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Might & Magic: Heroes VI Game Guide by gamepressure.com

Might & Magic: Heroes VI Game Guide

Table of Contents

1st mission - Griffin Bane - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M1 - Storyline map: surface

X - beginning of a mission - 1st mission - Griffin Bane - Maps - Campaign - prologue - Might & Magic: Heroes VI Game Guide

X - beginning of a mission

1 - demons (quest Demons sightings)

2 - city (quest Demons sightings)

3 - mines (quest Infernal Hero)

4 - orc's team

5 - succubus Daeve (quest Infernal Hero)

6 - entrance to the underground (look at map M2)

7 - exit from the underground (look at map M2)

8 - Toghrul (quest Demon blood)

M2 - Storyline map: underground

X - strung out from surface (look at map M1) - 1st mission - Griffin Bane - Maps - Campaign - prologue - Might & Magic: Heroes VI Game Guide

X - strung out from surface (look at map M1)

1 - War Horn of the Legion (quest The Horn)

2 - undead's residence

3 -ancestor

4 - exit on the surface (look at map M1)

M3 - Object's map: surface

1 - weaponsmith (permanent +1 to might power for a hero - 1st mission - Griffin Bane - Maps - Campaign - prologue - Might & Magic: Heroes VI Game Guide

1 - weaponsmith (permanent +1 to might power for a hero. Only one-shot for hero)

2 - sawmill (2 woods per turn)

3 - old skeleton (treasure can be found)

4 - city (Haven)

5 - mother earth shrine (increase hit points of all unit about 10%. Once per every fight)

6 - war ancient (increases hero's fate and Charismatic Leader about 5 for next battle, additionally, he gains 5 movement points. Can be used only one time per battle)

7 - stable (increases hero's movement points by 5. Hero can use it once per week)

8 - armoursmith (permanent +1 to the might defence. Only one-shot for hero)

9 - stone mine ( 2 stones per turn)

10 - gold mine (1000 gold per turn)

11 - crystal mine (1 crystal per turn)

12 - stone of enlightment (gives 2500 XP. Hero can use it only once)

M4 - Object's map: underground

1 - blind maiden (increase heros destiny by 5 - 1st mission - Griffin Bane - Maps - Campaign - prologue - Might & Magic: Heroes VI Game Guide

1 - blind maiden (increase hero's destiny by 5. Only once per fight)

2 - Pyramid (undeads guarding treasure or prisoners)

3 - Sigil of Arkath (gives +5 to hero's magic defence for a week. Can be used once in week)

4 - weaponsmith (gives permanent +1 to hero's might attack. One-shot for a hero)

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