Game GuidesMight & Magic: Heroes VI Game Guide & Walkthrough

1st mission - The Fury and the Mire

Campaign - Sanctuary - Might & Magic: Heroes VI Game Guide

Strategy Guide and Walkthrough by Maciej "Czarny" Kozlowski gamepressure.com

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Main Quest: The Wolf Hunts

Goals: run away from the coral priestesses temple

Reward: 2000 XP, Sandals of the Prophet (+1 to hero's movement points, +1 to HP for all units)

This Quest we get after getting on the Hashima - we have to help Irene in an escape.

It couldn't work - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
It couldn't work
Angry husband begins the chase - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Angry husband begins the chase

We move to the northern-east, where we find a troop of sentinels (M1,1), guarding a treasure. After defeating an enemy, we move west - there we fight another battle, collect treasures and use nearby buildings. Few coral priestesses will join us Little further (M1,2).

Sentinels on the north... - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Sentinels on the north...
...priestesses on the south. - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
...priestesses on the south.

After smashing small troop of sentinels and crossbowmen (M1,3) who we will find on the east, the Quest is over and we obtain another mission - The Naga Lord.

Main Quest: The Naga Lord

Attention! This mission get activated after finishing The Wolf Hunt!

Goals: meet with the lord Hiroshi in the Umiya city

Reward: 10000 XP, 10 Kenshi, Humble Coif of the Prophet (+3 to magic defence and mana regeneration, +30 mana)

In the further part of the land, we'll find a huge clearing full of Gerhart's troops. Before we move south, it's worth to settle here for a while - on the north (M1,4) we can make secondary quest Punishing the Poachers, and little on the west Elemental Balance(M1,5). Especially the first one is worthwhile - the reward is quite big.

Clearing full of challenges - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Clearing full of challenges
Searching this place is a good idea - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Searching this place is a good idea

When we go on the south, we'll figurate out, that our horse can't move cross the River. To solve this problem, we have to do the quest Riding the Waves (M1,7).

We won't move further until our horse learn how to swim - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
We won't move further until our horse learn how to swim

After completing this mission, we are going south - by the way collecting treasures and having battles with weak enemies. Eventually, we get to the entrance to the cave (M1,X) - we will go under the vulcano.

You can't miss the cave - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
You can't miss the cave
And landscapes are really nice - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
And landscapes are really nice

Troop of Kenshi joins us in the cave(M2,X) - they'll be very helpful in the following part of the mission. Before heading north, fight few battles with elementals on the south (M2,1) - they're guarding precious treasures.

Dangerous monsters on the south... - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Dangerous monsters on the south...
...worth defeating because of the treasures - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
...worth defeating because of the treasures

After moving north, we follow the only one possible path. In some moment we can turn and fight another elementals, guarding the arcane library (M2,2).

The Lord Hiroshi himself - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
The Lord Hiroshi himself

Sooner or later we reach an exit from the cave (M2,X2). After few steps we meet lord Hiroshi (M1,9) who gives us a mission: Secession. In this moment, The Naga Lord ends.

Main Quest: Riding the Waves

Goals: reach the Dragon Nexus

Reward: 10000 XP, +2 might attack

During The Naga Lord quest, we'll find that our horse can't walk on the water - to gain such ability, he has to drink from the Shalassa's spring (M1,7).

Spring is situated at the western side of the island - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Spring is situated at the western side of the island
Slurp slurp - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Slurp slurp

The spring we'll find on the west - use it, and the quest is done. By the way we are able to do the Of Sharks and Men quest.

Main quest: Secession

Attention! This mission get activated after finishing The Naga Lord!

Goals: conquer and convert the city Strandholm

Reward: 10000 XP

After talk with Hiroshi (M1,9) we receive a castle (M1,10) - but about nearest mines, we have to care yourself. After gaining enough resources and recruiting few troops, we can move further.

Our lands - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Our lands
Enemy has two forts on the north - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Enemy has two forts on the north

Enemy's castle is a bit on the north (M1,12) - by the way we'll have to conquer his two forts. Opponent will, from time to time, attack us, but not with strong armies. In the meantime we should visit undeads ruin - monsters keep there sixteen Kenshi (M1,11).

Save Kenshi! - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Save Kenshi!
We have to cut out enemy's supplies - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
We have to cut out enemy's supplies

Now it's time to seize Standholm itself (M1,12) - attack on this fortress is one the most difficult battle in the game. It's worth to arm our hero maximally and think about Irene's equip. Delaying an attack has no sense - enemy will gain New units much faster than we.

Enemy's residence is well protected - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Enemy's residence is well protected

During the battle it's Best to concentrate on enemy's priestesses - they are incredibly strong, can heal and resurrect allied also. If we reached the first tear reputation, we should use serenity ability - it'll block enemy's shooters for few turns. of course we should remember about healing our troops and attack the gate with Kenshi and Shark Guards.

The Encounter is really demanding - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
The Encounter is really demanding
Enemy can have even 1000 units! - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Enemy can have even 1000 units!

After a victory, we have to make a decision - we can let enemy's Hero free (+100 tear points) or kill Her (+100 blood points). If first one, we'll fight her in the next scenario.

Our choice has small influence on the plot - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Our choice has small influence on the plot

In this moment, the quest is done, and we begin the next scenario - The Winding Stair.

Secondary quest: Choice

Goals: reach a first reputation level (blond or tears)

Reward: 10000 XP, +2 Destiny

Mission accomplish itself - every choice get us closer to the finish. Remember, that reputation points we gain not only in buildings (like arena or arcane library) but also thanks to quests (Elemental Balance) and decisions connected with neutral armies (8 blood points for chasing, 10 tears points for letting free).

Our princess has new robe - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Our princess has new robe

Secondary quest: Punishing the Poachers

Goals: defeat the Haven's troop

Reward: 8000 XP, 18 Kappa

Gerhart's troop slaughtered Kappa's village - our is revenge. We will meet them in the northern part of the big clearing, during completing (M1,4) The Naga Lord.

Gerhart's boys know no mercy - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Gerhart's boys know no mercy
He have to help Kappa! - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
He have to help Kappa!

After short fight, we should win - the key is a fast Shark Guards attack and healing them.

Secondary quest: Elemental Balance

Goals: Take an artifact guarded by water elementals

Reward: 2000 XP, +30 tears or blond points, Staff of the Tide (+10% to water magic efficiency)

This quest can be done in two ways - blond or tears path. When we reach water elementals (M1,5), we'll choose. If we attack those creatures, we obtain 30 blood points (better do the Punishing the Poachers first - you may need some supplies). Water units can freeze our troops every two turns, causing huge damages - so we should get them ASAP.

Water... - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Water...
...or fire? - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
...or fire?

If our decision will be more peaceful, water elementals tell us to eliminate their fire brothers (M1,6). Fight with them is much easier than with water spirits, and a reward is good too - 30 tears points and 2000 XP. "Sparkles" are not-top-strong shooters - but they are blowing in the moment of death!

Secondary quest: Of Sharks and Men

Goals: defend Gerhart's men on the boat

Reward: 10000 XP, 22 Shark Guards

Luckily, we know how to walk on the water - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
Luckily, we know how to walk on the water
...so sea battle won't be challenging. - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
...so sea battle won't be challenging.

Little on the north from the Shalassa's spring (look at: Riding the Waves) we'll see a boat with Gerhart's people (M1,8) - if we defeat them, we'll gain a sharks appreciation. Human army isn't big - few sentinels and crossbowmen, who we can easily eliminate. It's Worth to do this quest - both for experience and new units.

Others: Mysterious Island

On the northern-east edge of the map (look at M1 and M3) we'll find small island - there are fort and two mines (gold and crystal). It's quite well protected and, what is more, Gerhart will continually attack us - if we don't be careful, he may conquer our city. That's why it isn't worth to search a treasures.

For all facades - it isnt worth - 1st mission - The Fury and the Mire - Campaign - Might & Magic: Heroes VI - Game Guide and Walkthrough
For all facades - it isn't worth
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