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

Might & Magic: Heroes VI Game Guide

Table of Contents

2nd mission - The Winding Stair - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M5 - storyline map: surface

1 - beginning location - 2nd mission - The Winding Stair - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning location

2 - fort (Remnants of the Pact)

3 - gate (Remnants of the Pact)

4 - Haijima city (Declaration of Independence, Remnants of the Pact)

5 - Changbo (The Ronin)

6 - Lord's Hiroshi residence (Honor and Necessity)

7 - Sunjo city (Twin cities)

8 - Setsujo city (twin cities)

9 - Kirin (Kirin)

10 - spring spirits (Kirin, spring spirits)

11 - temple (Kirin, spring spirits)

12 - snow maidens (Kirin, snow maidens)

13 - pearl priestess corpse (Kirin, snow maidens)

14 - Haven's fort (Wolves, Go Home!)

X - entrance to the undergrounds (look at M8)

X1 - two-direction whirlpool (The ronin)

X2 - two-direction portal on the spring spirits island

X3 - two-direction portal on the snow maidens island

X4 - two-direction portal to the pearl priestess

X5 - one direction portal to X6

X6 - exit from the portal X5

X7 - one direction portal to X8

X8 - exit from the portal X7

M6 - 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 - 2nd mission - The Winding Stair - 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 - sawmill (2 wood per turn)

5 - crystal mine (1 crystal per turn)

6 - gold mine (1000 gold per turn)

7 - dwelling (increase creature's population)

M7 - map of passive 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 - Water Elemental Shrine (If friendly units get damaged, they will obtain ice armor spell) - 2nd mission - The Winding Stair - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

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

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

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

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

6 - 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)

7 - reverie shrine (You get bonus +10 to initiative and +5 to might attack. Only once per battle)

8 - lighthouse (increase's army morale. Hero can use it once per week. )

9 - galeon wreck (undeads guarding treasures)

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

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

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

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

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

15 - ice pearl shrine (+10 to army's initiative. Once per week)

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

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

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

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

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

X - entrance to the undergrounds (look at M8)

X1 - two-direction whirlpool (The ronin)

X2 - two-direction portal on the spring spirits island

X3 - two-direction portal on the snow maidens island

X4 - two-direction portal to the pearl priestess

X5 - one direction portal to X6

X6 - exit from the portal X5

X7 - one direction portal to X8

X8 - exit from the portal X7

M8 - objects map: undergrounds

1 - armoursmith (permanent +1 to the might defence - 2nd mission - The Winding Stair - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

2 - monsters guarding the treasures

X - exit on the surface (look at maps M5, M6, M7)

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