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

Might & Magic: Heroes VI Game Guide

Table of Contents

4th mission - Death-in-Life and Life-in-Death - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M11 - storyline map

1 - beginning location - 4th mission - Death-in-Life and Life-in-Death - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning location

2 - Ashwick city (The Fall of Ashwick)

3 - Inferno

4 - main demon's residence

5 - fishermen village (Beacon of Hope)

6 - the gate (Mother of the Nightmares, To Behead a Wolf)

7 - Isegrim (To Behead a Wolf)

8 - Gerhart's cities (We come in peace)

9 - volcano (Honor can be two-edged)

10 - lighthouse (Beacon of Hope)

11 - the island of miracles

X - entrance to the undergrounds (Mother of the Nightmares)

X1 - one-direction portal to X2

X2 - exit from the portal X1

X3 - two-direction portal

X4 - one-direction portal to X5

X5 - exit from the portal X4

X6 - one-direction portal to X7

X7 - exit from the portal X6

M12 - map of active objects

Attention! As since a map to this scenario is really huge, we divide it on two parts - first with all active objects (like cities, forts and mines) and the second with passive ones (giving bonuses to heroes).

1 - sawmill (2 wood per turn) - 4th mission - Death-in-Life and Life-in-Death - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - sawmill (2 wood per turn)

2 - stone mine (2 stone per turn)

3 - crystal mine (1 crystal per turn)

4 - gold mine (1000 gold per turn)

5 - city

6 - dwelling (increases creatures population)

7 - lighthouse (doubles the movement points on the sea of all your heroes)

M13 - map of passive objects

Attention! As since a map to this scenario is really huge, we divide it on two parts - first with all active objects (like cities, forts and mines) and the second with passive ones (giving bonuses to heroes).

1 - stone of enlightment (gives 2500 XP - 4th mission - Death-in-Life and Life-in-Death - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

2 - 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)

3 - Revelation Crystal (Gives +1 to magic defence permanently. Only one-shot for hero)

4 - Knight Shrine (+1 to unit's movement radius and +5 to the morale for a week. Hero can use it once per seven turns.)

5 - Dragon vein (regenerate hero's mana completely. Can be used once per week)

6 - observatory (discover nearest area)

7 - Crystal of Power (Gives permanent +1 to hero's magic power. Only one-shot for hero)

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

9 - arcane library (Gives hero + 1-3 magic power or + 1-3 to magic defence. Number of points depend from hero's level (1-10: 1, 11-20: 2, 21-30: 3). Hero can use it only once)

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

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

12 - altar of destruction (In the next battle your enemy will be attacked by meteors. You can use it once per week.)

13 - Crystal of Power (Gives permanent +1 to hero's magic power. Only one-shot for hero)

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

15 - Conflux Orb (You can let messages to the other players)

16 - arena (After defeating guards it gives +2 to might power or might defence permanently. After fight all lost troops are resurrected)

17 - demons shrine (+5 to might power and luck for a week. You can use it once per week.)

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

19 - Dragon Nexus (doubles hero's maximum mana points. Can be used once per week)

20 - Hell Forge (+5 to might power and magic power for a week. Hero can use it once per week.)

21 - Chaos Wave (During next battle on your side appears computer controlled monster. It starts eating random enemy units (it can be interrupted by killing a beast). You can use it once per week.)

22 - Chorus (+5 to Leadership and magic power to the next battle. You can use it once per battle.)

23 - Shrine of the Seventh Dragon (Level up a hero for a sufficient payment. Hero can use it only once)

24 - centaur's monument ( +5 movement points of an army and +10% to ranged damages. Once per week. )

25 - Monument of Revelation (Discover fragment of map (not nearest))

26 - reverie shrine (You get bonus +10 to initiative and +5 to might attack. Only once per battle)

27 - Water Elemental Shrine (If friendly units get damaged, they will obtain ice armor spell)

28 - Angels Shrine (+5 to magic power and Leadership do the end of current week. One use per a week.

29 - galeon wreck (undeads guarding treasures)

X - entrance to the undergrounds

X1 - one-direction portal to X2

X2 - exit from the portal X1

X3 - two-direction portal

X4 - one-direction portal to X5

X5 - exit from the portal X4

X6 - one-direction portal to X7

X7 - exit from the portal X6

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