Might and Magic VI: The Mandate of Heaven (Prima Official Strategy Guide)

Ted Chapman PRIMA PUBLISHING Rocklin, California (916) 632-4400 www.primagames.com The Prima Logo and Prima Publishi

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Ted Chapman

PRIMA PUBLISHING

Rocklin, California (916) 632-4400 www.primagames.com

The Prima Logo and Prima Publishing ® are registered trademarks of Prima Communications, Inc. © 1998 by Prima Publishing. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical , including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Publishing, except for the inclusion of quotations in a review. Project Editor: Sara E. Wilson The game Might and Magic is© 1986-1998 The JDO Company. All rights reserved. New World Computing, the New World Computing logo, Might and Magic, and the Might and Magic logo are trademarks and/or registered trademarks of the JDO Company. All other trademarks belong to their re pective owners. New World Computing is a division of The JDO Company. All products and characters mentioned in this book are trademarks of their respective companies. Important:

Prima Publishing has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completenes of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategics, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. ISBN: 7615-1109-1 Library of Congress Catalog Card Number: 97-65823 Printed in the United States of America 9 99 00 BB 10 9 8 7 6 5

Contents Chapter 1

Divinity: Cbe Grounbwork for Che manbate of fjeaven . ... 3

A Legacy of Greatness ...................... . ......... 4 The Story Line ..................................... 12 A Note from the Author ..................... .. ..... .. 13

Chapter 2

Builbing a Winning ))arty . ... 15

The Character Classes ............................... 17 Unusual Parties: Pros and Cons ........................ 23

Chapter 3

Know r51nE EnEmy: 0) onsters

Chapter 4

.......... .

. 27

Spells . . . . . . . . . . . . . . . . . 89

Fire Spells ....... ...... ........ .................... 92 Air Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Water Spells ... .... ................ .. .. . . . .. ... . . . 104 Earth Spells ...................................... 110 Spirit Spells ..... ... .. ..... ..... ..... ............. 116 Mind Spells ....................................... 122 Body Spells ....................................... 128 Light Spells ....................................... 134 Dark Spells ....................................... 140

...

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hems . . . . . . . . . . . . . . . . . 149 Weapons ....... .. . ........ .................. . .... 151 Bodily Protection . .... .. ... .. ... ....... . ... ........ 172 Wands ........................................... 193 I-Ierbs .... . ...................................... 195 Potions ............... .... .. . .... ......... ...... . 196 Scrolls ............................... . .. ......... 198 Spellbooks ........................................ 201 Artifacts ........ . ................................ 204 Relics ...... .............. ....................... 210 Quest Items ...................................... 216 Miscellaneous Items .......... ............ .......... 220 How Magical Items are Generated ..................... 224 Ye Olde Alchemical Shoppe . .. ... .. ............... ... 228

Chapter 6

£earning the Skills . . . . . . . . 233

Skills and Prowess Adjustments ....................... 234

lV

Chapter 7

Che pros anb Cons of npcs in You t' Party . . . . . . . . . . . 2 41

Chapter 8

Shoppes anb .locations

247

Map Grid ............................ . ............ Weapon Shoppes ................................... Armor Shoppes .................................... Magic Shoppes ................. ................... General Stores .... . ...............................

248 249 251 253 255

conrEnrs

Stables .......................................... Ship Lines .......... . ........................ .. ... Temples .......................................... Training Grounds .................................. Magic-Users' Guild ................................. Skill Training Centers ......... .... ....... . .......... Skill Expertise and Mastery .......................... Taverns .......................................... Banks .... ... .. .. ..... . . . ........................ Dungeons . ...... ........... .... ..... ..... ........ Castle Locations ...................................

Chapter 9

256 258 260 261 262 264 265 266 267 268 270

Essential Quests . . . . . . . . . 273

The High Council Quest ............................. 275 Find Nicolai ...................................... 284 Traitor Quest ..................................... 285 Oracle Quest ...................................... 287 Tomb of Varn Quest ................................ 293 Control Center Quest ............................... 298 Release Archibald Quest ............................. 298 The Hive Quest .................................... 300

Chapter 1O 1mportant Quests . . . . . . . . . 303 The Knight-to-Cavalier Quest ....................... . 304 The Cavalier-to-Champion Quest ..................... 305 The Paladin-to-Cmsader Quest. ...................... 306 The Crusader-to-Hero Quest ................... .. .... 308 The Archer-to-Battle Mage Quest .......... .... ....... 308 The Battle Mage-to-Warrior Mage Quest ................ 310

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T Figure 1-1 The original map of the land of Varn, from the first Might and Magic

The second installment in the series, Might and Magic II: Gates to Another World, was a simple follow-up product, in the spirit of Shakespeare's "Henry IV, Part II": It gave those who played the original more of the same. The sequel implemented no new, earth-shattering features; as far as code was concerned, it could have been called "Might and Magic lA: More Secrets of the Inner Sanctum." The player again sought the elusive Corak and Sheltem, but this time within another biosphere aboard the same spacecraft-Cron (Central Research Observational Nacelle).

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N I Figure 1-5 Might and Magic: World of Xeen was New World Computing ' first double-CD set.

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seller. The immensely popular Might and Magic V: Darkside of Xeen soon followed, and savvy players discovered that, if you installed both games on the same hard drive , you could play a bonus scenario called World of Xeen. Developers included another short scenario expansion of World of Xeen-Swords of Xeen-in their Might and Magic Trilogy, a compendium of Might and Magic III, IV, and V (1996). In the Xeen (Xylonite Experimental Environment Nacelle) series, the player finally comes face to face with the evil Sheltem: You must defeat him-or die. As World of Xeen stampeded off retailers ' shelves, Jon Van Caneghem, series creator and president of New World Computing, decided to take a hiatus from the CRPG genre. Specifically, he wanted to go back to one of his first loves, turn-based /

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Figure 1-6 The Heroes of Might and Magic series heralded New World Computing's new emphasis on strategy.

strategy. Because the underpinnings of the Might and Magic story remained ripe with possibilities, he seized on the idea of developing a game that combined all its role-playing potential with combat tactics and adventuring strategy. Thus Heroes of Might and Magic: A Strategic Quest was born. In thi facet of the sci-fi-meets-fanta y world of the Cron spacecraft, the player, as Lord Ironfist, must defeat the lords of the surrounding fiefdoms to assume the throne and rule the land of Enroth. Heroes of Might and Magic II: The Succession Wars, introduced in late 1996, continued the Enroth saga in the strategy genre: Lord

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