1st mission - The Fury and the Mire - Maps M&M: Heroes VI Guide
Last update: 01 February 2017
M1 - storyline map: surface
1 - sentinels
2 - friendly priestesses
3 - enemy's troop (The Wolf Hunts)
4 - dead Kappa (Punishing the Poachers)
5 - water elementals (Elemental Balance)
6 - fire elementals (Elemental Balance)
7 - dragon nexus (Riding the Waves)
8 - foe's ship (Of Sharks and Men)
9 - Lord Hiroshi (The Naga Lord)
10 -Umiya city
11 - ruins (with friendly Kenshi)
12 - Strandholm castle (Secession)
X - entrance to the undergrounds (look at M2)
X2 - exit from the undergrounds (look at M2)
M2 - storyline map: undergrounds
1 - elementals guarding the treasure
2 - treasures and arcane library
3 - small enemy's troop and little of gold
X - entrance to the underground, friendly troop of Kenshi (look at M1)
X2 - exit from the underground (look at M1)
M3 - objects map: surface
1 - reverie shrine (You get bonus +10 to initiative and +5 to might attack. Only once per battle)
2 - ice pearl shrine (+10 to army's initiative. Once per week)
3 - Revelation Crystal (Gives +1 to magic defence permanently. Only one-shot for hero)
4 - Dragon vein (regenerate hero's mana completely. Can be used once per week)
5 - stone of enlightment (gives 2500 XP. Hero can use it only once)
6 - blind maiden (increase hero's destiny by 5. Only once per fight)
7 - observatory (discover nearest area)
8 - 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)
9 - Dragon Nexus (doubles hero's maximum mana points. Can be used once per week)
10 - weaponsmith (gives permanent +1 to hero's might attack. One-shot for a hero)
11 - armoursmith (permanent +1 to the might defence. Only one-shot for hero)
12 - dwelling (increases creature's population)
13 - sawmill (2 wood per turn)
14 - stone mine (2 stone per turn)
15 - crystal mine (1 crystal per turn)
16 - gold mine (1000 gold per turn)
17 - arena (After defeating guards it gives +2 to might power or might defence permanently. After fight all lost troops are resurrected)
18 - ruins (Guarded by group of creatures - when you win a battle, you get some precious item or troop of friendly units joins you.)
19 - fort (lets you take control on the nearest area)
20 - Water Elemental Shrine (If friendly units get damaged, they will obtain ice armor spell)
X - entrance to the underground (look at M4)
X2 - exit from the underground (look at M4)
M4 - objects map: undergrounds
1 - Sigil of Arkath (+5 to magic defence for a week. Hero can use it once per week.)
2 - Crystal of Power (Gives permanent +1 to hero's magic power. Only one-shot for hero)
3 - mother earth shrine (increase hit points of all unit about 10%. Once per every fight)
4 - 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 - entrance to the underground (look at M3)
X2 - exit from the underground (look at M3)