|Phirna Root||Blue||Restores 2 hit points.|
|Widoweeps Berries||Red||Restores 2 spell points.|
|Cure Poison||Purple||Cures poison.||Blue +||Red|
|Cure Wounds||Red||Restores 10 hit points.||Widoweeps Berries +||Empty Bottle|
|Energy||Yellow||Adds 10 to primary statistics temporarily.||Poppysnaps +||Empty Bottle|
|Magic Potion||Blue||Restores 10 spell points.||Phirna Root +||Empty Bottle|
|Protection||Orange||Adds to 10 armor class temporarily.||Red +||Yellow|
|Resistance||Green||Adds 10 to resistances temporarily.||Blue +||Yellow|
|Bless||White||Grants Bless (as the spell) for 6 hours.||Blue +||Purple|
|Extreme Energy||White||Adds 20 to primary statistics temporarily.||Orange +||Yellow|
|Haste||White||Grants Haste (as the spell) for 6 hours.||Green +||Yellow|
|Heroism||White||Grants Heroism (as the spell) for 6 hours.||Orange +||Red|
|Restoration||White||Cures all conditions except dead or stone.||Green +||Purple|
|Stone Skin||White||Grants Stone Skin (as the spell) for 6 hours.||Blue +||Orange|
|Super Resistance||White||Adds 20 to resistances temporarily.||Blue +||Green|
|Supreme Protection||White||Adds 20 to armor class temporarily.||Green +||Orange|
|Divine Cure||Black||Adds 100 hit points if at or below maximum and adds one year of age.||Orange +||Restoration|
|Divine Magic||Black||Adds 100 spell points if at or below maximum and adds one year of age.||Green +||Super Resistance|
|Divine Power||Black||Adds 20 to level temporarily and adds 1 year of age.||Purple +||Extreme Energy|
|Essence of Accuracy||Black||Once only: Adds 15 to Accuracy and subtracts 5 from Luck permanently.||Yellow +||Bless|
|Essence of Endurance||Black||Once only: Adds 15 to Endurance and subtracts 1 from all other statistics permanently.||Yellow +||Supreme Protection|
|Essence of Intellect||Black||Once only: Adds 15 to Intellect and subtracts 5 from Might permanently.||Blue +||Stone Skin|
|Essence of Luck||Black||Once only: Adds 15 to Luck and subtracts 5 from Accuracy permanently.||Purple +||Super Resistance|
|Essence of Might||Black||Once only: Adds 15 to Might and subtracts 5 from Intellect permanently.||Red +||Heroism|
|Essence of Personality||Black||Once only: Adds 15 to Personality and subtracts 5 from Speed permanently.||Blue +||Restoration|
|Essence of Speed||Black||Once only: Adds 15 to Speed and subtracts 5 from Personality permanently.||Red +||Haste|
|Rejuvenation||Black||Removes all magical aging effects and subtracts 1 from all 7 primary statistics permanently.||Green +||Extreme Energy|
Fansite for video game Might and Magic 6. Awesome guide for MM6:Mandate of Heaven – dungeon maps, skill guides, downloadable patches/mods, potion recipes, seer times, travel schedules, quest walkthroughs, tricks and tips, circus schedules, items, monsters and cheats.
GOOD NEWS for all Heros of Might and Magic fans! Ubisoft release a new MMORPG game Heroes Online, gameplay is very similar to HOMM 6, where battleboard is very similar but on world moving isn’t restricted anymore.
Introduction to game:
The Ironfist Dynasty is tottering on the brink of ruin. As endless calamities plague the kingdom of Enroth, evil doomsday cultists plan to overthrow child Prince Nicolai and claim the throne for their charismatic leader. Fear grips the land and the people wonder if their sovereign has lost the Mandate of Heaven – the divine right to rule. The enemies of reason are at the gate and only extraordinary heroes can stem the tide of darkness. Will you answer the call?
From the depths of the deepest dungeons, to the intrigues of the royal court, you will lead a band of adventurers on a dangerous journey of amazing depth and intelligence. With a completely new 3D graphics engine and a non-linear adventure system, Might and Magic VI – The Mandate of Heaven brings a unique role-playing experience to life.
|New Sorpigal||A Fly scroll in the south wall of the bank.|
|New Sorpigal||The well near the tavern gives 100 gold when your purse is empty.|
|New Sorpigal||A rock on the shore north is a chest.|
|Goblinwatch||A nice set of armor in the wall – Saladar.|
|Silver Helm Outpost||A spellbook in one of the pews in the monks’ chapel(?) – Peter2.|
|Silver Helm Stronghold||In the Chapel: a Power Staff of Infernos – Peter2.|
|Ironfist||There’s a scroll in a tree – Saladar. If you go North from the Temple of Baa to the left of the mountain, you will find a tree that is not labelled when you pass the mouse cursor over it. Click on it to receive a Meteor Shower scroll – Kosh.|
|Bootleg Bay||No, this pirate Stanley’s treasure cannot be found in MM6. Look in Ravage Roaming in MM8’s Jadame!|
|Temple of Baa||Pass through the secret door and in one of the corridors there is a Torch that gives 5,000 gold.|
|Corlagon’s Estate||In the big square room with a very narrow bridge that makes a u-turn. High up of the far wall is one of those “pictures” of the skeleton in robes. It has a single torch next to it. Use telekinesis and you’ll find a hidden chest with some pretty ok stuff – Tarma, Lewis Therin.|
|Snergle’s Caverns||Use the spacebar in front of the waterfall and you’ll find an item, the level is random.|
|Monolith||A nice little cache of level 6 items … though how it was expected we’d find it stretches credulity a mite. Well, in the first room there are two large rocks. Ten times you must go back and forth, clicking them in turn (10 times each). You will get a spellbook, a shield and I think some boots, but not sure about the latter. Of course, it would be entirely natural for any party of adventurer’s to do this, right? Start with the bigger one –Elara|
|Temple of the Snake||Listen to the humming sound he makes, and you will find Q behind a hidden door. He has some chests containing great spellbooks and on his body you will find the Horn of Ros.|
|Agar’s Lab||Check for diamonds in the chandeliers.|
|NWC dungeon||There is a small inner office inside the big room near Trip Hawkins’ offices. On the desk is a chest, and when clicking on it, it says “You just found something” or some such. If you keep clicking until it stops, you get 10,000 gold. Here’s the deal: no matter whether you leave, or spend gold inside the NWC dungeon (the potion Machine!) you can go right back to this chest and click some more and get all 10,000 gold refilled. It won’t go over the amount, but you can ALWAYS get topped back off to 10K.|
|Paradise Valley||I believe it is in Paradise Valley, on the Eastern border in the north. If you look off in the distance when you can’t walk any further to the east, there is a chest in the distance that you can barely see. Using Telekenesis on the chest twice (once removes the trap, twice opens it) you will find the best stuff you’ll ever find – Shizazination.|
|New Sorpigal||Touch the cookpot on Forge Island and expect to be ambushed.|
|New Sorpigal||The north side of the rooftop of the Buccaneer’s Lair contains a Teleporter to the Shrine of the Gods in Dragonsand.|
|Dragonsand||Touch the wall near the Shrine of the Gods to enter the NWC dungeon.|
|Dragonsand||The grey outside of the NWC building contains a Teleporter back to New Sorpigal.|
|Tomb of VARN||Above the room with the flame key, there is a small opening. Normally this is too high to jump in, but if you cast JUMP from the ramp, you can enter. This room leads directly to the library, bypassing two pools full of Genies – Gally.|
|Shadow Guild||Jump on the safe floor tiles in the NW room. If you do it right and don’t get hurt, this will open the NE Teleporter room. Give the correct answers to the riddles and you gain access to Ironfist.|
|Kriegspire||Each time you drink from the +level well, new drakes appear in north. It seems there is a maximum of some 400 though.|
|Castle Kriegspire||Two torches in Castle Kriegspire, IIRC with $15000 so that you can pay the gaurdian or curator – DraCaN.|
|Temple of the Sun||Three torches in the Temple of the Sun at Bootleg Bay are unnamed, and each gives the party a scroll of Sunray (makes sense – it is the temple of the SUN! Does the temple of the moon have moonray in its torches?) – AussieAmazon.|
|Frozen Highlands||The following thing happened after I got the quest to capture Prince of Thieves. I caught him, and not having town portal by that stage, determined to turn him in the next time i happened to be in the Frozen Highlands. As I rested in the FH (right outside the castle, mind you) he escaped – a la Prince Nicolai! I went in and spoke to the guy who gives the quest, and he gave me another quest to infiltrate the shadow guild headquarters and recapture the PoT. Did anyone else have a similar experience in the original game, or was I just dreaming? – AussieAmazon.|
- Desk (Day of the Gods effect)
- Pantry (+food, poison and drunk effect)
- Potions for sale (potions for money)
Goblin Shaman, Goblin King
Efficiency level: very easy
This is an entirely unnecessary part of the game, but its kinda fun. This hidden area represents (in theory) the office space of the New World Computing employees. From the entrance, turn around and pull the lever in the alcove to operate the elevator and go up to the second floor. Heading south, go around the hallways, ducking into cubicles and collecting the armor and weapons on the ground.
Head east through the large archway and then head into the first door on the right. This looks like a library and the bookshelves contain several items of interest. Head through the door on the far side of the room and then through the door straight ahead. In this room, several employees milling around a table. Go over to that desk and search it to find some more good items. Go through the east doors and through the doors on the other side of the hallway.
In this office is a hostile goblin king . When you’ve killed him, leave. The aura of fear that the room places on you will pass. Head south down the corridor, emptying out the other offices. Heading down the passage to the west finds a pantry that lets you get unlimited food (although sometimes you’ll get poisoned), and unlimited potion bottles from the desk. There is also a vending machine that will sell potions in this room. The next office is empty.
Return to the hallway and head north. On the left is first an empty office, then another office filled with books. In this office is a hostile goblin. The corridor continues north containing the offices of more employees. Some of them contain items. Head up the corridor following it around to the left.
After you’ve explored all of the offices, return to the elevator and continue west. Go through the door there and explore cubicles and offices. The office in the southwest corner seems to give an unlimited supply of herbs. When you’re done looking around, return to the lobby and click on the door to get out.
- Switch to activate Main Switch 1
- Main Switch 1
- Switch to activate Main Switch 2
- Main Switch 2
- Lich King
- Memory Crystal Delta for quest 46
- Switch to activate Main Switch 3
- Main Switch 3
- Podium with Book of Liches for quest 25
- 3 Scarcophaguses (stealing is 3* -200 karma!)
- Any important things:
- Gems from crystals for selling
- Ogre, Ogre Raider, Ogre Chieftan
- Lich, Greater Lich, Power Lich
- Flying Eye, Terrible Eye, Maddening Eye
- Unique: Lich King
Efficiency level: very hard
Either by a bug, or by design, the various Eyes can make magical attacks, such as Dispel Magic, through walls and ceilings. This means that if you “wake up” an eye above or below you, you will find all of your spells being Dispeled without being able to fight back. As such, you should probably start by just running around the castle killing things and worry about collecting loot and solving puzzles on a second pass.
That’s what I did for a lot of this, which is why the descriptions of the rooms for this location won’t be as complete as they are for other areas.
From the entrance, head down the corridor and then over the stairs, cleaing out the guardroom to the west. Then head down the corridor south, defeating the undead in the chamber on the west and taking the first passage to the east, directly across from that chamber. Empty out this room and collect treasure. Take the branch to the north and clean out that chamber; then return and head north. This leads to a room that (among other things) has some cauldrons of resistance raising liquid.
From here, head up the stairs behind you and you will arrive in a very large room filled with lots of eyes and ogres. The main point of coming up here now is to kill the eyes, as they have been (or will soon be) eliminating your magic through the floor.
When you have finished with the eyes (probably after a few trips), don’t head up this way. Instead, from the corridor that goes south from the entrance, take it all of the way south, then turn west. At the intersection (right after the floor starts sloping up sharply), turn right (north), and then right again (east), and then right again (south). This opens up into another very large chamber with lots and lots of eyes. These are the other set of eyes that have been terrorizing your magic spells.
Now, I returned back to the northern large room, finished out the rest of the Ogres in the room and then headed for the exit near the back of the room. Open the door in the back of the room and head down that passage to the west.
Whe the corridor lets back out into a hallway, turn south and clear out the few liches hiding in the corner down there. Then return and go north up the ramp. This passage will wind around the large room you just came from. When you turn back towards the south, take the side passage to the east. Take the passage north and then turn south again at the intersection and clear out the liches hiding there. Then go back to the intersection and head north. It will lead back to the large room, although there is often an eye or two hiding in that corridor. Return back the way you came to the balcony over the large room and take the south exit (sloping up steeply).
Head west at the top of the slope and clear out that room of liches. Procede through the room, turn south and then west. Charge the band of Ogres blocking your way and procede down the ramp. You will now be at the top of the slope where you came to clear out the second room of eyes (described above). Turn north in the corridor as if you’re going to the room of eyes, but keep going north. There will be a group of Liches there guarding a sign that says “The crimson embers will lead the way”. A small niche will open up when you read the sign revealing a lever. Pull the lever. (If you return to the large north room, you’ll notice that the large blue cube in the middle of the room has now turned red.)
Actually, return to the large north room and head through the south exit. Take the corridor south in the southeast corner of the room and clear out the cubbyhole of rooms there. Now, return to the cube. It should be red now because of the lever you flipped. Cast Jump and jump up and click the cube. This will open the wall that leads north out of this room. Head through there, and kill off the eyes and other beasts guarding the large open area to the north and west. (For those keeping score at home, there are 100 eyes around the perimeter of the building; if my corpse count is correct.)
Now head in the front door of the structure and go up the south stairs. This puts you down the hall (instead of in the face of) a group of eyes. Both stairs lead up to a large pillared room filled with more eyes. Power Liches included at no extra charge.
When you’re finished with the eyes and liches, head across the room and go up the ramps on the far side of the room. Start with the north ramp. The ramp leads to a path running along the north side of the pillared room and leads to some other small rooms near the entrance on the north side. If you head down the steep incline down and to the east, you’ll pass by two rooms with bone cages in them and arrive at a passage guarded by some more orgres.
Go through this room and then continue east. To the north is the largest potion bottle collection you’ve ever seen. Now return to the room on the west and head down the stairs. There is a wierd room here with several earthen squares and a depression in the middle. Stepping on the earth squares seems to summon Liches into the room. Anyway, cross the room, head up the stairs, and then through the east passage.
Continue east, bypassing the two rooms to the north and continue until the corridor turns to the north. At the end of that corridor are eight black potions of Rejuvenation. There is a room filled with ogres to the east; enter that room and clear it out. Then return to the two rooms you bypassed, go through them, and take the corridor on the other side to the west. As you exit that corridor, you will see a very narrow ramp going up. Take that ramp and there will be another “Glowing embers will lead the way” sign that, when read, will reveal a lever. This lever will change the cube in the pillar room to red.
Backtrack to the pair of rooms and just east of that is a steep walkway leading up. This will take you to an area that is a mirror of the north side of the pillared rooms. Explore your way through here and you should find yourself on the south walkway on the west side of the pillar room.
Return to the pillar room and click on the now crimson cube. This will open the way to the next terrible room. Now go to the room that I said summons liches and procede west from there. This is another large room filled with lots of eyes and liches. Included is a Lich King. Have fun.
When they’re all dead, collect the bodies, drink the resistance cauldrons, and look at the sign underneath the cube. When read, it says “the fires of the dead shall burn forever.” In the alcove to the west is Memory Crystal Delta, required to complete quest 45.
Once the cube is red, click on it and you will be teleported to a small bedroom. In this room is a chest and several piles of gold. There are also three sarcophaguses that you can pillage, but doing so will hurt your reputation. On a podium is the Book of Liches: click on it will destroy it which is what you need to do to complete quest 24.
- light create new account log in reques
- corlagon estate
- nwc dungeon map
- where to find magical sword Excalibur
- Damsel in Distress
- sell gong
- find nicolai
- Stonecutter and a Carpenter
- ancient weapon
- prince of thieves
- drink from the fountain of magic
- guild membership