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

Might & Magic: Heroes VI Game Guide

Table of Contents

3rd mission - In the Forests of the Night - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M7 - storyline map: surface

1 - beginning - 3rd mission - In the Forests of the Night - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning

2 - Pit fiends

3 - orcs' fort

4 - barbarians' city

5 - barbarians' castle

6 - orcs' fort

7 - nagas' city

8 - nagas' fort

9 - orcs' city

10 - orcs' city

11 - ghost of the priestesses (Bad memories)

12 - naga hero (Bad memories)

X - northern entrance to the undergrounds (Traces in Darkness)

X2 - southern entrance to the undergrounds (Traces in Darkness)

X3 - entrance to the undergrounds

X4 - two-sided portal

X5 - one-sided portal to X6

X6 - exit from the portal X5

X7 - two-sided portal

M8 - storyline map: undergrounds

1 - orcs city - 3rd mission - In the Forests of the Night - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - orcs' city

X - entrance on the surface

X2 - southern exit (to the second part of a map)

M9 - objects map: surface

1 - city - 3rd mission - In the Forests of the Night - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - city

2 - dwelling (increase creature's population)

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

4 - sawmill (2 wood per turn)

5 - stone mine (2 stone per turn)

6 - crystal mine (1 crystal per turn)

7 - gold mine (1000 gold per turn)

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

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

10 - Conflux Orb (You can send messages to the other players)

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

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

13 - 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)

14 - Raiders Dwelling (Gives some gold for every won battle. Amount of gold depends from numbers of such structures you control.)

15 - observatory (discover nearest area)

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

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

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

19 - 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)

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

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

22 - pyramid (undeads guarding prisoners or treasures)

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

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

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

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

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

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

29 - barbarian camp (Guarded by barbarians - when you win a battle, you get some precious item or troop of friendly units joins you)

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

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

X - entrance to the undergrounds

X1 - two-sided portal

X2 - two-sided portal

X3 - one-sided portal to X4

X4 - exit from X3

M10 - objects map: undergrounds

1 - city - 3rd mission - In the Forests of the Night - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - city

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

3 - stone mine (2 stone per turn)

4 - crystal mine (1 crystal per turn)

5 - pyramid (undeads guarding prisoners or treasures)

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

7 - 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)

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

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

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

13 - 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)

X - exit from the undergrounds

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