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

Might & Magic: Heroes VI Game Guide

Table of Contents

2nd mission - The Good, The Bad and the Bloody M&M: Heroes VI Guide

Last update: 11 May 2016

Now its time for forging your own destiny - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Now it's time for forging your own destiny

After saving Irene, Sandor decided to move to the Pao Islands, settled by barbarians. Unfortunately, savages didn't welcome his warmly.

Main quest: Terra Firma

Goals: reach the village

Reward: 20000 XP, Centaur Bow (shooters counterattack in melee without any penalties)

We begin mission on the southern east (M3,1). We should go straight along the only one possible path (by the way eliminating neutral creatures) until we find earth elementals. After defeating them, we find ourselves on the crossroads (M3,2). We should definitely go on north where lot of treasures and enemies wait for us. After cleaning up the area, we can go back to the crossroads and move straight. After few steps we get into an ambush which can't be avoided.

Farewell with Irene was rather nervous. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Farewell with Irene was rather nervous.
When we head west we get into the ambush. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
When we head west we get into the ambush.

Quest ends with a short talk with our attacker. We receive those missions: Might Makes Right,  Time for New Ways and Wild Card.

Main quest: Wild Card

Attention! This quest is available after finishing Terra Firma!

Goals: make any of quests Might Makes Right, Time for New Ways

Reward: 50000 XP, Malathua's Cleaver (+3 to might defence)

When we obtain land on the north (M3,3) the time will come for managing it. At the beginning we have little of resources but if we seize nearby mines and collect resources our situation will improve. We should develop our castle ASAP (how it's described in the City development chapter) and then start looking for adventures.

When we reach the shipyard therell be an ocean of possibilities. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
When we reach the shipyard there'll be an ocean of possibilities.

During our voyages we have to be careful. Other players will be neutral until we attack them. It gives us a big amount of maneuvers and let to attack neutral creatures and seize western forts (M3,4). But sooner or later it won't be enough, and we will have to stand on one of sides. If we choose rebellions (quest Time for New Ways) we can attack purple (M3,5). Otherwise, we should attack yellow player (mission Might Makes Right; M3,6). Important is a fact that we can't change our choice. What is more - if Sandor has already first level of reputation, only one quest will be available for him (Time for New Ways for tears and Might Makes Right for blood).

Peace time is an exploration time. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Peace time is an exploration time.
Eventually we have to make a choice. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Eventually we have to make a choice.

When one of those quests ends, we should prepare to the final encounter. Now we should do the quest More Army thanks to which we'll be able to recruit jaguar warriors and cyclopss. When we finish arming, we can stand against enemy's leader whose castle is on the unavailable island on the north (M3,7). To reach it, we have to go through the portal M3,X2 from which enemy will attack us. After moving through it, we'll see a dense jungle. After few turns hacking through on the south we'll reach our opponent (M3,7) who has the best Stronghold's troops in army.

Enemy hid in a powerful citadel. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Enemy hid in a powerful citadel.
Well seize it thanks to our number advantage. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
We'll seize it thanks to our number advantage.

During this battle we should look out on enemy's centaurs who for sure will hurt us. Besides that don't forget about maulers and dreamwalkers. Our response should be charge at the gates, but this time using cyclops. Those powerful beasts can crush enemy's fortification very fast as a living ram. When the gates fall, we should flow inside the walls and sink our enemy in a number of ours units. After winning this battle scenario ends.

Secondary quest: Might Makes Right

Attention! This quest is available after finishing Terra Firma!

Goals: defeat Airini

Reward: Sandor steps on a blood path, Thunder Staff (+10% to air magic effectiveness, +5% to its cost)

If we complete this quest, Airini won't help us in the further scenario but in the quest More Army we'll be supported by the powerful cyclops Acamas. Our enemy is located on the southern west edge of a map (M3,6). To find her, we need to sail through the sea and make a landing on a rebellions' island. It isn't too difficult, because they remain neutral until we attack them.

We wont have any problems with reaching our enemy. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
We won't have any problems with reaching our enemy.

Before we fight Airini, we should prepare our army well (look at: Wild Card). During the battle we have to be careful: enemy has the same troops as we so a number advantage is a key to the victory. Scheme of the siege is classical, we should send maulers and dreamwalkers under the gates and fire at enemies with other formations (harpies can fly over the walls). Our main trouble will be for sure opponent's maulers but we can't forget about other troops.

When Airini fall, Sharka decides to betray us. We'll fight not only with him (M3,7) but also with all tribe of Red Jaguar Warriors (M3,5).

Secondary quest: Time for New Ways

Attention! This quest is available after finishing Terra Firma!

Goals: release rebellions and defeat Ira.

Reward: Sword of Whistlebone (deals once extra 600 damage (Air) to the target and all adjacent enemy creatures), Sandor enters the path of tears

Island of Red Jaguar Warriors is on the east (M3,5), that's where we find rebellions imprisoned by Ira (M3,8). To complete the quest, we have to free barbarians, and they are guarded by quite big troops of maulers. During the battles it's worth to keep them on distance. After every encounter we should talk to the savages - they'll join us what will replenish our loses.

Slaves arent guarded too well. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Slaves aren't guarded too well.

When we collect all three groups, enemy's hero will ride out from the nearby city (M3,5). During fighting with him we should play carefully, keeping him in the middle of the battlefield securing our backs by that. His most dangerous units are maulers and dreamwalkers, and on them we should focus our attack. But if we are able to reach enemy's centaurs they are our priority.

We wont it or not, well have to fight Ira eventually. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
We won't it or not, we'll have to fight Ira eventually.

After victory we need to conquer the city, using normal barbarian tactic (look at: Tactics on the battlefield). When the quest ends rebellions (yellow player, M3,6) joins us with all his armies and hero. Unfortunately our actions cause that cyclops Acamas won't join us in the quest More Army.

Secondary quest: More Army

Attention! This quest is available after finishing Might Makes Right or Time for New Ways

Goals: gain support of jaguar warriors and cyclops

Reward: 30000 XP, +2 to Destiny

How gain jaguar warriors trust you can read in a Strength Only quest whereas informations about cyclops are below.

To find a leader of one-eyed we need to sail to the island of western archipelago (M3,9). There, nearby the volcanic top, we'll find Acamas, powerful, black skinned cyclops with many of his fellows. Retreat would be a flaw on our honor so we should prepare to uneasy battle.

Apparently cyclops like lava bathing. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Apparently cyclops like lava bathing.

All cyclops in enemy's army obtain damages at the beginning of their turns, so we won't avoid loses in this battle. So we should move forward maulers ASAP, who will take most of blows. Of course we have to support them with healing spells to not let them die.

This is a situation we should avoid. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
This is a situation we should avoid.
Acamas is a very powerful hero - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Acamas is a very powerful hero

You could think that sending maulers against cyclops is a top of stupidity, but in fact it's well-considered tactic. Our assumption is very simple: those creatures deal the biggest damages in our army and simultaneously they will inhibit cyclops' attention from other troops. Constantly healing they should attack as first and only then to action should go harpies or dreamwalkers. It's because that ones-eyed have only one retaliation.

Its worth to join the cyclops to our army. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
It's worth to join the cyclops to our army.

If we made the Might Makes Right, defeated Acamas would join us as a new hero. He is very precious gift, he has many useful abilities and a huge army composed of cyclops. That's why blood path seems to be more interesting.

Secondary quest: Strength Only

Attention! This quest is available after finishing Terra Firma!

Goals: defeat Ira and talk to Arana

Reward: 10000 XP, Amulet of the Jaguar (+4 to might attack),12 jaguar warriors

We obtain this quest form a leader of southern-east village, (M3,10). Our goal is to defeat Ira from Red Jaguar Warriors tribe. We'll find her on the northern-east island, inside the castle (M3,5). To go there we have to do the quest Might Makes Right or Time for New Ways, only then gates leading to an enemy will be opened.

Villages leader will welcome us with open claws. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Village's leader will welcome us with open claws.

In battle with Ira we should focus on his maulers and dreamwalkers and also on centaurs. So we should heal our troops as often as possible, simultaneously fighting in the middle of the battlefield. If we command our attack wisely we will eliminate enemy's troops one after the other, what is a key to the victory.

Red Jaguar Warriors will resist for sure. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
Red Jaguar Warriors will resist for sure.
The faster we eliminate them, the better. - 2nd mission - The Good, The Bad and the Bloody - Campaign - Might & Magic: Heroes VI Game Guide
The faster we eliminate them, the better.

When enemy is defeated, we can go back to Arana who'll offer his help. We'll take over his village and from now on we can recruit jaguar warriors in our cities. Their support is essential for the quest More Army.

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