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

Might & Magic: Heroes VI Game Guide

Table of Contents

1st mission - In the Wake of Adversality - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M1 - Storyline map: surface

1 - enemys castle (Inquisitive Girl) - 1st mission - In the Wake of Adversality - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - enemy's castle (Inquisitive Girl)

2 - grave (Ghosts of War)

3 - cyclops

4 - castle (Inquisitive Girl, Accidental Victim)

5 - gates to the south

6 - enemy's forts (Inquisitive Girl)

7 - skeletons (Kilburn's list)

8 - city (Inquisition's hearing)

9 - enemy's headquarters (Inquisitive Girl)

X - downstairs to undergrounds

X1 - two-direction portal to M2,X1

X2 - two-direction portal to M2,X4

M2 - Storyline map: undergrounds

1 - beginning location - 1st mission - In the Wake of Adversality - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning location

2 - ghosts (Accidental Victim)

3 - griffons

4 - Pit Lords

5 - Jorgen's prison (Inquisitive Girl)

X - entrance to the surface (look at M1)

X1 - portal to exit M3,X1

X2 - portal to the passage X3

X3 - portal to the passage X2

X4 - portal to the passage M3,X2

M3 - Object's map: surface

1 - stone of enlightment (gives 2500 XP - 1st mission - In the Wake of Adversality - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

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

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

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

5 - 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)

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

7 - observatory (discover nearest area)

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

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

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

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

12 - ruins (Guarded by group of creatures - when you win a battle, you get some precious item or troop of friendly units joins you.)

13 - Well of souls (+10 to hero's magic power to the end of a week. You can use it once per week.)

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

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

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

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

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

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

20 - 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)

21 - Warmen Guardhouse (After every battle hero obtain additional movement points: +3 for one such building +2 for another, +1 for the third one.)

22 - city

23 - dwellings (increase creature's population)

24 - fort (lets you take control on the nearest area)

25 - stone mine (2 stone per turn)

26 - sawmill (2 wood per turn)

27 - crystal mine (1 crystal per turn)

28 - gold mine (1000 gold per turn)

X - downstairs to undergrounds

X1 - two-direction portal to M4,X1

X2 - two-direction portal to M4,X4

M4 - Object's map: undergrounds

  - 1st mission - In the Wake of Adversality - Maps - Campaign - Might & Magic: Heroes VI Game Guide

 

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

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

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

4 - wheel of time (Hero's movement points -20%, and in the next battle hero's enemy has -10 to the initiative. Once per week.)

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

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

7 - 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)

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

9 - Sigil of Arkath (+5 to magic defence for a week. Hero can use it once per week.)

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

X - passage to the surface (check map M3)

X1 - portal to exit M3,X1

X2 - portal to passage X3

X3 - portal to passage X2

X4 - portal to passage M3,X2

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