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

Might & Magic: Heroes VI Game Guide

Table of Contents

4th mission - A Battle Lost and Won - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M12 - storyline map: surface

1 - beginning - 4th mission - A Battle Lost and Won - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning

2 - city (Demons at the gates)

3 - enemy's castles (Breaking the siege)

4 - road to the capitol (Breaking the siege

5 - demons forts (Breaking the siege)

6 - Inferno city (Prophecies)

7 - capitol (Breaking the siege)

8 - city of Deer Duchy (The Support)

X - downstairs to underground

X2 - one-side portal to X3

X3 - exit from portal X2

M13 - storyline map: undergrounds

1 - empresses palace (Prophecies) - 4th mission - A Battle Lost and Won - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - empresses palace (Prophecies)

2 - Inferno cities (Prophecies)

3 - enemy's fort

4 - second enemy's fort

5 - passage to empresses palace (Prophecies)

X - exit on the surface

M14 - map of the 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 - 4th mission - A Battle Lost and Won - 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)

X - downstairs to underground

X2 - one-side portal to X3

X3 - exit from portal X2

M15 - 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 - Revelation Crystal (Gives +1 to magic defence permanently - 4th mission - A Battle Lost and Won - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

2 - griffin monument (all flying units gain +20% to HP. Once per week)

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

4 - pyramid (undeads guarding prisoners or treasures)

5 - observatory (discover nearest area)

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

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

9 - Knight Shrine (+1 to unit's movement radius and +5 to the morale for a week. Hero can use it once per seven turns.)

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

11 - Hell Forge (+5 to might power and magic power for a week. Hero can use it once per week.)

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

13 - artifact merchant (Here you can buy and sell items)

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

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

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

17 - 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)

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

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

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

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

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

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

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

25 - hell gate (Guarded by demons - when you win a battle, you get some precious item or troop of friendly units joins you)

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

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

28 - Well of souls (+10 to hero's magic power to the end of a week. You can use it once per week.)

29 - Angels Shrine (+5 to magic power and Leadership do the end of current week. One use per a week.)

30 - Chaos Wave (During next battle on your side appears computer controled monster. It starts eating random enemy units (it can be interrupted by killing a beast). You can use it once per week.)

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

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

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

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

X - downstairs to underground

X2 - one-side portal to X3

X3 - exit from portal X2

M15: map of the objects: undergrounds

1 - city - 4th mission - A Battle Lost and Won - 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 - arena (After defeating guards it gives +2 to might power or might defence permanently. After fight all lost troops are resurrected)

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

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

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

12 - Hell Forge (+5 to might power and magic power for a week. Hero can use it once per week.)

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

14 - 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 - exit on the surface

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