Subject: ++ THE COMPLETE MM6 HINT FILE ++ From: "R. McPherson" Date: Thu, 21 May 1998 12:38:32 -0700 Newsgroups: comp.sys.ibm.pc.games.rpg ++ THE COMPLETE MM6 HINT FILE ++ Compiled from newsgroup posts and personal experience. My thanks to all the people who have contributed the collective information available here. -Ron McPherson (see http://mamba.bio.uci.edu/~rmcphers/mm6maps.html) [List of training locations, dragon towers, promotion quests, stables, shrines, and potions plus a bunch of hints and riddles and the obelisk message, and a few bugs and secrets I added at the bottom] All EXPERT teachers require skill level 4 (see additional training requirements below also) For Master: All Weapons require 8 skill points All Armor requires 10 points All Magic skills require 12 And Misc. skills only need 7 (all masters require additionally that you have a certain level of a statistic or be a certain promotion rank, I need more details) >New Sorpigal: [Dragon Tower, 1 stable] Earth Magic expert Fire Magic expert Air Magic expert (Above bank, get fly scroll from bank's S. wall) Water Magic expert (Island off E. coast) Body Magic expert Mind Magic expert Spirit Magic expert Learning expert (above self guild) Bodybuilding expert Meditation expert Perception expert (above tavern) Identify expert (above tavern) Staff expert (South of town on mainland) Ancient Weapons expert (N.E. of town on mainland) >Castle Ironfist: (Outside of Castle Walls) [stable] [the Seer in a hut up a mountain path] Shield expert Leather Armor expert Chain Mail expert Plate Mail expert Dagger expert (Behind tavern) Bow expert >Castle Ironfist: (Inside Castle Walls) {Paladin promotion} Axe expert Sword expert Disarm Traps expert Identify expert Diplomacy expert Spirit Magic Master (requires High Priest) >Mist: {Sorceror promotion} Repair expert Staff expert Spear expert Leather expert Fire Magic Master Water Magic Master Air Magic Master (requires Arch Mage) Meditation Master >Bootleg Bay: [fountain of magic] Perception expert Chain expert >Darkmoor (Mire of the Damned) [stable] Mace expert Chain Master Perception Master Axe Master (after killing Snergle) Spear Master >Free Haven: [Dragon Tower, 2 stables] [Council, Oracle] {Knight promotion} Sword expert Dagger expert Merchant expert Earth Magic expert Fire Magic expert Air Magic expert Water Magic expert Body Building Master Plate Master (above Castle Temper) (requires Hero) >Silver Cove: [Dragon Tower, stable] {Druid promotion} Repair expert Light Magic expert Merchant Master Body Magic Master Mind Magic Master Earth Magic Master Learning Master >Castle Stone: {Cleric promotion} Repair Master Leather Master Dagger Master Disarm Master >Kreigspire: [Dragon Tower, stable] Bow Master (above the castle) Light Magic expert (in town) >White Cap: [Dragon Tower, stable] {Archer promotion} Bow expert Mace expert Dark Magic expert Diplomacy Master (above Castle) >Blackshire: [Dragon Tower, stable] Dark Magic expert Sword Master Mace Master Shield Master >Castle Alamos (by boat from Silver Cove) Ancient Weapons expert Staff Master Light Magic Master (requires "Saintly" rep.) (behind inn on S. island) >Paradise Valley (sometimes called Pleasant Valley by the game) Ancient Weapons Master Dark Magic Master (requires "Notorious" rep.) >Sweet Water (abandoned town with devils) [fountain of youth] [the Hive] ---------------------------------------------------------------------- General hint about using many crucial items: The character who has possession of the item (like a key, parchment, pedestal statue, etc.) must be the active highlighted character when clicking on the place that the item is used. If you can't get through a door that you think you have the key for, make sure that it is in possession of the active party member. Many people just starting out miss this. ---------------------------------------------------------------------- [Solstice/Equinox dates for druids]: (not saved in autonotes) March 20 June 21 Sept. 23 Dec. 21 [Circus dates]: (They stay for only a month) April - Blackshire December - Bootleg Bay August - Mire of the Damned (the circus is where prince Nicolai can be found after he skips out) [Goblin Keep password]: N I L B O G ("goblin" backwards but there are others that will work) (to complete the quest you need the parchment with the clues) ---- [Temple of Baa] central door sequence: north, east, west, south (you'll get a "click" when each door unlocks instead of a shock) ---- [Shadow Guild (S. of Castle Stone) riddle answers]: fish time dark arrow ---- [Shrine pilgrimage list]: (Visit the Seer each month to find the current active shrine. You'll receive a permanent +10 to your stats or resistances. Subsequent visits the next year will give you +3 more) January - Might - Bootleg Bay NW corner. February - Intellect - Mist March - Personality - Silver Cove NW corner April - Endurance - Castle WhiteCap May - Accuracy - FreeHaven (just west of town) June - Speed - Mire of the Damned (center west) July - Luck - New Sorpigal off the East coast of town August - Fire - Kriegspire down near castle in mountain September - Electricity - center west in Castle Ironfist October - Cold - Kriegspire north half center along mountains November - Poison - Eel-infested waters/Alamos December - Magic - Blackshire visible just northeast of town ____ [Castle Alamos] orb password: JBARD (visit the trees to solve this password) ---- [Temple of VARN] codes: (requires the parchments to work) aruhu yttocs ulus yoccm kcops krik (NWC loves that Star Trek stuff) ----- [Obelisk Messages]: (written top to bottom) In_the_land_of_ the_dragon_to_n orth_by_far_nor thwest,_lies_th e_cache_of_the_ captain_'neath_ the_weight_of_t he_least._Hid_f or_the_ship_of_ the_sun_before_ her_functions_c eased,_lift_the stone_and_you_h ave_won;_this_r iddle's_puzzle_ pieced.________ (this cache will not show up unless you've visited all obelisks) ------ [Potion mixing guide:] # Name Type Mix Effect ------------------------------------------------------------- First Generation 1 magic blue PhRt +10 spell points 2 energy yellow Popy +10 primary statistics (t) 3 cure wounds red WdoW +10 hit points Second Generation 4 resistance green 1+2 +10 all resistances (t) 5 cure poison purple 1+3 cures poison condition 6 protection orange 2+3 +10 armor class (t) Third Generation 7 super resistance white 1+4 +20 all resistances (t) 8 bless white 1+5 blessed for 6 hours 9 stone skin white 1+6 stone skinned for 6 hours 10 haste white 2+4 hastened for 6 hours 11 extreme energy white 2+6 +20 primary statistics (t) 12 heroism white 3+6 heroism for 6 hours 13 restoration white 4+5 cures all conditions but stoned and dead 14 supreme protection white 4+6 +20 armor class (t) Fourth Generation 15 essence of intellect black 1+9 +15 intellect, -5 might (p) 16 essence of personality black 1+13 +15 personality, -5 speed(p) 17 essence of accuracy black 2+8 +15 accuracy, -5 luck (p) 18 essence of endurance black 2+14 +15 endurance, -1 others(p) 19 essence of speed black 3+10 +15 speed, -5 persnlty (p) 20 essence of might black 3+12 +15 might, -5 intellect (p) 21 divine magic black 4+7 +100 spell points, +1 age(t) 22 rejuvenation black 4+11 cures aging, -1 to 7 stats(p) 23 essence of luck black 5+7 +15 luck, -5 accuracy 24 divine power black 5+11 +20 level, +1 age (t) 25 divine cure black 13+6 Cures everything (t) is temporary, (p) is permanent. All age effects are magical aging. Types are only used in mixing: you can't mix like type with like type. There are 216 possible combinations, so obviously most combinations just blow up. Damage is proportional to the power of the reactants. If you explode a third and fourth generation potion, your character is ERADICATED! Potion pairs 15 and 20, 16 and 19, and 17 and 23 are complimentary. If you feed the same character both, he'll get +10 to each stat. -- __________________________________ GinRummy Shareware Card Game Page: http://www.netcom.com/~d.teach/ ___ [hints about additional training requirements] Lots of weird requirements (depending on what you call weird). If you mean weird by requiring one of the "titles" then there are only 7, although ironically there is no skill related to Great Druid or ArchDruid that I'm aware of. The weird seven are: 1. Sword master requires 8 skill points in sword and Cavalier title 2. Spear master requires 8 skill points in spear and Cavalier title 3. Bow master requires 8 skill points in bow and Battle Mage title 4. Chain master requires 10 skill points in chain and Crusader title 5. Plate master only requires Hero title 6. Air master only requires ARchmage title 7. Spirit master only requires High Priest title Of course, all title requirements work for honorary titles as well (eg. High Priest or Honorary High Priest). There are some other strange requirements... Axe master requires completion of the "Snergle" quest. Light master requires a "Saintly" reputation. Dark master requires a "Notorious" reputation (one armageddon spell and your notorious). and quite a few of the other Masters require a minimum in a stat (eg. Merchant Master requires 30+ Personality) as well as the normal skill point requirements. These are easier since the game doesn't differentiate between temporary and permanent stat levels. By the time you want to be a master in something, you should be able to get enough magic items (or potions) to magic yourself up to the minimum stat requirement for any skill. For those of you who don't know, the following is the minimum skill points required to be a master by grouping (please note exception above): 7 skill points to master a miscellaenous skill (merchant, identify, etc...) 8 skill points to master a weapon 10 skill points to master an armor type 12 skill points to master a magic Anyone can be an "honorary" something. Archmage, Great Druid, Hero, etc... Michael P. Smith ____ Ron's secrets/hints/bugs Here is my advice (rjmcpher@uci.edu): 1. get ++ THE COMPLETE MM6 HINT FILE ++ and print it out. 2. think about using one of the trainer/cheater character editors and set all your skills to +4 to begin otherwise the game is very slow to start (see avault.com for a trainer) 3. Archers and Druids are good,elemental magic wins the game. 4. Don't put any points in your luck stat because there is a well in the first city that can boost luck up to +15 with repeated use (once/week/+2 at a time). 5. Search for horseshoes and herbs all the time. Horseshoes raise your skill points. Everything respawns, the rate of respawn varies, New Sorpigal respawns in 6 months. Potions and horseshoes are vital. Castle Kriegspire is full of horseshoes and full of minotaurs. 6. Watch the calendar all the time and plan your training carefully. Time passes and you miss the opportunity to get shrine pilgrimages from the Seer in castle ironfist. Get to the seer as soon as possible and start getting pilgrimage assignments every month. Training takes a week and so if you go to the trainer and go up more than one level in a single visit you save yourself weeks of game time. 7. Get a banker to join your party and a merchant right away because money makes the world go around. Plan on getting high perception (to buy things at cost) and high merchant skill (to sell things at max). Think about money right away or you'll be broke later in the game. 8. Don't try to satisfy each quest as you get it, plan on having a book full of unsatisfied quests. That way you can coordinate training, questing, travel, etc... and increase your experience faster and reduce return trips. 9. Make the "essence of" 4th generation potions right away and get +10 added to all your stats permanently. 10. Go everywhere, get everything (except bones), kill everything (except peasants). Killing peasants and getting bones and selling bones lowers your reputation. 11. The game is pseudo-linear. You can go into a dungeon and explore and kill any time you want but if you have not been sent to find a person, then they may not be there yet. You can usually find quest items ahead of schedule, but not all the quest people. So the master thief is not in the sewer until you get the promotion quest, but the little girl is in the spider dungeon/abandoned temple whether you've talked to her father in New Sorpigal or not. 12. Save often. The Save/Reload spell is the best magic spell in the game. 13. There is a bug or two to exploit. One in particular is in the fire lord quest dungeon (see below). You can get unlimited experience here. This is also a chance to get your reputation to "Saintly" since you also get reputation bonuses. But reputation is a different story. In short, just don't plan on mastering in Dark Magic because your reputation will be ruined. Elemental magic and the spells SPARKS, FIREBALL, ACID BURST, POISON SPRAY, are the most succesful spells all game long and at higher levels you can cast FLY and drop METEOR SHOWERS on everything and just enjoy the carnage. [winning routine] Once you have LLOYD's BEACON and TOWN PORTAL you can employ the following strategy: First, visit a +levels fountain (castle stone +10 or kriegspire +30) and set a beacon, then drink from the fountain, then town portal to Blackshire and cast POWER CURE, HOUR OF POWER, DAY OF THE GODS, FLY, WATER WALK, and DAY OF PROTECTION, then drink from the Blackshire fountain and get all your magic mana restored, then save. If you need magic resistance also, run down to the other fountain and drink and cast STONE TO FLESH then run back and drink to restore mana again. Now go defeat dragons. Especially the dragons in the SouthEastern most corner of Dragonsand that are surrounding the wonderful little shrine that gives a permanent +20 to all statistics! [bug] The Firelord quest in dungeon in bootleg bay (SE near obelisk) is solved by carrying amber and finding more amber in the dungeon and repeatedly dropping into the center platform and then dropping down into each of the 8 or so directions and clearing the route. Teleport back and when you've killed the anubis-looking monster and cleared all the paths you will have solved the quest. Now when you return to the face at the dungeon's entrance (the fire lord) and click on "quest" you will be awarded experience and reputation bonuses. IF YOU STAY IN THAT CONVERSATION AND KEEP CLICKING ON "QUEST" YOU WILL GET MORE BONUS ADDED. You can then train to any level you like (if you have the money). I recommend level 15 or 20 to begin this dungeon. Those are enough tips now. (see http://mamba.bio.uci.edu/~rmcphers/mm6maps.html)