been cursed
less than
3 minutes per skill point of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
6. Guardian Angel 8 SP
Set up a contract with the higher powers over the land to bring your
characters
back to life if they die and put them at the last temple visited and
leave them
with 1 HP. The cost is half of the gold that the party was carrying
at the
time of death.
Expert: Revived with half HP
Master: Revived with full HP
7. Heroism 10 SP
Increase the damage that one character does during a successful
attack by 5.
It lasts for 4 minutes plus 5 minutes per skill point.
Expert: Get 15 minutes per skill point
Master: Affects entire party
8. Turn Undead 15 SP
Force all of the undead monsters on the screen to flee until the
spell runs
out. It lasts for 3 minutes plus 3 more minutes per skill point.
Expert: Fast recovery
Master: Faster still
9. Raise Dead 20 SP
Remove the DEAD condition from one character if they have been dead
less than
3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
10. Shared Life 25 SP
Combine the hit points of the entire party and distribute them
evenly. Also
add 1 HP per skill point
Expert: Add 2 HP per skill point
Master: Add 3 HP per skill point
11. Resurrection 20 SP
Remove the ERADICATED condition from one character if they have been
eradicated
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
F. Mind Magic
1. Meditation 1 SP
Temporarily increase a single character's personality and intellect
stats by 10
each plus an extra 2 per skill point for an hour.
Expert: Add 3 points per skill point
Master: Affects entire party
2. Remove Fear 1 SP
Remove the FEAR condition from one character if they have been
fearful less
than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
3. Mind Blast 3 SP
Fire a bolt of mental force at a single target that causes damage to
its
nervous system. Damage is 5 points plus 1-2 points per skill point.
Expert: Fast recovery
Master: Faster recovery
4. Precision 4 SP
Temporarily increase a single character's accuracy stat by 10 plus 2
per skill
points for an hour each skill point.
Expert: Add 3 per skill point
Master: Affects entire party
5. Cure Paralysis 5 SP
Remove the PARALYZED condition from one character if they have been
paralyzed
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
6. Charm 8 SP
Take a single hostile target and calm them so they don't want to
attack you
anymore. The spell lasts for 3 minutes per skill point. Be a nice
guy because
if they get attacked, they become hostile again.
Expert: Double the duration
Master: Quadruple the duration
7. Mass Fear 10 SP
Cause all creatures in sight of the spellcaster to flee in fear for 3
minutes
per skill point. A creature taking damage from you will cause the
spell to be
broken. It also doesn't work on the undead.
Expert: Fast recovery
Master: Faster recovery
8. Feeblemind 15 SP
Remove the ability for a target to cast spells until the spell wears
off which
is 5 minutes per skill point.
Expert: Fast recovery
Master: Faster recovery
9. Cure Insanity 20 SP
Remove the INSANE condition from one character if they have been
insane less
than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
11. Telekinesis 30 SP
Avoid traps by moving objects with the mind like switches, chests,
and doors
from a distance. The distance and strength depends on the skill
rank.
Expert: Double Strength
Master: Triple Strength
G. Body Magic
1. Cure Weakness 1 SP
Remove the WEAK condition from one character if they have been
weakened less
than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
2. First Aid 2 SP
Heal 5 HP on the chosen character, hands down
Expert: Heal 7 HP
Master: Heal 10 HP
3. Protection/Poison 3 SP
Increase the party's resistance to poisonous attacks. It lasts 1
hour and adds
1 point of resistance per skill point.
Expert: Doubles resistance
Master: Triples resistance
4. Harm 4 SP
Hit a single enemy with unmissable magic damage. Damage is 8 points
plus 2
points per skill point.
Expert: Fast recovery
Master: Faster recovery
5. Cure Wounds 5 SP
Heal 5 HP on a single target plus 1-2 points per skill point.
Expert: Fast recovery
Master: Faster recovery
6. Cure Poison 8 SP
Remove the POISONED condition from one character if they have been
poisoned
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
7. Speed 10 SP
Temporarily increase a single character's speed stat by 10 points
plus 2 points
per skill point.
Expert: Add 3 points per skill point
Master: Affect the entire party
8. Cure Disease 15 SP
Remove the DISEASED condition from one character if they have been
diseased
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
9. Power 20 SP
Temporarily increase a single character's endurance stat by 10 points
plus 2
points per skill point.
Expert: Increase endurance and might by 3 points per skill point and
Master: Increase endurance and might to affect the entire party
H. Light Magic
1. Create Food 20 SP
Make food from nothing but the spell only works if you have no food
in stock or
less than the spell would make. Create one day's worth plus light
magic skill
number/10.
Expert: Double the skill effect
Master: Triple the skill effect
2. Golden Touch 25 SP
Convert one item in a character's stock into gold. The gold you get
will be
worth about 40% of its actual worth. The skill in Light Magic gets
you a
better chance of success because if the spell fails, the item will
become
broken.
Expert: Get 60% of the item's value.
Master: Get 80% of the item's value.
3. Dispel Magic 30 SP
Remove any extras that the monsters in front of you might have casted
such as
defense spells.
Expert: Fast recovery
Master: Faster recovery
4. Slow 35 SP
Take a single monster and halve its speed and double its recovery
time. The
spell lasts for 1 minute per point of skill.
Expert: Fast recovery
Master: Faster recovery
5. Destroy Undead 40 SP
Now this is more like it. Call from the power of the gods to undo
the evil
magic that extends their unnatural lives. it does 16 points of
damage plus
1-16 for every skill point.
Expert: Fast recovery
Master: Faster recovery
7. Prismatic Light 50 SP
This spell focuses light as bright as the sun on all monsters in
sight causing
25 damage plus 1 point per skill point.
Expert: Fast recovery
Master: Faster recovery
8. Hour of Power 55 SP
Simultaneously casts Haste, Heroism, Shield, Stoneskin, and Bless on
all your
characters, adding twice the spellcaster's Light Magic skill number
to their
stats.
Expert: Cast the spells at 3 times the Light Magic skill.
Master: Cast the spells at 4 times the Light Magic skill.
9. Paralyze 60 SP
Paralyze a monster for 1 minute for every skill point. The up side
is that
they can be attacked at will without worry of being slapped back.
Heheheh!!!
Expert: Fast recovery
Master: Faster recovery
I. Dark Magic
1. Reanimate 20 SP
After killing a monster or NPC, you can bring it back to life with
this spell
and it will fight on your side. It depends on the number of HP it
had and your
skill level. It won't heal anyone in the party.
Experts: Reanimate bigger monsters.
Masters: Reanimate the best monsters.
2. Toxic Cloud 25 SP
Create a poisonous cloud and sends it in front of the party. Any
monster that
happens to run into it will be downed 25 points of damage plus 1-10
points per
skill point.
Expert: Fast recovery
Master: Faster recovery
3. Mass Curse 40 SP
Curse all monsters in sight of the spellcaster for 1 minute per skill
point.
Expert: 2 minutes per skill point.
Master: 4 minutes per skill point.
4. Shrapmetal 50 SP
Fire 3 shots of hot jagged metal pieces that will hit any monster
that gets in
the way inflicting 6 points of damage plus 1-6 per skill point.
Expert: Fire 5 shots per cast.
Master: Fire 7 shots per cast.
5. Shrinking Ray 60 SP
Shrink even the biggest monsters down to a more managable size. They
shrink to
half of the original size and half of the damage dealt out. It lasts
for 5
minutes per skill point.
Expert: Reduces a monster by 2/3
Master: Reduce a monster by 3/4
6. Day Of Protection 70 SP
Simultaneously casts protections from fire, cold, magic, electricity,
and
poison plus feather fall and wizard eye. The stats added equal 2
times the
caster's skill rank and it lasts for 1 day.
Expert: add 3 times the spellcaster's skill rank.
Master: add 4 times the spellcaster's skill rank.
7. Finger Of Death 80 SP
The only spell that can kill any enemy instantly by stripping the
soul from its
body. The chance for success is 3% for every skill point.
Expert: Chances upped to 4 % per skill point.
Master: Chances upped to 5 % per skill point.
8. Moon Ray 90 SP
The only spell that harms monsters in sight and helps the party at
the same
time. This spell causes 1-4 points of damage and restores the same
number of
HP to your party members. It only works outdoors and during the
nighttime.
Expert: Fast recovery
Master: Faster recovery
INTERMISSION
Either use the beacon you created in Ironfist or exit this dungeon
and go east
into Ironfist. Snergle's Cavern is right there on the far west side.
Enter so
we can put an end to this ***hole.
OUTSIDE (Blackshire)
Go back to the house to the east of the temple and get your reward
for Cravitz
and take care of selling, training, etc. Now you can head south of
town to the
Wolves Lair.
---1 quest completed---
=======================
VII. ENDGAME (SPOILERS) <NDGM>
=======================
Ending #1: (The better ending) (exit The Hive's back door without the
"Ritual
Of The Void" scroll.
Once you exit, it shows the Devil's Tower in Sweet Water village
from many
different angles. Suddenly it starts to blow up and crumble and then
it zooms
off to show a picture of the world. Then suddenly the entire world
pulls a
"Death Star Explosion" and the shockwave ring is so powerful that it
destroys
the planet's moon and all that is left are a bunch of asteroids
hurtling
through space. Then it gives you a congratulations scroll. lol
The scroll says, "The destruction of the alien reactor has resulted
in the
death of every devil in the Kingdom. Unfortunately, the strange
technologies
used to build the reactor caused a chain reaction that has consumed
the world.
Perhaps this reaction would have been prevented had you escaped the
hive with
the Ritual of the Void as the Oracle suggested."
Ending #2: (exit The Hive's back door with the "Ritual Of The Void"
scroll.
Once you exit, it shows the Devil's Tower in Sweet Water village
from many
different angles. Suddenly it starts to blow up and crumble and then
a huge
globe appears over the top of Sweet Water and contains the explosions
within
it. Then it shows the inside of Castle Ironfist where your
characters are
given a celebration for saving the Kingdom. Then they kneel before
Prince
Nicolai and are Knighted by him and he says "Thank you for saving the
Kingdom
Then it backs off the screen and shows a crystal ball with a dark
figure
(Archibald) sitting over it and he says in his evil voice, "Yes
heroes, thank
you. Thank you for saving MY Kingdom." Then he laughs as it fades
away. Then
it gives you a congratulations scroll.
The scroll says "CONGRATULATIONS!" Then it lists your characters,
levels, and
promotions. "Your valiant efforts and heroic deeds have saved the
Kingdom from
the scourge of devils and fanatic conspirators. With the fall of
their alien
masters, the priests of the Temple of Baa scattered to the wind,
leaving their
followers to wonder at their absence, and the rest of Enroth to
rejoice for the
restoration of peace and order." Then it tells you how long it took
to save
Enroth and then gives you a score. Hit any key and it will give you
a window
from the development team. It says that it has saved a copy of that
scroll to
your MM6 directory.
======================
VIII. MAIN LINE QUESTS <MLQU>
======================
A. The 7 High Council Quests: Yes there are only six members but
there are 7
quests total because you must do an extra for Humphrey in Castle
Ironfist.
1. Castle Ironfist: Regent Wilber Humphrey
Find Lord Kilburn's Shield in a chest near the town of Blackshire and
return.
B. The Oracle Quests: After you get the approval of the 6... I mean 5
reps, you
will have access to the Oracle and get the final quests of the game
from it.
1. Retrieve the Alpha Crystal from the Supreme Temple of Baa on
Hermit's Isle.
====================
IX. PROMOTION QUESTS <PRQU>
====================
The promotion quests are quests given to you by the 6 Lords. They
can range
from easy like the Knight to Cavalier quest to hard like the Crusader
to Hero
quest. Each class has two promotion quests and they earn lots of
experience,
so you might as well do the promotions for the classes you don't have
as well.
They also allow you to receive more hit and spell points and train to
master in
some skills.
====================
X. SECONDARY QUESTS <SCQU>
====================
As far as I have found, there are 25 side quests other than counsil
and
promotion quests. None of these need to be done however, doing them
will pile
up the experience points and reward gold. The places that I classify
them are
where you receive the quest, and if there's another area listed,
that's where
the quest takes place.
NEW SORPIGAL
1. Show Sulman's letter to Andover Potbello in New Sorpigal
Given when you start the game.
5. Collect Cobra Eggs from the Abandoned Temple of Baa for 300 gold
each.
Given by Hejaz Mawsil in the first house on the SE trail.
IRONFIST
10. Find Prince Nicolai and return with him to Castle Ironfist.
MIST
12. Storm the Silver Helm Outpost near Mist and return with evidence
if their
corruption.
Given by the Mist City Hall
12.5 Use the teleporter to go kill all of the Followers of Baa.
Given by Kathleen Mester in the southern lighthouse.
NOTE: This quest doesn't appear on the quest list and you don't get
rewarded
by Kathleen for completing it but you must take the quest to get the
teleporter
turned on. So for this reason I call this quest #12.5.
FREE HAVEN
13. Retrieve Ethric's Skull from his tomb west of Free Haven.
Given by Gabriel Cartman in northwest Free Haven.
14. Find the lost artifact from inside Dragoon's Keep near Castle
Temper.
Given by Zoltan Phelps in a house near the training grounds.
BOOTLEG BAY
16. Destroy the Wicked Crystal inside the Temple of the Fist.
Given by Winston Schezar in Bootleg Bay town in the temple.
17. Unward the doors in the Hall of the Fire Lord so the Fire Lord
can awaken.
Given by the Fire Lord on the wall in the first room of the temple.
SILVER COVE
20. Deface the altar in the Monolith west of Silver Cove.
Given by Eleanor Vanderbilt in eastern house of Silver Cove.
KREIGSPIRE
21. Retrieve the jeweled egg from Castle Kreigspire.
Given by Emil Lime in eastern Kreigspire Town.
BLACKSHIRE
22. Rescue Emmanuel from the Temple of the Snake on Star Island.
Given by Joanne Cravitz in southern Blackshire.
23. Destroy the altar in the Lair of the Wolf to free the town of
Blackshire
from the werewolf curse.
Given by Maria Trepan in the middle house in town.
=========================
XI. TEMPLES AND DUNGEONS <TMPS>
=========================
1. Goblinwatch- located in the southwest corner of New Sorpigal area.
Enemies within:
-Bloodsucker -Goblin -Common Rat
-Brainsucker -Goblin Shaman -Large Rat
-Soulsucker -Goblin King -Giant Rat
Important items within:
-Goblinwatch Code Scroll (quest item)- In a chest down the right path
behind a
safe on the wall.
-Not sure if it was random but I found 2 Champion Swords last time.
12. Temple Of The Sun (Bootleg)- On the island with the healing
Temple of Baa.
Enemies within:
-Novice Monk -Minotaur King
-Initiate Monk
-Master Monk
Important items within:
-Sacred Chalice (quest item)- In the cabinet down the lefthand
corridor from
the main room.
13. Free Haven Sewers- There are several entrance points in town.
Enemies within:
-Rat -Acolyte of Baa -Thief
-Large Rat -Cleric of Baa -Burglar
-Giant Rat -Priest of Baa -Rogue
Important items within:
-Cell Key- Search the sewer grates to the west of the locked door.
-Prince of Thieves- In the far northwest room behind a secret
passage.
17. Dragoon's Keep- Located in the far southwest of the Free Haven
area.
Enemies within:
-Common Rat -Fighter
-Large Rat -Soldier
-Giant Rat -Veteran
Important items within:
-Mordred (artifact)(quest item)- In the locked door in the middle
north room.
19. Tomb Of Ethric The Mad- West of Free Haven by the end of the
river.
Enemies within:
-Skeleton -Ghost -Lich
-Skeleton Knight -Evil Spirit -Greater Lich
-Skeleton Lord -Specter -Power Lich
-Ethric
Important items within:
-Ethric's Skull- How else do you get someone's skull? Kill them and
take it.
28. Castle Alamos- On the North Island in the Eel Infested Waters.
Enemies within:
-Sorcerer -Magyar -Dust Devil
-Magician -Magyar Soldier -Twister
-Warlock -Magyar Matron -Air Elemental
Important items within:
-Tree Clue #1-"The third is the first of twenty-six, A through Z,
you'll have
to mix."
-Tree Clue #2-"Fifth is twice the second, Five letters in all I
reckon."
-Tree Clue #3-"Second is next to third, so pretty like a bird."
-Tree Clue #4-"First is half the fourth plus one, hurry or you'll be
done."
-Tree Clue #5-"Fourth is eight from the end, Archibald really is your
friend."
-Crystal Beta- It's in a far south room, to the east of the ampi-
theater-like
area. You have to jump onto the cages and walk to the door and give
the
passward that the trees hint you to.
2. Silver Helm Stronghold- Lies on the hill just west of Silver Cove.
Enemies within:
-Swordsman -Fighter -Sorcerer
-Expert Swordsman -Soldier -Magician
-Master Swordsman -Veteran -Warlock (Gerrard Blackames)
Important items within:
-Ghost of John Silver- South and first left from the main room at the
end of
the weird hallway. If you've saved his kidnapped niece, he'll
show you a
hidden passage to the treasure room.
-Ankh- Kill the warlock in the southernmost room and search his body
for it.
I've never found a use for this item or a quest to return it but
it's marked
as a quest item.
6. NWC Dungeon- Entrance located inside the Tower of the Gods on the
southeast
wall. Click it to enter.
Enemies within:
-Goblin Shaman (1)
-Goblin King (1)
-Any NPC that you might accidentally hit.
Important items within:
-Nothing really important, this is a good dungeon to start with
despite the
fact that it's in the middle of Dragonsand. See the beginning of the
walkthrough to find out how to get there.
=======================
XII. THE OBELISK QUEST <OBLK>
=======================
This is a quest in the game that deserves it's own section. Nobody
gives you
this quest but it's a very useful one to figure out. Have you come
to a small
tower-like structure that reads a bunch of Mumbo Jumbo letters and
lines? Each
one means nothing. However, if you find the 15 obelisks, they will
spell out
a message that is a clue to finding a great treasure. They are
always outdoors
and there is only one in each of the 15 areas. And by the way, to
any of you
who say, I'll just read the clue on this page and go to the location,
think
again... You must click on all 15 obelisk screens to activate the
treasure.
A. Locations
1. Sweet Water- It's located due south of the ruined village of Sweet
Water on
the west side of the lake.
2. Paradise Valley- It's located to the northeast of the Paradise
Valley town
over the mountains and guarded by Hydras.
3. Hermit's Isle- It's in the northeastern area to the north of a
small pond.
4. Kreigspire- It's in the snowy area in the northwest just sitting
in the
middle of nowhere.
5. Blackshire- It's in the sand area to the far east surrounded by
lizards.
6. Dragonsand- It's in the northeast area against the wall surrounded
by
dragons.
7. Frozen Highlands- Directly behind Castle Stromgard.
8. Free Haven- Due south of the tomb of Ethric the Mad on the other
side of the
mountain.
9. Mire of the Damned- It's in the middle top of the area in a sort
of mountain
maze. I just use Fly to get it.
10. Silver Cove- It's on the north island with the inn to the west of
the inn.
11. Bootleg Bay- In the southeastern area to the west of the Hall of
the Fire
Lord.
12. Ironfist- Head due west from the lower town and you will come to
an arena-
like area in between some mountains with loads of enemies inside.
The
obelisk is in the middle.
13. Eel Infested Waters- It's on a small southwestern island guarded
by Water
Monsters and Agar's Creations.
14. Mist- Just step in the transporter and follow the islands around
to the end
and the obilisk is near the transporter to take you back to town.
15. New Sorpigal- Use Fly to fly north of town to the volcano, Mount
Sorpigal.
Fly into the crater to find two horseshoes and the obelisk.
B. Messages
1. I t o t e c t h o t h e s a i p
2. n h r h _ a h e r h e a t v d i
3. _ e t e c p e _ _ e r s o e d e
4. t _ h a a t _ l t _ _ e n _ l c
5. h d _ s c a w e h S f d e w e e
6. e r b t h i e a e u u , _ o ' d
7. _ a y , e n i s _ n n _ a n s .
8. l g _ _ _ _ g t S _ c l n ; _ _
9. a o f l o ' h . h b t i d _ p _
10. n n a i f n t _ i e i f _ t u _
11. d _ r e _ e _ H p f o t y h z _
12. _ t _ s t a o i _ o n _ o i z _
13. o o n _ h t f d o r s t u s l _
14. f _ o t e h _ _ f e _ h _ _ e _
15. _ n r h _ _ t f _ _ c e h r _ _
====================
XIII. MONSTERS <NMES>
====================
Here is the entire list on monsters. As with a lot of RPGs, each
species comes
in a set of 3: one common, one upgraded usually with magic, and one
powerful.
AGAR'S CREATIONS- These flying mutated birds are found on the islands
of the
Eel Infested Waters and inside Agar's Lab and Castle Kreigspire.
They aren't
hard to kill but they do cast electrical spells and the abomination
can cause
paralysis.
-Agars Pet Brown 55 HP
-Agars Monster Green 67 HP
-Agars Abomination Red 79 HP
AIR MONSTERS- These tornados are found near the Temple of the Snake
and the
desert area of Blackshire. They also inhabit Castle Alamos. They
have high
immunities to Air Magic and cast Lightning Bolt at high levels.
-Dust Devil White 73 HP
-Twister Purple 114 HP
-Air Elemental Blue 207 HP
ARMORED FIGHTERS- They reside in the two Dragoon dungeons, the Silver
Helm
Stronghold and the Warlord's Fortress. The Vets have a lot of HP
and ability
to break items but overall, they aren't too bad. The Fighters and
Soldiers
usually won't survive a big room with a couple of decent archers.
-Fighter Orange 61 HP
-Soldier Dark 129 HP
-Veteran Bright 227 HP
ARCHERS- They are found outside in the Frozen Highlands and Free
Haven. They
are one of the annoying enemies that can shoot a couple times in a
party's
turn. They don't cause much damage with the arrows or Fire Arrows
but the
Fire Archer can shoot Fireballs that damage the entire party.
-Archer Blue 35 HP
-Master Archer Red 93 HP
-Fire Archer Green 171 HP
BAA FOLLOWERS- They are outside in the Ironfist area and in the
Arena. They
are also found on the Misty Islands. They are pushovers. The
Mystics will
shoot electric balls at you however.
-Follower of Baa Red 9 HP
-Mystic of Baa Orange 17 HP
-Fanatic of Baa Blue 25 HP
BAA PRIESTS- They are found inside the 3 Temples of Baa as well as
hanging out
in the Free Haven Sewers. They cast lost of clerical spells
including Flying
Fist from the priests. However they have low hit points.
-Acolyte of Baa Green 30 HP
-Cleric of Baa Blue 67 HP
-Priest of Baa Red 137 HP
BATS- They hang out in the Abandoned Temple of Baa and Snergle's
Caverns. They
are weak but due to their fluttering, they can be hard to aim at
and hit.
-Bat Brown 9 HP
-Giant Bat Blue 21 HP
-Vampire Bat Red 35 HP
BOUNTY HUNTERS- These female thieves are on the Misty Islands and the
Shadow
Guild in the Frozen Highlands. They are easy to beat and cast no
spells.
-Catpurse Green 9 HP
-Bounty Hunter Red 17 HP
-Assassin Blue 25 HP
CANNIBALS- They keep to the Bootleg Bay area and the Tsantsa Temple.
Type 1
are the human cannibals and type 2 are the ogre cannibals. The
human witch
doctors will throw Deadly Swarm and the ogre witch doctors will
throw a Fire
Blast at you. Also, the ogres cannibals and head hunters are the
same when
you look at their pictures.
-Cannibal (1) Brown 21 HP
-Head Hunter (1) Green 30 HP
-Witch Doctor (1) Red 40 HP
-Cannibal (2) Brown 21 HP
-Head Hunter (2) Brown 30 HP
-Witch Doctor (2) Red tint 40 HP
COBRAS- They are in the Abandoned Temple, the Tsantsa Temple, and the
Temple of
the Moon. They cause poisoning but have low hit points.
-Cobra Blue 17 HP
-King Cobra Green 40 HP
-Queen Cobra Red 61 HP
DEMON DEVILS- They keep to Kreigspire and their Demon Lair but a few
are found
in Snergle's Iron Mines and in the Supreme Temple of Baa on
Hermit's Isle.
They cast and are immune to Fire Magic. They're tough but not as
tough as
their devil counterpart.
-Devil Spawn Gray 100 HP
-Devil Worker Green 280 HP
-Devil Warrior Red 540 HP
DEVILS- They fly and roam the broken Village of Sweet Water and are
the main
set of enemies in the game inside the Hive. They are pretty tough
in or out,
as the Devil Master will cast Meteor Shower but at least he can't
cast it
inside. The King can steal all of your Spell Points in one hit
too. Then
they all cast other various Fire Spells.
-Devil Captain Purple 180 HP
-Devil Master Green 400 HP
-Devil King Red 700 HP
DRAKES- Drakes are weak dragons that look more fearsome than they
are. They
are found in the frozen area of Kreigspire as well as in the castle
itself.
They breathe weaker spells than dragons and are much weaker in HP.
Don't be
fooled though, they can cause their share of damage.
-Flame Drake Red 129 HP
-Frost Drake Blue 162 HP
-Energy Drake Yellow 198 HP
DRAGONS- Dragons are heavily armored and boast loads of hit points.
They are
found in Dragonsand and in the sandy part of Paradise Valley.
There's also a
gold one in the Temple of the Snake. They fire the element of
their color
and are also immune to the same element. The gold ones rarely do
but are
able to KO a character in one hit. However, they give you some of
the best
items in the game including artifacts and relics.
-Red Dragon Red 880 HP
-Blue Dragon Blue 1080 HP
-Gold Dragon Gold 1300 HP
DRUIDS- They are annoying. They keep to the west Silver Cove area
and inside
the Monolith, Temple of the Moon, and the Superior Temple of Baa.
As bad as
the class is ranked, they are pretty tough to take on a bunch at a
time at a
low level. The use nothing but elemental spells.
-Druid Green 40 HP
-Great Druid Red 73 HP
-Grand Druid Blue 162 HP
DWARVES- They are found in the two Snergle dungeons. They are tough
like a
dwarf usually is and a lot of them can cause lots of damage with
their axes.
It's best to take them on one or couple at a time.
-Dwarf Green 40 HP
-Dwarf Warrior Blue 100 HP
-Dwarf Lord Red 180 HP
EARTH MONSTERS- These rock monsters roam around Kreigspire and are
found in the
Monolith. These guys are pretty tough and cast high Earth Magic.
-Rock Beast Brown 137 HP
-Earth Spirit Blue 180 HP
-Earth Elemental Black 280 HP
EELS- They roam the Eel Infested Waters and the waters of Hermit's
Isle. They
aren't very tough but you need to use Fly to kill them all and
dodge their
electical spells. They are also fought purely for experience
because their
bodies sink to the bottom of the water and cannot be recovered for
items.
-Sea Serpent Yellow 162 HP
-Sea Monster Blue 237 HP
-Sea Terror Red 374 HP
EVIL EYES- They are some of the worst dungeon creatures in the game.
They are
found in Castle Darkmoor and Agar's Lab. They are one of the
hardest
creatures to fight in the game. They usually hang out in packs and
cast many
different spells. The flyer can put you to sleep with fire. The
terrible
can Dispel Magic and cause Fear. The mad eye can cause Insanity
and Dispel
Magic.
-Flying Eye Gray 180 HP
-Terrible Eye Purple 280 HP
-Maddening Eye Green 400 HP
FIRE MONSTERS- These fireball monsters are in Gharik's Forge and the
Supreme
Temple of Baa. Luckily, Ice spells and arrows will kill them
quickly.
-Fire Beast Red 55 HP
-Fire Spirit Green 145 HP
-Fire Elemental Blue 269 HP
GARGOYLES- These flying monsters patrol the Silver Cove area. They
are tough
skinned and the marble one can cause paralysis. The Diamond one
can not be
hurt through weapons. Only spells or a higher force can take them
down.
-Stone Gargoyle Gray 73 HP
-Marble Gargoyle Green 114 HP
-Diamond Gargoyle White 207 HP
GENIES- They are found inside the Tomb of Varn Pyramid. One of my
three wishes
would be to avoid these magic-drunken monsters.
-Genie Blue 207 HP
-Djinn Purple 325 HP
-Efreet Red 467 HP
GHOSTS- They roam the Mire of the Damned as well as the dungeons of
Carlogan's
Estate and Ethric's Tomb. The ghosts and evil spirits aren't too
bad but if
you don't kill a Specter quickly, they can do a knock out blow.
-Ghost Green eye 35 HP
-Evil Spirit Blue eye 55 HP
-Specter Red eye 93 HP
GUARDIANS- They are found inside the Tomb of Varn Pyramid. They are
remarkably
tough and can deal high damage with their various magic. They also
boast a
high number of hit points.
-Defender of VARN Blue 227 HP
-Sentinal of VARN Purple 467 HP
-Guardian of VARN Red 617 HP
HARPYS- They roam the mountains of Mire of the Damned and Frozen
Highlands.
They have got to be the most annoying enemies in the game. The
Harpys and
Hags aren't so bad but the Harpy Witch can cast Mass Curse so all
you have to
do is fly too close to a group and your entire party is cursed.
-Harpy Green 61 HP
-Harpy Hag Red 79 HP
-Harpy Witch Blue 93 HP
LICHES- These undead sorcerers are found in Ethric's Tomb and are the
main
enemy in Castle Darkmoor. They have a wide range of magical skills
but, like
other sorcerers, don't have a lot of HP. The Greater ones cast
Dispel Magic
if you come within two rooms of them so be prepared to fight in the
dark and
without Wizard Eye or resistance spells.
-Lich Blue 100 HP
-Greater Lich Green 180 HP
-Power Lich Red 280 HP
LIZARDS- These have half the power as a dragons and weaker in HP.
They roam
Dragonsand and the sandy areas of Blackshire. They shoot balls of
their
element and are immune to fire, air, and earth magics in that
order.
-Fire Lizard Orange 280 HP
-Lightning Lizard Blue 400 HP
-Thunder Lizard Purple 540 HP
MAGES- The weaker ones are found in the New Sorpigal area and the
more powerful
ones are in the Free Haven area. They use various fire spells but
the red
ones have the fewest HPs of any monster in the game.
-Apprentice Mage Red 6 HP
-Journeyman Mage Green 21 HP
-Mage Blue 40 HP
MAGIC USERS- These annoying magic users are found in Gharik's Forge,
the
Superior Temple of Baa, Silver Helm Stronghold, and Castle Alamos.
They cast
electrical magic but the Warlocks are a pain because they cast
Insanity on
someone virtually every turn.
-Sorcerer Brown 137 HP
-Magician Red 227 HP
-Warlock Purple 400 HP
MAGYARS- These soldiers patrol the Frozen Highlands area and Castle
Alamos.
They aren't too bad to fight but the Matrons throw electric spells
at you.
-Magyar Brown 61 HP
-Magyar Soldier Blue 137 HP
-Magyar Matron Green 247 HP
MEDUSAS- They keep to their keep of the Temple of the Snake but are
inside the
Temple of the Moon too. They have high hit points for how early
you should
face them and their spells can turn you to stone.
-Medusa Orange 227 HP
-Enchantress Blue 280 HP
-Gorgon Red 337 HP
MINOTAURS- Half man and half bull and they roam the Kreigspire desert
area and
are quite plentiful inside Castle Kreigspire. They are tough-
skinned and can
take a lot of hits before dying. The Kings cast Finger of Death so
steer
clear of them when possible.
-Minotaur Blue 269 HP
-Minotaur Mage Yellow 525 HP
-Minotaur King Red 861 HP
MONKS- They reside inside the Temples of the Fist and Sun. They are
low in HP
but cast a rather high skill of electrical magic.
-Novice Monk Brown 30 HP
-Initiate Monk Blue 73 HP
-Master Monk Red 153 HP
OGRES- They are found in the Hall of the Fire Lord, Icewind Keep, and
Castle
Darkmoor. They carry swords and shoot no magic. The Chieftains
are pretty
tough to hit.
-Ogre Brown 67 HP
-Ogre Raider Blue 100 HP
-Ogre Chieftain Red 162 HP
PATROL MACHINES- They guard and patrol the Central Control dungeon.
The first
two can hurt you pretty bad but they are nothing compared to the
Terminator
Units who can Eradicate anyone. Luckily, they can be fooled into
corners and
hit around walls.
-Patrol Unit Silver 400 HP
-Enforcer Unit Blue 700 HP
-Terminator Unit Brown 1068 HP
RATS- They are inside the Goblinwatch Keep, Temple of the Fist,
Dragoon's Keep,
and the Free Haven Sewers. Why not just step on them? Ok, shoot
or stab
a couple of times and it will die.
-Common Rat Purple 6 HP
-Large Rat Green 13 HP
-Giant Rat Black 21 HP
SILVER HELM GUARDS- They are found in the Silver Helm Outpost and
Icewind Keep.
Another annoying enemy, they are a HP drainer, meaning they aren't
too easy
and they aren't too hard, they're right in the middle and can
usually grab a
few HP before they die.
-Guard Blue 45 HP
-Lieutenant Green 93 HP
-Captain Red 207 HP
SKELETONS- They are everywhere in the Mire of the Damned. They are
also in the
Temple of Baa, Carlogan's Estate, and Ethric's Tomb. They are
pretty easy to
kill but the Lords are tough and can curse you.
-Skeleton White 21 HP
-Skeleton Knight Yellow 40 HP
-Skeleton Lord Brown 61 HP
SPIDERS- They are in the Abandoned Temple and the Temple of Baa.
They cause
poisoning and travel in packs of... a crapload. They have low HP
but the
sheer numbers of them could cause problems.
-Spider Brown 17 HP
-Giant Spider Blue 30 HP
-Huge Spider Red 50 HP
SWORDSMEN- They are inside the two Silver Helm dungeons and the Lair
of the
Wolf for some reason. Like the Silver Helm Guards, these are HP
drainers.
They aren't hard but not easy and they're usually a dozen or so in
a room
when you find them.
-Swordsman Brown 40 HP
-Expert Swordsman Blue 69 HP
-Master Swordsman Red 129 HP
THIEVES- The Shadow Guild Thieves are found in the Shadow Guilds and
the Free
Haven Sewer System. They aren't very hard but I've heard that if
you see a
character look weird when they're hit, they've stolen something
from you.
-Thief Green 30 HP
-Burglar Purple 50 HP
-Rogue Red 86 HP
TITANS- These giants are by far the toughest enemy in the game. The
supremes
can kill you in one hit and the weaker ones still have loads of HP.
They are
found in Paradise Valley and in Hermit's Isle. (Just think in
M&M7, there's
an indoor dungeon that's full of them.) However, when killed, they
give some
of the best and most expensive items, including relics and
artifacts. Just
watch out for the Supreme Titans' one hit kill.
-Titan Light Blue 617 HP
-Noble Titan Black/Yellow 787 HP
-Supreme Titan Black/Blue 1187 HP
WATER MONSTERS- These monsters look like Poseidons. They are found
in the Eel
Infested Waters and inside the Monolith. They wave their pitchfork
and cast
Water Magic and are immune to the same. They aren't as tough as
they look.
-Water Beast Green 61 HP
-Water Spirit Purple 129 HP
-Water Elemental Red 237 HP
WEREWOLVES- They keep to the Blackshire area and inside the Lair of
the Wolf.
They could be tougher but the Werewolf can disease you and the
Greater
Werewolf can knock you out in one hit.
-Wolfman Orange 100 HP
-Werewolf Blue 180 HP
-Greater Werewolf Red 280 HP
EXTRAS- This section is for the unique monsters that are the bosses
of some
dungeons. Usually, they can be classified as the strongest type of a
species
but for creatures like the Lich King in Castle Darkmoor, he's even
stronger
than the Power Lich. These monsters are found only once in the game.
Instead
of a color, I will put the class of monster that it is or if I mark
it with a
"+" sign, that means that it is stronger than that class.
==================
XIV. TEACHERS <TCHR>
==================
Teachers- Those who, for a fee, will train you to Expert and Master
in their
special skills. All skills have two Expert trainers and one Master
Trainer
somewhere in the land of Enroth. To become expert in any skill you
must have a
rank of 4 and to become master, each set of skills has its own
qualifications.
A. Weaponry Skills
1. Axe
Expert: Ironfist: Stephen Biggs is in the house sharing the training
grounds.
2000 gold
Darkmoor: Connie Lettering is in a big western door on the
main road
through town. 2000 gold
Master: Darkmoor: Avinril Smythers is in the inn in the back of
Darkmoor town.
He will do it for free after completing his quest.
2. Bow
Expert: Ironfist: Helen Teal is in the house near the inn. 2000 gold
Stromgard: Jed Morrison is in the lefthand house as you enter
Stromgard
Castle area. Left door. 2000 gold
Master: Kreigspire: Desmond Weller is on the top walkway on Castle
Kreigspire
in the middle door. FREE but needs rank 8 and BATTLE
MAGE status.
3. Dagger
Expert: Free Haven: Logan Dasher is in the west door of the duplex
near the
elemental guilds. 2000 gold
Ironfist: Terrance Smith is in the house in the back of the
inn.
2000 gold
Master: Castle Stone: Jules Miles is in the lefthand door on Castle
Stone.
5000 gold, rank 8, 40 speed needed.
4. Mace
Expert: Darkmoor: Jack Crow is in a door on the back side of the
Smoke and
Mirrors shop. 2000 gold
Stromgard: Dickson Parks is in the lefthand house as you
enter the
Stromgard Castle area. Right door. 2000 gold
Master: Blackshire: Errol Ostermann is in southeast blackshire across
from the
Light Guild. 5000 gold, rank 8 and 40 might needed.
5. Spear
Expert: Mist: Gonzalo Ramirez is in the house directly south of the
Buccaneers'
Guild. 2000 gold
Silver Cove: Sigriv is in the house directly south of the
training
grounds. 2000 gold
Master: Darkmoor: Burton Rutherford is in a door down the corridor
that is
behind the armory. 5000 gold, rank 8, and Cavalier
status needed.
6. Staff
Expert: New Sorpigal: Dorf is in southern New Sorpigal area. 2000
gold
Mist: Calvin Black is across the street from the tavern.
2000 gold
Master: Silver Cove: Jasper Rice is behind the bar on an island in
northern
Silver Cove area. 5000 gold, rank 8 needed.
7. Sword
Expert: Ironfist: Aaron Strongman is in the house in the castle area
that
shares the weapon store. 2000 gold
Free Haven: Michael Ogilvy is in the east door of the duplex
near the
elemental guilds. 2000 gold
Master: Blackshire: Guy Hampton is in southern Blackshire near the
fountain.
FREE, rank 8 and Cavalier status needed.
8 Ancient Weapons
Expert: New Sorpigal: Igor is in the far east of New Sorpigal area.
2000 gold
Los Alamos: Pat Skylark is in Los Alamos Town behind the
Tavern.
2000 gold
Master: Paradise Valley: Rexella is in the southeast corner of town.
5000 gold
B. Armor Skills
1. Chain Armor
Expert: Ironfist: Rich Hamburg is in the square of houses south of
town. South
house. 1000 gold
Bootleg Bay: Preston Harper is in the house next to the
weapons store.
1000 gold
Master: Darkmoor: David Feather is in a house around the side of the
weapons
store. It's FREE but takes a rank 10 and Crusader
promotion.
2. Leather Armor
Expert: Mist: Arthur O'Leery is in the house that is beneath the
Buccaneers
Guild. South door. 1000 gold
Ironfist: Newt Headrow is in the square of houses south of
town. West
house. 1000 gold
Master: Castle Stone: Arlen Sailor is in the righthand door of the
castle.
3000 gold, rank 10 needed.
3. Plate Armor
Expert: Ironfist: Benito Tellman is in the square of houses south of
town. East
house. 1000 gold
Free Haven: Woodrow Albright is in a northwest house of the
main part
of town. 1000 gold
Master: Castle Temper: Forrest Suthers is in the middle on the roof
of Castle
Temper. FREE and no rank needed but must achieve HERO
status.
4. Shield
Expert: Ironfist: Edgar Carpenter is in the square of houses south of
town.
North house. 2000 gold
Free Haven: Takao is in the middle house of the northernmost
trail.
2000 gold
Master: Blackshire: Bronwyn Meck is in a house north of the fountain
in south
Blackshire. 5000 gold, rank 10 needed.
C. Magic Skills
1. Fire Magic
Expert: New Sorpigal: Isao Magistrus is in the first house on the
northwest
road. 1000 gold
Free Haven: Jack Van Imp is in a house in the far east. 1000
gold
Master: Mist: Jezebel is in the southern row of houses in the
eastmost house.
4000 gold and rank 12 needed.
2. Air Magic
Expert: New Sorpigal: Cheryl Duncan is above the New Sorpigal bank.
1000 gold
Free Haven: Zodahn Delphi is in the duplex in west Free
Haven.
1000 gold
Master: Mist: Caao Salem is in the southern row of houses in the
middle house.
4000 gold and Arch Mage status needed.
3. Water Magic
Expert: New Sorpigal: Douglas Hill is in a house on the island east
of New
Sorpigal with all the goblins and mages on it. 1000 gold
Free Haven: Hitomi Mirumoto is in the house furthest to the
east of
Free Haven. 1000 gold
Master: Mist: Harper Collins is in the southern row of houses in the
westmost
house. 4000 gold and rank 12 needed.
4. Earth Magic
Expert: New Sorpigal: Taro is in the house in the northwest corner of
the main
part of town. 1000 gold
Free Haven: Li Tizare is in the duplex in west Free Haven.
1000 gold
Master: Silver Cove: Revee Botania is in the house two houses south
of the
armory. 4000 gold and rank 12 needed.
5. Spirit Magic
Expert: New Sorpigal: Enoch Highridge is in the house in the
southwest corner
of the town. 1000 gold
Free Haven: Michele Blackshire is in the east duplex door
near the
water guild. 1000 gold
Master: Ironfist: Bishop Iquisitono is in the corner house behind the
castle.
FREE of money and rank but must be High Priests.
6. Body Magic
Expert: New Sorpigal: Abdulai Hahgreb is the first house on the left
when you
enter through the main gate. 1000 gold.
Free Haven: Tim O'Hoolihan is in the west duplex door near
the water
guild. 1000 gold
Master: Silver Cove: Gilbert Hammer is in the right house of the
duplex in the
northeast corner. 4000 gold and rank 12 needed.
7. Mind Magic
Expert: New Sorpigal: Virgil Holiday is the second house on the
southwestern
road. 1000 gold
Free Haven: Mynasia is across from the duplex near the water
guild.
1000 gold
Master: Silver Cove: Thane Roper is in the left house of the duplex
in the
northeast corner. 4000 gold and rank 12 needed.
8. Light Magic
Expert: Silver Cove: Tina Sheltan is in the northern door of the
duplex to the
far east of town. 2000 gold
Kreigspire: Nicholas Roth is in southeast Kreigspire Town.
2000 gold
Master: Eel Infested Waters: Ki Lo Nee is in the back of the tavern
on the
southern island. FREE but need SAINTLY status.
9. Dark Magic
Expert: Blackshire: Ambrose Brusse is in northeast Blackshire. 2000
gold
White Cap: Morton Holovin is in southwest White Cap. 2000
gold
Master: Paradise Valley: Su Lang Manchu is in the southwestern house
of town.
FREE but need NOTORIOUS status.
D. Miscellaneous Skills
1. Bodybuilding
Expert: New Sorpigal: Erik Salzburg is in the furthest house to the
east. The
southern house. 500 gold
Ironfist: Olaf Berring is in a house behind the castle. 500
gold
Master: Free Haven: Jason Traveler is in the village of Rockham west
of Free
Haven. 2500 gold, rank 7 and 30 endurance needed.
2. Diplomacy
Expert: Ironfist: Walter Hargreaves is in the southeast tower on the
castle
roof. 500 gold.
Free Haven: Sylvester Moor is in a house near the training
grounds that
you enter from the back. 500 gold
Master: Castle Stromgard: Jacques Kohl is in the middle door on the
roof of the
castle. 2500 gold and 200 Fame needed. (Although it
says rank 7
I can train at level 4 so in updated versions you may
need rank 7.)
3. Disarm Trap
Expert: Ironfist: Tyler Tailor is in the second house after the gate.
500 gold
Free Haven: Ivan Magyar is in the northeast house in the
south-facing
door. 500 gold
Master: Castle Stone: Gabe Lester is in the house across from Castle
Stone.
2500 gold, rank 7, 30 accuracy needed.
4. Identify Item
Expert: New Sorpigal: Sheila Loompus is above the New Sorpigal inn.
500 gold
Ironfist: Leon Lazaru is in the first house after the gate.
500 gold
Master: Free Haven: Hans Gifford is in the southeast corner house
near the
council. 2500 gold, rank 7 and 30 intellect needed.
5. Learning
Expert: New Sorpigal: Donald Retzer is above the Guild of the Body.
2000 gold
Ironfist: Elton Astrogate is in the southwest tower on the
castle roof.
2000 gold
Master: Silver Cove: John Tuck is in a house near the Berserkers'
Fury guild.
5000 gold, rank 7, and 30 intellect needed.
6. Meditation
Expert: New Sorpigal: Victor Hosen is in the furthest house to the
east. The
northern house. 500 gold
Silver Cove: Clyde Dagget is in a southern house across from
the guild
of the self. 500 gold
Master: Mist: Norio Ariganaka is in the southern row of houses in the
house
facing east. 2500 gold, rank 7, 30 personality needed.
7. Merchant
Expert: Free Haven: Livia Farrel is in a house south of the training
grounds.
2000 gold
Darkmoor: Casey Ludwig is in a door in the northeast part of
town.
2000 gold
Master: Silver Cove: Will Ottoman is in the southernmost house
closest to the
castle. 4000 gold, rank 7, and 30 personality is needed.
8. Perception
Expert: New Sorpigal: Tara D'Cathay is above the New Sorpigal inn.
500 gold
Bootleg Bay: Shoshi Pertoniki is in the house to the furthest
east of
Bootleg Bay town. 500 gold
Master: Darkmoor: Macro Caligula is in a door down a corridor that
you enter
near the stables. 2500 gold, rank 7 and 30 Luck needed.
9. Repair
Expert: Mist: Bernard Jacobs is in the house across the street from
the Duelist
Edge Guild. 500 gold
Silver Cove: Cyrus Montebleu is two houses to the east of the
Armory
500 gold
Master: Castle Stone: Ryan Treacle is in the southeastern house of
Castle Town.
2500 gold, rank 7, 30 accuracy needed.
====================
XV. GUILDS <GLDS>
====================
1. NEW SORPIGAL
Blade's End- Weapons and small armor skills
-Membership available in the second house on the southeast trail.
Skills available: Sword, Axe, Spear, Staff, Leather
Buccaneers Guild
-Membership available in the first house on the southeast trail.
Skills available: Merchant, Identify, Perception, Disarm Trap, Dagger
2. MIST
Duelist' Edge
-Membership available in house directly south of the Buccaneers
Guild.
Skills available: Mace, Chain, Shield, Body Building, Bow,
Buccaneers Guild
-Membership available in the house with the Duelist's Edge in Mist.
Skills available: Merchant, Identify, Perception, Disarm Trap,
Dagger, Dipl.
3. IRONFIST
-Initiate Guild of the Body- Contains middle range spells.
Membership available in the house to the west of the castle.
Skills available: Body Magic, Meditation
4. SILVER COVE
Berserkers' Fury
-Membership available in the house directly to the east of the guild.
Skills available: Chain, Bow, Shield, Repair Item, Plate
Protection Services
-Membership available in a house in the southwest corner of town.
Skills available: Diplomacy
5. FREE HAVEN
Adept Guild of Water- It contains the highest spells.
-Membership available in first house on the right coming from the
council.
Skills available: Water Magic, Learning
Duelists' Edge
-Membership available across from the northern Discount Goods store.
Skills available: Mace, Chain, Body Building, Shield,
6. WHITE CAP
Blade's End- Weapons and small armor skills
-Membership available in south White Cap
Skills available: Sword, Axe, Spear, Staff, Leather
8. BLACKSHIRE
Adept Guild of Light: Contains the best spells short of Divine
Intervention.
Membership available in northeast Blackshire.
Skills available: Light Magic
=========================
XVI. ITEMS AND ARTIFACTS <STFF>
=========================
A. Items- This section includes weapons, armor, accessories, and
anything else
that isn't a relic. Remember that these are basic models. If
there's anything
added such as "of health", "of might", etc., then the value increases
and your
stats get added bonuses.
WEAPONS
1. Axes
-Hand Axe Attack 0 Damage 4d2 Value 30
-Battle Axe Attack 2 Damage 4d2 +2 Value 100
-Poleax Attack 0 Damage 3d7 Value 250
-War Axe Attack 5 Damage 4d2 +5 Value 250
-Heavy Poleax Attack 3 Damage 3d7 +3 Value 450
-Dwarven Axe Attack 8 Damage 4d2 +8 Value 400
-Snergle's Axe Attack 9 Damage 4d2 +9 Value 0 (can't
be sold)
-Supreme Axe Attack 11 Damage 4d2 +11 Value 550
-Grand Poleax Attack 9 Damage 3d7 +9 Value 900
-Conan (Grand Poleax) Attack 10 Damage 3d7 +10 Value 20000
2. Bows
-Crossbow Attack 0 Damage 4d2 Value 50
-Accurate Crossbow Attack 3 Damage 4d2 +3 Value 200
-True Crossbow Attack 7 Damage 4d2 +7 Value 400
3. Clubs- The only weapon that doesn't take a skill to use. (Also
the weakest)
-Club Attack 0 Damage 1d3 Value 1
-Spiked Club Attack 3 Damage 1d3 +3 Value 40
-Killer Club Attack 5 Damage 1d3 +5 Value 100
4. Daggers
-Dagger Attack 0 Damage 2d2 Value 8
-Long Dagger Attack 0 Damage 2d3 Value 15
-Blood Dagger Attack 2 Damage 2d2 +2 Value 100
-Shadow Dagger Attack 3 Damage 2d2 +3 Value 150
-Piercing Dagger Attack 4 Damage 2d3 +4 Value 200
-Mage Dagger Attack 5 Damage 2d2 +5 Value 250
-Jeweled Dagger Attack 6 Damage 2d2 +6 Value 300
-Divine Dagger Attack 7 Damage 2d3 +7 Value 350
-Mordred Attack 8 Damage 2d3 +8 Value 20000
7. Staffs
-Staff Attack 0 Damage 2d4 Value 40
-Emerald Staff Attack 3 Damage 2d4 +3 Value 250
-Power Staff Attack 7 Damage 2d4 +7 Value 500
8. Swords
-Cutlass Attack 0 Damage 2d4 Value 40
-Longsword Attack 0 Damage 3d3 Value 50
-Broadsword Attack 0 Damage 3d4 Value 100
-Warrior Sword Attack 3 Damage 3d3 +3 Value 200
-Pirate Cutless Attack 5 Damage 2d4 +5 Value 290
-Steel Broadsword Attack 4 Damage 3d4 +4 Value 300
-Crusader Sword Attack 6 Damage 3d3 +6 Value 350
-Two Handed Sword Attack 0 Damage 4d5 Value 400
-Great Sword Attack 2 Damage 4d5 +2 Value 500
-Champion Sword Attack 9 Damage 3d3 +9 Value 500
-Master Cutless Attack 11 Damage 2d4 +11 Value 590
-Mighty Broadsword Attack 10 Damage 3d4 +10 Value 600
-Lionheart Sword Attack 12 Damage 3d3 +12 Value 650
-Heroic Sword Attack 8 Damage 4d5 +8 Value 800
-Excaliber (Broadsword) Attack 12 Damage 3d4 +12 Value 20000
-Hades (Lionheart) Attack 15 Damage 3d3 +15 Value 30000
9. Ancient Weapons
-Blaster Attack 8 Damage 3d5 +8 Value 0
-Blaster Rifle Attack 12 Damage 5d5 +12 Value 0
ARMOR
1. Leather Armor
-Leather Armor Armor +4 Value 150
-Studded Leather Armor Armor +6 Value 250
-Enchanted Leather Armor +10 Value 450
-Dragon Leather Armor +16 Value 750
-Imperial Leather Armor +24 Value 1150
2. Chain Armor
-Chain Mail Armor +8 Value 400
-Steel Chain Mail Armor +12 Value 600
-Noble Chain Mail Armor +18 Value 900
-Royal Chain Mail Armor +26 Value 1300
-Majestic Chain Mail Armor +36 Value 1800
3. Plate Armor
-Plate Armor Armor +20 Value 1000
-Steel Plate Armor Armor +28 Value 1400
-Golden Plate Armor Armor +54 Value 2700
4. Shields
-Wooden Shield Armor +4 Value 100
-Bronze Shield Armor +6 Value 200
-Kite Shield (large) Armor +6 Value 200
-Tower Shield (large) Armor +7 Value 300
-Steel Shield Armor +8 Value 300
-Castle Shield (large) Armor +9 Value 400
-Lord Kilburn's Shield Armor +9 Value 0 (Quest item)
-Spirit Shield Armor +12 Value 450
-Celestial Shield (lge) Armor +13 Value 500
-Astral Shield Armor +18 Value 750
-Olympian Shield (lge) Armor +19 Value 800
5. Boots
-Leather Boots Armor +2 Value 50
-Steel Boots Armor +6 Value 250
-Armored Boots Armor +8 Value 450
-Sterling Boots Armor +10 Value 650
-Ultimate Boots Armor +12 Value 850
-Lucius (Ultimate) Armor +14 Value 20000
6. Gauntlets
-Gauntlets Armor +3 Value 100
-Knight Gauntlets Armor +6 Value 250
-Paladin Gauntlets Armor +8 Value 450
-Cavalier Gauntlets Armor +10 Value 650
-Ultimate Gauntlets Armor +12 Value 850
ACCESSORIES
1. Amulets
-Turquoise Amulet Value 500
-Gothic Amulet Value 750
-Claw Amulet Value 1000
-Ancient Amulet Value 1250
-Ruby Star Amulet Value 1500
-Morgan (Ruby Star) Value 20000
-Hera (Ruby Star) Value 30000
2. Belts
-Leather Belt Value 40
-Mercenary Belt Value 100
-Vanguard Belt Value 225
-Warlord Belt Value 450
-Sovereign Belt Value 600
3. Cloaks
-Leather Cloak Armor +1 Value 50
-Phantom Cloak Armor +3 Value 150
-Cloak Of Baa Armor +5 Value 0 (quest item)
-Elven Cloak Armor +5 Value 250
-Cardinal Cloak Armor +7 Value 450
-Doomsday Cloak Armor +9 Value 750
4. Rings
-Fine Ring Value 100
-Sparkling Ring Value 300
-Lunar Ring Value 500
-Witch Ring Value 700
-Blessed Ring Value 900
-Valuable Ring Value 1100
-Precious Ring Value 1300
-Etherial Ring Value 1500
-Exquisite Ring Value 1700
-Scarab Ring Value 2000
-Aphrodite (Lunar) Value 20000
-Guinevere (Lunar) Value 20000
-Igraine (Scarab) Value 20000
-Athena (Scarab) Value 30000
OTHER
1. Potions
-Red Potion +10 Hit Points
-Blue Potion +10 Spell Points
-Yellow Potion +10 to all 7 primary statistics temporarily
-Green Potion +10 to all resistances temporarily
-Orange Potion +10 to Armor Class temporarily
-Purple Potion Cures poison one time
-White Potion Third Generation potion (see potion list
below)
-Black Potion Fourth Generation potion (see potion list
below)
2. Herbs
-Widoweeps Berries Makes Red Potions
-Phirna Root Makes Blue Potions
-Poppysnaps Makes Yellow Potions
3. Gems
-Moonstone Value 1000
-Topaz Value 1200
-Amethyst Value 1400
-Emerald Value 1600
-Purple Topaz Value 1800
-Sunstone Value 2000
-Ruby Value 2200
-Emerald Value 2500
-Sapphire Value 3000
-Diamond Value 4000
2. Igraine- This Scarab Ring gives you 25 spell points and gives a
huge boost
to your clerical spell power. You get it for completing the 5
Statues quest.
You also get it for completing the Obelisk Quest.
3. Guinevere- This Lunar Ring gives you 30 spell points and gives a
huge boost
to Light and Dark magical powers. It is in the hidden chest for
finishing the
Obelisk Quest.
4. Morgan- This Ruby Star Amulet has an unknown origin but turns
unknown people
into legends in their own time. It gives you 20 spell points and a
huge boost
in the Elemental magics. It is in the hidden chest for finishing the
Obelisk
Quest.
8. Ares- This is a Death Mace and is the most powerful mace in the
game. It's
a relic and gives its wielder +25 Fire Resistance as well as doing an
extra 30
points of Fire Damage to an enemy. I found it on a Gold Dragon in
Dragonsand
near the two chests around the Shrine of the Gods.
12. Lucius- These Ultimate boots' origin is unknown but they seem to
turn up in
unusual places. They grant the wearer superhuman quickness and grace
of
motion. They give 30 Speed. I found them in the chest in Castle
Kreigspire
in the same room as the Epsilon Crystal.
13. Conan- This grand poleax has an enchantment that destroys demons
and
devils. I found it in the two chests west of the Shrine of the Gods
surrounded
by dragons.
============================
XVII. POTION LIST (ALCHEMY) <BOOM>
============================
Aaaaaaaah potions. "You are here to learn the subtle science and
exact art of
potion-making. I don't expect you will really understand the beauty
if the
softly simmering cauldron with its shimmering fumes, the delicate
power of
liquids that creep through human veins, bewitching the mind,
ensnaring the
senses... I can teach you how to bottle fame, brew glory, and even
stopper
death -- if you aren't as big a bunch of dunderheads as I usually
have to
teach." --- The Great Professor Severus Snape
A. Basic Potions: These can be made by simply using the three flowers
you find
over an empty bottle. Just move the plant over the bottle and click
the right
mouse button.
Name Color Mix Effect
1. Cure Wounds Red Widoweeps Berries +10 Hit Points
2. Magic Blue Phirna Root +10 Spell Points
3. Energy Yellow Poppysnaps +10 Primary Stats
(temp)
===================================
XVIII. BOAT AND STAGECOACH SCHEDULE <TRVL>
===================================
A. STAGECOACHES
New Sorpigal Stagecoach
-Sunday: CLOSED
-Monday: Castle Ironfist in 2 days
-Tuesday: CLOSED
-Wednesday: Castle Ironfist in 2 days
-Thursday: CLOSED
-Friday: Castle Ironfist in 2 days
-Saturday: CLOSED
Ironfist Stagecoach
-Sunday: Arena in 1 day.
-Monday: New Sorpigal in 2 days
-Tuesday: Free Haven in 4 days
-Wednesday: New Sorpigal in 2 days
-Thursday: CLOSED
-Friday: New Sorpigal in 2 days
-Saturday: Free Haven in 4 days
Darkmoor Stagecoach
-Sunday: CLOSED
-Monday: Free Haven in 5 days
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: Free Haven in 5 days
-Saturday: CLOSED
Blackshire Stagecoach
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: Free Haven in 3 days
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: Free Haven in 3 days
-Saturday: CLOSED
Kreigspire Stagecoach
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: CLOSED
-Wednesday: Free Haven in 3 days
-Thursday: CLOSED
-Friday: CLOSED
-Saturday: Free Haven in 3 days
B. BOATS
New Sorpigal Boat
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: Mist in 3 days
-Wednesday: CLOSED
-Thursday: Mist in 3 days
-Friday: CLOSED
-Saturday: Mist in 3 days
Ironfist South Boat- This boat will be CLOSED until you complete the
"Expose
the Traitor" quest.
-Sunday: Hermit's Isle in 21 days
-Monday: Hermit's Isle in 21 days
-Tuesday: Hermit's Isle in 21 days
-Wednesday: Hermit's Isle in 21 days
-Thursday: Hermit's Isle in 21 days
-Friday: Hermit's Isle in 21 days
-Saturday: Hermit's Isle in 21 days
Mist Boat
-Sunday: CLOSED
-Monday: Castle Ironfist in 2 days; Silver Cove in 3 days
-Tuesday: Bootleg Bay east in 2 days
-Wednesday: Castle Ironfist in 2 days
-Thursday: Silver Cove in 3 days; Bootleg Bay East in 2 days
-Friday: Castle Ironfist in 2 days
-Saturday: Bootleg Bay East in 2 days
Los Alamos South Boat (How do these boats make ANY money?)
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: CLOSED
-Saturday: North Island in 1 day (Los Alamos)
=========================
XIX. SHRINES AND CIRCUSES <SHRN>
=========================
A. Shrines- Ever come upon a small open building sitting in the
middle of
nowhere or just outside of town or on top of a mountain? Did you
touch it? If
you received a statistics upgrade, then you beat the 1:12 odds. Each
shrine
will increase a different statistic (the seven primaries and five
resistances)
but each one only in a certain month. Remember that you can only use
each
shrine once. Here are the 12 locations and months you can use them.
I just
found this out but apparently, you must see the seer first and then
journey to
the shrine to collect the reward. He is west of Castle Ironfist in
the weird
looking house on the hill.
B. Circuses- Yay, the circus is in town. But only for three months
of the year
and in three different locations. There are things that you can do
here but
I mainly mention it because the "Rescue Prince Nicolai" quest will
take you to
the circus.
-Locations
April: Northeast of the town of Blackshire.
August: In the northeast corner of the Mire of the Damned area.
December: On the eastern side of the main Bootleg Bay area.
=====================
XX. RESETING AREAS <RSTG>
=====================
Have you ever beaconed back to an old spot where everything was dead
and you're
suddenly assaulted. "Where the **** did they come from? I killed
them
already!" That's because once you enter an area, a countdown starts
on the
game. You can't see it anywhere but once every 6 months, 1 year, or
2 years,
the areas will reset, the enemies will reappear and treasure chests
and barrels
will refill. It's a good way to make a little extra experience by
taking out
weaker enemies that reappear. I'm not sure of all the times per area
or
dungeon, but everything will reset eventually.
=======================
XXI. CLOSING ARGUMENTS <BSHT>
=======================
CLOSING
There you have it. The walkthrough was a lot longer than I was
expecting it
to be and by the end of this Closing Arguments section, it will be
nearing
4,900 lines on Notepad. I did enjoy writing this and look forward to
writing
the guides to M&M 7 and 8 next year. Maybe I'll get started on 7
before then.
I may also include M&M 3 too because I have that on SNES. But the
Xeen games,
which to me are the best in the series, don't work anymore on any
computer I
try it on. So I regret that I will probably never play those games
again.
THREATS
This is my 3rd faq/walkthrough and I put a lot more work into this
one than I
did into my first two Don't steal my work. GOT IT!?! Doing so
would be a
"BIG MISTAKE"! I just recharged my Spell Points and you'd be
surprised how far
I can make an Ice Bolt can go. Or maybe Dragon Breath or Shrapmetal
would do
the trick. And if you try to hide, I'll just cast Armageddon. If
for some
reason you like this faq and for some reason want it on your website,
ask for
permission first. Also if you get permission, give me my credit for
it AND
post it on there AS IS. Don't change any portion of this faq. Okay,
that was
the most pointless paragraph I've written so far because, who's going
to want
this on their site. But it is necessary.
Coming Soon:
-Might and Magic VII: For Blood and Honor
-Might and Magic VIII: Day of the Destroyer
-Might and Magic III: Isles of Terra
-Something to do with Mario
-Something to do with Mega Man
-Something to do with Zelda