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

Might & Magic: Heroes VI Game Guide

Table of Contents

1st mission - Something is Rotten - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M1 - storyline map - surface

1 - beginning location - 1st mission - Something is Rotten - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning location

2 - bridge to the east (The Wild Hunt)

3 - orc's fort (The Wild Hunt))

4 - barbarian's city (The Wild Hunt))

5 - second barbarian's city (The Wild Hunt))

6 - orc's forts (The Wild Hunt))

7 - Gate (Religious Disputes)

8 - baron fort (Religious Disputes)

9 - main rebelliants residence (Religious Disputes)

10 - other rebelliants residences (Religious Disputes)

11 - griffins (Egg Stealers)

X - entry to the undergrounds

X2 - downstairs to goblins island (Egg Stealers)

X3 - exit to gryphons island (Egg Stealers)

M2 - storyline map: undergrounds

1 - goblins (Egg Stealers) - 1st mission - Something is Rotten - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - goblins (Egg Stealers)

X - exit to surface

X2 - downstairs to goblins island (Egg Stealers)

X3 - exit to gryphons island (Egg Stealers)

M3 - map of active objects: surface

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 - Something is Rotten - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - city

2 - dwellings (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.)

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

X - downstairs to undergrounds

M4 - passive objects map: surface

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 - blind maiden (increase heros destiny by 5 - 1st mission - Something is Rotten - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

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

3 - 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)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.)

X - downstairs to undergrounds

M5 - objects map: undergrounds

1 - blind maiden (increase heros destiny by 5 - 1st mission - Something is Rotten - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

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

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

4 - gold mine (1000 gold per turn)

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

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 mine (1 crystal per turn)

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

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

X - exit from undergrounds

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