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

Might & Magic: Heroes VI Game Guide

Table of Contents

1st mission - Angel, Angel, Burning Bright - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M1 - storyline map

1 - start location - 1st mission - Angel, Angel, Burning Bright - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - start location

2 - hounds master (Two-Headed Puppies)

3 - purple hero (Bad Reputation)

4 - maniacs (It's a Mad, Mad World)

5 - neutral city

6 - purple enemy castle (Bad Reputation)

7 - enemy's fort (Bad Reputation)

8 - enemy's city (Bad Reputation)

9 - passage to the north

10 - enemy's city (Bad Reputation)

11 - enemy's fortress (Bad Reputation)

12 - hounds (Two-Headed Puppies)

13 - Mask of the Madman (It's a Mad, Mad World)

14 - gate to the east (Bad Reputation and Pride, Prejudice and Demons)

15 - Toghrul's fort (Pride, Prejudice and Demons)

16 - tormentors dwelling

17 - Toghrul's fort (Pride, Prejudice and Demons)

18 - Toghrul's city (Pride, Prejudice and Demons

X1 - one-direction portal to X2

X2 - exit from the portal X1

M2 - 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 - city - 1st mission - Angel, Angel, Burning Bright - 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 - Warmen Guardhouse (After every battle hero obtain additional movement points: +3 for one such building +2 for another, +1 for the third one.)

X1 - one-direction portal to X2

X2 - exit from the portal X1

M3 - passive objects map

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 - war ancient (increases heros fate and Charismatic Leader about 5 for next battle, additionally, he gains 5 movement points - 1st mission - Angel, Angel, Burning Bright - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - 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)

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

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

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

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

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

7 - Conflux Orb (You can sent messages to the other players)

8 - 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.)

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

10 - observatory (discover nearest area)

11 - pyramid (undeads guarding prisoners or treasures)

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

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

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

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

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

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

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

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

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

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

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

23 - dead field (during the next battle living creatures in enemy's army get -10% to HP and attack. Only once per battle)

24 - 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)

X1 - one-direction portal to X2

X2 - exit from the portal X1

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